Cosmos 2250 – Common non-human species

Part 1 Introduction
Part 2 Common non-human species
Part 3 will be about Technology in 2250

Humanity has encountered a lot of alien species since it first travelled to other worlds. The four most common species are chronicled below broadly from the most relevant to least relevant. Alien species can be broadly divided into the Human-esque and the Weird.

The Human-esque generally act in a similar way to humans but they will have one or more notable differences. They are generally bipedal and around human size, capable of producing human-like vocalisations and with the same range of sensory inputs as humans. In a TV show they would have prosthetics on their heads. Their stories primarily concern culture and ethics. All the species detailed below are Human-esque.

The Weird are truly alien species. For instance, giant spiders which communicate exclusively via vibration, semaphore and pheromone. Communication is difficult, and comprehension sometimes impossible. In TV shows they would be puppets (or CGI, but puppets always age better). Their stories are more fundamental, concerned primarily with the nature of existence and experience.

Orangu

The Orangu are genetically uplifted Orangutans. They are kind, naive and curious.

About 50 years ago, it was discovered that a rogue group of scientists on a far flung human zoological colony had repeatedly experimented on captive mammalian species, endeavouring to create a new sentient species. Only one new species was viable – the Orangu, a modified Orangutan with broadened intellectual capacity, edited vocal cords and a more humanoid gait.

First Generation Orangu are the immediate results of the scientific experiments. They experienced well-intentioned but definitively immoral enslavement by their creators. Second Generation Orangu is somewhat improperly used to describe any Orangu which is not First Generation. They were born into freedom, but often grew up in curated and sheltered environments.

Orangu have a young and unstoried culture, which they see as both a blessing and a curse. The kind-nature of Orangu has made them well-liked by Humans. They are few in number but their curiosity drives them to explore and engage with the world around them. The Orangu cast Humanity in a new light, which caused the creation of The Charter of the Rights of Persons, a total rewrite of the much-amended ancient Declaration of Human Rights.

Orangu names are incredibly varied, as they have no longstanding cultural traditions of their own to draw from.

  • Jupiter Armstrong
  • Charlton Heston
  • Wendigo Frustum
  • Suriawati

Thaveen

The Thaveen are earnest, enthusiastic and obsessive. 

The Thaveen are a human-esque species with wrinkled earth-toned skin and drooping ears. Adolescent Thaveen sample from as broad a range of experiences as possible. Their adulthood begins the moment they find and declare their one true passion. They rename themselves, creating for themselves their proper, adult name. They throw their heart and soul into their passion, obsessively. When a Thaveen hears about someone else’s passions or interests, they engage heartily and encourage earnestly. For a Thaveen, the purpose of life is the pursuit of your passion.

The Thaveen Mandate is run by the Admins, Thaveen who have a passion for organisation, politics and bureaucracy. Thaveen society progressed rapidly from the moment agriculture was invented, due to the guiding hand of the Admins. They had writing before metalworking, a world government before industrialisation, and had eliminated poverty before inventing digital technology.

The Thaveen Mandate have managed an outreach and research programme on Earth for over a generation. By sharing and guiding, they have contributed immensely to recent technological developments on Earth, in particular the development of the R-3 Relativity Drive. They are the closest that humanity has to a friend, but they are not military allies with the League. Earth is too far away, too technologically inferior, and too inexperienced. However, Thaveen officers are routinely found on Space Force starships.

Thaveen names start with a title, essentially a job description, followed by the name chosen by the individual upon attaining adulthood.

  • Admin Soaring Paperwork
  • Doctor Think and Thought
  • Engineer Crash Crash Bang
  • Sergeant Shoots First Shoots Later

The Legion

The Legion are a clone society that is an offshoot of the Thaveen. They are conformist, self-obsessed and grouchy.

A highly-irritable Thaveen geneticist called Legion Discrete dedicated his life to creating clones of himself so that he could enjoy communal activities without the bother of his fellow Thaveen’s quirks and idiosyncracies. He sequestered himself away on an isolated world and he was forgotten by Thaveen society, remembered only as a former eccentric colleague or dance partner.

A century later the Thaveen discovered that Legion Discrete had been successful, and a society of clones, called The Legion, had multiplied and flourished. Despite their shared cultural and technological history, the Thaveen and The Legion only have a cordial relationship. The Thaveen view The Legion as completely missing the purpose of life, and The Legion just think the Thaveen are annoying.

The Legion have exemplary genetic and cloning technology, but hire out to other societies to fulfil many of their needs. They have a very culturally regimented lifestyle. Everyone looks the same, enjoys the same food, is annoyed by the same habits and loves line dancing.

Legion names follow a variant of Thaveen naming convention, where first names are all Legion.

  • Legion Prime
  • Legion Isotope
  • Legion Foot First
  • Legion Stepback

Krix-ik

Krix-ik are a eusocial insectoid species with a caste system. They are mentally rigid and collectivist.

Krix-ik are divided into castes, where each caste has a unique morphology, and serves the colony in a specific manner. The Royal Caste are the only reproductively active Krix-ik and wield unchallenged executive authority – they have never been seen by humans. The Warrior Caste are aggressive and competitive. The Worker Caste are hardworking and deferential. The Thinking Caste, whilst more mentally flexible than the others, are coldly calculating.

All Krix-ik belong to a colony, which can span multiple sites across many star systems. The K’lok ‘ok colony has developed positive relations with the League of United Worlds, including trade agreements, a non-aggression pact and an officer-exchange program. Relations with other colonies are not as positive, and whilst apathy and mercurial interest are common, outright hostility is always a distinct possibility.

Krix-ik culture emphasises the good of the colony over individual outcomes, or even survival. Their culture is almost unrecognisable, consisting mostly of factual storytelling and parables, with no humour or romanticism. As their primary methods of communication are pheromones and stridulations, specialist equipment is generally needed for real-time conversations with humans. All Krik-ik know at least three languages: the common language; their caste language; and their colony language. Krix-ik have a lower level of neuroplasticity than most intelligent species and thus find it difficult to adapt their thinking.

Krix-ik names are poorly rendered in latin characters, not least as it is impossible to spell pheromones. 

  • Vit Vit Ixy Hox
  • Ruxix k’a-it
  • Vot On
  • Raxikix ilk

Cosmos 2250 – Introduction

Part 1 Introduction
Part 2 Common non-human species
Part 3 will be about Technology in 2250

Cosmos 2250 is a science fiction game where players take on the roles of senior officers on board a starship.

This is a game in three parts: Setting, Systems and Scenarios.

  • Setting details known information about the world and is designed to orient any players of the game and align expectations.
  • Systems is a series of frameworks and procedures intended to aid in aligning expectations and understanding within the game group.
  • Scenarios relates the specific situations that the players will encounter.

Tone and Genre

This game has a positive view of the future of humanity. It is a future in which humanity has overcome great adversity and become a better version of itself. A future where humanity has an active ongoing effort to be the best version of itself.

This game is in the science fiction genre. It is full of alien cultures, strange technologies and philosophical dilemmas. Their purpose is to hold a mirror up to ourselves. They exist to create a shared narrative, and in doing so, examine what it is to be human. And they also exist because starships, aliens and laser guns are cool.

This game contains politics, diplomacy and elements of realpolitik. The players must balance their respect for other forms of life with the need to ensure their survival.

Humanity from 2000 – 2250

Humanity was facing a climate crisis, and failing to deal with it.
Technological progress did not help. In fact, it was the cause of the crisis.
Social innovation saved Earth’s inhabitants from themselves. From the worst of themselves.

A practical, viable, sustainable future was reached. 
Humanity proved to itself that it can achieve long lasting, positive global change.
And it didn’t stop there.

Humanity eliminated poverty in a generation.
Turned its focus on education for the next generation.
And then it reaped the rewards of an educated population whose basic needs were satisfied.

Nuclear Fusion came next.
And the reality-warping Relativity Matrix, the ticket to the stars.
And then we met everyone else, and they met us.

Welcome to the Galaxy.

The League of Worlds in 2250

The League of Worlds is effectively the ‘space government’. Its primary purpose is to provide peace, safety and prosperity for its members, and as such it is responsible for all the normal governmental things: diplomacy; trade; immigration etc. However, individual planets, moons, space stations and so on all have their own polities and governments, which in turn have their own laws. Sometimes astronomical bodies are further subdivided into countries, as on Earth.

Matters of jurisdiction and legal precedence can therefore become rather complicated. There is a Court of the Rights of Persons, administered directly by the League, which acts as an ultimate arbiter on issues of individual rights amongst its members.

Most persons within the League are Human, and most of the population lives on Earth. There are large colonies on other planets in the Sol System and nearby systems such as Alpha Centauri and Tau Ceti. The further one travels from Earth, the colonies become less common and less populous. Orangu and Thaveen (including Legionaries) make up the vast majority of the non-human population within the League. The League has an active policy of fostering positive relations with other species, and there are a handful of associate members, which it hopes in time will gain full membership.

The League operates and maintains the Space Force, which it characterises as a ‘uniformed exploration and defense service’. The Space Force has many of the hallmarks of the militaries of old-Earth, and maintains high standards of professionalism and duty. However, it is not, first and foremost, a military. The Space Force has three core standing duties:

  • Aid those in need
  • Discover the undiscovered
  • Advance the League