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== | = The Consortium of Hieroaetheria = | ||
[[File:ConsortiumFlag.png|500px|thumb|The flag of the Consortium.]] | |||
Founded decades prior to any outside interference, though by the name of the Affiliation – at least according to the direct translation from Rootsong – it was a loose confederation of dozens of conglomerates present across the region of Mede. It wasn’t until first contact with the [[Skrell]] that it began to formalise its existence into a unified alliance; thereby resulting in the creation of the Consortium of [[Hieroaetheria]]. Mostly inspired by the [[Skrell]] that began to move in swathes to the newly discovered society, it prides itself on its progressive stances – especially in contrast to the other factions present within the Commonwealth. Being the only “welcoming” political bloc to non-Dionae, the Consortium manages to cling to its status as the most populated nation on the planet – in which most of its policies aim at fostering a multi-cultural society for the betterment of all. | |||
== General == | |||
'''Capital:''' Nral’daaq | |||
'''Demonym:''' Hieroaetherian | |||
'''Official Languages:''' Rootsong, Nral’malic, Tau Ceti Basic | |||
== Culture and Society == | |||
===Birth, Early Life, Education=== | |||
The way nymphs and gestalts are sired in the consortium differs significantly from many other cultures of Dionae. Reproduction in the Consortium is illegal. Instead, the State collects a tithe of nymphs from fully formed gestalts, and uses them to birth nymphs in large scale production facilities. These nymphs are processed by specialized siring attendants, who merge with these new nymphs in order to fast-track their development. | |||
Education is primarily done through merging, and practical exercises. Tests and exams are redundant, rather, the instructing gestalt simply merges with their student, and grades their knowledge against the criteria necessary to pass. | |||
Gestalts are assembled and trained based on the personnel demands of the state. When they graduate from the production facilities in which they were made, they do so assembled as fully formed Coeus Dionae. These neophytes are almost never larger than a cyclops, as anything the size of an Argus or greater is considered only for specialist roles or circumstances. | |||
Each gestalt is trained and placed into a specific Ordii, which will be discussed in the next section. | |||
===The Bureaucracy, The Full Body State, and Ordii=== | |||
For Dionae in the Consortium, The State is the single greatest institution of their society. It controls every single aspect of civilization; whether it's nymph siring, production, economy, diplomacy, or infrastructure. All of this is managed by a Bureaucratic system that has been in constant development since the first stones of Epigenia were laid. | |||
The consortium lacks much apparatus for democracy. There are no elections, and officials tend to be appointed based on age, work record, or their own persuasiveness. Instead, the social contract of the consortium revolves around a political concept of a “Full Body State.” In the Full Body State, each gestalt is conceived of as an undifferentiated part of a collective whole. The powers that be cannot oppress their constituents, as they are a part of themselves. Those constituents do not cause trouble, because they are part of the powers that be. Individual differences in executive authority, specialization, or function are seen as merely utilitarian to the operation of the state. | |||
A system like this is only possible due to two things: The Dionean natural drive for unity and order, and the fact that the preferred method of communication in the Consortium is through merging. This reliance on merging is key, as the joining of minds fosters a level of empathy that keeps gestalts responsible to | |||
//INPUT ORDII INFORMATION HERE | |||
===Gerontocracy, Ancestral Veneration, and Generations=== | |||
Unique compared to many other civilizations, Dionae of the Consortium have every single stage of their society in living memory, thanks to their lifespan. This has led to the formation of an extremely conservative society where the Eldest and most experienced lead: Every single Dionae native to the Consortium can trace their lineage to the few of the first generation still alive, who themselves exclusively comprise the Elder Council. Age affects one’s standing in the Consortium, and special privileges or entitlements are granted to each gestalt as they grow older. | |||
===Death, and the Ancestral Archives=== | |||
When a Consortium Dionae is terminated past the point of being able to reabsorb its nymphs, an attempt is made to recover the body. Once recovered, it will be brought before and absorbed into one of the many Ancestral Archives within the Consortium. These Ancestral Archives are specialized repositories of Mourning Mass Dionae that are meant to re-acquire the knowledge and memories of the deceased, reanimate fragments of their consciousness, and to otherwise act as a resource of knowledge or wisdom for the rest of the Consortium. | |||
=== Entertainment === | |||
The Consortium has seen a rapid shift in the various forms of entertainment following the welcoming of skrell and then humans into the nation. More traditional forms of Entertainment seen elsewhere around Hieroaetheria are often exclusive of non-Dionae, whether it be the Forma artstyle that relies on the shaping of a gestalt’s own structure to create still art, or Rootsong music which non-Dionae are unable to play an equal part in. Instead, the Consortium has been swept by the introduction of skrellian forms of entertainment however, in the more rural regions of the Consortium, this spread of skrellian-influenced entertainment has been a lot slower, in part due to the majority of non-Dionae residents living within the safer cities of Hieroaetheria. | |||
==== Film, Radio & Games ==== | |||
With the merging of skrellian culture into Consortium culture, more conventional forms of entertainment from a Spur-wide perspective have begun to take hold of Hieroaetheria, especially in the more urban regions. Bringing conventional electronics such as holovisions, games consoles and smartphones, the Consortium has been able to reverse-engineer these to create biocomputer analogues which largely function the same. Skrellian electronics remain popular among non-dionae residents of the Consortium, however these electronics are not produced locally on Hieroaetheria and are often expensive or outdated electrical equipment redirected from a Nralakk Federation’s recycling or incineration plants – current VR technology and skrellian psionic interfacing technology is often not supported with these old electronics, nor would they be maintained by the predominantly dionae populace. Many biocomputers do have adapters that allow the connecting of skrellian electronics into the biocomputer, allowing some cross-compatibility. | |||
While most film and radio media is very similar to other Spur-wide media, there is a notable difference in how games play. Fast-paced games and those with complex controls are not too popular within the Consortium, in part due to controller schemas being unsuited to a dionae’s biology and due to fast-paced games often overstimulating certain dionae mindtypes. Consequently, slower-paced story games or strategy games are greatly favoured by the Consortium’s populace, with most Consortium-made games being one of such, and imported games from the Federation filling in the niche of faster action games. | |||
These skrell-influenced forms of entertainment are all disparaged in Gla’orr and Ekane, with Gla’orr having a soft ban on purchasing skrellian electronics or Consortium film and games though not owning them should you come into possession of them, and Ekane having a total ban, confiscating them when found. | |||
'''Bloopy and Friends: Holiday!''' | |||
Bloopy and Friends: Holiday! is a spin-off of the already popular skrellian children’s cartoon ''Bloopy and Friends: An Educational Children’s Show'' known to teach literacy, numeracy and introduce a tadpole to Federation values. First airing in 2396 to ensure the Federation could still exert some influence over Hieroaetherian skrell born as second-generation immigrants, the show sees the iconic characters of the original Bloopy, Florp, and Qrobl going on holiday to Hieroaetheria where they meet up with Chipper, an energetic nymph portrayed as the more mature, hosting guide of the group of friends. In addition to episodes teaching essential maths and language, many of the episodes tackle how to stay safe on Hieroaetheria, warning of the dangers of radiation and the perilous caverns of the Subterranean. Bloopy and Friends: Holiday! is broadcast daily across the Consortium, accessible to anyone both on holovision and on radio, with young dionae and non-dionae alike tuning in to learn a lesson or two from the show. This show not only keeps young Hieroaetherian non-Dionae safe, but also ensures that Hieroaetherian skrell are still informed of the Federation and are aware of its culture. | |||
'''Episode Example:''' | |||
* '''Season 1, Episode 2:''' The episode begins with the titular characters waking up at Chipper’s house shortly after arriving on Hieroaetheria. After the three original characters run downstairs, they bump into Chipper who has purchased them gifts. These gifts turn out to be the readily available anti-radiation medications marketed towards short-stay residents on Hieroaetheria. Florp is quick to count out the required dose they need, then already identifies when their next dose is due; Bloopy, on the other hand, doesn’t understand and asks for help with dose amount and intervals. Chipper gives the group of friends a quick lesson on basic numeracy and calculating changes in time, which then allows Bloopy to successfully count out their required dose. Unfortunately, Qrobl doesn’t get the message, forgetting to take their doses throughout the day – they end up sick for a few days, changing from their usual blue colour to a sickly green. | |||
* '''Season 2, Episode 6:''' The episode is one of Qrobl’s redemption episodes. While on holiday at Hieroaetheria and visiting Nral’Dyaq, the group of friends sight a Qeblaki observatory dome. The three original characters are surprised to see this away from their home and Chipper agrees to introduce them to the local Starkeeper. The Starkeeper lectures them on the principles and importance of the Qeblak faith, with a number of one-time characters – each a different, prestigious occupation – in the Observatory waving and giving a single line on how Qeblak practises helped them succeed in life. When shown the observatory’s telescope, it is surprisingly Qrobl who struggles the least at identifying constellations, with them appearing in the end scene in the robes of a Starpage and their cosmozoan-like glow brighter. | |||
'''The Forgotten Islands''' | |||
The Forgotten Islands is a video game made by a small Consortium games company that sees a joint Consortium-Nralakk expeditionary team explore a seemingly alive collection of rainforested islands north of the Horn of Mede. The game follows a multi-choice story format with a moveable character that can investigate the story’s level or respond to quick-time events in response to local fauna attacks or an obstacle to cross. The player can pick between three characters, with the others appearing as NPCs on the expeditionary party that can be ordered to interact with objects on a level: a dionae known only as '''Chronicler''', an Orthodox Eternal devout, senior Biomatik Innovations biologist, whose proficiency lies in investigative tasks and deciphering Rootsong mysteries; a skrell, '''Qvs. Plu’Vop Shinuul''', a Federation skrell whose psionic senses often have them alerting the party to hazards or calming a hostile creature; '''Rosamaria Beltrao''', a Consortium-born, low-gravity adapted human contracted by Biomatik Innovations for security, who gets around in an exoskeleton and is the only armed party member of the group. | |||
After arriving at the Forgotten Islands via cloudgrazer airship with a larger Biomatik expeditionary group, the whole group is quickly descended on by a swarm of Canopydarters, with the three named characters being split-off and having to solve the mysteries of the island and find an escape on their own. As they navigate natural obstacles, caverns beneath the islands, and hostile megafauna within the rainforest of the island, the party begins to be tormented by what sounds like voices coming from the trees, with dialogue-heavy scenes where the party members struggle to keep spirits and opinions of one another high. Opinions are often further lowered when other surviving expeditionary members of the initial Canopydarter attack turn up, but driven mad by the voices of the islands, having to either be killed or restrained. Eventually, it is revealed that the islands are home to a temporal Rootsong anomaly, with the characters split on how to approach it. The game ends when the party make it to a subterranean chamber beneath the central island, whereby a number of final choices can occur: | |||
* ''The Chronicler'', fascinated by the anomaly due to its role in the Orthodox school of thought, approaches and attempts to touch the Rootsong anomaly hoping to absorb the knowledge contained into itself. This is only for the party to rapidly dematerialise and appear in what seems like an empty part of space, whereby visions of the future and past play out before them. It fades to black and is considered a victory, with fans of the game suspecting a sequel to eventually play off this ending. | |||
* ''Plu’Vop'', who up to this point in the game has been adamant that the Rootsong study be proper studied by the Federation, draws on an immense amount of psionic power to form a protective bubble about the temporal anomaly’s source, putting an end to the voices around the island at the cost of locking Plu’Vop into position. In the anomaly’s struggle to source more power to break free of Plu’Vop’s bubble, both the Chronicler and Rosamaria are absorbed into the anomaly, seemingly dying to give the anomaly a surge of power. A Biomatik Innovations rescue team then arrives, forming a research site around Plu’Vop and the temporal anomaly – Plu’Vop never breaks free from concentrating on containing the anomaly. | |||
* ''Rosamaria'', to the dismay of the other main party members, is fearful of the anomaly, taking the more pessimistic stance that it is uncontainable and could draw other expeditionary parties to the island. Rosamaria’s decisions throughout the game allowed her to call in a special drop from Biomatik Innovations, containing a device of sorts that, during the endgame, can be thrown into the temporal anomaly to permanently destroy it. This action sadly backfires, creating a temporary tear in space that sees the entire island and the main party vanish – any memory of them seems to have been forgotten. Fans also suspect this to be one of the ‘proper’ endings that will soon see a sequel play off on it. | |||
==== Common Hobbies ==== | |||
* '''Rock Climbing''': Being the most mountainous region of Hieroaetheria and with the most complex Subterranean cave systems, rock climbing is a very popular hobby within the Consortium. Due to Hieroaetheria’s lower gravity, the hobby is remarkably accessible, with the training courses being available in most cities or large towns near a mountain range or entrance to the Subterranean. Climbing mountain ranges is typically done by dionae, though can be done by non-dionae if wearing total protection radiation suits, as the peaks of the tallest mountains often pierce high enough into the atmosphere that radiation levels dramatically spike. Navigating the Subterranean caverns and rock faces is the safer option for non-dionae and also poses more unique structures to climb. | |||
* '''Luminescent Fluid Art''': Inspired by the colourful, abstract art of skrellian culture, a relatively new hobby that has swept through the Consortium is Luminescent Fluid Art, which involves pouring diluted acrylic paints over a canvas to create an abstract and often psychedelic art pieces, with all sorts of tools or canvas-tilting to have the paints flow to create a desired look. The paints used in Hieroaetherian fluid art often make use of bioluminescent extracts from local wildlife, allowing them to glow in the dark or change colour when exposed to differing levels of radiation. Located in Glimmering Glades is the recently established '''Starlit Art Gallery''' that, alongside displaying more conventional artwork, has a permanent exhibit on Luminescent Fluid Art in a glass observatory-like chamber that can deploy varying levels of radiation shielding to subtly change the appearances of displayed artworks. | |||
== Economy == | |||
The presence of both sulfur and tar lakes within the Consortium-controlled borders of Hieroaetheria has greatly assisted its ability to develop its infrastructure to be compared to Jewel Worlds in the [[Solarian Alliance]] – alongside its resource extraction, agricultural and science industries; which are of course aided by its colonies just a few lightyears away from Hieroaetheria. Though the Biesel Standard Credit is used for interstellar trading, the Hieroaetherian Vine is commonly used among the Consortium’s people in their everyday lives. | |||
The Consortium has also allowed for the proliferation of megacorporations across Hieroaetheria, and its off-world colonies. However, only three have sought to stake a claim – [[Einstein Engines]], [[Orion Express]] and [[Zeng-Hu Pharmaceuticals]]. Zeng-Hu and Einstein have largely accepted to invest in different industries to ensure they do not compete in the rather nascent Commonwealth but with the introduction of Orion Express in 2464 CE, they appear to be torn between whether to collude with one another to displace the logistics megacorporation or do their best to force one another out the Consortium. | |||
=== Epsilonian Corporate Firms === | |||
==== Biomatik Innovations ==== | |||
Established by a collaboration of Dionae and Skrell, Biomatik Innovations is a major private corporation that merged a decade after first contact with the Skrell; dedicated exclusively to the research and development of advanced technologies – primarily medicinal in nature – and had positioned itself as a leading player in Hieroaetheria, and even the greater Orion Spur. Biomatik Innovations collaborates closely with Zeng-Hu Pharmaceuticals’ Yomi Genetics, forming a strategic alliance to address health-related mandates set by the Consortium. It has managed to secure a co-operative government contract with Zeng-Hu Pharmaceuticals, which only highlights its critical role in managing the health infrastructure of cities on both Hieroaetheria and the Consortium’s off-world colonies. Biomatik Innovations actively invests in and manages healthcare infrastructure, such as setting up hospitals and clinics, mostly sponsored by the Consortium which has led an effort to ensure widespread access to quality health services for the public. | |||
They excel in cutting-edge research and development, contributing to the continuous advancement of medicinal technologies. This commitment to innovation positions the corporation as a pioneer in the Consortium’s healthcare sector; which is only furthered by the corporation's multispecies collaboration – meaning as a result of the varied species present, there are different approaches with influence the corporation’s diverse research perspectives and technological advances. It is by far the most influential corporation within the Consortium, in which it can be seen across its colonies providing off-world health services as part of its contract with the Consortium. Biomatik Innovations' focus on medicinal technologies, collaboration with Yomi Genetics, and active participation in fulfilling the Consortium's healthcare mandates position it as a vital contributor to the overall well-being of its populace. | |||
==== CosmoForge Technologies ==== | |||
CosmoForge Technology, originally conceived as a mining venture founded by a group of Dionae in the wake of the colonization of Anu, has undergone a remarkable evolution to become an indispensable entity in both the Consortium and the greater Commonwealth. Over the years, the company strategically aligned itself with the technological prowess of Einstein Engines, forming a symbiotic relationship that catapulted CosmoForge into a central position in the Consortium's economic and military landscape. Its initial focus on mining transitioned into a pivotal role in supporting the shipbuilding industry, providing critical components like warpdrives for the Commonwealth Naval Authority. The collaborative efforts with [[Einstein Engines]] underscore the synergy within the Consortium, as both entities work hand-in-hand to advance the technological frontier and secure the sovereignty of the Commonwealth. At the heart of CosmoForge's recent achievements lies a significant government contract, jointly awarded with [[Einstein Engines]], tasked with the ambitious overhaul of the gas harvesting capabilities of facilities across Titan's Rapture. This undertaking is a response to the pressing issue of phoron scarcity impacting the Orion Spur, reflecting the company's commitment to addressing not only economic challenges but also broader concerns affecting the entire region. Through this project, CosmoForge not only contributes to the technological resilience of the Consortium but also plays a crucial role in mitigating the economic burden caused by resource shortages. | |||
==== AstroTerra Enterprises ==== | |||
AstroTerra Enterprises stands as a pivotal state-owned enterprise within the Consortium, entrusted with the critical role of identifying and preparing potential colony sites through advanced scouting and terraforming operations. The company operates at the intersection of scientific exploration and strategic planning, working in close collaboration with key entities such as [[Zeng-Hu Pharmaceuticals]], [[Einstein Engines]], and [[Orion Express]]. The synergies established through these partnerships highlight AstroTerra's commitment to comprehensive and effective terraforming initiatives across the Consortium's colonies. Notably, the cooperation with Zeng-Hu Pharmaceuticals underscores the importance of biological and environmental considerations in the terraforming process, aligning with the broader goal of creating sustainable and habitable environments for future settlers. | |||
[[Orion Express]], in tandem with AstroTerra Enterprises, plays a dual role in shaping the Consortium's interstellar landscape. While contributing to terraforming initiatives, Orion Express takes the helm in managing the logistics of the entire operation. As the sole megacorporation awarded a non-co-operative government contract, the company wields a monopoly over the crucial tasks of importing, exporting, and transporting equipment, goods, and passengers between the Consortium's on-and-off-world colonies. This exclusive position grants Orion Express substantial influence over the Consortium's economic and transportation infrastructure, positioning it as a key player until alternative logistics operations, whether through private corporations or state-owned enterprises, can be established. The dual mandate of AstroTerra and Orion Express underscores their vital contributions to both the scientific and logistical aspects of the Consortium's expansive interstellar ventures | |||
=== Energy === | |||
The Consortium has developed an advanced, yet sustainable, energy infrastructure to power its cities and colonies. Central to this system is a monumental nuclear fusion plant located in Epigenia – a marvel of modern engineering and Dionae ingenuity – the '''Radiant Nexus'''. It is the primary source of power within Hieroaetheria, in which it harnesses the immense energy potential of nuclear fusion, alongside converting its waste products into other necessary items essential to survival. It provides a stable, substantial supply of electricity to the multiple densely populated metropolises of the Consortium. In addition to the Radiant Nexus, the Consortium has established smaller fusion plants throughout its territories – these decentralised power stations ensure that even the more removed and less densely population areas receive a consistent and reliable energy supply; the distribution of these fusion plants is carefully planned to balance energy needs with environmental impact. Many of the off-world colonies of the Consortium have adopted scaled-down versions of the Radiant Nexus – usually compact fusion reactors designed to suit the energy demands and logistical constraints of initial colonies – most find themselves complemented with other renewable power sources as to not harm the ecosphere of the respective planets. | |||
==== Radiant Nexus ==== | |||
The largest fusion plant on [[Hieroaetheria]], the Radiant Nexus is considered a unique blend of Dionae and Skrell – having been initially proposed by the [[Nralakk Federation]] following their introduction to the planet, but taken and retrofitted to fit the needs of the Consortium. Though it produces significantly less byproduct than a typical nuclear power plant, the Consortium has modified the design to create more – using the byproducts as a means to sustain their residents. Large rows of biomass are created to harness the radiation within the main chamber, such radiation is then processed within the Radiant Nexus and turned into concentrated radium – which is then sold within the Consortium as '''Radibytes'''. The actual process of the fusion is a closely guarded secret, and those employed within the Radiant Nexus are subjected to lifestyle audits and several other methods of scrutinization to ensure the process is not leaked. | |||
While officially celebrated as the pinnacle of nuclear fusion technology, a growing conspiracy theory suggests a far more sinister reality: the Radiant Nexus is not a fusion plant at all, but a covert prison for genetically modified Dionae engineered to produce nuclear fusion energy. According to the conspiracy, the Consortium of Hieroaetheria, in its quest for unparalleled power, embarked on a secretive and ethically dubious project decades ago. Scientists allegedly experimented on the [[Dionae]], manipulating their genetic makeup to enhance their natural affinity for radiation and transform them into living reactors. These genetically modified Dionae, the theory claims, have been confined within the depths of the Radiant Nexus, their bodies harnessed to produce the immense energy that powers the capital and surrounding regions. In the shadowy underbelly of Hieroaetheria, whispers and rumours swirl about the true nature of the Radiant Nexus. While officially celebrated as the pinnacle of nuclear fusion technology, a growing conspiracy theory suggests a far more sinister reality: the Radiant Nexus is not a fusion plant at all, but a covert prison for genetically modified Dionae engineered to produce nuclear fusion energy. According to the conspiracy, the Consortium of Hieroaetheria, in its quest for unparalleled power, embarked on a secretive and ethically dubious project decades ago. Scientists allegedly experimented on the Dionae, manipulating their genetic makeup to enhance their natural affinity for radiation and transform them into living reactors. | |||
== Major Cities == | |||
=== Epigenia === | |||
Nral’Daaq or Epigenia – depending on whether one is either [[Skrell]] or [[Dionae]] – is a bustling capital under the jurisdiction of the Consortium, is a vibrant melting pot on the planet's surface, primarily hosting the non-Dionae population. Renowned for being a hub of off-world trading, the city boasts a diverse majority-[[Skrell]] population. Its strategic location within the Consortium allows it to be a junction of sorts for economic affairs within [[Hieroaetheria]]. The city’s architectural tapestry weaves a fascinating narrative, blending Dionae and Skrell design influences across its sprawling landscape. The city's core, surrounding the Federation Embassy, boasts modern structures inspired by traditional Skrellian architecture. In contrast, the older, less-developed sections exude the Babylonian aesthetic, showcasing the city's evolution over time. Economically, it stands as the linchpin of the Consortium's trading network, orchestrating off-world commerce with finesse. The city engages in the cyclic trade of goods, relying on profits to fuel further interstellar transactions. It’s economic prowess extends beyond trading, with tourism and short-term residencies constituting another major revenue stream. The city's Skrellian architecture attracts visitors and temporary residents, contributing to its reputation as a preferred layover locale for Skrell exploring the wider Consortium – and other species from the Federation. | |||
=== Whispering Grove === | |||
Whispering Grove, nestled within the Horn of Mede, defies its categorization as the "least developed" city within the Consortium by showcasing an industrial prowess that outshines many of the Union's and the Eternal Republic's bustling urban centres. Specializing predominantly in resource extraction and refining, the city stands as a critical hub for the Consortium's resource-driven economy. The landscape is adorned with several CosmoForge facilities, serving as the backbone for the city's mining and processing activities. Moreover, Whispering Grove hosts cutting-edge research and development sites, generously sponsored by Einstein Engines. Whispering Grove's architectural identity mirrors its industrial and resource-driven focus, blending functionality with a certain rugged charm. The cityscape is characterized by robust structures designed to withstand the demands of resource extraction and refinement processes. Utilitarian complexes, such as the CosmoForge facilities, dominate the skyline with their imposing silhouettes, marked by sturdy frames and efficient layouts. The city's infrastructure prioritizes durability, reflecting the wear and tear of constant industrial activity. In contrast to the raw industrial aesthetics, there is a subtle integration of green spaces and eco-friendly design elements. Skrellian urban planners have made efforts to harmonize the city with the surrounding natural environment, incorporating green belts, tree-lined avenues, and rooftop gardens. These green initiatives not only provide a visual respite from the industrial landscape but also contribute to the overall well-being of the city's inhabitants. | |||
=== Radiant Pools === | |||
Radiant Pools, the solitary Consortium population centre within Eastern Mede, derives its evocative name from its strategic location in close proximity to the mesmerizing sulfur lakes that dot the region. The city harnesses the latent power of these natural phenomena, primarily exploiting the sulfur lakes for geothermal energy and extracting gases for the production of warpdrive fuel. Architecturally, Radiant Pools seamlessly integrates with its geothermal surroundings, adopting a design that harmonizes with the natural elements. The cityscape features structures adorned with sleek, energy-efficient facades, often incorporating reflective surfaces to amplify the ambient light for its Dionae population. The incorporation of transparent materials in building design allows residents and visitors to enjoy panoramic views of the citys and the surrounding landscape while benefiting from abundant natural light. In contrast to the industrial aesthetic of other resource-driven cities, Radiant Pools incorporates sustainable and eco-friendly architectural elements. Green roofs adorned with native vegetation provide insulation and contribute to the city's commitment to environmental harmony. | |||
=== Glimmering Glades === | |||
Glimmering Glades, positioned at the juncture of the desert and temperate biomes in Western Mede, is an expansive metropolis that lives up to its enchanting moniker. This thriving city, one of the largest within the Consortium, stands as a testament to the diversity of the region, both in terms of its ecological surroundings and its inhabitants. Notably, Glimmering Glades boasts a substantial non-Dionae population, a characteristic not commonly observed beyond the city limits of Nral'daaq. The city's cultural richness is reflected in its bustling markets, lively streets, and a vibrant tapestry of traditions that weave together the varied backgrounds of its diverse populace. As a result of its architectural fusion of desert and temperate influences, Glimmering Glades offers a captivating blend of styles that complement the city's natural surroundings. A captivating contrast is created between the sturdy adobe structures, inspired by desert architecture, and the modern, eco-friendly structures decorated with greenery. Incorporating open plazas, shaded marketplaces, and intricate courtyards, the cityscape invites visitors to explore the city's rich cultural heritage. The majority of the economic opportunities originate from AstroTerra and Orion Express, housing launch facilities for transport off of [[Hieroaetheria]] – in conjunction of course with Nral’daaq. | |||
=== Dustbloom Sands === | |||
In Dustbloom Sands, situated near the Retheus River in Western Mede, the heartbeat of the city's economy resonates with the rhythm of nature's fury. The majority of its industry revolves around the Dustbloom, a remarkable plant that defiantly blooms only during the onslaught of vicious sandstorms. Despite facing repeated challenges from these natural phenomena, the resilient inhabitants of Dustbloom Sands have adeptly adjusted to their environment, crafting a city that not only endures but thrives amidst the swirling sands. The Dustblooms, valued for their unique radioactive properties, play a crucial role in Dionae sustenance, further emphasizing the city's reliance on the capricious interplay of sandstorms and nature's bounty. Dustbloom Sands visually represents the city's intimate connection to sandstorms and the agricultural industry it supports. The materials used in structures are often durable, weather-resistant, and designed to withstand the abrasive impact of wind-blown sand. The cityscape is characterized by low-profile buildings with sturdy foundations, providing both protection from sandstorms and resilience to harsh environmental conditions. While preserving the city's unique identity, the architecture blends functionality and pragmatism to demonstrate its resilience in the face of a challenging climate. | |||
=== Republica’s Landing === | |||
Republica's Landing, nestled alongside Republica Cove at the opening to Retheus River, emerges as a distinctive and somewhat secluded city in the vast desert expanse. Its isolation is complemented by the unique resource that defines its economic landscape—vast lakes of tar, around which the city's industrial core is meticulously constructed. These tar lakes, while presenting challenges, have become the lifeblood of Republica's Landing, attracting influential players such as AstroTerra and CosmoForge, both of which have established significant footholds within the city to harness the valuable resource for various applications. Buildings feature sun-drenched hues and earthy tones, blending seamlessly with the natural landscape. Low-rise structures dominate the skyline, constructed with materials that offer resilience against the desert's harsh conditions, such as sun-reflective surfaces – which in turn produce electricity for the city, as well as provide a secondary source of sustenance for the Dionae population present in the city. | |||
== Government and Ideology == | |||
== Colonies == | |||
' | === Anu === | ||
[[File:Anu.png|thumb|A map of Anu, depicting the various points of interest.]] | |||
Anu, [[Hieroaetheria]]'s moon, and is roughly the size of Luna. It was colonised shortly after first contact, in part thanks to the efforts of the [[Nralakk Federation]] during the Consortium’s expansion into the stars. Its proximity, as well as the physiology of its orbital parent’s inhabitants, it was easily turned into a functioning colony – with newly disgorged Nymphs drafted into the Consortium’s colonisation efforts, quickly allowing a stable population to form on the moon. Root Prime, its capital, is named after the first successful spacecraft launch by the Consortium – in which there exists a monument within the center of the city to give homage to the Consortium’s beginnings. | |||
Root Prime, though previously a Dionae-only Colony, has since grown considerably. Sporting domes from the [[Nralakk Federation]], it houses a multitude of species present within the Consortium. Controlled climates ensure that each species can comfortably thrive within its walls, and with minor terraforming, has proven to look similar to other cities on [[Hieroaetheria]], with some holographic illusions replacing the desolate presence of space right outside. No singular industry dominates Root Prime, with career opportunities allowing many to explore their interests without any obstacles. | |||
There are three other settlements beside Root Prime, each smaller than their capital counterpart – though still necessary to the functioning of the colony. The Southern Vabopia Pass houses Oqrya’s Post; named after Oqrya Eiphroxi, the [[Skrell]] who founded it. It largely operates as a thoroughfare between the Capital, and the other settlements – using its proximity and launch centres to ferry materials and people across the moon. Oqrya Eiphroxi remains Magistrate of Oqrya’s Post, having done so since its establishment. | |||
Kepler’s Belt is the largest “mining facility” turned city – and houses CosmoForge Technologies’ Headquarters within the city’s namesake region. With funding pushed by the native corporation, it has truly transformed into an industrial powerhouse, as well as a technological one thanks to the introduction of [[Einstein Engines]], and its research and development centres. Besides Root Prime, Kepler’s Belt is considered the safest for non-Dionae, with dome technology from [[Einstein Engines]] brought to the moon as to ensure its personnel can work without hindrance. | |||
Lastly, resting on the cusp of Canis Abyss is a Federation Science Outpost – Uvqethi. Uvqethi was founded following talks between the [[Nralakk Federation]] and the Consortium, in which the former expressed an interest in chartering the pitch-black regions of both Canis Abyss and Outos Chasm. It maintains an existence as a training facility for Federation cartographers, who often leave upon completion of their degree before being replaced with the next generation of Skrell seeking to make themselves a name. | |||
Anu is led by Planetary Governor '''Lasting Memories of Oephon Uqithor''' – a mourning mass Argus-form. Following the death of their spouse, Oephon Uqithor, they elected to pursue politics; likely as a result of the absorption of their spouse, having tragically passed away as a result of a shuttle accident, en route to their inauguration as Planetary Governor of Anu. Though there has been criticism of the Argus’ choice to absorb the deceased politician, many decrying they should have had a State Funeral, others claim it was a necessity to ensure the memories and experiences of the Skrell would forever remain with their spouse, for as long as they may live. They remain a widower, having not remarried since the death of their spouse in 2390 CE. | |||
== | === Hope’s Tendrils === | ||
Colonised after Anu, in 2401 CE, Hope’s Tendrils is a somewhat developed colony of the Consortium. It has only one city present, functioning as its capital, Verdant Cascades. It is easily compared to Earth, in that it boasts similar terrestrial conditions – climate, gravity and even size. It currently operates as a “Protected World” – in which the Consortium elected to only continue operating on the planet under the objective to study its environment, as well as fauna and flora. This has resulted in most of the populace being scientists; mostly either in the fields of xenobiology, or xenobotany, but there have been reports of xenoarchaeologists making way to Hope’s Tendrils to study skeletal remains of the species – and to dive further into the history of the planet and how it has evolved to its current state. It is led by Planetary Governor '''Luminescent Beacon of Blossoming Radiance''', having been selected for the position in 2421 CE, and has remained as such since. There have been attempts by other political parties within the Consortium's Chambers to have its protection revoked, citing it as a perfect grounds for developing a self-sufficient colony; however Consortium First has yet to budge, using their majority within the Chambers to quash any attempts, despite a significant portion of the population agreeing with the necessity to remove its protection. | |||
=== Gentle Winds === | |||
Colonised by the Consortium in 2401 CE, Gentle Winds is a barren world without an atmosphere, selected by the Department of Interstellar Exploration to begin bio-organic terraforming – essentially, a planet dedicated to the study of terraforming through biological processes exhibited by the Dionae. It has three settlements, Folium, Ramus and Flos. Each is dedicated to realizing the dreams of DISE – though, each has its own missions so to speak. Folium is responsible for the production of atmospheric gasses, Ramus for harvesting minerals to fuel the terraforming initiative, and Flos for seeding life when possible. This has largely resulted in an Engineering-centric populace to exist, comprising even other species besides Dionae. | |||
It has come far in the last six decades, thanks to strategic management by AstroTerra Enterprises. Though some processes had to be done by machinery – such as the intentional launches of ice comets in the direction of Gentle Winds – the rest has largely been completed thanks to the corporation’s ingenuity. Creating artificial gas plumes, through careful manipulation of biomass and gas bladders, a somewhat thin atmosphere has developed. This has allowed for the formation of minor lakes, and even rivers, across the landscape; it essentially digests the resources harvested by Ramus, and in turn, expels greenhouse gases that have begun to stake an existence in the skies of Gentle Winds. Flos has even begun considering the introduction of genetically modified lichens and grasses – regardless, they continue to seed the area with Nymph Nodes, which have so far been successful in instilling byproduct nutrients in the soil, increasing fertility. Terraforming of Gentle Winds is expected to be completed in 2560 CE as per its current speed, however, there have been plans to begin ramping up development on the planet. | |||
It is led by Planetary Governor '''Etherial Vapors Whispering Through Nebulae''', having been appointed thanks to their knowledge of standard terraforming due to their time in the Gliutip'lyaz University; in their dissertation for their doctorate, they sought to explore the usage of bio-organic terraforming as a replacement to current technology. The dissertation saw considerable praise from scientific minds in the Federation, and upon their return to the Consortium, they were requested to take point on the Gentle Winds project. | |||
Revision as of 15:27, 26 June 2025
| Dionae Lore Pages | ||
|---|---|---|
| Species | Dionae · Dionae Forms · Dionae Mindtypes · Dionae Biology · Dionae Out-Of-Character | |
| Locations, Planets & Systems | Xrim · Hieroaetheria · Rueltab · Primitive Sirens of Mictlan · Eternal Gardens | |
| Conglomerates & Factions | Liberty's Cluster · Dionae in the Federation · Dionae in the Hegemony · Vaurcae & Dionae · The Narrows · The Underhive Collective · Pactolus Exploration League · The Voidtamer Confluence | |
| Culture, History & Society | Dionae Culture · Notable Dionae · Dionae Space Capabilities · Dionae History · The Eternal | |
| Lore Arcs | Omnivirate's Providence · Magna Expansio Unionis · They Who Hath Become Lord | |
The Consortium of Hieroaetheria

Founded decades prior to any outside interference, though by the name of the Affiliation – at least according to the direct translation from Rootsong – it was a loose confederation of dozens of conglomerates present across the region of Mede. It wasn’t until first contact with the Skrell that it began to formalise its existence into a unified alliance; thereby resulting in the creation of the Consortium of Hieroaetheria. Mostly inspired by the Skrell that began to move in swathes to the newly discovered society, it prides itself on its progressive stances – especially in contrast to the other factions present within the Commonwealth. Being the only “welcoming” political bloc to non-Dionae, the Consortium manages to cling to its status as the most populated nation on the planet – in which most of its policies aim at fostering a multi-cultural society for the betterment of all.
General
Capital: Nral’daaq
Demonym: Hieroaetherian
Official Languages: Rootsong, Nral’malic, Tau Ceti Basic
Culture and Society
Birth, Early Life, Education
The way nymphs and gestalts are sired in the consortium differs significantly from many other cultures of Dionae. Reproduction in the Consortium is illegal. Instead, the State collects a tithe of nymphs from fully formed gestalts, and uses them to birth nymphs in large scale production facilities. These nymphs are processed by specialized siring attendants, who merge with these new nymphs in order to fast-track their development.
Education is primarily done through merging, and practical exercises. Tests and exams are redundant, rather, the instructing gestalt simply merges with their student, and grades their knowledge against the criteria necessary to pass.
Gestalts are assembled and trained based on the personnel demands of the state. When they graduate from the production facilities in which they were made, they do so assembled as fully formed Coeus Dionae. These neophytes are almost never larger than a cyclops, as anything the size of an Argus or greater is considered only for specialist roles or circumstances.
Each gestalt is trained and placed into a specific Ordii, which will be discussed in the next section.
The Bureaucracy, The Full Body State, and Ordii
For Dionae in the Consortium, The State is the single greatest institution of their society. It controls every single aspect of civilization; whether it's nymph siring, production, economy, diplomacy, or infrastructure. All of this is managed by a Bureaucratic system that has been in constant development since the first stones of Epigenia were laid.
The consortium lacks much apparatus for democracy. There are no elections, and officials tend to be appointed based on age, work record, or their own persuasiveness. Instead, the social contract of the consortium revolves around a political concept of a “Full Body State.” In the Full Body State, each gestalt is conceived of as an undifferentiated part of a collective whole. The powers that be cannot oppress their constituents, as they are a part of themselves. Those constituents do not cause trouble, because they are part of the powers that be. Individual differences in executive authority, specialization, or function are seen as merely utilitarian to the operation of the state.
A system like this is only possible due to two things: The Dionean natural drive for unity and order, and the fact that the preferred method of communication in the Consortium is through merging. This reliance on merging is key, as the joining of minds fosters a level of empathy that keeps gestalts responsible to
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Gerontocracy, Ancestral Veneration, and Generations
Unique compared to many other civilizations, Dionae of the Consortium have every single stage of their society in living memory, thanks to their lifespan. This has led to the formation of an extremely conservative society where the Eldest and most experienced lead: Every single Dionae native to the Consortium can trace their lineage to the few of the first generation still alive, who themselves exclusively comprise the Elder Council. Age affects one’s standing in the Consortium, and special privileges or entitlements are granted to each gestalt as they grow older.
Death, and the Ancestral Archives
When a Consortium Dionae is terminated past the point of being able to reabsorb its nymphs, an attempt is made to recover the body. Once recovered, it will be brought before and absorbed into one of the many Ancestral Archives within the Consortium. These Ancestral Archives are specialized repositories of Mourning Mass Dionae that are meant to re-acquire the knowledge and memories of the deceased, reanimate fragments of their consciousness, and to otherwise act as a resource of knowledge or wisdom for the rest of the Consortium.
Entertainment
The Consortium has seen a rapid shift in the various forms of entertainment following the welcoming of skrell and then humans into the nation. More traditional forms of Entertainment seen elsewhere around Hieroaetheria are often exclusive of non-Dionae, whether it be the Forma artstyle that relies on the shaping of a gestalt’s own structure to create still art, or Rootsong music which non-Dionae are unable to play an equal part in. Instead, the Consortium has been swept by the introduction of skrellian forms of entertainment however, in the more rural regions of the Consortium, this spread of skrellian-influenced entertainment has been a lot slower, in part due to the majority of non-Dionae residents living within the safer cities of Hieroaetheria.
Film, Radio & Games
With the merging of skrellian culture into Consortium culture, more conventional forms of entertainment from a Spur-wide perspective have begun to take hold of Hieroaetheria, especially in the more urban regions. Bringing conventional electronics such as holovisions, games consoles and smartphones, the Consortium has been able to reverse-engineer these to create biocomputer analogues which largely function the same. Skrellian electronics remain popular among non-dionae residents of the Consortium, however these electronics are not produced locally on Hieroaetheria and are often expensive or outdated electrical equipment redirected from a Nralakk Federation’s recycling or incineration plants – current VR technology and skrellian psionic interfacing technology is often not supported with these old electronics, nor would they be maintained by the predominantly dionae populace. Many biocomputers do have adapters that allow the connecting of skrellian electronics into the biocomputer, allowing some cross-compatibility.
While most film and radio media is very similar to other Spur-wide media, there is a notable difference in how games play. Fast-paced games and those with complex controls are not too popular within the Consortium, in part due to controller schemas being unsuited to a dionae’s biology and due to fast-paced games often overstimulating certain dionae mindtypes. Consequently, slower-paced story games or strategy games are greatly favoured by the Consortium’s populace, with most Consortium-made games being one of such, and imported games from the Federation filling in the niche of faster action games.
These skrell-influenced forms of entertainment are all disparaged in Gla’orr and Ekane, with Gla’orr having a soft ban on purchasing skrellian electronics or Consortium film and games though not owning them should you come into possession of them, and Ekane having a total ban, confiscating them when found.
Bloopy and Friends: Holiday!
Bloopy and Friends: Holiday! is a spin-off of the already popular skrellian children’s cartoon Bloopy and Friends: An Educational Children’s Show known to teach literacy, numeracy and introduce a tadpole to Federation values. First airing in 2396 to ensure the Federation could still exert some influence over Hieroaetherian skrell born as second-generation immigrants, the show sees the iconic characters of the original Bloopy, Florp, and Qrobl going on holiday to Hieroaetheria where they meet up with Chipper, an energetic nymph portrayed as the more mature, hosting guide of the group of friends. In addition to episodes teaching essential maths and language, many of the episodes tackle how to stay safe on Hieroaetheria, warning of the dangers of radiation and the perilous caverns of the Subterranean. Bloopy and Friends: Holiday! is broadcast daily across the Consortium, accessible to anyone both on holovision and on radio, with young dionae and non-dionae alike tuning in to learn a lesson or two from the show. This show not only keeps young Hieroaetherian non-Dionae safe, but also ensures that Hieroaetherian skrell are still informed of the Federation and are aware of its culture.
Episode Example:
- Season 1, Episode 2: The episode begins with the titular characters waking up at Chipper’s house shortly after arriving on Hieroaetheria. After the three original characters run downstairs, they bump into Chipper who has purchased them gifts. These gifts turn out to be the readily available anti-radiation medications marketed towards short-stay residents on Hieroaetheria. Florp is quick to count out the required dose they need, then already identifies when their next dose is due; Bloopy, on the other hand, doesn’t understand and asks for help with dose amount and intervals. Chipper gives the group of friends a quick lesson on basic numeracy and calculating changes in time, which then allows Bloopy to successfully count out their required dose. Unfortunately, Qrobl doesn’t get the message, forgetting to take their doses throughout the day – they end up sick for a few days, changing from their usual blue colour to a sickly green.
- Season 2, Episode 6: The episode is one of Qrobl’s redemption episodes. While on holiday at Hieroaetheria and visiting Nral’Dyaq, the group of friends sight a Qeblaki observatory dome. The three original characters are surprised to see this away from their home and Chipper agrees to introduce them to the local Starkeeper. The Starkeeper lectures them on the principles and importance of the Qeblak faith, with a number of one-time characters – each a different, prestigious occupation – in the Observatory waving and giving a single line on how Qeblak practises helped them succeed in life. When shown the observatory’s telescope, it is surprisingly Qrobl who struggles the least at identifying constellations, with them appearing in the end scene in the robes of a Starpage and their cosmozoan-like glow brighter.
The Forgotten Islands
The Forgotten Islands is a video game made by a small Consortium games company that sees a joint Consortium-Nralakk expeditionary team explore a seemingly alive collection of rainforested islands north of the Horn of Mede. The game follows a multi-choice story format with a moveable character that can investigate the story’s level or respond to quick-time events in response to local fauna attacks or an obstacle to cross. The player can pick between three characters, with the others appearing as NPCs on the expeditionary party that can be ordered to interact with objects on a level: a dionae known only as Chronicler, an Orthodox Eternal devout, senior Biomatik Innovations biologist, whose proficiency lies in investigative tasks and deciphering Rootsong mysteries; a skrell, Qvs. Plu’Vop Shinuul, a Federation skrell whose psionic senses often have them alerting the party to hazards or calming a hostile creature; Rosamaria Beltrao, a Consortium-born, low-gravity adapted human contracted by Biomatik Innovations for security, who gets around in an exoskeleton and is the only armed party member of the group.
After arriving at the Forgotten Islands via cloudgrazer airship with a larger Biomatik expeditionary group, the whole group is quickly descended on by a swarm of Canopydarters, with the three named characters being split-off and having to solve the mysteries of the island and find an escape on their own. As they navigate natural obstacles, caverns beneath the islands, and hostile megafauna within the rainforest of the island, the party begins to be tormented by what sounds like voices coming from the trees, with dialogue-heavy scenes where the party members struggle to keep spirits and opinions of one another high. Opinions are often further lowered when other surviving expeditionary members of the initial Canopydarter attack turn up, but driven mad by the voices of the islands, having to either be killed or restrained. Eventually, it is revealed that the islands are home to a temporal Rootsong anomaly, with the characters split on how to approach it. The game ends when the party make it to a subterranean chamber beneath the central island, whereby a number of final choices can occur:
- The Chronicler, fascinated by the anomaly due to its role in the Orthodox school of thought, approaches and attempts to touch the Rootsong anomaly hoping to absorb the knowledge contained into itself. This is only for the party to rapidly dematerialise and appear in what seems like an empty part of space, whereby visions of the future and past play out before them. It fades to black and is considered a victory, with fans of the game suspecting a sequel to eventually play off this ending.
- Plu’Vop, who up to this point in the game has been adamant that the Rootsong study be proper studied by the Federation, draws on an immense amount of psionic power to form a protective bubble about the temporal anomaly’s source, putting an end to the voices around the island at the cost of locking Plu’Vop into position. In the anomaly’s struggle to source more power to break free of Plu’Vop’s bubble, both the Chronicler and Rosamaria are absorbed into the anomaly, seemingly dying to give the anomaly a surge of power. A Biomatik Innovations rescue team then arrives, forming a research site around Plu’Vop and the temporal anomaly – Plu’Vop never breaks free from concentrating on containing the anomaly.
- Rosamaria, to the dismay of the other main party members, is fearful of the anomaly, taking the more pessimistic stance that it is uncontainable and could draw other expeditionary parties to the island. Rosamaria’s decisions throughout the game allowed her to call in a special drop from Biomatik Innovations, containing a device of sorts that, during the endgame, can be thrown into the temporal anomaly to permanently destroy it. This action sadly backfires, creating a temporary tear in space that sees the entire island and the main party vanish – any memory of them seems to have been forgotten. Fans also suspect this to be one of the ‘proper’ endings that will soon see a sequel play off on it.
Common Hobbies
- Rock Climbing: Being the most mountainous region of Hieroaetheria and with the most complex Subterranean cave systems, rock climbing is a very popular hobby within the Consortium. Due to Hieroaetheria’s lower gravity, the hobby is remarkably accessible, with the training courses being available in most cities or large towns near a mountain range or entrance to the Subterranean. Climbing mountain ranges is typically done by dionae, though can be done by non-dionae if wearing total protection radiation suits, as the peaks of the tallest mountains often pierce high enough into the atmosphere that radiation levels dramatically spike. Navigating the Subterranean caverns and rock faces is the safer option for non-dionae and also poses more unique structures to climb.
- Luminescent Fluid Art: Inspired by the colourful, abstract art of skrellian culture, a relatively new hobby that has swept through the Consortium is Luminescent Fluid Art, which involves pouring diluted acrylic paints over a canvas to create an abstract and often psychedelic art pieces, with all sorts of tools or canvas-tilting to have the paints flow to create a desired look. The paints used in Hieroaetherian fluid art often make use of bioluminescent extracts from local wildlife, allowing them to glow in the dark or change colour when exposed to differing levels of radiation. Located in Glimmering Glades is the recently established Starlit Art Gallery that, alongside displaying more conventional artwork, has a permanent exhibit on Luminescent Fluid Art in a glass observatory-like chamber that can deploy varying levels of radiation shielding to subtly change the appearances of displayed artworks.
Economy
The presence of both sulfur and tar lakes within the Consortium-controlled borders of Hieroaetheria has greatly assisted its ability to develop its infrastructure to be compared to Jewel Worlds in the Solarian Alliance – alongside its resource extraction, agricultural and science industries; which are of course aided by its colonies just a few lightyears away from Hieroaetheria. Though the Biesel Standard Credit is used for interstellar trading, the Hieroaetherian Vine is commonly used among the Consortium’s people in their everyday lives. The Consortium has also allowed for the proliferation of megacorporations across Hieroaetheria, and its off-world colonies. However, only three have sought to stake a claim – Einstein Engines, Orion Express and Zeng-Hu Pharmaceuticals. Zeng-Hu and Einstein have largely accepted to invest in different industries to ensure they do not compete in the rather nascent Commonwealth but with the introduction of Orion Express in 2464 CE, they appear to be torn between whether to collude with one another to displace the logistics megacorporation or do their best to force one another out the Consortium.
Epsilonian Corporate Firms
Biomatik Innovations
Established by a collaboration of Dionae and Skrell, Biomatik Innovations is a major private corporation that merged a decade after first contact with the Skrell; dedicated exclusively to the research and development of advanced technologies – primarily medicinal in nature – and had positioned itself as a leading player in Hieroaetheria, and even the greater Orion Spur. Biomatik Innovations collaborates closely with Zeng-Hu Pharmaceuticals’ Yomi Genetics, forming a strategic alliance to address health-related mandates set by the Consortium. It has managed to secure a co-operative government contract with Zeng-Hu Pharmaceuticals, which only highlights its critical role in managing the health infrastructure of cities on both Hieroaetheria and the Consortium’s off-world colonies. Biomatik Innovations actively invests in and manages healthcare infrastructure, such as setting up hospitals and clinics, mostly sponsored by the Consortium which has led an effort to ensure widespread access to quality health services for the public.
They excel in cutting-edge research and development, contributing to the continuous advancement of medicinal technologies. This commitment to innovation positions the corporation as a pioneer in the Consortium’s healthcare sector; which is only furthered by the corporation's multispecies collaboration – meaning as a result of the varied species present, there are different approaches with influence the corporation’s diverse research perspectives and technological advances. It is by far the most influential corporation within the Consortium, in which it can be seen across its colonies providing off-world health services as part of its contract with the Consortium. Biomatik Innovations' focus on medicinal technologies, collaboration with Yomi Genetics, and active participation in fulfilling the Consortium's healthcare mandates position it as a vital contributor to the overall well-being of its populace.
CosmoForge Technologies
CosmoForge Technology, originally conceived as a mining venture founded by a group of Dionae in the wake of the colonization of Anu, has undergone a remarkable evolution to become an indispensable entity in both the Consortium and the greater Commonwealth. Over the years, the company strategically aligned itself with the technological prowess of Einstein Engines, forming a symbiotic relationship that catapulted CosmoForge into a central position in the Consortium's economic and military landscape. Its initial focus on mining transitioned into a pivotal role in supporting the shipbuilding industry, providing critical components like warpdrives for the Commonwealth Naval Authority. The collaborative efforts with Einstein Engines underscore the synergy within the Consortium, as both entities work hand-in-hand to advance the technological frontier and secure the sovereignty of the Commonwealth. At the heart of CosmoForge's recent achievements lies a significant government contract, jointly awarded with Einstein Engines, tasked with the ambitious overhaul of the gas harvesting capabilities of facilities across Titan's Rapture. This undertaking is a response to the pressing issue of phoron scarcity impacting the Orion Spur, reflecting the company's commitment to addressing not only economic challenges but also broader concerns affecting the entire region. Through this project, CosmoForge not only contributes to the technological resilience of the Consortium but also plays a crucial role in mitigating the economic burden caused by resource shortages.
AstroTerra Enterprises
AstroTerra Enterprises stands as a pivotal state-owned enterprise within the Consortium, entrusted with the critical role of identifying and preparing potential colony sites through advanced scouting and terraforming operations. The company operates at the intersection of scientific exploration and strategic planning, working in close collaboration with key entities such as Zeng-Hu Pharmaceuticals, Einstein Engines, and Orion Express. The synergies established through these partnerships highlight AstroTerra's commitment to comprehensive and effective terraforming initiatives across the Consortium's colonies. Notably, the cooperation with Zeng-Hu Pharmaceuticals underscores the importance of biological and environmental considerations in the terraforming process, aligning with the broader goal of creating sustainable and habitable environments for future settlers.
Orion Express, in tandem with AstroTerra Enterprises, plays a dual role in shaping the Consortium's interstellar landscape. While contributing to terraforming initiatives, Orion Express takes the helm in managing the logistics of the entire operation. As the sole megacorporation awarded a non-co-operative government contract, the company wields a monopoly over the crucial tasks of importing, exporting, and transporting equipment, goods, and passengers between the Consortium's on-and-off-world colonies. This exclusive position grants Orion Express substantial influence over the Consortium's economic and transportation infrastructure, positioning it as a key player until alternative logistics operations, whether through private corporations or state-owned enterprises, can be established. The dual mandate of AstroTerra and Orion Express underscores their vital contributions to both the scientific and logistical aspects of the Consortium's expansive interstellar ventures
Energy
The Consortium has developed an advanced, yet sustainable, energy infrastructure to power its cities and colonies. Central to this system is a monumental nuclear fusion plant located in Epigenia – a marvel of modern engineering and Dionae ingenuity – the Radiant Nexus. It is the primary source of power within Hieroaetheria, in which it harnesses the immense energy potential of nuclear fusion, alongside converting its waste products into other necessary items essential to survival. It provides a stable, substantial supply of electricity to the multiple densely populated metropolises of the Consortium. In addition to the Radiant Nexus, the Consortium has established smaller fusion plants throughout its territories – these decentralised power stations ensure that even the more removed and less densely population areas receive a consistent and reliable energy supply; the distribution of these fusion plants is carefully planned to balance energy needs with environmental impact. Many of the off-world colonies of the Consortium have adopted scaled-down versions of the Radiant Nexus – usually compact fusion reactors designed to suit the energy demands and logistical constraints of initial colonies – most find themselves complemented with other renewable power sources as to not harm the ecosphere of the respective planets.
Radiant Nexus
The largest fusion plant on Hieroaetheria, the Radiant Nexus is considered a unique blend of Dionae and Skrell – having been initially proposed by the Nralakk Federation following their introduction to the planet, but taken and retrofitted to fit the needs of the Consortium. Though it produces significantly less byproduct than a typical nuclear power plant, the Consortium has modified the design to create more – using the byproducts as a means to sustain their residents. Large rows of biomass are created to harness the radiation within the main chamber, such radiation is then processed within the Radiant Nexus and turned into concentrated radium – which is then sold within the Consortium as Radibytes. The actual process of the fusion is a closely guarded secret, and those employed within the Radiant Nexus are subjected to lifestyle audits and several other methods of scrutinization to ensure the process is not leaked.
While officially celebrated as the pinnacle of nuclear fusion technology, a growing conspiracy theory suggests a far more sinister reality: the Radiant Nexus is not a fusion plant at all, but a covert prison for genetically modified Dionae engineered to produce nuclear fusion energy. According to the conspiracy, the Consortium of Hieroaetheria, in its quest for unparalleled power, embarked on a secretive and ethically dubious project decades ago. Scientists allegedly experimented on the Dionae, manipulating their genetic makeup to enhance their natural affinity for radiation and transform them into living reactors. These genetically modified Dionae, the theory claims, have been confined within the depths of the Radiant Nexus, their bodies harnessed to produce the immense energy that powers the capital and surrounding regions. In the shadowy underbelly of Hieroaetheria, whispers and rumours swirl about the true nature of the Radiant Nexus. While officially celebrated as the pinnacle of nuclear fusion technology, a growing conspiracy theory suggests a far more sinister reality: the Radiant Nexus is not a fusion plant at all, but a covert prison for genetically modified Dionae engineered to produce nuclear fusion energy. According to the conspiracy, the Consortium of Hieroaetheria, in its quest for unparalleled power, embarked on a secretive and ethically dubious project decades ago. Scientists allegedly experimented on the Dionae, manipulating their genetic makeup to enhance their natural affinity for radiation and transform them into living reactors.
Major Cities
Epigenia
Nral’Daaq or Epigenia – depending on whether one is either Skrell or Dionae – is a bustling capital under the jurisdiction of the Consortium, is a vibrant melting pot on the planet's surface, primarily hosting the non-Dionae population. Renowned for being a hub of off-world trading, the city boasts a diverse majority-Skrell population. Its strategic location within the Consortium allows it to be a junction of sorts for economic affairs within Hieroaetheria. The city’s architectural tapestry weaves a fascinating narrative, blending Dionae and Skrell design influences across its sprawling landscape. The city's core, surrounding the Federation Embassy, boasts modern structures inspired by traditional Skrellian architecture. In contrast, the older, less-developed sections exude the Babylonian aesthetic, showcasing the city's evolution over time. Economically, it stands as the linchpin of the Consortium's trading network, orchestrating off-world commerce with finesse. The city engages in the cyclic trade of goods, relying on profits to fuel further interstellar transactions. It’s economic prowess extends beyond trading, with tourism and short-term residencies constituting another major revenue stream. The city's Skrellian architecture attracts visitors and temporary residents, contributing to its reputation as a preferred layover locale for Skrell exploring the wider Consortium – and other species from the Federation.
Whispering Grove
Whispering Grove, nestled within the Horn of Mede, defies its categorization as the "least developed" city within the Consortium by showcasing an industrial prowess that outshines many of the Union's and the Eternal Republic's bustling urban centres. Specializing predominantly in resource extraction and refining, the city stands as a critical hub for the Consortium's resource-driven economy. The landscape is adorned with several CosmoForge facilities, serving as the backbone for the city's mining and processing activities. Moreover, Whispering Grove hosts cutting-edge research and development sites, generously sponsored by Einstein Engines. Whispering Grove's architectural identity mirrors its industrial and resource-driven focus, blending functionality with a certain rugged charm. The cityscape is characterized by robust structures designed to withstand the demands of resource extraction and refinement processes. Utilitarian complexes, such as the CosmoForge facilities, dominate the skyline with their imposing silhouettes, marked by sturdy frames and efficient layouts. The city's infrastructure prioritizes durability, reflecting the wear and tear of constant industrial activity. In contrast to the raw industrial aesthetics, there is a subtle integration of green spaces and eco-friendly design elements. Skrellian urban planners have made efforts to harmonize the city with the surrounding natural environment, incorporating green belts, tree-lined avenues, and rooftop gardens. These green initiatives not only provide a visual respite from the industrial landscape but also contribute to the overall well-being of the city's inhabitants.
Radiant Pools
Radiant Pools, the solitary Consortium population centre within Eastern Mede, derives its evocative name from its strategic location in close proximity to the mesmerizing sulfur lakes that dot the region. The city harnesses the latent power of these natural phenomena, primarily exploiting the sulfur lakes for geothermal energy and extracting gases for the production of warpdrive fuel. Architecturally, Radiant Pools seamlessly integrates with its geothermal surroundings, adopting a design that harmonizes with the natural elements. The cityscape features structures adorned with sleek, energy-efficient facades, often incorporating reflective surfaces to amplify the ambient light for its Dionae population. The incorporation of transparent materials in building design allows residents and visitors to enjoy panoramic views of the citys and the surrounding landscape while benefiting from abundant natural light. In contrast to the industrial aesthetic of other resource-driven cities, Radiant Pools incorporates sustainable and eco-friendly architectural elements. Green roofs adorned with native vegetation provide insulation and contribute to the city's commitment to environmental harmony.
Glimmering Glades
Glimmering Glades, positioned at the juncture of the desert and temperate biomes in Western Mede, is an expansive metropolis that lives up to its enchanting moniker. This thriving city, one of the largest within the Consortium, stands as a testament to the diversity of the region, both in terms of its ecological surroundings and its inhabitants. Notably, Glimmering Glades boasts a substantial non-Dionae population, a characteristic not commonly observed beyond the city limits of Nral'daaq. The city's cultural richness is reflected in its bustling markets, lively streets, and a vibrant tapestry of traditions that weave together the varied backgrounds of its diverse populace. As a result of its architectural fusion of desert and temperate influences, Glimmering Glades offers a captivating blend of styles that complement the city's natural surroundings. A captivating contrast is created between the sturdy adobe structures, inspired by desert architecture, and the modern, eco-friendly structures decorated with greenery. Incorporating open plazas, shaded marketplaces, and intricate courtyards, the cityscape invites visitors to explore the city's rich cultural heritage. The majority of the economic opportunities originate from AstroTerra and Orion Express, housing launch facilities for transport off of Hieroaetheria – in conjunction of course with Nral’daaq.
Dustbloom Sands
In Dustbloom Sands, situated near the Retheus River in Western Mede, the heartbeat of the city's economy resonates with the rhythm of nature's fury. The majority of its industry revolves around the Dustbloom, a remarkable plant that defiantly blooms only during the onslaught of vicious sandstorms. Despite facing repeated challenges from these natural phenomena, the resilient inhabitants of Dustbloom Sands have adeptly adjusted to their environment, crafting a city that not only endures but thrives amidst the swirling sands. The Dustblooms, valued for their unique radioactive properties, play a crucial role in Dionae sustenance, further emphasizing the city's reliance on the capricious interplay of sandstorms and nature's bounty. Dustbloom Sands visually represents the city's intimate connection to sandstorms and the agricultural industry it supports. The materials used in structures are often durable, weather-resistant, and designed to withstand the abrasive impact of wind-blown sand. The cityscape is characterized by low-profile buildings with sturdy foundations, providing both protection from sandstorms and resilience to harsh environmental conditions. While preserving the city's unique identity, the architecture blends functionality and pragmatism to demonstrate its resilience in the face of a challenging climate.
Republica’s Landing
Republica's Landing, nestled alongside Republica Cove at the opening to Retheus River, emerges as a distinctive and somewhat secluded city in the vast desert expanse. Its isolation is complemented by the unique resource that defines its economic landscape—vast lakes of tar, around which the city's industrial core is meticulously constructed. These tar lakes, while presenting challenges, have become the lifeblood of Republica's Landing, attracting influential players such as AstroTerra and CosmoForge, both of which have established significant footholds within the city to harness the valuable resource for various applications. Buildings feature sun-drenched hues and earthy tones, blending seamlessly with the natural landscape. Low-rise structures dominate the skyline, constructed with materials that offer resilience against the desert's harsh conditions, such as sun-reflective surfaces – which in turn produce electricity for the city, as well as provide a secondary source of sustenance for the Dionae population present in the city.
Government and Ideology
Colonies
Anu

Anu, Hieroaetheria's moon, and is roughly the size of Luna. It was colonised shortly after first contact, in part thanks to the efforts of the Nralakk Federation during the Consortium’s expansion into the stars. Its proximity, as well as the physiology of its orbital parent’s inhabitants, it was easily turned into a functioning colony – with newly disgorged Nymphs drafted into the Consortium’s colonisation efforts, quickly allowing a stable population to form on the moon. Root Prime, its capital, is named after the first successful spacecraft launch by the Consortium – in which there exists a monument within the center of the city to give homage to the Consortium’s beginnings.
Root Prime, though previously a Dionae-only Colony, has since grown considerably. Sporting domes from the Nralakk Federation, it houses a multitude of species present within the Consortium. Controlled climates ensure that each species can comfortably thrive within its walls, and with minor terraforming, has proven to look similar to other cities on Hieroaetheria, with some holographic illusions replacing the desolate presence of space right outside. No singular industry dominates Root Prime, with career opportunities allowing many to explore their interests without any obstacles.
There are three other settlements beside Root Prime, each smaller than their capital counterpart – though still necessary to the functioning of the colony. The Southern Vabopia Pass houses Oqrya’s Post; named after Oqrya Eiphroxi, the Skrell who founded it. It largely operates as a thoroughfare between the Capital, and the other settlements – using its proximity and launch centres to ferry materials and people across the moon. Oqrya Eiphroxi remains Magistrate of Oqrya’s Post, having done so since its establishment.
Kepler’s Belt is the largest “mining facility” turned city – and houses CosmoForge Technologies’ Headquarters within the city’s namesake region. With funding pushed by the native corporation, it has truly transformed into an industrial powerhouse, as well as a technological one thanks to the introduction of Einstein Engines, and its research and development centres. Besides Root Prime, Kepler’s Belt is considered the safest for non-Dionae, with dome technology from Einstein Engines brought to the moon as to ensure its personnel can work without hindrance.
Lastly, resting on the cusp of Canis Abyss is a Federation Science Outpost – Uvqethi. Uvqethi was founded following talks between the Nralakk Federation and the Consortium, in which the former expressed an interest in chartering the pitch-black regions of both Canis Abyss and Outos Chasm. It maintains an existence as a training facility for Federation cartographers, who often leave upon completion of their degree before being replaced with the next generation of Skrell seeking to make themselves a name.
Anu is led by Planetary Governor Lasting Memories of Oephon Uqithor – a mourning mass Argus-form. Following the death of their spouse, Oephon Uqithor, they elected to pursue politics; likely as a result of the absorption of their spouse, having tragically passed away as a result of a shuttle accident, en route to their inauguration as Planetary Governor of Anu. Though there has been criticism of the Argus’ choice to absorb the deceased politician, many decrying they should have had a State Funeral, others claim it was a necessity to ensure the memories and experiences of the Skrell would forever remain with their spouse, for as long as they may live. They remain a widower, having not remarried since the death of their spouse in 2390 CE.
Hope’s Tendrils
Colonised after Anu, in 2401 CE, Hope’s Tendrils is a somewhat developed colony of the Consortium. It has only one city present, functioning as its capital, Verdant Cascades. It is easily compared to Earth, in that it boasts similar terrestrial conditions – climate, gravity and even size. It currently operates as a “Protected World” – in which the Consortium elected to only continue operating on the planet under the objective to study its environment, as well as fauna and flora. This has resulted in most of the populace being scientists; mostly either in the fields of xenobiology, or xenobotany, but there have been reports of xenoarchaeologists making way to Hope’s Tendrils to study skeletal remains of the species – and to dive further into the history of the planet and how it has evolved to its current state. It is led by Planetary Governor Luminescent Beacon of Blossoming Radiance, having been selected for the position in 2421 CE, and has remained as such since. There have been attempts by other political parties within the Consortium's Chambers to have its protection revoked, citing it as a perfect grounds for developing a self-sufficient colony; however Consortium First has yet to budge, using their majority within the Chambers to quash any attempts, despite a significant portion of the population agreeing with the necessity to remove its protection.
Gentle Winds
Colonised by the Consortium in 2401 CE, Gentle Winds is a barren world without an atmosphere, selected by the Department of Interstellar Exploration to begin bio-organic terraforming – essentially, a planet dedicated to the study of terraforming through biological processes exhibited by the Dionae. It has three settlements, Folium, Ramus and Flos. Each is dedicated to realizing the dreams of DISE – though, each has its own missions so to speak. Folium is responsible for the production of atmospheric gasses, Ramus for harvesting minerals to fuel the terraforming initiative, and Flos for seeding life when possible. This has largely resulted in an Engineering-centric populace to exist, comprising even other species besides Dionae.
It has come far in the last six decades, thanks to strategic management by AstroTerra Enterprises. Though some processes had to be done by machinery – such as the intentional launches of ice comets in the direction of Gentle Winds – the rest has largely been completed thanks to the corporation’s ingenuity. Creating artificial gas plumes, through careful manipulation of biomass and gas bladders, a somewhat thin atmosphere has developed. This has allowed for the formation of minor lakes, and even rivers, across the landscape; it essentially digests the resources harvested by Ramus, and in turn, expels greenhouse gases that have begun to stake an existence in the skies of Gentle Winds. Flos has even begun considering the introduction of genetically modified lichens and grasses – regardless, they continue to seed the area with Nymph Nodes, which have so far been successful in instilling byproduct nutrients in the soil, increasing fertility. Terraforming of Gentle Winds is expected to be completed in 2560 CE as per its current speed, however, there have been plans to begin ramping up development on the planet.
It is led by Planetary Governor Etherial Vapors Whispering Through Nebulae, having been appointed thanks to their knowledge of standard terraforming due to their time in the Gliutip'lyaz University; in their dissertation for their doctorate, they sought to explore the usage of bio-organic terraforming as a replacement to current technology. The dissertation saw considerable praise from scientific minds in the Federation, and upon their return to the Consortium, they were requested to take point on the Gentle Winds project.