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Welcome to my page.

About me

I live in Antwerpen, Flanders. My birthday is September 26.

These are a few of my favorite things

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Trope entries for my Spore galaxy's space empires

Center

    The Grox 
https://static.tvtropes.org/pmwiki/pub/images/the_grox.png
The Grox

  • Archetype: Unknown Closest equivalent would be a cross between Zealot and Scientist
  • Cards: Unknown
  • Karma: 2/10 - Red
  • Subjugation: 10/10 - Tyrant
  • Space-faring since: 2nd Age

The largest NPC empire and the eldest known space-faring race in existence, having been around long before the dawn of any other current civilizations. It seems clear that they fought and destroyed whichever empires came before the current Galactic Federation, with ruins of their enemies' cities scattered across the galaxy.

Their real origins are unknown, and thus so is the location of their actual home planet, though the capital of their empire is Vullon; 1 parsec away from The Galactic Core.

The Grox leader is The Machine Emperor (short: ME), a supercomputer located within Vullon's crust. Though it's unknown as to how much of an extent this entity controls The Grox.

  • Absolute Xenophobe
  • Artificial Limbs: By default, they have a cyborg arm and leg, and a cybernetic eye implant.
  • Big Bad: To nearly everyone, The Grox are the galaxy's primary villain to overcome.
  • Character Alignment: Neutral Evil
  • Cybernetics Eat Your Soul: It's unknown whether any Grox truly have free will or not.
  • Disc-One Final Boss: Their defeat would only usher in the beginning of a huge galactic conflict over who gets to control the center. The Marien would likely take up their role as the main Big Bad.
  • The Dreaded
  • Enemy to All Living Things: They are literally the Anti-Life, as they can only inhabit T0 planets. Life itself as the other species know it, kills them. They are also naturally poisonous to everyone else, being too toxic to store in any ordinary space ship's cargo hold.
  • Evil Counterpart / Evil Counter Part Race: To Royal Grox, and other rebel Grox factions.
  • Hair-Trigger Temper: Even if you get on their "good side", the smallest mishap will set them off.
  • He Who Must Not Be Seen: Nobody has ever witnessed the mysterious machine that leads The Grox, as far as is known.
  • Hive Mind: They show adherence to some unknown guidelines and appear to have a lack of actual free will.
  • Hive Queen: The Machine Emperor might be the root of their intelligence.
  • Leitmotif: Ant Agony
  • Master Computer: The Machine Emperor.
  • The Napoleon: Physically, they are short of stature, puny and weak.
  • Purple Is Powerful / Purple Is the New Black: Their empire color is tyrian purple.
  • Red Right Hand: Their cybernetics, particularly their red mechanical eye, tells the tale.
  • The Reveal: The Machine Emperor is operated by an ancient alien who is from the same species as Steve. Both of them belonged to a space-faring race that's way older than even The Grox, who went extinct for unknown reasons, with the two of them being the only known survivors. One went inside The Core, the other buried himself within Vullon. The Grox learned about ME's existence during their exploration of the galactic center and ended up worshipping him as a god. He ordered them to guard The Galactic Core, so that he and Steve would be isolated from the rest of the galaxy.
    • The double twist is that the creature controlling The Machine Emperor is female; she and Steve did not decide to re-populate their species for a mysterious reason and instead seperated themselves from each other.
    • The reason is likely because of their polar views; as soon as Steve found out about The Galactic Core and its amazing powers, he said he would like to see it being actively used to spread life throughout the galaxy. ME considered that to be a highly unstable thing to do, and said she wished for such powers to remain a secret; vowing to find a way to obscure it. She likely imprisoned Steve in a portal within The Core somehow, so that he couldn't leave and spread the word, or hand over the sacred power to anyone.
    • Steve and ME's species are Silicon-Based Life, just like The Grox. Perhaps using some form of The Galactic Core's power once lead to galaxy-wide disasters and could've lead to the destruction of their species, and many others. ME wanted to make sure such a thing will never happen again, and such her motivation for guarding The Core by using The Grox, who're the only silicon life forms left, other than Steve & ME. Meanwhile, Steve believed that studying The Core further and investigating its power, should be their mission. ME had none of it and considered anything to do with The Core "too dangerous". Steve then did the exact opposite; he went into The Core, out of defiance and to prove that it would not kill him, so it can't be that dangerous. He has stayed there since. Perhaps he has since discovered the key to The Core's power, and is even able to use it to kill him, ME and all The Grox if he wanted to do so. That's scary enough to ME & The Grox as it is, let alone anyone managing to contact Steve and learning about that secret. Though Steve is apparently merciful and only gives visitors the Staff of Life instead, a safer tool forged from some of The Core's powers.
  • Silicon-Based Life: The Grox are silicon life forms as opposed to carbon. This might explain how they're somehow able to adapt to T0 planets and found a way to make it possible to live without oxygen.
  • Vestigial Empire: Their massive loss of territory, thanks to Knights and other enemies, has sealed their fate. Adversaries are closing in on The Core from all directions, and much of the galaxy's center area is no longer under their dominion.

Arm 1

     Marien 
https://static.tvtropes.org/pmwiki/pub/images/marien_1.jpg
The Marien

  • Archetype: Ecologist
  • Cards: Omnivore, Predator, Friendly, Religious
  • Karma: 3/10 - Red
  • Subjugation: 9/10 - Tyrant
  • Space-faring since: 3rd Age
  • Allies: Grox
  • Enemies:

One of the older empires from the current era, and also among the largest. The Marien (sometimes spelled Mari'En) rule over the base of Arm 1 with an iron fist, and have made deals with The Grox to have unrestricted access with The Galactic Core and make full use of its hidden powers. They have also estabilished colonies around star system Sol (which is located in Arm 4) and are intending to research this unique system further. Their innovations have brought much to the table for the knowledge of galactic empires as a whole, yet due to their reputation as a right hand to The Grox, most empires are hostile towards them. The Marien are not afraid to fight back, as they have already usurped countless civilizations into their empire.

Their home planet is Rumia, in the Cetak system. It is relatively close to the galaxy's center area. Their most notable neighbors are the Willosaur, whom they've forged a pact with, labeled the 'Blue Eyes Alliance' (although it's not a formal alliance) due to both their home systems being located right next to an intensely bright blue star, seemingly forming a pair of eyes from a galactic view.

The Marien's key leader is not an emperor, but rather a Chief Druid, who is elected by a council of druids after the previous one dies. The current Chief Druid is Moji the Healer.

  • Affably Evil: They are far from jerkasses to other species when contacted, greeting interstellar travelers with the Ecologist greeting "child of nature". They respect neutrality and will allow non-aligned traders passage through their territory. They also thrive on tourism, allowing residents of foreign empires to visit them. Basically, they keep politics/war seperate from where it shouldn't belong. A lot of Marien colonials are oblivious to what the empire is doing on a galactic scale, and news of Marien conquest doesn't reach them (usually on purpose). Civilians are kept out of the war whenever possible and pacified with entertainment, public zoos and parks.
  • The Alliance: With The Grox (they and The Grox are collectively referred to as "The Marox").
  • A Million Is a Statistic: An astonishing amount of civilizations have perished in order for The Marien to expand and forge their empire.
  • Big Bad: Mostly to Monolithia, the civilizations which inhabit the further reaches of Arm 1. The Galactic Federation as a whole is still more afraid of The Grox, though Marien are a close second.
  • Character Alignment: Neutral Evil
  • Cheshire Cat Grin / Perpetual Smiler / Slasher Smile: Their helmet makes them appear that way, but underneath that armor you'll find that Marien are incapable of naturally smiling, thanks to the structure of their mouths.
  • The Dragon: To The Grox.
  • Dragon Ascendant: The Marien will likely end up as this if The Grox end up (mostly) defeated by The Knights.
  • Dragon-in-Chief: The Marien claim that they are mostly manipulating and exploiting The Grox, who are bound by restrictive cybernetic laws. Thus they've found loopholes to fulfill their own wishes without The Grox turning against them, such as settling near The Core amongst Grox territory and harnessing The Core's power.
  • Dragon Their Feet: It's likely that The Grox will be defeated before The Marien, who will then attempt to replace The Grox as the tyrannical head of the galaxy's center area, and embroil in a conflict The Knights; a final battle for who gets to be in charge of the center and have direct access to The Core.
  • Dragon with an Agenda: Despite their catering to The Grox, they are definitely not on the same page.
  • The Dreaded: Many empires have adopted a shoot-on-sight policy towards Marien fleets, as nobody wants to see them coming.
  • Even Evil Has Loved Ones: They love to take care of their planets, and Marien culture is known for keeping a lot of pets and collecting animals from all over the galaxy, exhibiting them on zoo planets.
  • Evil Makeover / Paint It Black: Their emissaries' fashion sense became gradually more intimidating, colourless and machine-like.
  • Faustian Rebellion: The warrior empire which sold The Marien a steady supply of planet busters were themselves the victim of their use of it, being used on their home world.
  • Final Boss: To Monolithia, ultimately, and will likely end up as this to several other empires as well.
  • Foil: To The Grox. Marien have great difficulty inhabiting planets that aren't fully terraformed; not just physically, but their lifestyle demands rich plant life and fauna. However, in many other ways, they are very similar to the mannerisms of The Grox.
  • For Science!: Their main motivation is to explore the full potential of the galaxy's hidden cosmic powers.
  • Galactic Conqueror: Their goal; they see it as the best outcome for the galaxy, deeming themselves to be the most efficient rulers, and the ones closest to unraveling its secrets, since a galaxy consisting of many diverse space-faring species ends up with a bunch of fragmented, quarreling empires.
  • The Heavy: Since The Grox are an NPC Empire, most of the fighting in the center falls upon them.
  • Hoist by His Own Petard: Having a plethora of well terraformed planets across their empire which often experience eco-disasters, and by itself having such a stretched-out domain, leaves them scattered. Since their main activity is near and around the center, they have fallen under attack from many different sides.
  • Horns of Villainy
  • In Harmony with Nature
  • Leitmotif: Kobu
  • Light Is Not Good: The Marien do enjoy terraforming and basking in their lush T2/T3 planets, as they are carbon-based counterparts to The Grox. But that doesn't mean they can't fall to the same lows.
  • Mad Scientist
  • Moral Event Horizon: Although they have never been peaceful by any stretch since their inception as a space faring race, their pact with The Grox has set the tone for them. To add to it, The Marien resorted to destroying home planets of other races which neighbored them in their home world's sector, to secure utter domination in that area and making sure no trace of these other empires will resurface.
  • The Napoleon: They are a short and stubby species.
  • Nature Hero: Or rather, Nature Villains.
  • Paint It Black: Emissaries have black skin, while the Marien species traditionally has red skin.
  • Pragmatic Villainy: They tend to spare civilizations which decide to surrender to them, since keeping a few loyal subjects alive has its benefits.
  • Scary Impractical Armor: Marien don't actually wear armor such as this all the time.
  • Science Is Bad: Their goals are inherently scientific, and they will go to abbhorent lengths for it, since "the end justifies the means".
  • Spikes of Villainy: Sure love to outfit themselves with spikes.
  • The Social Darwinist: Their excuse for making war is an extremist extension of their Ecologist philosophy, which is that Might Makes Right. The galaxy is essentially the same as any wild jungle, and The Marien are here to prove that they are the most powerful, thus entitled to anything they're able to take.
  • This Is Unforgivable!: The Galactic Federation's reaction to The Marien siding with The Grox. However, a few select empires have made peace with them, either through surrender or by more unscrupulous means.
  • Tin Tyrant
  • The Unfettered
  • Visionary Villain: Their goal is to exploit The Core and its powers in order to terraform their planet and become unstoppable to everyone else; Though ultimately, they'd like to see a galaxy full of lively planets, which makes them a Foil to The Grox... It's just that they want to be the ones ruling over said lively planets, and practically no one else. Also see Galactic Conqueror, above.
  • Western Zodiac: Avatars of Taurus and Venus
    • Aspect: Life

     Willosaur 
https://static.tvtropes.org/pmwiki/pub/images/willosaur_1.jpg
The Willosaur, aka The Will

  • Archetype: Warrior
  • Cards: Military
  • Karma: 5/10 - Grey
  • Subjugation: 6/10 - King
  • Space-faring since: 3rd Age
  • Allies:
  • Enemies:

The Wills are a textbook Warrior empire, following the Might Makes Right philosophy.

Since their first launch into space, they found that they had few neighbors left as most of them had been usurped by the nearby Marien. Instead of following the same fate, The Will chose to appease to these tyrannical overlords. It worked, and Marien emissaries lended their support in terraforming colonies and striking down foes. Seeing how The Marien are focused on excercising power around the galaxy's center area, they have assigned The Will to repress most of Arm 1's other species, and do the dirty work for them.

The Will proceeded to blaze throughout Arm 1, though their expansion was halted when they came across the region known as Monolithia, which is governed and protected by the "Twin Birds"; The Hellbird and Assange species.

Now, the choice is up to The Will; whether to attempt an invasion of Monolithia, or stab The Marien in the back, turning their attention to expansion towards the center instead of Arm 1's outer reaches.

Their home world is Sixam, located in the Pantacie star system. Their closest neighbors are the NPC-controlled Murghl, a 5-star Ecologist race.

    Neiram 

    Hellbird 
https://static.tvtropes.org/pmwiki/pub/images/hellbird_2.jpg
The Hellbird aka Lalendians

  • Archetype: Zealot, formerly Shaman
  • Cards: Religious
  • Karma: 8/10 - Green
  • Subjugation: 6/10 - King
  • Space-faring since: 3rd Age
  • Allies:
  • Enemies:

Part of the Twin Birds, the two dominating empires of Monolithia along with the Assange. They have used monoliths on many planets, resulting in a booming region of the further reaches of Arm 1, known as the Monolithia region.

Their home planet is Alice, in the Lalendy star system. This is why Hellbirds are often called Lalendians. Alice has recently undergone a severe bio-disaster, resulting in an extinction event for the planet's natural fauna and plant life. The Lalendians even contracted the help of The Marien, who have far advanced expertise in terraforming. They have agreed to look into the matter, and offered help to solve Alice's problems, which has earned some respect from The Lalendians. Although given the tensions between the two sides of Arm 1, a future conflict might be inevitable anyway, even if the two races were to warm up to one another.

    Assange 

  • Archetype: Diplomat
  • Cards: Omnivore, Adaptable, Friendly, Religious
  • Karma: 7/10 - Blue
  • Subjugation: 6/10 - King
  • Space-faring since: 3rd Age
  • Allies:
  • Enemies:

https://static.tvtropes.org/pmwiki/pub/images/assange_3.jpg
The Assange, before and after the coup

The founders of Monolithia. Along with The Hellbird, they are the region's most prominent force.

Their home planet is Wikileak, in the Delopson system.

  • A Hero to His Hometown
  • The Alliance: With The Hellbird; this alliance is referred to as "The Monolithia Twins". Although it's gradually falling apart since both sides seem to be about ready to declare that There Can Be Only One ruler of Monolithia.
  • Ambadassador: They do attempt to honor their archetype, but negotiations tend to be brief, and galactic punishment is carried out on a whim.
  • Asskicking Equals Authority: As they are basically Monolithia's police force, they keep order by punishing those who disturb it.
  • Character Alignment: Lawful Neutral
  • Corrupt Bureaucrat / Corrupt Politician: Their leaders used to be merely figureheads, with mob bosses pulling the strings, handling the affairs of not only their own colonies but also their dealings with other empires. The new government vowed to end corruption and each highly ranked Assange is now held under strict directions.
  • The Coup: The Assange empire became dubious and corrupt in its middle phase. Recently, Assanges became fed up with mobsters rising to positions of absurd galactic power, and demanded the re-installation of order which served the people instead, rather than the personal gain of certain individuals. A military coup ended up happening.
  • Democracy Is Bad: Their democratic system supposedly led to the severe corruption they've experienced. Having learned from it, the current Assange government is nothing shy of a police state.
  • Disproportionate Retribution: This has been their whole thing, ever since the coup. Nobody should get it in their heads to break galactic law near Assange territory. The result may be the destruction of an entire civilization.
  • Eagleland: In its current police state state. They're more than a world police; they're interstellar. They don't mind invading a few foreign nations for the sake of justice... Even though they're really just using an excuse to occupy a foreign land and profit from its resources.
  • Good Is Not Soft: Amiable folk, but also eager to punish any misdeeds they come across.
  • Judge, Jury, and Executioner: They don't waste much time on paperwork, with certain crimes.
  • Knight Templar: Their policing of areas often leads to planetary invasion, whenever any empire's actions is deemed "unlawful".
  • Leitmotif: Storm Eagle
  • Manipulative Bastard: The pre-coup rulers used to bribe smaller empires to wage war against one another, for unspecified reasons. This caused a lot of instability in Monolithia.
  • State Sec: Assange "police" is nothing short of military units. That is not to mention their galactic police, which seeks to not only uphold the law for Assange but enforces it upon other nearby civilizations as well, making sure no one breaks it.
  • Took a Level in Badass: From unscrupulous diplomats to hard-assed enforcers of galactic law.
  • Western Zodiac: Avatars of zodiac sign Capricorn, and planet Saturn
    • Aspect: Time

Arm 2

    Galk 

https://static.tvtropes.org/pmwiki/pub/images/spore16_2.jpg
The Galk

  • Archetype: Scientist
  • Cards: Carnivore, Predator, Industrious, Economic
  • Karma: 5/10 - Grey
  • Subjugation: 5/10 - King
  • Space-faring since: 4th Age
  • Allies: Spekkio, Clonik
  • Enemies:

The Galk are a regional power, somewhere down Arm 2. They are not brutes and neither are they soft; through tact, they have bought out their neighbors' most valuable spice colonies, and have built up one of the most efficiently run economies in the galaxy. With spice, comes great wealth. With great wealth, comes great power. And with great power... Actually, nah, not that last one.

Their home planet is Merst.

    Garuby 

  • Archetype: Zealot
  • Cards: Carnivore, Predator, Friendly, Religious
  • Karma: 3/10 - Red
  • Subjugation: 3/10 - Prince
  • Space-faring since: 6th Age
  • Allies:
  • Enemies:

  • Big Red Devil
  • Character Alignment: Lawful Evil
  • Evil Is Bigger: They're huge red demons.
  • Foil: To The Sept. Garubs are akin to demons while Septians are devils (though traditionally, demons are Chaotic Evil while devils are Lawful Evil; it's reversed here). Garubs follow a Religion of Evil while Septians are coldly realistic about the world, filling their predatorial role of hunting and weedling out the weaklings, on a galactic scale. Garubs claim their villainy has a higher purpose; Septians shamelessly admit that there's nothing more to their ways than raw aggression.
  • Religion of Evil
  • The Theocracy

Arm 3

    Spekkio 

https://static.tvtropes.org/pmwiki/pub/images/spore6.jpg
The Spekkio

  • Archetype: Scientist
  • Cards: Carnivore, Predator, Industrious, Economic
  • Karma: 8/10 - Green
  • Subjugation: 4/10 - Prince
  • Space-faring since: 5th Age
  • Allies: Galk, Clonik
  • Enemies:

A social yet slightly unstable space-faring race from Arm 3, situated near the galactic center. Out of all moderately large empires, they are the ones whose homeworld is the least distance from The Core. Because of that, it is said their inherent wackiness is caused by influence from The Core's power.

Their home planet is Arichan.

    Vultox 

  • Archetype: Warrior
  • Cards: Herbivore, Predator, Aggressive, Military
  • Karma: 3/10 - Red
  • Subjugation: 5/10 - King
  • Space-faring since: 5th Age
  • Allies:
  • Enemies:

A species known for the fact that it's toxic to basically any creature that isn't them. It's unclear whether they're so nasty because of their toxicity, which causes them to literally be unable to interact with any other creatures in person, even if they wanted to, or they've simply always been unpleasant, poisonous or not.

    Zantilla 

https://static.tvtropes.org/pmwiki/pub/images/zantilla_1.jpg
The Zantilla

  • Archetype: Shaman
  • Cards: Herbivore, Social, Friendly, Religious
  • Karma: 8/10 - Green
  • Subjugation: 3/10 - Prince
  • Space-faring since: 4th Age
  • Allies:
  • Enemies:

A strange, enigmatic race. Their native region in Arm 3 is of vital strategic importance; it's a bottleneck connecting the upper area of Arm 3 with the rest of the arm. Thus, any ships with business in Arm 3 will have to pass through Zantilla territory.

Their home planet is Cereninei, in the Cerilea system.

    Myr 

https://static.tvtropes.org/pmwiki/pub/images/myr1.jpg
The Myr

    Zoid 

https://static.tvtropes.org/pmwiki/pub/images/zoid_1.jpg
The Zoid

A benevolent Shaman species, who share a close co-operation with the Myr, and seek to strenghten Arm 3 against outside threats, such as The Marien.

    Krink 

https://static.tvtropes.org/pmwiki/pub/images/spore15_2.jpg
The Krink

  • Archetype: Diplomat
  • Cards: Omnivore, Adaptable, Friendly, Religious
  • Karma: 7/10 - Blue
  • Subjugation: 7/10 - Emperor
  • Space-faring since: 5th Age
  • Allies: Myr, Zoid, Flemekee
  • Enemies:

One of Arm 3's most powerful, influential empires. They are the de facto leaders of the coalition which binds the largest empires in middle-to-outer Arm 3.

Krink resemble goats (which are associated with the devil in our mythologies), their skin consists of purple scales, and their backs are scattered with large tentacles. They are notably tall and heavy, towering over most species.

Sictoramper is their home planet.

    Flemekee 

https://static.tvtropes.org/pmwiki/pub/images/flemekee_1.jpg
The Flemekee

  • Archetype: Trader
  • Cards: Economic
  • Karma: 9/10 - Green
  • Subjugation: 6/10 - King
  • Space-faring since: 4th Age
  • Allies: Myr, Zoid, Krink
  • Enemies:

Flemekees are an obscenely rich trader society from outer Arm 3. They've invested their riches into forming a magnificent, booming empire.

Their home planet is Marhantl, in the Atyalarae system.

Arm 4

    Royal Grox 

  • Archetype: Wanderer
  • Cards: None
  • Karma:
  • Subjugation:
  • Space-faring since: 5th Age
  • Allies:
  • Enemies:

The Royal Grox are a species that's near-identical to The Grox, which occupy the galactic center. These Grox have mysteriously re-surfaced on a planet located within inner Arm 4. The most common theory is that these are Grox which managed to free themselves of their cybernetic parts and escaped from their machine-like lifestyle, fleeing the center and re-emerging somewhere else. It is not the first instance of Grox which deviated from the rest of their species; likely these were Grox which were "defuncts" and were disposed of yet survived, or they actively rebelled against the machine regime which is enslaving their species.

Royal Grox are one of the largest societies of non-machine Grox, gathering around this area in Arm 4. Many of them vow to set things right and show the galaxy that not all Grox are evil; that there are rebels which were able to free themselves from their machine state. They seek to restore their species' reputation, though this is very difficult considering how villified The Grox are.

Their home planet is Nolluv.

    Kappa 

https://static.tvtropes.org/pmwiki/pub/images/kappa1.jpg
The Kappa

  • Archetype: Shaman
  • Cards: Religious
  • Karma: 9/10 - Green
  • Subjugation: 3/10 - Prince
  • Space-faring since: 4th Age
  • Allies:
  • Enemies:

A huge Shaman society, inhabiting most of inner Arm 4.

The Kappa Empire is well-run, and it rules over one of the most lucrative areas in the galaxy spice-wise. The Marien have recently captured many of their systems near the galactic center. Though Kappa are subpar combatants in galactic warfare, their economy, which overshadows even that of The Marien, could support a prolonged conflict. The Marien are aware of it and, among other reasons, aren't over-committing to this war; chances are that both sides will reach a stalemate, or even a truce, soon enough.

Their home planet is Sawa, in the Solane system.

    Shekl 

  • Archetype:
  • Cards:
  • Karma: 7/10 - Blue
  • Subjugation: 1/10 - Overseer
  • Space-faring since: 6th Age
  • Allies:
  • Enemies:

A regional empire, active somewhere in the upper-to-middle region of Arm 4.

    Clonik 

https://static.tvtropes.org/pmwiki/pub/images/clonik1.jpg
The Clonik

  • Archetype: Scientist
  • Cards: Carnivore, Predator, Industrious, Economic
  • Karma: 6/10 - Blue
  • Subjugation: 7/10 - Emperor
  • Space-faring since: 5th Age
  • Allies: Galk, Spekkio
  • Enemies:

Cloniks form a moderately sized empire in middle-to-outer Arm 4, nearby the Sol sector, where solar system Sol (containing a barren planet called Earth) is located.

They have discovered the uniqueness of Sol through research, expeditions near the core, and most of all because The Marien have settled colonies nearby and are fiercely guarding it. The Marien have shared some of the findings regarding the system to Cloniks, and now science teams from both races are dedicated to the Sol research project.

Cloniks are a short, gremlin-like species. They also have large wings on their back, allowing them to glide. Their lack of raw physical strength has always been made up for by a high level of competence and, at times, fierce bloodthirst.

Arm 5

    Desutoroyah 

https://static.tvtropes.org/pmwiki/pub/images/desutoroyah_3.jpg
The Desutoroyah aka Sashan

  • Archetype: Knight
  • Cards: Herbivore, Adaptable, Aggressive, Military
  • Karma: 8/10 - Green
  • Subjugation: 8/10 - Emperor
  • Space-faring since: 3rd Age
  • Allies: Alanti
  • Enemies: Grox

The Desutoroyah aka Sashans, or "The Galactic Knights" as they came to be known (and their empire name is often referred to as "Teutonia") are fighting an open war against The Grox. They have already cleared a significant amount of territory and claimed it as their own, drawing near The Galactic Core.

Their home planet is Lando, in the Sashan system. It is fairly close to the center area of the galaxy, allowing Sashan knights to move hastily; the colonies at the center form a solid link with those near the home region in Arm 5.

  • The Ace
  • A Million Is a Statistic: Even though Sashans are winning the war, it's costing them a huge amount of casualties to maintain a hold on their territory at the center, let alone capture new systems.
  • Badass: A species wouldn't be able to combat The Grox so effectively otherwise.
  • Badass Creed: Nos Ad Centrum, "We At The Center"
  • Big Good: The closest the galaxy has to one, since there's a real possibility of them winning this war against The Grox and freeing The Center. The question is whether they'll share it with non-knights.
  • Blood Knight
  • Character Alignment: Lawful Good
  • Cool Crown
  • Cultured Badass / Cultured Warrior / Warrior Poet: Their most popular forms of entertainment are what humans would call classical; poetry, music using traditional instruments, and stage plays.
  • The Determinator: Hell-bent on defeating The Grox.
  • Fantastic Racism / Master Race: They do not seek to go to war with smaller empires seeing as how they have bigger fish to fry anyway, but that's largely because taking over other civilizations' cities would be "unclean" in their eyes, having to step around in "filth" which other creatures used to inhabit. This is kind of Justified, considering that a lot of Spore creatures look gross, and you can imagine not being all too receptive to the mannerisms and appearance of species that're completely alien to you. This altogether is why, instead of building their empire on top of defeated civilizations, they instead decided to forge one completely "off the ground" by fighting The Grox, terraforming planets of systems they used to control, and creating entirely new worlds out of them. Sashan hold purity in highest regard.
  • Genius Bruiser: Their species are both physically strong, cultured, and smart enough to operate space ships absurdly well.
  • Glory Seeker: Big time.
  • Good Cop/Bad Cop: Good cop to Alanti's bad cop.
  • Good Is Not Nice / Jerkass: They're distrustful towards anyone who isn't one of them. Non-Sashans are viewed as incompetent weaklings. Though not everyone who belongs to the species is like that, obviously. It's that their pride and nationalism conditions a lot of Sashans to behave standoffish to other species.
  • Good Is Not Soft: Pick a fight with them and you're in for a world of hurt.
  • Herbivores Are Friendly: Subverted. They are amongst the galaxy's most driven warriors, although they are a force of good. Despite their generally noble objectives, they're still mean.
  • In Harm's Way: Their areas near the center are under constant threat from The Grox, and their frequent attempts to invade and destroy them. But The Grox have suffered far greater casualties so far.
  • Knight in Shining Armor
  • The Leader: of The Galactic Knights.
  • Leitmotif: True Administrator Symphony
  • One-Man Army: Or one-species army, rather, since they've been fighting this war against The Grox on their own.
  • Our Centaurs Are Different: They are basically an alien race of centaurs, being quadrupedal, and their features are roughly akin to "half man, half horse". Centaurs in modern portrayals are often honorable, cultured and wise yet arrogant and xenophobic warriors; Sashan certainly live up to this depiction.
  • The Paladin
  • Perpetual Frowner / The Stoic: Sashan are very stern, though it's mainly the fact that they literally cannot smile.
  • Red Oni, Blue Oni: The Red Oni to Alanti's Blue. Alanti are very cold and rational, Sashans are passionate about what they do (although stoic expression-wise, they show passion through their actions, not facial expressions).
  • Stranger in a Familiar Land: Their constant activity at the center means they've overall become quite detached from Arm 5, their original home region.
  • Western Zodiac: Avatars of Sagittarius and The Sun
    • Aspect: Hope

    Alanti 

https://static.tvtropes.org/pmwiki/pub/images/alanti1.jpg
The Alanti

  • Archetype: Knight
  • Cards: Herbivore, Adaptable, Aggressive, Military
  • Karma: 6/10 - Blue
  • Subjugation: 6/10 - King
  • Space-faring since: 5th Age
  • Allies: Desutoroyah
  • Enemies: Grox

Alanti fight alongside their fellow Knights, The Desutoroyah. These two empires lead The Galactic Knights, a polity & galactic army which openly fights The Grox. While The Desutoroyah are heavily focused on activities related to the center, The Alanti usually take care of Knight-related business near & within Arm 5 instead.

Howani is their home planet.

     Annobis 

https://static.tvtropes.org/pmwiki/pub/images/annobis1.jpg
The Annobis

  • Archetype: Zealot
  • Cards: Carnivore, Predator, Social, Religious
  • Karma: 5/10 - Grey
  • Subjugation: 6/10 - King
  • Space-faring since: 5th Age
  • Allies:
  • Enemies:

Located between The Knights and The Septian. Their empire is modeled after Ancient Egypt; being alien equivalents of the Egyptian god Anubis.

    Sept 

https://static.tvtropes.org/pmwiki/pub/images/sept_1.jpg
The Septians

The Septians are a race of vicious conquerors who are exactly as bad as they look.

    Astar 

https://static.tvtropes.org/pmwiki/pub/images/astar_1.jpg
The Astar

  • Archetype: Zealot
  • Cards: Herbivore, Social, Aggressive, Military
  • Karma: 8/10 - Green
  • Subjugation: 5/10 - King
  • Space-faring since: 5th Age
  • Allies:
  • Enemies:

The Astar are a regional power from the outer regions of Arm 5, guarding it from Septians, should those ever attempt to expand there.

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