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	<id>https://wiki.distantsands.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Funnylilcreachure</id>
	<title>Distant Sands 11 - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Special:Contributions/Funnylilcreachure"/>
	<updated>2026-06-01T06:57:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Civago&amp;diff=484</id>
		<title>Civago</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Civago&amp;diff=484"/>
		<updated>2026-05-30T00:55:04Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species Infobox&lt;br /&gt;
| name = Civago&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Arthropoids&lt;br /&gt;
| subspecies = Many&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-170kg&lt;br /&gt;
| distinctive_traits = Extremely diverse, usually including:&lt;br /&gt;
* Chitinous bodies&lt;br /&gt;
* Compound eyes&lt;br /&gt;
* Antennae&lt;br /&gt;
* Insulating fur (in some species)&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Extreme diversity in subspecies&lt;br /&gt;
| lifespan = Extremely variable; 2-200 cycles&lt;br /&gt;
| homeworld = Civa&lt;br /&gt;
| habitat = Extreme cold&lt;br /&gt;
| diet = Omnivorous&lt;br /&gt;
| language = Primarily clicks and hissing; many subspecies are capable of approximating mammalian speech&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civago&#039;&#039;&#039; (Common: [sɪˈvɛɡo̞]) are a widely differentiated species of arthropods. They were introduced to interstellar civilization nearly a thousand years ago by the Kimmigan during the Foremarch, and by the time the [[Alganna Eternity]] formed, they were already civilizational partners of said Kimmigan. Today, most of them live in the various Great Houses of the Eternity, but over the centuries many have also left it for various reasons.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Civago&amp;diff=483</id>
		<title>Civago</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Civago&amp;diff=483"/>
		<updated>2026-05-30T00:26:29Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species Infobox&lt;br /&gt;
| name = Civago&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Arthropoids&lt;br /&gt;
| subspecies = Many&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-170kg&lt;br /&gt;
| distinctive_traits = Extremely diverse, always including:&lt;br /&gt;
* Chitinous bodies&lt;br /&gt;
* Compound eyes&lt;br /&gt;
* Antennae&lt;br /&gt;
* Insulating fur (in some species)&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Extreme diversity in subspecies&lt;br /&gt;
| lifespan = Extremely variable; 2-200 cycles&lt;br /&gt;
| homeworld = Civa&lt;br /&gt;
| habitat = Extreme cold&lt;br /&gt;
| diet = Omnivorous&lt;br /&gt;
| language = Primarily clicks and hissing; many subspecies are capable of approximating mammalian speech&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civago&#039;&#039;&#039; (Common: [sɪˈvɛɡo̞]) are a widely differentiated species of arthropods. They were introduced to interstellar civilization nearly a thousand years ago by the Kimmigan during the Foremarch, and by the time the [[Alganna Eternity]] formed, they were already civilizational partners of said Kimmigan. Today, most of them live in the various Great Houses of the Eternity, but over the centuries many have also left it for various reasons.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Civago&amp;diff=482</id>
		<title>Civago</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Civago&amp;diff=482"/>
		<updated>2026-05-29T22:55:28Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species Infobox&lt;br /&gt;
| name = Civago&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Arthropoids&lt;br /&gt;
| subspecies = Many&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-170kg&lt;br /&gt;
| distinctive_traits = Extremely diverse, always including:&lt;br /&gt;
* Chitinous bodies&lt;br /&gt;
* Compound eyes&lt;br /&gt;
* Antennae&lt;br /&gt;
* Insulating fur (in some species)&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Extreme diversity in subspecies&lt;br /&gt;
| lifespan = Extremely variable; 2-200 cycles&lt;br /&gt;
| homeworld = Civa&lt;br /&gt;
| habitat = Extreme cold&lt;br /&gt;
| diet = Omnivorous&lt;br /&gt;
| language = Primarily clicks and hissing; many subspecies are capable of approximating mammalian speech&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civago&#039;&#039;&#039; (Common: [sɪˈvɛɡo̞]) are a widely differentiated species of arthropods. They were introduced to interstellar civilization nearly a thousand years ago by the Kimmigan during the Foremarch, and by the time the [[Alganna Eternity]] formed, they were already civilizational partners of said Kimmigan. Today, most of them live in the various Great Houses, but over the centuries many have also left the Eternity for various reasons.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Civago&amp;diff=481</id>
		<title>Civago</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Civago&amp;diff=481"/>
		<updated>2026-05-29T22:11:35Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species Infobox&lt;br /&gt;
| name = Civago&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Arthropoids&lt;br /&gt;
| subspecies = Yeah, loads&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-170kg&lt;br /&gt;
| distinctive_traits = Psionic!&lt;br /&gt;
| lifespan = 2&lt;br /&gt;
| homeworld = Civa&lt;br /&gt;
| habitat = Warm; tropical, arid&lt;br /&gt;
| diet = You&lt;br /&gt;
| language = Unintelligible grunts and moans&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civago&#039;&#039;&#039; (Common: [sɪˈvɛɡo̞]) are a widely differentiated species of arthropods. They were introduced to interstellar civilization nearly a thousand years ago by the Kimmigan during the Foremarch, and by the time the [[Alganna Eternity]] formed, they were already civilizational partners of said Kimmigan. Today, most of them live in the various Great Houses, but over the centuries many have also left the Eternity for various reasons.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=479</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=479"/>
		<updated>2026-05-29T21:59:41Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #eaecf0; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 0.2em;&amp;quot; | [[File:{{{image|}}}|frameless|upright=1.1|center]]{{{image_caption|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 125%; font-weight: bold; background: #a9a9a9; padding: 0.2em; text-align: center;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Biological classifications&lt;br /&gt;
| {{{classification|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Designation&lt;br /&gt;
| {{{designation|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Subspecies&lt;br /&gt;
| {{{subspecies|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Physical characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Height&lt;br /&gt;
| {{{height|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Mass&lt;br /&gt;
| {{{mass|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Distinctive traits&lt;br /&gt;
| {{{distinctive_traits|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Lifespan&lt;br /&gt;
| {{{lifespan|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Socio‑cultural characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Homeworld&lt;br /&gt;
| {{{homeworld|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Habitat&lt;br /&gt;
| {{{habitat|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Diet&lt;br /&gt;
| {{{diet|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Language&lt;br /&gt;
| {{{language|}}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Civago&amp;diff=478</id>
		<title>Civago</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Civago&amp;diff=478"/>
		<updated>2026-05-29T21:48:24Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species Infobox&lt;br /&gt;
| name = Civago&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| classification = Eusocial hive animals&lt;br /&gt;
| designation = Arthropoids&lt;br /&gt;
| subspecies = Yeah, loads&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-170kg&lt;br /&gt;
| distinctive_traits = Psionic!&lt;br /&gt;
| lifespan = 2&lt;br /&gt;
| homeworld = Civa&lt;br /&gt;
| habitat = Warm; tropical, arid&lt;br /&gt;
| diet = You&lt;br /&gt;
| language = Unintelligible grunts and moans&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civago&#039;&#039;&#039; (Common: [sɪˈvɛɡo̞]) are a widely differentiated species of arthropods. They were introduced to interstellar civilization nearly a thousand years ago by the Kimmigan during the Foremarch, and by the time the [[Alganna Eternity]] formed, they were already civilizational partners of said Kimmigan. Today, most of them live in the various Great Houses, but over the centuries many have also left the Eternity for various reasons.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=477</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=477"/>
		<updated>2026-05-29T21:48:14Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #eaecf0; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 0.2em;&amp;quot; | [[File:{{{image|}}}|frameless|upright=1.1|center]]{{{image_caption|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 125%; font-weight: bold; background: #a9a9a9; padding: 0.2em; text-align: center;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
|-&lt;br /&gt;
! Biological classifications&lt;br /&gt;
| {{{classification|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Designation&lt;br /&gt;
| {{{designation|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Subspecies&lt;br /&gt;
| {{{subspecies|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Physical characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Height&lt;br /&gt;
| {{{height|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Mass&lt;br /&gt;
| {{{mass|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Distinctive traits&lt;br /&gt;
| {{{distinctive_traits|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Lifespan&lt;br /&gt;
| {{{lifespan|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Socio‑cultural characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Homeworld&lt;br /&gt;
| {{{homeworld|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Habitat&lt;br /&gt;
| {{{habitat|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Diet&lt;br /&gt;
| {{{diet|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Language&lt;br /&gt;
| {{{language|}}}&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=476</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=476"/>
		<updated>2026-05-29T21:48:01Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #eaecf0; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 0.2em;&amp;quot; | [[File:{{{image|}}}|frameless|upright=1.1|center]]{{{image_caption|}}}&lt;br /&gt;
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! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 125%; font-weight: bold; background: #a9a9a9; padding: 0.2em; text-align: center;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
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! Biological classifications&lt;br /&gt;
| {{{classification|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Designation&lt;br /&gt;
| {{{designation|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Subspecies&lt;br /&gt;
| {{{subspecies|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Physical characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Height&lt;br /&gt;
| {{{height|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Mass&lt;br /&gt;
| {{{mass|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Distinctive traits&lt;br /&gt;
| {{{distinctive_traits|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Lifespan&lt;br /&gt;
| {{{lifespan|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Socio‑cultural characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Homeworld&lt;br /&gt;
| {{{homeworld|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Habitat&lt;br /&gt;
| {{{habitat|}}}&lt;br /&gt;
|-&lt;br /&gt;
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| {{{diet|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Language&lt;br /&gt;
| {{{language|}}}&lt;br /&gt;
|}&lt;br /&gt;
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	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=475</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=475"/>
		<updated>2026-05-29T21:46:05Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #eaecf0; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 0.2em;&amp;quot; | [[File:{{{image|}}}|frameless|upright=1.1|center]]{{{image_caption|}}}&lt;br /&gt;
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! colspan=&amp;quot;2&amp;quot; style=&amp;quot;font-size: 125%; font-weight: bold; background: #a9a9a9; padding: 0.2em; text-align: center;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
|-&lt;br /&gt;
! Species&lt;br /&gt;
| {{{species|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Biological classifications&lt;br /&gt;
| {{{classification|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Designation&lt;br /&gt;
| {{{designation|}}}&lt;br /&gt;
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| {{{subspecies|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Physical characteristics&lt;br /&gt;
|-&lt;br /&gt;
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| {{{height|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Mass&lt;br /&gt;
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| {{{distinctive_traits|}}}&lt;br /&gt;
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! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Socio‑cultural characteristics&lt;br /&gt;
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! Homeworld&lt;br /&gt;
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|-&lt;br /&gt;
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| {{{habitat|}}}&lt;br /&gt;
|-&lt;br /&gt;
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| {{{diet|}}}&lt;br /&gt;
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! Language&lt;br /&gt;
| {{{language|}}}&lt;br /&gt;
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&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Civago&amp;diff=474</id>
		<title>Civago</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Civago&amp;diff=474"/>
		<updated>2026-05-29T21:04:19Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: Created page with &amp;quot;{{Species Infobox | name = Civago | image = Example.jpg | species = Civago | classification = Eusocial hive animals | designation = Arthropoids | subspecies = Yeah, loads | height = 0.9m-2.5m | mass = 14kg-170kg | distinctive_traits = Psionic! | lifespan = 2 | homeworld = Civa | habitat = Warm; tropical, arid | diet = You | language = Unintelligible grunts and moans }}  The &amp;#039;&amp;#039;&amp;#039;Civago&amp;#039;&amp;#039;&amp;#039; (Common: [sɪˈvɛɡo̞]) are a widely differentiated species of arthropods. They wer...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species Infobox&lt;br /&gt;
| name = Civago&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| species = Civago&lt;br /&gt;
| classification = Eusocial hive animals&lt;br /&gt;
| designation = Arthropoids&lt;br /&gt;
| subspecies = Yeah, loads&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-170kg&lt;br /&gt;
| distinctive_traits = Psionic!&lt;br /&gt;
| lifespan = 2&lt;br /&gt;
| homeworld = Civa&lt;br /&gt;
| habitat = Warm; tropical, arid&lt;br /&gt;
| diet = You&lt;br /&gt;
| language = Unintelligible grunts and moans&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Civago&#039;&#039;&#039; (Common: [sɪˈvɛɡo̞]) are a widely differentiated species of arthropods. They were introduced to interstellar civilization nearly a thousand years ago by the Kimmigan during the Foremarch, and by the time the [[Alganna Eternity]] formed, they were already civilizational partners of said Kimmigan. Today, most of them live in the various Great Houses, but over the centuries many have also left the Eternity for various reasons.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=472</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=472"/>
		<updated>2026-05-29T20:51:07Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
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|+ style=&amp;quot;font-size: 125%; font-weight: bold; background: #a9a9a9; padding: 0.2em; text-align: center;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
! Species&lt;br /&gt;
| {{{species|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Biological classifications&lt;br /&gt;
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|-&lt;br /&gt;
! Designation&lt;br /&gt;
| {{{designation|}}}&lt;br /&gt;
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| {{{subspecies|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Physical characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Height&lt;br /&gt;
| {{{height|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Mass&lt;br /&gt;
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| {{{distinctive_traits|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Lifespan&lt;br /&gt;
| {{{lifespan|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Socio‑cultural characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Homeworld&lt;br /&gt;
| {{{homeworld|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Habitat&lt;br /&gt;
| {{{habitat|}}}&lt;br /&gt;
|-&lt;br /&gt;
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| {{{diet|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Language&lt;br /&gt;
| {{{language|}}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
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	}&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/templatedata&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=471</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=471"/>
		<updated>2026-05-29T20:48:56Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #eaecf0; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 125%; font-weight: bold; background: #a9a9a9; padding: 0.2em; text-align: center;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 0.2em;&amp;quot; | [[File:{{{image|}}}|frameless|upright=1.1|center]]{{{image_caption|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Species&lt;br /&gt;
| {{{species|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Biological classifications&lt;br /&gt;
| {{{classification|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Designation&lt;br /&gt;
| {{{designation|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Subspecies&lt;br /&gt;
| {{{subspecies|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Physical characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Height&lt;br /&gt;
| {{{height|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Mass&lt;br /&gt;
| {{{mass|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Distinctive traits&lt;br /&gt;
| {{{distinctive_traits|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Lifespan&lt;br /&gt;
| {{{lifespan|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Socio‑cultural characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Homeworld&lt;br /&gt;
| {{{homeworld|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Habitat&lt;br /&gt;
| {{{habitat|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Diet&lt;br /&gt;
| {{{diet|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Language&lt;br /&gt;
| {{{language|}}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
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&amp;lt;/templatedata&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=470</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=470"/>
		<updated>2026-05-29T20:47:14Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #eaecf0; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 125%; font-weight: bold; background: #a9a9a9; padding: 0.2em; text-align: center;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 0.2em;&amp;quot; | [[File:{{{image|}}}|frameless|upright=1.1|center]]{{{image_caption|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Species&lt;br /&gt;
| {{{species|}}}&lt;br /&gt;
|-&lt;br /&gt;
! [[Biological classification]]s&lt;br /&gt;
| {{{classification|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Designation&lt;br /&gt;
| {{{designation|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Subspecies&lt;br /&gt;
| {{{subspecies|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Physical characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Height&lt;br /&gt;
| {{{height|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Mass&lt;br /&gt;
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! Distinctive traits&lt;br /&gt;
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! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Socio‑cultural characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Homeworld&lt;br /&gt;
| {{{homeworld|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Habitat&lt;br /&gt;
| {{{habitat|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Diet&lt;br /&gt;
| {{{diet|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Language&lt;br /&gt;
| {{{language|}}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
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&amp;lt;/templatedata&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=469</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=469"/>
		<updated>2026-05-29T20:46:06Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
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&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #eaecf0; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em;&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
! Species&lt;br /&gt;
| {{{species|}}}&lt;br /&gt;
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! Designation&lt;br /&gt;
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! Subspecies&lt;br /&gt;
| {{{subspecies|}}}&lt;br /&gt;
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! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Physical characteristics&lt;br /&gt;
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| {{{mass|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Distinctive traits&lt;br /&gt;
| {{{distinctive_traits|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Lifespan&lt;br /&gt;
| {{{lifespan|}}}&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; | Socio‑cultural characteristics&lt;br /&gt;
|-&lt;br /&gt;
! Homeworld&lt;br /&gt;
| {{{homeworld|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Habitat&lt;br /&gt;
| {{{habitat|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Diet&lt;br /&gt;
| {{{diet|}}}&lt;br /&gt;
|-&lt;br /&gt;
! Language&lt;br /&gt;
| {{{language|}}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
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		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=468</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=468"/>
		<updated>2026-05-29T20:39:42Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #eaecf0; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 125%; font-weight: bold; background: #d9e5f0; padding: 0.2em; text-align: center;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
{{#if:{{{image|}}}&lt;br /&gt;
| {{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 0.2em;&amp;quot; {{!}} [[File:{{{image}}}|frameless|upright=1.1|center]]{{#if:{{{image_caption|}}}|&amp;lt;br /&amp;gt;{{{image_caption}}}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{species|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Species&lt;br /&gt;
{{!}} {{{species}}}&lt;br /&gt;
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{{#if:{{{classification|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
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{{!}} {{{classification}}}&lt;br /&gt;
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{{#if:{{{designation|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Designation&lt;br /&gt;
{{!}} {{{designation}}}&lt;br /&gt;
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{{#if:{{{subspecies|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
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{{!}} {{{subspecies}}}&lt;br /&gt;
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{{#if:{{{height|}}}{{{mass|}}}{{{distinctive_traits|}}}{{{lifespan|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; {{!}} Physical characteristics&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{height|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Height&lt;br /&gt;
{{!}} {{{height}}}&lt;br /&gt;
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{{#if:{{{mass|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
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{{!}} {{{mass}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{distinctive_traits|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
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{{!}} {{{distinctive_traits}}}&lt;br /&gt;
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{{#if:{{{lifespan|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
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{{!}} {{{lifespan}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{homeworld|}}}{{{habitat|}}}{{{diet|}}}{{{language|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; {{!}} Socio‑cultural characteristics&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{homeworld|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Homeworld&lt;br /&gt;
{{!}} {{{homeworld}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{habitat|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Habitat&lt;br /&gt;
{{!}} {{{habitat}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{diet|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
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{{!}} {{{diet}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{language|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
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{{!}} {{{language}}}&lt;br /&gt;
}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
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		&amp;quot;image_caption&amp;quot;: {},&lt;br /&gt;
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		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=467</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=467"/>
		<updated>2026-05-29T20:39:22Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;wikitext&lt;br /&gt;
&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #eaecf0; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;font-size: 125%; font-weight: bold; background: #d9e5f0; padding: 0.2em; text-align: center;&amp;quot; | {{{name|{{PAGENAME}}}}}&lt;br /&gt;
{{#if:{{{image|}}}&lt;br /&gt;
| {{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 0.2em;&amp;quot; {{!}} [[File:{{{image}}}|frameless|upright=1.1|center]]{{#if:{{{image_caption|}}}|&amp;lt;br /&amp;gt;{{{image_caption}}}}}&lt;br /&gt;
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{{#if:{{{species|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Species&lt;br /&gt;
{{!}} {{{species}}}&lt;br /&gt;
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{{#if:{{{classification|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! [[Biological classification]]s&lt;br /&gt;
{{!}} {{{classification}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{designation|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Designation&lt;br /&gt;
{{!}} {{{designation}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{subspecies|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Subspecies&lt;br /&gt;
{{!}} {{{subspecies}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{height|}}}{{{mass|}}}{{{distinctive_traits|}}}{{{lifespan|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; {{!}} Physical characteristics&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{height|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Height&lt;br /&gt;
{{!}} {{{height}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{mass|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Mass&lt;br /&gt;
{{!}} {{{mass}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{distinctive_traits|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Distinctive traits&lt;br /&gt;
{{!}} {{{distinctive_traits}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{lifespan|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Lifespan&lt;br /&gt;
{{!}} {{{lifespan}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{homeworld|}}}{{{habitat|}}}{{{diet|}}}{{{language|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot; {{!}} Socio‑cultural characteristics&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{homeworld|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Homeworld&lt;br /&gt;
{{!}} {{{homeworld}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{habitat|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Habitat&lt;br /&gt;
{{!}} {{{habitat}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{diet|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Diet&lt;br /&gt;
{{!}} {{{diet}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{language|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! Language&lt;br /&gt;
{{!}} {{{language}}}&lt;br /&gt;
}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;templatedata&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
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&amp;lt;/templatedata&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=466</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=466"/>
		<updated>2026-05-29T20:36:25Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
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&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;table class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #eaecf0; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em;&amp;quot;&amp;gt;&lt;br /&gt;
  &amp;lt;tr style=&amp;quot;background: #d9e5f0; text-align: center;&amp;quot;&amp;gt;&lt;br /&gt;
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  {{#if:{{{image|}}}&lt;br /&gt;
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      &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 0.2em;&amp;quot;&amp;gt;[[File:{{{image}}}|frameless|upright=1.1|center]]{{#if:{{{image_caption|}}}|&amp;lt;br /&amp;gt;{{{image_caption}}}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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      &amp;lt;th style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;Species&amp;lt;/th&amp;gt;&lt;br /&gt;
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  }}&lt;br /&gt;
  {{#if:{{{classification|}}}&lt;br /&gt;
  | &amp;lt;tr&amp;gt;&lt;br /&gt;
      &amp;lt;th style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;[[Biological classification]]s&amp;lt;/th&amp;gt;&lt;br /&gt;
      &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{{classification}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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  }}&lt;br /&gt;
  {{#if:{{{designation|}}}&lt;br /&gt;
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      &amp;lt;th style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;Designation&amp;lt;/th&amp;gt;&lt;br /&gt;
      &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{{designation}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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  {{#if:{{{subspecies|}}}&lt;br /&gt;
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      &amp;lt;th style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;Subspecies&amp;lt;/th&amp;gt;&lt;br /&gt;
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  {{#if:{{{height|}}}{{{mass|}}}{{{distinctive_traits|}}}{{{lifespan|}}}&lt;br /&gt;
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  {{#if:{{{height|}}}&lt;br /&gt;
  | &amp;lt;tr&amp;gt;&lt;br /&gt;
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  {{#if:{{{distinctive_traits|}}}&lt;br /&gt;
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      &amp;lt;th style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;Distinctive traits&amp;lt;/th&amp;gt;&lt;br /&gt;
      &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{{distinctive_traits}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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  }}&lt;br /&gt;
  {{#if:{{{lifespan|}}}&lt;br /&gt;
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      &amp;lt;th style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;Lifespan&amp;lt;/th&amp;gt;&lt;br /&gt;
      &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{{lifespan}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
     &amp;lt;/tr&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
  {{#if:{{{homeworld|}}}{{{habitat|}}}{{{diet|}}}{{{language|}}}&lt;br /&gt;
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      &amp;lt;th colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #a9a9a9; text-align: center;&amp;quot;&amp;gt;Socio‑cultural characteristics&amp;lt;/th&amp;gt;&lt;br /&gt;
     &amp;lt;/tr&amp;gt;&lt;br /&gt;
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  {{#if:{{{homeworld|}}}&lt;br /&gt;
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  {{#if:{{{habitat|}}}&lt;br /&gt;
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  {{#if:{{{diet|}}}&lt;br /&gt;
  | &amp;lt;tr&amp;gt;&lt;br /&gt;
      &amp;lt;th style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;Diet&amp;lt;/th&amp;gt;&lt;br /&gt;
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     &amp;lt;/tr&amp;gt;&lt;br /&gt;
  }}&lt;br /&gt;
  {{#if:{{{language|}}}&lt;br /&gt;
  | &amp;lt;tr&amp;gt;&lt;br /&gt;
      &amp;lt;th style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;Language&amp;lt;/th&amp;gt;&lt;br /&gt;
      &amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;{{{language}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/table&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species&amp;diff=465</id>
		<title>Template:Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species&amp;diff=465"/>
		<updated>2026-05-29T20:34:54Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
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      &amp;lt;th style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;Species&amp;lt;/th&amp;gt;&lt;br /&gt;
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  }}&lt;br /&gt;
  {{#if:{{{classification|}}}&lt;br /&gt;
  | &amp;lt;tr&amp;gt;&lt;br /&gt;
      &amp;lt;th style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;[[Biological classification]]s&amp;lt;/th&amp;gt;&lt;br /&gt;
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  {{#if:{{{height|}}}&lt;br /&gt;
  | &amp;lt;tr&amp;gt;&lt;br /&gt;
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  }}&lt;br /&gt;
  {{#if:{{{language|}}}&lt;br /&gt;
  | &amp;lt;tr&amp;gt;&lt;br /&gt;
      &amp;lt;th style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;Language&amp;lt;/th&amp;gt;&lt;br /&gt;
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&amp;lt;/table&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
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		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=464</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=464"/>
		<updated>2026-05-29T20:32:23Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
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&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #eaecf0; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em; padding: 0.2em;&amp;quot;&lt;br /&gt;
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{{#if:{{{species|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
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{{!}} {{{species}}}&lt;br /&gt;
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{{!}}-&lt;br /&gt;
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		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=463</id>
		<title>Template:Species Infobox</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Template:Species_Infobox&amp;diff=463"/>
		<updated>2026-05-29T20:21:22Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: Created page with &amp;quot;wikitext &amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; style=&amp;quot;width: 22em; background: #f9f9f9; font-size: 88%; line-height: 1.5em; border: 1px solid #aaa; border-collapse: collapse; clear: right; float: right; margin: 0.5em 0 1em 1em; padding: 0.2em;&amp;quot; |+ style=&amp;quot;font-size: 125%; font-weight: bold; background: #d9e5f0; padding: 0.2em; text-align: center;&amp;quot; | {{{name|{{PAGENAME}}}}} {{#if:{{{image|}}} | {{!}} colspan=&amp;quot;2&amp;quot; style=&amp;quot;text-align: center; padding: 0.2em;&amp;quot; {{!}} File:{{{image}}...&amp;quot;&lt;/p&gt;
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}}&lt;br /&gt;
{{#if:{{{homeworld|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; {{!}} Homeworld&lt;br /&gt;
{{!}} style=&amp;quot;vertical-align: top;&amp;quot; {{!}} {{{homeworld}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{habitat|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; {{!}} Habitat&lt;br /&gt;
{{!}} style=&amp;quot;vertical-align: top;&amp;quot; {{!}} {{{habitat}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{diet|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; {{!}} Diet&lt;br /&gt;
{{!}} style=&amp;quot;vertical-align: top;&amp;quot; {{!}} {{{diet}}}&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{language|}}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
! style=&amp;quot;vertical-align: top;&amp;quot; {{!}} Language&lt;br /&gt;
{{!}} style=&amp;quot;vertical-align: top;&amp;quot; {{!}} {{{language}}}&lt;br /&gt;
}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Documentation}}&lt;br /&gt;
&amp;lt;!-- Add usage examples and parameter descriptions below --&amp;gt;&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=452</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=452"/>
		<updated>2026-05-28T17:33:55Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Kinthrith Sparald|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity is a union of autocratic Great Houses. It&#039;s the largest, most populous, and most militarily powerful known galactic power, as well as one of the oldest, but its internal divisions and slow momentum restrict its ambitions. &lt;br /&gt;
== Overview ==&lt;br /&gt;
Order. Merit. Hierarchy. High culture. The Alganna Eternity stands for these things more than anything else. Their story in space spans millenia, and its existence in more or less its current form is over five hundred years old. The Eternity has had remarkable success, though it hasn&#039;t been rapid. From a roving and fractious fleet of desperate refugees has grown the galactic bastion of law and trade and stability. It&#039;s the Eternity that guards commerce routes from piracy; the Eternity that created the lingua franca known as Galactic Common (although they mostly speak a slightly older version of it); the Eternity that enlightens primitive peoples and brings them to the stars; the Eternity that will, as its name implies, outlast all else. That is at least the view of its patriots.&lt;br /&gt;
&lt;br /&gt;
The Eternity&#039;s interest in the newly-opened dark region stems from the fact that it was founded by a people that was originally from this area of space, specifically the planet Alba. When disaster struck their world, several hundred thousand inhabitants fled on a centuries-long sublight journey referred to reverentially as the Foremarch. This journey occupies a significant amount of cultural space as a time of legendary figures and deep tragedies and great deeds of heroism. As such, the planet Alba is regarded almost religiously as a sacred world, not to be touched by the new colonization efforts of outsiders. Other sites that the fleet is known to have passed through are also considered off-limits, but Alba is of particular importance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year Foremarch this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. &lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
However, in light of the hardships of the Foremarch and the flexibility required to face its challenges, Kimmigan society also is paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
The state, and by extension much of the nobility, has a high level of interest in artistic and archaeological pursuits. As obsessed as the Eternity is with stability and durability over time, the study of galactic history is of prime importance; the Eternity deeply wants to understand or in some cases dictate its place in the story of civilization. Civilization itself is also seen as incomplete or pointless without art and beauty and luxury, and those nobles who can&#039;t or won&#039;t practice artistry themselves at least frequently act as patrons of the arts.&lt;br /&gt;
&lt;br /&gt;
The code of laws is not terribly arcane nor extensive, but some consider the punishments themselves draconian. Most minor offenses (such as vandalism or disrespect for a superior) are punished with public humiliation such as public switching. Medium-level offenses (such as theft or assault) are given corporal punishment such as scarification or branding, typically of the face, as well as sometimes a reduction in rank where applicable. High-level offenses (such as murder or rape) are typically either given a straightforward execution or a period of exile depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Eternalism ===&lt;br /&gt;
There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. However, one of the unifying aspects is its state religion, The Eternal Cycle, or Eternalism. This is a the philosophical and moral belief system more than it is a zealous faith; a cultural framework that shapes behavior, governance, and long-term thinking. The Empire acknowledges their deities quietly, treating them as natural forces rather than objects of devotion. The system is inherently syncretic, lacking a single fixed structure or universal all-encompassing interpretation. While the traditional Kimmigan Divine Seven are recognized as the pre-eminent deities of Eternalism, the religion isn&#039;t practiced to the exclusion of all others. Local alien gods are absorbed into this framework in different ways at different places, rather than having their existence denied.&lt;br /&gt;
&lt;br /&gt;
Eternalism posits that life exists perpetually within cycles of reincarnation. One&#039;s actions in life determine their place in the next. Upon death, souls enter a chaotic realm between life and death, where they are reshaped by the various gods according to what they have proven themselves to be. Strength and consistency in one life are rewarded with further strengths in the next. Reincarnation is not reward or punishment, but continuation under pressure, where each life refines or erodes the next. Failure is not precisely sin, only an inability to endure hardship, and failure attracts further unsuitedness. Those defined by inaction or collapse may lose continuity entirely.&lt;br /&gt;
&lt;br /&gt;
=== Galactic Common ===&lt;br /&gt;
Given the Eternity&#039;s history as a multispecies empire, a lingua franca was developed centuries ago which internally is referred to as [[Tradespeech]], but which most of the galaxy knows as Galactic Common. The dialect of this language spoken in the Eternity is somewhat different from outside of it, and comes across as more archaic or purist or dramatic, having taken very few loanwords from non-Eternity languages. One example is that in Tradespeech, the -ed suffix is frequently fully pronounced, e.g. &#039;laughed&#039; is &#039;laugh-ed.&#039; There are many differences in vocabulary, and so many members of the Eternity make an effort to speak the more widespread Galactic Common out of politeness.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Eternity&#039;s long history in space has brought them to the cutting edge of many technologies, but their actual development rate is slower than that of other powers. However, they currently exist roughly on par technologically with the Directorate, although they typically arrived at the same or a similar technology through a different path and also typically apply it differently. &lt;br /&gt;
==== Discohesionizer (Motemelter) ====&lt;br /&gt;
The default and most widespread form of lethal weaponry, whether for craft or infantry, is known outside the Eternity as a discohesionizer. It disrupts the molecular bonds of its target, leading to rapid dis-integration. The most effective defense against a discohesionizer is to use incredibly dense materials for armor.&lt;br /&gt;
&lt;br /&gt;
==== Axonic Weaponry (Nerveblaster) ====&lt;br /&gt;
For non-lethal handheld weapons, the Eternity uses axonic weapons either at range or in melee. Axonic weapons target the axons of the nervous system of the target by either activating (in the case of axonic activators) or disabling (in the case of axonic disablers) the nerves directly, causing either a temporary seizure or the simple collapse of the target. While incredibly painful, recovery from the effects of an axonic weapon is usually complete in a matter of minutes.&lt;br /&gt;
&lt;br /&gt;
==== Imagizer (Shimmershade) ====&lt;br /&gt;
Essentially sophisticated holographic projections. &lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power it knew of. Instead, its Great Houses have sparred with one another in a series of vicious conflicts that have at times advanced and at times held back their technological development. &lt;br /&gt;
== Economy ==&lt;br /&gt;
The economy of the Alganna Eternity is broad and varied, but strong. Most manual labor has been automated by non-humanoid and non-sentient machines. &lt;br /&gt;
== Current Relations ==&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Human&amp;diff=415</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Human&amp;diff=415"/>
		<updated>2026-05-22T00:10:01Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
&lt;br /&gt;
Humanity are a common people in known space, originating from Earth in the Sol system. They are notable for adaptability, hardiness and and a tendency to be obsessed with creating or finding an identity. While human government is not a notable presence in the galactic stage, human spacers have spread far and wide and possess a good reputation in nearly all parts of space.&lt;br /&gt;
=== Physical Description ===&lt;br /&gt;
Humans are upright hominids with sparse body hair with notable growth on their heads, the groins and underarms, and on the faces of males. Humans have distinct primary and secondary sexual characteristics that divide their males and females. They are plantigrade, have five toes on their feet, and five fingers on their hands. Their bodies bias towards symmetry. Humans are notable for good eyesight and a highly developed olfactory sense and come in a number of skintones. In the modern era. Humans are particularly notable for taking advantage of their exposed skin for bodily decorations and dyes.&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
Unlike Feni, modern humans are descended from the single species Homo Sapiens Sapiens with small admixtures from now-extinct close relatives. This single species has split somewhat ever since attaining FTL capability, and now includes:&lt;br /&gt;
* &#039;&#039;&#039;Terran&#039;&#039;&#039; The most common and the terrestrially evolved state of humanity.&lt;br /&gt;
* &#039;&#039;&#039;Voidborn&#039;&#039;&#039; Due to the rapid expansion humanity underwent, a vast number of humans have spent generations away from gravity&#039;s pull, leading to a morphology of fragile-boned, long, lanky humans with large eyes, with more dexterous feet and water-retaining skin. While not universal, a common variation in the population are returned tails from their former rare vestigial form and more developed sinuses for easier navigation in the scent-rich environments that often lack strong light sources.&lt;br /&gt;
* &#039;&#039;&#039;Transhuman&#039;&#039;&#039; While any species can be splicers, humans are particularly common to have entire populations heavily spliced and altered to fit environments, in humanity these are known as transhumans. Some of these are in the pursuit of identity, some are adaptations to highly diverse environments. In some cases, these human can resemble other species, in others, they seem so morphic it is hard to qualify them in relation to known life. Humans pursuit of individual identity has led to a remarkable diversity in the broad transhuman population.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Humanity is composed of a single undifferentiated species, having out-competed every closely related species on its homeworld of Earth in very distant prehistory. Human society on Earth throughout history took on a very broad and diverse range of societal and political models, although over the past four centuries it&#039;s mostly solidified into one of three main models:&lt;br /&gt;
# Representative democracy with limited market controls&lt;br /&gt;
# Syndicalist corporatocracy; rule by economic entities&lt;br /&gt;
# Dictatorship by central committee (now largely defunct on Earth itself)&lt;br /&gt;
&lt;br /&gt;
Humanity&#039;s history in space only truly started halfway through the 20th century, when a small, wayward expedition craft of [[Alganna Eternity|The Alganna Eternity]] suffered a malfunction and was downed over the North American continent with all hands lost. The major powers of the time launched into a fast-paced race against one another towards the stars, and the alien technology was disseminated mostly through espionage and sometimes direct (though small-scale) conflicts. By the year 2000, the three major human powers had established their first extraplanetary bases on Earth&#039;s moon; in 2015, the fourth planet of their system (Mars) also received its first human settlers and was in the early stages of terraformation. And by 2040, the first human extrasolar colony ships arrived at Proxima Centauri, beyond easy contact with home. It was only in 2055 when one of those three main powers succumbed to its own inefficiencies and collapsed both politically and economically. The two remaining blocs, in trying to take advantage of the opening, soon found themselves engaged in several proxy wars against each other. The United Nations, a multinational peacekeeping organization, tried and failed to keep the fighting on Earth through the formation of the UN Space Affairs Committee.&lt;br /&gt;
&lt;br /&gt;
Unknown to Sol at this point, human contact with living aliens had already happened. A scout ship of [[Ruz&#039;kahni Directorate|The Ruz&#039;kahni Directorate]] had found the humans of the Proxima Centauri colonies blissfully unaware of the chaos on their homeworld, and in 2063 the Directorate&#039;s first purpose-built first contact team arrived to a Sol system in chaos. The Feni approached the issue systematically by first approaching the colonists of the hydrogen and helium extraction operations centered on the gas giant Jupiter and its moons, then moved inwards towards the asteroid belt mining stations, and then Mars. Piece by piece, the fighting gave way to ceasefires in astonishment that aliens, humans found, were not only real, but closely resembled their most beloved species of pet. &lt;br /&gt;
&lt;br /&gt;
Peace did not mean cohesion, however. The UNSAC claimed some degree of control over human colonies, but its power was obviously limited by the willingness of the member states back on Earth, which were now highly engaged in trying to maneuver for whatever advantage they could from the Directorate. As the diplomacy exposed how deeply the political enmity ran to the first contact party, the Directorate eventually resolved to offer either sanctuary or aid to any humans willing to leave their political divisions within their home system, which was received with more enthusiasm than had been expected.&lt;br /&gt;
&lt;br /&gt;
Over the following decades, humans spread throughout the stars, and mostly either became Directorate citizens or have founded independent colonies. Earth itself over the next two centuries became an object of history; a world with its resources depleted and its divisions too deep to meaningfully overcome. The Sol system has largely remained at peace, even if it&#039;s an uneasy one, but the powers on it were never able to gain the level of control over humanity&#039;s extrasolar colonies as they retain over their colonies within the Sol system. There is thus no central human government, and almost all human colonies remain independent to this day.&lt;br /&gt;
&lt;br /&gt;
=== Society ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Human&amp;diff=414</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Human&amp;diff=414"/>
		<updated>2026-05-22T00:08:12Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
&lt;br /&gt;
Humanity are a common people in known space, originating from Earth in the Sol system. They are notable for adaptability, hardiness and and a tendency to be obsessed with creating or finding an identity. While human government is not a notable presence in the galactic stage, human spacers have spread far and wide and possess a good reputation in nearly all parts of space.&lt;br /&gt;
=== Physical Description ===&lt;br /&gt;
Humans are upright hominids with sparse body hair with notable growth on their heads, the groins and underarms, and on the faces of males. Humans have distinct primary and secondary sexual characteristics that divide their males and females. They are plantigrade, have five toes on their feet, and five fingers on their hands. Their bodies bias towards symmetry. Humans are notable for good eyesight and a highly developed olfactory sense and come in a number of skintones. In the modern era. Humans are particularly notable for taking advantage of their exposed skin for bodily decorations and dyes.&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
Unlike Feni, modern humans are descended from the single species Homo Sapiens Sapiens with small admixtures from now-extinct close relatives. This single species has split somewhat ever since attaining FTL capability, and now includes:&lt;br /&gt;
* &#039;&#039;&#039;Terran&#039;&#039;&#039; The most common and the terrestrially evolved state of humanity.&lt;br /&gt;
* &#039;&#039;&#039;Voidborn&#039;&#039;&#039; Due to the rapid expansion humanity underwent, a vast number of humans have spent generations away from gravity&#039;s pull, leading to a morphology of fragile-boned, long, lanky humans with large eyes, with more dexterous feet and water-retaining skin. While not universal, a common variation in the population are returned tails from their former rare vestigial form and more developed sinuses for easier navigation in the scent-rich environments that often lack strong light sources.&lt;br /&gt;
* &#039;&#039;&#039;Transhuman&#039;&#039;&#039; While any species can be splicers, humans are particularly common to have entire populations heavily spliced and altered to fit environments, in humanity these are known as transhumans. Some of these are in the pursuit of identity, some are adaptations to highly diverse environments. In some cases, these human can resemble other species, in others, they seem so morphic it is hard to qualify them in relation to known life. Humans pursuit of individual identity has led to a remarkable diversity in the broad transhuman population.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Humanity is curiously composed of a single undifferentiated species, having out-competed every closely related species on its homeworld of Earth in very distant prehistory. Human society on Earth throughout history took on a very broad and diverse range of societal and political models, although over the past four centuries it&#039;s mostly solidified into one of three main models:&lt;br /&gt;
# Representative democracy with limited market controls&lt;br /&gt;
# Syndicalist corporatocracy; rule by economic entities&lt;br /&gt;
# Dictatorship by central committee (now largely defunct on Earth itself)&lt;br /&gt;
&lt;br /&gt;
Humanity&#039;s history in space only truly started halfway through the 20th century, when a small, wayward expedition craft of [[Alganna Eternity|The Alganna Eternity]] suffered a malfunction and was downed over the North American continent with all hands lost. The major powers of the time launched into a fast-paced race against one another towards the stars, and the alien technology was disseminated mostly through espionage and sometimes direct (though small-scale) conflicts. By the year 2000, the three major human powers had established their first extraplanetary bases on Earth&#039;s moon; in 2015, the fourth planet of their system (Mars) also received its first human settlers and was in the early stages of terraformation. And by 2040, the first human extrasolar colony ships arrived at Proxima Centauri, beyond easy contact with home. It was only in 2055 when one of those three main powers succumbed to its own inefficiencies and collapsed both politically and economically. The two remaining blocs, in trying to take advantage of the opening, soon found themselves engaged in several proxy wars against each other. The United Nations, a multinational peacekeeping organization, tried and failed to keep the fighting on Earth through the formation of the UN Space Affairs Committee.&lt;br /&gt;
&lt;br /&gt;
Unknown to Sol at this point, human contact with living aliens had already happened. A scout ship of [[Ruz&#039;kahni Directorate|The Ruz&#039;kahni Directorate]] had found the humans of the Proxima Centauri colonies blissfully unaware of the chaos on their homeworld, and in 2063 the Directorate&#039;s first purpose-built first contact team arrived to a Sol system in chaos. The Feni approached the issue systematically by first approaching the colonists of the hydrogen and helium extraction operations centered on the gas giant Jupiter and its moons, then moved inwards towards the asteroid belt mining stations, and then Mars. Piece by piece, the fighting gave way to ceasefires in astonishment that aliens, humans found, were not only real, but closely resembled their most beloved species of pet. &lt;br /&gt;
&lt;br /&gt;
Peace did not mean cohesion, however. The UNSAC claimed some degree of control over human colonies, but its power was obviously limited by the willingness of the member states back on Earth, which were now highly engaged in trying to maneuver for whatever advantage they could from the Directorate. As the diplomacy exposed how deeply the political enmity ran to the first contact party, the Directorate eventually resolved to offer either sanctuary or aid to any humans willing to leave their political divisions within their home system, which was received with more enthusiasm than had been expected.&lt;br /&gt;
&lt;br /&gt;
Over the following decades, humans spread throughout the stars, and mostly either became Directorate citizens or have founded independent colonies. Earth itself over the next two centuries became an object of history; a world with its resources depleted and its divisions too deep to meaningfully overcome. The Sol system has largely remained at peace, even if it&#039;s an uneasy one, but the powers on it were never able to gain the level of control over humanity&#039;s extrasolar colonies as they retain over their colonies within the Sol system. There is thus no central human government, and almost all human colonies remain independent to this day.&lt;br /&gt;
&lt;br /&gt;
=== Society ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Human&amp;diff=413</id>
		<title>Human</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Human&amp;diff=413"/>
		<updated>2026-05-22T00:01:41Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
&lt;br /&gt;
Humanity are a common people in known space, originating from Earth in the Sol system. They are notable for adaptability, hardiness and and a tendency to be obsessed with creating or finding an identity. While human government is not a notable presence in the galactic stage, human spacers have spread far and wide and possess a good reputation in nearly all parts of space.&lt;br /&gt;
=== Physical Description ===&lt;br /&gt;
Humans are upright hominids with sparse body hair with notable growth on their heads, the groins and underarms, and on the faces of males. Humans have distinct primary and secondary sexual characteristics that divide their males and females. They are plantigrade, have five toes on their feet, and five fingers on their hands. Their bodies bias towards symmetry. Humans are notable for good eyesight and a highly developed olfactory sense and come in a number of skintones. In the modern era. Humans are particularly notable for taking advantage of their exposed skin for bodily decorations and dyes.&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
Unlike Feni, modern humans are descended from the single species Homo Sapiens Sapiens with small admixtures from now-extinct close relatives. This single species has split somewhat ever since attaining FTL capability, and now includes:&lt;br /&gt;
* &#039;&#039;&#039;Terran&#039;&#039;&#039; The most common and the terrestrially evolved state of humanity.&lt;br /&gt;
* &#039;&#039;&#039;Voidborn&#039;&#039;&#039; Due to the rapid expansion humanity underwent, a vast number of humans have spent generations away from gravity&#039;s pull, leading to a morphology of fragile-boned, long, lanky humans with large eyes, with more dexterous feet and water-retaining skin. While not universal, a common variation in the population are returned tails from their former rare vestigial form and more developed sinuses for easier navigation in the scent-rich environments that often lack strong light sources.&lt;br /&gt;
* &#039;&#039;&#039;Transhuman&#039;&#039;&#039; While any species can be splicers, humans are particularly common to have entire populations heavily spliced and altered to fit environments, in humanity these are known as transhumans. Some of these are in the pursuit of identity, some are adaptations to highly diverse environments. In some cases, these human can resemble other species, in others, they seem so morphic it is hard to qualify them in relation to known life. Humans pursuit of individual identity has led to a remarkable diversity in the broad transhuman population.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Humanity is curiously composed of a single undifferentiated species, having out-competed every closely related species on its homeworld of Earth in very distant prehistory. Human society on Earth throughout history took on a very broad and diverse range of societal and political models, although over the past four centuries it&#039;s mostly solidified into one of three main models:&lt;br /&gt;
# Representative democracy with limited market controls&lt;br /&gt;
# Syndicalist corporatocracy; rule by economic entities&lt;br /&gt;
# Dictatorship by central committee (now largely defunct on Earth itself)&lt;br /&gt;
&lt;br /&gt;
Humanity&#039;s history in space only truly started halfway through the 20th century, when a small, wayward expedition craft of [[Alganna Eternity|The Alganna Eternity]] suffered a malfunction and was downed over the North American continent with all hands lost. The major powers of the time launched into a fast-paced race against one another towards the stars, and the alien technology was disseminated mostly through espionage and sometimes direct (though small-scale) conflicts. By the year 2000, the three major human powers had established their first extraplanetary bases on Earth&#039;s moon; in 2015, the fourth planet of their system (Mars) also received its first human settlers and was in the early stages of terraformation. And by 2040, the first human extrasolar colony ships arrived at Proxima Centauri, beyond easy contact with home. It was only in 2055 when one of those three main powers succumbed to its own inefficiencies and collapsed both politically and economically. The two remaining blocs, in trying to take advantage of the opening, soon found themselves engaged in several proxy wars against each other. The United Nations, a multinational peacekeeping organization, tried and failed to keep the fighting on Earth through the formation of the UN Space Affairs Committee.&lt;br /&gt;
&lt;br /&gt;
Unknown to Sol at this point, human contact with living aliens had already happened. A scout ship of [[Ruz&#039;kahni Directorate|The Ruz&#039;kahni Directorate]] had found the humans of the Proxima Centauri colonies blissfully unaware of the chaos on their homeworld, and in 2063 the Directorate&#039;s first purpose-built first contact team arrived to a Sol system in chaos. The Feni approached the issue systematically by first approaching the colonists of the hydrogen and helium extraction operations centered on the gas giant Jupiter and its moons, then moved inwards towards the asteroid belt mining stations, and then Mars. Piece by piece, the fighting gave way to ceasefires in astonishment that aliens, humans found, were not only real, but closely resembled their most beloved species of pet. &lt;br /&gt;
&lt;br /&gt;
Peace did not mean cohesion, however. The UNSAC claimed some degree of control over human colonies, but its power was obviously limited by the willingness of the member states back on Earth, which were now highly engaged in trying to maneuver for whatever advantage they could from the Directorate. As the diplomacy exposed how deeply the political enmity ran to the first contact party, the Directorate eventually resolved to offer either sanctuary or aid to any humans willing to leave their political divisions within their home system, which was received with more enthusiasm than had been expected.&lt;br /&gt;
&lt;br /&gt;
Over the following decades, humans spread throughout the galaxy, and mostly either became Directorate citizens or have founded independent colonies. Earth itself over the next two centuries became an object of history; a world with its resources depleted and its divisions too deep to meaningfully overcome. The Sol system has largely remained at peace, even if it&#039;s an uneasy one, but the powers on it were never able to gain the level of control over humanity&#039;s extrasolar colonies as they retain over their colonies within the Sol system. There is thus no central human government, and almost all human colonies remain independent to this day.&lt;br /&gt;
=== Society ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beliefs ===&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Tradespeech&amp;diff=384</id>
		<title>Tradespeech</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Tradespeech&amp;diff=384"/>
		<updated>2026-05-07T00:07:03Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a not entirely comprehensive list of words and terms that no longer exist in Galactic Common, but remain in the Alganna Eternity&#039;s Tradespeech. Many members of the Eternity, especially when outside of it, frequently make an effort to speak the Common dialect rather than their native one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Addle:&#039;&#039;&#039; to confuse; to make sick&lt;br /&gt;
*&#039;&#039;&#039;Afear:&#039;&#039;&#039; to frighten&lt;br /&gt;
*&#039;&#039;&#039;Alsuch:&#039;&#039;&#039; exactly&lt;br /&gt;
*&#039;&#039;&#039;Asunder:&#039;&#039;&#039; apart&lt;br /&gt;
*&#039;&#039;&#039;Besmite:&#039;&#039;&#039; to strike; to infatuate&lt;br /&gt;
*&#039;&#039;&#039;Betterhood:&#039;&#039;&#039; superiority&lt;br /&gt;
*&#039;&#039;&#039;Bid/Bidding; Biddingly:&#039;&#039;&#039; an order; imperative&lt;br /&gt;
*&#039;&#039;&#039;Blaster:&#039;&#039;&#039; energy weapon (of any kind)&lt;br /&gt;
*&#039;&#039;&#039;Churl/Churlfolk:&#039;&#039;&#039; commoner/s; serf/s; a boor&lt;br /&gt;
*&#039;&#039;&#039;Deathling:&#039;&#039;&#039; mortal; worldly&lt;br /&gt;
*&#039;&#039;&#039;Deathsman:&#039;&#039;&#039; executioner&lt;br /&gt;
*&#039;&#039;&#039;Doom:&#039;&#039;&#039; a legal judgement or decree&lt;br /&gt;
*&#039;&#039;&#039;Eighth:&#039;&#039;&#039; eighth; musical octave&lt;br /&gt;
*&#039;&#039;&#039;Ere:&#039;&#039;&#039; earlier; before; sooner than&lt;br /&gt;
*&#039;&#039;&#039;Erelore:&#039;&#039;&#039; archaeology&lt;br /&gt;
*&#039;&#039;&#039;Foreward:&#039;&#039;&#039; a scout&lt;br /&gt;
*&#039;&#039;&#039;Fremmed:&#039;&#039;&#039; strange; alien&lt;br /&gt;
*&#039;&#039;&#039;Fremmedling:&#039;&#039;&#039; a stranger; an alien; a foreigner&lt;br /&gt;
*&#039;&#039;&#039;Fremmedlore:&#039;&#039;&#039; xenology&lt;br /&gt;
*&#039;&#039;&#039;Lore:&#039;&#039;&#039; a knowledge; science. When naming a specific science, another word is suffixed by this one, e.g. Erelore &lt;br /&gt;
*&#039;&#039;&#039;Ward:&#039;&#039;&#039; guard&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=383</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=383"/>
		<updated>2026-05-06T22:59:42Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity is a union of autocratic Great Houses. It&#039;s the largest, most populous, and most militarily powerful known galactic power, as well as one of the oldest, but its internal divisions and slow momentum restrict its ambitions. &lt;br /&gt;
== Overview ==&lt;br /&gt;
Order. Merit. Hierarchy. High culture. The Alganna Eternity stands for these things more than anything else. Their story in space spans millenia, and its existence in more or less its current form is over five hundred years old. The Eternity has had remarkable success, though it hasn&#039;t been rapid. From a roving and fractious fleet of desperate refugees has grown the galactic bastion of law and trade and stability. It&#039;s the Eternity that guards commerce routes from piracy; the Eternity that created the lingua franca known as Galactic Common (although they mostly speak a slightly older version of it); the Eternity that enlightens primitive peoples and brings them to the stars; the Eternity that will, as its name implies, outlast all else. That is at least the view of its patriots.&lt;br /&gt;
&lt;br /&gt;
The Eternity&#039;s interest in the newly-opened dark region stems from the fact that it was founded by a people that was originally from this area of space, specifically the planet Alba. When disaster struck their world, several hundred thousand inhabitants fled on a centuries-long sublight journey referred to reverentially as the Foremarch. This journey occupies a significant amount of cultural space as a time of legendary figures and deep tragedies and great deeds of heroism. As such, the planet Alba is regarded almost religiously as a sacred world, not to be touched by the new colonization efforts of outsiders. Other sites that the fleet is known to have passed through are also considered off-limits, but Alba is of particular importance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year Foremarch this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. &lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
However, in light of the hardships of the Foremarch and the flexibility required to face its challenges, Kimmigan society also is paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
The state, and by extension much of the nobility, has a high level of interest in artistic and archaeological pursuits. As obsessed as the Eternity is with stability and durability over time, the study of galactic history is of prime importance; the Eternity deeply wants to understand or in some cases dictate its place in the story of civilization. Civilization itself is also seen as incomplete or pointless without art and beauty and luxury, and those nobles who can&#039;t or won&#039;t practice artistry themselves at least frequently act as patrons of the arts.&lt;br /&gt;
&lt;br /&gt;
The code of laws is not terribly arcane nor extensive, but some consider the punishments themselves draconian. Most minor offenses (such as vandalism or disrespect for a superior) are punished with public humiliation such as public switching. Medium-level offenses (such as theft or assault) are given corporal punishment such as scarification or branding, typically of the face, as well as sometimes a reduction in rank where applicable. High-level offenses (such as murder or rape) are typically either given a straightforward execution or a period of exile depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Eternalism ===&lt;br /&gt;
There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. However, one of the unifying aspects is its state religion, The Eternal Cycle, or Eternalism. This is a the philosophical and moral belief system more than it is a zealous faith; a cultural framework that shapes behavior, governance, and long-term thinking. The Empire acknowledges their deities quietly, treating them as natural forces rather than objects of devotion. The system is inherently syncretic, lacking a single fixed structure or universal all-encompassing interpretation. While the traditional Kimmigan Divine Seven are recognized as the pre-eminent deities of Eternalism, the religion isn&#039;t practiced to the exclusion of all others. Local alien gods are absorbed into this framework in different ways at different places, rather than having their existence denied.&lt;br /&gt;
&lt;br /&gt;
Eternalism posits that life exists perpetually within cycles of reincarnation. One&#039;s actions in life determine their place in the next. Upon death, souls enter a chaotic realm between life and death, where they are reshaped by the various gods according to what they have proven themselves to be. Strength and consistency in one life are rewarded with further strengths in the next. Reincarnation is not reward or punishment, but continuation under pressure, where each life refines or erodes the next. Failure is not precisely sin, only an inability to endure hardship, and failure attracts further unsuitedness. Those defined by inaction or collapse may lose continuity entirely.&lt;br /&gt;
&lt;br /&gt;
=== Galactic Common ===&lt;br /&gt;
Given the Eternity&#039;s history as a multispecies empire, a lingua franca was developed centuries ago which internally is referred to as [[Tradespeech]], but which most of the galaxy knows as Galactic Common. The dialect of this language spoken in the Eternity is somewhat different from outside of it, and comes across as more archaic or purist or dramatic, having taken very few loanwords from non-Eternity languages. One example is that in Tradespeech, the -ed suffix is frequently fully pronounced, e.g. &#039;laughed&#039; is &#039;laugh-ed.&#039; There are many differences in vocabulary, and so many members of the Eternity make an effort to speak the more widespread Galactic Common out of politeness.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Eternity&#039;s long history in space has brought them to the cutting edge of many technologies, but their actual development rate is slower than that of other powers. However, they currently exist roughly on par technologically with the Directorate, although they typically arrived at the same or a similar technology through a different path and also typically apply it differently. &lt;br /&gt;
==== Discohesionizer (Motemelter) ====&lt;br /&gt;
The default and most widespread form of lethal weaponry, whether for craft or infantry, is known outside the Eternity as a discohesionizer. It disrupts the molecular bonds of its target, leading to rapid dis-integration. The most effective defense against a discohesionizer is to use incredibly dense materials for armor.&lt;br /&gt;
&lt;br /&gt;
==== Axonic Weaponry (Nerveblaster) ====&lt;br /&gt;
For non-lethal handheld weapons, the Eternity uses axonic weapons either at range or in melee. Axonic weapons target the axons of the nervous system of the target by either activating (in the case of axonic activators) or disabling (in the case of axonic disablers) the nerves directly, causing either a temporary seizure or the simple collapse of the target. While incredibly painful, recovery from the effects of an axonic weapon is usually complete in a matter of minutes.&lt;br /&gt;
&lt;br /&gt;
==== Imagizer (Shimmershade) ====&lt;br /&gt;
Essentially sophisticated holographic projections. &lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power it knew of. Instead, its Great Houses have sparred with one another in a series of vicious conflicts that have at times advanced and at times held back their technological development. &lt;br /&gt;
== Economy ==&lt;br /&gt;
The economy of the Alganna Eternity is broad and varied, but strong. Most manual labor has been automated by non-humanoid and non-sentient machines. &lt;br /&gt;
== Current Relations ==&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Tradespeech&amp;diff=382</id>
		<title>Tradespeech</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Tradespeech&amp;diff=382"/>
		<updated>2026-05-06T22:58:05Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: Created page with &amp;quot;Below follows a not entirely comprehensive list of words and terms that no longer exist in Galactic Common, but remain in the Alganna Eternity&amp;#039;s Tradespeech. Many members of the Eternity, especially when outside of it, frequently make an effort to speak the Common dialect rather than their native one.  *&amp;#039;&amp;#039;&amp;#039;Addle:&amp;#039;&amp;#039;&amp;#039; to confuse; to make sick *&amp;#039;&amp;#039;&amp;#039;Afear:&amp;#039;&amp;#039;&amp;#039; to frighten *&amp;#039;&amp;#039;&amp;#039;Alsuch:&amp;#039;&amp;#039;&amp;#039; exactly *&amp;#039;&amp;#039;&amp;#039;Asunder:&amp;#039;&amp;#039;&amp;#039; apart *&amp;#039;&amp;#039;&amp;#039;Besmite:&amp;#039;&amp;#039;&amp;#039; to strike; to infatuate *&amp;#039;&amp;#039;&amp;#039;Betterhood:&amp;#039;&amp;#039;&amp;#039; su...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a not entirely comprehensive list of words and terms that no longer exist in Galactic Common, but remain in the Alganna Eternity&#039;s Tradespeech. Many members of the Eternity, especially when outside of it, frequently make an effort to speak the Common dialect rather than their native one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Addle:&#039;&#039;&#039; to confuse; to make sick&lt;br /&gt;
*&#039;&#039;&#039;Afear:&#039;&#039;&#039; to frighten&lt;br /&gt;
*&#039;&#039;&#039;Alsuch:&#039;&#039;&#039; exactly&lt;br /&gt;
*&#039;&#039;&#039;Asunder:&#039;&#039;&#039; apart&lt;br /&gt;
*&#039;&#039;&#039;Besmite:&#039;&#039;&#039; to strike; to infatuate&lt;br /&gt;
*&#039;&#039;&#039;Betterhood:&#039;&#039;&#039; superiority&lt;br /&gt;
*&#039;&#039;&#039;Bid/Bidding; Biddingly:&#039;&#039;&#039; an order; imperative&lt;br /&gt;
*&#039;&#039;&#039;Blaster:&#039;&#039;&#039; energy weapon (of any kind)&lt;br /&gt;
*&#039;&#039;&#039;Churl/Churlfolk:&#039;&#039;&#039; commoner/s; serf/s; a boor&lt;br /&gt;
*&#039;&#039;&#039;Deathling:&#039;&#039;&#039; mortal; worldly&lt;br /&gt;
*&#039;&#039;&#039;Deathsman:&#039;&#039;&#039; executioner&lt;br /&gt;
*&#039;&#039;&#039;Doom:&#039;&#039;&#039; a legal judgement or decree&lt;br /&gt;
*&#039;&#039;&#039;Eighth:&#039;&#039;&#039; eighth; musical octave&lt;br /&gt;
*&#039;&#039;&#039;Ere:&#039;&#039;&#039; earlier; before; sooner than&lt;br /&gt;
*&#039;&#039;&#039;Erelore:&#039;&#039;&#039; archaeology&lt;br /&gt;
*&#039;&#039;&#039;Foreward:&#039;&#039;&#039; a scout&lt;br /&gt;
*&#039;&#039;&#039;Fremmed:&#039;&#039;&#039; strange; alien&lt;br /&gt;
*&#039;&#039;&#039;Fremmedling:&#039;&#039;&#039; a stranger; an alien; a foreigner&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lore:&#039;&#039;&#039; a knowledge; science. When naming a specific science, another word is suffixed by this one, e.g. Erelore &lt;br /&gt;
*&#039;&#039;&#039;Ward:&#039;&#039;&#039; guard&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=378</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=378"/>
		<updated>2026-05-06T21:46:33Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity is a union of autocratic Great Houses. It&#039;s the largest, most populous, and most militarily powerful known galactic power, as well as one of the oldest, but its internal divisions and slow momentum restrict its ambitions. &lt;br /&gt;
== Overview ==&lt;br /&gt;
Order. Merit. Hierarchy. High culture. The Alganna Eternity stands for these things more than anything else. Their story in space spans millenia, and its existence in more or less its current form is over five hundred years old. The Eternity has had remarkable success, though it hasn&#039;t been rapid. From a roving and fractious fleet of desperate refugees has grown the galactic bastion of law and trade and stability. It&#039;s the Eternity that guards commerce routes from piracy; the Eternity that created the lingua franca known as Galactic Common (although they mostly speak a slightly older version of it); the Eternity that enlightens primitive peoples and brings them to the stars; the Eternity that will, as its name implies, outlast all else. That is at least the view of its patriots.&lt;br /&gt;
&lt;br /&gt;
The Eternity&#039;s interest in the newly-opened dark region stems from the fact that it was founded by a people that was originally from this area of space, specifically the planet Alba. When disaster struck their world, several hundred thousand inhabitants fled on a centuries-long sublight journey referred to reverentially as the Foremarch. This journey occupies a significant amount of cultural space as a time of legendary figures and deep tragedies and great deeds of heroism. As such, the planet Alba is regarded almost religiously as a sacred world, not to be touched by the new colonization efforts of outsiders. Other sites that the fleet is known to have passed through are also considered off-limits, but Alba is of particular importance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year Foremarch this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. &lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
However, in light of the hardships of the Foremarch and the flexibility required to face its challenges, Kimmigan society also is paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
The state, and by extension much of the nobility, has a high level of interest in artistic and archaeological pursuits. As obsessed as the Eternity is with stability and durability over time, the study of galactic history is of prime importance; the Eternity deeply wants to understand or in some cases dictate its place in the story of civilization. Civilization itself is also seen as incomplete or pointless without art and beauty and luxury, and those nobles who can&#039;t or won&#039;t practice artistry themselves at least frequently act as patrons of the arts.&lt;br /&gt;
&lt;br /&gt;
The code of laws is not terribly arcane nor extensive, but some consider the punishments themselves draconian. Most minor offenses (such as vandalism or disrespect for a superior) are punished with public humiliation such as public switching. Medium-level offenses (such as theft or assault) are given corporal punishment such as scarification or branding, typically of the face, as well as sometimes a reduction in rank where applicable. High-level offenses (such as murder or rape) are typically either given a straightforward execution or a period of exile depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Eternalism ===&lt;br /&gt;
There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. However, one of the unifying aspects is its state religion, The Eternal Cycle, or Eternalism. This is a the philosophical and moral belief system more than it is a zealous faith; a cultural framework that shapes behavior, governance, and long-term thinking. The Empire acknowledges their deities quietly, treating them as natural forces rather than objects of devotion. The system is inherently syncretic, lacking a single fixed structure or universal all-encompassing interpretation. While the traditional Kimmigan Divine Seven are recognized as the pre-eminent deities of Eternalism, the religion isn&#039;t practiced to the exclusion of all others. Local alien gods are absorbed into this framework in different ways at different places, rather than having their existence denied.&lt;br /&gt;
&lt;br /&gt;
Eternalism posits that life exists perpetually within cycles of reincarnation. One&#039;s actions in life determine their place in the next. Upon death, souls enter a chaotic realm between life and death, where they are reshaped by the various gods according to what they have proven themselves to be. Strength and consistency in one life are rewarded with further strengths in the next. Reincarnation is not reward or punishment, but continuation under pressure, where each life refines or erodes the next. Failure is not precisely sin, only an inability to endure hardship, and failure attracts further unsuitedness. Those defined by inaction or collapse may lose continuity entirely.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Eternity&#039;s long history in space has brought them to the cutting edge of many technologies, but their actual development rate is slower than that of other powers. However, they currently exist roughly on par technologically with the Directorate, although they typically arrived at the same or a similar technology through a different path and also typically apply it differently. &lt;br /&gt;
=== Military Technology ===&lt;br /&gt;
The default and most widespread form of lethal weaponry, whether for craft or infantry, is the discohesionizer. It disrupts the molecular bonds of its target, leading to rapid dis-integration. The most effective defense against a discohesionizer is to use incredibly dense materials for armor. For non-lethal handheld weapons, the Eternity uses axonic weapons either at range or in melee. Axonic weapons target the nervous system of the target by either activating (in the case of axonic activators) or disabling (in the case of axonic disablers) the nerves directly, causing either a temporary seizure or the simple collapse of the target. While incredibly painful, recovery from the effects of an axonic weapon is usually complete in a matter of minutes.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Technology ===&lt;br /&gt;
Ironically, the Eternity also excels in civilian applications of technology especially in the pursuit of arts and worldly pleasures.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power it knew of. Instead, its Great Houses have sparred with one another in a series of vicious conflicts that have at times advanced and at times held back their technological development. &lt;br /&gt;
== Economy ==&lt;br /&gt;
The economy of the Alganna Eternity is broad and varied, but strong. Most manual labor has been automated by non-humanoid and non-sentient machines. &lt;br /&gt;
== Current Relations ==&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=377</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=377"/>
		<updated>2026-05-06T02:53:46Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity is a union of autocratic Great Houses. It&#039;s the largest, most populous, and most militarily powerful known galactic power, as well as one of the oldest, but its internal divisions and slow momentum restrict its ambitions. &lt;br /&gt;
== Overview ==&lt;br /&gt;
Order. Merit. Hierarchy. High culture. The Alganna Eternity stands for these things more than anything else. Their story in space spans millenia, and its existence in more or less its current form is over five hundred years old. The Eternity has had remarkable success, though it hasn&#039;t been rapid. From a roving and fractious fleet of desperate refugees has grown the galactic bastion of law and trade and stability. It&#039;s the Eternity that guards commerce routes from piracy; the Eternity that created the lingua franca known as Galactic Common (although they mostly speak a slightly older version of it); the Eternity that enlightens primitive peoples and brings them to the stars; the Eternity that will, as its name implies, outlast all else. That is at least the view of its patriots.&lt;br /&gt;
&lt;br /&gt;
The Eternity&#039;s interest in the newly-opened dark region stems from the fact that it was founded by a people that was originally from this area of space, specifically the planet Alba. When disaster struck their world, several hundred thousand inhabitants fled on a centuries-long sublight journey referred to reverentially as the Foremarch. This journey occupies a significant amount of cultural space as a time of legendary figures and deep tragedies and great deeds of heroism. As such, the planet Alba is regarded almost religiously as a sacred world, not to be touched by the new colonization efforts of outsiders. Other sites that the fleet is known to have passed through are also considered off-limits, but Alba is of particular importance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year Foremarch this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. &lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
However, in light of the hardships of the Foremarch and the flexibility required to face its challenges, Kimmigan society also is paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
=== Eternalism ===&lt;br /&gt;
There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. However, one of the unifying aspects is its state religion, The Eternal Cycle, or Eternalism. This is a the philosophical and moral belief system more than it is a zealous faith; a cultural framework that shapes behavior, governance, and long-term thinking. The Empire acknowledges their deities quietly, treating them as natural forces rather than objects of devotion. The system is inherently syncretic, lacking a single fixed structure or universal all-encompassing interpretation. While the traditional Kimmigan Divine Seven are recognized as the pre-eminent deities of Eternalism, the religion isn&#039;t practiced to the exclusion of all others. Local alien gods are absorbed into this framework in different ways at different places, rather than having their existence denied.&lt;br /&gt;
&lt;br /&gt;
Eternalism posits that life exists perpetually within cycles of reincarnation. One&#039;s actions in life determine their place in the next. Upon death, souls enter a chaotic realm between life and death, where they are reshaped by the various gods according to what they have proven themselves to be. Strength and consistency in one life are rewarded with further strengths in the next. Reincarnation is not reward or punishment, but continuation under pressure, where each life refines or erodes the next. Failure is not precisely sin, only an inability to endure hardship, and failure attracts further unsuitedness. Those defined by inaction or collapse may lose continuity entirely.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Eternity&#039;s long history in space has brought them to the cutting edge of many technologies, but their actual development rate is slower than that of other powers. However, they currently exist roughly on par technologically with the Directorate, although they typically arrived at the same or a similar technology through a different path and also typically apply it differently. &lt;br /&gt;
=== Military Technology ===&lt;br /&gt;
The default and most widespread form of lethal weaponry, whether for craft or infantry, is the discohesionizer. It disrupts the molecular bonds of its target, leading to rapid dis-integration. The most effective defense against a discohesionizer is to use incredibly dense materials for armor. For non-lethal handheld weapons, the Eternity uses axonic weapons either at range or in melee. Axonic weapons target the nervous system of the target by either activating (in the case of axonic activators) or disabling (in the case of axonic disablers) the nerves directly, causing either a temporary seizure or the simple collapse of the target. While incredibly painful, recovery from the effects of an axonic weapon is usually complete in a matter of minutes.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Technology ===&lt;br /&gt;
Ironically, the Eternity also excels in civilian applications of technology especially in the pursuit of arts and worldly pleasures.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power it knew of. Instead, its Great Houses have sparred with one another in a series of vicious conflicts that have at times advanced and at times held back their technological development. &lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
== Current Relations ==&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=376</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=376"/>
		<updated>2026-05-06T02:51:51Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity is a union of autocratic Great Houses. It&#039;s the largest, most populous, and most militarily powerful known galactic power, as well as one of the oldest, but its internal divisions and slow momentum restrict its ambitions. &lt;br /&gt;
== Overview ==&lt;br /&gt;
Order. Merit. Hierarchy. High culture. The Alganna Eternity stands for these things more than anything else. Their story in space spans millenia, and its existence in more or less its current form is over five hundred years old. The Eternity has had remarkable success, though it hasn&#039;t been rapid. From a roving and fractious fleet of desperate refugees has grown the galactic bastion of law and trade and stability. It&#039;s the Eternity that guards commerce routes from piracy; the Eternity that created the lingua franca known as Galactic Common (although they mostly speak a slightly older version of it); the Eternity that enlightens primitive peoples and brings them to the stars; the Eternity that will, as its name implies, outlast all else. That is at least the view of its patriots.&lt;br /&gt;
&lt;br /&gt;
The Eternity&#039;s interest in the newly-opened dark region stems from the fact that it was founded by a people that was originally from this area of space, specifically the planet Alba. When disaster struck their world, several hundred thousand inhabitants fled on a centuries-long sublight journey referred to reverentially as the Foremarch. This journey occupies a significant amount of cultural space as a time of legendary figures and deep tragedies and great deeds of heroism. As such, the planet Alba is regarded almost religiously as a sacred world, not to be touched by the new colonization efforts of outsiders. Other sites that the fleet is known to have passed through are also considered off-limits, but Alba is of particular importance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year Foremarch this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. &lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
However, in light of the hardships of the Foremarch and the flexibility required to face its challenges, Kimmigan society also is paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
=== Eternalism ===&lt;br /&gt;
There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. However, one of the unifying aspects is its state religion, The Eternal Cycle, or Eternalism. This is a the philosophical and moral belief system more than it is a zealous faith; a cultural framework that shapes behavior, governance, and long-term thinking. The Empire acknowledges their deities quietly, treating them as natural forces rather than objects of devotion. The system is inherently syncretic, lacking a single fixed structure or universal all-encompassing interpretation. While the traditional Kimmigan Divine Seven are recognized as the pre-eminent deities of Eternalism, the religion isn&#039;t practiced to the exclusion of all others. Local alien gods are absorbed into this framework in different ways at different places, rather than having their existence denied.&lt;br /&gt;
&lt;br /&gt;
Eternalism posits that life exists perpetually within cycles of reincarnation. One&#039;s actions in life determine their place in the next. Upon death, souls enter a chaotic realm between life and death, where they are reshaped by the various gods according to what they have proven themselves to be. Strength and consistency in one life are rewarded with further strengths in the next. Reincarnation is not reward or punishment, but continuation under pressure, where each life refines or erodes the next. Failure is not precisely sin, only an inability to endure hardship, and failure attracts further unsuitedness. Those defined by inaction or collapse may lose continuity entirely.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Eternity&#039;s long history in space has brought them to the cutting edge of many technologies, but their actual development rate is slower than that of other powers. However, they currently exist roughly on par technologically with the Directorate, although they typically arrived at the same or a similar technology through a different means and also typically apply it differently. &lt;br /&gt;
=== Military Technology ===&lt;br /&gt;
The default and most widespread form of lethal weaponry, whether for craft or infantry, is the discohesionizer. It disrupts the molecular bonds of its target, leading to rapid dis-integration. The most effective defense against a discohesionizer is to use incredibly dense materials for armor. For non-lethal handheld weapons, the Eternity uses axonic weapons either at range or in melee. Axonic weapons target the nervous system of the target by either activating (in the case of axonic activators) or disabling (in the case of axonic disablers) the nerves directly, causing either a temporary seizure or the simple collapse of the target. While incredibly painful, recovery from the effects of an axonic weapon is usually complete in a matter of minutes.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Technology ===&lt;br /&gt;
Ironically, the Eternity also excels in civilian applications of technology especially in the pursuit of arts and worldly pleasures.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power it knew of. Instead, its Great Houses have sparred with one another in a series of vicious conflicts that have at times advanced and at times held back their technological development. &lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
== Current Relations ==&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=375</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=375"/>
		<updated>2026-05-05T23:52:32Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity is a union of autocratic Great Houses. It&#039;s the largest, most populous, and most militarily powerful known galactic power, as well as one of the oldest, but its internal divisions and slow momentum restrict its ambitions. &lt;br /&gt;
== Overview ==&lt;br /&gt;
Order. Merit. Hierarchy. High culture. The Alganna Eternity stands for these things more than anything else. Their story in space spans millenia, and its existence in more or less its current form is over five hundred years old. The Eternity has had remarkable success, though it hasn&#039;t been rapid. From a roving and fractious fleet of desperate refugees has grown the galactic bastion of law and trade and stability. It&#039;s the Eternity that guards commerce routes from piracy; the Eternity that created the lingua franca known as Galactic Common (although they mostly speak a slightly older version of it); the Eternity that enlightens primitive peoples and brings them to the stars; the Eternity that will, as its name implies, outlast all else. That is at least the view of its patriots.&lt;br /&gt;
&lt;br /&gt;
The Eternity&#039;s interest in the newly-opened dark region stems from the fact that it was founded by a people that was originally from this area of space, specifically the planet Alba. When disaster struck their world, several hundred thousand inhabitants fled on a centuries-long sublight journey referred to reverentially as the Foremarch. This journey occupies a significant amount of cultural space as a time of legendary figures and deep tragedies and great deeds of heroism. As such, the planet Alba is regarded almost religiously as a sacred world, not to be touched by the new colonization efforts of outsiders. Other sites that the fleet is known to have passed through are also considered off-limits, but Alba is of particular importance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year Foremarch this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. &lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
However, in light of the hardships of the Foremarch and the flexibility required to face its challenges, Kimmigan society also is paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
=== Eternalism ===&lt;br /&gt;
There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. However, one of the unifying aspects is its state religion, The Eternal Cycle, or Eternalism. This is a the philosophical and moral belief system more than it is a zealous faith; a cultural framework that shapes behavior, governance, and long-term thinking. The Empire acknowledges their deities quietly, treating them as natural forces rather than objects of devotion. The system is inherently syncretic, lacking a single fixed structure or universal all-encompassing interpretation. While the traditional Kimmigan Divine Seven are recognized are the pre-eminent deities of Eternalism, the religion isn&#039;t practiced to the exclusion of all others. Local alien gods are absorbed into this framework in different ways at different places, rather than having their existence denied.&lt;br /&gt;
&lt;br /&gt;
Eternalism posits that life exists perpetually within cycles of reincarnation. One&#039;s actions in life determine their place in the next. Upon death, souls enter a chaotic realm between life and death, where they are reshaped by the various gods according to what they have proven themselves to be. Strength and consistency in one life are rewarded with further strengths in the next. Reincarnation is not reward or punishment, but continuation under pressure, where each life refines or erodes the next. Failure is not precisely sin, only an inability to endure hardship, and failure attracts further unsuitedness. Those defined by inaction or collapse may lose continuity entirely.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Eternity&#039;s long history in space has brought them to the cutting edge of many technologies, but their actual development rate is slower than that of other powers. However, they currently exist roughly on par technologically with the Directorate, although they typically arrived at the same or a similar technology through a different means and also typically apply it differently. &lt;br /&gt;
=== Military Technology ===&lt;br /&gt;
The default and most widespread form of lethal weaponry, whether for craft or infantry, is the discohesionizer. It disrupts the molecular bonds of its target, leading to rapid dis-integration. The most effective defense against a discohesionizer is to use incredibly dense materials for armor. For non-lethal handheld weapons, the Eternity uses axonic weapons either at range or in melee. Axonic weapons target the nervous system of the target by either activating (in the case of axonic activators) or disabling (in the case of axonic disablers) the nerves directly, causing either a temporary seizure or the simple collapse of the target. While incredibly painful, recovery from the effects of an axonic weapon is usually complete in a matter of minutes.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Technology ===&lt;br /&gt;
Ironically, the Eternity also excels in civilian applications of technology especially in the pursuit of arts and worldly pleasures.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power it knew of. Instead, its Great Houses have sparred with one another in a series of vicious conflicts that have at times advanced and at times held back their technological development. &lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
== Current Relations ==&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=374</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=374"/>
		<updated>2026-05-05T23:12:25Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity is a union of autocratic Great Houses. It&#039;s the largest, most populous, and most militarily powerful known galactic power, as well as one of the oldest, but its internal divisions and slow momentum restrict its ambitions. &lt;br /&gt;
== Overview ==&lt;br /&gt;
Order. Merit. Hierarchy. High culture. The Alganna Eternity stands for these things more than anything else. Their story in space spans millenia, and its existence in more or less its current form is over five hundred years old. The Eternity has had remarkable success, though it hasn&#039;t been rapid. From a roving and fractious fleet of desperate refugees has grown the galactic bastion of law and trade and stability. It&#039;s the Eternity that guards commerce routes from piracy; the Eternity that created the lingua franca known as Galactic Common (although they mostly speak a slightly older version of it); the Eternity that enlightens primitive peoples and brings them to the stars; the Eternity that will, as its name implies, outlast all else. That is at least the view of its patriots.&lt;br /&gt;
&lt;br /&gt;
The Eternity&#039;s interest in the newly-opened dark region stems from the fact that it was founded by a people that was originally from this area of space, specifically the planet Alba. When disaster struck their world, several hundred thousand inhabitants fled on a centuries-long sublight journey referred to reverentially as the Foremarch. This journey occupies a significant amount of cultural space as a time of legendary figures and deep tragedies and great deeds of heroism. As such, the planet Alba is regarded almost religiously as a sacred world, not to be touched by the new colonization efforts of outsiders. Other sites that the fleet is known to have passed through are also considered off-limits, but Alba is of particular importance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year Foremarch this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. &lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
However, in light of the hardships of the Foremarch and the flexibility required to face its challenges, Kimmigan society also is paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
=== Eternalism ===&lt;br /&gt;
There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. However, one of the unifying aspects is its state religion, The Eternal Cycle, or Eternalism. This is a the philosophical and moral belief system more than it is a zealous faith; a cultural framework that shapes behavior, governance, and long-term thinking. The Empire acknowledges their deities quietly, treating them as natural forces rather than objects of devotion. The system is inherently syncretic, lacking a single fixed structure or universal all-encompassing interpretation. While the traditional Kimmigan Divine Seven are recognized are the pre-eminent deities of Eternalism, the religion isn&#039;t practiced to the exclusion of all others. Local alien gods are absorbed into this framework in different ways at different places, rather than having their existence denied.&lt;br /&gt;
&lt;br /&gt;
Eternalism posits that life exists perpetually within cycles of reincarnation. One&#039;s actions in life determine their place in the next. Upon death, souls enter a chaotic realm between life and death, where they are reshaped by the various gods according to what they have proven themselves to be. Strength and consistency in one life are rewarded with further strengths in the next. Reincarnation is not reward or punishment, but continuation under pressure, where each life refines or erodes the next. Failure is not precisely sin, only an inability to endure hardship, and failure attracts further unsuitedness. Those defined by inaction or collapse may lose continuity entirely.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Eternity&#039;s long history in space has brought them to the cutting edge of many technologies, but their actual development rate is slower than that of other powers. However, they currently exist roughly on par technologically with the Directorate, although they typically arrived at the same or a similar technology through a different means and also typically apply it differently. &lt;br /&gt;
=== Military Technology ===&lt;br /&gt;
The default and most widespread form of lethal weaponry, whether for craft or infantry, is the discohesionizer. It disrupts the molecular bonds of its target, leading to rapid dis-integration. The most effective defense against a discohesionizer is to use incredibly dense materials for armor. For non-lethal handheld weapons, the Eternity uses axonic weapons either at range or in melee. Axonic weapons target the nervous system of the target by either activating (in the case of axonic activators) or disabling (in the case of axonic disablers) the nerves directly, causing either a temporary seizure or the simple collapse of the target. While incredibly painful, recovery from the effects of an axonic weapon is usually complete in a matter of minutes.&lt;br /&gt;
== Military ==&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power it knew of. Instead, its Great Houses have sparred with one another in a series of vicious conflicts that have at times advanced and at times held back their technological development. &lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
== Current Relations ==&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=373</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=373"/>
		<updated>2026-05-05T23:11:07Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity is a union of autocratic Great Houses. It&#039;s the largest, most populous, and most militarily powerful known galactic power, as well as one of the oldest, but its internal divisions and slow momentum restrict its ambitions. &lt;br /&gt;
== Overview ==&lt;br /&gt;
Order. Merit. Hierarchy. High culture. The Alganna Eternity stands for these things more than anything else. Their story in space spans millenia, and its existence in more or less its current form is over five hundred years old. The Eternity has had remarkable success, though it hasn&#039;t been rapid. From a roving and fractious fleet of desperate refugees has grown the galactic bastion of law and trade and stability. It&#039;s the Eternity that guards commerce routes from piracy; the Eternity that created the lingua franca known as Galactic Common (although they mostly speak a slightly older version of it); the Eternity that enlightens primitive peoples and brings them to the stars; the Eternity that will, as its name implies, outlast all else. That is at least the view of its patriots.&lt;br /&gt;
&lt;br /&gt;
The Eternity&#039;s interest in the newly-opened dark region stems from the fact that it was founded by a people that was originally from this area of space, specifically the planet Alba. When disaster struck their world, several hundred thousand inhabitants fled on a centuries-long sublight journey referred to reverentially as the Foremarch. This journey occupies a significant amount of cultural space as a time of legendary figures and deep tragedies and great deeds of heroism. As such, the planet Alba is regarded almost religiously as a sacred world, not to be touched by the new colonization efforts of outsiders. Other sites that the fleet is known to have passed through are also considered off-limits, but Alba is of particular importance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year Foremarch this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. &lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
However, in light of the hardships of the Foremarch and the flexibility required to face its challenges, Kimmigan society also is paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
=== Eternalism ===&lt;br /&gt;
There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. However, one of the unifying aspects is its state religion, The Eternal Cycle, or Eternalism. This is a the philosophical and moral belief system more than it is a zealous faith; a cultural framework that shapes behavior, governance, and long-term thinking. The Empire acknowledges their deities quietly, treating them as natural forces rather than objects of devotion. The system is inherently syncretic, lacking a single fixed structure or universal all-encompassing interpretation. While the traditional Kimmigan Divine Seven are recognized are the pre-eminent deities of Eternalism, the religion isn&#039;t practiced to the exclusion of all others. Local alien gods are absorbed into this framework in different ways at different places, rather than having their existence denied.&lt;br /&gt;
&lt;br /&gt;
Eternalism posits that life exists perpetually within cycles of reincarnation. One&#039;s actions in life determine their place in the next. Upon death, souls enter a chaotic realm between life and death, where they are reshaped by the various gods according to what they have proven themselves to be. Strength and consistency in one life are rewarded with further strengths in the next. Reincarnation is not reward or punishment, but continuation under pressure, where each life refines or erodes the next. Failure is not precisely sin, only an inability to endure hardship, and failure attracts further unsuitedness. Those defined by inaction or collapse may lose continuity entirely.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Eternity&#039;s long history in space has brought them to the cutting edge of many technologies, but their actual development rate is slower than that of other powers. However, they currently exist roughly on par technologically with the Directorate, although they typically arrived at the same or a similar technology through a different means and also typically apply it differently. &lt;br /&gt;
=== Military Technology ===&lt;br /&gt;
The default and most widespread form of lethal weaponry, whether for craft or infantry, is the discohesionizer. It disrupts the molecular bonds of its target, leading to rapid dis-integration. The most effective defense against a discohesionizer is to use incredibly dense materials for armor. For non-lethal handheld weapons, the Eternity uses axonic weapons either at range or in melee. Axonic weapons target the nervous system of the target by either activating (in the case of axonic activators) or disabling (in the case of axonic disablers) the nerves directly, causing either a temporary seizure or the simple collapse of the target.&lt;br /&gt;
== Military ==&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power it knew of. Instead, its Great Houses have sparred with one another in a series of vicious conflicts that have at times advanced and at times held back their technological development. &lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
== Current Relations ==&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=372</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=372"/>
		<updated>2026-05-05T22:56:41Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity is a union of autocratic Great Houses. It&#039;s the largest, most populous, and most militarily powerful known galactic power, as well as one of the oldest, but its internal divisions and slow momentum restrict its ambitions. &lt;br /&gt;
== Overview ==&lt;br /&gt;
Order. Merit. Hierarchy. High culture. The Alganna Eternity stands for these things more than anything else. Their story in space spans millenia, and its existence in more or less its current form is over five hundred years old. The Eternity has had remarkable success, though it hasn&#039;t been rapid. From a roving and fractious fleet of desperate refugees has grown the galactic bastion of law and trade and stability. It&#039;s the Eternity that guards commerce routes from piracy; the Eternity that created the lingua franca known as Galactic Common (although they mostly speak a slightly older version of it); the Eternity that enlightens primitive peoples and brings them to the stars; the Eternity that will, as its name implies, outlast all else. That is at least the view of its patriots.&lt;br /&gt;
&lt;br /&gt;
The Eternity&#039;s interest in the newly-opened dark region stems from the fact that it was founded by a people that was originally from this area of space, specifically the planet Alba. When disaster struck their world, several hundred thousand inhabitants fled on a centuries-long sublight journey referred to reverentially as the Foremarch. This journey occupies a significant amount of cultural space as a time of legendary figures and deep tragedies and great deeds of heroism. As such, the planet Alba is regarded almost religiously as a sacred world, not to be touched by the new colonization efforts of outsiders. Other sites that the fleet is known to have passed through are also considered off-limits, but Alba is of particular importance.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year Foremarch this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. &lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
However, in light of the hardships of the Foremarch and the flexibility required to face its challenges, Kimmigan society also is paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
=== Eternalism ===&lt;br /&gt;
There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. However, one of the unifying aspects is its state religion, The Eternal Cycle, or Eternalism. This is a the philosophical and moral belief system more than it is a zealous faith; a cultural framework that shapes behavior, governance, and long-term thinking. The Empire acknowledges their deities quietly, treating them as natural forces rather than objects of devotion. The system is inherently syncretic, lacking a single fixed structure or universal all-encompassing interpretation. While the traditional Kimmigan Divine Seven are recognized are the pre-eminent deities of Eternalism, the religion isn&#039;t practiced to the exclusion of all others. Local alien gods are absorbed into this framework in different ways at different places, rather than having their existence denied.&lt;br /&gt;
&lt;br /&gt;
Eternalism posits that life exists perpetually within cycles of reincarnation. One&#039;s actions in life determine their place in the next. Upon death, souls enter a chaotic realm between life and death, where they are reshaped by the various gods according to what they have proven themselves to be. Strength and consistency in one life are rewarded with further strengths in the next. Reincarnation is not reward or punishment, but continuation under pressure, where each life refines or erodes the next. Failure is not precisely sin, only an inability to endure hardship, and failure attracts further unsuitedness. Those defined by inaction or collapse may lose continuity entirely.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
The Eternity&#039;s long history in space has brought them to the cutting edge of many technologies, but their actual development rate is slower than that of other powers. However, they currently exist roughly on par technologically with the Directorate, although their means and practices &lt;br /&gt;
== Military ==&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power it knew of. Instead, its Great Houses have sparred with one another in a series of vicious conflicts that have at times advanced and at times held back their technological development. &lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
== Current Relations ==&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=370</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=370"/>
		<updated>2026-05-05T21:58:34Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity is a union of autocratic Great Houses. It&#039;s the largest, most populous, and most militarily powerful known galactic power, as well as one of the oldest, but its internal divisions and slow momentum restrict its ambitions. &lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It&#039;s a little known fact that Galactic Common originates as an internal lingua franca that escaped &lt;br /&gt;
== History ==&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year Foremarch this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. However, in light of the hardships of the Foremarch and the flexibility required to face them, Kimmigan society had also become paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
== Society ==&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. &lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power it knew of. Instead, its Great Houses have sparred with one another in a series of vicious conflicts that have at times advanced and at times held back their technological development. Their long history in space has brought them to the cutting edge of many technologies, but their actual development rate is slower than that of other powers.&lt;br /&gt;
== Economy ==&lt;br /&gt;
&lt;br /&gt;
== Current Relations ==&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=367</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=367"/>
		<updated>2026-05-05T20:51:05Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year &#039;Foremarch&#039; this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. However, in light of the hardships of the Foremarch and the flexibility required to face them, Kimmigan society had also become paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power it knew of. Instead, its Great Houses have sparred with one another in a series of vicious conflicts that have at times advanced and at times held back their technological development. Their long history in space has brought them to the cutting edge of many technologies, but their actual development rate is slower than that of other powers.&lt;br /&gt;
&lt;br /&gt;
There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. &lt;br /&gt;
&lt;br /&gt;
It&#039;s a little known fact that Galactic Common originates as an internal lingua franca that escaped &lt;br /&gt;
===== Current Relations =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Technology =====&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=365</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=365"/>
		<updated>2026-05-05T20:40:27Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year &#039;Foremarch&#039; this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. However, in light of the hardships of the Foremarch and the flexibility required to face them, Kimmigan society had also become paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join the galactic community on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power. Instead, its Great Houses have sparred with one another. There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. It&#039;s a little known fact that Galactic Common originates as an internal lingua franca that escaped &lt;br /&gt;
===== Current Relations =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Technology =====&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=364</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=364"/>
		<updated>2026-05-05T20:35:25Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year &#039;Foremarch&#039; this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. However, in light of the hardships of the Foremarch and the flexibility required to face them, Kimmigan society had also become paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join galactic society on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power. Instead, its Great Houses have sparred with one another. There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. It&#039;s a little known fact that Galactic Common originates as an internal lingua franca that escaped &lt;br /&gt;
===== Current Relations =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Technology =====&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=363</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=363"/>
		<updated>2026-05-05T20:33:26Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium|image=[[File:Alganna_flag.png|200px]]}}&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years were spent exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year &#039;Foremarch&#039; this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. However, in light of the hardships of the Foremarch and the flexibility required to face them, Kimmigan society had also become paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join galactic society on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power. Instead, its Great Houses have sparred with one another. There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. It&#039;s a little known fact that Galactic Common originates as an internal lingua franca that escaped &lt;br /&gt;
===== Current Relations =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Technology =====&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=359</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=359"/>
		<updated>2026-05-05T20:10:05Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium}}&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years were spent exploring the neighboring systems for habitable worlds. Of note is that given their primitive level of technology, the fact that the fleet survived at all is a remarkable achievement, and the Foremarch, as this period is called, still occupies a large place in Alganna culture. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year &#039;Foremarch&#039; this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. However, in light of the hardships of the Foremarch and the flexibility required to face them, Kimmigan society had also become paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join galactic society on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power. Instead, its Great Houses have sparred with one another. There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. It&#039;s a little known fact that Galactic Common originates as an internal lingua franca that escaped &lt;br /&gt;
===== Current Relations =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Technology =====&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=358</id>
		<title>Alganna Eternity</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Alganna_Eternity&amp;diff=358"/>
		<updated>2026-05-05T19:59:31Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:TheUnbiasedTruth.png|frameless|500x500px|link=https://wiki.distantsands.org/index.php?title=United_Families]]&lt;br /&gt;
{{Political|Official Political System=Imperium|name=Alganna Eternity|Ruler=Emperor Wilvaris Frando|Capital=Algan, New Alba - Gamikaniina System|Notable Populations=Kimmigani, Civago, Zylari, [marsupials]|Evaluated Political System=Decentralized Imperium}}&lt;br /&gt;
&lt;br /&gt;
==== Overview ====&lt;br /&gt;
The Alganna Eternity has its origins in an ancient ecological disaster on the Kimmigan homeworld of Alba. Most of the population was wiped out, although thousands of society&#039;s elites and tens of thousands of their servants escaped on massive sublight colony ships, mostly as one single fleet but in some cases as fragmented groups of craft splitting off from the main body. This disaster occurred over 1500 years ago, and the Kimmigan spent the subsequent 642 years were spent exploring the neighboring systems for habitable worlds. As it grew, this roving fleet left behind stations and settlements of excess population, some of which were slightly modified with primitive biotechnology to adapt to their new homes. During its journey, the Kimmigan fleet came across another devastated world still populated by Civago survivors, who despite said devastation had managed to rebuild a pre-spaceflight but sophisticated society and culture. The Civago were contacted by the Kimmigan and offered a place in the journey that would eventually lead to the planet of New Alba.&lt;br /&gt;
&lt;br /&gt;
New Alba, upon its discovery by the Kimmigan around the Terran year 1600, was praised as a lush and beautiful paradise world with a strong resemblance to the Alba of old. Although by this time the centuries in space had led to an attitude of detachment from planetary life, it was deemed entirely appropriate to colonize the planet at least in memory of their fallen homeworld. However, it was upon New Alba a century later that two discoveries would fundamentally change the role of the Kimmigan species: faster than light travel, and quantum entanglement communications. Once the possibilities were fully grasped, the Alganna Eternity was declared as an empire, with the current fleet&#039;s admiral as Emperor and Shipmaster, and its capital at Algan on New Alba.&lt;br /&gt;
&lt;br /&gt;
Kimmigan society had always been stratified, and over the 642-year &#039;Foremarch&#039; this stratification had transformed from cynical material elitism to a genuine system of rank and nobility. Over the next century, the ten or so planets that had previously been colonized were contacted, and brought into the fold and elevated under semi-independent but distinctly subordinate noble houses. However, in light of the hardships of the Foremarch and the flexibility required to face them, Kimmigan society had also become paradoxically meritocratic; the station of one&#039;s birth certainly matters, but only when privilege breeds competency. Competency itself is the goal, and if a commoner proves themselves capable, they can rise to high station without controversy.&lt;br /&gt;
&lt;br /&gt;
There is no strict distinction between civilian and military in the Alganna Eternity; ones rank exists as both simultaneously. However, those seeking to avoid a martial role in life would do well to avoid rising in their station; the life of a serf is not exactly uncomfortable with the automation of manual labor, and the majority of serfs contentedly work as accountants, scientists, roboticists, supervisors, or any number of comfortable but humble jobs. Neither are serfs forced into combat; combat is socially regarded as the reward of those brave enough to seek it. All that defines a serf is that they are at the bottom of a social hierarchy with which they seldom interact, and that they need to ask permission to move or to change professions; most of them will never meet anybody of rank, and so they live with one another more or less as equals. The nobility is hardly any more free, for their role in life is to ply the void in which they will fight and almost certainly die, and every one of them but the Emperor has someone above them in their hierarchy.&lt;br /&gt;
&lt;br /&gt;
The Alganna Eternity, although its foundational population was largely Kimmigan, espouses the same meritocratic beliefs about station as it does about species. Several times in its history, the Eternity has discovered a sentient species at a pre-spacefaring level of social development, and the standard practice is for Eternity representatives to quietly and covertly contact the world&#039;s leadership and offer them a choice: to spend the next several generations altering their society to join galactic society on equal terms, with the elites retaining their status as thanks for aiding in their species&#039; development; or resist this change, and be reduced entirely to servitude. The Eternity prefers that a contacted species chooses the former; so far, all have. Notable such populations integrated by the Eternity were the Zylari and the [marsupials].&lt;br /&gt;
&lt;br /&gt;
The Eternity, despite its martial culture, has never truly warred with another power. This is largely because for a majority of its history, it was the only galactic power. Instead, its Great Houses have sparred with one another. There can&#039;t be said to be a single unifying Alganna culture; it&#039;s fractious and varied and competitive. It&#039;s a little known fact that Galactic Common originates as an internal lingua franca that escaped &lt;br /&gt;
===== Current Relations =====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== Technology =====&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=File:Alganna_flag.png&amp;diff=357</id>
		<title>File:Alganna flag.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=File:Alganna_flag.png&amp;diff=357"/>
		<updated>2026-05-05T18:59:46Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=New_Player_Guide&amp;diff=316</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=New_Player_Guide&amp;diff=316"/>
		<updated>2025-11-21T17:13:46Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* The Secession War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;todo&lt;br /&gt;
&lt;br /&gt;
== What Is DS11? ==&lt;br /&gt;
Simply put, DS11 is a science fiction setting that&#039;s a spinoff of New Frontiers, set somewhere very far away from the events of that sim. We have permission to use their lore and have modified it slightly to align with this shifted focus. It&#039;s run by a small group that originally wanted to continue playing our faction elsewhere after it officially left NF, and so most of the relevant lore is going to be about that faction, the Ruz&#039;kahni Directorate. That does not mean you need to know everything about the Directorate to play on DS11, since it&#039;s set on a civilian station that operates as an open port, and in fact it&#039;s encouraged for &#039;&#039;players&#039;&#039; who don&#039;t know much about the Directorate to play &#039;&#039;characters&#039;&#039; which also don&#039;t, and try to find out as much about the culture and government in character as possible! &lt;br /&gt;
&lt;br /&gt;
As development continued, we became aware that there were those outside of our little group who were interested in what we were up to off on our own, and rather than keep it private, our attention turned instead towards opening it up to the public. The sim is still a work in progress, as is this wiki, but we&#039;re doing our best to keep players updated on what that progress is. As we iterate our way to official opening and full release, we maintain a [https://www.distantsands.org/blog development blog] to try and remain transparent about our hopes and efforts.&lt;br /&gt;
&lt;br /&gt;
Ultimately, what we&#039;re trying to provide through DS11 is an environment that will allow you, the players, to create your own stories as well as interact with set-piece events that will influence them. We want to give you the feeling that you&#039;re experiencing the strange and the alien firsthand alongside your character, and that you&#039;re in a living and evolving world that responds to your character&#039;s actions and decisions. To that end, as station-wide events unfold, we will be adding them to this wiki and keeping it updated to align with current events. &lt;br /&gt;
&lt;br /&gt;
== No, But What &#039;&#039;Is&#039;&#039; DS11? ==&lt;br /&gt;
Distant Sands 11 is a massive, mobile space station owned and operated by [[United Families|The United Families]], a [[Clans of the Directorate|clan]] of the [[Ruz&#039;kahni Directorate]]. It&#039;s been deployed along a contested border zone between [[Kimmigani|Clan Kimmigani]], a clan of outworlders, and their hostile, distant relatives of the expansionist [[Alganna Eternity|Alganna Eternity]]. The Eternity seeks opportunities to expand, and while a united Directorate would probably win an open conflict, there is neither attitude for war nor much unity. There is a political crisis ongoing, Rokhandans of all species are still tired of the prospect of repeating the War of Ruz&#039;kahni Survival, and even on the local level, all Directorate efforts are strained just handling the refugee crisis that the contested border has caused. Hungry and tired people of all species flood in and out of the station, and so do those who would prey on them. &lt;br /&gt;
&lt;br /&gt;
Oh, and the station is kind of made of meat on the inside. Don&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
== What &#039;&#039;Isn&#039;t&#039;&#039; DS11? ==&lt;br /&gt;
* A competitor to New Frontiers. We&#039;re not telling you that you can&#039;t bring your old NF character here, but the factions and divisions and events on Onia do not have much if any relevance to the Directorate, let alone the events of Distant Sands. To bring them here would be similar to an officer of the law in 19th century Hong Kong being deeply emotionally invested in a children&#039;s baseball game in the American midwest.&lt;br /&gt;
* A &#039;&#039;sequel&#039;&#039; to New Frontiers. While most of our initial players come from there, there is no prerequisite that you must have done so, too. This is a new, self-contained sim with a new focus and previous exposure to the setting is not required.&lt;br /&gt;
* A PvP sim. PvP is of course allowed, but we&#039;ve taken steps to make it a more controlled occurrence.&lt;br /&gt;
* A sex sim. There are areas for NSFW roleplay, but it&#039;s best to keep it in private. There isn&#039;t a hard rule about this, but there may be IC consequences otherwise.&lt;br /&gt;
&lt;br /&gt;
== So What&#039;s Different From New Frontiers? ==&lt;br /&gt;
Actually, not a whole lot in terms of background lore. Much of the NF setting exists just as it did, only much less emphasis is placed on human or human-aligned culture. Since it takes place on a space station run by a more active government than the WBA, things are somewhat more orderly than they were on Onia, although there is still room for some chaos. The biggest actual change is just that settled space is much smaller and the Directorate is no longer packed into far corner of a galactic arm. Other than that, the setting of New Frontiers is more or less intact, but on the far side of the Directorate from us and so just not very relevant.&lt;br /&gt;
&lt;br /&gt;
== The Secession War ==&lt;br /&gt;
Better known in the Directorate as the [[War of Ruz&#039;kahni Survival]]. This was an important part of the New Frontiers lore, and remains important, but is no longer the centerpiece and has been revised to reflect that. The short version is that most people view it as a tragic waste of life rather than an ongoing conflict that needs relitigation.&lt;br /&gt;
&lt;br /&gt;
== The Directorate, Briefly ==&lt;br /&gt;
The Directorate and its clans have their own [[Standard Rokhandan|slang]], food, political systems, etc. To characters from typical, human-centric sci-fi settings, Directorate characters are supposed think strangely, lack certain human biases (eg some Feni eat worms as part of their traditional cuisine), have biases of their own that humans generally lack (eg against [[Thinking Machines]]), and we want to make the discovery of all these differences part of the experience for new players. However, what characters new to the Directorate could reasonably be assumed to know:&lt;br /&gt;
* Feni (aka Rokhandans to most noncitizens) are the majority species, and most of them resemble various canines. They are not, however, related to canines.&lt;br /&gt;
* There are several subspecies of Feni.&lt;br /&gt;
* The Directorate is just the central oversight body for largely-independent clans with a great variety of cultures, political systems, and sometimes technology or biology. A plurality of clans exist exclusively for certain outworlder species to give them political representation. The clans are effectively separate countries, and many of them boast population numbers in the tens or hundreds of millions, sometimes even billions.&lt;br /&gt;
* Directorate citizens have a reputation of being benevolent snobs towards non-citizens, and effectively believe themselves to be the most advanced people in the galaxy. This is sort of true technologically and socially; in most of the Directorate they have more or less eliminated starvation, war ([[Clan Wars|kind of]]), disease, etc. That does not mean they have done so out here on the frontier. You can expect them to be friendly towards &#039;&#039;you&#039;&#039; the individual, even while they believe that their society is the ideal one and the one you come from is rather silly.&lt;br /&gt;
* Feni tend to think in terms of family-style collectives and are not particularly individualistic on the whole. They also tend to be anti-democratic as a rule of thumb, believing it to be equivalent to mob rule.&lt;br /&gt;
* Directorate citizens and Feni in particular tend to be optimistic and future-oriented, often stereotyped as peppy or even naïve. Progress is a core element of the culture and psychology, both as a goal and a process. They are also technocrats who have made a majority of the advancements unique to the setting such as RRCT.&lt;br /&gt;
* There is not really such a thing as a clanless citizen. Every Directorate citizen is a citizen of their clan, which in turn has a seat in the Directorate&#039;s separate political process. Sometimes, people are granted provisional citizenship for a limited period of time while they select a clan to apply to, such as when they first join a Directorate organization such as the RDEFSS, but that&#039;s only valid for a short period of time.&lt;br /&gt;
* Rokhandan is used as a synonym for &amp;quot;Directorate citizen&amp;quot; within the Directorate and does not refer to a specific species. That is absolutely not the case outside the Directorate, where Rokhandan is synonymous with the Feni species.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Your Avatar ===&lt;br /&gt;
*As an adult sim, All characters must be adults, and mature both physically and mentally for their species. As such a &#039;I&#039;m an adult but I&#039;m basically a child&#039; is not permitted, nor is &#039;I act an adult but am in a child&#039;s body.&#039; To translate, all persons must be the equivalent of 18+ with no exceptions. &lt;br /&gt;
*Characters should be of reasonable size. While alien life can come in many forms, you will have more and more issues navigating the environment as a larger avatar and realistically we should consider 9 feet tall or 270 centimeters should be about your absolute maximum. While there is not an exact minimum, and a very small outworlder or thinking machine could be possible, they should not be a &#039;micro&#039; or similar in design.&lt;br /&gt;
*Avatars should not be blatant fetish material. As an example primary and secondary sexual characteristics should not be ludicrously oversized.&lt;br /&gt;
&lt;br /&gt;
=== Your Character ===&lt;br /&gt;
*As mentioned above, it&#039;s encouraged (but not required) to create or modify a character so as to have no connection to New Frontiers. This can be as simple as reframing Onia as some random frontier world your character spent some time on, rather than Onia itself, or it can be a full rewrite. This is not a hard rule and we don&#039;t intend to enforce it as one, but we want to reduce the chances of everyone from somewhere on the other side of known space having met previously.&lt;br /&gt;
*When you make a character, ensure they are not yourself. We cannot police people playing their fursona and don&#039;t intend to try, but please be aware that you are not your character, and try to ensure your character&#039;s emotions are ideally not your own.&lt;br /&gt;
*Not all species of sophonts are covered in our list, this is what outworlders are for. We would encourage you to run an outworlder concept by staff and if we like it enough, we may add it to the list of species. Outworlder is currently application only and we&#039;ll toggle the species on for you via a TICKET.&lt;br /&gt;
*If you intend to play a mercenary, assassin, soldier, etc., be aware that weapons that can cause a hull breach are banned IC. The hull is pretty strong, but this effectively rules out bringing anti-materiel weapons aboard, and lethal weapons generally should be smuggled or hidden. The big exception to this is melee weapons such as swords or axes, as many clans consider these weapons symbols of ones station and are generally not banned or confiscated.&lt;br /&gt;
*Consider just why your character is here. Yes, it&#039;s an open port, so anybody can come aboard (as long as they don&#039;t exceed size restrictions), but it&#039;s best to give some thought to what business your character has out on the frontier of known space in the middle of a border dispute and refugee crisis. If you find yourself struggling with ideas, consider playing one of the refugees as a sort of &amp;quot;default&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Playing a Directorate Character ===&lt;br /&gt;
Absolutely! Anybody is free to play a Directorate citizen, but if you are playing a &#039;&#039;long-time&#039;&#039; rather than &#039;&#039;new&#039;&#039; Directorate citizen, please be confident that you&#039;re somewhat knowledgeable about Directorate culture first, in order to maintain the intended atmosphere of strangeness. That said, there isn&#039;t really such a thing as uniform Directorate culture, as the clans are very pluralistic. While you&#039;re free to select your clan from the [[Clans of the Directorate|list]], we also welcome new player-written clans! If you have one, please submit your clan writeup for approval via ticket.&lt;br /&gt;
&lt;br /&gt;
== The Factions of DS11 ==&lt;br /&gt;
=== The Main Players ===&lt;br /&gt;
These are the most influential groups on the sim, and make the majority of events happen.&lt;br /&gt;
&lt;br /&gt;
==== Directorate Forces ====&lt;br /&gt;
Recently deployed to DS11 to oversee the deal with the crisis, the Directorate represents the central government. These people will mostly be members of the RDEF or RDEFSS, scientists and medical personnel, aid workers, and postal carriers. Their goal is largely to sort this whole messy business out and be the mediating voice of reason.&lt;br /&gt;
&lt;br /&gt;
==== The Selaa Dynasty ====&lt;br /&gt;
The Dynasty are the actual owners of DS11, and they are not particularly happy that the central government has decided to meddle in their affairs. They go along with it out of legal obligation, but largely want power, as well as to be left alone. These characters will mostly be [[Kemzali]] aristocrats or their [[Kobari]] servants. Their reluctance to help the Directorate has led to the flourishing of the Syndicate.&lt;br /&gt;
&lt;br /&gt;
==== The Syndicate ====&lt;br /&gt;
This organization lacks an official name. It&#039;s effectively a gang through which nearly all crime on the station is committed. The Syndicate&#039;s goal is to profit however they can but without the kind of brazenness that would spur the authorities into a serious crackdown. If you want to get away with doing something you shouldn&#039;t, you go through them. Or else.&lt;br /&gt;
&lt;br /&gt;
==== The Alganna Eternity====&lt;br /&gt;
Largely an NPC power, but it does deploy agents and assets to DS11 to probe for weaknesses or instability or cause problems. Membership will likely be by application only.&lt;br /&gt;
&lt;br /&gt;
=== The Smaller Players ===&lt;br /&gt;
These are the faces you&#039;re more likely to interact with every day. They&#039;re largely neutral.&lt;br /&gt;
&lt;br /&gt;
==== Station Staff ====&lt;br /&gt;
Almost anybody can be station staff of some kind! These are largely dull and thankless jobs that are necessary for life aboard to continue. For that reason, players can be station staff &#039;&#039;alongside&#039;&#039; being members of the above factions, or without belonging to any of them! &lt;br /&gt;
&lt;br /&gt;
==== The Unaffiliated ====&lt;br /&gt;
Mostly these are supposed to be refugees, diplomatic guests, traders, tinkerers. Effectively the unemployed or self-employed. &lt;br /&gt;
&lt;br /&gt;
=== Player Groups ===&lt;br /&gt;
Currently none! Please submit a ticket if you&#039;d like to lead a player group, and staff will work with you to integrate your idea into the sim.&lt;br /&gt;
&lt;br /&gt;
== The HUD ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The combat system is designed to be simple, fast, and someone who is working on the HUD should probably write this part.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=New_Player_Guide&amp;diff=315</id>
		<title>New Player Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=New_Player_Guide&amp;diff=315"/>
		<updated>2025-11-21T17:12:59Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* The Secession War */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;todo&lt;br /&gt;
&lt;br /&gt;
== What Is DS11? ==&lt;br /&gt;
Simply put, DS11 is a science fiction setting that&#039;s a spinoff of New Frontiers, set somewhere very far away from the events of that sim. We have permission to use their lore and have modified it slightly to align with this shifted focus. It&#039;s run by a small group that originally wanted to continue playing our faction elsewhere after it officially left NF, and so most of the relevant lore is going to be about that faction, the Ruz&#039;kahni Directorate. That does not mean you need to know everything about the Directorate to play on DS11, since it&#039;s set on a civilian station that operates as an open port, and in fact it&#039;s encouraged for &#039;&#039;players&#039;&#039; who don&#039;t know much about the Directorate to play &#039;&#039;characters&#039;&#039; which also don&#039;t, and try to find out as much about the culture and government in character as possible! &lt;br /&gt;
&lt;br /&gt;
As development continued, we became aware that there were those outside of our little group who were interested in what we were up to off on our own, and rather than keep it private, our attention turned instead towards opening it up to the public. The sim is still a work in progress, as is this wiki, but we&#039;re doing our best to keep players updated on what that progress is. As we iterate our way to official opening and full release, we maintain a [https://www.distantsands.org/blog development blog] to try and remain transparent about our hopes and efforts.&lt;br /&gt;
&lt;br /&gt;
Ultimately, what we&#039;re trying to provide through DS11 is an environment that will allow you, the players, to create your own stories as well as interact with set-piece events that will influence them. We want to give you the feeling that you&#039;re experiencing the strange and the alien firsthand alongside your character, and that you&#039;re in a living and evolving world that responds to your character&#039;s actions and decisions. To that end, as station-wide events unfold, we will be adding them to this wiki and keeping it updated to align with current events. &lt;br /&gt;
&lt;br /&gt;
== No, But What &#039;&#039;Is&#039;&#039; DS11? ==&lt;br /&gt;
Distant Sands 11 is a massive, mobile space station owned and operated by [[United Families|The United Families]], a [[Clans of the Directorate|clan]] of the [[Ruz&#039;kahni Directorate]]. It&#039;s been deployed along a contested border zone between [[Kimmigani|Clan Kimmigani]], a clan of outworlders, and their hostile, distant relatives of the expansionist [[Alganna Eternity|Alganna Eternity]]. The Eternity seeks opportunities to expand, and while a united Directorate would probably win an open conflict, there is neither attitude for war nor much unity. There is a political crisis ongoing, Rokhandans of all species are still tired of the prospect of repeating the War of Ruz&#039;kahni Survival, and even on the local level, all Directorate efforts are strained just handling the refugee crisis that the contested border has caused. Hungry and tired people of all species flood in and out of the station, and so do those who would prey on them. &lt;br /&gt;
&lt;br /&gt;
Oh, and the station is kind of made of meat on the inside. Don&#039;t worry about it.&lt;br /&gt;
&lt;br /&gt;
== What &#039;&#039;Isn&#039;t&#039;&#039; DS11? ==&lt;br /&gt;
* A competitor to New Frontiers. We&#039;re not telling you that you can&#039;t bring your old NF character here, but the factions and divisions and events on Onia do not have much if any relevance to the Directorate, let alone the events of Distant Sands. To bring them here would be similar to an officer of the law in 19th century Hong Kong being deeply emotionally invested in a children&#039;s baseball game in the American midwest.&lt;br /&gt;
* A &#039;&#039;sequel&#039;&#039; to New Frontiers. While most of our initial players come from there, there is no prerequisite that you must have done so, too. This is a new, self-contained sim with a new focus and previous exposure to the setting is not required.&lt;br /&gt;
* A PvP sim. PvP is of course allowed, but we&#039;ve taken steps to make it a more controlled occurrence.&lt;br /&gt;
* A sex sim. There are areas for NSFW roleplay, but it&#039;s best to keep it in private. There isn&#039;t a hard rule about this, but there may be IC consequences otherwise.&lt;br /&gt;
&lt;br /&gt;
== So What&#039;s Different From New Frontiers? ==&lt;br /&gt;
Actually, not a whole lot in terms of background lore. Much of the NF setting exists just as it did, only much less emphasis is placed on human or human-aligned culture. Since it takes place on a space station run by a more active government than the WBA, things are somewhat more orderly than they were on Onia, although there is still room for some chaos. The biggest actual change is just that settled space is much smaller and the Directorate is no longer packed into far corner of a galactic arm. Other than that, the setting of New Frontiers is more or less intact, but on the far side of the Directorate from us and so just not very relevant.&lt;br /&gt;
&lt;br /&gt;
== The Secession War ==&lt;br /&gt;
Better known in the Directorate as the [[War of Ruz&#039;kahni Survival]]. This was an important part of the New Frontiers lore, and remains important, but is no longer the centerpiece and has been revised to reflect that.&lt;br /&gt;
&lt;br /&gt;
== The Directorate, Briefly ==&lt;br /&gt;
The Directorate and its clans have their own [[Standard Rokhandan|slang]], food, political systems, etc. To characters from typical, human-centric sci-fi settings, Directorate characters are supposed think strangely, lack certain human biases (eg some Feni eat worms as part of their traditional cuisine), have biases of their own that humans generally lack (eg against [[Thinking Machines]]), and we want to make the discovery of all these differences part of the experience for new players. However, what characters new to the Directorate could reasonably be assumed to know:&lt;br /&gt;
* Feni (aka Rokhandans to most noncitizens) are the majority species, and most of them resemble various canines. They are not, however, related to canines.&lt;br /&gt;
* There are several subspecies of Feni.&lt;br /&gt;
* The Directorate is just the central oversight body for largely-independent clans with a great variety of cultures, political systems, and sometimes technology or biology. A plurality of clans exist exclusively for certain outworlder species to give them political representation. The clans are effectively separate countries, and many of them boast population numbers in the tens or hundreds of millions, sometimes even billions.&lt;br /&gt;
* Directorate citizens have a reputation of being benevolent snobs towards non-citizens, and effectively believe themselves to be the most advanced people in the galaxy. This is sort of true technologically and socially; in most of the Directorate they have more or less eliminated starvation, war ([[Clan Wars|kind of]]), disease, etc. That does not mean they have done so out here on the frontier. You can expect them to be friendly towards &#039;&#039;you&#039;&#039; the individual, even while they believe that their society is the ideal one and the one you come from is rather silly.&lt;br /&gt;
* Feni tend to think in terms of family-style collectives and are not particularly individualistic on the whole. They also tend to be anti-democratic as a rule of thumb, believing it to be equivalent to mob rule.&lt;br /&gt;
* Directorate citizens and Feni in particular tend to be optimistic and future-oriented, often stereotyped as peppy or even naïve. Progress is a core element of the culture and psychology, both as a goal and a process. They are also technocrats who have made a majority of the advancements unique to the setting such as RRCT.&lt;br /&gt;
* There is not really such a thing as a clanless citizen. Every Directorate citizen is a citizen of their clan, which in turn has a seat in the Directorate&#039;s separate political process. Sometimes, people are granted provisional citizenship for a limited period of time while they select a clan to apply to, such as when they first join a Directorate organization such as the RDEFSS, but that&#039;s only valid for a short period of time.&lt;br /&gt;
* Rokhandan is used as a synonym for &amp;quot;Directorate citizen&amp;quot; within the Directorate and does not refer to a specific species. That is absolutely not the case outside the Directorate, where Rokhandan is synonymous with the Feni species.&lt;br /&gt;
&lt;br /&gt;
== Character Creation ==&lt;br /&gt;
=== Your Avatar ===&lt;br /&gt;
*As an adult sim, All characters must be adults, and mature both physically and mentally for their species. As such a &#039;I&#039;m an adult but I&#039;m basically a child&#039; is not permitted, nor is &#039;I act an adult but am in a child&#039;s body.&#039; To translate, all persons must be the equivalent of 18+ with no exceptions. &lt;br /&gt;
*Characters should be of reasonable size. While alien life can come in many forms, you will have more and more issues navigating the environment as a larger avatar and realistically we should consider 9 feet tall or 270 centimeters should be about your absolute maximum. While there is not an exact minimum, and a very small outworlder or thinking machine could be possible, they should not be a &#039;micro&#039; or similar in design.&lt;br /&gt;
*Avatars should not be blatant fetish material. As an example primary and secondary sexual characteristics should not be ludicrously oversized.&lt;br /&gt;
&lt;br /&gt;
=== Your Character ===&lt;br /&gt;
*As mentioned above, it&#039;s encouraged (but not required) to create or modify a character so as to have no connection to New Frontiers. This can be as simple as reframing Onia as some random frontier world your character spent some time on, rather than Onia itself, or it can be a full rewrite. This is not a hard rule and we don&#039;t intend to enforce it as one, but we want to reduce the chances of everyone from somewhere on the other side of known space having met previously.&lt;br /&gt;
*When you make a character, ensure they are not yourself. We cannot police people playing their fursona and don&#039;t intend to try, but please be aware that you are not your character, and try to ensure your character&#039;s emotions are ideally not your own.&lt;br /&gt;
*Not all species of sophonts are covered in our list, this is what outworlders are for. We would encourage you to run an outworlder concept by staff and if we like it enough, we may add it to the list of species. Outworlder is currently application only and we&#039;ll toggle the species on for you via a TICKET.&lt;br /&gt;
*If you intend to play a mercenary, assassin, soldier, etc., be aware that weapons that can cause a hull breach are banned IC. The hull is pretty strong, but this effectively rules out bringing anti-materiel weapons aboard, and lethal weapons generally should be smuggled or hidden. The big exception to this is melee weapons such as swords or axes, as many clans consider these weapons symbols of ones station and are generally not banned or confiscated.&lt;br /&gt;
*Consider just why your character is here. Yes, it&#039;s an open port, so anybody can come aboard (as long as they don&#039;t exceed size restrictions), but it&#039;s best to give some thought to what business your character has out on the frontier of known space in the middle of a border dispute and refugee crisis. If you find yourself struggling with ideas, consider playing one of the refugees as a sort of &amp;quot;default&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
=== Playing a Directorate Character ===&lt;br /&gt;
Absolutely! Anybody is free to play a Directorate citizen, but if you are playing a &#039;&#039;long-time&#039;&#039; rather than &#039;&#039;new&#039;&#039; Directorate citizen, please be confident that you&#039;re somewhat knowledgeable about Directorate culture first, in order to maintain the intended atmosphere of strangeness. That said, there isn&#039;t really such a thing as uniform Directorate culture, as the clans are very pluralistic. While you&#039;re free to select your clan from the [[Clans of the Directorate|list]], we also welcome new player-written clans! If you have one, please submit your clan writeup for approval via ticket.&lt;br /&gt;
&lt;br /&gt;
== The Factions of DS11 ==&lt;br /&gt;
=== The Main Players ===&lt;br /&gt;
These are the most influential groups on the sim, and make the majority of events happen.&lt;br /&gt;
&lt;br /&gt;
==== Directorate Forces ====&lt;br /&gt;
Recently deployed to DS11 to oversee the deal with the crisis, the Directorate represents the central government. These people will mostly be members of the RDEF or RDEFSS, scientists and medical personnel, aid workers, and postal carriers. Their goal is largely to sort this whole messy business out and be the mediating voice of reason.&lt;br /&gt;
&lt;br /&gt;
==== The Selaa Dynasty ====&lt;br /&gt;
The Dynasty are the actual owners of DS11, and they are not particularly happy that the central government has decided to meddle in their affairs. They go along with it out of legal obligation, but largely want power, as well as to be left alone. These characters will mostly be [[Kemzali]] aristocrats or their [[Kobari]] servants. Their reluctance to help the Directorate has led to the flourishing of the Syndicate.&lt;br /&gt;
&lt;br /&gt;
==== The Syndicate ====&lt;br /&gt;
This organization lacks an official name. It&#039;s effectively a gang through which nearly all crime on the station is committed. The Syndicate&#039;s goal is to profit however they can but without the kind of brazenness that would spur the authorities into a serious crackdown. If you want to get away with doing something you shouldn&#039;t, you go through them. Or else.&lt;br /&gt;
&lt;br /&gt;
==== The Alganna Eternity====&lt;br /&gt;
Largely an NPC power, but it does deploy agents and assets to DS11 to probe for weaknesses or instability or cause problems. Membership will likely be by application only.&lt;br /&gt;
&lt;br /&gt;
=== The Smaller Players ===&lt;br /&gt;
These are the faces you&#039;re more likely to interact with every day. They&#039;re largely neutral.&lt;br /&gt;
&lt;br /&gt;
==== Station Staff ====&lt;br /&gt;
Almost anybody can be station staff of some kind! These are largely dull and thankless jobs that are necessary for life aboard to continue. For that reason, players can be station staff &#039;&#039;alongside&#039;&#039; being members of the above factions, or without belonging to any of them! &lt;br /&gt;
&lt;br /&gt;
==== The Unaffiliated ====&lt;br /&gt;
Mostly these are supposed to be refugees, diplomatic guests, traders, tinkerers. Effectively the unemployed or self-employed. &lt;br /&gt;
&lt;br /&gt;
=== Player Groups ===&lt;br /&gt;
Currently none! Please submit a ticket if you&#039;d like to lead a player group, and staff will work with you to integrate your idea into the sim.&lt;br /&gt;
&lt;br /&gt;
== The HUD ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
The combat system is designed to be simple, fast, and someone who is working on the HUD should probably write this part.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Space_Travel&amp;diff=311</id>
		<title>Space Travel</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Space_Travel&amp;diff=311"/>
		<updated>2025-11-21T02:20:05Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== FTL Travel ==&lt;br /&gt;
Different cultures have developed different methods of circumventing the speed of light, and although the term faster than light is technically inaccurate and technicians and scientists frequently use the alternative CLSL (circumvention of light-speed limit), the term FTL remains predominant among the general public. That term is thus used here for accessibility. &#039;&#039;&#039;All&#039;&#039;&#039; known methods of FTL travel are impossible within strong gravity wells, as they depend upon the emission of exotic particles from the fuel substance W-1 that cannot occur within strong gravity wells, eg. orbital habitats, planets, moons, etc.&lt;br /&gt;
&lt;br /&gt;
=== Directorate FTL ===&lt;br /&gt;
==== Point to Point ====&lt;br /&gt;
CLSL was first developed by the Directorate in UDC 280 (Solar Year 2095). Most typically referred to as &#039;&#039;&#039;point to point&#039;&#039;&#039; FTL, most Directorate ships are equipped with PTP drives, with the notable exception of freight and passenger liners that run established and high-volume jump-gate routes. PTP technology first spends a considerable amount of time (varies based on the mass of the ship, length and complexity of the journey, computational power, etc) running navigational calculations while stationary, then vents a bubble of protective hydrogen kept in place by the gravity drive. The ship then exits reality and enters an interspatial superposition along its physical course for a period of time (which also varies but is typically not greater than 1-2 weeks) before arriving at its plotted destination, with the crew having experienced the trip as a period of roughly the same amount of time as it was outside the physical universe. There is no requirement for an entry nor exit gate.&lt;br /&gt;
&lt;br /&gt;
==== Jump-Lanes/Gates ====&lt;br /&gt;
Although typically thought of as a human technology, &#039;&#039;&#039;jump-lanes&#039;&#039;&#039;, frequently incorrectly referred to as &#039;&#039;&#039;jump-gates&#039;&#039;&#039;, allow non-FTL-equipped ships to nevertheless reach their destinations before light does. These are essentially space-based habitats that are capable of propelling ships along pre-calculated, standardized routes. This system &#039;&#039;&#039;requires&#039;&#039;&#039; a strong gravitational well at its termination point in order to decelerate vessels, which is typically provided by an artificial singularity. Without one, there is no exit. Within the Directorate, these are typically constructed between already well-developed worlds through which high volumes of passengers and freight passes in order to reduce the onerous cost of an onboard pilot system or advanced [[Thinking Machines|Thinking Machine]].&lt;br /&gt;
&lt;br /&gt;
=== Solar/Human FTL ===&lt;br /&gt;
==== Folding ====&lt;br /&gt;
The Solar Empire reverse-engineered their own method in 294 (Solar Year 2109) upon the discovery of Precursor technology on the Solar moon Titan. This method uses W-1 to fold space around a ship to allow for physical, kinetic travel that does not technically break the light-speed barrier but delivers the ship to its destination ahead of light. The underlying principles of this technology remain poorly understood due to its Precursor origin, although it can nevertheless be replicated.&lt;br /&gt;
&lt;br /&gt;
==== Jump-Lanes/Gates ====&lt;br /&gt;
Although a Directorate-developed technology, the human usage of jump-lanes has seen decidedly more widespread use by the [[Galactic Coalition of Interstellar States]]. Whereas Directorate jump-lanes are typically between existing, developed colonies, the Coalition has historically preferred to construct lanes as part of a colonization course due to the length of time and fuel inefficiency of the folding method. The use, denial, sabotage, and destruction of gates was thus a defining feature of the [[War of Ruz&#039;kahni Survival]], most especially on the Federation front.&lt;br /&gt;
&lt;br /&gt;
=== Vae&#039;Hex FTL ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Sublight Travel ==&lt;br /&gt;
=== Directorate Sublight ===&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Space_Travel&amp;diff=304</id>
		<title>Space Travel</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Space_Travel&amp;diff=304"/>
		<updated>2025-11-20T23:20:41Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: Created page with &amp;quot; == FTL Travel == Different cultures have developed different methods of circumventing the speed of light, and although the term faster than light is technically inaccurate and technicians and scientists frequently use the alternative CLSL (circumvention of light-speed limit), the term FTL remains predominant among the general public. That term is thus used here for accessibility. &amp;#039;&amp;#039;&amp;#039;All&amp;#039;&amp;#039;&amp;#039; known methods of FTL travel are impossible within strong gravity wells, as they d...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== FTL Travel ==&lt;br /&gt;
Different cultures have developed different methods of circumventing the speed of light, and although the term faster than light is technically inaccurate and technicians and scientists frequently use the alternative CLSL (circumvention of light-speed limit), the term FTL remains predominant among the general public. That term is thus used here for accessibility. &#039;&#039;&#039;All&#039;&#039;&#039; known methods of FTL travel are impossible within strong gravity wells, as they depend upon the emission of exotic particles from the fuel substance W-1 that cannot occur within strong gravity wells, eg. orbital habitats, planets, moons, etc.&lt;br /&gt;
&lt;br /&gt;
=== Directorate FTL ===&lt;br /&gt;
==== Point to Point ====&lt;br /&gt;
CLSL was first developed by the Directorate in UDC 280 (Solar Year 2095). Most typically referred to as &#039;&#039;&#039;point to point&#039;&#039;&#039; FTL, most Directorate ships are equipped with PTP drives, with the notable exception of freight and passenger liners that run established and high-volume jump-gate routes. PTP technology first spends a considerable amount of time (varies based on the mass of the ship, length and complexity of the journey, computational power, etc) running navigational calculations while stationary, then vents a bubble of protective hydrogen kept in place by the gravity drive. The ship then exits reality and enters an interspatial superposition along its physical course for a period of time (which also varies but is typically not greater than 1-2 weeks) before arriving at its plotted destination, with the crew having experienced the trip as a period of roughly the same amount of time as it was outside the physical universe. There is no requirement for an entry nor exit gate.&lt;br /&gt;
&lt;br /&gt;
==== Jump-Lanes/Gates ====&lt;br /&gt;
Although typically thought of as a human technology, &#039;&#039;&#039;jump-lanes&#039;&#039;&#039;, frequently incorrectly referred to as &#039;&#039;&#039;jump-gates&#039;&#039;&#039;, allow non-FTL-equipped ships to nevertheless reach their destinations before light does. These are essentially space-based habitats that are capable of propelling ships along pre-calculated, standardized routes. This system &#039;&#039;&#039;requires&#039;&#039;&#039; a strong gravitational well at its termination point in order to decelerate vessels, which is typically provided by an artificial singularity. Without one, there is no exit. Within the Directorate, these are typically constructed between already well-developed worlds through which high volumes of passengers and freight passes in order to reduce the onerous cost of an onboard pilot system or advanced [[Thinking Machines|Thinking Machine]].&lt;br /&gt;
&lt;br /&gt;
=== Solar/Human FTL ===&lt;br /&gt;
==== Folding ====&lt;br /&gt;
The Solar Empire reverse-engineered their own method in 294 (Solar Year 2109) upon the discovery of Precursor technology on the Solar moon Titan. This method uses W-1 to fold space around a ship to allow for physical, kinetic travel that does not technically break the light-speed barrier but delivers the ship to its destination ahead of light. The underlying principles of this technology remain poorly understood due to its Precursor origin, although it can nevertheless be replicated.&lt;br /&gt;
&lt;br /&gt;
==== Jump-Lanes/Gates ====&lt;br /&gt;
Although a Directorate-developed technology, the human usage of jump-lanes has seen decidedly more widespread use by the [[Galactic Coalition of Interstellar States]]. Whereas Directorate jump-lanes are typically between existing, developed colonies, the Coalition has historically preferred to construct lanes as part of a colonization course due to the length of time and fuel inefficiency of the folding method. The use, denial, sabotage, and destruction of gates was thus a defining feature of the [[War of Ruz&#039;kahni Survival]], most especially on the Federation front.&lt;br /&gt;
&lt;br /&gt;
=== Vae&#039;Hex FTL ===&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=War_of_Ruz%27kahni_Survival&amp;diff=278</id>
		<title>War of Ruz&#039;kahni Survival</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=War_of_Ruz%27kahni_Survival&amp;diff=278"/>
		<updated>2025-11-18T17:41:30Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The War of Ruz&#039;kahni Survival, known to the human power as the Secession War, was a series of interconnected armed conflicts in which most of the known galactic powers took part. There is some debate about its exact nature and length, but the most intense period of fighting occurred between UDC 1004 (human year 2809) and 1010 (2815).&lt;br /&gt;
&lt;br /&gt;
== First Phase: Colonization and Intervention ==&lt;br /&gt;
Joint colonization efforts between the [[Ruz&#039;kahni Directorate]] and the Sol-centered [[Galactic Coalition of Interstellar States]] focused on the Voltker Zone after the discovery of the garden world Voltker Prime in UDC 724. In the late 900s, elements of the [[Stygian Abominable Intelligence]] began raiding in the Voltker Zone, and under the joint defense, Directorate forces were stationed in and around the border zone, and occasionally conducted flash raids to eliminate Stygian agents and forces, and acquire what they may have been after from the civilian populace. These flash raids were in many cases poorly organized and modern reexamination by Directorate historians have reported that much of the effort was thwarted by the lack of direct central oversight. Piracy, aggressive boarding, arrests with little suspicion and occasional land-raids have been all documented during this period.&lt;br /&gt;
&lt;br /&gt;
Two decades of effective Directorate intervention and oversight passed before the Coalition increased the level of colonial taxation according to their projected development timetable without accounting for the delays caused by the Stygian attacks and the presence of the Ruz&#039;kahni Directorate Expeditionary Fleet. The result was large-scale unrest within the Voltker Zone, to which the Coalition responded by organizing a naval task force for deployment. The RDEF was not immediately withdrawn, and the main concern of the Directorate forces remained anti-Stygian operations.&lt;br /&gt;
&lt;br /&gt;
The Coalition task force was lost with all hands upon the destruction by a terrorist group of the jump gate it was to utilize. Various other Coalition ships began to converge upon the zone, having been the victims of successful mutinies or sympathetic commanding officers. It was only after this atrocity that the RDEF was withdrawn. The colonial government consolidated its military and political power and declared itself the Federation of Voltker.&lt;br /&gt;
=== Federation of Voltker and its Aftermath ===&lt;br /&gt;
Voltker&#039;s independent government was a short lived experiment, a unification of the Union of Colonists, the Voltker People&#039;s Army, the Voltker Coalition Navy and the Order of the Silver Eagle, an alliance of aligned aristocratic houses with interests in the region. After its initial victory, political infighting left it weakened and a naive belief that the Coalition would not respond with force prevailed among the people. When the Coalition returned by the end of the year, it was a massive punitive strike that crushed the rebellion.&lt;br /&gt;
&lt;br /&gt;
The result was not a return to stability. Other colonial governments, throughout the neighboring White Belt and the Voltker zone protested these actions as unlawful interference. Of Particular note is The Holy See of Visra&#039;s successful coup against Coalition control. A powerful force in this secessionist movement, the Solar Houses of the region began openly protesting the intervention as unlawful interference and a violation of the Democratic Rule of Law and the Free Association clause of the Coalition constitution.&lt;br /&gt;
&lt;br /&gt;
== Second Phase: Open War ==&lt;br /&gt;
The RDEF began to secure jump gates along interstellar lanes to prevent further war crimes against neutral civilian infrastructure; it was assessed that there was risk of more. This assessment was proven accurate when three further gates were destroyed by rebellious forces. The Grand Tide viewed the Directorate deployments as violations of their sovereignty, and officially recognized the former Federation of Voltker as legitimate and its surviving leaders as a government-in-exile. Stygian attacks broadened and began to affect core Directorate and Coalition territories, occupying much of the military capability of both powers even as the Federation continued to gather the support of many smaller seditious colonies and steal or construct new warships at a rapid pace.&lt;br /&gt;
=== The Caera-Leecii Alliance ===&lt;br /&gt;
The [[Caera-Leecii]] and remnants of the Order of the Silver Eagle were instrumental in the organization of this initial wave of conflict, seeding joined agents throughout the Voltker Zone and White Belt to infiltrate key organizations, military and domestic. Organizing a far larger shadow rebellion than Coalition was at the time aware of. Unlike the scattered independence movements, the Alliance had a goal of a unified power.&lt;br /&gt;
=== Formation of the ISTO ===&lt;br /&gt;
The ISTO, or Interstellar Treaty Organization is an organization formed in UDC 1007 as an alliance of the [[Vesreen Holdings]], Ruz&#039;kahni Directorate, and the Galactic Coalition of Interstellar States. Its primary purpose is unified command against the Stygian threat and coordination of military assets for this goal. the [[Gwix Conglomerate|Onk Conglomerate]] were originally co-signatures but withdrew when their trade with the Lo-Shudai was disrupted.&lt;br /&gt;
&lt;br /&gt;
== Third Phase: The War of Ruz&#039;kahni Survival ==&lt;br /&gt;
The height of conflict began the moment the Federation of the Phoenix was declared. Seizing on the imagery of the failed Voltker Federation as its inspiration, and using the phoenix, a mythological bird that is reborn after death in fire as its icon as a successor to the Order of Silver-Eagle, it was an alliance of the Caera-Leecii Transient Clans, the [[Lumii]] Holy See of Visra and the [[Hexian]] Imperial Vae’hex Dominion, as well as the Solar Great Houses: Augustiani, Ajnoria, Vauxneyll, Zuheda (Itself a former Directorate clan that joined the Coalition in the far-flung past), and Azdali. The Directorate had largely taken a supporting role in the conflict for the first 17 months. Logistical, intelligence, and security support were provided as per the ISTO, but the active fighting was unfamiliar in nature and largely seen as an internal conflict; the Coalition was, after all, fighting its own citizens; the Federation was not and today remains unrecognized as a distinct, legitimate political entity by the Directorate. &lt;br /&gt;
&lt;br /&gt;
This supporting role changed upon the entrance of the war of the [[Lo-Shudai|Grand Tide]] and the Holy See. [[Poliesu]] warfare, like Rokhandan warfare, places an emphasis on flash raiding. Unlike Rokhandan warfare, it also places emphasis on ferocity. The holy world of Cellen was targeted, as were several gates in Directorate space, before any declaration of war was made. Tens of thousands perished before any response could be made, and the Burning of Cellen is frequently remembered with grief, horror, and anger.&lt;br /&gt;
&lt;br /&gt;
This direct attack was met with the formal entrance of the Ruz&#039;kahni Directorate into a form of warfare that was new to it: total war. For the first time in its history: the Directorate instituted a draft; Directorate ships no longer prioritized the capture of a ship over its destruction; and attempts were made to cripple and destroy the Grand Tide&#039;s ability to make war. The ISTO fleets, primarily made up of Coalition and Directorate ships, swept through enemy space systematically and at great cost in lives and ships, and for every world taken, the horrific FTL attacks were made indiscriminately against both military and civilian targets belonging to the ISTO. This dynamic halted when the fortress-system of Praxis became part of the front line. Praxis was a central FTL junction and critical hub for Grand Tide and Holy See forces. Several clans had over the course of the conflict developed a weaponized version of [[Rapid Reconstructive Cell Therapy|RRCT]], known as [[GeCo]]. Fearing the cost of taking Praxis conventionally, these weapons were deployed without Directorate knowledge or authorization against Praxis, rendering all inhabitants dead. The clans responsible were disbanded and their leaders punished, and their names erased from history in disgrace.&lt;br /&gt;
&lt;br /&gt;
The typical form of the War of Ruz&#039;kahni Survival was for advanced RDEF ships to do the bulk of the fighting in space, and once planets were besieged, [[Vatborn and Splicers|vatborn]] soldiers of the Coalition would invade en masse and serve as a garrison when the fleets continued on. This form of planet-hopping warfare was relentlessly effective, though nevertheless costly, and eventually the ISTO forces reached the Poliesu homeworld. Resistance was fiercest here, and only after months of siege and total war did the emperor of the Grand Tide surrender, specifically to Coalition forces.&lt;br /&gt;
&lt;br /&gt;
Fighting continued, with the Coalition accepting the [[United Republic of Ayun-Ji|Republic of Ayun-Ji]] as a protectorate and utilizing the captured W-1 reserves. After the capitulation of the Grand Tide, RDEF focus shifted towards the Stygian Abominable Intelligence, and development of weaponry specialized for lethality against [[Thinking Machines]] was completed, and with them RDEF forces were able to make territorial gains and seize reserves of [[W-1]] that had previously been unattainable.&lt;br /&gt;
&lt;br /&gt;
== Fourth Phase: The Shattering ==&lt;br /&gt;
The Holy See of Visra was approached directly by their Stygian allies and given plans for a new weapon. The See, along with the rest of the Federation began to secretly construct the weapon and it was soon designated the FFS Fioletovyy, a warship of unique designs possessing a weapon able to target enemy fleets in the tempestuous realm of Jumpspace. As the war was turning against the Federation of the Phoenix, and when Visra itself was being assaulted by Coalition Forces in an event known as the Razing of Visra, the Patriarch of the Holy See, Seraph Alexander III, ordered his Lumii to fire the weapon.&lt;br /&gt;
&lt;br /&gt;
The result was an event known as The Shattering. Jump-gates within 114 parsecs immediately failed and the nature of the hyper-space lanes altered. Ships in jumpspace failed to exit, exited unexpectedly, or at unintended destinations. Others flew out of control, their systems and power-systems failing or misfiring and collided with numerous worlds, causing immense damage. The region known as the White Belt was particularly effected and nearly all jump-computations altered. The fundamental nature of Jumpspace altered within the effected regions, leaving new paths to open, and old ones to fail. The death toll is considerable. While direct impacts resulted in millions dead from out-of-control vessels, the loss of logistics throughout the effected zones caused far greater and as to unknown losses of life.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
The Federation of the Phoenix, having heavily altered its fleet to operate outside of Jump-gates and established nav-lanes during their rise managed to re-seize massive amounts of lost territory and was more capable of rebuilding their logistics than the Galactic Coalition, which had relied on these established lanes of infrastructure to maintain its empire. But its internal divisions were many, and many thought the civilian death toll was too great. Demand for reparations by the states of the Federation towards the Holy See of Visra led for what was seen as a unilateral unapproved usage of the weapon led to the exit of the See from the Federation by the end of 1010 as it was reformed under a military junta by the Supreme Commander of Navy.&lt;br /&gt;
&lt;br /&gt;
=== The Sovereign Federation and the House Wars===&lt;br /&gt;
Internal pressures in the young nation caused it to fracture, as the level of involvement of the Stygians began to be known, civilians openly revolted. Similarly its Solar Houses engaged in clandestine war against one another, and the Junta was shattered by 1016. A period of unrest followed before it was reorganized in the wake of the event known as the House Wars between the years 1017 and 1019, establishing a new, unified, civilian government, re-united with the removed Holy See of Visra and was rechristened as [[Sovereign Federation|The Sovereign Federation]] by the end of 1019.&lt;br /&gt;
&lt;br /&gt;
== In Retrospect ==&lt;br /&gt;
Ten years since the ceasefire, things remain politically uncertain. Directorate space was furthest from the regions most affected by the Shattering, and the devastation was somewhat ameliorated due to the fact that some Directorate FTL drives don&#039;t require the use of jump-lanes. The broad (but not universal) consensus is that the ISTO, despite making gains at the time of the end of hostilities, was the losing side, with the Coalition in particular having lost a large amount of its territory and logistics structure without having made major gains (with the notable exception of the Ayun-Ji Republic). Many regard the war as an unnecessary tragedy born of dysfunctional foreign policy, and the Directorate&#039;s close relation with the Solar government is being questioned by the Houyani and Celleni political blocs as peace talks continue to drag on a decade later.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=War_of_Ruz%27kahni_Survival&amp;diff=276</id>
		<title>War of Ruz&#039;kahni Survival</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=War_of_Ruz%27kahni_Survival&amp;diff=276"/>
		<updated>2025-11-18T03:19:46Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* First Phase: Colonization and Intervention */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The War of Ruz&#039;kahni Survival, known to the human power as the Secession War, was a series of interconnected armed conflicts in which most of the known galactic powers took part. There is some debate about its exact nature and length, but the most intense period of fighting occurred between UDC 1004 (human year 2809) and 1010 (2815).&lt;br /&gt;
&lt;br /&gt;
== First Phase: Colonization and Intervention ==&lt;br /&gt;
Joint colonization efforts between the [[Ruz&#039;kahni Directorate]] and the Sol-centered [[Galactic Coalition of Interstellar States]] focused on the Voltker Zone after the discovery of the garden world Voltker Prime in UDC 724. In the late 900s, elements of the [[Stygian Abominable Intelligence]] began raiding in the Voltker Zone, and under the joint defense, Directorate forces were stationed in and around the border zone, and occasionally conducted flash raids to eliminate Stygian agents and forces, and acquire what they may have been after from the civilian populace. These flash raids were in many cases poorly organized and modern reexamination by Directorate historians have reported that much of the effort was thwarted by the lack of direct central oversight. Piracy, aggressive boarding, arrests with little suspicion and occasional land-raids have been all documented during this period.&lt;br /&gt;
&lt;br /&gt;
Two decades of effective Directorate intervention and oversight passed before the Coalition increased the level of colonial taxation according to their projected development timetable without accounting for the delays caused by the Stygian attacks and the presence of the Ruz&#039;kahni Directorate Expeditionary Fleet. The result was large-scale unrest within the Voltker Zone, to which the Coalition responded by organizing a naval task force for deployment. The RDEF was not immediately withdrawn, and the main concern of the Directorate forces remained anti-Stygian operations.&lt;br /&gt;
&lt;br /&gt;
The Coalition task force was lost with all hands upon the destruction by a terrorist group of the jump gate it was to utilize. Various other Coalition ships began to converge upon the zone, having been the victims of successful mutinies or sympathetic commanding officers. It was only after this atrocity that the RDEF was withdrawn. The colonial government consolidated its military and political power and declared itself the Federation of Voltker.&lt;br /&gt;
=== Federation of Voltker and its Aftermath ===&lt;br /&gt;
Voltker&#039;s independent government was a short lived experiment, a unification of the Union of Colonists, the Voltker People&#039;s Army, the Voltker Coalition Navy and the Order of the Silver Eagle, an alliance of aligned aristocratic houses with interests in the region. After its initial victory, political infighting left it weakened and a naive belief that the Coalition would not respond with force prevailed among the people. When the Coalition returned by the end of the year, it was a massive punitive strike that crushed the rebellion.&lt;br /&gt;
&lt;br /&gt;
The result was not a return to stability. Other colonial governments, throughout the neighboring White Belt and the Voltker zone protested these actions as unlawful interference. Of Particular note is The Holy See of Visra&#039;s successful coup against Coalition control. A powerful force in this secessionist movement, the Solar Houses of the region began openly protesting the intervention as unlawful interference and a violation of the Democratic Rule of Law and the Free Association clause of the Coalition constitution.&lt;br /&gt;
&lt;br /&gt;
== Second Phase: Open War ==&lt;br /&gt;
The RDEF began to secure jump gates along interstellar lanes to prevent further war crimes against neutral civilian infrastructure; it was assessed that there was risk of more. This assessment was proven accurate when three further gates were destroyed by rebellious forces. The Grand Tide viewed the Directorate deployments as violations of their sovereignty, and officially recognized the former Federation of Voltker as legitimate and its surviving leaders as a government-in-exile. Stygian attacks broadened and began to affect core Directorate and Coalition territories, occupying much of the military capability of both powers even as the Federation continued to gather the support of many smaller seditious colonies and steal or construct new warships at a rapid pace.&lt;br /&gt;
=== The Caera-Leecii Alliance ===&lt;br /&gt;
The [[Caera-Leecii]] and remnants of the Order of the Silver Eagle were instrumental in the organization of this initial wave of conflict, seeding joined agents throughout the Voltker Zone and White Belt to infiltrate key organizations, military and domestic. Organizing a far larger shadow rebellion than Coalition was at the time aware of. Unlike the scattered independence movements, the Alliance had a goal of a unified power.&lt;br /&gt;
=== Formation of the ISTO ===&lt;br /&gt;
The ISTO, or Interstellar Treaty Organization is an organization formed in UDC 1007 as an alliance of the [[Vesreen Holdings]], Ruz&#039;kahni Directorate, and the Galactic Coalition of Interstellar States. Its primary purpose is unified command against the Stygian threat and coordination of military assets for this goal. the [[Gwix Conglomerate|Onk Conglomerate]] were originally co-signatures but withdrew when their trade with the Lo-Shudai was disrupted.&lt;br /&gt;
&lt;br /&gt;
== Third Phase: The War of Ruz&#039;kahni Survival ==&lt;br /&gt;
The height of conflict began the moment the Federation of the Phoenix was declared. Seizing on the imagery of the failed Voltker Federation as its inspiration, and using the phoenix, a mythological bird that is reborn after death in fire as its icon as a successor to the Order of Silver-Eagle, it was an alliance of the Caera-Leecii Transient Clans, the [[Lumii]] Holy See of Visra and the [[Hexian]] Imperial Vae’hex Dominion, as well as the Solar Great Houses: Augustiani, Ajnoria, Vauxneyll, Zuheda (Itself a former Directorate clan that joined the Coalition in the far-flung past), and Azdali. The Directorate had largely taken a supporting role in the conflict for the first 17 months. Logistical, intelligence, and security support were provided as per the ISTO, but the active fighting was unfamiliar in nature and largely seen as an internal conflict; the Coalition was, after all, fighting its own citizens; the Federation was not and today remains unrecognized as a distinct, legitimate political entity by the Directorate. &lt;br /&gt;
&lt;br /&gt;
This supporting role changed upon the entrance of the war of the [[Lo-Shudai|Grand Tide]] and the Holy See. [[Poliesu]] warfare, like Rokhandan warfare, places an emphasis on flash raiding. Unlike Rokhandan warfare, it also places emphasis on ferocity. The holy world of Cellen was targeted, as were several gates in Directorate space, before any declaration of war was made. Tens of thousands perished before any response could be made, and the Burning of Cellen is frequently remembered with grief, horror, and anger.&lt;br /&gt;
&lt;br /&gt;
This direct attack was met with the formal entrance of the Ruz&#039;kahni Directorate into a form of warfare that was new to it: total war. For the first time in its history: the Directorate instituted a draft; Directorate ships no longer prioritized the capture of a ship over its destruction; and attempts were made to cripple and destroy the Grand Tide&#039;s ability to make war. The ISTO fleets, primarily made up of Coalition and Directorate ships, swept through enemy space systematically and at great cost in lives and ships, and for every world taken, the horrific FTL attacks were made indiscriminately against both military and civilian targets belonging to the ISTO. This dynamic halted when the fortress-system of Praxis became part of the front line. Praxis was a central FTL junction and critical hub for Grand Tide and Holy See forces. Several clans had over the course of the conflict developed a weaponized version of [[Rapid Reconstructive Cell Therapy|RRCT]], known as [[GeCo]]. Fearing the cost of taking Praxis conventionally, these weapons were deployed without Directorate knowledge or authorization against Praxis, rendering all inhabitants dead. The clans responsible were disbanded and their leaders punished, and their names erased from history in disgrace.&lt;br /&gt;
&lt;br /&gt;
The typical form of the War of Ruz&#039;kahni Survival was for advanced RDEF ships to do the bulk of the fighting in space, and once planets were besieged, [[Vatborn and Splicers|vatborn]] soldiers of the Coalition would invade en masse and serve as a garrison when the fleets continued on. This form of planet-hopping warfare was relentlessly effective, though nevertheless costly, and eventually the ISTO forces reached the Poliesu homeworld. Resistance was fiercest here, and only after months of siege and total war did the emperor of the Grand Tide surrender, specifically to Coalition forces.&lt;br /&gt;
&lt;br /&gt;
Fighting continued, with the Coalition accepting the [[United Republic of Ayun-Ji|Republic of Ayun-Ji]] as a protectorate and utilizing the captured W-1 reserves. After the capitulation of the Grand Tide, RDEF focus shifted towards the Stygian Abominable Intelligence, and development of weaponry specialized for lethality against [[Thinking Machines]] was completed, and with them RDEF forces were able to make territorial gains and seize reserves of [[W-1]] that had previously been unattainable.&lt;br /&gt;
&lt;br /&gt;
== Fourth Phase: The Shattering ==&lt;br /&gt;
The Holy See of Visra was approached directly by their Stygian allies and given plans for a new weapon. The See, along with the rest of the Federation began to secretly construct the weapon and it was soon designated the FFS Fioletovyy, a warship of unique designs possessing a weapon able to target enemy fleets in the tempestuous realm of Jumpspace. As the war was turning against the Federation of the Phoenix, and when Visra itself was being assaulted by Coalition Forces in an event known as the Razing of Visra, the Patriarch of the Holy See, Seraph Alexander III, ordered his Lumii to fire the weapon.&lt;br /&gt;
&lt;br /&gt;
The result was an event known as The Shattering. Jump-gates within 114 parsecs immediately failed and the nature of the hyper-space lanes altered. Ships in jumpspace failed to exit, exited unexpectedly, or at unintended destinations. Others flew out of control, their systems and power-systems failing or misfiring and collided with numerous worlds, causing immense damage. The region known as the White Belt was particularly effected and nearly all jump-computations altered. The fundamental nature of Jumpspace altered within the effected regions, leaving new paths to open, and old ones to fail. The death toll is considerable. While direct impacts resulted in millions dead from out-of-control vessels, the loss of logistics throughout the effected zones caused far greater and as to unknown losses of life.&lt;br /&gt;
&lt;br /&gt;
=== Aftermath ===&lt;br /&gt;
The Federation of the Phoenix, having heavily altered its fleet to operate outside of Jump-gates and established nav-lanes during their rise managed to re-seize massive amounts of lost territory and was more capable of rebuilding their logistics than the Galactic Coalition, which had relied on these established lanes of infrastructure to maintain its empire. But its internal divisions were many, and many thought the civilian death toll was too great. Demand for reparations by the states of the Federation towards the Holy See of Visra led for what was seen as a unilateral unapproved usage of the weapon led to the exit of the See from the Federation by the end of 1010 as it was reformed under a military junta by the Supreme Commander of Navy.&lt;br /&gt;
&lt;br /&gt;
=== The Sovereign Federation and the House Wars===&lt;br /&gt;
Internal pressures in the young nation caused it to fracture, as the level of involvement of the Stygians began to be known, civilians openly revolted. Similarly its Solar Houses engaged in clandestine war against one another, and the Junta was shattered by 1016. A period of unrest followed before it was reorganized in the wake of the event known as the House Wars between the years 1017 and 1019, establishing a new, unified, civilian government, re-united with the removed Holy See of Visra and was rechristened as [[Sovereign Federation|The Sovereign Federation]] by the end of 1019.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Technology&amp;diff=273</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Technology&amp;diff=273"/>
		<updated>2025-11-18T00:44:51Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Distant Sands 11 universe is set at a specific time and place in technological development, and&lt;br /&gt;
&lt;br /&gt;
== Directorate Technology ==&lt;br /&gt;
Technologies particular to the Directorate or originating within it. Directorate technology tends to be non-digital in nature, or rather post-digital. As a result, it often looks outdated despite its sophistication.&lt;br /&gt;
&lt;br /&gt;
=== Blaster ===&lt;br /&gt;
These are heat weapons and tools that serve a large range of purposes. They can disintegrate objects and people on the highest settings, but on lower ones they can start a fire, weld metal, or a variety of other tasks. If you need heat on demand, chances are you&#039;ll use a blaster.&lt;br /&gt;
&lt;br /&gt;
=== Directorate Scanner ===&lt;br /&gt;
Large and multipurpose analytical tools. Handheld scanners are very useful for gathering all kinds of information from the surrounding environment and specific objects, but they tend to be very bulky. Ship-mounted scanners are often powerful enough to be lethal at extremely close ranges.&lt;br /&gt;
&lt;br /&gt;
=== Drone ===&lt;br /&gt;
Directorate surface warfare is largely dominated by drone usage. These are typically small, mass-produced UAVs that can navigate indoor spaces and tend to be controlled by the Pilot of the ship they&#039;re deployed from. Generally the Directorate does not deploy conventional infantry, although most RDEF warships carry a detachment of marines for limited surface operations and boarding actions. The Directorate uses drones for a wide variety of purposes both in and out of combat, such as for scanning or scouting, performing repairs in space, and even construction of orbital structures.&lt;br /&gt;
&lt;br /&gt;
=== Gravity Manipulation ===&lt;br /&gt;
Most Directorate ships&#039; primary propulsion system is called a Gravity Drive. Rather than a chemical reaction or direct energy propulsion, the ship projects a field of heavy gravity in a given direction and is pulled rather than pushed towards its destination. The generation of artificial gravity aboard ships and stations is done using a device known as gravity plating, which is typically positioned under the deck. The strength of this field can be adjusted in real time by the ship&#039;s Pilot, which also gives it utility as a means to incapacitate intruders by rapidly raising and lowering the gravity in a given area.&lt;br /&gt;
&lt;br /&gt;
=== Low-Berth ===&lt;br /&gt;
Chambers in which molecular activity is reduced to near zero in a flash. This effectively freezes the contents in their present condition as long as power supply lasts. These are typically used for the preservation of sophonts in the event of emergency or lack of FTL availability. &lt;br /&gt;
&lt;br /&gt;
=== Marshmelon ===&lt;br /&gt;
In the early days of human-Rokhandan relations, it was discovered that Feni had a particuliar love of marshmallows. The name of the confectionary was misconstrued as &#039;marshmelon&#039; and couldn&#039;t be corrected before these treats were spread throughout the Directorate. Modern marshmelons of Directorate manufacture are nutrient-dense little spheres dyed to resemble the common djolar melon that taste much like human marshmallows, and most citizens believe that the snack originates from within the Directorate.&lt;br /&gt;
&lt;br /&gt;
=== Masers ===&lt;br /&gt;
&lt;br /&gt;
=== Pilot System ===&lt;br /&gt;
So named because its initial and most common use is aboard Directorate ships. Most clans harbor an intense distaste for general [[Thinking Machines|artificial intelligences]], and instead purpose-build them for specific tasks which they&#039;re programmed to see as their entire purpose. This becomes problematic with tasks that require exacting coordination between multiple systems, such as the operation of starship systems. Instead of using AIs, Directorate ships largely use non-sentient computer, life support, and neural interface systems into which sophonts are integrated for several months or years. Can eventually cause neural burnout, so pilots are typically cycled in and out once every few weeks or so.&lt;br /&gt;
&lt;br /&gt;
=== RRCT ===&lt;br /&gt;
Rapid Reconstructive Cell Therapy. This process has many uses and is a flagstone of technological progress. Effectively, RRCT deconstructs and then rebuilds organic structures according to a DNA plan. This plan can be extensively modified for a wide range of physical changes, effectively allowing a person to splice themselves into a different or even entirely new species. If left unmodified, RRCT is used as a medical procedure to restore a person from catastrophic damage.&lt;br /&gt;
===== GeCo =====&lt;br /&gt;
A spinoff of RRCT tech, Genetic Corruption weapons are essentially the deconstructive process of RRCT without an end state programmed in. Anybody subjected to a GeCo weapon is liquefied.&lt;br /&gt;
&lt;br /&gt;
=== Sandcaster ===&lt;br /&gt;
Primarily a defensive weapon, sandcasters are ship-mounted and launch dense clouds of highly reflective silicate particles. The intended use is to deflect energy discharges and prematurely detonate conventional munitions, but some enterprising officers have found that sandcasters are also extremely effective anti-personnel weapons in target-rich environments.&lt;br /&gt;
&lt;br /&gt;
== Non-Directorate Technology ==&lt;br /&gt;
Generally regarded within the Directorate as either unsophisticated or derivative of something else.&lt;br /&gt;
=== Mass Drivers ===&lt;br /&gt;
Ballistic weapons are generally considered outdated by the Directorate, yet they remain the primary means of ship-to-ship combat outside of it. &lt;br /&gt;
&lt;br /&gt;
== Taboo Technology ==&lt;br /&gt;
&lt;br /&gt;
== Disallowed Technology ==&lt;br /&gt;
Things that players aren&#039;t allowed to have because they haven&#039;t been invented yet in the setting or are functionally impossible to obtain.&lt;br /&gt;
=== Hardlight ===&lt;br /&gt;
While some ships have begun to mount hardlight shields, they&#039;re extremely power-intensive and can&#039;t be used for more than a few seconds at a time and in a localized area. Nobody has figured out how to miniaturize the technology yet or make it work for extended periods.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Technology&amp;diff=272</id>
		<title>Technology</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Technology&amp;diff=272"/>
		<updated>2025-11-18T00:39:06Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Directorate Technology */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Distant Sands 11 universe is set at a specific time and place in technological development, and&lt;br /&gt;
&lt;br /&gt;
== Directorate Technology ==&lt;br /&gt;
Technologies particular to the Directorate or originating within it. Directorate technology tends to be non-digital in nature, or rather post-digital. As a result, it often looks outdated despite its sophistication.&lt;br /&gt;
&lt;br /&gt;
=== Blaster ===&lt;br /&gt;
These are heat weapons and tools that serve a large range of purposes. They can disintegrate objects and people on the highest settings, but on lower ones they can start a fire, weld metal, or a variety of other tasks. If you need heat on demand, chances are you&#039;ll use a blaster.&lt;br /&gt;
&lt;br /&gt;
=== Directorate Scanner ===&lt;br /&gt;
Large and multipurpose analytical tools. Handheld scanners are very useful for gathering all kinds of information from the surrounding environment and specific objects, but they tend to be very bulky. Ship-mounted scanners are often powerful enough to be lethal at extremely close ranges.&lt;br /&gt;
&lt;br /&gt;
=== Drone ===&lt;br /&gt;
Directorate surface warfare is largely dominated by drone usage. These are typically small, mass-produced UAVs that can navigate indoor spaces and tend to be controlled by the Pilot of the ship they&#039;re deployed from. Generally the Directorate does not deploy conventional infantry, although most RDEF warships carry a detachment of marines for limited surface operations and boarding actions. The Directorate uses drones for a wide variety of purposes both in and out of combat, such as for scanning or scouting, performing repairs in space, and even construction of orbital structures.&lt;br /&gt;
&lt;br /&gt;
=== Gravity Manipulation ===&lt;br /&gt;
Most Directorate ships&#039; primary propulsion system is called a Gravity Drive. Rather than a chemical reaction or direct energy propulsion, the ship projects a field of heavy gravity in a given direction and is pulled rather than pushed towards its destination. The generation of artificial gravity aboard ships and stations is done using a device known as gravity plating, which is typically positioned under the deck. The strength of this field can be adjusted in real time by the ship&#039;s Pilot, which also gives it utility as a means to incapacitate intruders by rapidly raising and lowering the gravity in a given area.&lt;br /&gt;
&lt;br /&gt;
=== Low-Berth ===&lt;br /&gt;
Chambers in which molecular activity is reduced to near zero in a flash. This effectively freezes the contents in their present condition as long as power supply lasts. These are typically used for the preservation of sophonts in the event of emergency or lack of FTL availability. &lt;br /&gt;
&lt;br /&gt;
=== Marshmelon ===&lt;br /&gt;
&lt;br /&gt;
=== Masers ===&lt;br /&gt;
&lt;br /&gt;
=== Pilot System ===&lt;br /&gt;
So named because its initial and most common use is aboard Directorate ships. Most clans harbor an intense distaste for general [[Thinking Machines|artificial intelligences]], and instead purpose-build them for specific tasks which they&#039;re programmed to see as their entire purpose. This becomes problematic with tasks that require exacting coordination between multiple systems, such as the operation of starship systems. Instead of using AIs, Directorate ships largely use non-sentient computer, life support, and neural interface systems into which sophonts are integrated for several months or years. Can eventually cause neural burnout, so pilots are typically cycled in and out once every few weeks or so.&lt;br /&gt;
&lt;br /&gt;
=== RRCT ===&lt;br /&gt;
Rapid Reconstructive Cell Therapy. This process has many uses and is a flagstone of technological progress. Effectively, RRCT deconstructs and then rebuilds organic structures according to a DNA plan. This plan can be extensively modified for a wide range of physical changes, effectively allowing a person to splice themselves into a different or even entirely new species. If left unmodified, RRCT is used as a medical procedure to restore a person from catastrophic damage.&lt;br /&gt;
===== GeCo =====&lt;br /&gt;
A spinoff of RRCT tech, Genetic Corruption weapons are essentially the deconstructive process of RRCT without an end state programmed in. Anybody subjected to a GeCo weapon is liquefied.&lt;br /&gt;
&lt;br /&gt;
=== Sandcaster ===&lt;br /&gt;
Primarily a defensive weapon, sandcasters are ship-mounted and launch dense clouds of highly reflective silicate particles. The intended use is to deflect energy discharges and prematurely detonate conventional munitions, but some enterprising officers have found that sandcasters are also extremely effective anti-personnel weapons in target-rich environments.&lt;br /&gt;
&lt;br /&gt;
== Non-Directorate Technology ==&lt;br /&gt;
Generally regarded within the Directorate as either unsophisticated or derivative of something else.&lt;br /&gt;
=== Mass Drivers ===&lt;br /&gt;
Ballistic weapons are generally considered outdated by the Directorate, yet they remain the primary means of ship-to-ship combat outside of it. &lt;br /&gt;
&lt;br /&gt;
== Taboo Technology ==&lt;br /&gt;
&lt;br /&gt;
== Disallowed Technology ==&lt;br /&gt;
Things that players aren&#039;t allowed to have because they haven&#039;t been invented yet in the setting or are functionally impossible to obtain.&lt;br /&gt;
=== Hardlight ===&lt;br /&gt;
While some ships have begun to mount hardlight shields, they&#039;re extremely power-intensive and can&#039;t be used for more than a few seconds at a time and in a localized area. Nobody has figured out how to miniaturize the technology yet or make it work for extended periods.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
</feed>