This section contains miscellaneous lore that doesn't fit inside documents.

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EXPLODOBOY'S

ROLEPLAY LORE REPOSITORY

"Retcon central."
-Me, College Student

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CATEGORY: Ablix

The Ablix Federalized Stars and its primary species, Ablix.

THE ABLIX FEDERALIZED STARS
TIMELINE: Reboot-Reset

The Ablix Federalized Stars is a multi-layered, federal republic of immense complexity. They are the hegemons of the post-Collapse galaxy, enforcing galactic law on all - whether or not they recognize it. They act as distant galactic protectors and enforcers, only getting involved when the galaxy is placed under imminent threat or somebody is breaking galactic law.

The Ablix system is incredibly complex, if not labyrinthine. It is composed of many layers, all of which individually have some degree of autonomy from the rest of the government. From bottom to top, the structure is Continental, Planetary, System, Subregion, Region, Sector, and finally Federal. A sector has a hundred regions, which has three dozen subregions, which has a dozen systems, which has at least one planet, which has one or more continents. On average, a sector has 43,200 systems.

At the very top of the system is the Interstellar Council; a body with tens of thousands of representatives, each from a sector. Interstellar Council-members are required to use communication cybernetics to streamline the process, due to its immense size.

CATEGORY: AEFANIAN

The Aefanian Inhact and its primary species, Aefanians.

THE AEFANIAN INHACT
TIMELINE: All Reboot Timelines

The Aefanian Inhact is a regional power close to the center of the galaxy. It is a theocratic presidential oligarchy which has existed for a few centuries. It succeeded the Kexotzipan Federation; a semi-democratic state which collapsed in civil war. The KF was a deeply religious state, never having quite shed faith in the same manner most spacefaring peoples did.

The collapse of the Kexotzipan Federation had been decades in the making. It formed in a societal golden age known as the Third Age of Ascension, a period of time beginning in the time of developing interplanetary flight with a high standard of living and great civil rights; it lasted well over a century.

Their first interstellar journey was towards their local Phi-Star, where Patron resided. It is unknown exactly what happened that day, but the interaction with Patron was different to most species. The crew all returned Phi-Enchanted, and most of them had begun worshipping Patron and Phi-Stars. Their belief proceeded to spread, resulting in the eventual birth of Phiism. Their first contact with the Instrumo Collective would further bolster Phiist belief connecting Enchantment to divinity.

A few decades later, and the KF had grown to a four-system micropower with a respectable power base, for their size. The Kexotzipan Federation was at its height, and now it was time for its golden age to end. It came in the form of the Hojoik Empire, a fifty-eight system micropower further west seeking to further expand their powerbase. Less advanced and far, far smaller, the Kexotzipans didn't stand a chance. They would have been sugjugated had they not accidentially attacked the Instrumo, and in their hubris, refused to stand down until an armada wiped out all of their systems in a single day.

Unware of why the Instrumo had done such a thing, the KF's people were mostly horrified but also slightly thankful. The Phiist minority, however, had taken it as a sign of divine intervention and used the event to grow their powerbase.

Although saved from subjugation, the destruction wrought by the war had utterly ended the Third Age of Ascension. The country slipped into a decades-long decline, its government becoming both more authoritarian and less powerful over time. Tensions rose in the nation until, one day, civil war broke out. The country fractured into many pieces, including a now large Phiist faction which also laid claim to the entire nation.

Eventually, after many years of grueling conflict, the Phiists won out and the Aefanian Inhact was formed. The country began to recover economically after that, but its culture never quite did so. A few centuries later, the Aefanians became who they are today.

KEXISM
TIMELINE: All

The Aefanian people's original religion is known as Kexism. Unlike most other societies, the Aefanians never had any other major religions.

In Reboot, Kexism mostly died out following the formation of the Aefanian Inhact. The religion was deemed as 'false' and entirely banned. After a few generations, it no longer existed inside the Inhact. It still exists out there somewhere in the galaxy, but is endangered.

In Origin, Kexism still exists inside the Aefanian Perlon but is slowly dying. It is commonplace among older generations, but is almost nonexistent among Aeon's Generation and Leht's Generation.

The religion itself is one of the more unique ones out there. Its single diety, Kexotz, is a neutral god who says little in regards to morality or sin. The Kexist afterlife is a reflection of how the majority of one's life was spent; whatever you did in life, you will continue to in the afterlife forever, whether or not that fate is desired or deserved.

Under Kexism, the worst possible punishment for someone is life imprisonment. If they live in confinement long enough, then their very afterlife will become a literal prison as well.

Kexists find spiritual connections with high-class worlds, as they consider such worlds to be connected closer to Kexotz.

AEFANIAN PHIISM
TIMELINE: All Reboot Timelines

(RELATED: AEFANIAN ETERNISM)

There are numerous religions which worship Phi-Matter and all things associated with it. The Aefanians have the most major religion of its type, and as such most other Phiist religions base their own off Aefanian belief.

The religion is centered around the monotheistic diety of Phi, who watches the universe through the countless Phi-Stars which permeate it. Under Aefanian Phiism, devout faith is rewarded with either an eternity with Phi, or the incineration of one's soul for heresy or extreme sin. A common funeral under Phiism is to send dead bodies into Phi-Stars to face their final judgement.

Violent criminals are often forced to go through the process of Phi-Enchantment. Those that survive are considered to be deserving of redemption in the eyes of Phi.

Other than Phi-Stars, particular objects of worship under Aefanian Phiism are Patron, Phi-Enchantment, and Gier (the Instrumo homeworld).

AEFANIAN PHYSICAL EXPRESSIONS
TIMELINE: All

Aefanians do not emote with their faces or bodies, but rather their eyes. They have a rich variety of such expressions, mostly based off of subtle eyelid movements and shifts of muscles around the eyes. They are capable of most of the expressions the average sapient uses, but it is always deliberate and has to be learned.

(AEFANIAN) PHI-DIVISIONS
TIMELINE: All Reboot Timelines

The Aefanian Inhact is one of the few nations in the galaxy that are able to reasonably maintain a fighting force of Phi-Enchanted, due to Aefanian having a 15% chance of surviving to Phi-Enchantment. This results in the Aefanian Inhact, alongside the Etan Republic, being the only nations in the galaxy that have divisions dedicated solely to having Phi-Enchanted soldiers, that are also regularly replenished by new Phi-Enchanted soldiers.

For all other nations, trying to enchant soldiers is only worthwhile when they are already about to die, and Enchantment is the only way to prolong life. Otherwise, all other nations spend more overall to create Phi-Enchanted soldiers than the value they get back from a Phi-Enchanted soldier. Trying to enchant the physically immature (such as teenagers, children, and infants) is ineffective, as they have an even lower survival chance that adults, and are in fact proportionally more expensive to enchant than adults.

CATEGORY: FALON

The Falon Transcendency and its primary species, Falon.

THE FALON TRANSCENDENCY
TIMELINE: All

The Falon Transcendency is a fallen-empire-like (think of Stellaris) nation belonging to Andromeda. The Falon have Phi-Gen2 technology, and are powerful enough to dominate each of the Milky Way's superpowers. They are unchallenged in Andromeda, and have humbled and annihlated many nations in the past ninety-million years they have existed.

They are arrogant militant isolationists and largely keep to themselves. The Falon surround themselves with subjects which they use as a buffer against other powers. The subjects of the Falon Transcendency worship the Falon as living Gods. The Falon usually leave their subjects alone, but have called upon their support to give them resources in past wars.

Andromeda's galactic center is laid claim to by the Falon, which they refer to as their 'garden'. They subtly influence the nations within it, preventing any major powers from forming within and also explicitly disallowing regional powers to spread their influence, much less territorially expand into it. Nations within the galactic center are without exception all rich, advanced, and overflowing in sapient rights. They are all technically neutral, and few in those nations care; the people there are safe and want for little.

The Falon's subjects are even richer and better developed due to the direct influence. Though under the thumb of the Falon, they are still veritable utopias which are even richer than the Grandhold.

Despite their apparent benevolence toward their subjects and the galactic center, the Falon are still extremely arrogant, genocide-happy militants. It takes little more than a slight to incite them to send an armada sufficient to turn an entire nation's territory into an unfixable deadzone. God have mercy on you if you actually try to attack them.

(In the Origin timelines, they moved to Atronis after the Timeless closed the Phi-Stars around the Milky Way and Andromeda, and their zone of subtle influence is much smaller.)

TRANSCENDENT SLEEPERS
TIMELINE: All Reboot Timelines

Despite their age and incredible power, the Falon were never a multigalactic society, or even ruled most of Andromeda. Unlike most sapients, Falon have a strong limit to their ambitions; they eventually get to a point where they say they are happy with what they have, and never think about getting more. That was having a few happy subjects and a thriving galactic center, which they have had for almost the entirety of the ninety million years they have existed. The only thing that can get the Falon to leave their galaxy today is an unruly upstart in need of either humiliation or genocide.

If they were like other sapients and never stopped wanting more, then it is very likely they would rule much of the universe by now.

(In the Origin timelines, they still isolate themselves to their corner of the galaxy in Atronis.)

CATEGORY: GOR-GON'GILLA

The meanest abominations in the Dodacaverse.

WE NUKED OURSELVES SO MUCH WE HAD TO MAKE MORE NIGHTMARISH ONES TO SCARE OURSELVES STRAIGHT (AND I KID YOU NOT IT DIDN'T WORK)
TIMELINE: All

The GOR-GON'GILLA are one of the relatively few species who were not unified by the time they achieved FTL. They were one of the very few species who were disunified to the point that they nearly drove themselves extinct several times in the space age.

Before the GGG unified into the nation it is today, the gun they held to the head of their interstellar diaspora was enough antimatter-based planet-crackers to wipe out a galactic arm.

CATEGORY: INSTRUMO

The Instrumo Collective and its primary species, Instrumo.

THE INSTRUMO COLLECTIVE
TIMELINE: All

(RELATED: INSTRUMO SPECIES)

The Instrumo Collective is a regional power encompassing the southwest half of the galactic center. It is a theocratic oligarchy which not only predates the Zenith War, but even the cycle before that. The Instrumo have been a spacefaring society for nearly ten thousand years, and are also among the most exotic societies.

Few go to war with the Instrumo, because doing so guarentees such a war will be genocidal and almost always far more costly than it could ever be worth. They fight until one side is extinct or gives up, with almost no room for any other resolution. The only way to get something out of the Instrumo other than territory is to drive them to the brink of extinction, and even then they are sensitive to alternative terms. Pushing them too hard with said terms may result in them considering extinction preferable, and therefore opting to fight until they are all dead.

Without exception, the Instrumo have their borders closed to all nations. They do not hesitate to kill anyone who enters their territory, whether it be something as weak as a micropower or as terrifying as a superpower. Even stubborn peoples like the Dhatri refuse to touch the Collective with a ten-lightyear pole and are more than happy to leave them to their isolation.

Not a single war waged by the Instrumo has been entirely without another nation exhibiting some form of aggression first. Even ones where the Instrumo fired the first shot were because they foresaw themselves going to war with that specific nation beforehand. Though, it could be argued that a few were cases of self-fulfilling prophecy.

(In the Origin timelines, the Instrumo are in Atronis. They are exceptionally sensitive to percieved subjugation and are fully willing to go extinct instead of be, in their eyes, enslaved. In Reboot-Reset, they are amiable to alliance with the UCP due to prior cooperation before the Great Collapse.)

INSTRUMO NATIONAL IDENTITY
TIMELINE: All

The Instrumo nation's name and flag exists entirely for other nations to identify them. To Instrumo, their species and nation are one and the same; it is such a given that it is part of their common sense. As such, the name Instrumo Collective and its associated flag cannot be found anywhere inside the nation that aliens are not expected to be.

INSTRUMO PRECOGNITION, AND ITS IMPACT ON ENCHANTMENT AND PSIONICS
TIMELINE: All

As mentioned in their species document, Instrumo are not only immune to psychic influence, but also immune to any form of detection.

This has to do with a fundamental difference between Instrumo brains and the rest of the galaxy. To put things simply, they are not conscious. Like an LLM, they may act like they are aware sapients, but in truth they are little more than extremely sophiciated machines.

The reason has to do with their precognition. Instrumo brains are hyper-specialized for precognition, having evolved an advanced means to predict the future. That means of precognition necessitates deterministic function of the brain, thus preventing consciousness from emerging which is inherently random, if predictable.

CLOSER TO CREATION
TIMELINE: All

Instrumo precognition becomes more potent when exposed to Quantum Flux-Displacement psychic feedback.

CATEGORY: KALIP

The Kalip Remnant State, (not PlC) Kalip Unified Empires and its primary species, Kalip.

THE KALIP REMNANT STATE
TIMELINE: All

A piece of a superpower from the previous galactic cycle. The Kalip Remnant State is a direct democracy with an enduring international stance of neutrality. They were once the Southern Olo Kingdom, part of the Kalip Unified Empires; a loose federation of monarchic, noble-lead states.

The KUE had been a perpetrator of the Zenith War; a great galactic war between the four superpowers at the time which lead to all of their downfalls, and the subsequent rise of the Dhatri Tsardom, Kreal Empire, and Shasti Federation. The events of the civil war lead to the nation fracturing and its components gradually being dissolved (mostly annexed by the Kreal). Eventually only the Southern Olo Kingdom was left, after which they renamed themselves to the Kalip Remnant State.

The KRS' people view the Zenith War with great shame, seeing their downfall from it as deserved. The KRS is one of the most respected and mature nations in the galaxy. Despite that, they still hold intense anomosity with the Noxingail.

THE KALIP, HONORBOUND
TIMELINE: All

The Kalip have a long-standing tradition of honor. To stick to one's word is paramount, and perfidy is beyond unacceptable. If a Kalip says something, even to a rival nation, they wholly mean it and will not up and change their mind.

This sense of honor follows them into war, yet it is a warped sense of honor. They have/had a line which they are not willing to simply go past, but also do not hesitate to do something their enemies are doing to them. This went to as far as genocide and hyperweapons which, though saying they considered it to be of very poor taste was a cosmic understatement, was fair game when they were subject to it first.

After the devastation that was the Zenith War, the Kalip have come to consider some things to be simply unacceptable, genocide and hyperweapons chief among them. They are still willing to do things such as pillage and torture if someone else does so first, but it is no longer standard military practice for them.

In Origin-NF, although the Kalip have often been skeptical of the GC, have never attempted to go against it or any of its regulations and decisions. They have had a reputation of going hard on any member who tries to skirt around or ignore a ruling, even ones they themselves harshly detest.

THE FINAL THRONE
TIMELINE: All

(RELATED: NOXINGAIL THRONEWORLDS)

During the Zenith War, the Southern Olo Kingdom was able to capture a single one of the Noxingail Kingdom's Thromeworlds. It now serves as the KRS' capital world, and the only other surviving Throneworld in the galaxy. The feat is considered to be one of the greatest in galactic history.

In the past century, the Kalip have been able to partially repair The Final Throne. It is still immobile due to the Kalip lacking a reasonable means to produce an FTL drive large enough to transport the planet, but its weapons and defenses are functional.

For centuries, the Noxingail have demanded for its return. The Kalip have never complied.

CATEGORY: NOXINGAIL

The Noxingail Inhact, Noxingail Kingdom and its primary species, Noxingail.

THE NOXINGAIL INHACT
TIMELINE: All

A fallen superpower from the previous galactic cycle. The Noxingail Inhact is a theocratic oligarchy inside the Aefanian sphere of influence and therefore enforce the same state religion. They used to be the most advanced power in their galaxy, behind only the Instrumo. They have lost most of that technology, yet their pride remains unshattered.

In its heyday, the Noxingail Kingdom was a great and prideful semi-constitutional monarchy which leveraged wormhole technology to keep its two great territory segments connected. Their hubris lead to them contributing to the escalation toward the Zenith War, and subsequently were broken. Nearly broken by the Zenith War, the nail in their coffin came in the form of numerous uprisings which literally shattered the nation over the course of a few months. They eventually lost all of their eastern territory (western in NF), losing almost all of their technology as well.

Unlike the Kalip, the Noxingail learned little from the Zenith War. They always sought out a return to greatness, to once again be at the top of the heiarchy. It did not happen, and eventually they atrophied into the minor power they are today. A millennium later, the Noxingail still hold a grudge against their former rivals for their downfall. They especially hate the Kalip, who are the only of said former rivals who are only not still around, but comparatively thriving.

(In Origin, the Noxingail Kingdom retains its original government. In Origin-NF, some but not all of the monarch's power has been stripped following a pro-democratic movement.)

THRONEWORLDS
TIMELINE: All

The very pinnacle of Noxingail technology, the Throneworld is a planet-sized spacecraft which acted as the flagship for a sizeable portion of the Noxingail military and the homes of high-ranking regional rulers. They are covered in weapons and armor dozens of miles thick, with ecumenopolic cityscape beneath. They are made out of regular planets when selected as the capital of a new region. Throneworlds are known for being nearly indestructable, capable of withstanding entire barrages of hyperweapons thanks to cutting-edge countermeasures. The only way a Throneworld has ever fallen is to a massive attack sufficient to grind thousands of systems to dust.

Before the Zenith War, the Noxingail had hundreds. Today, only two remain, and neither of them are capable of movement. The first is Throneworld Infallable, which just managed to avoid destruction by being forced to deal with an early uprising that lasted most of the Zenith War. The second was once called Throneworld Divine, but is know known to most as The Final Throne. For centuries the Noxingail have demanded its return, but there is little hope such a thing will ever happen.

Throneworld Infallable is the primary reason the Noxingail are still around today. It has taken a great amount of damage over centuries of battle, but is still more than capable of taking on entire armadas with little assistance.

CATEGORY: TIMELESS

The Timeless and its primary species, also called Timeless.
I know, it's a little confusing.
In my defense, I came up with the name in middle school.
Maybe earlier.

THE TIMELESS
TIMELINE: All Origin Timelines

Hailing from beyond the stars, the Timeless are a machine-like, decillion year-old race with godlike technology. They are a future iteration of the Grandhold; most Grandholds across the multiverse eventually become Timeless. They were forced to leave their universe due to its Phi-Matter running out, only able to escape with the tiniest slither of their population before making their escape from heat death.

They are vaguely utopian, although the concept does not quite apply to them due to their inhuman psychology. The Timeless are lead by the Voidholder; an absolute monarch whose sole duty is continuing the existence of the Timeless.

They used to hold seventh-generation Phi-Technology, but regressed to Gen1 shortly after arrival. As of the main series of events in most timelines, the Timeless have returned to Gen3 and are on the precipice of regaining Gen4 capability.

Currently, the Timeless are embroiled in a universal war with the Order of Penthula; an omnicidal crisis faction seeking to destroy all alien life not originating from their homeworld. The Timeless are gradually winning, but it will still take millions of years to achieve total victory.

(In the Reboot timelines, the Timeless are a multiversal minor power which insulate the timestream from most extra-universal interference. They are responsible for the Grandhold's multiversal travel.)

(In Origin-NF, the Timeless collapsed due to an attack on their core territory, and are currently rebuilding across the universe to resume their war.)

TIMELESS & AI
TIMELINE: All

There is no distinction between Timeless and sapient AI. The former humanity merged into a single race with their AIs, creating the Timeless known today.

As a result of the great assimilation of both man and machine, different Timeless view what it means drastically differently. Some, mostly former humans, opt to permanently occupy a single body and consider it part of their identity. Others control many bodies and even non-humanoid machines and integrate that into their identity. Some, mostly former AI, forego having a body entirely and exist entirely within a server somewhere. They are called Concrete, Plural, and Formless respectively.

The Timeless exclusively use non-conscious AI for any task that does not involve an intelligence, subbed artificial consciousness. ACs can appear to be self-aware, but are little more than an excellent imitation of consciousness. As such, Timeless have no qualms with deleting them, as doing so does not actually destroy any sapient beings.

CATEGORY: UHC-HUMAN

The United Human Commonwealth and its primary species, UHC-Human.
(NOTE: I don't own this faction. It is communally-owned, although I mostly control it in Origin-NF.)

UHC SUPERSOLDIERS
TIMELINE: All

As a consequence of its rapid uplifting from micropower technology, the UHC never moved away from specialist supersoldiers. The nation's numerous supersoldier programs are all very good at a few select things, and not so much at others. Despite expectations, these programs have proved effective - just in need of support or multiple types of supersoldier to be rounded out.

The following are the supersoldier types I've written. This is not an exhaustive list.

  • STRONGHOLD: Slow but extremely durable walking tanks. Tough as ZENITHs, but without the insane firepower.
  • LANDSKNECHT: Fragile but fast and powerful glass cannons, armed with superheavy anti-armor rifles capable of seriously threatening GRANDOP/APOSAS and getting away before the enemy can retaliate.
  • LANCER: Fragile and slow but immensely powerful glass cannons that put everything into their slow-firing weapon capable of decimating ZENITHs and other true hypersoldiers.
  • ETHER: Origin-NF exclusive. STARGUARD-tier psychic hypersoldiers. They use Timeless Ether-Psionics to manipulate spacetime and form Ether-Crystal to terrifying effect.

HUMAN CULTURAL ANOMALY
TIMELINE: All

The UHC has exceptional cultural influence, leagues greater than what a nation their size and age should be capable of. Their influence is comparable to a superpower, resulting in the common jokes of humanity being the 'cultrual superpower'. There is no shortage of the type of joke.

It is theorized that a combination of xenophillia, abnormally high cultural diverity, and very good relations with most of the galaxy's nation is mostly to explain for HCA. This is somewhat disputed however, as xenophobic and closed-off cultures such as the Kreal's are subject to human influence on a level, even if it is muted compared to the rest of the galaxy. There is currently no precise explanation as to why humanity's myriad culture has found itself bleeding into every corner of the galaxy.

It is very likely that this abnormal cultural growth will not continue forever, as diminishing returns are already expressing themselves as humanity has continued to grow more politically influential.

CATEGORY: URX'KA

The Urx'Ka and its primary species, Urx'Ka.

THE URX'KA EXPANSE
TIMELINE: All Reboot Timelines

(RELATED: URX'KA CRISIS)

The Urx'Ka Expanse was a crisis faction which devastated the galaxy in a 22-year war. The nation was a ravenously xenophobic pseudo-republic which frequently and violently expanded over the roughly three centuries it existed. Almost all of such expansions was a gruesome event, with tons of civilian deaths and the forceful, sometimes lethal deportations for whoever remained.

Politics inside the nation was often bloody. Politicians had to be cutthroat to succeed, and it was not remotely unheard of for rival politicians to attempt to get one-another assassinated. Such infighting mostly stopped during the Urx'Ka Crisis, as the nation had devoted itself to destroying as much of the galaxy as possible in its self-initiated freefall into extinction.

When the Urx'Ka declared war on the galaxy, these words found themselves at end of their president's speech: "We are dying; you are going with us."

(In the Origin timelines, the Urx'Ka were annihlated by the Falon in Atronis before they could become much of a problem.)

CATEGORY: ZELIX

The Zelix Imperium, 4th Zelix Republic and its primary species, Zelix.

THE ZELIX IMPERIUM
TIMELINE: All Origin Timelines

The Zelix Imperium is one of Atronis' galactic superpowers, and the most powerful of them. It is a pseudo-constitutional monarchy, whose ruler is bound by a set of rules and kept in check by an oligarchic body but otherwise enjoys absolute power. The Zelix are the most advanced superpower (not counting the Morlhans), if surpassed by said Morlhans and also the Instrumo. Oh, and the Falon as well - but they don't quite count.

There is no such thing as an ally to the Zelix; only a tool to be used and then brought into the fold. Their empire is built atop a mountain of corpses, including of their own disposable clone (super)soldiers and logistians who they dispense their will for freely.

The nation was formed after a series of global wars on their homeworld before attaining spaceflight. The resulting Zelix Imperium was all-powerful and, after recovering from said wars, took to the stars to make the stars themselves fall under their flag.

Zelix culture idealizes pain, viewing it as a symbol of continued life. Scars are considered to be achievements, especially the ones not inflicted by a ceremonial scarification knife.

THE 4TH ZELIX REPUBLIC
TIMELINE: Reboot-Reset (also Origin-NF/Inversion)

The 4th Zelix Republic is an alternate Zelix Imperium who did not reach the stars nearly as quickly as their Origin variant. Instead of unifying after a relatively quick series of world wars, they found themselves in a self-inflicted cycle of nuclear collapse. For nearly two-thousand years, the Zelix peoples nearly destroyed themselves in nuclear wars, rebuilt, and did it all over again. It was only until they all put their weapons down after many generations of endless warfare that they were finally able to reach for the stars, forever scarred by what they did to themselves.

The Zelix went through three failed unified governments, eventually ending in the stable 4th Zelix Republic which has so far stood the test of time. The state is an idealistic one, better socially than most. Their traditions from millennia ago have not been discarded either, though they have been refined to fit the more peaceful republic; pain and scars are still considered virtous, but the means at which both are pursued are coleaner.

(The Zelix Republic also exists in Origin-NF/Inversion, but their origin story is different and they are a superpower.)

ZELIX: OOPS! ALL SUPERSOLDIERS!
TIMELINE: All

The Zelix do not have regular infantry. They are all augmented to supersoldiers.

ZELIX SCARIFICATION KNIFE
TIMELINE: All

Zelix commanders are equipped with a scarification knife; a ritualistic dagger with a nanite-infused edge. It quickly patches any inflicted wounds, but inhibits healing in such a way that guarentees scarring for any species that is literally incapable of imperfect regenration.

In Origin-NF, the scarification knife is allowed to be used in combat, but such almost never happens; if a commander finds themselves in any form of combat, much less melee, then something has gone very wrong. Still, it is common knowledge that getting into a fight with one for any reason whatsoever is a bad idea due to the risk of getting scarred.

In Reboot-Reset, use of a scarifification knife for anything else than a consensual ritual is illegal, and a commander can be punished for doing such.

ZELIX COMMANDER TYPES
TIMELINE: All Origin Timelines

The Zelix Imperium has two different types of commanders, whose titles are determined by subspecies.

Combat-Commanders are Comba who are almost always physically present for a battle. They usually lead from a capital ship, but occasionally directly oversee their soldiers on the ground. The average assault force has several of them for redundancy; if one dies, another take take command in seconds. Though technically disposable, the Zelix Imperium does not spend their lives without good reason as it they are still relatively valuable.

General-Commanders are Civis (and other civilian species) who are kept far away from the battlefield. They act as the superiors to Combat-Commanders, taking care of large-scale matters. General-Commanders know much more about the Zelix Military than their subordinate Combat-Commanders, and the capture of one could be disasterous for them. The death of one is also pretty bad, since replacing one is not something that can be done in a few seconds, minutes, or hours. Consequentially, they are kept far away from danger. Most have suicide implants to ensure if they go rogue, they can't cause any damage.