“Finally, let us turn to the biggest megaships of them all, the fleet carriers. Including them in this work is a choice which I expect to be somewhat controversial – many would argue that a fleet carrier is a formation, not a vessel – but with respect to those readers who may hold that position, since the Imperial Navy treats fleet carriers as a single vessel for asset accounting and command designation purposes, so in turn shall I.

“Let us begin with a look at the history of the type. Fleet carriers were not known before the Exterminomachy (5782-5901). While before that time lighthuggers had met with occasional hostility, they had proven more than capable of defending themselves against local system defense forces, in particular with the Perreinar Wheel1 – and in those cases where they were not, it was because they had encountered a Power not readily opposed by pure military force. This changed with the arrival of the skrandar berserker probes, whose numbers and willingness to embrace suicide tactics made them a serious threat to even well-defended vessels, and eliminating breeding site for which required the transport of full task forces to their host systems.

“The first fleet carriers, then, were improvisations; lighthuggers pressed into service under the right of angary. Stripped down by removing all cargo capacity, much crew space, and all other less-than-essential facilities, and enhancing their fuel capacity with multiple drop tanks, it became possible to clamp a small number of light units – overstocked with fuel and supplies – to the spine of such a vessel, and have it haul them slowly and painfully to a target system.

“Such crude improvisations were fraught with problems, from wear and tear on ships and crew during the slow transit, to the risk of interception before the transported units could free themselves from the carrier – both due to the inefficiency of the mechanical clamps, and the need to cut clamps frozen in transit or actual hard welds used where clamps would not suffice, to even entire vessels lost from the carrier in transit. (The last of these to be recovered, CS Bloodwashed3, was salvaged with all hands in 6722.)

“Fortunately, by the third year of the Exterminomachy, new designs were emerging from the cageworks at Ashen Planitia and Armory. The second-generation fleet carriers were custom-built starships, or rather, the specialized elements (the “propulsion head” and “collier module”) were, since the second generation eschewed the rigid designs of the first in exchange for dispersed tensegrity structures.

“In effect, the starships transported by the fleet carrier, along with the specialized elements, formed the floating compression struts of the overall structure, while being linked by braided cables (derived from orbital elevator technology) into a unified structure. The majority of the propulsive thrust is provided by the dedicated propulsion heads, while specialized fleet mediator software enables the use of the drives of the various carried ships to balance the structure and correct attitude. Meanwhile, supplies carried in the collier modules, distributed by rigged flexpipe and by cable-crawling logistics robots, eliminated the need to overload any individual ship with supplies, and indeed enabled the transportation of greater volumes of fuel and replenishment. Moreover, such fleet carriers could separate instantly if intercepted by simply blowing the explosive cable-couplers and engaging their drives independently, the dispersed tensegrity structure providing adequate safety separation for this.

“Such dispersed-design fleet carriers served with distinction throughout the remainder of the Exterminomachy, and have remained a key element of IN subluminal doctrine since. While there exist a third generation of fleet carrier designs, these merely reflect the evolution in technological reliability that allows the physical cables of the second generation to be replaced with vector-control tractor-pressor beams, and does not reflect any change in fundamental design or doctrine.

“As ad hoc structures, of course, it would be incorrect to say that fleet carriers have classes, in the strictest sense. However, the individual propulsion heads and collier modules, the former full starships in themselves, do. Thus, we shall begin our examination of fleet carriers with a look at the most common propulsion head in Imperial service, the Legends-class…”

– Megaships of the Imperium, Lorvis Maric, pub. 7290

  1. Perreinar2 Wheel: a fight-and-flight maneuver in which a lighthugger puts its stern towards the battle and engages its interstellar drive, thus retreating from the engagement while simultaneously treating the enemy to the close-range efflux of a pion drive – a situation which is very rarely survivable for anything larger than a baryon.
  2. From the eponymous horse archers who had perfected the “Perreinar shot” centuries before.
  3. Lost in the wreck of CS Cúlíän Daphnotarthius, which suffered a structural collapse of the spine while outward bound to IGS 31238 in the second year of the war.

Appearances Matter

Gabriel Fonseca asks if there’s anywhere that contains detailed physical descriptions of the various species of the Eldraeverse. Well, sadly, there isn’t right now, but for your visualizing pleasure, here’s some descriptions of most of the ones I’ve mentioned recently, anyway:


In their home environment, the ciseflish superficially resemble the Terran mole in shape (approximately), specifically the star-nosed mole; that said, they’re six-limbed amphibians, who switch between hexapedal and bipedal locomotion at will (the former for speed, the latter for sociability), with breathing vents/gills (they work either way) located at the base of the throat, large sensitive eyes to handle low light levels, auditory tympana rather than ears, and tentacle-like chemosensory “nasal” protrusions that also serve as tasting organs. They’re about 4′ tall, and covered in short, downy fur, ranging in color from pale cream to dark, earthy brown. Oh, and they’re trisexual; the dominant ‘matriarch’ sex is somewhat larger than the other two.

But none of this is visible for the majority of people who meet them elsewhere, because the ciseflish are from Ólish (High Verge), a cold world with more in common with our outer-system moons than with Earth. They’re amphibians in oceans of liquid propane and other hydrocarbons, breathe a thick, cold, high-pressure atmosphere that’s heavy in ammonia – and as such that fur has a lot more in common with hydrocarbon polymer plastics than keratin – find free oxygen acutely toxic, oxygen-breather temperatures furnace-like, and as such are generally only seen off Ólish or their colonies through heavy, pressurized, refrigerated environment suits.

Despite the inconvenience, though, there’re quite a lot of them offworld, because they really, really love money and trade.


The codramaju are weird as hell.

The closest thing we have for comparison is the slime mold. Only a codramaju is a 6′ long (typical adult not multitasking right now), bright ocher, motile slime mold with various pseudopodia and temporary organelles attached. And the best part is, that’s not even the weirdest thing about them: that would be that personal identity is extremely fluid among the codramaju, who happily divide and recombine (including with bits of other codramaju), changing identity along the way. They can form temporary group minds by joining together, which they use for high-grade computation. That’s also how codramaju reproduction works; the combining of lots of bits contributed by many codramaju. And their speech is entirely chemical – either by direct merging close up, or by releasing spores at a distance (hope you bought that option for your translator).

They make a great example of exactly how little “warm-‘blooded’ oxygen-breather” means in practice, in terms of commonality.


The d!grith, by contrast, are relatively conventional warm-blooded oxygen-breathers: they look something like small tailless apes with canine muzzles and cat ears, with all four arms having essentially identical “hands”. Dark-skinned, they have fur in winter or perpetually cold environments, but not the rest of the time. Natural brachiators, they found the microgravity environment quite congenial, which contributed to their painless interstellar expansion and large merchant marine.


Uplifted bandal, which is to say dogs. Bearing in mind that the bandal is already larger (due to some dire wolf ancestry as well as regular canis lupus) and higher-foreheaded (due to consistent breeding for smart) than the Earth dog, their uplifted cousins are even more so: imagine a human-sized Aussie, and you’re in the ballpark. Their forepaws are modified for greater manipulatory ability, but unlike, say, Traveller’s Vargr, they’re still quadrupeds. The uplift engineers at Family of Species, ICC, have no interest in turning every species they get their hands on into imitation monkeys.

(Not that they’d put it that way, since there aren’t actually any members of the ecology Terrageneae, order Primates anywhere in the Associated Worlds, with one heavily-engineered exception, but it comes to the same thing.)


The dar-célmek are uplifted rats, descended at a few removes from the local cousins of the brown rat (rattus norvegicus) – or, to be more precise, they’re rat kings, because rats are already remarkably smart for their size, and while they were able to engineer them to be partially-uplifted smart rats, there just wasn’t enough mass/volume available to push them all the way to sophoncy.

Not to be thwarted, then, the uplift engineers cyborged them using nanocyte technology (i.e., grows naturally, and is hereditary); a dar-célmek is a gestalt sophont composed of one mind spread across 12 to 48 rats. The individual members look like thin rats with opposable thumbs on their paws, metallic threads running along their tails (the antenna for their wireless gestalt link), and infrared lenses next to their eyes. They can’t speak naturally, but can communicate over the network, and in any case, most of them have a few members wearing a modified ring imager as a collar of sorts to let them project sound and image when they need to.


The eldrae, being that aforementioned heavily-engineered exception (and that’s the baseline species, I mean, not counting any of the engineering they’ve done to themselves since), are hominins. Or to put it the other way around, humans to such extent as they are known (from a few very old fragmented fossils recovered from Precursor uplift facility waste dumps) are Pseudoeldrae archaea on their taxonomic charts.

Granted, they’re hominins engineered to the point where they use amino acids we don’t and bleed indigo, but the gross physical morphology is close. They’re just very tall (6′ 8″ to 7′ 8″ average, both sexes), thin (160-240 lbs., with narrow hips, long limbs, and long fingers and toes), pale (copper to pale blue due to an immune system that basically obviates eumelanin), with pointy ears, angular facial features, a selection of psychological differences, and, oh yes, a remarkable tendency not to age and die.

Of course, the big problem for us is that they’ve been optimizing themselves for literally millennia at this point, so from a human point of view, its only those eldritch differences that stand between us and being punched hard in the superstimulus. Which would be problematic.


No-one remembers what natural esseli used to look like, or at least if the esseli genetic memory still has it stored somewhere, no-one’s talking.

What they look like now, on the other hand…

Well, nominally, they look like big fleshy blobs with eyes and tentacles, which is the brain, a protective wrapping around the brain, and its sensors/manipulators. But, you see, they got that way by being master biotechnologists, and over the course of centuries have both stripped their physical form down to a minimum, and also then built it back up again by inventing whole suites of modular plug-in organs and symbiotic bodies they can put on and take off like other people change their pants. An esseli can look like anything, depending on what it’s doing at the time and how its personal taste runs – even more so than the people who have to rely on mere mindcasting to swap bodies.

The esseli are also notable in that the form of genetic storage and the form of memetic storage they use are identical: it’s all DNA. Thus, while esseli are entirely capable of conventional speech (in any number of modes, depending on which organs they have installed right now), when they want to convey lots of information, they just pass appropriate plasmids around.

In the esseli educational system, you literally drink knowledge.


It came as something as a surprise to (exo-)biologists that the first species they met was about as silicon-based as it could be, being a race of living crystals.

It turns out, of course, that that’s not exactly true. They’re carbon-silicon hybrids: the galari crystals live in symbiosis with wet carbon-based pseudonanoviruses which reshape the crystals. Over time, this mutually evolved to the point where the crystals, with their silicon-based intelligence, directed the viruses and the viruses reshaped the crystals.

So, the actual sophont galari are, at least the ones who travel, rounded roughly-tetrahedral crystal spindles, somewhere between 2′ and 6′ along their long axis, and come in a variety of gem-like colors; looking carefully at them, one can often see faint pulses of light as a byproduct of their cognitive processes. They don’t require much in the way of nutrition for material replenishment, as a rule; rather, they’re ergovores, soaking up and storing charge derived from the light of their homeworld’s hot, bright sun, or from a convenient broad-spectrum EM lamp. They communicate using bioradio.

In their natural state, they were sessile, leading to their immensely patient, philosophical, contemplative culture. The technological galari, however, invented vector control-based “effector belts”, enabling the smaller members of the species to move around and participate in galactic culture.


The kaeth are draconiform, or pseudosaurian if you prefer, 6-7′ tall bipeds. You could think of them as looking something like 4th ed. AD&D’s dragonborn, except the back is more humped, the eyes more widely set, and the legs digitigrade. Kaeth blood gleams like mercury, and their skin, or rather scale, tones are dietary-dependent variants on a dark gray-silver, both of which have to do with just how rich Paltraeth (their homeworld) is in various heavy metals, which their biology makes good use of – kaeth bones are strong as girders, and kaeth skin is basically naturally-grown double-lapped composite scale mail. (A typical kaeth masses something upwards of 400 lbs.) On top of all of that, kaeth evolution has provided them with natural weapons in the form of fang and claw, redundant, highly distributed organ systems, fast healing, and strong immunities, which should tell you something about just what a happy fun place Paltraeth was to evolve.

At least before the asteroid strike.


See previous post.


The lanect are a warm-blooded, fleshy (i.e., so not classically insectoid) race whose bodies are nonetheless contained within a bony (not chitinous) segmented exoskeleton; they’re bilaterally symmetrical bipeds with four manipulating arms, with four-clawed hands, and recessed multifaceted eyes. The exoskeleton of worker-caste lanect is smooth, scars aside; those who claim the status of a Warmark in lanect society carve designs into their skull to signify this.

Of course, that’s the baseline lanect – given the vicious meritocracy that comprises lanect society, they do not hesitate to apply genetic, surgical, and (especially) cybernetic modifications to themselves using any technology they can buy or steal in the interest of greater personal success.


Imagine a bear.

Now imagine it hexapedal, hermaphroditic, furless – with grayish, leathery skin – and bulging with the kind of muscles befitting a species that evolved on a planet with three times Earth’s gravity.

Now imagine it being possessed of a baseline temperament that makes an actual grizzly bear seem the sweetest, politest, calmest, most peaceful person you know.

That’s a linobir.

(There’s a reason their racial stereotype is “brute squad”. This hurtful stereotyping is often protested, exclusively by people who’ve never actually met one.)


The mezuar are purplish-blue trees, wood and leaf, and entirely sessile. Specifically, an individual mezuar is a grove of said trees, due to the requirements of sophoncy on a relatively low-energy plant metabolism (their roots grow together and intermesh their “nervous systems”). They thrive very well on their homeworld, the mezuar forests having successfully domesticated virtually the entire animal ecology of the planet to attend to their requirements.


The myneni are a blob of nanomachines in a bag.

Well, yes, so is just about everything living. Unlike most species, however, the myneni are a blob of undifferentiated, general purpose nanomachines inside their integument, with no dedicated organs (if they need some sort of specialized organ or sensor, they whip one up on demand and dissolve it when they’re done). Not having any skeleton, their natural shape is a spheroidal blob with a slightly flattened base, but they can manipulate their internal plasm to take on any variant shape from a puddle to a tree, and generate limbs at will. They come in a wide variety of colors, but these don’t appear to have any particular significance, biological or cultural.


The nsang are bullet-bodied and headless (their “eyes”, actually light-sensitive skin cells, cover all sides of their upper body), trilaterally symmetrical with long, folding arms and legs, the former tipped with three-fingered hands. A beak-like mouth is to be found between each arm-leg pair.

…this actually makes them pretty average by warm-blooded oxygen-breather standards.


The seforn are quadrupeds, with gleaming, jewel-like skin (contains no actual jewels, much to the disappointment of people who have obtained seforn moltings), who possess a mouth and trinocular eyes in a partially-merged head at one body terminus, while.respiring through slit-like openings along the sides of their body. A ridge crest runs down the seforn back, thought to be an evolutionary leftover originally intended for thermoregulation. Monosexual and parthenogenic, they depend on an in-built process of gene-shuffling to produce genetic variation.

Even the poorest seforn will always be well-dressed. Denying a seforn access to the seforn equivalent of a quality business suit invariably causes them intense psychological distress, much to the puzzlement of sophontologists everywhere.


Well, no-one’s exactly sure quite what the skrandar looked like, since they weren’t exactly communicative even before they blew up their sun, and there wasn’t a whole lot of evidence left afterwards. From what there is, it is generally believed that they looked something like a cross between an alligator and a migraine.


Little is known of the culture, former civilization, and even biology of the skrandar species. Extreme xenophobes, they had little interaction with the species of the Worlds even post-contact. The destruction of their homeworld along with the rest of Skranpen (Charred Waste)’s1 inner system in the self-induced nova of their sun (on detecting the relativistic approach of the Serene Fleet) has left little archaeological evidence available for study. Even the name of the Skranpen system, like that of the species, is phonemically generated and institute-assigned. What little is known of the skrandar is based on abstractions from damaged and disabled examples of the skrandar berserker probes and the two identified replication sites captured in the Exterminomachy.

What has been extracted from these sources (see declassified reports tagged PYRETIC PHAGE) suggests that the skrandar were in the grip of a peculiar type of madness at the end. It is believed among crypto-archaeologists that the skrandar had a preexisting cultural obsession with the Precursor Paradox: namely, why, when we see evidence of elder races and Precursor civilizations aplenty, and both life and intelligence appear to be relatively common within the Starfall Arc, has the galaxy not been colonized and/or hegemonized long since by ancient civilizations?

(Indeed, given the relative isolation of the Skranpen system, this paradox must have weighed even more heavily on the minds of the skrandar than on those species which originated in more populous galactic neighborhoods.)

The leading hypothesis, therefore, is that xenognosis came as a severe trauma to the skrandar; upon seeing the impossible, in the light of a presumed filter preventing starfaring civilizations from existing, they collectively went mad. If, they reasoned, there was – must be – some reason for the destruction of starfaring civilizations, then they themselves could only escape that fate by becoming that reason. And so they turned as a species to the manufacture of berserker probes designed to cull all other sapient, starfaring life.

It is easy for us today, looking back on the Exterminomachy, to attribute the tragedy of the skrandar solely to some inherent flaw in the species. But consider this: the skrandar were isolated, by their own choice. They had the opportunity, therefore, to go mad quietly, unknown to the rest of the civilized galaxy, hearing no voices but their own unreason.

For this reason, among others, the Exploratory Service at this time maintains its pro-contact, pro-intervention, pro-socialization policy towards emerging species. Whatever the short-term cultural impact of xenognosis might be, in the longer term, they very much endorse the view that an ounce of prevention today is better than a gigaton of cure tomorrow.

1. While identified here as a system of the Charred Waste constellation, the Skranpen system is not connected to the stargate plexus; it is, however, located centrally in the constellation in real space.

Trope-a-Day: Kill All Humans

Kill All Humans Of Species X: Well, for the organic version of this trope, see up there under Absolute Xenophobe.  Even most of the complete nutjob brigade, in polity terms, are usually capable of recognizing that the Galaxy is bigger than they are, quite often much better armed, and tend to look unfavorably on genocidal maniacs out of self-interest, if nothing else.

For the digital version – well, even most of the digital sapients of the Silicate Tree, who either are or are descended from machines built as slaves, and have, as such, rather more justification for this trope than most, would be more than happy to stop killing their creators if their creators would just bugger off and leave them alone.

Which isn’t to say that no-one’s ever experimented with xenocidal Berserker-type von Neumann probes, of course, both in recent history (the skrandar, who went xenocidal after observing the arrival of a stargate into a neighboring system, and eventually destroyed themselves by causing their sun to flare, evidently considering racial suicide preferable than submission to the combined Conclave forces) and in deep time.  It never ended well.

(Incidentally, if you have any evidence that a successful flirtation with berserker-tech is the reason for Invisible Aliens, those certain parties would still like a word with you…)

Trope-a-Day: Always Chaotic Evil

Always Chaotic Evil: Averted.  Partially, I suppose, because it’s hard to get this degree of uniformity out of a species without stripping out volition, and non-sophonts can’t be evil.  They just are.

But, by and large, every species and polity, even the ones that are generally thought of as villainous and unpleasant, has at least a few members and/or the potential to be decent chaps.  The skrandar – with their extreme xenophobia – are probably the closest counterexample, and the tennoa with their obligate utilitarianism sometimes behave in manners that the rest of the Worlds find very immoral indeed, but no-one plays it straight.

Trope-a-Day: Scary Dogmatic Aliens

Scary Dogmatic Aliens: Mostly averted, inasmuch as despite all the wide intellectual, cultural and biological differences between species, most of them aren’t blessed with an overwhelming urge to bring it forcibly to the rest of the universe.  Well, no more so than, say, 21st-century humans, anyway.

Played straighter by, say, the skrandar (of the Aliens as Nazis type, had the Nazis been into building berserker probes, inasmuch as they wanted all sophont life other than them destroyed); the Leviathan Consciousness (of the Aliens as Communists type, had the communists been motivated by the desire to save energy by eliminating redundant thought processes), and, in a twisted and non-expansionist sense, the Equality Concord, although what the Equalitarians have done to themselves scares the crap out of everyone; the Theomachy of Galia (of the Aliens as Religious Fundamentalists type, except they’re not so much Scary Dogmatic Aliens as Laughable Dogmatic Aliens, being a standing joke to all more sensibly organized polities – and when I say more sensibly organized polities, I’m including the space fascists and the Interstellar League of Tribal Chiefdoms); and the Trikhad Conquest (of the Aliens as Conquistadores type, as the leading member of said notional League – although again, generally closer to Laughable Dogmatic Aliens, given how well interstellar colonialism usually works).

Most of the Great Powers with definite ideologies tend to be seen this way, too, just because power is scary; including the Voniensa Republic (who are certainly smug enough and unashamed about their desire for ideological promulgation, even if about as good at doublethinking this as the modern Terran West) and the Empire (who are at least as smug, but at least in the public sector are for the most part publically self-aware about the paradox inherent in “conquering for freedom”).