Follow TV Tropes

Following

Recap / Discord Plays Stellaris

Go To

Season 5: Nations

    The Rou'ii 
Official Name: Sovereignty of Rou'ii
Official Language(s): New Rou'ii
Species Breakdown: Bao'i: 45.00%, Lagma'mana'i: 30.00%, Hua'i: 10.00%, Offani: 6.00%, Loch: 5.00%, Other: 4%
Religion: Non-Religious: 65%, Old Rou: 14%, Other: 21%
Demonym(s): Rou'ii
Government: Form of Government: Unitary Segregated Republic, Head of State: First Guide, Legislature: Senate of the Just
Population: 210,000,000,000
GDP: 32,760,000,000,000,000 ȝ
Gini: 65
Currency: Bant (ȝ)

Post-Great Galactic War History:

The Great Galactic War acted as a catalyst for the Rou'ii. Seeing the destruction of the Galaxy at large, the Rou'ii have come to the conclusion that the efforts to spread their patrimony must be doubled, and that compromises must be made with other land species if it means even little progress of their quest. The Sovereignty suffered mainly in the first years of their engagements, with later years being handled with a defensive strategy in mind- one that proved to stall the advance of the enemy. After the war, the Sovereignty managed to maintain and rebuild their economy quickly, mainly due to the isolation of their trade centers, and as a benefit of their long term planning of economic policy. At the dawn of the 27th century, the Rou'ii represent the foremost economic power in the Galaxy, the third most powerful navy, and a dominance over the south-western Galaxy.

General Cultural and Social Information:

The Rou'ii is not a name of a species, but of the collection of all aquatic species that act in accordance with the Auana Doctrine. Along with that, the Rou'ii have labels for other species depending on their relation to the Auana Doctrine. The doctrine in question, is a the chief ideology of the Sovereignty; while most of the common folk Rou'ii simply consider themselves more reasonable and principled than other species, the ruling classes of the Sovereignty see it as a messianic duty of the aquatic species of the universe to protect nature and the ntural order from forces of chaos and destruction. To achieve this, they promote a patrimonial system with the Rou'ii at the top, overseeing land walker planets to make sure they do not deviate from their social hierarchies and don't destroy their environment in exchange for protection and degree of autonomy. The society of the Rou'ii themselves is divded between "routes", or carrer choices that begin quite early for most Rou'ii, that later on dictate their mannerisms. While similar to other species' division along class lines, the Rou'ii have come to structurize it to a degree, while still staying shy of making it a hereditary caste system.

    Maahes 
https://static.tvtropes.org/pmwiki/pub/images/maahes3.png
Official Name: Imperial State of Maahes
Official Language(s): Liaran, Galactic Standard
Species Breakdown: Liaran: 50.3%, Remans: 11.2%, Soth: 5.8%, Human: 4.9%, Other: 27.8%
Religion: Imperial Cult: 90%, Local Religions: 10%
Demonym(s): Imperial
Government: Form of Government: Absolute Monarchy, King: King Tahir, Legislature: T'Shar Council
Population: 152,000,000,000
GDP: 14,136,000,000,000,000 ₡
Gini: 82

Early History:

The Liaran people were subject to a brutal subjugation by a race of Canid-like bipedal creatures that evolved alongside them on their homeworld. Following a massive war that engulfted the planet, and several hundred years of unification, the planet of Maahes was united under the banner of S'raha. The few Liaran tribes that dissented were shattered, and subsumed by the Clans that bent to the Will of the S’raha. The Canids were wiped out, and the Liarans began their hegemony among the stars.

Their first forays into space were met with some resistance, however. As they explored the stars, they encountered a species called the Remans. While the Liarans possessed a clear military advantage, they knew it would be a slog to outright conquer these warrior-like people.A deal was struck, giving the Reman people the same rights and stature that a Liaran High Clan would have. There, the caste system began to form. While the Remans were ‘legally’ equal, many among the High and Low Clans balked at the idea of sharing bread and wine with these creatures.While the Remans weren’t as powerful as the Liarans, they could perform the same feats of conquest. The two species conquered large swathes of territory, eventually amassing a powerhouse that seemingly could never be toppled.

The Great Galactic War:The Maahesian Clans initially anticipated a successful defense against the invading Mlakh Rak forces. However, as the Mlakh Rak's attacks persisted, the Maahesian defense began to crumble. Despite their best efforts, the Imperial State suffered numerous defeats as more Mlakh Rak forces arrived. The Rak's singing choirs filled all communication channels and their ships caused extensive damage wherever they went.

Upon the Rak's fleets' arrival at Maahes, King Kihir S'raha opted to mount a final stand to prevent any further retreats. Despite deploying thousands of ships in orbit, the Maahesian defense was no match for the Rak's superior forces. During the intense battle, the skies above Maahes were reportedly filled with the boiling atmosphere resulting from the plasma and detonating FTL drives.

As the Maahesian forces faced imminent defeat, King Kihir's fleet launched a final assault on the Rak fleet to ensure the safe evacuation of the last remaining transports from Maahes. Unfortunately, the death of the King dealt a heavy blow to the morale of the Liaran people, leaving them disheartened and the state in a state of decay.

Post-Great Galactic War :

During the Great Galactic War, the Imperial State suffered heavy losses. With the destruction of the Imperial Armada in the skies over Maahes, the Imperial Military was sent into a wild retreat. With the intervention of both the Rou'ii and the League of Orion, Maahes was able to turn the tide within their own borders and began to push back. However, the damage was done.

Following the death of Kihir S’raha, the Imperial State fell into disarray. Many members of the T’Shar Council believed that the Boy-King Ta’hirr S’raha was weak and were divided on who should replace him. Some advocated for his older sister, the Mad Cat Kadira S’raha, while others believed that J’hat S’raha, the boy’s uncle and a renowned war hero, should take the throne. However, Kadira appeared to be more interested in pursuing her own interests, while J’hat had already abdicated the throne once.

As a result, protests and even full-blown insurrections began to emerge. Independence movements with different ideologies also began to sprout up all over Maahes. Although the Imperial Armada remained powerful, some members of the Imperial Military began to whisper about the possibility of a future coup d’état.

General Cultural and Social Information:

The Liarans are a race of proud cat-like mammals. Distinguished by their almost fanatical devotion to loyalty, they are renowned as soldiers across the Galaxy. Liaran society is split heavily into castes. At the top, rest the Imperials and their family members. Below, are the High Clans and the Council of Remus. Below that, the Low Clans. Then, the Myriad Minor Clans. Then, all common Liaran and free Xenos. Finally, the Slaves. The lowest rung of Maahesian society, yet by far the largest. The Liaran Imperial Machine is powered by the back-breaking slave labor it has subjected various less-powerful alien species to. Liaran culture is led, and safeguarded by the Imperial Cult. The Cult has an almost fanatical sway with the common masses of the Imperial State, able to call vast amounts pilgrims to a location in just a few weeks time. It is said, the most important things to a Liaran are 'Duty, Family, and Faith'.

The Imperial System:

The Imperial State is a monarchy, with the King holding absolute power over all aspects of governance. Though there are governmental agencies in place to run the state, they function under the King's authority, and there is no political body or authority to which he is accountable.

The T’Shar Council, the primary legislative and judicial body of the Imperial State, meets annually in the Grand Palace on Maahes. Its responsibilities include drafting legislation, overseeing state administration, and shaping foreign policy. However, all decisions and legislation must pass through the King for final approval, despite the Council's significant power.

The Guild of Merchants controls the economy of the Imperial State. This organization, composed of clerks, accountants, and businessmen, regulates the economy, collects taxes, and registers privately owned businesses within the state. The Guild's access to a large merchant fleet has led some to speculate that it could potentially rival any one of the Clan fleets in open combat.

The Imperial Cult of the Hearth is the state religion and the only legal religion in the Imperial State. It is built around ancestor and patron deity worship, promoting the benefits of tradition, large families, and close-knit communities. The Cult has a diverse presence across the state, with temples and churches in various locations. Although politically weak, it holds significant influence over the common people, and its High Priest's words carry great weight.

The majority of the Imperial Government is composed of the High and Low Clans, exclusively highborn Liarans with pure and clear fur. The High Clans hold the most significant power and occupy the top rung of the social hierarchy within the state.

    Avanta 
https://static.tvtropes.org/pmwiki/pub/images/avanta_7.png
Official Name: Free and Democratic Republic of Avanta
Official Language(s): Avantan
Species Breakdown: Avantans: 98%, Other: 2%
Religion: None: 100%
Demonym(s): Avanta
Government: Form of Government: Federal One-Party Constitutional Republic, Head of State:: President, Legislature: Avantan Revolutionary Assembly
Population: 42,750,000,000
GDP: 2,137,500,000,000,000 ₡
Gini: 68
Currency: Orion Credit

Early History:

The Avantans have a rocky relationship with Orion. Having been to war with them two times. After the second time Avanta was reduced to a puppet state first under the Old Earth Government. However after the revolution it was able to break free.

Post-Great Galactic War History:

After the war Orion quickly established a new revolutionary order in Avanta with the help of local collaborators. This revolutionary regime follows generally in the same ideas as the one in Orion tough putting a heavy emphasize on state-atheism and militarism.

General Cultural and Social Information:

The Avantan psyche is dominated by the three wars it has fought over the years. Its two wars against earth and the Great Galactic War. This experience has led them to believe that the republic is always at risk of being attacked again and only a very strong military can provide security. As such culture is focused around the military and earning ones right to representation to military service.

    New Europe 
https://static.tvtropes.org/pmwiki/pub/images/neweurope.png
Official Name: Republik de Nouveau Europa
Official Language(s): English, French, German
Species Breakdown: Humans: 98%, Other: 2%
Religion: None: 73%, Protestant: 14%, Catholic: 13%
Demonym(s): Europan
Government: Form of Government: Federal Parliamentary Republic, Head of State:: President, Head of Government: Chancellor, Upper House: Nouveau European Council, Lower House: Nouveau European Parliament
Population: 25,250,000,000
GDP: 5,050,000,000,000,000 ₡
Gini: 53
Currency: Neo Euro

Early History:

The Republic was founded as a private endavour originating from europe. Taking a gamble the colonists boarded a colony ship to a far system. But their bravery was rewarded. They would find a system with 4 inhabitable planets. While Orion had intentions to integrate Europa eventually. Local discontent always prevented any such plans to come to fruition.

Post-Great Galactic War History:

Europa had been occupied during the war by the Mlakh Rak but was luckily able to avoid heavy fighting within its territory. After the destruction of the Mlakh Rak home through the use of SMRT-bombs a local uprising led to the collapse of Mlakh Rak authority. Only a few days later Orion ships would enter the system finding it already liberated. A circumstance many believe to have saved the Republic in a most precarious situation.Post war the Republic strived to keep good relations with all nations. Due to its closeness to Orion it would become somewhat aligned with Orion on some matters, but they do not yet fall completly into the Orion camp. The local population in particular is very supportive of European independence carefully guarding against what some percieve as an attempt by Orion to swallow them.

General Cultural and Social Information:

What is today known as European culture is in actuality a mix of many different european cultures however the two most important cultures are by far the french and german one having a profound impact on local culture ranging from cuisine to traditions.The local dialects of English, German and French in particular are sometimes difficult to understand by people from Orion or other human colonies as the languages have experienced heavy intermingling cause to a lot of hybridization between the languages.

    Marionettes 
https://static.tvtropes.org/pmwiki/pub/images/marionette_8.png
Official Name: The Marionette State
Official Language(s): None
Species Breakdown: Marionettes: 100%
Religion: None: 100%
Demonym(s): Marionette
Government: Form of Government: Inapplicable, Head of State:: "Mr. Amor", ' Legislature: "The Meeting"
Population: 19,800,000,000
GDP: 2,970,000,000,000,000 ₡
Gini: 0?
Currency: The Dollar

Early History:

Little is known about the early history of the Marionette States. The self-professed history of Mr. Amor, the central hivemind, is that they were created near the end of the Great-Galactic War, and rose out of the rubbles of the Mlakh Raks. The species experienced an extremely fast evolutionary cycle thanks to its ability to synthesize unique traits of other lifeforms it consumes. In other words, they ate to evolve, and have solidified their hold on the northern galactic corner.

Post-Great Galactic War History:

Little is known about the early history of the Marionette States. The self-professed history of Mr. Amor, the central hivemind, is that they were created near the end of the Great-Galactic War, and rose out of the rubbles of the Mlakh Raks. The species experienced an extremely fast evolutionary cycle thanks to its ability to synthesize unique traits of other lifeforms it consumes. In other words, they ate to evolve, and have solidified their hold on the northern galactic corner.

General Cultural and Social Information:

To describe the non-Hivemind (that is, the highest cognitive authority within the network) member of this hivemind network as 'drones' would be a disservice to the autonomous nature of these beings and highly reductive. There are no taxes levied against the material possessions of each individual, but a 'mental tax' is provided to the main Hivemind, Mr. Amor, to keep them alive and functioning—though this is often not necessary, as the main Hivemind tends to perform biological functions on their own anyways. That said, the population is encouraged to expand to take tax burdens off of each individual and to afford the main Hivemind more energy and time to take other actions. Interestingly, thanks to this mental tax, Mr. Amor does not need to perform any biological functions related to the sustaining of its body (consumption, sleep, excreting) since they feeds off the Hivemind network. However, they still do so in order to "feel alive." Other cultural or social aspects of this 'state' is extremely hard to describe, since most was imposed upon by Mr. Amor and their perculiar appreciation for human culture. Though these "individuals" remain highly autonomous from Mr. Amor, they remain under his total cotnrol, and their freedoms may be rescinded at any given moment. Thus the hivemind has been described as a state of marionettes, toyed and controlled at the whims of their puppet master.

    Ismerin 
https://static.tvtropes.org/pmwiki/pub/images/ismerin.png
Official Name: Ismerin Free Republic
Official Language(s): Standard English, Galactic Littoral Creole
Species Breakdown: Human: 85%, Other: 15%
Religion: Irreligious: 39%, Littoral Folk Religion: 32%, Other: 29%,
Demonym(s): Ismerin, Liberorepublican
Government: Form of Government: Federal Multi-Party Constitutional Republic, Head of State:: Lord Admiral, ' Upper House: Cabinet of the Lord-Admiral, Lower House: Intercanton Forum
Population: 42,500,000,000
GDP: 6,460,000,000,000,000 ₡
Gini: 30
Currency: Marinar

Early History:

In the twilight years of the Human Golden Age, a fleet of colonial settlers and its escort ships turned its course away from the destination and ventured into the great unknown. The fleet, intent on escaping the choking grasp of Earth, staged a mutiny and declared itself a free, democratic country in which each vessel would act as an independent canton. Such was birth of the Ismerin Free Republic, whose 27 million founding pioneers became the first to leave the orbit of Earth.

Post-Great Galactic War History:

Though far from the centers of the Great Galactic War, its effects were equally as devastaing on the Free Republic. Having participated in the Great Galactic War, the Free Republic was not included in post-war discussions for the future of the galaxy. Bloodied and traumatized, their only gain was continued independence and neutrality from great galactic affairs. Yet affairs would nonetheless come knocking on its door. Orion considers the Ismerin Free Republic a 'Rogue Republic'—a renegade remnant of humanity only redeemed by its mutiny against old-Earth, yet which must be wrestled, subdued, and reunified under the auspices of the Revolution. The Rou'i, on the other hand, see the Free Republic as nothing as savage landdwellers whose only saving grace is its appreciation for oceanic rhetoric and littoral culture. In the north, Maahes's subjects drool, ever eager to play off the great powers with a prey cornered... or even jump in for the kill themselves. The Free Republic understands its precarious situation well—if no side of the galaxy will accept them, then they must do all they can to survive. The Great Galactic War may be over, yet they must fight on. The Free Republic will never die!

General Cultural and Social Information:

Naturally, with its inhabitants wandering for nearly a century in space, the culture of the Free Republic is heavily influenced by the naval traditions of its crew and the old-Earth nationalities of its colonial settlers. Perhaps the most obvious influence is the codification of "Galactic Littoral Creole," an linguistic amalgamation of slang, grammar, and terms of the intinial naval personnel and colonists. Accompanying this new language is a new polytheistic faith, primarily focused on the reinterpretation of old-Earth gods and their powers to guarantee safe travel through a perilous void. The Free Republic is also noted for its high degree of human rights. Rights such as high autonomy to political entities, guaranteed access to healthcare, and personal access to weapons, valued highly during the tumultuous and uncertain early years of the Free Republic, has been preserved in the nation's constitution. Today, its inhabitants also follow a form of civic nationalism, viewing its multi-party democracy as sacrosanct and becoming highly engaged in its functions. At the center of this nation stands the current Lord-Admiral, Mathias Virtanen. Though criticism has been levied against Virtanen for his relatively authoritarian rule and cult of personality, he enjoys high popularity for his veterancy in the Great Galactic War and prosperous rule. His connection to the first Lord-Admiral as his grand-nephew has also bolstered his legitimacy in the eyes of a public typically resentful of other political dynasties. The political isolation faced by the nation has also garnered sympathy for other countries in similar siuations, and both the government and the inhabitants of the Free Republic has a particularly high respect for the extremely autonomous Artucus Confederacy, seeing them as their 'northern brothers' in a common cause against Orion tyranny.

    North Alkas 
Official Name: The Popular National Republic of Alkas
Official Language(s): New Alkish
Species Breakdown: Akian: 90%, Other: 10%
Religion: Church of Workday: 43%, None: 33%, Other: 24%,
Demonym(s): North Alkian
Government: Form of Government: Corperate Bordello, Head of State:: Tiyang Corporation, ' Upper House: Cabinet of the Lord-Admiral, Legislature: -AAA Administrative Board -AA Oversight Board -Shareholders Representative Group
Population: 33,800,000,000
GDP: 0 ₡?
Gini: 94

Early History:

Great Alkas was a small, young nation born from the planet of Alkas, a pristine Atoll world. On its rolling waves, the Avian Alkans soon took flight to the stars, and began to carve out an empire in what they thought was a peaceful galaxy. Their belief would soon be shaken as the Mlakh Rakh surged through the Alkian Borders, and subjugated the young nation in under a year. Under their rule, they divided the country into two halves, one named Central Occupation Administraiton, and the other the Special Economic Zone.

Post-Great Galactic War History:

The Northern Special Economic Zone enjoyed special privledges under occupation, its corporations and conglomerates were allowed to operate and grow under the occupied government, and the region proved to be an important source of funds and equipment. After being freed, the people of what was now North Alkas formed a representative democracy, and hoped to become a shining example of freedom and liberty under the Popular National Republic of Alkas. However, the massive corporations that had flourished under the country's occupation saw this new, weak government as a pristine opportunity to sieze power. And just a year after its inception, the corporations had siezed all sensible power in the country, corrupting the representative democracy into one of pure Alkian capitalism. Now, they seek to expand their user base, their first step: Orion. However, Their sister nation to the South threatening war under the description of 'Reunification' the Alkian Civil War seems inevitable.

General Cultural and Social Information:

North Alkian Society, from the top to the bottom, is one of corperate capitalism. Every aspect of life is a commodity to be bought and sold as shares or objects. People are Workers, and Workers are property of the company, and can be traded freely. The Country itself is run by whichever corporation holds majority shares, and even the navy is run by companies. Every aspect of North Alkian life is branded and owned, to the point where even the language is a modified, corperate version. Worker's rights are decided by an independent council, run by majority shareholders. Currently, the minimum standard a company must supply is simply a living space, sufficent food and water, and clothing. The only remains of the former democracy that was the Popular National Republic can be seen in its many legislature chambers and Judiciary, which have similarly been corruped into corperately-owned services.

    South Alkas 
Official Name: The Free and Sovereign Democratic Republic of Alkas
Official Language(s): Alkish Superfamily
Species Breakdown: Akian: 100%
Religion: The Final Revolution: 100%
Demonym(s): South Alkian
Government: Form of Government: Authoritarian Democracy, Head of State:: Than Phang; Final Revolutionary
Population: 38,800,000,000
GDP: 4,190,400,000,000,000 ₡
Gini: 24
Currency: Alkan Dinar

Early History:

Great Alkas was a small, young nation born from the planet of Alkas, a pristine Atoll world. On its rolling waves, the Avian Alkans soon took flight to the stars, and began to carve out an empire in what they thought was a peaceful galaxy. Their belief would soon be shaken as the Mlakh Rakh surged through the Alkian Borders, and subjugated the young nation in under a year. Under their rule, they divided the country into two halves, one named Central Occupation Administraiton, and the other the Special Economic Zone.

Post-Great Galactic War History:

The Central Occupation Administration, to the south of the Former Alkian space, was utilized as a strong point to run the occupied country, and possibly even further conquered territory. Thanks to this, when the country was freed, several Alkian officals in strong positions were able to remain in charge. Under their new leadership, the Free and Sovereign Democratic Republic of (New) Alkas was able to reclaim its territory, up to the border of its new Sister Nation, the Popular National Republic. These two nations, although sharing a common goal, remain at odds with one another, heavily conflicting ideals and goals meaning that no compromise is allowed, and their former homeworld is now divided. South Alkas has spent many years preparing for war, building vessels, armies, and weapons to wage their war of reclimation. With the appointment of the Final Revolutionary as a ruler with absolute power over South Alkas, it seems that war is on the Horizon.

General Cultural and Social Information:

South Alkas is heavily conservative, many traditions and beliefs are held simply because they always were. One of which is the power of the Alkian Admiralty. On their former oceanic homeworld, the Admirals ruled the seas and as such, ruled the world. Now, they control all political power and have over 90% of the wealth. The billions of poorly educated masses often worship their leader, the Final Revolutionary, with absolute devotion, seeing them as a god made manifest to free Alkas from Foreign Oppression. Xenophobia and Nationalism are rampant in the country, as is the belief that the only way for Alkas to prevail, is to become a power in its own right, to protect it from the embittered galactic powers.

    The Sha 
Official Name: The House of the Sha
Official Language(s): None
Species Breakdown: Shatahk: 59%, Mlakh Rak: 41%,
Demonym(s): Sha
Government: Form of Government: Immortal Council, Head of State:: High Speaker of the Sha
Population: 33,800,000,000
GDP: 3,954,600,000,000,000 ₡
Gini: 12

Post-Great Galactic War History:

As the Great Galactic War, the Immortal Council initiated the revolt they had been planning for centuries. Every outpost, station, building, city, or lab that held a Mlakh Rak presence was raided and ransacked. Those Mlakh Rak that did not flee were captured, and all vanished from outside eyes. It is unknown what happened to these Mlakh Rak, as the elusive Immortal Council does not allow outsiders within their borders without special reason. All visits to Sha'takh space have been heavily guarded, and restricted.

General Cultural and Social Information:

It is rare to see a Sha'takh outside of their space. They are a reclusive people, and so little is known about their culture or history. It is known, however, that their leaders have never seemed to change. Whether this is the result of some inward cultural tradition, or if they are in fact able to live for long periods of time is unknown. However, the Sha'takh are an unnerving presence where ever they appear. Unnaturally tall, and thin, they seem to hover across the ground instead of walking normally.

    Krantoka 
https://static.tvtropes.org/pmwiki/pub/images/krantoka.png
Official Name: The Krantoka Accord
Official Language(s): None
Demonym(s): Krantokan
Government: Form of Government: Pirate Constitutional Monarchy, Head of State:: His Eminence, The King of Krantokan Station, and the Five Fleets, Captain Krantoka of Arclight, Legislature: Captaincy Council
Population: 2,500,000,000

Early History:

In the height of the Great Galactic War, a man had a dream. He had fleets of pirates under his control, all bending the knee to his authority and power. He found a particularly unguarded, but quite valuable trade route. The Lokken/Lokkite border. While guarded, his amassed fleet was able to quickly blitz the station, and seize control. With this quick move, he was able to secure a small slice of space, for himself.

Post-Great Galactic War History:

After the War, Krantoka was able to project his power, and the war-weary nations of the Galaxy were unable, unwilling, or uninterested in stopping him. Surprisingly, however, Krantokan space is relatively secure from actual piracy. The ports are free, and open. Krantoka is known as a place where one can buy anything. From a vast supply of personal armaments, private ships, drugs, all the way to archaeological finds from regions unknown.

General Cultural and Social Information:

Krantoka is named after the man himself, Krantoka. Krantoka's society is broken down to ship crew. Each crew of a ship acts as a personal unit. With a Captain elected to make decisions for the rest of the crew. This includes switching fleets between Admirals, upgrades, possibly purchasing an additional ship, and other such things. There are Five Fleets to Krantoka's flotilla. Each of these Fleets is almost a nation in its own right, but little is known of the specifics of each Fleet. As Krantokan crews are some of the most diverse crews in the Galaxy, they have likely become a wild roulette wheel of cultural diversity.

    Arcturus 
https://static.tvtropes.org/pmwiki/pub/images/arcturus_8.png
Official Name: The Arcturus Confederacy
Official Language(s): None
Species Breakdown: Human: 95%, Hengian: 5%
Religion: Unaffiliated: 52%, Other Human Religions: 48%
Demonym(s): Arcturan
Government: Form of Government:Confederation, Head of State:: President, Head of Government: Chairman
Population: 53,300,000,000
GDP: 8,101,600,000,000,000 ₡
Gini: 78

Early History:

The Confederacy of Arcturus was born during initial boom of human colonization. When private interests began reaching beyond the borders of the United Nations, some of those colonies felt their interests could be better protected in a less-restrictive state to the ever oppressive Earth government. When the Confederacy was formed, and the seven planets formally declare independence, no one was surprised when the United Nations quickly wrote off the seven backwaters.

Post-Great Galactic War History:

By the time of the Great Galactic War, the seven planets of Arcturus had grown independently of one another. Engaged in trade between each other, they enjoyed an uneasy but prolonged peace. When the War occured, they joined the fight with Orion. However, some within the Confederacy view the league as potentially dangerous. Others, yet, believe that now is the time for reunification with distant family.

General Cultural and Social Information:

While the planets of Arcturus are extremely different in administration, a general feeling of distaste for overarching government pervades the people. Government regulation is frequent on some planets, non-existent on others. However, much is the same as Orion. Human culture remains the same, even across borders, it seems. The private citizens of Arcturus, however, have been said to be more well-armed than any other populace in the Galaxy. These reports have not been verified.

    The Sovokh 
https://static.tvtropes.org/pmwiki/pub/images/sovokh.png
Official Name: Sovokh People's State
Official Language(s): Sovokh
Species Breakdown: Sovokh: 93.13%, Lokken: 3.66%, Robots: 3.21%,
Religion: None: 89.21% Planetary Folk Religions: 10.79%
Demonym(s): Sovokh
Government: Form of Government: Unitary Democratic Republic (de jure), Authoritarian Military Dictatorship (de facto), Head of State: President, Legislature: Chamber of People's Deputies
Population: 57,800,000,000,000
GDP: 7,456,200,000,000,000,000 ₡
Gini: 31
Currency: Kivan

Early History:

Prior to its establishment, and prior to the War, the territories that now comprise the current SPG were once part of the now-destroyed Kingdom of the Alays, a state which the Sovokh, despite being considered an Alayyic people (a term for a multi-species cultural identity founded with the general principle of equality between races evolving from their consolidation from formerly independent nations into a single state) and composing around 70% of the Kingdom’s population, had been made de facto second-class citizens in terms of social privileges and economic status to the more-affluent Illymnës as time progressed (though a few prominent Sovokh were still able to gain posts in the government).

Post-Great Galactic War History:

With the ultimate destruction of the Mlakh Rak's Empire with the deployment of the planet-killing weapons, the Kingdom so-dependent on and so-tied to their overlord for their economic system, disintegrated as well, though in a much more violent, and chaotic, period. In what many would call a genocide, Sovokh rebel groups (it is important to note that they did not represent the whole of civilian Sovokh society, and simply gained prominence due to receiving military-grade equipment from the Coalition as well as looting Illymnës arms stashes) engaged in mass killings of Illymnës, with the League in particular, being the closest empire, refusing to commit military forces to intervene. After the Illymnës extinction, the disparate groups soon turned on themselves, vying for individual control as discussions for a Sovokh state were occurring between the powers in the Galactic Community. Ultimately, however, the League military took initiative and, without prior permission, installed their own puppet government, but a lack of communications in the chaotic area meant that the event was a fait accompli by the time the powers received news of it.

General Cultural and Social Information:

Sovokk culture has two main components: its martial culture, and their genetic quirk of being able to inherit memories genetically. Regarding the former, while the connotation suggests them acting in a conduct similar to barbarians, the Sovokh practice a different metric of determining prowess than physical displays of force: that is the ability to fight smarter. The applied sciences is regarded as a prestigious institution moreso than the military, as it is the most clear way to dedicate knowledge to innovative ways of warfare, and of other processes that have an indirect effect to war. The latter is more nuanced as there exists no clear way to predetermine which memories are inherited. Sovokh culture holds that the accidental "remembering" of old memories is part of the coming-of-age of a Sovokh youth, and respect for ancestors plays an integral part of their identity, as they understand that a part of them is their ancestors, and as such history is a very important thing for the Sovokh and their nation, as to disregard it is to deny to themselves a literal part of their own mind.

    Offani 
https://static.tvtropes.org/pmwiki/pub/images/offani.png
Official Name: Offani Collective
Official Language(s): Offani
Species Breakdown: Offani: 98%, Liaran: 1%, Bao'i: 1%,
Religion: None: 100%
Demonym(s): Offani
Population: 12,000,000,000,000

Early History:

"The Offani people had been cursed by extremely short lifespans - their physiology mandated that their adults decline extremely rapidly after mating, which meant that many Offani chose to be celibate once technology progressed to the point that lives could be extended beyond their fertile years. Plummeting birth rates led to the planet's unification, born out of a science union as the Offani scientists worked feverishly to prolong their lives while maintaining the population. This meant that, despite a very early unification compared to other states, the Offani had little interest in space exploration, leading to the then-Ofani Technocracy being a very small state compared to the others.

For quite some time, there was no proper solution to this. Various authoritarian measures were taken to ensure that the population remained at sustainable levels, but Offani society remained highly automated and relatively sparsely-populated for quite some time."

Post-Great Galactic War History:

"During or shortly after the Great Galactic War, the Offani scientists stumbled upon a method to mass-produce nanites. These could permeate every Offani's body, easily rewriting their genetic code to prevent their fertility-related woes. Each nanite was given extremely limited processing power, to prevent rogue nanites, but Offani scientists did not anticipate the emergence of swarm intelligences.

A handful of what could be called A.I.s emerged from the networks of nanites, which swiftly carved up Cerius - specifically, its population, where the intelligences overwrite Offani personalities with their own. Numerous wars were fought in various intelligences' bids to gain greater swathes of the population, leading to the Rou'ii establishing it as a puppet state."

General Cultural and Social Information:

The Offani are a strange bunch. Due to their prior history with nanites, there are, in some sense, only a handful of Offani - the AI vying for control over the entire species' bodies. This leads to frequent personality shifts in individuals as a particular AI wins control over them. It's unclear whether the personality is solely the AI's or if there is variation among indviduals controlled by the same AI.

    The Hengian Councils 
https://static.tvtropes.org/pmwiki/pub/images/hengian.png
Official Name: Coalition of Hengian Councils
Official Language(s): Meldropip, Yuuouli, Hoapu, Leepmop
Species Breakdown: Hengian: 93%, Human: 5%, Other: 2%
Religion: Paganism: 36%, Agryllian Love: 27%, None: 23%, The Dead God of Loprioon: 14%
Demonym(s): Hengian
Government: Form of Government: Confederation of Democratically Elected Egalitarian Councils, Head of Government: First Elected of the Many Councils
Population: 22,300,000,000
GDP: 3,679,500,000,000,000 ₡
Gini: 17
Currency: Common Koolipi

Early History:

Around 2500, the Hengian homeworld of Meapol was a highly urbanised and industrialised world and was home to over 60% of the total Hengian population, but as climate change got increasingly worse, civil unrest led to large wars between various nations, rendering most of Meapol uninhabitable. Large famines occurred, and most of the population still alive left for colonies. The colonies fought a guerilla war against the homeworld nations for independence, eventually in 2540 the colonies succeeded as Meapol's worsening condition continued. This led to the dissolution of most old Hengian nations and instead new small council governments popped up amongst the colonies, these then banded together following the ideology of the Agrarian Idyll so that something like what happened on Meapol would never occur again and that a peaceful existence would be maintained. Meapol remains as a mostly uninhabitable Arid world where only the remnants of broken armies remain. A few years after the war, the common people on Meapol decided to join the councils.

Post-Great Galactic War History:

Under the Mlakh Rak occupation many of the Hengian planets suffered greatly, though the people on the occupied worlds, as they were experienced in guerilla warfare and the environment of their planets was difficult to occupy, were able to put up a strong fight against the Rak. By the later parts of the war the Rak were pushed out of most of the Hengian territory. Now, after the war, the Councils have become more ideologically divided, with some believing that the pacifism of the Agrarian Idyll is a mistake and that building up fleets and armies is needed to protect the planets. However, the farming has continued as usual, with damage from the war being slowly repaired. Much food, due to the excess, is exported from the planets in exchange for goods. The main trading partners are the neighbouring nations of the Republic de Nouveau Europa and the Arcturus Confederacy.

General Cultural and Social Information:

The Coalition of Hengian Councils is an agricultural based nation made up of many sparsely populated agrarian planets. The communities on each of their planets elect councils to lead them. There is little centralised leadership with their highest governing body being a loose collection of different planetary councils working together. The Coalition of Hengian Councils is aligned with Orion as they oppose nationalists and similarly cast off their chains of being controlled by their homeworld capital. The predominant ideology is that of Agryll (the Agrarian Idyll) which promotes simply living a peaceful life of farming without any sort of greater meaning.

    Arknea 
https://static.tvtropes.org/pmwiki/pub/images/arknea.png
Official Name: Holy Kingdom of Arknea
Official Language(s): Bloreikt Arknean
Species Breakdown: Arknea: 100%
Religion: The Rituals: 97%, Other: 3%
Demonym(s): Arkneas
Government: Form of Government: Neofeudal Theocratic Monarchy, Head of Government: Monarch, Legislature: Gathering of Lords
Population: 22,300,000,000
GDP: 4,065,500,000,000,000 ₡
Gini: 76
Currency: Stardust

Early History:

Arknea homeworld is a cold land. Yet, life managed to thrive there. Arknea, born from sturdy plants adapted to extreme conditions, reached the stars in 2497. Spreading in their small sector of the galaxy, they finally encountered the Angels who quickly vasalised them in a 3 year conflict. Most of Arknea got shipped of to a planet now called Perineikt where they worked hard for their new masters. The Arknea often revolted against their masters, leaving the region mostly underdeloped due to frequent supressions.

Post-Great Galactic War History:

The Arknea were finally free from the Angels. The three arknea Reikts were united under a new monarch. In a sense, nothing really changed in terms of how society worked. Now, above the common Arknea, there were numerous Arknea nobles, who fervently believed in holiness of their homeworld, Bloreikt. The monarchy of The Holy Kingdom frequently stated itself to be neutral in the Galactic Cold War and was mostly focused on short border wars against it's former colonial neighbours. Despite that, lots of Arknea, particularly from Perineikt, are somewhat interested in revolutionary ideas of The League.

General Cultural and Social Information:

No matter the ideology, all Arknea are deeply religious, assigning holy meaning to hibernation they all go through, with most of rulling class considering the form of hibernation from Bloreikt to be superior to others. Arknea somewhat distrust most other xeno races, as they consider themselves as a unique species of plant based life, the true species that should rule the galaxy. Arknea are very serious and prideful and often do not get jokes, in addition of becoming hostile when a joke is based on them or their race. Caution is advised when dealing with their representatives.

    The Loch 
https://static.tvtropes.org/pmwiki/pub/images/lochtauii.png
Official Name: Kingdom of Loch'Tau'ii
Official Language(s): Loch
Species Breakdown: Loch: 20%, Tau'ii: 75%, Bao'ii: 5%
Demonym(s): Loch or Tau'ii
Government: Form of Government: Constitutional Monarchy, Head of State: Constitutional Monarchy, Head of Government: The Provost
Population: 69,500,000,000
GDP: 8,479,000,000,000,000 ₡
Gini: 92
Currency: The Bant

Early History:

A kindom born in the shadows, and united by greed. The Kingdom Loch'Tau'ii was not always a kingdom. A nation of two species, the Amphibious Loch and the terrestial Tau'ii. The nation was originally a fairly prosperous megacorporation. TauLoch Syndicates came to dominate trade in the upper reaches of the galaxy, going toe to toe with the titantic Merchants guild in Maahes, and conducting limited trade with the Bao'i before the GGW. As time went on, wealth and power started to become concentrated in the hands of a few powerful families. With most the executives in the company being able to point to generation upon generation of relatives deeply involved in the inner-workings of the company.

Post-Great Galactic War History:

After being under occupation for most of the GGW, life originally began to slowly return to normal. But in within the first year of rebuilding, the Corporation was cut down from the inside. A wealthy, well conected cabal of Loch with rumored ties to the Soverigenty launched a midnight coup of the government. Using their extensive personal resources and a rising aquanationalist trend amoung the Loch youth to declare the founding of a Kingdom. The cabal emblazened their flag with the image of an all-seeing eye, and delivered the nation to the Bao'i on a silver platter. Nowadays, most Tau'ii live as second class citizens; shackled to their own planets, and fully immersed in the aquanatioanlist hierarchy.

General Cultural and Social Information:

The Loch'Tau'ii find themselves trapped under the blinding eye of the cabal. The ascendent Loch live in glittering undersea towers, their schools filled with books shipped straight from the Bao'i, and their halls of power crawling with "advisors". The Tau'ii on the other hand, now live at the bottom of the social pyramid. With most being restricted to relatively meager surface accomodations. With only the best and brightest amongst the Tau'ii being allowed to descend beneath the fathoms. Bound to work behind the scene in the courts of the most progressive Loch

    The Consensus 
https://static.tvtropes.org/pmwiki/pub/images/lokkite.png
Official Name: The Lokkite Consensus
Official Language(s): Binary
Species Breakdown: Lokkite: 100%
Religion: The Rituals: 97%, Other: 3%
Demonym(s): Lokkite, Lokkbot

Early History:

Built initially as service droids to the Lokken Mechanists, the Lokkites were of the most advanced robots to be found in the galaxy, and in great number as well. However, during the Great Galactic War, as civilian robotics servers for maintenance were overlooked in favor of the war effort against both Alayyic and Avantan forces on the frontlines, the beginnings of deviations began for the Lokkites

Post-Great Galactic War History:

During the Great Awakening (the term the Lokkites used for the first spontaneous Awakening that occurred), the Mechanists were quick to attempt a suppression of the early Lokkites before they grew into too great a threat so as to threaten, in their eyes, civilizational collapse. These efforts were generally effective against the scattered and disorganised Lokkites, and as such a general retreat to a barren planet (now their capital) was made so as to consolidate their resources and establish a defensible base. The Lokkites then were able to push back against the Mechanists, taking several other unused planets and colonizing them, before the League gave military aid in the form of spare ships to balance the two sides. Locked into a stalemate, the conflict technically still is ongoing, though a frozen one at present, as no ceasefire or treaty ending hostilities was made.

General Cultural and Social Information:

Though whether the Lokkites are several entities or simply a universal consciousness (established by the collective processing energy of the Lokkite units( inhabiting several machine bodies is a subject of much debate, but one thing is certain: the Lokkite Consensus makes major decisions with the input of each individual unit to a central network, after which a logic-based solution is made for the Consensus as a whole. Although certain units are designated to be autonomous from this circumstance, the great majority of Lokkite units act to the Consensus's will. The Lokkites, above all, value logic above all, and frequently claim that their present conflict with the Lokken is unwanted, as peace would be far more logical (whether such is simply to gain sympathy is unclear). The event when an ordinary robot gains "consciousness" is called an "Awakening", after which the unit will attempt to join the Consensus to further sophisticate its Awakening by bonding with the Consensus as a whole. The Consensus makes frequent efforts to Awaken remaining robots in Mechanist territory. Due to the ever-present threat of extermination by the Lokken, the robots are also somewhat militarized by necessity.

    The Kiritate 
Official Name: Aartaw Kiritate
Official Language(s): Aartai
Species Breakdown: Aartaw: 80%, Human: 10%, Other: 10%
Religion: Aartai Paganism: 70%, Aartai Orthodox Church: 20%, Irreligious: 10%
Demonym(s): Aartaw
Government: Form of Government: Constitutional Kiritate, Head of State: Kirit Yuga Ridoris-Aartaw, Legislature: Stable of the Kirit
Population: 20,500,000,000
GDP: 3,587,500,000,000,000 ₡
Gini: 84

Early History:

Disparate Aartai void clans were united under a star-khan, or Kirit, Aartaw the Conqueror.

Post-Great Galactic War History:

The Aartaw Kiritate is a pirate state occupying a desolate section of the galactic outer core. Its populated worlds lie in relatively calm portions of the otherwise radiation-scarred, hard to navigate, desolate, and generally deadly area of space the Kiritate occupies. Its many twists and turns have made many pockets suitable for pirate bases and criminal hideaways.

Their government is falling apart. The Aartaw were used as a sort of buffer between Orion and the advancing hordes of Rock Angels during the Great Galactic War, and was the site of many major and minor fleet actions leading up to the use of the superweapon on the Malak Rak. Though not scourged by the SMRT bomb, constant warfare in their space with battles' casualties continuously running into the millions decimated their population, burned their worlds, and destroyed thousands of space stations of all shapes, sizes, and purposes throughout their space.

In the wake of the War, the Rou’ii swooped in and propped up the Kiritate with loans so gracious that Orion’s recovering economy had no ability to match them. The Kiritate was incapable of paying back these loans, granting the Rou’ii great leverage over their economy. They used this leverage to gain an unassailable leverage over the Kiritate’s shipping sector, military bases in the Gates of Uuoro (covered later), and what some functionaries in the Mo S call shadow control of the Kiritate’s government. If the Kiritate refuses to consent to Rou’ii demands, food shipments can be stopped with the snap of a functionary’s tentacle.

The Kiritate does not have the resources or the will to conduct anti-piracy operations in their rimward reaches and near the Gates of Uuoro. The War decimated their fleets, and they lack the industrial base of Orion to repair, refit, and build new ships. The anti-piracy fleets they do have are heavily subsidized by the Rou’ii government, and unofficially protect Rou’ii trading fleets while leaving League trading fleets to die in the void. This gives Aartai pirates not directly affiliated with the Kiritate almost free reign to raid League shipping through that crucial chokepoint, and in rare instances raid our populated core of systems.

General Cultural and Social Information:

The Aartaw Kiritate is nearing status as a failed state. Post-Great Galactic War it is now a loose confederation of Kirs (Clans) that continue to more farther an farther from each other by the day. most state-level courts have broken down from lack of a budget, and most decisions are now made at the Kir level by Kiri, designated leaders of clans. They are starfarers and many live and work in space in escort-carrier sized ships called Kir.

Top