Scarabs: различия между версиями

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[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]


The largest representation of [[Offworlder Humans|offworlders]], the Scarabs perfectly embody the nomadic characterization most of the zero-G-bound Humans have founded over the years. They are a clever bunch, numbering in the millions yet supporting themselves by utilizing advanced compact hydroponics and insect farming to survive and compete in the modern world.  
The largest representation of offworlder humans, the Scarabs are a loosely-organized confederation of nomadic vessels which spent decades isolated from the rest of humanity in the uncharted frontier due to the Interstellar War. The Scarabs are a population of hardy survivors who are adept at surviving in the void of space and possess a unique culture which is a result of their decades of isolation in the frontier, where a single mistake could spell death.


Originating from African Confederation colonists in the early 2200’s, their remarkable history demonstrates the true flexibility and resolve of Humanity. These pioneers, in their early years, banded together with those of other nations launching numerous vessels at similar times for the collective goal of colonizing the depths of space.  
'''Scarabs traditionally have two surnames, with the first being a family name and the second being the vessel the Scarab originates upon. In terms of an on-server, your character should pick between one or the other.'''
 
==History==
 
What would become the modern Scarab Fleets has its roots in what the Solarian government referred to as Colony Fleet SFE-528-RFS, or Solarian Frontier Expedition #528 (Riphean Frontier Sector). Fleet 528 was organized by the Solarian Department of Colonization and intended to serve as an initial survey and colonization fleet in the Riphean Frontier Sector. Intended to be launched in 2268, several years after the start of the Second Great Depression, the Fleet was ultimately granted a significantly smaller budget than originally anticipated due to the unexpected economic collapse of the Solarian economy. The bureaucrats in the Solarian government responsible for its funding, desperate to save money wherever they could, cut what they believed would be the least important aspect of the ships: their gravity generators. These were, after all, a large expense and would only be needed for a few years before Fleet 528’s vessels reached the Riphean Frontier Sector (modern-day Arusha) and established a presence on worlds which already had gravity. It simply made economic sense to divert the funding, and strip the machinery out.
 
At the time of its launch in 2268 Fleet 528 was expected to reach the Central Solarian Frontier (the modern [[Coalition of Colonies|Coalition]]) by the early 2270s, and would reach the Riphean Frontier Sector by the mid-2270s. Long-range communication by the Fleet would have to rely upon interstellar communication stations throughout the Solarian Alliance. These stations, while primitive and clunky by the standards of the 25th century, would ensure the Fleet remained in contact with the Alliance and received updates from them such as stellar navigation assistance — a critical component of remaining on-course in the mostly uncharted frontier they were located in. Without this, the Fleet would quickly find themselves lost in a hostile region which had only been previously explored by survey drones.
 
Disaster struck the Fleet in 2275 with the outbreak of the Interstellar War. As Solarian turned against Solarian and the Spur plunged into its largest recorded war, the communication and navigation relays the Fleet relied upon for communication and navigation became hotly contested points of conflict between the Solarian Navy and the Coalition’s forces. By late 2275 most had been destroyed, either deliberately or as a result of combat, and those that survived were largely rendered unusable as a result of the Solarian Navy changing the encryption protocols. The Fleet, already isolated in the far flung reaches of the Riphean Frontier Sector, had no way of receiving these codes, and found itself cut off from communication, navigation, and the occasional autonomous resupply fleets sent to it by the Department of Colonization. The ships of the Fleet, designed for survey work, were rugged and durable, but found themselves stuck in a dire situation where they were deprived of supplies, navigational assistance, and cut off from any way to call for help. The Fleet’s captains initially settled upon a logical course of action: isolated as they were, and with their ships lacking gravity generators, the most sensible course of action was to find a planet to settle on before supplies ran out or the Fleet’s members, who had lived in low gravity for nearly a decade, became too physically weak to readapt to life in gravity.
 
Months became years as the Fleet searched for a habitable world in the Riphean Frontier Sector to little success, with most worlds being far too wild and untamed for them to reasonably survive on in their weakened states from years of low-gravity living. Planet after planet and system after system were discovered, charted, and marked as unsuitable for habitation by the Fleet as it wandered further and further through the uncharted frontier, having no contact with any outside itself. The Interstellar War had ended and the Solarian Alliance had experienced a disastrous attempted coup in the meantime, but these developments were utterly irrelevant to the Fleet, alone in its blind journey. As the 23rd century became the 24th and the Fleet continued to wander, its culture — which had started with the sense of ruggedness typical of those who volunteered for such a daring task as colonizing an alien world — began to shift and, as the first generation to be born in zero gravity appeared and those who could not adapt to their new environment began to either die or be left behind, the nature of the Fleet gradually changed.
 
The children born to the Fleet instead of having boarded its ships at the beginning of its journey developed substantial anatomical differences from those who preceded them as a result of spending their entire lives in zero gravity. These physical distinctions became the typical traits of those who would become, in time, the entire population of the fleet; the so-called “offworlders.” The need to preserve their ships, which grew older and less reliable every year, turned their culture of ruggedness into a culture of dogged survival and endurance against all odds. Unnecessary systems were scrapped and cannibalized, nonfunctional vessels were broken and all usable components were integrated into those ships still able to carry on. The number of ships in the Fleet slowly decreased and the remaining members, perhaps to acknowledge how scavenging had become the foundation of their very existence, began to refer to themselves as the Scarabs.
 
The Fleet would remain cut off from the broader Spur until 2398, when their wanderings brought them across a long-abandoned Coalition-flagged Oslo-class battleship which had been lost during the Interstellar War. This vessel, which had been adrift for over a century by the time of its discovery by the Scarab Fleet, was the first encounter they had had with the broader Orion Spur in generations. Although adrift for more than a century and forgotten by those to whom it had served, the battleship was home to an incredible boon for the Scarabs: a functional military-grade navigation computer which would allow them to navigate the Fleet back to civilization. Salvation at long last! The Scarab vessels, abuzz with excitement at their potential salvation, eagerly went to work disassembling the battleship and bringing its navigation system onto their flagship, the Riphean Voyager. Some voiced concern about reentering broader humanity after a century, while others believed all but the Scarabs had been decimated during this newly-discovered conflict, and that they were all that remained of civilization in the spur. Ultimately more captains voted to return to humanity than voted to remain isolated on their slowly decaying vessels, and the Scarabs began their journey from the uncharted frontier and back into the world their forebears had left behind.
 
The return journey would take the Scarabs twenty years, and they would only arrive at the Coalition’s border in 2418. Their first contact with broader humanity was at the Coalition’s frontier with Arusha, where they were met with a combined Coalition force mostly consisting of All-Xanu Republic vessels which had been scrambled in response to a large number of unknown ships entering Coalition space from an uncharted frontier region. Detection by early warning sensor stations along the Coalition’s border caused a significant force — the largest such to exist between the Interstellar War and the Solarian Civil War, which had gripped the Northern Wildlands in 2465 — to be assembled, but failed to prepare the Coalition unexpectedly peaceful (if not entirely friendly) Scarabs as they emerged from their isolation. A violent engagement was averted by quick diplomacy from both sides and the Scarab Fleet, as it was now formally known, was welcomed into the Coalition as a new, and unique, form of government.
 
Since 2418 the Scarabs have slowly readjusted to life in a very different Orion Spur than the one they left, and many have struggled — or failed — to fully integrate with this new world. As the years go on and the Scarabs born having never known their years as true wanderers begin to outnumber their aging peers who have known nothing other than the Fleet, some worry their unique culture and way of life will fade away. But only time will tell what the future holds for the Spur’s largest offworlder population.
 
==Government and Politics==
 
The Scarab Fleet operates under a system of government only slightly more unified than the Coalition it is a part of. As a highly decentralized group of ships, united only by their shared purpose and vision, they have a very loose structure, almost reminiscent of an old feudal structure. At the very top of Scarab society is the Fleet Director, in charge of both the day to day operations of the Scarab Fleet as well as its future direction. Fleet Directors serve for ten years per term and the current Fleet Director is Rajendra Dube Riphea, captain of the Riphean Voyager. The Fleet Director oversees a collection of Grand Captains who command flotillas of ten to fifty ships, and below them, the individual captains of the ships. The body comprising all of these captains is known as the Conclave, often convening aboard the Riphean Voyager, to vote on major issues concerning the whole Fleet, and most importantly, appoint or offer counsel to the Fleet Director and the Grand Captains, with all captains from the Fleet Director to the lowliest freighter operator receiving a single vote.
 
Very few issues reach the level where they are discussed in the Conclave, continuing to remain in the Coalition being one of them. From concerns of defense against piracy to the expansion of farming space aboard ships, only one issue has repeatedly been debated and inconclusively argued in every single Conclave: the final destination of the Scarabs. The heated discussion has coalesced into two major camps: those that believe the Scarabs should continue the ways of their ancestors, sighting the immense flexibility and self-reliance it has given them, and those that believe they should settle down, seeking to bring to life the dream of entire civilizations living in artificial habitats written up by humanity centuries ago.
 
Recently however, in hushed whispers, a third bloc has been gaining traction: those that believe the place of the Scarabs is neither sailing amongst the civilizations of the Spur nor finding a place to settle down among them. Emboldened by the arrival of the Vaurca from outside the Spur, they argue that the original mission of the Scarabs can still be accomplished. Rather than risk annihilation in an Intergalactic War in the Orion Spur, they seek to stockpile resources to begin a new voyage and instead push humanity’s borders ever outwards to ensure its continued survival. Curiously, the current Fleet Director has remained silent on the matter, both simultaneously infuriating the entirety of the Conclave, and spends much of his time serving as a perfect mediator between the myriad factions of the Scarabs.
 
The basic unit of Scarab society is a ship - the day to day life of a Scarab will be governed by their ship and more specifically, its captain. Captains are given vast autonomy to run their ships as they see fit, so long as it does not endanger the larger fleet. Under this system the only real obligations a captain has are to obey the orders of the Fleet Director and to return to aid the Fleet in a time of emergency. Inevitably, laws and customs vary from ship to ship and can oftentimes be more unspoken than written.
 
The succession of captaincy onboard ships usually operates on appointment of a successor, but for the sake of stability, many vessels have simply adopted a system of hereditary command  with the ability for an heir to refuse if they feel unfit, the ship then deciding how to proceed from there. The cultural aspects of Scarab life have ensured that this is frowned upon. It would be mistaken to assume however that a captain has unlimited power - they have to command their ships with the consent of the crew, as although rare, it is not unheard of for a captain to be removed, such a feat being possible with the assent of the Conclave.
 
This loose system where anything goes has necessarily resulted in the upper echelons of the Fleet being tolerant to ships that skirt the laws of whatever system they happen to be in. With the cohesion and commitment of the Scarabs to the fleet prized above all else, a few stolen goods or the occasional asteroid mined without a permit have to be overlooked.
 
While most spectators would fear for the continued existence of the Scarabs given such a political system, the fact that it is so easy for a ship to slip away from the great mission does not concern the Scarabs. If a crew abandons the Fleet, then it simply means they were not prepared for the trials that lay ahead.
 
==Interstellar Relations==
 
Although a part of the [[Coalition of Colonies]], the Scarabs’ unique cultural and geographical situation has ensured that it has never marched lock-and-step with the rest of the Coalition’s planets. In general, the Conclave has maintained a single guiding philosophy with their relationships - to make as many friends as possible, and incur as few obligations as it can. Therefore, in order to increase their chances of survival in an increasingly dangerous Spur, the Scarab Fleet maintains a web of close, overlapping, and oftentimes contradictory alliances with as many nations as possible. Many Scarabs feel a degree of personal loyalty to the Coalition due the commonly utilized ESS RIGsuit originating in its borders and being sold to the Scarabs at below-market prices.
 
In particular, the Scarab Fleet has maintained a strange relationship with the [[Sol Alliance]]. Although too far away from each other to truly have any day to day interactions, many in the Fleet have always resented the lack of investment Sol placed in its original ships. However, many appreciate the venerated and ancient automated supply ships that kept the Scarabs alive in their early days, and this appreciation has become part of the Scarabs’ oral history. While the two officially interact through the larger Coalition of Colonies, it is not uncommon for individual Scarabs or single ships to find work in the Alliance before returning to the larger fleet, with their expertise in space being exploited to pick up the logistic slack caused by the current Collapse.
 
The Scarabs also maintains a healthy trade relationship with the [[Republic of Elyra]]. As a spacefaring nation dependent on fuel to preserve their way of life, they have found a reliable phoron supplier in the Republic, and in turn, Elyra has received a loyal customer and occasional technological exchange partner. This friendship in the south of the Spur has strangely extended to the [[Empire of Dominia]], with the monarchy respecting both their resilience, and seeing kindred spirits in the quasi-hereditary captains of the Fleet.
 
It is a matter of survival for the fleet to maintain relationships with the [[Republic of Biesel]] and the [[Stellar Corporate Conglomerate|megacorporations that back it]]. Despite their massive strides towards self-reliance, the Scarabs are still dependent on trade to maintain, and more crucially, expand and refit their aging vessels. Although the megacorporations have seen the opportunity provided by the Scarabs, they have refrained from exploiting it as the decentralized nature of the Fleet means they are unable to strike up any lasting deals. The melting pot nature of the Republic has seen it become a favored destination of many exiles however, with many Sadars going on to find work and even citizenship in the CRZ.
 
With an emphasis on trade and space travel in their alliances, it seems counterintuitive that the Scarabs would have a fraught and unsteady relationship with their neighbors in Arusha, the [[Golden Deep]]. This difference comes down more to ideological than practical concerns, with the capitalistic and avaricious nature of the merchant collective contrasting with the collectivist and conservationists attitudes of the Scarabs. Both groups need to work together to survive in the alien region however, and many captains can recount stories of Golden Deep merchants providing life-saving top-ups of oxygen and fuel supplies, even as all of the ship’s militia were mustered out to ensure nothing was stolen.
 
Despite all of these relationships, the Scarabs’ most important ally in the Spur remains to be the Coalition of Colonies. It is a symbiotic relationship, with the Coalition providing a permanent berth for the Fleet as it prepares for its journey while the Scarabs provide substantial technological and naval assistance, in particular helping to sustain the fringe worlds on its outskirts. While enjoying a special relationship with [[Xanu Prime|Xanu]], its initial sponsor in the Coalition, things have always been frigid with [[Gadpathur]], who detest the Fleet’s dealing with Sol, and [[Assunzione]], who often have to deal with the Scarabs dumping their unruly exiles in the area whenever they visit the Light’s Edge.


==Culture==
==Culture==
Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues.


====Tujmansaal====
Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues.
 
'''Tujmansaal'''
 
Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.
Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.


====Aiseheer====
'''Aiseheer'''
 
Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.
Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.


====Superstition and Conservation====
'''Superstition and Conservation'''
 
A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…
A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…


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Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.
Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.


Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition.  
Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition.
 
'''Fiction'''


====Fiction====
Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking.
Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking.  


Most common are two genres. Shiwuniket is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. Nitaniket, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.
Most common are two genres. ''Shiwuniket'' is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. ''Nitaniket'', more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.


====Shaitan====
'''Shaitan'''
A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse.


====Ceremonial weaponry====
A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse.
Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is.  


Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.
'''Ceremonial Weaponry'''


==History==
Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is.
Tales of lost colonists existed ever since humans first set out to live on the first planet, the most famous one was the disappearance of African Confederation colonists during the early years of Warp travel; the precursor to Bluespace travel. In year 2205 colonists of the Confederation purchased large swathes of land in a yet un-scanned location of deep space in the galactic east. Plenty called this a blunder, but the colonists considered themselves pioneers.


Charmed by promises of the great unknown, of having a land to call their own, and being assured their flight would be completely safe by the shipmaker, Einstein Engines, and the sponsors of several prominent Central African officials, the mission of about 250,000 men, women and children set out. Over the course of several months following, roughly 1,000,000 individuals from a myriad of nations would set out to catch up and join the growing fleet. The struggles of those bygone days was apparent immediately. Their ships had no artificial gravity generator and the design was plagued by issues of clunky, early tech and in the end the colonists paid for it. The colonists’ warp engines sent them out to the coordinates provided, but the clunky engines suffered a catastrophic failure and they were unable to fix the issue, trapping themselves in warp for 12 months of the original 10 month planned trip, throwing them wildly off course into uncharted space.
Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.


The engines were finally repaired after weeks of drifting in deep space and they traveled for five more years before unrest broke out., Exhausted colonists wanted to turn back; they reported feeling weak and frail, with physical exercise not enough to prevent the onset of space altering their bodies and turning their children into tall, lanky people.
'''Family and Education'''


The captain Kizza Adila was a staunch supporter of Einstein Engines and with her reputation on the line, refused to turn back, fearing what negative press this might cause. Anger against her continued for weeks until  eventually the mutineers broke into the bridge. In a panic the captain deleted return coordinates, stranding everyone aboard the ships. The following years are known as “Lost Years”. The ships dissolved into pure chaos. The engineering crew remained alert however, hidden between the plating and the maintenance rooms they kept the ships running for much longer than their intended time without landing. Eventually, a grand-grand-grand son of a Librarian aboard one of the colony ships taught himself how to read and the philosophical and educational books provided him with many ideas and thoughts. And so, Apollo Kagwa united the torn and shattered occupants of long gone civilian departments, who had the lowest ranking in these dire times due to their low importance on the ship maintenance ladder and brought a Holy War, Jihad, onto the ship. But not in the name of destruction but unification.
Family is less nuclear/core to the Scarab way of life. A Scarab's ship is their family, and blood is less important than crew. Everyone in the crew has some level of responsibility to the welfare of children, but the nearer relationship to the child's parents, the greater the obligation. Independence is encouraged early on, Scarabs avoiding children being a burden to the crew. Weak, dependent children can jeopardize a vessel by demanding excessive time and attention while contributing little. They are taught very early about wastefulness, recycling, the value of hard labor, and avoiding the long gaze of Shaitan. This is a communal effort, the values of their societies deemed too important for only two people to teach. Mistakes and even injuries are simply viewed as hands-on learning, such as the lesson that one can never pay too much close attention in space. Deeper learning, such as Engineering or other tasks are based on apprentice-ships; teaching done through work-based learning rather than extensive study of textbooks. However, reading is drilled in as much as writing, to read warning signs and instructional documents on crucial systems. After these values are instilled, and the child has completed their apprenticeship, they are treated with adulthood. The readiness to go out on their own is marked by the gift of a scarf by their immediate family, usually made of spidersilk.


Instead of bloodbaths and raids he challenged each Captain of each ship and each head of every Department, challenging their posse to a small skirmish, knowing eliminating the leader and his strongest men would ensure his dominance each time. After countless battles over multiple colony ships, they were once again united. During these times they religion shifted and changed, turning into what is now known as Stutuism. Preaching that scarcity is the greatest enemy, that peace and strength is achieved through unity and domination. Not only physical, but also mental and spiritual. It also established who should do what and that each man and woman has their life course set for them, even if they might not know it. They worship a single god and consider every living human an extension of said deity, saying that scarcity and evil exists only to make children into adults, and unwise into the wise.
'''The Released'''


He preached of Earth and its many bounties, and the people listened, knowing well what they could gain from going back to their old human lifestyles. And so they set course back, back towards the Sol System, their homeland. Now that they’ve arrived, they’ve discovered they’re much too different to integrate fully. Although they’re united, Scarabs still stick to naming their children after the colony ship they inhabit.
But, of course, not all Scarabs manage to comply with this lifestyle. Anyone of any age can either lose their tight grip on Scarab values, or never pick them up well enough in the first place. While before 'first contact' these people were simply airlocked, in modern cases, young or old, the crewmember in question is Released. This punishment is treated with much gravitas, only being applied to those that have grievously offended the necessities meant to be learned. Those that are released are exiled from their home vessels and the fleet entirely, unshackled from their responsibilities towards the Scarabs. They are given a week's worth of food and water, their clothing, and a weapon; typically small trinkets as well from those they were close with, then sent to the nearest place with a spaceport. They are stripped of their ability to hold any surname besides Sadar, translating to 'released.' This is semi-voluntary, some Scarabs even willfully choosing to become Sadar to go out on their own without the worries of their previous life. If one is to come back to the ship, they may be allowed back inside, but this is not guaranteed. Naturally, if one refuses this exile, they would be treated as a trespasser on their vessel and dealt with accordingly.


The Tian Kehan (an honorary title, vaguely Khan of Heaven) named Iraiya, the fourth successor of Kagwa is the current “leader” of the unified Scarabs. Today, they seek out to unify Humanity - at least those like her own - under a single banner no matter the costs. Among Scarabs, she is known as the Queen in Blue. Scarabs represent an alien form of Man left to itself for nearly two hundred years, independent of all societal progression that guided their hand otherwise. In 2438, Scarabs made their grand return to the Alliance territories, and through trade upgraded their entire home fleet with bluespace technology. Now, their vessels resemble huge inefficient monstrosities of the past intermingled with very advanced bluespace technology. Much of this was obtained through the Techno-Conglomerate, who they maintain excellent relations with to this day.
==Major Scarab Vessels==


=The Fleet=
The Scarab’s home fleet consists of several hundred vessels which are home to a population estimated to be somewhere between one and three million, though no census of the Fleet has ever been performed. Below are some of the major vessels found in the Fleet.
The Scarab’s home fleet consists of nearly 630 permanent resident vessels with more than 20,000 individuals on board each. A nondescript number of smaller vessels exist, many of which are not permanent residents and simply move with the fleet for safety or business. Here are a few examples of vessels seen in the group.


===Mayfly===
===Riphean Voyager===
[[File:Mayfly.png|thumb|300px|The Scarab vessel "Mayfly" exiting bluespace at high velocity, its hull shimmering as it enters real space.]]
[[File:Mayfly.png|thumb|300px|The ''Riphean Voyager'' exiting bluespace at high velocity, its hull shimmering as it enters real space.]]
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.
The lead ship of the Fleet since its launch from the Sol System, the ''Riphean Voyager'' is a scientific survey vessel which was designed for work in the uncharted reaches of deep space. The residents of the Voyager were pulled from across the Earth and have no defining national origin, but generally tend to find themselves involved in scientific fields when they travel abroad. Residents of this vessel utilize red, yellow, and orange in much of their clothing and equipment and utilize '''Riphea''' for their ship surname.


An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.
The ''Voyager'' is a one-of-a-kind vessel laid down and launched by [[Einstein Engines]] which was originally commissioned by the Department of Colonization to chart the Riphean Frontier, and further Riphean Voyager-class vessels were first delayed and then scrapped due to the outbreak of the Interstellar War. The current captain of the vessel, Fleet Director '''Rajendra Dube Riphea''', is a great patron of the scientific arts and often invites foreign scientific teams onto the Voyager to study, which has made it into the arguable public face of the Scarab Fleet.


===Impukane===
===Impukane===
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.
Mostly made up of sub-Saharan African colonists, the ''Impukane'' is known for both its extensive salvage facilities and strong ship security force. The Scarabs from these ships prefer colors like green, orange and red. Residents of the Impukane often find themselves involved in engineering, particularly shipbreaking and salvage, industries abroad and more rarely find themselves involved in private security. Their ship surname is '''Impukane'''. The colors of the ''Impukane'' are red, silver, and gold.


A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.
The ''Impukane'' was commissioned by the Department of Colonization to serve as a repair and salvage vessel for Fleet 528, and has remained in this role for the entirety of its service. Like most vessels in the Fleet it was laid down and constructed by Einstein Engines. The ''Impukane''’s salvage teams are almost always accompanied by one of its ship security teams, who have become adept at EVA combat and boarding operations. Its current Grand Captain, '''Hami Ibori''', has kept the salvaging traditions of his ancestors and has seen the ''Impukane''’s flotilla make many expeditions into the former Alliance Neutral Zone in order to salvage facilities and vessels there from the [[Sol Alliance History#25 March, 2278: Outbreak of the Interstellar War|Interstellar War]], and often does so upon commission from archaeologists and historians from across the Orion Spur.


===Fa’Ta-Bs===
===Faladay Tadhhab Bsre (Fa’Ta-Bs)===
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.
A medical vessel mostly made up of Levantine Arabic colonists, the ''Fa’Ta-Bs'' is renowned throughout the Scarab Fleet for the medical care they are able to provide. Residents of this vessel often find themselves in the medical, or medical research, field when they travel abroad. They typically take one word of the ship’s name for their ship surname. The colors of the ''Faladay'' are green, white, and black.


Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet.  
The ''Faladay'' was commissioned by the Department of Colonization to serve as both the primary medical hub for injuries sustained during interstellar travel and as Fleet 528’s main research facility. While laid down and built by [[Einstein Engines]], most of the medical facilities aboard the ''Faladay'' were designed and built by [[Zeng-Hu Pharmaceuticals]]. As a result of its extensive medical research facilities much of the current understanding of space adaptation in humans comes from extensive records kept by the medical practitioners of the Faladay during the Fleet’s decades spent lost in space, which have become vital tools for medical professionals throughout the Orion Spur. The Faladay often collaborates with Zeng-Hu Pharmaceuticals and most of its residents who opt to go abroad find themselves employed by Zeng-Hu. Its current Grand Captain, '''Raaina Shariff Faladay''', formerly worked for Zeng-Hu as a medical researcher and has only strengthened the vessel’s ties with the megacorporation during her tenure, much to the chagrin of more conservative residents.


===Su-Yeongseon===
===Su-Yeongseon===
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.
An engineering vessel mostly made up of East Asian colonists, such as those from Korea, the ''Su-Yeongseon'' often cooperates with the Impukane regarding matters of engineering and maintenance. Residents of this vessel often find themselves employed in engineering fields when they travel abroad. The ship surname of this vessel is '''Yeongseon'''. The colors of the ''Yeongseon'' are orange, red, and blue.
 
From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]
===San-Khöl===
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.
 
===Bilröst and the Jormungandr===
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the second escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.
 
With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.
 
And it was thus that the people of the Coalition started to look to their old ways.
 
The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.
 
====Bilröst====
 
The CCV Bilröst (Bifrost) was the first ship constructed by the Scandinavian coalition, and additionally, the center of life for all Asgardians. Though staff here vary from barkeeps to freight movement, the most important activities performed aboard the Bilröst are of the scientific variety, especially with a medical bend. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here.


====Jörmungandr====
The ''Yeongseon'' was commissioned by Department of Colonization to serve as Fleet 528’s maintenance and engineering vessel for any matters which did not require the large-scale facilities if the Impukane, and has become one of the most revered vessels in the fleet due to its importance in ensuring the Scarab’s vessels did not fail during the decades they spent wandering the deep frontier. It was laid down and built by Einstein Engines, which has used the vessel’s staying power as an advertising point in the Coalition market. The vessel’s current Grand Captain, '''Kyung-Mi Gam Yeongseon''', is one of the most prominent members of the “exile” faction which seeks to plunge back into the uncharted frontier once again, and believes her vessel should be the one to lead such an expedition rather than the Riphean Voyager.


The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. It is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various combat drones.
[[File:San khol.png|The San-Khöl in low orbit of an unknown free frontier world.|thumb]]
===Sansryn Khölög (San-Khöl)===
A hydroponics and biological research mostly made up of Central Asian colonists, the ''Sansryn Khölög'' is responsible for much of the hydroponics and animal husbandry techniques which have kept the Scarabs fed for decades. Residents of this vessel often find themselves employed in biology or biology-adjacent industries such as xenobiology. The residents of this vessel generally pick one of the two words in its name for their ship surname, and the colors of the vessel are green, gold, and white.


The ''Sansryn Khölög'' was commissioned by the Department of Colonization to serve as a secondary research vessel for Fleet 528 which focused upon cataloging the flora and fauna of the Riphean Sector in order to determine if any native species would be suitable to use in human colonization efforts. When the Fleet lost communications with the rest of the Spur the massive hydroponics bays of the vessel – which already hosted hakhma, large beetles harvested for meat and milk, and süüs, ant-like creatures used to produce a nutritious juice, in addition to other native Riphean wildlife – were quickly repurposed to feed the Fleet and have continued to serve that purpose to this very day. The ''Sansryn Khölög'' is often visited by foreign academics and naturalists interested in the still mostly unknown wildlife of the uncharted frontier, and the ships in its flotilla often travel far and wide to log and capture new species. The current Grand Captain, '''Odchigin Abaga Khölög''', has continued this trend and often organizes expeditions into the Badlands, where he has had many dealings with the Serene Republic of Elyra and Empire of Dominia.


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  • Расы







  • The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history.

    The largest representation of offworlder humans, the Scarabs are a loosely-organized confederation of nomadic vessels which spent decades isolated from the rest of humanity in the uncharted frontier due to the Interstellar War. The Scarabs are a population of hardy survivors who are adept at surviving in the void of space and possess a unique culture which is a result of their decades of isolation in the frontier, where a single mistake could spell death.

    Scarabs traditionally have two surnames, with the first being a family name and the second being the vessel the Scarab originates upon. In terms of an on-server, your character should pick between one or the other.

    History

    What would become the modern Scarab Fleets has its roots in what the Solarian government referred to as Colony Fleet SFE-528-RFS, or Solarian Frontier Expedition #528 (Riphean Frontier Sector). Fleet 528 was organized by the Solarian Department of Colonization and intended to serve as an initial survey and colonization fleet in the Riphean Frontier Sector. Intended to be launched in 2268, several years after the start of the Second Great Depression, the Fleet was ultimately granted a significantly smaller budget than originally anticipated due to the unexpected economic collapse of the Solarian economy. The bureaucrats in the Solarian government responsible for its funding, desperate to save money wherever they could, cut what they believed would be the least important aspect of the ships: their gravity generators. These were, after all, a large expense and would only be needed for a few years before Fleet 528’s vessels reached the Riphean Frontier Sector (modern-day Arusha) and established a presence on worlds which already had gravity. It simply made economic sense to divert the funding, and strip the machinery out.

    At the time of its launch in 2268 Fleet 528 was expected to reach the Central Solarian Frontier (the modern Coalition) by the early 2270s, and would reach the Riphean Frontier Sector by the mid-2270s. Long-range communication by the Fleet would have to rely upon interstellar communication stations throughout the Solarian Alliance. These stations, while primitive and clunky by the standards of the 25th century, would ensure the Fleet remained in contact with the Alliance and received updates from them such as stellar navigation assistance — a critical component of remaining on-course in the mostly uncharted frontier they were located in. Without this, the Fleet would quickly find themselves lost in a hostile region which had only been previously explored by survey drones.

    Disaster struck the Fleet in 2275 with the outbreak of the Interstellar War. As Solarian turned against Solarian and the Spur plunged into its largest recorded war, the communication and navigation relays the Fleet relied upon for communication and navigation became hotly contested points of conflict between the Solarian Navy and the Coalition’s forces. By late 2275 most had been destroyed, either deliberately or as a result of combat, and those that survived were largely rendered unusable as a result of the Solarian Navy changing the encryption protocols. The Fleet, already isolated in the far flung reaches of the Riphean Frontier Sector, had no way of receiving these codes, and found itself cut off from communication, navigation, and the occasional autonomous resupply fleets sent to it by the Department of Colonization. The ships of the Fleet, designed for survey work, were rugged and durable, but found themselves stuck in a dire situation where they were deprived of supplies, navigational assistance, and cut off from any way to call for help. The Fleet’s captains initially settled upon a logical course of action: isolated as they were, and with their ships lacking gravity generators, the most sensible course of action was to find a planet to settle on before supplies ran out or the Fleet’s members, who had lived in low gravity for nearly a decade, became too physically weak to readapt to life in gravity.

    Months became years as the Fleet searched for a habitable world in the Riphean Frontier Sector to little success, with most worlds being far too wild and untamed for them to reasonably survive on in their weakened states from years of low-gravity living. Planet after planet and system after system were discovered, charted, and marked as unsuitable for habitation by the Fleet as it wandered further and further through the uncharted frontier, having no contact with any outside itself. The Interstellar War had ended and the Solarian Alliance had experienced a disastrous attempted coup in the meantime, but these developments were utterly irrelevant to the Fleet, alone in its blind journey. As the 23rd century became the 24th and the Fleet continued to wander, its culture — which had started with the sense of ruggedness typical of those who volunteered for such a daring task as colonizing an alien world — began to shift and, as the first generation to be born in zero gravity appeared and those who could not adapt to their new environment began to either die or be left behind, the nature of the Fleet gradually changed.

    The children born to the Fleet instead of having boarded its ships at the beginning of its journey developed substantial anatomical differences from those who preceded them as a result of spending their entire lives in zero gravity. These physical distinctions became the typical traits of those who would become, in time, the entire population of the fleet; the so-called “offworlders.” The need to preserve their ships, which grew older and less reliable every year, turned their culture of ruggedness into a culture of dogged survival and endurance against all odds. Unnecessary systems were scrapped and cannibalized, nonfunctional vessels were broken and all usable components were integrated into those ships still able to carry on. The number of ships in the Fleet slowly decreased and the remaining members, perhaps to acknowledge how scavenging had become the foundation of their very existence, began to refer to themselves as the Scarabs.

    The Fleet would remain cut off from the broader Spur until 2398, when their wanderings brought them across a long-abandoned Coalition-flagged Oslo-class battleship which had been lost during the Interstellar War. This vessel, which had been adrift for over a century by the time of its discovery by the Scarab Fleet, was the first encounter they had had with the broader Orion Spur in generations. Although adrift for more than a century and forgotten by those to whom it had served, the battleship was home to an incredible boon for the Scarabs: a functional military-grade navigation computer which would allow them to navigate the Fleet back to civilization. Salvation at long last! The Scarab vessels, abuzz with excitement at their potential salvation, eagerly went to work disassembling the battleship and bringing its navigation system onto their flagship, the Riphean Voyager. Some voiced concern about reentering broader humanity after a century, while others believed all but the Scarabs had been decimated during this newly-discovered conflict, and that they were all that remained of civilization in the spur. Ultimately more captains voted to return to humanity than voted to remain isolated on their slowly decaying vessels, and the Scarabs began their journey from the uncharted frontier and back into the world their forebears had left behind.

    The return journey would take the Scarabs twenty years, and they would only arrive at the Coalition’s border in 2418. Their first contact with broader humanity was at the Coalition’s frontier with Arusha, where they were met with a combined Coalition force mostly consisting of All-Xanu Republic vessels which had been scrambled in response to a large number of unknown ships entering Coalition space from an uncharted frontier region. Detection by early warning sensor stations along the Coalition’s border caused a significant force — the largest such to exist between the Interstellar War and the Solarian Civil War, which had gripped the Northern Wildlands in 2465 — to be assembled, but failed to prepare the Coalition unexpectedly peaceful (if not entirely friendly) Scarabs as they emerged from their isolation. A violent engagement was averted by quick diplomacy from both sides and the Scarab Fleet, as it was now formally known, was welcomed into the Coalition as a new, and unique, form of government.

    Since 2418 the Scarabs have slowly readjusted to life in a very different Orion Spur than the one they left, and many have struggled — or failed — to fully integrate with this new world. As the years go on and the Scarabs born having never known their years as true wanderers begin to outnumber their aging peers who have known nothing other than the Fleet, some worry their unique culture and way of life will fade away. But only time will tell what the future holds for the Spur’s largest offworlder population.

    Government and Politics

    The Scarab Fleet operates under a system of government only slightly more unified than the Coalition it is a part of. As a highly decentralized group of ships, united only by their shared purpose and vision, they have a very loose structure, almost reminiscent of an old feudal structure. At the very top of Scarab society is the Fleet Director, in charge of both the day to day operations of the Scarab Fleet as well as its future direction. Fleet Directors serve for ten years per term and the current Fleet Director is Rajendra Dube Riphea, captain of the Riphean Voyager. The Fleet Director oversees a collection of Grand Captains who command flotillas of ten to fifty ships, and below them, the individual captains of the ships. The body comprising all of these captains is known as the Conclave, often convening aboard the Riphean Voyager, to vote on major issues concerning the whole Fleet, and most importantly, appoint or offer counsel to the Fleet Director and the Grand Captains, with all captains from the Fleet Director to the lowliest freighter operator receiving a single vote.

    Very few issues reach the level where they are discussed in the Conclave, continuing to remain in the Coalition being one of them. From concerns of defense against piracy to the expansion of farming space aboard ships, only one issue has repeatedly been debated and inconclusively argued in every single Conclave: the final destination of the Scarabs. The heated discussion has coalesced into two major camps: those that believe the Scarabs should continue the ways of their ancestors, sighting the immense flexibility and self-reliance it has given them, and those that believe they should settle down, seeking to bring to life the dream of entire civilizations living in artificial habitats written up by humanity centuries ago.

    Recently however, in hushed whispers, a third bloc has been gaining traction: those that believe the place of the Scarabs is neither sailing amongst the civilizations of the Spur nor finding a place to settle down among them. Emboldened by the arrival of the Vaurca from outside the Spur, they argue that the original mission of the Scarabs can still be accomplished. Rather than risk annihilation in an Intergalactic War in the Orion Spur, they seek to stockpile resources to begin a new voyage and instead push humanity’s borders ever outwards to ensure its continued survival. Curiously, the current Fleet Director has remained silent on the matter, both simultaneously infuriating the entirety of the Conclave, and spends much of his time serving as a perfect mediator between the myriad factions of the Scarabs.

    The basic unit of Scarab society is a ship - the day to day life of a Scarab will be governed by their ship and more specifically, its captain. Captains are given vast autonomy to run their ships as they see fit, so long as it does not endanger the larger fleet. Under this system the only real obligations a captain has are to obey the orders of the Fleet Director and to return to aid the Fleet in a time of emergency. Inevitably, laws and customs vary from ship to ship and can oftentimes be more unspoken than written.

    The succession of captaincy onboard ships usually operates on appointment of a successor, but for the sake of stability, many vessels have simply adopted a system of hereditary command with the ability for an heir to refuse if they feel unfit, the ship then deciding how to proceed from there. The cultural aspects of Scarab life have ensured that this is frowned upon. It would be mistaken to assume however that a captain has unlimited power - they have to command their ships with the consent of the crew, as although rare, it is not unheard of for a captain to be removed, such a feat being possible with the assent of the Conclave.

    This loose system where anything goes has necessarily resulted in the upper echelons of the Fleet being tolerant to ships that skirt the laws of whatever system they happen to be in. With the cohesion and commitment of the Scarabs to the fleet prized above all else, a few stolen goods or the occasional asteroid mined without a permit have to be overlooked.

    While most spectators would fear for the continued existence of the Scarabs given such a political system, the fact that it is so easy for a ship to slip away from the great mission does not concern the Scarabs. If a crew abandons the Fleet, then it simply means they were not prepared for the trials that lay ahead.

    Interstellar Relations

    Although a part of the Coalition of Colonies, the Scarabs’ unique cultural and geographical situation has ensured that it has never marched lock-and-step with the rest of the Coalition’s planets. In general, the Conclave has maintained a single guiding philosophy with their relationships - to make as many friends as possible, and incur as few obligations as it can. Therefore, in order to increase their chances of survival in an increasingly dangerous Spur, the Scarab Fleet maintains a web of close, overlapping, and oftentimes contradictory alliances with as many nations as possible. Many Scarabs feel a degree of personal loyalty to the Coalition due the commonly utilized ESS RIGsuit originating in its borders and being sold to the Scarabs at below-market prices.

    In particular, the Scarab Fleet has maintained a strange relationship with the Sol Alliance. Although too far away from each other to truly have any day to day interactions, many in the Fleet have always resented the lack of investment Sol placed in its original ships. However, many appreciate the venerated and ancient automated supply ships that kept the Scarabs alive in their early days, and this appreciation has become part of the Scarabs’ oral history. While the two officially interact through the larger Coalition of Colonies, it is not uncommon for individual Scarabs or single ships to find work in the Alliance before returning to the larger fleet, with their expertise in space being exploited to pick up the logistic slack caused by the current Collapse.

    The Scarabs also maintains a healthy trade relationship with the Republic of Elyra. As a spacefaring nation dependent on fuel to preserve their way of life, they have found a reliable phoron supplier in the Republic, and in turn, Elyra has received a loyal customer and occasional technological exchange partner. This friendship in the south of the Spur has strangely extended to the Empire of Dominia, with the monarchy respecting both their resilience, and seeing kindred spirits in the quasi-hereditary captains of the Fleet.

    It is a matter of survival for the fleet to maintain relationships with the Republic of Biesel and the megacorporations that back it. Despite their massive strides towards self-reliance, the Scarabs are still dependent on trade to maintain, and more crucially, expand and refit their aging vessels. Although the megacorporations have seen the opportunity provided by the Scarabs, they have refrained from exploiting it as the decentralized nature of the Fleet means they are unable to strike up any lasting deals. The melting pot nature of the Republic has seen it become a favored destination of many exiles however, with many Sadars going on to find work and even citizenship in the CRZ.

    With an emphasis on trade and space travel in their alliances, it seems counterintuitive that the Scarabs would have a fraught and unsteady relationship with their neighbors in Arusha, the Golden Deep. This difference comes down more to ideological than practical concerns, with the capitalistic and avaricious nature of the merchant collective contrasting with the collectivist and conservationists attitudes of the Scarabs. Both groups need to work together to survive in the alien region however, and many captains can recount stories of Golden Deep merchants providing life-saving top-ups of oxygen and fuel supplies, even as all of the ship’s militia were mustered out to ensure nothing was stolen.

    Despite all of these relationships, the Scarabs’ most important ally in the Spur remains to be the Coalition of Colonies. It is a symbiotic relationship, with the Coalition providing a permanent berth for the Fleet as it prepares for its journey while the Scarabs provide substantial technological and naval assistance, in particular helping to sustain the fringe worlds on its outskirts. While enjoying a special relationship with Xanu, its initial sponsor in the Coalition, things have always been frigid with Gadpathur, who detest the Fleet’s dealing with Sol, and Assunzione, who often have to deal with the Scarabs dumping their unruly exiles in the area whenever they visit the Light’s Edge.

    Culture

    Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues.

    Tujmansaal

    Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.

    Aiseheer

    Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.

    Superstition and Conservation

    A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…

    Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On station, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.

    Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.

    Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition.

    Fiction

    Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking.

    Most common are two genres. Shiwuniket is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. Nitaniket, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.

    Shaitan

    A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse.

    Ceremonial Weaponry

    Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is.

    Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.

    Family and Education

    Family is less nuclear/core to the Scarab way of life. A Scarab's ship is their family, and blood is less important than crew. Everyone in the crew has some level of responsibility to the welfare of children, but the nearer relationship to the child's parents, the greater the obligation. Independence is encouraged early on, Scarabs avoiding children being a burden to the crew. Weak, dependent children can jeopardize a vessel by demanding excessive time and attention while contributing little. They are taught very early about wastefulness, recycling, the value of hard labor, and avoiding the long gaze of Shaitan. This is a communal effort, the values of their societies deemed too important for only two people to teach. Mistakes and even injuries are simply viewed as hands-on learning, such as the lesson that one can never pay too much close attention in space. Deeper learning, such as Engineering or other tasks are based on apprentice-ships; teaching done through work-based learning rather than extensive study of textbooks. However, reading is drilled in as much as writing, to read warning signs and instructional documents on crucial systems. After these values are instilled, and the child has completed their apprenticeship, they are treated with adulthood. The readiness to go out on their own is marked by the gift of a scarf by their immediate family, usually made of spidersilk.

    The Released

    But, of course, not all Scarabs manage to comply with this lifestyle. Anyone of any age can either lose their tight grip on Scarab values, or never pick them up well enough in the first place. While before 'first contact' these people were simply airlocked, in modern cases, young or old, the crewmember in question is Released. This punishment is treated with much gravitas, only being applied to those that have grievously offended the necessities meant to be learned. Those that are released are exiled from their home vessels and the fleet entirely, unshackled from their responsibilities towards the Scarabs. They are given a week's worth of food and water, their clothing, and a weapon; typically small trinkets as well from those they were close with, then sent to the nearest place with a spaceport. They are stripped of their ability to hold any surname besides Sadar, translating to 'released.' This is semi-voluntary, some Scarabs even willfully choosing to become Sadar to go out on their own without the worries of their previous life. If one is to come back to the ship, they may be allowed back inside, but this is not guaranteed. Naturally, if one refuses this exile, they would be treated as a trespasser on their vessel and dealt with accordingly.

    Major Scarab Vessels

    The Scarab’s home fleet consists of several hundred vessels which are home to a population estimated to be somewhere between one and three million, though no census of the Fleet has ever been performed. Below are some of the major vessels found in the Fleet.

    Riphean Voyager

    The Riphean Voyager exiting bluespace at high velocity, its hull shimmering as it enters real space.

    The lead ship of the Fleet since its launch from the Sol System, the Riphean Voyager is a scientific survey vessel which was designed for work in the uncharted reaches of deep space. The residents of the Voyager were pulled from across the Earth and have no defining national origin, but generally tend to find themselves involved in scientific fields when they travel abroad. Residents of this vessel utilize red, yellow, and orange in much of their clothing and equipment and utilize Riphea for their ship surname.

    The Voyager is a one-of-a-kind vessel laid down and launched by Einstein Engines which was originally commissioned by the Department of Colonization to chart the Riphean Frontier, and further Riphean Voyager-class vessels were first delayed and then scrapped due to the outbreak of the Interstellar War. The current captain of the vessel, Fleet Director Rajendra Dube Riphea, is a great patron of the scientific arts and often invites foreign scientific teams onto the Voyager to study, which has made it into the arguable public face of the Scarab Fleet.

    Impukane

    Mostly made up of sub-Saharan African colonists, the Impukane is known for both its extensive salvage facilities and strong ship security force. The Scarabs from these ships prefer colors like green, orange and red. Residents of the Impukane often find themselves involved in engineering, particularly shipbreaking and salvage, industries abroad and more rarely find themselves involved in private security. Their ship surname is Impukane. The colors of the Impukane are red, silver, and gold.

    The Impukane was commissioned by the Department of Colonization to serve as a repair and salvage vessel for Fleet 528, and has remained in this role for the entirety of its service. Like most vessels in the Fleet it was laid down and constructed by Einstein Engines. The Impukane’s salvage teams are almost always accompanied by one of its ship security teams, who have become adept at EVA combat and boarding operations. Its current Grand Captain, Hami Ibori, has kept the salvaging traditions of his ancestors and has seen the Impukane’s flotilla make many expeditions into the former Alliance Neutral Zone in order to salvage facilities and vessels there from the Interstellar War, and often does so upon commission from archaeologists and historians from across the Orion Spur.

    Faladay Tadhhab Bsre (Fa’Ta-Bs)

    A medical vessel mostly made up of Levantine Arabic colonists, the Fa’Ta-Bs is renowned throughout the Scarab Fleet for the medical care they are able to provide. Residents of this vessel often find themselves in the medical, or medical research, field when they travel abroad. They typically take one word of the ship’s name for their ship surname. The colors of the Faladay are green, white, and black.

    The Faladay was commissioned by the Department of Colonization to serve as both the primary medical hub for injuries sustained during interstellar travel and as Fleet 528’s main research facility. While laid down and built by Einstein Engines, most of the medical facilities aboard the Faladay were designed and built by Zeng-Hu Pharmaceuticals. As a result of its extensive medical research facilities much of the current understanding of space adaptation in humans comes from extensive records kept by the medical practitioners of the Faladay during the Fleet’s decades spent lost in space, which have become vital tools for medical professionals throughout the Orion Spur. The Faladay often collaborates with Zeng-Hu Pharmaceuticals and most of its residents who opt to go abroad find themselves employed by Zeng-Hu. Its current Grand Captain, Raaina Shariff Faladay, formerly worked for Zeng-Hu as a medical researcher and has only strengthened the vessel’s ties with the megacorporation during her tenure, much to the chagrin of more conservative residents.

    Su-Yeongseon

    An engineering vessel mostly made up of East Asian colonists, such as those from Korea, the Su-Yeongseon often cooperates with the Impukane regarding matters of engineering and maintenance. Residents of this vessel often find themselves employed in engineering fields when they travel abroad. The ship surname of this vessel is Yeongseon. The colors of the Yeongseon are orange, red, and blue.

    The Yeongseon was commissioned by Department of Colonization to serve as Fleet 528’s maintenance and engineering vessel for any matters which did not require the large-scale facilities if the Impukane, and has become one of the most revered vessels in the fleet due to its importance in ensuring the Scarab’s vessels did not fail during the decades they spent wandering the deep frontier. It was laid down and built by Einstein Engines, which has used the vessel’s staying power as an advertising point in the Coalition market. The vessel’s current Grand Captain, Kyung-Mi Gam Yeongseon, is one of the most prominent members of the “exile” faction which seeks to plunge back into the uncharted frontier once again, and believes her vessel should be the one to lead such an expedition rather than the Riphean Voyager.

    The San-Khöl in low orbit of an unknown free frontier world.

    Sansryn Khölög (San-Khöl)

    A hydroponics and biological research mostly made up of Central Asian colonists, the Sansryn Khölög is responsible for much of the hydroponics and animal husbandry techniques which have kept the Scarabs fed for decades. Residents of this vessel often find themselves employed in biology or biology-adjacent industries such as xenobiology. The residents of this vessel generally pick one of the two words in its name for their ship surname, and the colors of the vessel are green, gold, and white.

    The Sansryn Khölög was commissioned by the Department of Colonization to serve as a secondary research vessel for Fleet 528 which focused upon cataloging the flora and fauna of the Riphean Sector in order to determine if any native species would be suitable to use in human colonization efforts. When the Fleet lost communications with the rest of the Spur the massive hydroponics bays of the vessel – which already hosted hakhma, large beetles harvested for meat and milk, and süüs, ant-like creatures used to produce a nutritious juice, in addition to other native Riphean wildlife – were quickly repurposed to feed the Fleet and have continued to serve that purpose to this very day. The Sansryn Khölög is often visited by foreign academics and naturalists interested in the still mostly unknown wildlife of the uncharted frontier, and the ships in its flotilla often travel far and wide to log and capture new species. The current Grand Captain, Odchigin Abaga Khölög, has continued this trend and often organizes expeditions into the Badlands, where he has had many dealings with the Serene Republic of Elyra and Empire of Dominia.

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