Altevian

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Introduction

The Altevians are a space-faring race of rodents that resemble Earth-like rats. They do not have a place they call home in terms of a planet, and instead have massive multiple-kilometer-long colony-ships that are constantly on the move and typically keep operations outside of known populated systems to not eat the resources from others. Their heights and sizes vary greatly depending on which colony-ship they're a part of. This also includes their speech, behaviors, culture, and even their end goal for the betterment of the empire. They all speak in the same primary language known as Squeakish/Spacer which has been adopted slowly across the galaxy from other rodent faring races thanks to its ease of use.

Biology

Over the past millennia, the empire’s species evolved from their focused scavenging and survival tactics to what they are today. While still skilled scavengers, they gained a focus and understanding of trade and better practices between themselves and others outside of the empire. The altevians today are more akin to that of the average galactic citizen across the cosmos, and less of their original brutish scavenging days when they were starting out on their long journey across the cosmos.

Physical and Mental Traits

In terms of strength and handling themselves they are rather durable and can handle lifting heavy objects to fifty pounds with little to no effort. However, altevians that go onto planets and experience real gravity seem to report difficulties of keeping their footing and are more likely to fall over from slight bumps even with their strength. The inner biology of altevians has a lot of similar systems to most of the humanoid species that are out and about in space. For instance, they have a singular heart, their bodies run at a similar temperature to humans, and their bone strength is on the same level as most species. Things change a little when moving down to their midsection. An altevian possesses exceptionally strong stomachs that can process most items ingested with little to no difficulty and also have an innate high tolerance to ethanol-based liquids due to this.

Another thing to note with altevian physiology is their endurance. They can handle tasks for extended periods, and also can easily traverse on foot for long distances without the need for immediate rest. This is most likely due to their old lifestyle before they became a space-faring species, but has just remained an active trait due to the shift of work and demand of keeping massive ships from falling apart.

Altevians as a whole are a mixed set of murids that could almost be classified as a different kind of species between the different colony-ships they hail from. Between all the different traits and skills between the fleet, there are a few key identifiers to note with their makeup between all the colony-ships that they all share.

Their teeth are sharp fangs and can pierce through the skin with ease Their claws are exceptionally sharp and can easily rip through most fabric and flesh with little to no issue. The length of these claws though wouldn’t be any longer than that of the Teshari & Vox A moderate percentage of the population can secrete a mint-flavored venom from their fangs that acts as a numbing agent. Most altevians that have this trait have a negative response and feeling towards all things mint flavored Height and other sizing factors vary on which classification of colony-ship they grew up on. However, the average height around the empire is around a solid 7’0”. Altevians that have not been genetically modified have recorded sizes as small as 4’0” and as tall as 10’6” roughly Altevians have an average life expectancy of 90 years The common fur colors altevians have are red, brown, black, grey, white tan, and gold accents. However, with gene-modding, there are some reports of altevians taking on more unique color palettes.

Speech Patterns

Speech patterns will vary from ship to ship, but they all keep a somewhat consistent mannerism. These are a lot more obvious if they speak a language that isn’t their native Squeakish. The following are from a recent census of mannerisms reported by the empire by classification of colony-ship:

Flagship: A mix of all known mannerisms. Examples would be bits and pieces of all the other patterns from the rest of the fleet. There is no specific pattern that altevians follow here.

Research Fleets: Proper & Deliberate speech patterns. Comes off as snooty at times No use of terms of “y’all, you’re, they’re, it’s, won’t” or other short-handing other phrases. Research fleets will take their word usage literally and spell out everything

Combat Fleets: Brash & Dismissive speech patterns The combat crew speak with heavy use of short-handing and coming off gruff in their voice. Extensive use of talking like the following: “Y’all ‘bout to deal wit’ tha pain fer gettin’ in trouble from tha brass lil’ squeak.”

Mining & Salvage Fleets: Tired & Hostile speech patterns Examples would include excessive usage of sarcasm, indifference, or flat-out insulting between others. Even those they respect or see as a friend would still insult them, but out of love and care

Husbandry Fleets: Polite & Soft speech patterns These fleets communicate with an old-style like drawl and rural aspect. Shorthanded is key and would show kindness and respect to anyone and anything, even hostile. Though in this case, they’d be more akin to telling the person to go to hell and making them look forward to the trip.

Admin & Intelligence Fleets: Mixed of most mannerisms

Similar to the flagship, but with a heavier focus on how the research ships operate and speak. While they might shorthand their speech, there is still a heavy focus on deliberate and focused wording

History - Pre-Core Contact

Before the altevians were out in the stars they were similar to any other species and lived on a massive M-class planet that orbited an old G-class sequence star. However, the system in question is nothing more than a white dwarf after a catastrophic series of events that caused the lifespan of the star to shave off to a point that immediate death was imminent. The rumors from old records dictate that it was either from a rogue AI element that railroaded off to grey-goo, or a collision of a rogue stellar-mass colliding with the star. The reports and old records from their earlier days marked a rapid development of a massive life-ship, now dubbed colony-ships, that could handle interstellar and keep the citizens of the old altevian homeworld in cryo-stasis until a new home was found. Alas, the data pads dating around this period are muddled and lost to time, but the one thing everyone can agree on was that the original plan was put on the backburner for the current way of living the altevians have now.

Much of the altevian’s early days of travel and day-to-day operations were dependent on survival and the logistics of keeping their colony-ships up and running with as few possible errors as possible. The main method of this was salvaging old battles, mining operations, and stop and go foraging on the numerous planets they could pass by for crops and other useful organic materials. As the empire grew, and more colony-ships were needed, the empire eventually developed the system they use today on designing a specific function per massive vessel to help with keeping the needs of the empire met.

Altevians & Vox

The Vox was the first empire that the Altevian Hegemony made contact with nearly 600 years ago, which for most species would usually turn out to not be a wonderful time. This was initially the same with the altevians due to them being such a new contender in the vast openness of space and the Vox at first saw them as another easy faction to pillage from. Old reports state that it wasn’t until the Vox jumped into an orbit of one of the planets the altevian were foraging from and AH-CV into one of their colony-ships. Talks then soon opened between the two empires with the Vox eventually finding out of the Altevian Hegemony’s past and an understanding of a similar goal from the empire and their own helped build a long-standing bond that they would share even today. The Altevian Hegemony also worked closely with the Vox that long since abandoned their standard lives on the Ark-Ships and even offered up housing and work aboard their facilities.

As time progressed the bond between the altevian and Vox continued to strengthen up to the two coming to a head on an agreed trade and non-aggression pact signing between the two empires. This marked the start of a unique “alliance” where the two would operate on the grounds of working together when needed and otherwise keeping out of each other’s operations in systems. This was a mutual understanding with both needing such vast amounts of resources to keep their fleets running, and their inhabitants fed and healthy. The two empires routinely conduct mutual salvage operations along with trading in general with the empires working to ensure the survival of the other is not put at risk. It would still be very uncommon to see an altevian on an ArkShip for numerous reasons, but some of the Vox would be dotted around on the vessels similar to the Vox the other empires see working for them along with the stars in the current day history.

History - Post-Contact

The Altevian Hegemony’s first foray into the galactic core of empires and corporations is still a rather recent development for their history. While the altevian’s have already known the Vox since the early days of their journey into the stars it wasn’t until around 400 years prior that the altevians AH-CV into the Akula and established their first non-aggression pacts and trade deals with empires closer to the galactic core. Over the next few centuries, the Altevian Hegemony would see rapid growth and the establishment of their newest colony-ships that would help further this growth.

Altevians today lead a very mercantile first way of living and operate on a basis of continued growth and knowledge to share with their kind. The recent notion of altevian’s leaving their constantly moving homes is nothing unexpected of their kind. Being nomadic an altevian still wants to explore and see what they can, some more than others, and this is where the core systems start to see applications and requests of travel to their own homes from them.

Conflict continues to remain a rather sparse issue for the Altevian Hegemony due in part to their ease of travel, and logistics of moving their entire home with just a warp. The Altevian Hegemony also ensured to provide any medical and general aid to areas in dire straits to help empires and other species not run into a similar fate the empire experienced back in its early days.

Current Racial Status/Government

The Colony Ships

The Altevian Hegemony consists of colony-ships surrounded by massive fleets as a “nation” that all strive for a similar large-scale goal and a grand-scale goal. The large-scale goal differs per “nation” whereas the grand-scale goal is the overall betterment of the empire. This means providing resources, crew power, technology, medical aid, combat support, and anything else that would align with their survival. There are currently 34 colony-ships each with different designs, but all are of similar mass and scale. Each ship is on average around 450 Km² with a population averaging out at 95 thousand per square kilometer and puts the average population of each ship at 42.75 million inhabitants. The current total population of the empire is around 1.5 billion inhabitants in total.

The Empire operates all their vessels under the same callsign R.A.N, or Royal Altevian Navy, for all their ships up to the colony-ships. The Admiral, or ruler, of the empire, has the final say on operations and routing for the fleet movements, but they typically only have used this power during times of conflict. Normal fleet operations give the colony-ships full autonomy for their travel and orders with only a fleet warp back to their flagship roughly every three months to resupply and update records with everyone else.

The list below is the current list of colony-ships and their primary role in the empire itself. While each ship can in theory handle the operations and tasks of other colony-ships they might not have the advanced equipment to provide the same level of support their counterpart has.

Flagship (Capitol)

  • AH-CV Migrant

Research & Development

  • AH-CV Ozette (Weapons)
  • AH-CV Kitsap (Medical)
  • AH-CV Golden Torch (Energy & Fuel)
  • AH-CV Jade (Mineral and Refinement)
  • AH-CV Lotus (Biology)
  • AH-CV Desolation (Housing, Production, Weapons/WMD)


Combat & Warfare

  • AH-CV Banner-watch (Primary Combat Fleet)
  • AH-CV Hammer-down (Assigned with Active Flagship Fleet)
  • AH-CV Blackhole (Planetary Bombardment Focused Fleet)
  • AH-CV Pulsar (Spec. Ops Fleet)
  • AH-CV Screaming Comet (Rapid Response Fleet)
  • AH-CV Crimson (Blockade and System Control Fleet)


Mining / Salvaging / Production

  • AH-CV Goldrush (Mining Fleet)
  • AH-CV Diamondback (Mining Fleet)
  • AH-CV New Treasures (Salvage Fleet)
  • AH-CV Old Wares (Salvage Fleet)
  • AH-CV Anvil (Primary Refining Fleet)
  • AH-CV Forge (General Production Fleet)
  • AH-CV Furnace (General Production Fleet)
  • AH-CV Swarm (Ship Production Fleet)
  • AH-CV Colossus (Logistics & Repair Fleet)
  • AH-CV Husbandry (Farming & Water Collection)
  • AH-CV Pasture (Animal Husbandry Fleet)
  • AH-CV Great Maw (Animal Husbandry Fleet)
  • AH-CV Park (Crops Husbandry Fleet)
  • AH-CV Gaia (Crops Husbandry Fleet)
  • AH-CV Chickpea (Crops Husbandry Fleet)


Administrative / Intelligence / Trade / Misc.

  • AH-CV Despot (Admin, Legal, Espionage)
  • AH-CV Prosperity (OLD Flagship. Diplomacy & Visitation)
  • AH-CV Generations (Admin, Tourism & Proliferation)
  • AH-CV Trinkets (Admin, Trade Fleet)
  • AH-CV Mule (Trade Fleet)
  • AH-CV Kings Glory (Tourism & Trade Fleet)
  • AH-CV Galley (Tourism & Trade Fleet)


The fleets of the empire consist of a few specific ships the empire have confidential operations aboard. This ranges from advanced and secretive research to covert operations. The empire does its best to keep snooping eyes from peering into too much, but the basic knowledge of what their fleets do is known to a small extent. The following ships for this are the following:

  • AH-CV Great Maw

Researching into specifics of improved animal husbandry to min/max feed & water to provided meat

  • AH-CV New Treasures 4444444

Focuses on salvaging high-value tech and ruins and does not provide details on what’s recovered

  • AH-CV Crimson

Elite Operations and handles the end step of takeovers of a system. The Altevian Hegemony does NOT want to use this fleet and will only send them out after all other diplomacy operations have been tried

  • AH-CV Desolation

Obvious. WMDs and other high-value weapons research

  • AH-CV Banner-watch

Does NOT play well with non-altevians, and is best avoided by all visitors and non altevian crew. Non-altevian rodent crew MIGHT be okay, but best to avoid.

  • AH-CV Despot

Another obvious case. While they do help manage relations with other factions in terms of trade and continued trust, the Despot is also the empire’s intelligence-gathering organization.

The star charting and routing of the ships are designed to constantly reconvene at least once every 3 Sol months in a staggered fashion with the active flagship. The staggering pattern is to prevent overwhelming a system with their fleet unless it’s for combat-related operations. This is to allow the fleets to resupply with the flagship. This also covers updates to research, exploration, combat, and other matters related to the empire's betterment.

Each colony-ship is designed to provide hanger services at all times for their fleet, and to visitors, in the star system, they’re currently in. The hanger bays in the colony-ship can handle up to Capital-Class vessels if needed but are more designed to handle destroyers and cruisers with shuttles coming from their carriers and capital ships. The exact number of ships fielded with each colony-ship varies greatly depending on their role and operational duties. The rough estimate would be at the lowest of 25 ships to a possible max of nearly 250 total non-fighter craft with the fleet.

Colony Life

Life inside of a colony-ship would be similar to living in a metropolitan area of any major settlement. All colony-ships will house a primary promenade with a bio-dome of some degree but varies depending on the specific ship. If any trade occurs in the colony-ship itself it would be in the promenade which provides temporary housing for visitors dotted around all the shops and facilities for crew and guests alike. The housing itself would vary in size from a standard small unit to a modest multi-room facility for crew with families. This style of living, while fine for altevians, is documented to cause minor mental strain on species that enjoy their open space and vast housing units and is recommended for these species to restrict their time to only visiting with the provided temporary housing units in the promenade of a colony-ship.

There is a part of the altevian colony-ships that the empire does its best to hide, and at times just outright refuses to even acknowledge depending on the severity of the matter. With a structure so massive there will be parts that’ll eventually fall into disrepair, and turn into what would be considered by most as a slum or derelict part of the ship. The derelict sections of the ship would have multitudes of issues ranging from faulty power, water issues, food distribution problems, or just generally poor standard of living. The derelict sections of these massive colony-ships would typically house the altevian’s rejects, downtrodden, or the general underclass would flock to this area since the standard security and operational services that keep the ship running would not dare take a step into the lower hulls.

A few humans have caught on to this during their visits with the innate ability of curiosity, and most if not all humans have referenced that at least on the Migrant that this section of the colony ship reminds them of an older known place on Earth that was nicknamed “The Walled City.” This would not be the same for other colony-ships that would have these dereliction sections due to certain living practices, or types of altevians that live on them. The only documented derelict section known to the outside empires would be the Migrants, and this looked to be more of a cheap attempt of a tourist attraction to get more trade and tourism to the empire.

Trade

The primary method of operations with the core systems is the simple exchange of goods and services among the empire and visitors. The altevian see trade as such an important role in the betterment of their fleet that they recognize this as one of their grand-scale goals. The Altevian Hegemony specifically wants to achieve a galactic market that they are the frontrunner of. They see themselves as the best candidate due to their nomadic nature and ease to traverse the stars which might come off as a bit of an egotistical nature to other larger empires. The empire has developed multiple types of trade lines between each faction with a few caveats. The primary trade policies that were imposed over time are below, and this does not include common notes such as taxes, tariffs, or other commonplace trading policies. This will only cover unique rules that were either agreed upon by both parties or by the altevians directly.

  • Humans - Orion Confederation

All trades are to be conducted in Human controlled space, or space-ports to show trust and openness to Xenophilic ideas Weapons trading is strictly off-limits

Technology sharing is allowed to an extent but taxed heavily.

  • Vasilissan

No trade restrictions are in place at this time

  • Unathi & Zaddat - Unathi Hegemony

Heavy trade restriction in place, and thus limited to only trade of food at an increased tax rate Medical goods are still allowed for trade, but only for crisis reasons. Trades are to ONLY be conducted on marked trade ships in densely populated locations

  • Rapala

Lowered tax rate on food and medicine to aid in their growth Trade can be conducted on some colony-ships

  • Teshari & Skrell

Trades can be conducted in some colony-ships

  • Diona

No trade restrictions in place, but they do not operate in a manner that’d warrant trading with them

  • Vox

They are the only species that are given full trade rights All taxes are reduced to the lowest amount to still ensure that some profit is made Trades can be conducted anywhere deemed the best fit between the atevians & vox. This includes the AH-CV Migrant itself Vox are given full clearance to request a trade with salvage recovered, including salvage deemed confidential Technology sharing trade is, however, still disallowed, due to cultural differences, more so with the vox than the altevians.

  • Zorren & Vulpkanin

Due to conflicts trade is heavily restricted to only food and medicine until further notice Taxes are at a lowered late due to time of duress, and encouragement of trading with salvage instead of funds is to be prioritized

  • Akula

Lowered Taxes for all commons goods exchange Technology sharing and trade is allowed but restricted to non-high-level tech Trades can be conducted aboard most colony-ships or any systems controlled by the Akula

  • Tajaran

Light trade restrictions in place, no research or technology trading of any sort.

  • Promethean

No trade restrictions are in place at this time

  • Nevrean

No trade restrictions are in place at this time

  • Proteans

No trade restrictions are in place at this time

  • Assorted Species

Moderate trade restrictions. Limited to only food and medicine Trade can be conducted at their system, or with select colony-ships

  • Shadekin

No real intel, but reports of their existence have cropped up in recent operations


Unrestricted altevian trade practices consist of the following:


  • Trade can be conducted in either the system the altevian are in, or the system of the empire they wish to trade with. This does NOT include the colony-ship that is in the system, but the assorted trade vessels assigned to the colony-ship. The only restriction on goods would be technology, salvage deemed confidential, some weapons, and certain crops and meats
  • Medicine and other medical-related goods cannot be used for swinging a trade in any direction, and will always remain at the same tax rate, or lower if providing aid to a crisis.

Altevians are a scavenging first species and will prioritize any trade that an empire can provide salvage as payment for goods instead of currency. The main philosophy they would claim is the ability to re-use materials to help keep maintenance on their massive ships, and the fleet overall saves a lot of time and effort.

Leadership and Relations

Leadership aboard the colony-ships of the empire are operated by a primary family that filled the role of command team of their ship since it was deemed livable. The average size of the family that “owns” the colony-ship is usually around 5,000. The captain of the colony-ship and most of the bridge crew is staffed by the family itself, but there are instances where the senior staff of certain departments will have someone from outside the family assigned to a position. There are no recorded instances of a family of a colony-ship stepping down, or being forcefully removed, from the control of the colony-ships.

The captain and spouse of the captain are considered the highest level of command on the colony-ship they operate on, and this includes the flagship. However, the official “leader” of the entire empire is selected between a democratic vote of all the ships and their crews on who will fill the Admiral role of the empire from the council that sits in the flagship. The council is composed of the primary families that operate on each flagship and the pool of candidates for election of the Admiral all come from this same group. Once an Admiral is elected they typically run the empire for 10 years, and after the 10-year period passes, they are up for re-election along with other potential candidates to take the seat as Admiral. The council the Admiral comes from acts as a secondary level of leadership that handles all new laws and major orders to issue out to the fleet and assist in handling most of the mundane issues that are brought up to the empire.

The Admiral of the empire can utilize a set of decrees at any point in time for the entire fleet as a whole. This goes from rallying to the flagship, to focusing operations on a specific resource, technology, or anything else of merit to the empire. The Admiral also has the final say on law if they feel it’s too detrimental to the empire if the council originally passed it.

Empire Relations to Others

The Altevian Hegemony has opted to go with a xenophile-based approach when it comes to contact with other species, and more so much larger empires that are scattered across the stars. While the empire itself has been around for some time they’ve only recently entered the spotlight of the larger empires, and some still see them as little more than fancy pirates, or a potential vassal candidate. Regardless of the relation, the Altevian Hegemony might have with any of the other empires, they will always ensure that medical aid and support are available to even their enemies to an extent.

Altevians and knowledge of their empire itself are kept firmly separated from conversations from the other empires out of their own beliefs and past. If someone that isn’t from the empire started asking more personal questions about a ship, or the life of an altevian, most will probably be greeted with a non-answer to change the topic.

The list below will only note significant relations, or notes, about another empire with the Altevian Hegemony itself. If it is not listed here then the altevians have either not heard of them, don’t have an established trade relation with them, or they’re just on neutral or cordial ties.

Vox

The Altevian Hegemony shares a very odd “alliance” with the Vox. They are one of the only species that seem to get along with them without either side hiding a knife behind their back... instead, they have it on the table itself. The Vox was the first empire that the altevians knew due to their original home back before they became the nomadic spacers they are known as today. Upon their initial meeting, it went about what would have been expected with Vox relations, but it quickly shifted once the Alteivans and Vox opened discussions of trade. With both viewing salvage as such an important commodity, both having a past that resulted in their old living style to shift to a nomadic style, and the fact they both shared a very similar colony-ship style housing quickly made the two see each other at least on the level of understanding.

Nowadays the two empires are polite towards one another and do their best to keep a respectful distance with their colony-ships to not overlap operations between their empires and to risk stretching salvage thin. There have been reports though of the two empires warping into the same system, but for what ends most do not know due to both their secretive mannerisms to most outside entities.

Orion Confederation

The conglomerate of the human empire as a whole sees the Altevian Hegemony as a fellow trade ally and welcomes them into the sector with open arms. There were small rumors of the humans being as receptive as they were to their entry into the galactic communities due to their appearance resembling the small rodents that lived on their homeworld, and from the number of gene-modded humans also looking rather similar to altevians.

Altevians see the humans as easy to work with and quickly worked on removing most of their usual restrictions of trade of the hegemony between them. The hegemony is still rather cautious though with humans due to their troubled past, and an innate desire to focus on medical trade due to it.

Unathi Hegemony

Due to the vast number of clans and the operations of the Unathi Hegemony, the Altevian Hegemony currently keeps its distance from operations with the Unathi. This is mainly due to the relation the Altevian Hegemony has with the human factions before meeting the Unathi.

Relations Between Colony-Ships

The Empire itself has an assorted view upon each other but strives to keep aligned on the same factors to everyone’s best ability. This does not mean that there isn’t strife in the empire. While overall inner relations with the empire remain positive there are a few primary issues of note that are as such:

AH-CV Prosperity

After an inner struggle between the families of the old flag-ship around 22XX the entire empire kept a cautious attitude towards the colony-ship and its crew. The Captain of the Prosperity deemed it best for them to no longer serve as the flagship for their empire until they had resolved the conflict and worries between the families and relinquished control of the empire over to the AH-CV Migrant. This has helped over time in repairing the fleets’ worries but until the incident is resolved all other colony-ships will continue to remain careful.

AH-CV Banner-watch

Due to the hyper-aggressive and hostile attitude of non-altevians, the majority of the empire tends to not talk about the ship to others. Although if it is brought up it is more of a warning, and a strong advisory to avoid the ship at all costs if it ever enters warp into a populated system. The current flagship of the empire works with the Banner-watch command team at all times to keep their route away from populated systems unless needed.non-altevians

AH-CV Despot

The empire tends to be wary of the Despot crew due to their nature of intel gathering. The crew utilizes a strong silver-tongue tactic for their work, and reports of the Despot crew crop up about them using these same tricks on other altevians when there is no need for it. If it wasn’t for their expert handling of the logistical nightmare of the empire they’d most likely be disliked.

AH-CV Migrant

The Migrant has always had a rather rocky history with the empire due to their excessively prim and proper attitude towards non-atevians and altevians alike. Before the Migrant was designated as the new flag-ship they were a diplomatic and visitation fleet. The recent change of their ship being the new flagship has been met with mixed success.

Relations to MegaCorps

The Altevian Hegemony has recently focused more of its resources and attention on the numerous corporations that are scattered across the galaxy. Currently, the empire has only a few contracts with smaller-scale companies for rights to salvage as payment for offering system defense operations to them. There is at the moment only one trade agreement the Altevian Hegemony has made with a specific mega-corporation due to most other companies regarding the Altevian Hegemony as a small player in the grand galactic-scale still. This indifferent attitude has caused a majority of the empire to see MegaCorps as a leech to the smaller businesses, save for the very few that have signed a treaty, or agreement, with them.

NanoTrasen

NanoTrasen is the primary non-empire entity that the altevians work with on numerous occasions, and only recently have signed an official trade agreement between the two. Thus, this agreement paved the way for NanoTrasen to hire and take on altevians as new employees. The Altevian Hegemony as a whole was at first a bit concerned about such a unique and new prospect with one of the mega-corporations of the galaxy. However, after a few years of trade and betterment for their empire as a whole, the Altevian Hegemony was quick to ease off their worries with NanoTrasen. It was only about 5 cycles ago that the Altevian Hegemony offered special rates for their independent contractors to offer their labor and set of skills to NanoTrasen to further improve relations. Within the past cycle, the empire has further opened the hiring allowance between NanoTrasen and the empire to allow a broad spectrum of experience from Principle Engineers down to a line cook to help fill the rank and file for NanoTrasen.

Vey-Medical Technologies

The trade agreement with Vey-Med is more of an agreed-upon rate of procuring Re-sleeving and other revival-based technology blueprints while providing a percentage of medical-grade salvage found on wrecks. The agreement coming from Veymed itself requesting salvage as the payment for the blueprints to upgrade all the facilities with up to code medical equipment was seen as a high level of respect towards the Altevian Hegemony and has caused a shake-up in the empire on numerous swaths of medically trained altevians offering their skills to Veymed.

However, the technology for the revival systems is still new to the hegemony, and most altevians are a bit cautious in utilizing the services offered. This is further hindered by how much sway the Despot has regarding record-keeping on who uses the services, and for what purposes.

OOC Notes

Etiquette

The altevians are meant to be played similar to other standard non-whitelisted species. They would operate similar to how humans would with the unique colony-ships that are essentially nations in of themselves thus allowing a wide array of playstyles to fit most players’ interests. Altevians are a somewhat prideful species happy with their empire, or at worst, neutral with their worries about the direction it could be going and would not be one seen to talk about their empire in a negative light in general. They would however have their issues about one or more of the specific colony-ships. In terms of job handling and actions on the station, altevian’s prideful nature would show here as well and they’d ensure to at least be good, or happy to learn, at the job they were hired on for. At the end of the round though, all that’s important is that you’re playing a character that you enjoy playing, and one that provides a fun story for those around you to partake in and share along with you.

Roleplay Notes

Each ship that an altevian comes from will have small differences from each other, with the major difference being from the primary classification of the vessel. Unless the previous document stated otherwise in Relations Between Colony-Ships, that all altevians see each other on at least neutral terms. If there are any concerns with how to play this species, note that if you play them in a style of just humans, but as rats, you won’t be in a bad spot! Playing an altevian from the flagship would be your easiest experience since this would allow for any general type of playstyle or behavior you’d like them to have. Having your space rat come from one of the more task-specific ships would come with a few caveats and mannerisms that’d provide a fun little challenge for folks newer to the roleplay aspect of the game. With any species, no one is without flaw, and Altevians are not exempt from that and your character easily can show one or more flaws of themselves, or the empire’s mannerisms rearing its head into the spotlight. Altevians also are secretive about their empire’s day-to-day operations, and the empire as a whole to NON-altevian crew. If people try to ask about specifics of their life personally, that can be left up to the player. That being said, some altevians might be a bit more relaxed on sharing some specifics, and more so if it’s about one of the ships they might not like.