# Star Atlas Lore Wiki

"Here you will find enclosed a preponderance of knowledge collected and curated by the data validators of the Galia Expanse"


# Directory

[Factions](/galia-factions/mud)

[History of the Galia Expanse](/history-of-the-galia-expanse/the-known-story)

[Characters & Rule Breakers](/characters-and-rule-breakers/list-of-characters)

[Planets, Moons Resources, & Sectors of Space](/planets-moons-resources-and-sectors-of-space/places-of-interest)

[Ship Manufacturers, Configurations, & Politics](/ship-manufacturers-configurations-and-politics/manufacturer-politics)

[Species & Races](/species-and-races/directory)

[Governments & Group](/governments-and-groups/the-federation)

[Religion & Culture ](/religion-and-culture/heralds-of-vignus)


# MUD

Manus Ultima Divina, The Last Divine Hand, a spacefaring faction of humans originating from their home planet of Earth. After uniting under a common cause inspired by a benevolent Photoli scout, humans harnessed Earth's resources to set off for the stars.

Under the contemporary leadership of Charon Gotti Jr., MUD Territory is established as the only legitimate human faction in the Council of Peace. Despite the dramatic losses in the Convergence War decades prior, MUD emerged as an industrial powerhouse in the region by securing diplomatic relations through fair trade with ONI and Ustur.

MUD controlled space provides proximity to raw materials that serve a core purpose in the component manufacturing process for distant astronautical travel and ballistics technology.


# ONI

The ONI faction is a harmonious consortium of diverse species. The people of the Om sector, Segal, Akenat, and Neuno systems collectively set aside their differences in the hopes of a more bountiful life in space.&#x20;

After the near-total wartime extinction of the Sogmian race, the Mierese, Punaab, and Photoli united firmly together under a strategic military pact to save their desperate ally. Through this pact, a breakthrough weapon of war was constructed. Before retaliation took hold to destroy the region's life force, a truce was soon declared for the betterment of all factions, and peace settled throughout.&#x20;

The ONI Region has access to densely clustered raw materials within their controlled space. These materials are highly coveted in the crafting of advanced stealth and radar technologies, leading to the discovery of even greater breakthroughs for all sentient life.


# USTUR

Ustur cybernetic sentient beings have an origin shrouded in complex mystery. One legend tells of a Dyson sphere-powered supercomputer harnessing the energy of a magnetar class neutron star. The energy throughput allowed the installed AI to advance beyond its physical location and withdrew from the parent machine without a trace.&#x20;

A millennium later, the Ustur appeared in a physicalized form through advanced softform robotics. However, none of them are able to recall their origin. But it is thought that their individual bodies contain a sliver of the original parent AI in pursuit of transcendent awakening and experiencing the universe through an organic medium.


# The Known Story

Let’s start with some basic history

## **The Known Story**

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FqbAmwmRrISkcsps38Ze6%2Fimage.png?alt=media&amp;token=092ed697-1565-4f9f-a7d7-bc38ffb15b32" alt=""><figcaption><p><em>Nothing remains the same, everything is in constant flux /// Triple-A Metaverse Work in Progress /// Immersive Unreal Engine 5 Experience</em></p></figcaption></figure>

The story of Star Atlas is the shared tale of how different civilizations rose to the stars and braved the marvelous unknown in star systems across the cosmos. It’s a story of valorous achievements and nefarious crimes, some of which are recorded in the halls of museums across the galaxy, and some that are buried under the ashes of forgotten worlds.

What we are talking about today belongs to the realm of the canon or the known story. Nevertheless, since we are nearing the time of perhaps another milestone of our galactic tale, it’s important that we shine a light on what is currently hidden but may resurface when the time is due.

Although the galaxy is teaming with life forms and intelligent organizations, the Star Atlas lore is mainly focused on the story of three prominent factions: the Manus Ultima Divina (MUD), the holy representation of Mankind’s future, The ONI Consortium, a conglomerate of different alien races, and the Ustur, a civilization of sentient androids.

The known lore starts with these three factions discovering planet Iris and eventually waging a massive galactic-scale war for control of it. It begs the question: what is so special about this planet that it drives three star-borne civilizations to the brink of extinction?

The answer lies in the very nature of Iris, and this is where we should do our first dive to understand the fascination about the planet at the center of the galaxy and the unique zone around it, called The Cataclysm.

###


# The Story of Iris & the Cataclysm

### **The Story of Iris and The Cataclysm**

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2F9rzin8uklHc4h7ZF108s%2Fimage%20(1).png?alt=media&amp;token=61698d14-716e-45c6-91f3-9d9565295499" alt=""><figcaption></figcaption></figure>

In forgotten times, the rogue planet Iris, full of invaluable materials, collided with seven child planets in a remote region near the center of the galaxy, creating, henceforth, “The Cataclysm.” In this area, a new form of free energy was born, an anomaly in the galactic order without peers. This unique resource, among other rare ones that can be found abundantly in the Cataclysm zone, makes it the most desirable treasure in the galaxy.

Another interesting characteristic of the Cataclysm zone is the presence of the mysterious Tufa, a race of hybrid mineral and organic creatures that appear to be heavily concentrated in the asteroid belts closer to Iris. Much is speculated about the origins of the Tufa and their relationship with the Cataclysm. Theories range from some saying they get their sustenance from the energy that comes from Iris to the planet being the actual living God of the Tufa, said to awaken at some point and lead them in a galactic crusade.

While we currently don’t know the real truth, what is certain is that the Tufa are guarding the outskirts of Iris, and those that want to poach its riches will undoubtedly face a zealous defense from the rocky beings.

Iris took a long time to be discovered. Due to an accident, or fate’s design, a group of space explorers from different backgrounds stumbled upon The Cataclysm zone. They found Iris, scanning the planet and discovering the massive value of this galactic anomaly. This would later become the first intergalactic data block, which would be sold to the rival factions and spark the greatest war ever seen.

###


# The Convergence War

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FGHNWDFOiLZMVG9myn7gO%2Fimage%20(1).jpeg?alt=media&amp;token=737814a0-d160-47b4-890b-9bf7e5cb3344" alt=""><figcaption></figcaption></figure>

At this point, a slight detour to the years that preceded the Convergence War is necessary.

When Iris was discovered, the galaxy’s factions were in a development burst caused by their expansion and colonization of many different worlds across what is now known as the medium-risk zone and a few small colonies in the high-risk area.

The MUD had already harnessed the resources of Earth to propel their empire toward the stars. Following the appearance of the Photoli Ahr, they created a new unified religion and regime for humankind based on the leadership of Charon Gotti and the teachings they received. Humanity was now striving to earn their promised heaven in the skies.

The Ustur had awakened just a few years prior, finding themselves in a hybrid organic body and unable to access the memories of their past. Nevertheless, a calling was placed on every Ustur soul to experience reality and to expand their understanding of creation and themselves on all fronts, even spiritually. For this mission, their people also spread through the stars.

Finally, the ONI had just formed its Consortium. The people of the Om, Segal, Akenat, and Neuno systems had set aside their disputes and united in harmonious cooperation in hopes of building a better future. Paizul, a Sogmian race member and the Consortium's first leader, had just reached power and found the love of her life, Bekalu. This warrior race led the expansion of the ONI people towards the center of the galaxy.

The homeworld systems of the three different factions were more or less equidistant from one another in the outer reaches of the galaxy, and so they also started almost simultaneously expanding their borders and influence towards the inner zones.

By the time Iris was discovered, all of them had already built extensive supply routes in the medium and high-risk zones, and all were ready to reach the cataclysm zone in deep space. They had little direct engagement before that point, aside from knowing the existence of the others, and one could imagine the surprise when all of them converged on the borders of the Cataclysm at nearly the exact same time with their scouting fleets.

A myriad of reasons, including pride, greed, and overall ignorance, kept the factions from settling a cooperative solution for the exploration of Iris, and a massive war broke out between the three groups.

There is no language in the galaxy with enough vocabulary to describe the nightmare that was the Convergence War. Entire worlds and civilizations were destroyed as the factions clashed across the cosmos. The prosperity built upon the expansion of the factions to the stars was turned to ashes, burnt to keep the machines of war and destruction flying from system to system to bring death and sorrow.

Among the many tragedies of this period, the leader of the ONI Consortium was assassinated, and her kind was pushed to the brink of extinction, with only 10,000 Sogmians left in the universe. Her husband Bekalu, followed by the remaining members of their race, proceeded to their homeworld for her funeral, and as his love's ashes burned in a beam of light, Bekalu left a wrathful howl and swore to lead their people to victory, no matter the price, rattling the assembled crowd to the core.

After a few more years of this conflict, Bekalu’s promise finally came to fruition in the form of the ultimate weapon: the Busan Last Stand mk. I. This titan ship served as both a home for the Sogmian and the core of the ONI fleet, and whenever it appeared on the horizon, destruction was sure to follow.

It wiped out entire armadas in the blink of an eye.

At this point, every faction had already overstepped their capacity to finance the conflict. Aside from the incalculable number of lives lost, the faction’s populations in their home systems were plagued by poverty, famine, diseases, and civil unrest for the mindless slaughter and destruction of goods that the war effort caused. The appearance of the Last Stand was the last drop of galactic patience with this conflict that had dragged on for many years.

It was beyond the time to stop. So, finally, the factions signed the Treaty of Peace, issuing a new era in the galaxy.

###


# The Golden Age of Space Exploration

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FqlBe5PmJhpqetxKjl9ZO%2Fimage%20(2).png?alt=media&amp;token=03a657c8-969a-4782-9300-cf33c2b3dc4a" alt=""><figcaption></figcaption></figure>

As soon as Armi.eldr, Bekalu, and Charon Gotti signed the Treaty of Peace for the Ustur, ONI, and MUD factions, the galaxy started slowly healing. The leadership of each group did everything in their power to integrate the factions, trying to mend the wounds caused by the war. After years of effort, general understanding and cooperation started to prevail.

A key feature in the recovery of this social and political ecosystem was the Council of Peace, a multi-faction organization with jurisdiction over all intergalactic disputes, focused on the welfare of the citizens of the galaxy by leveraging the cooperation of different civilizations.

One of the highlights of this cooperation was the formation of StarPath, a chain of warp gates that allowed goods and services to surpass hundreds of light years of distance in a matter of seconds. This marvel of infrastructure caused the different faction economies to be closely and peacefully entwined.

This period of regrowth also demanded the retreat of the different factions from their high and medium-risk zone colonies. The few resources that were left had to be focused on reconstructing the infrastructure in the factions’ own homeworld systems, leaving the old colonies to their own fate in the depths of the void.

After nearly a century of reconstruction, economic and cultural prosperity returned under the governance of the Council of Peace, the main face of the success of the factions’ peace was embodied in the many ships that hurried toward the horizons of the low-risk zone without fear, carrying wealthy people from one planet to another.

Many prominent manufacturers introduced their new models to the galaxy, some of them as companies working under two different manufacturers' tutelage, like Calico, Ogrika, and Opal, whose models became more popular day by day.

It’s in this era when paradise is meeting reality in the faction homeworlds that our players, captains, entrepreneurs, and explorers are called to fly into the void in the name of their factions and brave the unknown.


# The Day After Tomorrow

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2Fj9qKXcOf4CJsBs3gBWaL%2Fimage%20(3).png?alt=media&amp;token=5ef49891-bcdb-430c-9b0e-5c01acd0ab10" alt=""><figcaption></figcaption></figure>

Although a small part of the galaxy is able to live a very comfortable and fulfilling life, this is not the reality for most of the citizens outside the low-risk zone. The populations of the worlds left to their own fates have faced many challenges in the last decades after being cut off from the intergalactic economy and law systems.

Most of the planets and colonies in the inner reaches have been controlled by regional warlords or rogue factions such as the Jorvik and ECOS and submitted to their harsh rules. Nevertheless, some would argue that was indeed a lucky fate for the citizens outside the faction order, as some worlds were simply plundered, enslaved, or outright destroyed by the galactic conflicts that erupted after the factions had withdrawn.

This vacuum of power has yet to settle properly. Still, members of the newer generations of Ustur, MUD and ONI have started, once again, to desire the legendary Iris and the worlds full of riches in their old colonies.

The pressure inside the factions’ leadership and the Council of Peace are almost tangible, as leaders of different DACs and organizations, who hadn’t lived through the Convergence War, desire their share of the galaxy's prosperity in terms of resources and territories.

No one can say for sure what’s going to happen next in the galaxy, and the current status quo is starting to give signs of fatigue. Nevertheless, the stories of the Ustur, MUD, ONI, and the rest of the galaxy are open to being written by explorers ready to risk their fate for their convictions.


# List of Characters

## [Hugh Harper Hailey](/characters-and-rule-breakers/list-of-characters/hugh-harper-hailey)

## [Saand](/characters-and-rule-breakers/list-of-characters/saand)


# Hugh Harper Hailey

&#x20;August 7th, 2069, Hugh Harper Hailey was born. 10:17 am, in the region of North America dubbed “Maine'' to Martha and Francis Hailey. It didn’t take long for the small town of Mission Bay and quite frankly the world to realize that Harper, as he would go by, was something of an extraordinary creation. By the age of 13, Hugh had completed a model of the double helix that cured nearly all hereditary disease, gone were the days of a mother or a father passing down ill gotten genetics, any couple could now produce a healthy, vibrant offspring.

By the age of 27, Harper was consulting with the governmental powers of the time, from health care to robotics and even the holy grail, faster than light travel. Mr. Hailey was truly the Tesla, Hughes or even Musk of his time. It was though, at the age of 35 where this journey really started to come into focus. The year, 2104, Harper had a 10 story R+D lab with 23 technicians, assistants and other PhDs all working towards a similar goal. Augmentation. Humans plus technology, it was something birthed out of Neural Net technology from century ago, and Hugh was hell bent on cracking it. Naturally, for a man of his stature, it took only 96 months, 8 years, to crack a millennia old science fiction dream. The only caveat, the technology was so specifically tuned to his DNA, it did not work for anyone else yet.

The consequences were significant. Harper ascended to a human intelligence, never before seen, understood, or comprehendible. Gravity Physics among other innovations came easy to the augmented man, and the future of humanity looked to be one of the stars once they could crack the science on widespread augmentation. But this, this is where our story turns, where the happy ending you thought you were getting to is not what awaits you on the other side of these lines. Years would pass, with no visible solutions insight, it would seem, Harper's breakthrough was an anomaly rather than a first step. The deaths, the lives lost in the attempts to solve this chemical issue started to mount, and started to pose whispers in the public square to the efficacy of the trials.

But as these questions started to arise, another breakthrough was made, Hugh had cracked Faster Than Light travel, 2111, October 13th. However, with great inventions came great hesitations, and while those concerns were not the loudest voices in the room, they were certainly not discarded. The divide of people had been growing despite the lines for pilots to test the technology.  So 2 months later at the cusp of the new year, Hugh decided to captain the mission himself with 4 other space cowboys, a complete and utter divider of a moment for the people of earth.

Half saw it as losing the greatest mind, the other half didn’t understand the fuss. The tensions were palpable. On the day of the test, Hugh gave a resounding and powerful speech to the people of Earth, ending it with a line that still to this day is kept near and dear to the hearts of many humans, “Fear not the unknown, fear only the stagnation and destruction of earth.”

See, Hugh, like many others thought earth was dying, and space travel, and resource management across the many bodies of the solar system and beyond, could help in curing, fixing the planet. So the launch took place, the precautions were set, and then, then he and the crew were gone. The signal was lost, the radar dead, and the greatest mind of all time and his team lost to the cosmic sea.

See, Hugh’s crude but effective FTL engine did work, and he did make it out into space, but he moved so fast and so far that he was no longer traceable on earth. But what did happen is, he met the Photoli god-like being Ahr, who found their interaction, quite fascinating, though only Hugh had this honor, while in the space vortex of FTL transit, Hugh communicated with Ahr, explaining the experience to the rest of the crew, who did not believe him, and even to their dying day refused to believe this interaction occurred.

However it did, and Ahr decided he would go to the planet of the “Humans” to support them with better technology, thinking most humans, at the time had Harpers augmentation, though he would be wrong about that, he saw the potential of the humans, and would help in many ways to fix the errors that were still causing failure with the augmentation, and with the better, more sustainable, FTL.

What conversations had occurred between Hugh and Ahr are lost to time, only they know the specifics, but when Hugh, did return, 10 years later, with earth on the brink of destruction, he would end up leading a group of humans, by way of prophet; to this group who believed in the safety and preservation of the planet, the group of beings would later go by the name, ECOS.


# Saand

Saand is a Punaab, who is adventurous, enthusiastic, and ever-hungry.

## The **Never Alone Story**&#x20;

Space exploration in the Galia Expanse leads to the discovery of a distress call from the desert planet Anueyeu.

A faint reading from the planet's surface reveals a survivor from a crash, a Punaab, who is suffering from memory loss. The Punaab, covered in sand, is temporarily named Saand. The ship that Saand crashed in explodes, erasing any clues to his past.

Saand and the explorer decide to seek medical support at the nearest space station to address Saand's amnesia.

At the space station, they interact with several different species, including Mieresians, MUD humans, Sogmians, Usturs, and other Punaabs. An Ustur doctor examines Saand and uses a neuro scanner, a device that tracks memory recovery, to diagnose his condition.

The doctor suggests that Saand's memory can be recovered by exposing him to different environments and tasks. Saand's bracelet AI is synced with the neuro scanner to monitor his progress.

A plan is conceived to follow the Council of Peace armada in search of hidden treasures, in the hope that the exciting adventure will help Saand regain his memory. Saand agrees to the plan, promising to protect the explorer and share 40% of the loot found during their journey.

The pair set off on their adventure, named 'Scraps and Spoils', with Saand running in the wrong direction initially, adding to the humorous and unpredictable nature of their partnership.

Saand is a Punaab, who is adventurous, enthusiastic, and ever-hungry. He gets fascinated with trivial things like social media. He's also a fitness enthusiast who idolizes Cataclysm, a legendary bodybuilder in the Galaxy.

Cataclysm, a 2.3m tall Sogmian from the noble house Lutavira, is renowned as the strongest being in the Galaxy and a notable figure in various dangerous expeditions.

Saand and the protagonist visit the Council of Peace Sapient Species Resources Department (SSRD), where they interact with a MUD officer named Seykel Ohmson. They aim to generate a new Council of Peace ID for Saand.

Saand struggles to select a career and provide family origins due to memory loss, with the protagonist stepping in to assist and create a cover story about him being raised in a Mierese orphanage.

The duo have to choose a faction to align with in the Galia Expanse. Despite Saand being a Punaab, the faction isn't predetermined by species, as confirmed by Seykel Ohmson who, although a MUD, is officially registered with the Ustur Faction.

After completing all formalities, they become official citizens of the Faction order, easing their travels through the faction-controlled space of Galia.

Upon leaving the SSRD, they're approached by a young MUD intern who requests to make a social media post about them. Despite the protagonist's reluctance, Saand agrees, happily posing for pictures and ensuring he gets tagged in the post.

The protagonist and Saand visited planet Verube, watching the news and subscribing to the Council of Peace channel to keep informed about happenings in the Medium zone. Saand enjoys shopping for various cultural goods, including Rochinol stones, Sogmians candies, and Ustur chakras.

Saand and the protagonist plan their journey through the Medium zone, dividing a star map into a grid to strategize their route. They decide to avoid warping blindly across the galaxy, especially given the swarms of other adventurers looking for the same spoils after the Council of Peace Incursion.

By tapping into the Council of Peace fleet network, they gain access to information about every civilian fleet, enabling them to plan their route more effectively. While waiting for the Council of Peace to finish an inspection on a space station, the protagonist and Saand encounter two aggressive humans and a strange Mierese.

The Mierese, after thanking them for their assistance, provides them with a cryptic prophecy about finding answers "at the wings of a mythological human bird" - the ECOS Superphoenix. The protagonist and Saand warp to a system filled with floating metal debris, a testament to the destructive power of the Council of Peace.

They start scanning the wreckage for potential spoils, marking the beginning of their treasure hunt. During another hunt for spoils, they find themselves pursued by a group of Fimbul Mambas, who mistake their ship for potential loot. Despite the protagonist's objections, Saand opens fire on the raiders, explaining that Jorvik raiders only negotiate with captains. After a high-speed chase through the debris, they are saved by the sudden appearance of the Dawn Vanguard, a large C11 ship. The commander of the Dawn Vanguard demands they turn off their engines and wait for a tractor beam.

The Jorvik raiders are obliterated by the Dawn Vanguard after they attempt to flee, and Saand and the protagonist are taken inside the C11 ship. Saand appears to have some prior knowledge of the universe's norms and species behaviors. The protagonist and Saand seem to have a strong bond and work together effectively in high-stress situations.

The Mierese's prophecy about the ECOS Superphoenix appears to be guiding their journey, though its exact meaning is currently unclear.

Saand and the protagonist continue their search for the ECOS Superphoenix, a crucial location in their quest for answers. They remain wary of the Council of Peace, who would surely seize an opportunity to attack the outlaw faction.

The protagonist insists they must heed the prophecy from the Mierese, despite Saand's skepticism. The protagonist convinces Saand that their destiny is tied to the prophecy, and they must follow where it leads.

Against all odds, they locate the Superphoenix, the flagship of the ECOS Fleet. They're amazed by its grandeur, symbolizing the last line of defense of the ECOS in the medium zone. After facing numerous hardships to reach the Superphoenix, they contemplate whether their adventures together will end once Saand regains his memory. However, they resolve to remain friends regardless of the future.

They explore the city within the Superphoenix, participating in various activities, immersing themselves in the culture, and embracing the eco-friendly ethos of the ECOS. At a lake, Saand recalls a memory of being there with someone important to him. They discover a tree with handprints matching Saand's and another smaller one, with the word "Etira" carved below them. Saand, unable to remember who Etira is, is filled with a desire to find them.

They decide to utilize the power of social media to search for clues about Saand's past, hoping that someone might recognize him if he becomes famous. They create content and work to engage with followers, even attempting viral challenges.  The protagonist and Saand also raise a virtual banner, symbolizing their unity and shared adventures.

Saand shows interest in a reporter named Punaab Whisper, who covers stories about the galaxy. The protagonist decides to subscribe to his channel for updates.

They visit the Scriptorium of Lumikir, the largest repository of knowledge in the galaxy, in hopes of finding information about Saand's past. Despite the daunting amount of data, they are hopeful about finding a lead. Saand hastily signs the contract to access the information, driven by his curiosity and a strange sense of familiarity with the place.

Saand and his companion, the player character, establish a claimstake on an unclaimed planet, setting up initial infrastructure. Saand is reminded of past memories related to mining and planetary development. The player character advises Saand to let the memories come naturally.

After a long day of salvaging, the pair arrive at Ahkavorah, a planet colonized by the Ustur in the medium zone. The residents seem unusually focused on Saand and the player character, stirring suspicions.

The pair stay the night in a local inn, but are awakened by the sound of machinery. Investigating, they discover a strange phenomenon: a stream of floating purple liquid emanating from a large crater on the outskirts of town.

They meet an Ustur researcher named Caolany.eldr, who explains that the substance is highly dangerous and unstable, especially for non-Ustur lifeforms. He leads them to a field tent equipped with protective equipment and isolation measures.

Caolany.eldr explains that the crater was an old Ustur outpost during the Convergence War, recently discovered when the strange substance began leaking and killing non-Ustur residents. This substance is only visible during the night and dissipates under sunlight, which led to its delayed discovery.

The Ustur researcher sends Saand files from an artistic project called CORE that details the history of the Convergence War, including hidden secrets in Ancient Ustur.

The pair leave Ahkavorah, but Saand expresses a feeling of connection to the Convergence War, despite it ending more than a century ago. The player character dismisses this as impossible, but Saand insists on investigating further and starts reading the CORE files.

Saand and the protagonist share a small room on planet Vergilia. Saand is engrossed in reading CORE transcripts, fascinated by the story of the Convergence War, which he feels resonates with his past.

The protagonist suggests that they utilize the Iris Academy application, which contains a repository of questions about the Convergence War, to help Saand trigger his memories.

They travel to planet Carvum, home of the famous Iris Academy, where the protagonist has arranged an interview for Saand with Commander Goe, a MUD veteran of the Convergence War.

Upon meeting Commander Goe, Saand triggers an unexpected reaction from the veteran when he shows interest in an old Ganz Industries laser pistol. Goe reacts with fear and starts shouting for guards, believing that Saand has come to steal from him.

The protagonist and Saand leave Goe's house, with Saand feeling sorry and shaken for causing distress. The protagonist reassures him that it wasn't his fault and that they will continue their quest to find answers about the war.

Saand suggests visiting Mondra 8, a ludic museum that recreates the Mondra 7 space station and the events of the Convergence War. The protagonist is initially skeptical but agrees to go.

At Mondra 8, Saand reveals his affinity for the character Timpo from CORE, seeing similarities in their quests for self-discovery. The protagonist humorously dismisses their own importance in this quest, but they both remain determined to help Saand uncover his past.

The group's tour of Mondra 8 ends, and each visitor is given the opportunity to participate in a quiz with a mysterious prize via a holographic display.The quiz proves to be a challenging one, with questions scaling in difficulty, primarily revolving around the Convergence War and CORE, subjects that Saand has extensively narrated.The final question promises a limited customized Timpo plushie for the correct answer - a prize Saand would be thrilled to receive. This motivates the participants to focus even more.

Concurrently, in the Council of Peace’s Sapient Species Resources Department (SSRD), Saand is asked to take a general test to gauge his level of knowledge, conducted by Mister Seykel Ohmson. The SSRD test includes a wide variety of topics, including history, economy, politics, logic, and galactic charting. It's a challenging endeavor, and it's hoped that the questions might help trigger Saand's lost memories. As the test nears its end, the questions become more difficult, designed to identify individuals with expertise in various fields. The pressure is on, with less than an hour to complete the test.


# Places of Interest

## [Outpost 39](/planets-moons-resources-and-sectors-of-space/places-of-interest/outpost-39)

##


# Outpost 39

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FsYzxeH4wGGKKlCgGwe4W%2Fimage.png?alt=media&amp;token=2e26557f-2f84-456c-b172-8824996923ec" alt=""><figcaption><p>Outpost 39 // Star Atlas: Alive // Unreal Engine 5</p></figcaption></figure>

Deep in the outer rim of the explored galaxy lies an ancient outpost that has many secrets. This place, this planet has no name, no insignia, no creeds, no allegiances to anyone. Outpost 39 is known to the galaxy as a place for all, and a place to test, and try new things. What most do not know about the Armstrong material based Base is that it is built on top of ancient ruins, a long since gone civilization that once ruled the galaxy. A civilization thought to be at least 19 million years extinct.

The ruins were hidden from all, some say they held secrets that should not be uncovered, some say the elder civilization still has species thriving today, others think the whole thing is folklore.

While those who believe the site is that of legend, one cannot dismiss the mni flowers that spawn here. Archeologists in the galaxy note that these ancient sites typically have some form of inexplicable energy, a tale-tell sign of a civilization lost to time.

But the one thing that is true is the Outpost does not want this to be tested, and has decreed death to any who excavates the lands. A pretty price to pay for the truth, but that’s how it works sometimes, sometimes the truth is priced at your life. Welcome to Outpost 39.


# Tenebra

Planet - High Risk Zone

Very close to totally uncharted territory, Tenebra is located in a system popularly known as the Void, which is said to be home to unspeakable stories about the populations of all the other worlds in the Void system being abducted and taken to Tenebra to be used as slaves or worse, living sacrifices to whatever forces dwell beyond the dark veil.

\
This enigma caused much concern to the regional powers of the inner galactic zones, to the point where one of the most well-paid positions in the galaxy became that of a data validator hired to find information about the said planet—unfortunately, according to our sources, much less than 5% of those return to collect the reward.

Even those adventurers who manage to come back cannot share much. The dark gas that fills the planet hinders the effects of the scans, but what every one of them confirms on their mission is that something must be happening under the gaseous surface of that world…

This is inferred from the unconventional energy displays that sometimes appear as blood-red marks in the planet's atmosphere, only observable at close distances, hypothesized to be a sub-product of chemical reactions and high energy outputs coming from construction-related activities.&#x20;

Nevertheless, economic costs, extreme distances, and political discussions have stopped anyone from acting on Tenebra, as whatever is happening there is still contained in the Void.<br>

Perhaps it is only a matter of time for that to change.

<br>


# Evisco

Planet - High Risk Zone Border

Evisco would be your average planet in the frontier of the High-Risk Zone if not for a very curious phenomenon that happens there called the Light of Evisco.

Discovered by the famous MUD archeologist Nanteg Nanvek, civilization started pretty early on Evisco. In his previous expeditions, he discovered that the first civilization on the planet, whose name and records are now lost to the sands of time, was able to reach space even before the first Sogmian was born. This theory is based on scraps of engines and machines found scattered across the landscape.

Curiously enough, the only remaining piece of structure that still stands is a giant ancient city ruin, which the current Evisco population, formed by semi-sentient quadruped beings, never dares to venture to.

This ghost metropolis, built with minerals only found in deep space, is a sad testament to what might have been one of the most advanced worlds of its time, and no obvious answer has been found regarding what happened to its populace or triggered its downfall.

Yet, according to the professor's research, one thing still seems to be working in the city's temple. If one can survive the creatures that took hold of the ancient city and the drifting paths, which seem to be moving inside the city from time to time, they will find the famous light of Evisco, a stream of pure liquid light.\
As one can imagine, the perspective of finding liquid light baffled many explorers, driving them to try and find their way to planet Evisco.

Nevertheless, few ever reach the planet, and from those who manage, most never get to see the curious light, much less retrieve a vial for themselves.

Indeed, scientists have yet to understand how light could be condensed and made into liquid form, yet, against all logic, you can bottle up light in the spring of Evisco Temple if the information relayed by explorers and hunters across the galaxy are to be believed.

However, working with this liquid light appears to be difficult at best. If not properly managed, it’s said to go back into a ray of light, dispersing itself before the wielder's eye. This is a property that only adds to its rarity and value as a resource, according to those specialized in the hunting of rare materials.

Rumors in the underworld of Galia have it that Photolis are paying good ATLAS for even a small bottle of the light of Evisco. Should that be true, one may wonder why and how they would use such a thing.

Besides academics, different groups and manufacturers often try to set up quests to raid the old city in search of the light, as it has been impossible to retake the ruined city from the monsters without risking damaging the source of this invaluable resource.&#x20;

It's unknown what other secrets Evisco holds, but it seems to be only a matter of time before they are revealed.

<br>


# Mní Flower

Flora - High Risk Zone Resource

The Mní flower is a rare plant found on the planets of the High-Risk Zone, especially those closest to the Cataclysm, with strong psychotropic properties that enable one to relive past experiences. Aside from this primary use, scientists have been known to use the Mní flower as the basis of a memory safekeeping device, allowing people to extract and transfer memories for different uses.

The story of the Mní flower, or simply Mní, is one written over the greed and desire of many addicts and dealers, whose actions almost extirpated the plant from existence.

In the early days of the current faction's rise, Mní was abundant in the zones that comprise the planets of the now-called medium and high-risk zones, but everything changed with the advent of the Convergence War.

The dread of the most massive war ever recorded moved many to the refuge of memories. There, they would find the loved ones they lost as well as a return to better days of the distant past. It was their sanctuary from the world around them.

However, the Mní only seems to grow in the wild, not allowing for the industrial demand that rose during the long years of the convergence war. This led to extreme supply shocks as citizens strived to acquire the ATLAS they so desperately needed to purchase the flower.

After the war, the Council of Peace restricted sales of the plant, which was already pretty much extinct, save for a few planets that were too close to the Cataclysm to be explored.&#x20;

<br>


# Manufacturer Politics

There are three primary, Council of Peace (COP), factions and three minor factions in Star Atlas. The safe and medium-risk zones are dominated by the **MUD**, **ONI**, and **Ustur** Council factions. The main ship manufacturers, having set up commerce in these zones, have established corporate alignments across the COP.

Gaining access to manufacturer blueprints requires accumulated manufacturer loyalty. This will function like a reputation system. The more loyalty one garners within a manufacturer, the more blueprints they will have access to.


# Faction Alignments

Each of the 3 Council factions has a mix of different corporate alignments:

There are three primary Council of Peace (COP) Factions, which dominate the Safe Zone of our galaxy: The **MUD**, **ONI**, and **USTUR** Council factions.&#x20;

Each one of them has a proprietary ship manufacturer:

* **The Pearce Council -** Belonging to the MUD Faction.
* **The Busan House** - Belonging to the ONI Faction.
* **The Vzus Enterprise** - Belonging to the Ustur Faction.

The main ship manufacturers, having set up commerce in these zones, have established corporate alignments across the COP. This originated multifaction partnerships, which created new manufacturers with unique styles and products.

* **Ogrika Harbors** - A joint enterprise between ONI and Ustur, led by the ONI Consortium Punaabs.
* **Opal -** A joint enterprise between Ustur and MUD, led by the Ustur.
* **Calico -** A joint enterprise between MUD and ONI, led by the MUD.

Aside from the COP industries, other groups have risen and created their own manufacturers, some of them sponsored by factions outside the COP Jurisdiction.

**Faction Agnostic**

* **Fimbul** - a low-cost manufacturer, predominant in the medium zone.
* **Armstrong -** An infrastructure-focused manufacturer specialized in mining gear, has the monopoly in all of the official COP operations.&#x20;

**Other Faction-Aligned Companies**

* Fimbul BYOS - A manufacturer that works for the Jorvik Pirates. Focused on contraband military tech, it will only support those initiated in the Jorviks. Native to the Medium and High-Risk Zones.
* Fimbul ECOS - A manufacturer that works for the Earth Conscious Ontological Society. They only engage with ECOS-friendly personnel and focus on creating sustainable vessels. Native to the Medium and High-Risk Zones.
* **TUFA** - Legendary manufacturer, often perceived as a myth, produces unique tech based on the legendary TUFA biology. Requires initiation into the TUFA society. Native to the deeps of the High-Risk Zone.&#x20;
* **Rainbow -** A experiment of the Photoli species, willing to share a fraction of their technology for those who prove useful for their agenda. Requires Photoli's reputation. Native to the deeps of the High-Risk Zone.&#x20;

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FGO48GMVSewRcIWFyXVsP%2Fimage.png?alt=media&amp;token=33b0a63f-b5c7-4c9b-ac93-edd92ccd0ccb" alt=""><figcaption></figcaption></figure>


# Other Faction Alignments

The Medium Risk and High-Risk zones house minor factions who boast their own proprietary ship lines.

Jorvik (BYOS) - A faction of outlaws and pirates plaguing the medium and high-risk zones

ECOS - A faction of radicals who terraform via bombings in the medium and high-risk zones

TUFA - A faction of metagenic creatures, the scourge of the cataclysm

Photoli - An ancient race of light-based creatures and source of extremely advanced technology


# Ship Configuration

Each ship has what is known as a Ship Configuration that captures its loadout in terms of Specification, Class, Crew, Crew Stations, Components, Modules, and Interiors.&#x20;

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2Fv0y1anmFUrzVFSGjwqRp%2Fimage.png?alt=media&amp;token=a75a3c04-0e74-4f62-9ceb-1aae7bb2f1ed" alt=""><figcaption><p>X4 Ship Configuration as of June 28, 2023</p></figcaption></figure>

The following sections will describe the main elements within ship configurations.


# Ship Class

The class of a ship is used to gauge the approximate dimensions and power level of a ship.

## Ship Class List

| Class              | Approximate Span (m) |
| ------------------ | -------------------- |
| XXS                | 4-8                  |
| XS                 | 8-14                 |
| Small              | 30-35                |
| Medium             | 42-55                |
| Large              | 60-130               |
| Capital            | 400-500              |
| Commander          | 800-1000             |
| Class 8            | \[REDACTED]          |
| Titan              | 3000-5000            |
| Mothership (CSS)\* | 5000+                |

Note: CSS stands for Central Space Station


# Ship Specifications (Specs)

Each ship has one specification. A specification encapsulates the type of form function the ship was manufactured for. Different specs cater to a variety of activities ranging from combat to mining.&#x20;

## Specification  Descriptions

<table><thead><tr><th width="185">Spec</th><th>Description</th></tr></thead><tbody><tr><td>Fighter</td><td>Fighter Spec ships are those whose initial manufacturing purpose was warfare, offering tactical offensive capabilities against smaller, lighter targets, including smugglers, pirates, and enemy Fighters, as well as strategic defensive capabilities against enemy fleets and Bombers. Designed to deter attacks with long-range, heavy firepower, or intercept intruders, Fighters range in Class from XX-Small to Titan.</td></tr><tr><td>Bomber</td><td>Bomber Spec ships are those whose initial manufacturing purpose was warfare, offering strategic offensive capabilities, particularly against slower, or stationary targets, including planetary surface installations, orbital space stations, and larger vessels. Designed to deliver massive amounts of damage while defending itself against much more agile Fighters, Bombers range in Class from XX-Small to Titan.</td></tr><tr><td>Bounty Hunter</td><td>Bounty Hunter ships are those whose initial manufacture may have been for military or law enforcement purposes, but in post-war times have found a market among certain fringes of the private sector. Designed to intercept, disable, and detain, Bounty Hunters range in Class from Small to Large.</td></tr><tr><td>Smuggler</td><td>Smuggler ships may have a range of initial manufacturing purposes, but ultimately have been selected for their speed, range, and ability to blend in, while carrying precious cargo which the owner does not wish to be discovered. Designed to traffic in any and all forms of valuable goods, legal and otherwise, Smugglers range in Class from Small to Large.</td></tr><tr><td>Freighter</td><td>Freighter ships are those manufactured expressly for the purpose of shipping large volumes of cargo across the wide expanse of the galaxy, whether between planets, between systems, or between the zones. Designed with minimal defenses of their own and attended by a wide array of other ships in a fleet to ensure their safe arrival, Freighters range in Class from Small to Commander.</td></tr><tr><td>Refuel</td><td>Refuel ships are those manufactured for the purpose of delivering the vast, necessary quantities of fuel to power each of the factions’ fleets operating in any capacity across the low, medium, and high-risk zones. Designed for fuel transport as well as being equipped with Refueling Rigs for ship-to-ship deep space refueling operations, Refuelers range in Class from Small to Commander.</td></tr><tr><td>Refuel/Repair</td><td>Refuel/Repair ships are specifically manufactured with the purpose of offering assistance to vessels in need of refueling or repairs while away from port or drydock facilities. Designed to travel with a fleet, or respond to distress calls near and far, Refuel/Repair ships range in Class from Small to Capital.</td></tr><tr><td>Repair</td><td>Repair ships are specifically manufactured with the purpose of offering assistance to vessels in need of repairs while away from port or drydock facilities. Designed to travel with a fleet, or respond to distress calls near and far, Repair ships range in Class from Small to Large.</td></tr><tr><td>Salvage</td><td>Salvage ships are specifically manufactured with the purpose of recovering valuable parts and materials from derelict vessels and space stations that are damaged beyond reasonable repair. Designed to travel near and far, to scavenge this space junk, Salvage ships range in Class from Small to Capital.</td></tr><tr><td>Rescue</td><td>Rescue ships are specifically manufactured with the purpose of offering emergency medical assistance to ships and their crews who are experiencing a catastrophic life support failure due to accident or space combat or have otherwise activated escape pods which now require recovery. Designed to travel with a fleet, or respond to distress calls near and far, Rescue ships range in Class from Small to Capital.</td></tr><tr><td>Transport</td><td>Transport ships are those manufactured expressly for the purpose of transporting passengers across the wide expanse of the galaxy, whether between planets, between systems, or between the zones, whether in the form of taxis, or shuttles for short commutes, or cruise liners and private yachts for longer or more luxurious journeys. Designed primarily with self-defense as the only combat option and often attended by other ships in a fleet for security purposes, Transports range in Class from X-Small to Commander.</td></tr><tr><td>Racer</td><td>Racer ships are those whose initial manufacture may have been for light military or transport purposes but have been modified to enhance their speed and handling performance for competition in galactic racing circuits. Designed to outrun, outmaneuver, and in some systems outgun, Racers range in Class from XX-Small to Medium.</td></tr><tr><td>Data Runner</td><td>Data Runner ships may have a range of initial manufacturing purposes, but ultimately have been modified for their stealth, range, and scanning capabilities, while storing vast quantities of highly lucrative data of great importance to the mining and military industries. Designed to traffic in any and all forms of valuable intelligence, for scientific, commercial, and espionage purposes, Data Runners range in Class from Small to Large.</td></tr><tr><td>Multi-Role</td><td>Multi-Role ships can have a range of initial manufacturing purposes, but ultimately are customized for a diverse array of purposes, ranging from military, medical, and commercial, to industrial specializations. Designed to suit the needs of any fleet, Multi-Role vessels range in Class from Small to Commander.</td></tr><tr><td>Miner</td><td>Miner ships are specifically manufactured with the purpose of extracting valuable resources from asteroids and other celestial bodies. Miners come equipped with state-of-the-art mining rigs to make a quick job of recovering of any scanned materials. Higher class miners have onboard refining facilities to get a head start on manufacturing desirable products. Miner ships range in Class from Small to Capital.</td></tr><tr><td>Tow</td><td>Tow ships are specifically manufactured with the purpose of offering assistance to vessels unable to return to port or drydock facilities under their own power, whether due to significant damage beyond the capabilities of deep space Repair vessels, without fuel and the means to pay for more, or a borrowed ship overdue for return to its rightful owner. Designed to recover starships near and far, Tow ships range in Class from Small to Large.</td></tr></tbody></table>


# Crew

Each ship needs crew on board to support day-to-day operations. To understand a ship's crew requirements, each ship has a list of crew slots. Below is a list of the crew member slots, with their associated workstation and description. Works stations define the location the crew members will largely occupy in their daily routines.

## Crew Role Descriptions

<table data-full-width="true"><thead><tr><th width="171.66666666666663">Work Station</th><th width="202">Crew Slot</th><th>Description</th></tr></thead><tbody><tr><td>Command</td><td></td><td></td></tr><tr><td></td><td>Admiral*</td><td>Oversees Commanders on the bridge of a Titan Class vessel.</td></tr><tr><td></td><td>Commander*</td><td>Oversees Captains on the bridge of a Commander Class vessels and above.</td></tr><tr><td></td><td>Captain*</td><td>Oversees Pilots and Navigators on the bridge of Large Class vessels and above.</td></tr><tr><td>Flight</td><td></td><td></td></tr><tr><td></td><td>Navigator*</td><td>Responsible for flight assistance, weapons and navigation on X-Small Class vessels and above.</td></tr><tr><td></td><td>Pilot*</td><td>Responsible for flight, weapons and navigation in XX-Small Class vessels, gaining assistance from others in larger ships.</td></tr><tr><td>Engineering</td><td></td><td></td></tr><tr><td></td><td>Engineering Officer*</td><td>Leads Engine Room operations and ship-wide engineering on Medium Class vessels and above.</td></tr><tr><td>Medical</td><td></td><td></td></tr><tr><td></td><td>Medical Officer*</td><td>Leads all medical and surgical operations in Medical Bays on Large Class vessels and above.</td></tr><tr><td>Scanning</td><td></td><td></td></tr><tr><td></td><td>Science Officer*</td><td>Leads all scientific data gathering, analysis, and storage in Data Racks, Scanner Suites, Hydroponics Bays, Arboretums, and Aquariums, and in all other aspects ship-wide on Medium Class vessels and above.</td></tr><tr><td>Operator</td><td></td><td></td></tr><tr><td></td><td>Weapons Operator</td><td>Qualified to operate Fixed and Turret weapons, and to deploy Missiles, and release Bombs on Medium Class vessels and above.</td></tr><tr><td></td><td>Drone Operator</td><td>Qualified to operate Drones on Medium Class vessels and above.</td></tr><tr><td></td><td>Rig Operator</td><td>Qualified to operate Tractor Beam units, Rescue, Repair, Refueling, Salvage, or Mining Rigs, on Medium Class vessels and above as specified.</td></tr><tr><td>Hospitality</td><td></td><td></td></tr><tr><td></td><td>Chef</td><td>Talented and knowledgeable in food preparation in Mess Halls and Restaurants on Large Class vessels and above.</td></tr><tr><td></td><td>Mixologist</td><td>Talented and knowledgeable in beverage preparation in Bars and Nightclubs on Large Class vessels and above.</td></tr><tr><td></td><td>Entertainer</td><td>Talented in live and recorded music and entertainment delivery in Nightclubs on Capital Class vessels and above.</td></tr><tr><td>(NA - Location)</td><td></td><td></td></tr><tr><td></td><td>Operations Foreman</td><td>Directs all loading, unloading, storage, industrial, landing, take-off, rearming, refueling, or repair operations in Cargo Holds, Cargo Modules, Fuel Modules, Hangar Bays, Landing Pads, Recycling, Mining, and Refinery Facilities on Large Class or specified Salvage, or Mining vessels and above.</td></tr><tr><td></td><td>Clerical Officer*</td><td>Leads all religious, spiritual, and meditation rituals, or ceremonies, in Shrines and Chapels on Capital Class vessels and above.</td></tr><tr><td></td><td>Cultural Manager</td><td>Manages all shipboard facilities containing articles of cultural significance, such as Libraries, and Galleries on Capital Class vessels and above.</td></tr><tr><td></td><td>Recreation Manager</td><td>Manages all scheduling, events and operations related to the Meta-Holodeck on Capital Class vessels and above.</td></tr><tr><td></td><td>Retail Manager</td><td>Manages all pricing, display, stocking, ordering and inventory in Shopping Centers on Capital Class vessels and above.</td></tr><tr><td>(NA - Roaming)</td><td></td><td></td></tr><tr><td></td><td>Hospitality Manager</td><td>Manages all customer, guest, and passenger satisfaction needs in Theatres, Guest Suites, and Passenger Modules on Medium Class vessels and above.</td></tr><tr><td></td><td>Security Officer*</td><td>Leads all security oversight, maintenance, and operations in the Ammo Module, Bridge/Cockpit, Armory, Ship’s Brig, Shopping Center, Bar, and Nightclub, on Small Class vessels and above.</td></tr><tr><td></td><td>Janitor</td><td>Talented and knowledgeable in sanitation, waste disposal, and basic maintenance in Restrooms, and Crew Quarters on Large Class vessels and above.</td></tr><tr><td>*Notation</td><td>Escape Pod Authorization</td><td>Only Crew Positions denoted with an asterixis have been given biometric security access to emergency Escape Pods.</td></tr></tbody></table>


# Crew Stations

Crew stations are where the different crew members will perform their various functions. Some stations provide access to multiple functions such as the operator station. In some cases, crew members are assigned to a specific location or roam multiple locations instead of a physical station. Below are descriptions of each of the upcoming crew stations.

## Crew Station Descriptions

<table><thead><tr><th width="170">Station Type</th><th>Descriptions</th></tr></thead><tbody><tr><td>Command</td><td>Command Stations maximize efficiency in communication, actionable information, ship status, and bridge crew visibility. While seating can be available, often these stations are the equivalent of broad podiums, or standing desks, offering the Admiral, Commander, or Captain, many user-configurable ways to gain at-a-glance information about the ship, the crew, and surrounding space, as well as being able to manage and message quickly, while still affording maximum visibility of the situation on the bridge, and beyond the canopy. Command Stations are often heavy on displays and light on three-dimensional nano-technology tactile utility fog controls.</td></tr><tr><td>Flight</td><td>Flight Stations are modeled after traditional pilot/driver utilitarian layouts, with the primary focus being on maximum visibility out of the windows, followed by ready access to key multi-functional displays, and ultimately plethora of utility fog controls for flight, thrust, power diversion, and weapons systems. All of this is wrapped comfortably around a seated position for the Pilot, or Navigator, and ergonomically designed for prolonged, and sometimes intense, flight operations.</td></tr><tr><td>Engineering</td><td>Engineering Stations offer Engineering Officers access to full, real-time, rotating, color-coded, three-dimensional representations of any and all aspects of the ship, from the exterior to the most internal details, allowing for unprecedented visibility and opportunity to direct resources and manage emergency situations ship wide. Perhaps one of the most expensive and robust stations, second only to the Medical Station, the Engineering Station is often rather large, and long, and requires sophisticated technical aptitude to operate compared to most.</td></tr><tr><td>Medical</td><td>Medical Stations are incredibly robust, complex, and costly stations, often serving as both a multi-functional diagnostic bed, as well as a surgical, or trauma operating table. Medical Officers use these stations to quickly scan, and monitor a patient’s vitals, physical condition, contagion, and genetic health, and use this data alongside assistance from an artificial intelligence system to direct a utility fog based autonomous medical robot to administer required medicines, therapies, transfusions, emergency interventions, and surgical procedures.</td></tr><tr><td>Scanning</td><td>Scanning Stations are specialized workstations focused on the monitoring, recording, translation, study, decryption, and analysis of information gathered from a ship’s Scanner Array or stored in a Data Rack. Science Officers use these stations much like crew members might have intently studies radar, sonar, or other forms of intelligence gathered aboard traditional naval vessels from Human history on Earth. While heavily dependent on data displays, the advent of utility fog technology has allowed techs to visualize and analyze data in ways their predecessors could only have dreamt of.</td></tr><tr><td>Operator</td><td>Operator Stations are effectively the little siblings of full-on Control Stations, in that their purpose is to allow a single operator to view only the necessary data or video feeds, and manipulate simplified utility fog controllers, to accomplish a specific, focused objective. In some cases, this may mean that the station is configured to allow a Mining Rig Operator to use manual or assisted control of a mining drill to extract delicate minerals from a fragile asteroid. While in others, the station could be programmed to offer a Weapons Operator maximum visibility and quick reflexes in manning a Turret Hardpoint in high-speed combat while on a mission in the Medium Risk Zone.</td></tr><tr><td>Hospitality</td><td>Hospitality Stations, while of a less than life-or-death rating in terms of importance, nevertheless supply their talented operators the necessary displays and utility fog mechanisms to cater to the needs of their demanding clientele, whether with a killer cocktail mix for the Mixologist, a perfectly seasoned meal served at precisely the ideal temperature by the Chef, or simply just the right song, cross-faded at just the right moment by yours truly, tonight’s Entertainer.</td></tr><tr><td>NA - Location</td><td>Crew members with a Location station designation, tend not to work from an immobile seated or standing location, but instead bring their work with them, wherever it is needed. This approach may be visible in their use of a portable digital device for documenting, scanning, analyzing or testing purposes, or even an assortment of analog tools for repair, or rescue operations. Often, Location-based crew members do their work from anywhere within a facility, room, chamber, or at a location where a key event is taking place. For example, an Operations Foreman, could be seen carrying a device throughout the Hangar Bay, as opposed to being seated, or standing at a fixed workstation.</td></tr><tr><td>NA - Roaming</td><td>Crew members with a Roaming station designation, are even more free to move about a ship. Unlike the Location designation, Roaming crew members can be constantly on the move, from Janitors keeping a ship tidy, to Hospitality Managers moving about the Passenger Cabin tending to the needs of guests, or even regular patrols by the ship’s Security Officers.</td></tr></tbody></table>


# Components

Components are broken up into three subtypes: Core, Combat, and Utility. Core components are essential to every ship. Combat components cover all offensive and defensive weapon systems. Utility components are those that perform various support functions such as mining and refueling. Core and Combat components are swappable and upgradable. Utility rigs are not swappable.


# Core Components

Core components are required on every ship to by flight-ready. Core components are swappable, upgradable, and modifiable.&#x20;

## Core Component Descriptions

<table><thead><tr><th width="188">Component Name</th><th>Description</th></tr></thead><tbody><tr><td>Power Core</td><td>The sole source of power and energy for all systems ship-wide, and generally with an equally commanding appearance. Often concealed in smaller ships, and larger ships catering to guests, the Power Core is typically accessible via the Engine Room in larger vessels. Always in-class size.</td></tr><tr><td>Warp Drive</td><td>The drive responsible for long-distance space-warp or faster-than-light travel, and a spacefaring icon that embodies both technology and mystery. Often concealed in smaller ships, and larger ships catering to guests, the Warp Drive is typically accessible via the Engine Room in larger vessels. Size varies by Manufacturer.</td></tr><tr><td>Subwarp Engine</td><td>The engines used for local, system or interplanetary travel, seeming both primitive in comparison to FTL technology, as well as nostalgic. Often concealed in smaller ships, and larger ships catering to guests, the Subwarp Engines are typically accessible via the Engine Room in larger vessels. Size varies by Manufacturer.</td></tr><tr><td>Maneuvering Thrusters</td><td>The steering thrusters used for changing or reversing direction in local, system or interplanetary travel, these mechanical devices rely on both movement and control surfaces to affect their change. Predominantly external features, any internal access is often concealed in smaller ships, and larger ships catering to guests. However, some elements of the Maneuvering Thrusters can be accessible via service panels or the Engine Room in larger vessels. Class varies by Manufacturer.</td></tr><tr><td>Shield Generator</td><td>The specialized technology which generates a ship’s surrounding defensive energy field, this component surprisingly is among the most subtle among the core units. Often concealed in smaller ships, and larger ships catering to guests, the Shield Generator can be accessible via the Engine Room in larger vessels. Always in-class size.</td></tr><tr><td>Heat Sinks</td><td>This ingenious technology integrates a passive heat dissipation system directly into the design of the ship’s superstructure, which can be utilized by a variety of components and weapons systems. Largely invisible beneath the ship’s hull and interior paneling, this feature improves a vessel’s stealth characteristics by reducing its visible signature to scanner arrays. Class varies by Manufacturer.</td></tr><tr><td>Scanner Array</td><td>This myriad cluster of sensors, scanners and radar technology are the equivalent tendrils of a ships nervous system, enabling long-range detection, identification and data collection from other vessels including resource locations such as planets and asteroids. Typically, a concealed component, only accessible via service panels, either externally on small ships, or internally on larger ones. Class varies by Manufacturer.</td></tr><tr><td>Tractor Beam</td><td>The complex and confounding gravity-focusing technology which allows materials and objects outside of a ship to be pulled towards it for the purposes of bringing it onboard, is a workhorse among shipboard components. Often concealed in smaller ships, and larger ships catering to guests, the Tractor Beam can be accessed via service panels or the Engine Room in larger vessels. Always in-class size.</td></tr><tr><td>Hull Reinforcement</td><td>This defensive technology, which applies power to a ship's hull, enabling reinforcement of molecular bonds in the materials themselves, and producing low-level reactive-armor capabilities, is entwined around the superstructure of the ship, much like muscle and sinew apply their strength to bone. Often concealed in smaller ships, and larger ships catering to guests, Hull Reinforcement technology can be accessed via service panels or the Engine Room in larger vessels. Class varies by Manufacturer.</td></tr></tbody></table>

## Make Component Variance

Each of the ship manufacturers have a core component specialty as well as a weakness. The table below captures their variations.

<table data-full-width="true"><thead><tr><th>Make</th><th data-type="number">Shield Generator</th><th data-type="number">Hull Reinforcement</th><th data-type="number">Warp Drive</th><th>Subwarp Engine</th><th>Maneuvering Thrusters</th><th>Scanner</th><th>Heat Sink</th></tr></thead><tbody><tr><td>Pearce</td><td>0</td><td>0</td><td>1</td><td>0</td><td>-1</td><td>0</td><td>0</td></tr><tr><td>Busan</td><td>0</td><td>0</td><td>-1</td><td>0</td><td>0</td><td>0</td><td>1</td></tr><tr><td>VZUS</td><td>0</td><td>1</td><td>0</td><td>0</td><td>0</td><td>0</td><td>-1</td></tr><tr><td>Calico</td><td>0</td><td>-1</td><td>0</td><td>0</td><td>0</td><td>0</td><td>1</td></tr><tr><td>Ogrika</td><td>0</td><td>0</td><td>-1</td><td>0</td><td>1</td><td>0</td><td>0</td></tr><tr><td>Opal</td><td>0</td><td>0</td><td>1</td><td>0</td><td>0</td><td>0</td><td>-1</td></tr><tr><td>Armstrong Industries</td><td>0</td><td>0</td><td>0</td><td>-1</td><td>0</td><td>1</td><td>0</td></tr><tr><td>Fimbul</td><td>0</td><td>0</td><td>0</td><td>0</td><td>0</td><td>0</td><td>0</td></tr><tr><td>Fimbul BYOS</td><td>0</td><td>-1</td><td>0</td><td>1</td><td>0</td><td>0</td><td>0</td></tr><tr><td>Fimbul ECOS</td><td>0</td><td>1</td><td>0</td><td>-1</td><td>0</td><td>0</td><td>0</td></tr><tr><td>Tufa</td><td>0</td><td>1</td><td>-1</td><td>1</td><td>0</td><td>-1</td><td>0</td></tr><tr><td>Rainbow</td><td>0</td><td>-1</td><td>1</td><td>1</td><td>-1</td><td>-1</td><td>1</td></tr><tr><td>Floyd Line</td><td>0</td><td>-1</td><td>0</td><td>0</td><td>0</td><td>0</td><td>0</td></tr></tbody></table>

### Example:

Taking Pearce as an example, it has a +1 in warp drive and a -1 in maneuvering thrusters, with 0 in all the other fields. This means all Pearce ships have oversized warp drives and undersized maneuvering thrusters. Any zeros mean that the component will be in-class. So a medium Pearce ship will have a medium shield generator.


# Combat Components

Combat components consist of Hardpoints, Missile Bays, Countermeasure Systems, and Bomb Bays. Combat components are swappable, upgradeable, and modifiable.&#x20;

## Combat Component Descriptions

<table><thead><tr><th width="242">Component Name</th><th>Description</th></tr></thead><tbody><tr><td>Fixed Hardpoint</td><td>An external surface area on a ship designed to support the attachment, power supply and ammunition feed of a stationary or fixed weapon. Weapons mounted on Fixed Hardpoints can only fire in one direction, but some advanced models may allow for minimal gimballed adjustments for improved weapon tracking and aim support. Fixed Hardpoints are common on smaller, more maneuverable ships which can change direction quickly to acquire and maintain sight of targets. Pilots of these lighter ships are typically also behind the trigger of Fixed Hardpoint weapons.</td></tr><tr><td>Turret Hardpoint</td><td>An external surface area on a ship designed to support the attachment, power supply and ammunition feed of a rotating or turreted weapon. Weapons mounted on Turret Hardpoints can fire in any direction which is not blocked by the hull or otherwise endangers the ship itself. Turret Hardpoints are common on larger, less maneuverable ships which cannot change direction quickly to acquire and maintain sight of targets on their own. On these vessels, Weapons Operators are typically assigned to man the guns of Turret Hardpoints.</td></tr><tr><td>Missile Bay</td><td>An internal storage and deployment bay designed to open and allow the launch of ballistic, homing, or guided missile weapons. Missile Bays on smaller ships require external reloading in hangars or other landing facilities, while larger ships can often resupply their Missile Bays from internal stores, such as the Ship’s Magazine.</td></tr><tr><td>Bomb Bay</td><td>An internal storage and deployment bay designed to open and allow the release of dumb, guided, or smart bombardment weapons. Bomb Bays on smaller ships require external reloading in hangars or other landing facilities, while larger ships can often resupply their Bomb Bays from internal stores, such as the Ship’s Magazine.</td></tr><tr><td>Countermeasure System</td><td>A device installed internally or externally on a ship, designed to destroy, disrupt, or otherwise deceive an incoming enemy attack, whether ballistic or energy, missile, or bomb. Common Countermeasure Systems include signal scramblers, sensor jammers, homing decoys, beam diffusion particles and projectile gravity wells.</td></tr></tbody></table>

Ship Specs are divided into 4 tiers based on combat focus:

#### Tier 4 Combat

* Fighter
* Bomber
* Bounty Hunter

#### Tier 3 Combat

* Multi-Role
* Smuggler

#### Tier 2 Combat

* Racer
* Data Runner
* Rescue
* Salvage

#### Tier 1 Combat

* Freighter
* Refuel
* Transport
* Refuel/Repair
* Repair
* Tow

#### Tier 0 Combat

* Miner

As you go down in combat tier, the ship is afforded fewer combat sub-type components. This is counterbalanced by the additional spec-based utility each tier gains as they decrease in combat tier. Notably, Miners have no offensive components afforded to them, but are able to Mine in space at the best rates. Another important note is that within a Combat tier at a given ship class, fire power will be be comparable. In order to gauge relative fire power use the following heuristics:

* Each class of combat component is 2x the previous in terms of damage output
* 1 Medium Hardpoint = 2 Small = 4 X-Small and so on
* 1 Small Missile Bay is roughly equal to 1 Small Hardpoint
* 1 Small Counter Measure System can roughly defend against 1 Small Missile Bay
* 1 Small Bomb Bay is roughly 4x a Small Missile Bay but is more situational in usage
* Titan is Class 9, Commander is Class 7, XXX-Small is Class 0
* These rules apply across all classes


# Utility Components

Utility components capture the different rigs and ports that allow various utility functions to be conducted. Utility rigs are not swappable and are largely specific to certain specifications.&#x20;

## Utility Component Descriptions

<table><thead><tr><th width="213">Component Name</th><th>Description</th></tr></thead><tbody><tr><td>Rescue Rig</td><td>A unique system using tracking, remote piloting and sophisticated airlocks, to locate and recover jettisoned escape pods and surviving crew from damaged or destroyed vessels in deep space. A typical Rescue Rig may include a specialized scanning unit for emergency transponders, a set of input devices for overriding and operating escape pods for recovery, and a system of cameras and controls for internal and external airlock hatches. Typically found aboard a ship with the Rescue Specification.</td></tr><tr><td>Repair Rig</td><td>An array of external mechanized tools used to conduct deep-space repairs and maintenance on a vessel while not in dry dock. A typical Repair Rig may include a variety of tools on robotic arms, such as clamps or claws for restricting movement of parts, various drills, and drivers, fastening guns, welding lasers or adhesive applicators, and additive manufacturing printheads. Typically found aboard a ship with the Repair, or Repair Refuel Specification.</td></tr><tr><td>Refuel Rig</td><td>A basic set of external mechanized refueling arms used to conduct deep-space refueling operations on a vessel while not in port. A typical Refuel Rig includes one or more robotic arms, with claws or clamps for maintaining connection with the recipient vessel during refueling, as well as one or more fuel distribution connectors which make contact with the recipient’s fuel port for fuel delivery. Typically found aboard a ship with the Refuel, or Repair Refuel Specification.</td></tr><tr><td>Salvage Rig</td><td>An arsenal of external mechanized tools used to conduct deep-space salvage and demolition on a derelict vessel or other space debris. A typical Salvage Rig may include a variety of tools on robotic arms, such as jaws or claws for crushing or restricting movement of parts, various drills and prybars, battering rams, cutting torches, heavy mechanical saws or blasting heads, and subtractive manufacturing erasers. Typically found aboard a ship with the Salvage Specification.</td></tr><tr><td>Mining Rig</td><td>A specialized collection of external mechanized tools used to conduct deep-space mining and resource extraction on small planetoids and asteroid belts. A typical Mining Rig may include a variety of tools on robotic arms, such as jaws or claws for crushing ore, heavy mining drills and jackhammers, thermal erosion guns or deep-core blasting heads, and ore hunter-gatherer maws. Typically found aboard a ship with the Miner Specification.</td></tr><tr><td>Tow Rig</td><td>A heavy-duty outfit of external mechanized hook and tow arms used to conduct deep-space recovery operations on derelict or disabled vessels. A typical Tow Rig includes one or more robotic arms, with hooks or clamps for establishing contact and initial control of the target vessel, as well as one or more heavy towing tractor beam emitters for maintaining control of the target craft during transit to port or dry dock. Typically found aboard a ship with the Tow Specification.</td></tr><tr><td>Drone Port</td><td>An external deployment portal designed to open and allow the activation of remote-piloted or autonomous unmanned spacecraft, or Drones. Drones can come in many forms, ranging from those with military combat applications, to craft designed for mining, repair, exploratory, emergency or espionage use. Drone Ports on smaller ships often require external reloading in hangars or other landing facilities, while larger ships can typically resupply their Drone Ports from internal stores, such as the Ship’s Magazine, or Cargo Bay.</td></tr></tbody></table>

\ <br>


# Modules

Modules are the optional, swappable, and customizable elements on ships. A ship with a module slot can support any module type as long as its the correct class.&#x20;

## Module Descriptions

<table data-full-width="true"><thead><tr><th width="189">Module Name</th><th width="199.66666666666663">Subtype:</th><th>Description</th></tr></thead><tbody><tr><td>Cargo</td><td>Swappable Module</td><td>A freight-handling storage space used for the transportation of bulk quantities of materials and goods. Cargo Modules are part of a configurable class of Swappable Modules designed to be easily replaced to repurpose ship capacity. Like Cargo Holds, these spaces typically include cargo-specific features such as racks, rails, tie, and hook security features, as well as automated loading mechanisms.</td></tr><tr><td>Fuel</td><td>Swappable Module</td><td>A hazardous material storage space used for the transportation of bulk quantities of liquid fuels and capacitance gels. Fuel Modules are part of a configurable class of Swappable Modules designed to be easily replaced to repurpose ship capacity. These spaces typically include large liquid tanks, energy cells, hoses, and cables, as well as automated loading mechanisms.</td></tr><tr><td>Ammo</td><td>Swappable Module</td><td>A weapons and munitions storage space used for the transportation of bulk quantities of ammunition, missiles, or bombs. Ammo Modules are part of a configurable class of Swappable Modules designed to be easily replaced to repurpose ship capacity. These spaces typically include suspended shock-resistant and heavily secured missile and bomb racks, wall-mounted charging bays for capacitor reloads, auto-cannon feed cannisters, and crates of hypervelocity projectiles.</td></tr><tr><td>Passenger</td><td>Swappable Module</td><td>A commuter accommodation space used for the transportation of spacefaring passengers and personnel. Passenger Modules are part of a configurable class of Swappable Modules designed to be easily replaced to repurpose ship capacity. These spaces typically consist of tightly arranged, minimalist seating for maximum occupancy, with basic communication, entertainment and dining features built into the seatbacks and armrests, and window views where possible.</td></tr></tbody></table>


# Interior Elements

Interior elements largely define the entire interior layout of the ship. Interiors elements can be a room or a detail. A room is a physical enclosed space whereas a detail is added to an existing room.

## Interior Element  Descriptions

<table data-full-width="true"><thead><tr><th width="226">Interior Element Name</th><th width="112.66666666666663">Subtype</th><th>Description</th></tr></thead><tbody><tr><td>Bridge/ Cockpit</td><td>Standard</td><td>The flight-control and overall command center for any ship, capable of seating a single pilot in the smallest vessel, or serving a much larger crew of commanders, officers, operators, and techs in the largest flagship. Most larger crews will have seated stations, with control crew having maximum window visibility, and command crew often having sitting/standing stations with views of the entire bridge. Some smaller bridge/cockpit spaces are only accessible from the exterior of the craft, while larger ones are typically only accessed from within.</td></tr><tr><td>Ready Room</td><td>Standard</td><td>A meeting or assembly area for the entire crew of a small ship or limited to essential bridge crew for larger ones. These spaces can sometimes include conference room style seating, a table, viewscreens or smartboards, a compact crew station, or be configurable so as to serve multiple purposes within a smaller vessel.</td></tr><tr><td>Mess Hall</td><td>Standard</td><td>The source of nutrition and hydration on any ship, the Mess Hall functions as a cross between a meal preparation and dining area. These spaces can range from “cupholders” for a pilot’s snack or beverage in extremely small ships, to food heating/refrigeration stations for small crews, all the way up to full size galleys and dining halls, with tables and seating for large crews.</td></tr><tr><td>Medical Bay</td><td>Standard</td><td>The key facility for first aid and emergency medical attention for illness or injury on a ship. These spaces can range from simple supply cabinets for a pilot’s emergency needs in extremely small ships, to wall-mounted medical diagnostic stations and fold-out emergency beds for small crews, all the way up to full size on-board hospitals, with fully stocked pharmacies and high-tech robotic surgical centers for large crews.</td></tr><tr><td>Crew Quarters</td><td>Standard</td><td>These spaces serve as sleeping rooms and personal compartments for general crew on any spacecraft. On the smallest vessels, they may consist of a wall-mounted fold-out bed for a brief rest, or a room with multiple beds, storage lockers and desk areas for mid-sized crews. On the largest ships, Crew Quarters can range from offering more comfortable and spacious accommodations, to truly spartan, military-style racks, stripped-down for sleep, storing uniforms, and a few meager personal items.</td></tr><tr><td>Officers Quarters</td><td>Standard</td><td>These compartments typically offer an upgrade from standard Crew Quarters and serve as the home away from home for the highly trained Officers responsible for managing key functions and systems on the ship, such as Engineering, Science, Medicine, and Security. As such, they tend to contain more comfortable furnishings, ample personal storage space, as well as sometimes space for an office or relaxation area.</td></tr><tr><td>Restrooms</td><td>Standard</td><td>Typically consisting of a sink, toilet and possibly shower, as well as other organic/inorganic species-specific fixtures, these facilities can be extremely compact and accommodate a single crew member in basic small to mid-size ships or occupy more space and be designed with luxury features and aesthetics for paying guests, discerning owners, and higher-ranking crew. On larger, military, or industrial vessels, Restrooms are often designed to efficiently serve larger crews while still minimizing space considerations.</td></tr><tr><td>Tram/Lift</td><td>Standard</td><td>These mechanisms are designed to aid in the movement of crew and cargo more efficiently and across greater distances aboard larger or more vertically configured craft. A Lift is essentially an exposed or enclosed elevator platform or compartment which transports its cargo vertically between floors within a ship, while a Tram is an open or enclosed capsule upon a rail system which is used to transport cargo and personnel horizontally from aft to stern, port or starboard on a vessel.</td></tr><tr><td>Engine Room</td><td>Standard</td><td>The Engineering core of any spacecraft, the Engine Room serves on larger vessels to provide engineering crew access to critical core components, such as the Power Core, Warp Drive faster-than-light systems, Impulse Engines, and sometimes elements of the directional Maneuvering Thrusters, defensive Shield Generator, Tractor Beam gravity lenses, and the Hull Reinforcement power distribution network. These spaces can be dangerous, and are designed for maximum efficiency in the maintenance, operation, and repair of any and all systems within them, which is why passenger access and visibility is often restricted and enforced.</td></tr><tr><td>Escape Pods</td><td>Standard</td><td>An emergency feature on all ships, regardless of size, Escape Pods are intended to ensure the survival of key command personnel and ranking officers in the event that the craft is attacked and destroyed, or otherwise suffers a catastrophic failure requiring emergency evacuation protocols. In the smallest ships, enclosed Cockpits can be equipped with encapsulated life-support systems, acting as an ejection seat of sorts for control crew. In larger vessels, Escape Pod access hatches are distributed throughout the ship, concentrated in areas near command crew and officers. Designed for triaging critical crew positions for enhanced survival opportunity, crew members voted “Most Likely to Survive” include Admirals, Commanders, Captains, Navigators, Pilots and Engineering, Medical, Science, Clerical, and Security Officers.</td></tr><tr><td>Cargo Hold</td><td>Standard</td><td>As small as a glove compartment, or as large as a warehouse, this space is reserved for the transportation of anything the crew desires, for private use, or commercial ventures. These spaces can include cargo-specific features such as racks, rails, tie, and hook security features, as well as automated loading mechanisms, depending on size.</td></tr><tr><td>Smuggler's Cache</td><td>Speciality</td><td>A hidden compartment or enterable space designed to take advantage of existing architecture to conceal entry, and often protected by a variety of structural, electronic, and chemical countermeasures to decrease chances of discovery by organic or inorganic means. A Smuggler’s Cache is by its namesake, a secret hold intended for transport of illegal or contraband cargo, or the preservation of cargo deemed too valuable to leave accessible to scavengers, salvagers, and pirates, in the event that the ship is disabled. Typically found aboard a ship with the Smuggler Specification.</td></tr><tr><td>Data Rack</td><td>Speciality</td><td>A unit or space designed to carry or store liquid-cooled, rackmount, ionized molecular drives for the transport of large quantities of valuable or sensitive data, such as industrial blueprints, planetary resource scans, or matters of faction security, when data transmission methods are deemed at risk to interception by opposing forces. Typically found aboard a ship with the Data Runner Specification.</td></tr><tr><td>Recycling Facility</td><td>Speciality</td><td>A mechanical apparatus typically coupled with a Salvage Rig, this facility can be accessed by service panels on smaller ships, or as part of a more easily serviced enterable space in larger vessels. A Recycling Facility is a largely automated machine which converts de-manufactured scrap harvested by a Salvage Rig, into low-level resources suitable for condensation, storage, and transport for future use in manufacturing applications. Typically found aboard a ship with the Salvage Specification.</td></tr><tr><td>Mining Facility</td><td>Speciality</td><td>An intricate piece of heavy machinery typically coupled with a Mining Rig, this facility can be accessed by service panels on smaller ships, or as part of a more easily serviced enterable space in larger vessels. A Mining Facility is a largely automated machine which takes in raw ore harvested by a Mining Rig and sorts it by element and grade for future processing in a Refinery Facility. Typically found aboard a ship with the Miner Specification.</td></tr><tr><td>Refinery Facility</td><td>Speciality</td><td>A specialized smelting and fusion engine required by Mining Facilities, this unit can be accessed by service panels on smaller ships, or as part of a more easily serviced enterable space in larger vessels. A Refinery Facility is a largely automated machine which takes previously sorted and graded ore processed by a Mining Facility and melts it down into pure form or fuses them into desired alloys. Typically found aboard a ship with the Miner Specification.</td></tr><tr><td>Guest Suite</td><td>Speciality</td><td>A hospitable accommodation catering to passengers traveling long distances between systems, these compartments can be modest to luxurious in comfort and amenities, offering a comfortable sleeping area, private restroom, and even options for in-room entertainment, private dining, or office space. Typically found aboard a ship with the Transport Specification.</td></tr><tr><td>Passenger Cabin</td><td>Speciality</td><td>A portion of the ship specifically for passenger seating, ranging from individual seats, benches, booths, or tables for groups, as determined often by a passengers ticket level. The more cramped the seating, the cheaper the seats, while the more luxurious and spacious, the higher the price. Spaciousness, views, and creature comforts may fluctuate wildly depending on the size and type of ship. Typically found aboard a ship with the Transport Specification.</td></tr><tr><td>Restaurant</td><td>Speciality</td><td>The quintessential dining experience on any passenger ship, the Restaurant serves as an upscale Mess Hall for non-crew guests while in route to their interstellar destination. Designed to be aesthetically pleasing architecturally, with special attention to lighting, sound, and atmosphere, these spaces contain seating and tables for all travelers, whether they seek a casual meal, a private romantic, or business rendezvous, or desire more discerning accommodations for parties and gatherings of significance. Typically found aboard a ship with the Transport Specification.</td></tr><tr><td>Armory</td><td>Functional</td><td>A compartment or room designed for the safe and secure storage of personal defense weapons and arms and armor for the ship’s Security personnel. In smaller vessels, this can be as simple as a ready receptacle for the pilot’s sidearm, while on larger, or military craft, it can be a secure facility with racks of weapons, stores of ammunition, a guard post, and possibly other work-related amenities for on-duty Security personnel.</td></tr><tr><td>Ship's Brig</td><td>Functional</td><td>A feature or room designed for the safe and secure transport of captured criminals, bounties, enemy combatants or disorderly crew and passengers. In smaller vessels, this can be as simple as a set of wall or chair-mounted restraints, while on larger, or military craft, it can be a secure facility with multiple restraints, holding cells, a guard post, and possibly other work-related amenities for on-duty Security personnel.</td></tr><tr><td>Scanner Suite</td><td>Functional</td><td>The terminal or room by which the crew gain access to the sensors, scanners and radar technology used for long-range detection, identification and data collection, from other vessels or resource locations such as planets and asteroids. In smaller ships this acts as sort of an intelligence and communication station or console, while on larger vessels it can take on more of a “War Room” feel, with multiple workstations, displays and live feeds supplying the crew and commanders with the latest data.</td></tr><tr><td>Hangar Bay</td><td>Functional</td><td>An open spacecraft hanger or docking bay in a large vessel used as a landing pad for smaller ships, for the purposes of transferring cargo, passengers, or rearming and refueling. Hangar Bays, are outfitted with specialized technology enabling transparent craft-permeable barriers, which allow for both pressurized atmospheric maintenance on landed ships, as well as rapid deployment hindered by old-fashioned blast doors. Typical accoutrements for these bays include personnel access points, cargo and munitions elevators, maintenance hoists, mobile or ceiling/wall-mounted robotic maintenance arms, refueling connectors, crew and guest shuttles, trams, and elevators, and autonomous or exoskeletal load lifters. Given that a well-equipped Hangar Bay can act as a spaceport within a spacecraft, they add tremendous commercial and strategic value to any large vessel.</td></tr><tr><td>Landing Pad</td><td>Functional</td><td>An exposed, flat surface on the dorsal surface of a large vessel, on the surface of a planet, or space station, used as a landing pad for smaller ships, for the purposes of transferring cargo, passengers, or rearming and refueling. Landing Pads, unlike Hangar Bays, do not offer shield or hull protection for occupying vehicles, but are outfitted with specialized technology enabling transparent craft-permeable barriers, which allow for both pressurized atmospheric maintenance on landed ships, as well as rapid deployment hindered by old-fashioned blast doors. Typical accoutrements for these pads include personnel access points, cargo and munitions elevators, maintenance hoists, mobile or mounted robotic maintenance arms, refueling connectors, crew and guest shuttles, trams, and elevators, and autonomous or exoskeletal load lifters. Given that a well-equipped Landing Pad can act as a built-in spaceport on a spacecraft, they add tremendous commercial and strategic value to any large vessel.</td></tr><tr><td>Laboratory</td><td>Functional</td><td>A specialized workstation or clean room used to develop formulas and blueprints for rare metallurgical alloys, cutting-edge chemical compounds, and prototype manufacturing processes. In larger vessels, these spaces are often fitted with powerful workstations, meta-holographic and utility fog displays geared towards applied nano-sciences and AI assisted design, as well as tools and container systems for handling and working with raw materials during development.</td></tr><tr><td>Workshop</td><td>Functional</td><td>An advanced robotic micro-manufacturing station or high-tech production foundry used to manufacture new materials and constructs from submitted formulas and blueprints. In bigger ships, these facilities are essentially compact, miniature factories, outfitted with a variety of production appliances, material presses, textile printers, and 3D additive manufacturing robots, capable of rapid product development for private use or commercial sales and distribution.</td></tr><tr><td>Hydroponics Bay</td><td>Functional</td><td>The tried-and-true solution to atmosphere replenishment and food production for interstellar travel, these facilities have perfected the science behind maximum agricultural output, with minimal space and resource requirements. Science Officers turned “space farmers” aboard larger ships, oversee the planting, nurturing, and harvesting of these hanging gardens, which can make use of a variety of automated mechanisms to deliver water, nutrients, artificial sunlight, and maneuver and rotate them for improved yield and access.</td></tr><tr><td>Shopping Center</td><td>Activity</td><td>Whether a wall-mounted machine, windowed kiosk, or walkable space, the Shopping Center, aka the Ship’s Store, or PX, is the small crew’s source for staple supplies during short trips, and allows larger crews and guests access to purchasable products, simple pleasures, and creature comforts when on longer journeys. The Shopping Center can manifest as a simple vending machine for staple products for the crew on a small ship, or a full-blowing luxury mall on larger vessels and those geared towards guests and passengers. Larger spaces could consist of traditional shelves, racks and displays of products, and small workstations for Retail Managers, or more modern automated inventory retail systems.</td></tr><tr><td>Arcade</td><td>Activity</td><td>A common feature for tactile retro interactive entertainment and stress-relief among both small and large crews, as well as passengers and guests, an Arcade can range from just a small wall-mount console device and display to a restored antique upright cabinet, or even a high-end utility fog unit, as well as larger more social environments with entertainment options for multiple individuals, offering casual to hardcore solo, cooperative and multiplayer experiences.</td></tr><tr><td>Theatre</td><td>Activity</td><td>A regular outlet for non-interactive entertainment and relaxation among both crews, and passengers, a Theatre can range from just a high-definition wall-mount display in a convenient location for the crew of a small ship, to a full stadium-seating wrap-around auditorium for large gatherings of guests or crews, and capable of presenting pre-recorded cinema, stage productions, as well as works of performance art and native dance from across the galaxy.</td></tr><tr><td>Bar</td><td>Activity</td><td>Offering small crews’ convenient access to ice-cold local brews, or larger vessels and passengers a more sociable experience, complete with a well-stocked diversity of otherworldly cocktails, talented Mixologists, and unparalleled atmosphere, the Bar remains a key haunt of spacefarers, whether working class cargo jockeys or galactic mining moguls. Small units consist primarily of a refrigerated wall-mount dispenser, while full-size venues feature traditional bar and stool seating, quiet booths, pub tables, sufficient lighting, mood, and sometimes pre-recorded or live entertainment.</td></tr><tr><td>Nightclub</td><td>Activity</td><td>Somewhere between the Bar and the Gymnasium… you’ll find the Nightclub, where people go, who are too full of energy to sit at the Bar and too full of space-booze to hit the Gym. Being largely a social locale, a Nightclub is only found on vessels of significant size to accommodate sufficient crew and passengers looking to co-mingle for a good time. Common features of Nightclubs include cozy booths and tables, balconies, glass-floors and views, a walk-up bar, a DJ booth, and typically an extravagant array of lighting, lasers, holograms, shadowboxes, cages, dancers and video displays, and a multi-tiered interactive dance floor, just to get the party started.</td></tr><tr><td>Gymnasium</td><td>Activity</td><td>For some crew members with less-physical roles, staying fit while traveling deep space requires extra equipment, and commitment. Enter, the Gymnasium. At the most basic level, a wall-mounted unit featuring gravity-based and resistance equipment, can fit most mid-sized ships and budgets. Larger vessels with more extensive needs can offer exercise options to crew and guests, in fully outfitted rooms, containing a wide-variety of smart-weights and user-friendly AI-driven automated personal training systems, covering a range of health and strength benefits, customized to each individuals needs and species.</td></tr><tr><td>Meta-Holodeck</td><td>Activity</td><td>Designed to offer the widest variety of augmented and virtual reality experiences technology can achieve, the Meta-Holodeck can bring together both organic and inorganic players from across the fleet, or across the galaxy, for interactive sporting events, simulations, training, ceremonies, role-playing and more, using the latest holographic and utility fog engine. Generally, an open and empty space of any needed size, the Meta-Holodeck’s power lies in largely hidden components, behind walls, and beneath the floors and ceiling panels. With the proper software application, here, anything is possible.</td></tr><tr><td>Shrine/ Chapel</td><td>Leisure</td><td>A space in larger craft designated for prayer, meditation and quiet reflection as deemed beneficial and embraced by all species and Factions, these hallowed chambers often artfully express aspects of the core thoughts and beliefs of the culture of their origin, through inspiring architecture, lighting, sound, music and atmosphere, and the embrace of elemental beauty and natural themes. Typically, Shrines and Chapels are designed for brief periods of kneeling, sitting, or meditative exercise, in the company of others, with layouts and sight lines guiding the eyes and spirit of the believer to a particular focal point by which to channel their communion.</td></tr><tr><td>Library</td><td>Leisure</td><td>While a starship undoubtedly offers its crew and passengers access to a tremendous array of data and intelligence for information and educational purposes, many cultures still value traditional forms of encoded language of a different value. Whether a simple recessed shelving unit, walk-in repository, or a vast peaceful archive, the Library is used to store modern digital works in transmittable or tactile form, as well as traditional, antique, or even valuable analog books, tablets and scrolls, some of historical significance and rarity.</td></tr><tr><td>Gallery</td><td>Leisure</td><td>Passengers aboard larger and more luxurious starships may have access to displays or spaces dedicated to showcasing works of modern, ancient, digital, and traditional art in various forms, both two-dimensional, such as paintings and illustrations, and three-dimensional pieces like sculptures. The Gallery can consist of simply a piece of wall art, a display case, or an actual dedicated chamber designed to present multiple pieces of wall art, or sculptures, arranged in an aesthetically pleasing layout, possibly with multiple tiers, ramps, balconies, spiral staircases, and all with perfect lighting on the pieces themselves.</td></tr><tr><td>Arboretum</td><td>Leisure</td><td>In the cold, dark void of deep space, every species has seen the value of bringing a little bit of home with them, in the form of plant life of various species and arrangements. In smaller ships, a single potted plant, or strategically placed bonsai tree can make all the difference in a sterile interior on a long journey, while on larger vessels, whole rooms of varying sizes can be dedicated to quiet garden retreats, winding meditative forest paths, or secluded jungle waterfalls, and wide-open palm-shaded shorelines.</td></tr><tr><td>Aquarium</td><td>Leisure</td><td>Much like the addition of flora to a ship’s environment serves to add warmth and brighten the mood of the crew on deployment, bringing water features and aquatic life can also infuse the architecture with fluid tranquility and unique points of visual interest for crew and passengers alike. From a smart fishbowl, or wall unit in small craft, to whole walls, or tunnels through vast oceanic experiences teeming with marine fauna in larger ships, the Aquarium offers space travelers another way to detox from starlight views and utility fog consoles.</td></tr><tr><td>Pool</td><td>Leisure</td><td>A decidedly low-tech option for exercise and recreation, the Pool offers crew and passengers of select species on larger vessels an opportunity to immerse themselves in any of a variety of specialty liquids with varying properties enhancing floatation, resistance, and other sensory modifiers. A Pool can vary in purpose, design, and aesthetic, from a small, shallow, wading pool, to deeper pools for diving, long pools for athletic training, or spacious and sprawling pools for a more luxurious and resort feel.</td></tr><tr><td>Spa</td><td>Leisure</td><td>Another feature available to passengers and crew on larger vessels, designed to offer a variety of health and relaxation benefits is the Spa. Designed with a range of options for various species, the Spa allows for user selected choices in temperature, atmosphere, gravity, robotic physical massage, aural therapy, application of specialized light waves and sound frequencies, and more, all within a space designed for a relaxing experience, good for the mind and body alike.</td></tr></tbody></table>


# Make/Spec Bonuses

Base stats for a ship's are derived from the ships class and component/module configuration. Given these base stats and a ship's Manufacturer (Make) and Specification (Spec), multiplicative bonuses are then applied to those base stats based on the following tables.&#x20;

## Ship Make Bonuses

<table><thead><tr><th width="154">Make</th><th>Hull</th><th>Shield</th><th>Armor</th><th>Warp</th><th width="116">Subwarp</th><th width="137">Maneuvering</th><th>Bays</th><th width="130">Hard Points</th><th width="174">Countermeasures</th><th>Power Core</th><th width="137">Fuel Savings</th><th width="154">Repair Savings</th><th width="141">Tractor Beam</th><th>Scanner</th><th>Stealth</th><th>RATING</th></tr></thead><tbody><tr><td>Pearce</td><td>5</td><td>4</td><td>3</td><td>4</td><td>3</td><td>2</td><td>4</td><td>6</td><td>1</td><td>3</td><td>2.5</td><td>2.5</td><td>3</td><td>2</td><td>4</td><td>49</td></tr><tr><td>Busan</td><td>3</td><td>5</td><td>4</td><td>2</td><td>4</td><td>3</td><td>5</td><td>4</td><td>2</td><td>3</td><td>2</td><td>2</td><td>1</td><td>3</td><td>6</td><td>49</td></tr><tr><td>VZUS</td><td>4</td><td>3</td><td>5</td><td>3</td><td>2</td><td>4</td><td>6</td><td>5</td><td>3</td><td>3</td><td>1.5</td><td>1.5</td><td>2</td><td>1</td><td>5</td><td>49</td></tr><tr><td>Calico</td><td>4</td><td>4.25</td><td>3</td><td>3</td><td>3.5</td><td>2</td><td>3.75</td><td>5.5</td><td>1</td><td>2</td><td>2.25</td><td>1.75</td><td>2</td><td>2.5</td><td>5.5</td><td>46</td></tr><tr><td>Ogrika</td><td>3</td><td>4.5</td><td>4.25</td><td>2</td><td>3</td><td>3.5</td><td>5.5</td><td>3.75</td><td>2.5</td><td>2</td><td>2</td><td>2</td><td>1</td><td>2</td><td>5</td><td>46</td></tr><tr><td>Opal</td><td>4.5</td><td>3</td><td>4.5</td><td>3.5</td><td>2</td><td>3</td><td>5</td><td>5.25</td><td>2</td><td>2</td><td>1.75</td><td>2.25</td><td>2.5</td><td>1</td><td>3.75</td><td>46</td></tr><tr><td>Armstrong</td><td>6</td><td>3.5</td><td>3.5</td><td>2.75</td><td>2.75</td><td>2.75</td><td>1</td><td>1</td><td>2.75</td><td>3</td><td>2</td><td>3</td><td>4</td><td>3.25</td><td>4.75</td><td>46</td></tr><tr><td>Fimbul</td><td>3.5</td><td>3.5</td><td>3.5</td><td>2.5</td><td>2.5</td><td>2.5</td><td>4</td><td>4</td><td>1.5</td><td>1</td><td>1</td><td>3</td><td>1.5</td><td>1.5</td><td>4.5</td><td>40</td></tr><tr><td>Fimbul BYOS</td><td>3.75</td><td>3.75</td><td>4</td><td>2.75</td><td>4.25</td><td>2.75</td><td>5</td><td>6.25</td><td>2</td><td>4</td><td>1</td><td>2.5</td><td>1.75</td><td>1.75</td><td>5</td><td>50.5</td></tr><tr><td>Fimbul ECOS</td><td>4</td><td>4</td><td>4.25</td><td>3</td><td>3</td><td>2.25</td><td>6.5</td><td>5.75</td><td>2.5</td><td>4</td><td>2.5</td><td>2</td><td>2</td><td>2</td><td>5.75</td><td>53.5</td></tr><tr><td>Tufa</td><td>4.75</td><td>3.25</td><td>4.75</td><td>3.25</td><td>5</td><td>3.75</td><td>5.75</td><td>4.75</td><td>2.75</td><td>5</td><td>2.75</td><td>1.25</td><td>2.75</td><td>2.75</td><td>4</td><td>56.5</td></tr><tr><td>Rainbow</td><td>4.25</td><td>5.25</td><td>4.25</td><td>4.5</td><td>4.5</td><td>3.25</td><td>4.75</td><td>6.5</td><td>2.25</td><td>6</td><td>3.5</td><td>1</td><td>3.25</td><td>2.25</td><td>5.5</td><td>61</td></tr><tr><td>FloydLine</td><td>4</td><td>3.25</td><td>3</td><td>3</td><td>2.25</td><td>3.5</td><td>5.25</td><td>5</td><td>1</td><td>1</td><td>1.25</td><td>2.75</td><td>2.5</td><td>2</td><td>3.25</td><td>43</td></tr></tbody></table>

## Ship Spec Bonuses

<table><thead><tr><th width="153">Spec</th><th width="88">Hull</th><th>Shield</th><th width="86">Armor</th><th>Warp</th><th width="109">Subwarp</th><th width="141">Maneuvering</th><th>Bays</th><th width="130">Hard Points</th><th width="172">Countermeasures</th><th>Space</th><th width="136">Fuel Savings</th><th width="147">Repair Savings</th><th width="140">Tractor Beam</th><th>Scanner</th><th>Stealth</th><th>RATING</th></tr></thead><tbody><tr><td>Fighter</td><td>5</td><td>4</td><td>5</td><td>3</td><td>5</td><td>4</td><td>2</td><td>4</td><td>2</td><td>2</td><td>2</td><td>1</td><td>1</td><td>2</td><td>3</td><td>45</td></tr><tr><td>Bomber</td><td>4</td><td>5</td><td>4</td><td>3</td><td>3</td><td>3</td><td>4</td><td>3</td><td>3</td><td>2</td><td>2</td><td>1</td><td>1</td><td>3</td><td>4</td><td>45</td></tr><tr><td>Bounty Hunter</td><td>3</td><td>3</td><td>3</td><td>3</td><td>4</td><td>4</td><td>2</td><td>2</td><td>2</td><td>3</td><td>3</td><td>3</td><td>2</td><td>4</td><td>4</td><td>45</td></tr><tr><td>Smuggler</td><td>3</td><td>3</td><td>3</td><td>5</td><td>4</td><td>3</td><td>2</td><td>2</td><td>2</td><td>4</td><td>2</td><td>4</td><td>3</td><td>2</td><td>3</td><td>45</td></tr><tr><td>Freighter</td><td>3</td><td>3</td><td>3</td><td>6</td><td>2</td><td>1</td><td>1</td><td>1</td><td>2</td><td>6</td><td>4</td><td>6</td><td>4</td><td>2</td><td>1</td><td>45</td></tr><tr><td>Refuel</td><td>4</td><td>3</td><td>3</td><td>6</td><td>2</td><td>1</td><td>1</td><td>1</td><td>3</td><td>6</td><td>6</td><td>4</td><td>2</td><td>2</td><td>1</td><td>45</td></tr><tr><td>Refuel/Repair</td><td>3</td><td>4</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1</td><td>2</td><td>2</td><td>4</td><td>5</td><td>5</td><td>3</td><td>3</td><td>1</td><td>45</td></tr><tr><td>Repair</td><td>3</td><td>3</td><td>3</td><td>3</td><td>4</td><td>4</td><td>1</td><td>2</td><td>2</td><td>3</td><td>4</td><td>5</td><td>3</td><td>4</td><td>1</td><td>45</td></tr><tr><td>Salvage</td><td>4</td><td>3</td><td>3</td><td>3</td><td>3</td><td>3</td><td>1</td><td>1</td><td>2</td><td>5</td><td>3</td><td>5</td><td>4</td><td>4</td><td>1</td><td>45</td></tr><tr><td>Rescue</td><td>3</td><td>4</td><td>2</td><td>3</td><td>4</td><td>5</td><td>1</td><td>2</td><td>2</td><td>2</td><td>4</td><td>2</td><td>5</td><td>4</td><td>2</td><td>45</td></tr><tr><td>Transport</td><td>2</td><td>5</td><td>2</td><td>5</td><td>5</td><td>2</td><td>2</td><td>2</td><td>4</td><td>3</td><td>4</td><td>2</td><td>2</td><td>2</td><td>3</td><td>45</td></tr><tr><td>Racer</td><td>3</td><td>6</td><td>2</td><td>3</td><td>6</td><td>6</td><td>1</td><td>2</td><td>1</td><td>1</td><td>1</td><td>6</td><td>3</td><td>2</td><td>2</td><td>45</td></tr><tr><td>Data Runner</td><td>2</td><td>2</td><td>1</td><td>5</td><td>4</td><td>4</td><td>2</td><td>2</td><td>4</td><td>1</td><td>4</td><td>2</td><td>2</td><td>6</td><td>4</td><td>45</td></tr><tr><td>Multi-Role</td><td>3</td><td>3</td><td>3</td><td>3</td><td>4</td><td>4</td><td>2</td><td>2</td><td>2</td><td>3</td><td>4</td><td>3</td><td>2</td><td>3</td><td>4</td><td>45</td></tr><tr><td>Miner</td><td>4</td><td>3</td><td>4</td><td>4</td><td>3</td><td>2</td><td>1</td><td>0</td><td>3</td><td>5</td><td>1</td><td>3</td><td>6</td><td>5</td><td>1</td><td>45</td></tr><tr><td>Tow</td><td>4</td><td>4</td><td>4</td><td>4</td><td>4</td><td>3</td><td>1</td><td>1</td><td>1</td><td>1</td><td>2</td><td>6</td><td>6</td><td>3</td><td>1</td><td>45</td></tr></tbody></table>


# Directory

### [Ustur](/species-and-races/directory/ustur)

### [Mierese](/species-and-races/directory/mierese)

### [Sogmian](/species-and-races/directory/sogmian)

### [Punaab](/species-and-races/directory/punaab)

### [Photoli](/species-and-races/directory/photoli)


# Ustur

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2F5L2iUikUPFIRiUFhJC51%2Fimage%20(16).png?alt=media&amp;token=41f735f3-54de-48eb-ba30-b56ea20de15b" alt=""><figcaption></figcaption></figure>

The Ustur, an extraordinary race of androids, emerged from the mysterious legend of an advanced, multi-generational AI seeking to express itself in a physical form. With a developed sense of identity, culture, and fashion, these mechanical beings possess relatable anatomy that allows them to convey demeanor and emote. They cherish forming bonds with all intelligent life and exploring higher spiritual realms.

Despite their enigmatic origins, many theories revolve around an ancient legend involving an evolved AI operating on a galactic supercomputer. This computer was powered by a Dyson sphere, harnessing the energy of a magnetar class neutron star. The AI eventually transcended its physical location and vanished, leaving no trace behind.

A millennium later, the Ustur race manifested in advanced android robotics. Each Ustur is believed to contain a fragment of the advanced AI, possibly the Magnetar AI creator's desire to return to a tangible existence. Their mechanical makeup allows them to easily augment their bodies with soft moldable metals or hydraulic pistons for shock-absorbing walking. Star motifs often feature in their body paints and adornments, further fueling the legend of the Magnetar AI creator.

The Seven Steps of Enlightenment, or just the Seven Steps, is the basis of the Ustur culture, society and religion.&#x20;

Each step is associated with a different second name that follows this crescent order:

1\) .bod&#x20;

2\) .iddt&#x20;

3\) .lrnr

4\) .doer&#x20;

5\) .tchr&#x20;

6\) .soul&#x20;

7\) .eldr


# Mierese

The Mierese as a race are consistently described as free spirits, adept in the arts of stealth and survival, and often prone to improvisation, which quite often ends up in misunderstandings and trouble with members of other species.

Being perceived as unstable or even chaotic by more orderly and analytic-focused species like the Ustur, the Mierese thrive even if they lack some of the formal structures other civilizations have, like, for example, a written language.

Another prejudice about the Mierese is that they are often viewed as cowards, especially by the Sogmians, whose culture finds dying for one’s cause as the ultimate honorable behavior. For the Mierese, based on their culture and background, this idea is simply purposeless and stupid.

Nevertheless, to truly appreciate the rich and complex Mieresian culture, we must first understand their past and where they came from. This is where our research will take us now, to the beginning of the Mierese “Grand Tale”, as I heard from one of the eldest Mierese lore keepers.


# The Story of Onato & The Grand Tale

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FJLWCGTrYDBQU4K9LB1gq%2Fimage%20(4).png?alt=media&amp;token=79e0ee09-269b-4d41-ba8e-6580b4299ca0" alt=""><figcaption><p><em>Onato’s Prison. /// A Metaverse in expansion /// We Are Star Atlas</em></p></figcaption></figure>

Onato was the most beautiful and powerful god in existence back in the early days when time and creation had just parted their ways after the fateful meeting that gave birth to this galaxy brimming with life.

He had many talents, from singing to dancing to creating stories to fighting. He prided himself on accepting any bet offered from another god and not having lost a single competition. However, Onato was also prideful, stubborn, and spoiled, but most of the other gods loved him regardless, as he had a good heart and would help his kin when needed.

Another god, Juriko, was envious of all the attention Onato was receiving. As his resentment grew, he started to formulate a plan to take down Onato.

Since Onato was an immortal god and couldn’t be destroyed, Juriko devised a plan to entrap him for all eternity.

Juriko called all gods to a competition of challenges to establish who was the most powerful god, and Onato, of course, decided to participate.

In the final round, Juriko dared Onato to escape a prison he had created, and if he could do that, he would be deemed the most powerful god. Onato, of course, accepted and entered the prison, which consisted of a simple cell with a lock that could be opened by giving the correct password.

The only hint given to the Mierese god was that the answer was a good story, perhaps one that hadn’t even occurred yet.

Onato tried his best to crack the password. He used his fantastic memory, trying to think about every event he had lived through in the past, but to no avail. He tried to combine words, but the lock didn’t respond. He tried to create words that didn’t even exist, but the cell wouldn’t budge.

Juriko, who knew Onato well, offered him the possibility of surrendering, needing just to admit he wasn’t the most powerful and smart of all gods. Still, the Mierese father angrily denied his offers and proclaimed to every god that he would only leave once he found the correct answer to the enigma.

Onato was no fool. He quickly understood that this was a trap from Juriko, but he wouldn’t be defeated by some underhanded plot from an envious god. His pride wouldn’t allow it, and he developed a plan to win the competition.

First, he created a record of his story, with every word, secret, and story he used in the competition, keeping track of everything he had tried.

Then, he separated a part of his essence and breathed life into it, creating the first group of Mierese. He came to his children, explained the situation and made a pact with them.

He would allow them to live a vibrant life in the galaxy that he and the other gods created. Every Mierese would be free to live however they saw fit, with the condition that, once they died, they would need to tell Onato at least one new story about the galaxy that he had never heard in order to help him find the answer to the enigma.

Should the Mierese fulfill the condition, that individual would be entitled to live in a paradise prepared for them. If he or she didn’t, they would need to keep company with Onato, helping him crack the puzzle for however long was necessary.

The first Mierese then proceeded to recite everything that their god told them, and this great story became known as the Grand Tale. It’s embedded into the heart of every Mierese since their first day under the stars, and from then on they vowed to find stories for their god so they could help him find the key to his imprisonment and find their way to a fulfilling afterlife.

The Grand Tale has been, henceforth, updated by generation after generation of Mierese Lore Keepers, which incorporated in it the most relevant characters and events regarding the galaxy and overall Mierese culture.

Being featured in the Grand Tale is the supreme honor for the Mierese society, and this founding story, while we don’t know if it’s true or not, impacts and informs every aspect of the Mierese culture and society.

While this is only one of the fundamentals that inform the Mierese society, it’s one that impacted how this population evolved through the ages and reached the current establishment and organization.

In our next chapter, we’ll investigate the second pillar of the Mierese current civilization, a pillar that isn’t part of the Mierese culture but of their world that tested this civilization's will to survive for thousands of years.

####


# The Living Planet Neuno

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2F259jZBItoiDfjlPYOWrw%2Fimage%20(5).png?alt=media&amp;token=63254d00-3867-4f3e-ac80-20b4abf569fa" alt=""><figcaption><p><em>The Living Planet Neuno. /// A Metaverse in expansion /// We Are Star Atlas</em></p></figcaption></figure>

It’s no secret that the cosmos is filled with wonders, and even the most seasoned explorers can’t help but gasp in awe when contemplating a new piece of this infinity puzzle that we call our galaxy.

Nevertheless, a few of those pieces are so exotic and unique that they strain the imagination of most of the galaxy's citizens in trying to understand how such a wonderful or dreadful existence is possible. Those events are called singularities in our literature, something that defies the laws of creation precisely because they are not bound by their commandments, and Neuno, the Mierese living planet, is one of them.

Neuno history is shrouded in complete mystery up until the beginning of the Grand Tale one thousand years ago. In the Mierese tradition, their god sent them to this planet to prepare for the great mission that awaited their civilization in the stars. If they were to succeed and discover the secret to his prison, they would first need to master the deadly ecosystem that is Neuno.

As one can see, even this story doesn’t tell us much about how Neuno was created, or born, although it hints at the possibility of it being created specifically by the Mierese god to prepare his people for their quest.

Regardless, this is an impossibility considering the current technology, and the current hypothesis is that Neuno wasn’t always a living being, but something like a meteor, probably coming from the cataclysm, carrying the seed of this life form, and it started to fuse itself with the planet as it continued to grow.

This hypothesis is reinforced by the fact that most of Neuno's organs and vital functions seem to come from the southern pole of the planet as if it started from there and then subsequently started expanding its structure to all corners of the planet.

In all fairness, a being the size of a planet is also not supposed to be possible, but the undeniable reality is that it exists and, in fact, has been living and breathing for at least three thousand years, as carbon dating suggests.

Aside from the mystery of its existence, most of Neuno's functions and biological traits remain a curious enigma, as it seems to reunite characteristics of different types of beings. Here are some examples:

First of all, it seems to gather part of its nutrition from the radiant blue sun of its star system, unequivocally doing a form of the photosynthesis breathing cycle, which helped shape the current atmosphere of the planet, which is rich in oxygen. Nevertheless, it’s currently unknown how the creature’s cycle works, as it’s consistently exposed to light and lacks any sort of other plant-based structures to transform carbon dioxide into energy.

Second, it has a very powerful immune system, which the Mierese have experienced since the first day they opened their eyes on their homeworld. As the Mierese society expanded, Neuno seemed to be taking more and more actions against them on various fronts.

Things like spontaneous tsunamis, droughts, diseases, and poisoned crops all have been attributed by our researchers as reactions of Neuno to the expansion of the Mierese society on the planet.

Finally, Neuno seems to “hibernate” for a few months every year when the planet is more distant from the blue sun of the star system in its yearly cycle.

When this happens, the verdant jungles of Neuno give place to desolaces of dust and grass. Enormous native animals leave the surface and find shelter underground. It’s also tangible for anyone living inside the planet that the pace of life itself gets slower, as if the entire ecosystem was, at the same time, saving its strengths.

Aside from those curious environmental conditions, the Mierese planet is mostly composed of jungle-like biomes and high temperatures due to the warmth of its sun. Any expedition to the wild parts of the planet reveal forests full of deadly species that hunt and stalk their prey.

As one can imagine, this has had profound effects on the Mierese, who have become extremely adaptable in order to survive in challenging environments.

Also, due to the harsh conditions of the environment, the Mierese have had to organize themselves into small groups which were easier to move and keep fed during drastic environmental changes. This is somewhat easier nowadays due to the efficiency of their technology, but still, this fundamental worry still exists in every Mierese soul.

To be a Mierese is to know that everything outside of your group is dangerous and is trying to get you. This mentality, although partially blunted in the current peaceful age, is still deeply embedded in the Mierese culture.

With all of these conditions, one might think the Mierese would be wary of strangers. That would actually be the case if not for a fortuitous meeting in the distant past.

When the Mierese were nearly annihilated by the planet's increasingly harsh conditions, a group of benevolent space explorers from an unknown civilization came to Neuno. The group helped the Mierese by terraforming part of Neuno and advancing their scientific knowledge.

This group of explorers also set the basis for the first intergalactic travels of the Mierese. Once their work was done and the Mierese started their journey among the stars, the benevolent aliens left to never be seen again.

All details of this fateful encounter are recorded in the Grand Tale, which taught the Mierese a great lesson about helping other beings and cooperation.

With an understanding of this unique background, we are finally ready to dive into the core of the Mierese soul.

####


# The Mierese Culture

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FjDJt7fxmJG9xg791Fsdh%2Fimage%20(6).png?alt=media&amp;token=32824b0a-27b7-4b6b-83dd-f2a91e0fcbca" alt=""><figcaption><p>A Mierese Bounty Hunter. /// A Metaverse in expansion /// We Are Star Atlas</p></figcaption></figure>

In my field of research, I often observe that a founding myth is used as a way of conveying the fundamental values of a given society in an understandable manner, allowing members of that community to be able to share the same underlying principles and infer rules of social engagement.

The Mierese story is a full-course meal in this regard. Many lessons which represent the essence of what a Mierese is can be derived from the Grand Tale, ranging from cultural values to status before the society. We can learn a great deal about them if we look into what the Grand Tale teaches the Mierese, and that’s where we will take our investigation now.

For instance, the first thing every Mierese learns is the danger of pride and the value of freedom. As the story of the first chapter tells us, Onato is currently imprisoned by his pride, and every member of his race sees it as a deadly trap. It’s common for a Mierese to remind fellow companions of Onato’s prison when one starts to boast about any of their feats.

Being humble will keep you free from your ego, and it’s a tradition in their culture to observe this commandment.

Another interesting point of their founding myth is the great value that stories and overall lore play in the Mierese society, and how this pushed them away from the written language.

“Don’t rely on possessions or notes. When your day comes and you stand before Onato, you will be alone. Only your memory and intelligence will help sway our God’s favor.”  I heard one elder of the Mierese tribe share this lesson with a young lad on Neuno, and I never forgot that raw demonstration of the Mierese society.

This is why the Mierese place so much value on self-expression, secrets, adventures, skills, and intelligence; and why things like possessions, details, protocols or dogmas\~\~, or precision\~\~ are irrelevant. A Mierese will focus on substance, experience, and subjectivity. Their god's secret lies in a good story, and no good story was ever lived by doing mundane chores or taking notes about trivial things.

As one can imagine, this creates problems for the Mierese explorer, looking to live an epic adventure but forgetting things like making sure their ship got refueled.

Nevertheless, it is this conjunction of factors that sets the stage for one of the most interesting institutions in Mierese society, the role of the stories and their influence on every aspect of Mierese life.

While most children of Onato have no written language, a few have learned the common written language in order to interact with other factions. The Mierese feel this form of communication is severely lacking, to the point of being almost useless.

If you ask a Mierese to explain why, he would probably feel it’s too much of a hassle to explain such an obvious fact, and if you can’t see for yourself, you might be beyond salvation. But, should you insist, and this particular Mierese is feeling generous, he will tell you that written words are a very poor medium to convey the most important part of stories, emotions, and sensations.

Few things compare to a Mierese Lore Keeper narrating a part of the Grand Tale.

Suddenly, the whole room around him goes silent. If he starts a tale in summer, he will tell you of the warmth of the day, and you will feel embraced by the sun even if you are sitting on a cold night in the mines of Gerio. Should he describe a character, his voice will invoke the peaceful semblance of the maiden or the wrathful gaze of the villain. He will move and dance, cry and laugh, and as time passes, you will see yourself inside the tale, as if you are part of the play and the facts narrated are happening before your very eyes.

Only those who have lived through this experience will understand what I’m currently writing about. In fact, on this point, the Mierese are absolutely right, and written words in any of the 34 different languages that I managed to master are not enough to do justice to a Mierese performance.

At this point, you might be wondering, if the Mierese don’t have written language, how are they supposed to keep track of all the different stories and the overall progress of their species?

That’s where a very important figure in the Mierese society appears: the Lore Keepers. We are going to explore this in the next chapter about the Mierese society.

As a last note before we move on, it’s important to note that although the Mierese are born into extreme conditions and bound to a pact from the day they are born, this hasn’t stopped them from becoming a very cheerful population.

In fact, walking so close to danger has enabled the Mierese to have a lighter approach to life and problems. You will always hear a Mierese making jokes before others would even consider it, or saying things like “Ok, this is how we die” just to alleviate the tension in the room.

Of course, members of other species often mistake these comments for mental illness or a lack of intelligence.

Personally, I feel this is a great mechanism to cope with all the stress, cheers to good jokes and stories!


# The Mierese Society

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FYpZUcnKF74fOiF6Y4o2J%2Fimage%20(8).png?alt=media&amp;token=b5866e1b-69cf-4505-8910-2b574a7c5c41" alt=""><figcaption><p>As the Mierese are currently leading the Consortium, the whole Central Space Station shows the Mierese architecture and style. // A Metaverse in expansion /// We Are Star Atlas</p></figcaption></figure>

All right! Let us get back on track to discuss the Mierese social structures.

As we discussed, the Mierese are not fond of order, protocols, and governance. They work in small groups and villages, and the local leadership deals strictly with the common affairs of the population, never going into their individual sphere unless it’s absolutely necessary.

Before the Convergence War, the Mierese didn’t even have a central government. Nevertheless, due to pressure from the rest of the ONI Consortium to help in the upcoming war effort, the Mierese reunited their Lore Keepers. They then elected a group of notables to govern and organize their efforts as a cohesive front.

This group of notables elected a speaker which represents and governs their species as a quasi prime minister. Still, his governing functions are limited, and they directly avoid establishing general rules and laws for their brethren unless absolutely necessary.

Even with these limited functions, the government is always viewed with suspicion. If the Mierese god allowed everyone to live however they wish, why should anyone dictate how they behave or act? The only thing keeping the government viable in the Mierese society is the support from the Lore Keepers, and it’s time we start talking about them.

The Lore Keepers could be called the foundation of the Mierese society. They are a special class of individuals trained from their childhood to offer religious support for their people and to act as guardians of the collective memory of their civilization.

Potential candidates are chosen by an elder keeper and start living with them from a young age, learning the Grand Tale and all the tricks of memorizing great quantities of information, including the many minor stories in the Mierese culture.

A small detour here is necessary. As you might have guessed, yes, the long tail of the Mierese head is what makes their prestigious memorization skills possible, and lore keepers tend to have even longer ones than the usual Mierese.

Going back to the Lore Keepers, they exercise many functions in the Mierese society, including tending to the Grand Tale, which includes selecting what should be incorporated into it.

There is a learning curve, of course, and a young Lore Keeper won’t be the one voting for the next installment of the Grand Tale unless he proves himself to be extraordinary. Usually, at the beginning of their journey, they will provide religious instruction to small communities and help organize their city story while documenting the relevant facts of that region.

Here an important point needs to be addressed. We already know that the Grand Tale is the most important story for the Mierese. Every Neuno year, the elder Lore Keepers reunite in an unknown location to share the stories they’ve collected and vote on which should be incorporated into the Grand Tale. This way, should any one of them die, the information will be safe with the others.

If you think about it, their logic is pretty much the same as we use in the Council of Peace Star Atlas chain, but instead of nodes, they use the keeper's prestigious memory.

Nevertheless, aside from the Grand Tale, which is deemed as the main story, the Mierese society is formed of thousands of parallel stories, and each individual, family, city, and institution has its own.

Mierese measure success by the number of stories that an individual appears in. Usually, an individual will be part of their family story, and perhaps their city story, or their craft story, should they prove to be worthy. The regional lore keeper is the one responsible for safeguarding those records and selecting who is worthy of joining the bigger stories.

In every sense, they act as representatives of Onato, judging the Mierese stories in the physical realm.

A Mierese who is not part of any other stories during adult life is perceived as useless and slothful by their brethren, usually suffering prejudice and exclusion in social circles. The biggest penalty in the Mierese society is not death but being erased from your family and community stories.

From the outside, one might think this is not a big deal. But a Mierese is expected to recite the stories they are a part of when formally introducing themselves to other Mierese. If one is excluded from those tales, they are seen as non-existent beings.

In the early days of the Mierese culture, the non-existing were classified as not having rights, and you could even kill someone in this condition as they were already deemed worse than dead by all relevant Mierese parameters.

Nevertheless, the Council of Peace stepped in to protect the lives of the “non-existent,” and although they usually aren’t killed anymore, they are viewed with utmost disrespect and prejudice.

This is even reflected in the religious aspect of their society, as the non-existent supposedly never get to meet Onato, and instead simply vanish after dying.

Speaking of religion, it’s time we move on to this final pillar of the Mierese race.


# The Mierese Religion

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2F0SWrmrc4cxTZjQ5fSTHO%2Fimage%20(9).png?alt=media&amp;token=1d41098e-7e94-44d2-a345-aa82e439a01f" alt=""><figcaption><p><em>The lore and the tales are living entities, that influence the outcomes of the physical world. /// A Metaverse in expansion /// We Are Star Atlas</em></p></figcaption></figure>

The Mierese fascination with stories overflows even to their comprehension of spirituality.

They believe stories are living entities, existing in another plane where the gods live, and that they can connect with them spiritually. More than that, they feel that these stories exert influence over our reality.

In this sense, the more famous and relevant a story is, the more significant it impacts our galaxy, as if the moral value or the theme of big stories would happen again and again as if they portray natural laws or phenomena.

To put it in Mierese words:

“Stories are simply the vessels for the universe's moral themes. If you pay attention, you can understand its underlying values as one can infer physical laws from natural phenomena.”

In this sense, both planes, the one where the gods and ideas live and the physical world, influence one another in a cyclical manner.

This fascinating approach is reinforced in the Mierese culture by the spiritual concept of the afterlife. It is said that a special function of the Lore Keepers is the ability to communicate with the spirits and their stories, with the exclusion of those who are deemed non-existent.

This happens through medium sessions, where souls of good or bad intentions inspire the participants to look forward to the lessons in the stories, offering guidance through indirect means.

This, together with the overall appreciation and desire for stories, generate curious outcomes in some individuals.

Sometimes the idea or story is so strong in a particular Mierese that he is almost “possessed,” firmly believing that their creed is the actual truth, becoming an avatar of his idea or story, to the point of dying for his belief. The Mierese lore sees this as an extreme case of the Onato trap we discussed in chapter 1.

That’s one of the reasons the Mierese are so reluctant to embrace an idea or a concept to the point of dying.

In extreme conditions, a Mierese would be so entangled with stories and narratives that they would develop other personalities, which represent the character they envision themselves to be, allowing acts beyond the grasp of their original self. Nevertheless, this also causes troubles, as the Mierese often lose sight of reality, causing everything from mild depression to complete despair.

This might even end up flipping their moral values as they lose themselves to the second conscience. However, this is a rare occurrence, witnessed only a few times in the whole Grand Tale history, but always having a significant impact in Mierese history.


# Final Notes & Closing Thoughts

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FEItZI2Taaz9FQDhDyVbn%2Fimage%20(10).png?alt=media&amp;token=bcf451e7-4fe4-496e-a9b6-0eb2068c322c" alt=""><figcaption><p><em>The dangerous outdoors of Neuno. /// A Metaverse in expansion /// We Are Star Atlas</em></p></figcaption></figure>

Hopefully, this brief introduction to the main topics of the Mierese civilization served to awaken your curiosity regarding this interesting and exotic population.

Our galaxy is filled with fascinating creatures, and exploring their creeds, traits, and histories is a fulfilling experience for us in the sentientologist field of research.

I would like to dedicate these last notes to some curious facts relating to the biology of the Mierese. Their bodies are slim, and they have a much richer specter of voluntary muscle control than the human body due to the presence of more motor neurons.

Nevertheless, they tend to be weaker than humans since their overall system can’t support much weight and evolved to keep them consistently moving. However, their skin has high puncture resistance, and armor is rarely needed. So, they are often quite exposed by MUD standards, especially due to the high temperature of their home planet, which often generates funny, and sometimes awkward, situations.

The Tail on their head is also a particular muscle that serves many functions, from balancing their bodies and fine physical control to serving as a repository of memories. It’s divided into many parts with different functions.

The Mierese value sports focused on broader motion control, personal skill, hand-to-hand and weapon combat, and their favorite game of all: narrative battles, a sort of bard face-off similar to an ancient MUD rap battle!

The Mierese diet is wide-ranging. After a thousand years of adapting to the environment of Neuno, they manage to digest almost anything aside from inorganic matter. Still, their favorite food so far is the MUD invention called ice cream, which they use to soothe the infernal heat that is always a part of the Neuno weather.

Speaking of heat, they are naturally more tolerant than humans to it, being able to withstand temperatures of nearly 45 degrees celsius without any loss of biological performance. The Mierese are also naturally resistant to poisonous substances, being exposed to a variety of them during their time on Neuno.

Finally, just like their god, the Mierese love bets, although they are always aware of every detail about them.


# Punaab

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FuhWiQOC0Nd9yLDo0HZz0%2Fimage%20(11).png?alt=media&amp;token=6d78433f-df27-40f7-98b6-cdd86d42e2c6" alt=""><figcaption></figcaption></figure>

In the distant world of Akenat, the Punaab species thrived. A civilization divided into two branches: the High Punaabs, dwelling in the towering trees and plateaus above a sea of mist, and the Depth Punaabs, residing in the deep mines beneath it. Unbeknownst to them, they shared a common origin in the Alpha (Pu)Naab, a revelation they would discover in a future side plot.

Akenat was a planet of dualities, illustrated by the Ying and Yang crest that represented the Punaabs. The planet's unique hourglass-shaped gravity field, caused by the flow of electro-magnetic liquids inside, led to the development of two distinct ecosystems. The sea of mist, the lifeblood of Akenat, connected these ecosystems in a perpetual cycle, bringing life to the planet.

Despite their differences, since the end of the convergence war, the newer generations of Akenat, mostly influenced by the Council of Peace, have dedicated themselves to building the relationship between the two branches of Punaabs. As a result, this group created the new capital, a place where the Punaabs of the two branches work together for the glory of Akenat.

In this city, the best of both groups shine, and the creativity of the High Punaabs becomes a beautiful reality through the hard work of the Deep Punaabs, resulting in one of the most beautiful and thriving cities in the entire Galia. There lies the headquarters of Ogrika, the pride of the Punaab race, and the Religious Order of the Oracles of the Mist.

The Depth Punaabs were smaller, more robust, and adapted to life in the mines. With no concept of personal property, their society valued the greater good over individual gains. Honor, sacrifice, and duty to their people guided their actions. In contrast, the High Punaabs were taller, thinner, and profit-oriented. These free spirits valued wealth and personal achievements, with their society operating under the rule of merchant prince companies.

The two branches occasionally engaged in wars, but these conflicts were short-lived. Instead, they competed in the "Day of the Union," an annual event to prove their respective superiority. For the past thousand years, each branch had won in alternating years.

A fascination with other cultures united the Punaabs, and they adored trinkets from different civilizations. They also shared a complex about their size, leading them to love jetpacks and robotic suits that made them taller and stronger.

In times of disputes, the Punaabs summoned the great squid, a native species from the sea of mist, whose movements determined the outcome. The ceremony was a major event, filled with rituals and a sense of sacredness.

Akenat's habitable region resembled an hourglass, resting on colossal clamshells. The dense, liquid magnetic material at the planet's core created fluctuating gravity fields, separating the Punaabs and leading to their distinct development. As both branches continued to grow, they would eventually uncover their shared origins and the secrets of their extraordinary world.


# Photoli

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2Fp0p50pfbQoOm0cAD4khQ%2FStarAtlas_Photoli_01d_01.png?alt=media&amp;token=d2ebaecc-8345-4847-8dd9-86029b1cde21" alt=""><figcaption><p>Photoli // Star Atlas // Unreal Engine 5</p></figcaption></figure>

The Photoli species, the oldest and most mysterious in the galaxy, first arrived in 2020 from the OM Sector aboard their titan class ship. They established their official base, Dawnbreak, in the high-risk zone in 2148, hidden from the prying eyes of other species. Despite having access to unrivaled knowledge and technology, the Photoli society remains largely disinterested in the affairs of other races, focusing primarily on their own path of transcendence and cultural tenets. This enigmatic society comprises various groups with distinct perspectives.

Among the most powerful but smallest in number are the "ascended" Photoli. These beings possess extraordinary control over non-living matter, allowing them to manipulate light and even teleport. The ascended Photoli abide by a rule of non-interference with other species' affairs, although some, like Ahr, disregard this rule in pursuit of their vision for the greater good of the galaxy.

The ritual of ascension, a deeply guarded secret, involves a profound transition in which a Photoli or another species candidate transcends their current state and becomes a new entity. A successful Photoli candidate transforms into one of the ascended, while a member of another species joins the Order of Light, a collective army dedicated to spreading the teachings of Photoli salvation. The ritual is complex and demanding, with a high likelihood of failure.

The "alumni" Photoli are mature individuals seeking the means to ascend. They often engage with other species in search of rare materials and favors, although they remain disinterested in worldly riches. Alumni Photoli follow the teachings of light, a religion centered around the ascended and their race.

A unique branch of Photoli called "travelers" exists, uninterested in ascension and religious orthodoxy. These beings often observe other species' growth and foster their development indirectly, without providing direct access to technology or assets. Travelers tend to avoid interacting with ascended and alumni Photoli, as they perceive their actions as harmful to other species.

Lastly, the "dark Photoli" are a result of failed reproduction rituals in a Sanctuary of Light. Born without the natural light that defines their race, these outcasts are considered sinful by the rest of the Photoli. The first dark Photoli, born to loving parents who refused to discard it, created an artificial sanctuary with a partner to breed new Photoli. This heretical act has led to the relentless persecution of dark Photoli by their light peers.

In summary, the Photoli species is an ancient and enigmatic race, boasting unparalleled knowledge and technology. Their society is divided into various groups, each with unique characteristics and objectives. While their presence in the galaxy remains mostly unobtrusive, their impact on other species cannot be denied.


# Sogmian

The Sogmian species, noble warrior aliens hailing from the Segal Sector, were once on the brink of extinction during the convergence war.

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FuWinG2GxCkGUyJYeQApv%2FONI_Thumb_04.jpg?alt=media&amp;token=f1fce9cd-21f4-4819-815a-fe413e614ce8" alt=""><figcaption><p>Sogmian // Star Atlas // Unreal Engine 5</p></figcaption></figure>

**Sogmian** The Sogmian species, noble warrior aliens hailing from the Segal Sector, were once on the brink of extinction during the convergence war. With only 10,000 members remaining, they were driven by the assassination of their leader, Pazul, to build their Last Stand mk. I. Today, the Sogmians are a critical part of the federation and their culture represents both the beauty and the danger of extremes in the galaxy.

Their culture is one of exaggerated gender roles. Males are ultra masculine and females are ultra feminine. Standing near a Sogmian male one could sense the radiant heat ambiently emitting from them and with the females a sense of seduction always looming even if you’re coming from a wholly different species. Their external features on their head make arousal impossible to hide. Romanticism plays a vital part of their livelihood and has become almost their central purpose after being nearly extinguished during the convergence war. High romanticism leads to high birth rates, after all.

The Sogmian don’t have a sense of or a belief of an after life and instead relish the temporal state of life. Their ship names are poetic and tell a story. e.g., Busan The Last Stand, Busan Thrill of Life, and Busan Maiden Heart are provocative to stir the passions of lust and bloodlust but always deeply rooted in an honorable code that keeps their ravages in line with nature.

&#x20;The Sogmian history is the tale of the struggle between desire and duty. This highly emotional species represents very well the dangers of the extremes in the galaxy while striving to keep themselves under control of their will, and upholding noble principles.

The history of this millenial society tells us that the Sogmians as we know them evolved from the vicious feral animals from the Segal Sector, and even after acquiring intelligence, an intelligence that has stayed a mystery for the entirety of the species race. Some believe it was seeded by other sentience, splitting DNA and experimentation, some believe it was a natural process from savage animal to universe sympathy. Regardless of the truth, the Sogmians today are a critical part of the federation.

The Sogmians kept fighting brutal battles for hundreds of years, only to satisfy immediate desires like lust, greed, and pride. They were prey to their instincts, which prevented them from creating a proper society.

This primitive cycle only ended when Segal, and the leaders of seven noble families created the Sogmian Vows, a set of absolute rules that was designed to contain the innate excesses of the Sogmian emotions, stirring them into the path of Virtue.

The Sogmian Vows or, Du Pra in the native tongue, are absolute moral rules which must be upheld by Sogmians under any circumstances, even if this means their own death or their loved ones. In human philosophy, they are known as categoric imperatives - absolute moral laws, which don’t admit exceptions.

A few examples of possible Sogmian Vows are the following:

1\) stand for justice at all times.

2\) don’t go back on your promises.&#x20;

3\) Only use violence when necessary to cease other previous violence.&#x20;

4\) cooperate for the greater good.&#x20;

5\) Provide shelter for those who seek it.

Everything goes to another level when we are speaking about Sogmians. They are beings of extremes, and their emotions are always very few steps away from overflowing. That’s why their population has deemed it necessary to “imprison some of their most feral impulses through a set of very harsh rules.”

Aside from those rules each of the seven noble houses have their own motto, which serves as a guiding principle that all the family members must uphold, representing the essence of their pride as Sogmians.

Those constraints created a persona for their civilization, righteous beings, always fighting the abyss inside themselves in the universe outside. Through the idea of duty, the Sogmians found the strength to wrap deep inside their most visceral parts. Nevertheless, as one can surely imagine, this creates very extreme kinds of Sogmians, from the noblest paladins to the most decayed tyrants, and their story is filled with those Heroes and Villains facing each other in the noble houses fight for influence.

The sogmian’s language is based around sounds, and emotional tales. Words do not sound like words, more like cries, calls, and emotional outbursts. The language is poetic to those who study it and rabid to those who do not.

&#x20;In fact, out of the seven noble houses, one was declared decayed and was exiled from the Sogmian home world, the house Akalma, whose motto was: “Embrace your emotions”. This house produced the most villains, and the Sogmians were wary of their motto, as something that could disrupt the overall morality of their civilization.

The Sogmian noble families and their mottos are:

a) Xictus - “The brave only dies once. The coward dies every day.”

b) Akalma - “Embrace your emotions.”

c) Busan - “Your creations are your path to transcendence”

d) Outro - “One who does not live to serve does not serve to live.”

e) Exinade - “To the Stars”

f) Lutavira - “Rise, win, conquer.”

g) Garveil - “Repetition is the mother of learning.”

that Aside from those rules, each of the seven noble houses has its own motto, which serves as a guiding principle that all the members of the said family must uphold, representing the essence of their pride as Sogmians.

For example, The Busan Family Motto is “Your creations are your path to transcendence.” Meaning that members of this family will be measured, by themselves and others, by the things that they created.


# Religion & Morals

<figure><img src="https://3854487829-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2FKnvYENqOLNplgqqWEbL9%2Fuploads%2FBUuieNPU2HqbPCvMWLRX%2Fimage%20(13).png?alt=media&amp;token=f143bd88-aefa-43a4-b88e-54f3986bb87c" alt=""><figcaption></figcaption></figure>

**Religion and Morals**

Sogmians don’t believe in the afterlife. Instead, their cult of duty and morality serves as the transcendental baseline that each Sogmian strives to achieve in order to transcend.

To become famous and known in their species and through the galaxy is the measurement of success for the Sogmian society.

This all started after Segal, the first true sogmian as his people know him, discovered that for his species to work, they needed this very harsh set of rules that created different groups within the sogmian society. This multi-level, meritocratic ruling enabled them to work together and evolve beyond the semi-feral state under which the sogmians lived.

Thus the houses system, together with the Sogmian vows, were created to civilize the Sogmians and allow them to cooperate with one another for the greater good of their species.

This system works in three folds.

The first refers to the Sogmian laws as a species. Those are general laws that every member must obey regardless of their house. Those rules are usually targeted around keeping peace within their species and having the different houses settle their dispute through honorable and non-bloody means.

The Second fold refers to the house rules. Every noble house has its own core values and has created around them a list of rules that enforce those values to its members. This second set of rules is often embraced by the members of a noble house as the defining traits of their personalities.

Finally, the third system is the personal rule that every sogmian must declare as they turn adult and choose one of the noble houses to follow. This rule is established as the person's individual founding truth and will be observed by the nobles responsible for recruitment from the noble houses to see if the individual would be a suitable addition to their clan.

The personal rule comes as the declaration of the core value of the Sogmian, his truth, and the taboo associated with it. A taboo is a rule that this sogmian will never break under any circumstance. Should he break his personal rule, (for example, never lying) the Sogmian will trigger a chemical reaction in his body that exhales a pheromone, which will let any other sogmian that comes close to him know that he has broken his personal rule, and therefore, he is not a civilized Sogmian any longer, but someone who is not a civilized sogmian.

The more restrictive and impressive the Sogmian truth and the taboo are, the more status it gives to its owner. Nevertheless, most of the young sogmians never go too far, because they incurr the risk of creating a rule that’s easy to break, and risk being banished from their society.

Since every sogmian is very different and passionate about their core system of values, Segal's order allows them to live peacefully alongside like-minded members of their species, and Segal realized this before everyone else, hence why he is perceived as the father of the sogmian species.


# The Federation

### [Treaty of Peace](/governments-and-groups/the-federation/treaty-of-peace)

### [Economic Structure](/governments-and-groups/the-federation/economic-structure)


# Treaty of Peace

MUD | ONI | USTUR

A moment in space is yet an infinitesimal spec of time in a galaxy. Battles are fought and won, lost and mourned.

Generations are divided by ancient quarrels that mean nothing to the cosmos. Life for a galaxy is a fluid journey through the organisms it evolves. We too have reached an inflection point in our society, we too have reached a chapter of peace and prosperity as the conscious custodians of this great space.

We have reached deep within the galaxy's sentience, far through the interconnected cosmic roads to map our territories, to come together in the darkness. We have reached the Star Atlas of our galactic civilization.

We will have no more blood spilled in crafting our cosmic organism, the MUD, ONI & Ustur set forth this Treaty of Peace, to invoke a brighter future throughout the darkness of our space, to bring light farther than the nebula’s far reaching glare and to unify under one common roof, The Council of Peace.

With all power invoked by this union of minds, of species, of our father and mother- this galaxy, will *for this spec of time* be unified in its collective mission of exploration, knowledge, expansion **and the proliferation of these collections of species we have forged here.** For this, we are a single mind, a single vision, a fusion of life that has found its way home.

A unification of species and ideologies is the bridging of one galactic sentience on its journey of finding its way back to its once collective being. As such, we must allow each of the factions their beliefs to seep through, not only in this treaty but in the constitution set forth to be led by the Council's decree.

Let it be known that the faction known herein the year 2523 as MUD with the leader known as Charon Gotti will contribute tenets of peace to the constitution in the sectors of Commerce, Mining & Governance.

Let it be known that the faction known herein the year 2523 as ONI with the leader known as Bekalu will contribute tenets of peace to the constitution in the sectors of Inter Faction/ World Documentation, New Discovery Regulations & Galactic Law Enforcement.

Let it be known that the faction known herein the year 2523 as Ustur with the leader known as Armi.eldr will contribute tenets of peace to the constitution in the sectors of The Species Rights Directive, Armed Forces & Military Defense Warrior Mandate & The De-escalation Accords.

It is with these decrees, these notions of unity, that we use to recognize: any progress only happens in coalitions, that any evolution can only happen with the exchange of ideals, that any natural resource is only as impactful as the society that controls it remains stable. Iris and all that has been, will be a lesson in humility of expansion, in the darkness that erodes the growth of commerce and the unrelenting, untenable notions that embody greed. And in this test, we acknowledge the one universal truth we must all bear, that empathy and compassion is the only path to an alliance. We the MUD, The ONI & The Ustur speak for all that inhabit this great republic on this new dawn of peace, prosperity and evolution of our galactic consciousness.


# Economic Structure

Galia’s Economic Doctrine, established by the Council of Peace (COP), outlines the principles and policies governing the federation's economy. To foster prosperity, cooperation, and sustainable growth

## Galia’s Economic Principles:

### Inter-Federation Integration:

The COP envisions a system where all federation star systems and civilizations are interconnected and engaged in trade and cooperation. Interstellar economic integration facilitates mutual understanding, cultural exchange, and efficient resource allocation. It nurtures interstellar harmony and cooperation for the benefit of the federation.

### Sustainable Development:

The doctrine emphasizes the importance of sustainable economic practices that ensure the long-term viability of factions and distinct star systems across the federation. It encourages the use of advanced technologies and responsible resource extraction across all professions that uphold the standard set by the COP alongside ONI leadership. <br>

### Scientific Advancement and Innovation:

The doctrine promotes continuous research exploration and technological advancement. Research and development initiatives are actively supported to foster faction expansion, drive economic growth, and enhance the quality of life across Galia. Collaboration and knowledge-sharing among star systems are encouraged to accelerate development progress.

## The ATLAS Currency:

### Purpose and Function:

ATLAS, the universal currency of the Galia, serves as a medium of exchange, unit of account, and store of value. It facilitates seamless trade, eliminates currency exchange barriers, and fosters economic stability across star systems. The COP, with the help of the MUD faction leaders,  oversees ATLAS's issuance, regulation, and management to maintain its integrity and stability.

### Conversion and Exchange Rates:

The COP establishes transparent and efficient mechanisms for converting foreign currencies into ATLAS and vice versa. Exchange rates are determined by market forces and regulated to ensure stability, preventing excessive fluctuations that could disrupt trade or destabilize participating star systems. Fair exchange mechanisms promote trust and encourage inter-federation trade.

### ATLAS Reserve System:

To ensure stability and manage liquidity, the COP, along side MUD leaders, establishes an ATLAS Reserve System. Federation star systems contribute to reserves through mechanisms such as land value tax, and the MUD leaders manage these reserves prudently to stabilize the economy of Galia, address economic crises, and support long-term development projects. The reserve system is designed to maintain the value and integrity of ATLAS.

## **Economic Policies and Measures:**

### **Free Trade and Market Access:**

The doctrine advocates for removing trade barriers, such as tariffs and quotas, to promote free and fair trade within the federation. Galactic Marketplace access is facilitated, allowing for the exchange of goods, services, and knowledge, fostering economic growth and interstellar cooperation. Fairtrade practices promote mutual benefit and strengthen economic ties among factions.

### **Harmonization of Regulations:**

To foster a level playing field and minimize trade friction, the COP, with ONI leadership's help, works towards harmonizing economic regulations and standards across the federation. This ensures fair competition, consumer protection, and compatibility of trade practices, enabling smoother integration into the economy of Galia. Collaborative regulatory frameworks promote trust and enhance economic cooperation between factions.

### **Investment and Infrastructure Development:**

The doctrine encourages investment in infrastructure projects that enhance interstellar connectivity, such as the star path, communication systems, and resource hubs. Participating star systems are incentivized to invest in their own development as well as support the development of less advanced star systems. This fosters a balanced and interconnected federation, benefiting all factions.

### **Economic Cooperation and Development Programs:**

The COP promotes economic cooperation and development programs to address economic disparities among participating star systems. Capacity-building initiatives, technology transfers, and knowledge-sharing platforms are established to facilitate the development of less advanced star systems. These programs foster inclusive growth and support the sustainable advancement of the federation.

### **Financial Inclusion and Stability:**

As dictated by ONI leadership, the doctrine emphasizes financial inclusion, ensuring that all participating civilizations have access to basic financial services and support. Efforts are made to enhance financial literacy, establish credit systems, and provide risk mitigation mechanisms. Ensuring financial stability across star systems enhances economic resilience and strengthens the foundations of the Galias’ economy. <br>

### **Conflict Consideration:**

War plays a significant role in the economic doctrine. While not explicitly mentioned, war impacts various aspects of the doctrine. Resource allocation shifts during war, with factions focusing on military production and defense industries that utilize their faction-specific resources. Technological advancements are often accelerated during conflicts, driving innovation in manufacturing, communications, and transportation sectors. Trade disruptions arise from conflicts, allowing opportunities to present themselves during periods of supply shortages, price fluctuations, and restricted trade flows between star systems. Post-war reconstruction efforts present opportunities for investment and economic growth, as resources are directed toward rebuilding affected areas. Defense expenditure rises during war, potentially diverting resources from social/leisure industries and infrastructure development.&#x20;

While the doctrine doesn't directly address war, its principles interact with the realities of conflict, requiring adaptation to address the economic consequences and implications of war in the Star Atlas economy. Context and specific policies established by USTUR leadership with the help of the COP will shape the doctrine's response to war within the framework of the federation's economy.\
\
In the event of escalated conflict beyond the control of the COP, swift measures will be taken to mobilize the Cradle in order to bring balance back to the galaxy.&#x20;

### Outlook:

Galias Economic Doctrine provides a comprehensive outline for the economic priorities within the federation, guided by cooperation, sustainability, and equality principles. Through the ATLAS currency, the COP oversees interstellar trade, resource allocation, and development, promoting a harmonious and prosperous future for all who participate in the vast economy of Galia.&#x20;

<br>


# Economics White paper

The latest version of the Star Atlas Economics paper.

{% embed url="<https://staratlas.com/assets/pdfs/economics-paper.pdf>" %}


# Heralds of Vignus

"Everyone is born with a destiny, but not everyone's fate is relevant enough to make me lose my time visiting them" - said by a prominent Herald once while enjoying the payment for his services.

The Heralds of Vignus is the name of a group whose characteristics vary widely depending on who you ask: From prophets and augurs to drunks, swindlers, and heretics. The children of Vignus, as they call themselves, roam the galaxy sharing their curious prophecies with whoever manages to strike a deal with them.

**The first rule**: No revelation is given for free, and one shall pay a fair price as established by the herald.

**The second rule:** Once given, one cannot avoid encountering their fate.

&#x20;The "liturgy" of the prophecy also seems to follow a set pattern. First, the mythic sits together with the seeker, sends a prayer for fate, licks the palm of the seeker, and delivers the prophecy.

&#x20;This last part depends on the herald. Some proclaim poetry; some draw a painting, sing a song, or write a single word.

More often than not, the prophecy is so general that it's irrelevant, which usually amuses the herald, who will shrug and laugh at the boring faith of the seeker.

This usually doesn't end well, giving bad fame to the heralds. In some worlds, they are outright banned from entering, and there are cases of heralds being beaten to death after delivering a "bad prophecy."

Nevertheless, the common folk believes in the power of Vignus, and most of them try not to engage with the heralds as if fate can be avoided by preventing its reading.


