The information from this article is up-to-date as of 22 November, 2018.
|This page fills the role of Embassy for a Civilized Space community. The information found here represents a user-created civilization that is a creative addition to the game.|
|Capital planet||Edaemon VII|
|This article is about the Abyss version of the Khannate. For the Atlas Rises version, see Eyfert Khannate (Atlas).|
The Eyfert Khannate is a civilized space.
- 1 Summary
- 2 Entry
- 3 Naming Convention
- 4 History
- 5 Government
- 6 Civilization Formation
- 7 Exploration
- 8 Economy
Summary[edit | edit source]
The Eyfert Khannate is a fledgling civilization based in the first red galaxy, Rerasmutul. Its main area of control is the Tenhoe Nebula. The regional capital is Egionetsk and the seat of power is the planet Edaemon VII. The civilized space is based in the Tenhoe Nebula but the name comes from the region of Eyfert.
Formerly, the capital was located in the Eafort XVIII system on the planet Gloss X. The bloody civil war and its effects stalled the construction of the capital building indefinitely, resulting in the move to another system. The Sasageid Band is still the main area of control but explorers are already scouting the Tenhoe Nebula for viable replacements.
Entry[edit | edit source]
The Eyfert Khannate isn't expecting visitors anytime soon due to its great distance from highly populated galaxies like Euclid and Eissentam. But if someone wants to pay a visit to such a distant place, there is a way to shorten travel time.
First, complete the Storyline. Before starting "The Purge", head to the Calypso galaxy. Once in Calypso, complete "The Purge". When in the Atlas Interface, reboot the universe and choose Raging Galaxy. You will be transported to the 15th galaxy Ogtialabi. From there, head to the center of Ogtialabi, Muhacksonto and Hitonskyer to reach Rerasmutul, the first galaxy with a red core.
Travellers entering the Eyfert Khannate must go through a secure port system, Hikhot-Riwo. Upon arrival, travellers will enter the extreme weather irradiated planet Bukavane XIV. A base located close to the portal is planned. In the meantime, enjoy the constant bombardment from radioactive supercells and the planet's very plentiful hostile fauna hungry for prey.
Naming Convention[edit | edit source]
The Eyfert Khannate now has a naming convention. This will be used only if it is in a galaxy with at least two civilized spaces, this one included.
EK(abbreviation of the region in lower case)-(solar index) SystemName (Notable characteristics, if any).
Example: EKtn-18B Hikhot-Riwo (Port System)
EK = Eyfert Khannate.
tn = Tenhoe Nebula.
18B = Solar Index of the system (right-most number, 018B on the signal booster).
(Port System) = Notable characteristics, if any.
History[edit | edit source]
Goodbye, Eissentam. Hello, Rerasmutul[edit | edit source]
After a violent dispute with the Black Cloud Commonwealth in Hurenima involving the government and peoples' refusal to shelter the Kinderkin he rescued, and violent run-ins with the military and police, Ezegnegch is seriously outraged. Before leaving the area, he stole an Otsunomae-class Titan, relinquished the technology he provided to go in and out of the black cloud surrounding the region, revealed the coordinates of the highly secretive region while selling the cloud-piercing technology he worked so hard with the Hurenimans. Along with the Kinderkin he rescued and defectors of the region, he left the area in hopes of finding a better place for his people.
After a long and arduous journey that drove his entire race to the brink of insanity (Ancestral Galaxies drive Kinderkins insane), he managed to find a place to call home in the Rerasmutul galaxy, a very distant place that is almost, if not completely devoid of inhabitants. In The Arm of Pobelar, he and his people are able to start a new life and eventually, a place to call home. A tiny little civilization formed shortly afterwards. It flourished, accumulating a sizeable amount of wealth during its stay in the area. Two Trade routes were formed, several systems are documented, with some of them being rather interesting, especially Moscow.
The Universe-Changing Event[edit | edit source]
When scientists, astronomers and superstitious practitioners predict a universe-changing event, the civilization took its sweet time to prepare, pushing its economy to its limits, amassing a large amount of wealth and resources over an extended period of time. Several starships were constructed to house an entire civilization for the great move. The capital ship Otsunomae received a dramatic upgrade and overhaul. Exploration missions were sent all over the galaxy to scout for potential new locations. Some were brave enough to go the distance and beyond, with one scout reaching as far Jasinessa and discovering the Kigaim Spur and Geskonar-Hek. They didn't take into consideration the possible effects of the event and instead, focused on exploration and putting the economy into overdrive. The result is a disaster that plunged the civilization into destitution.
When the event occurred, almost everything gathered is reduced into nothing but strange new things. Powerful technology turned obsolete, rendering the entire fleet weak and vulnerable. Thankfully, the capital ship remained untouched. Due to attacks from pirates and other external forces, the capital ship had to cram a lot more starships than it is able to handle. The abundance of basic needs gathered is reduced to almost nothing. The people are quickly getting into a frenzy. A new home and capital has to be found and FAST. The move to Jasinessa was scrapped and instead, they had to search nearby regions for a suitable home. They sent scouts scrambling for potential regions and systems while the capital ship moves to a previously explored area around 4000 light years away.
Finding a New Home[edit | edit source]
Scouts have searched tirelessly for a candidate system in 10 different regions. Because time is of the essence, things escalated rather quickly as dissent is starting to increase at a more rapid pace. Finally in the Sasageid Band, they found one and in the nick of time! The supply of basic needs is almost out. They immediately moved to the Karlan-Belo XIX system. The capital is eventually established in Rahaka Tau, a lush planet with relaxed sentinels. The planet is then quickly exploited, with everyone gathering resources to feed the hungry and thirsty citizens while obtaining materials for rebuilding the civilization.
As if filled with insane euphoria of finding a new home, the Eyfert Khannate went nuts on exploring the region, finding wealthy system after wealthy system to form trade routes and places of importance like a shipbuilding system, a port system, a business system and more. While all of that is happening, Ezegnegch quietly retreated to a nearby region and found the most beautiful planet he has ever seen.
Civil War, Change and Reform[edit | edit source]
Overexploitation resulted in the planet's climate quickly shifting to a stormy one, with scalding rainstorms occurring at greatly increased frequency. Explorers were ordered to scout the region for another potential capital planet. Luck wasn't on their side as no new suitable planet is found the region and the 26 others surrounding it. They decided to relocate the capital to Eafort XVIII, an uncharted blue system located very close to the former capital. The move didn't go as smoothly as planned because of a particular event. A tall Kinderkin by the name of Rakugaki already lives here but was forced out and exiled to a system in a nearby region. This caused even greater dissent among the populace, especially the taller and wider (more overweight/obese) Kinderkins, some of them owning large mega-corporations in Apstey-Sovos and prime realestate in the Joelri District. Along with heightist and wideist allegations against Ezegnegch the Khann, a bloody and violent civil war occurred, resulting in the deaths of tens and thousands of mostly Kinderkin.
The civil war ended but it caused many reforms within the civilization and most especially, its leader. Rakugaki is brought back to his home and received compensation equal to double the value of his assets. Though it may take time to heal, the Eyfert Khannate is back once again to the road to peace and prosperity.
The new and (hopefully) permanent capital[edit | edit source]
Some time has passed since the end of the civil war, but it is still fresh in the minds of the citizens. While the move to Eafort XVIII is a success, it came at a cost. Construction of the capital is put on hold indefinitely since, with very little to no progress. Because the de facto capital and the --kzzzt-- region are reserved for only a chosen few, the government controlling the Sasageid Band is not centered on any system or planet.
There is an ongoing community event across the universe and citizens are encouraged to participate. Majority focused on the more destructive side of the event to relieve stress and forget the painful memories of the civil war, destroying as many PESTINIA PESTIS and "Vine Whip" plants as possible in as many systems as they can.
It is just another ordinary day in the life of an Eyfert Khannate citizen when an explorer stumbled across a peculiar uncharted system in the Tenhoe Nebula while doing an exploration-focused mission. After briefly touching down on all 6 celestial bodies, he requested some help due to the rather harsh nature of them. Now armed with a full team of explorers, military personnel and even the creme de la creme of Kinderkins Ezegnegch and Namanchildaggui, a thorough exploration of the system began. After a period of time, the team suffered some casualties but it has been decided. This system will be the new capital of the Eyfert Khannate. It is a good distance away from the former capital and it is perfect for building a Stasis Device / Fusion Ignitor Factory. After further discussion with the top government officials and the consent of all citizens, the decision is unanimous.
The new capital will be relocated to the Egionetsk system, in the planet Edaemon VII. There is a feeling of nostalgia from the citizens as the new planet reminds them of their home from the Euclid galaxy, with its seemingly never-ending firestorms from hell, competition from the native fauna, in particular a demonic-looking giant bear creature, and a sentient race of violent, psychopathic demonic-looking humanoids (the humanoids are fanfiction, they don't exist in the game). However, negotiations to the humanoids are well underway and the peace treaty's progress is going smoothly. The new Eyfert Khannate Power House is built swiftly, indicating the citizens' full support of the move.
The Eyfert Khannate welcomes all to its new capital, Edaemon VII, a gigantic ringed planet ravaged by never-ending firestorms from the deepest depths of hell.
Government[edit | edit source]
Due to its small size, the civilization is currently a dictatorship, with Ezegnegch as the leader. There are plans to change the government to a more people-oriented type once the population grows bigger in size, in a similar fashion to the Black Cloud Commonwealth.
Outposts[edit | edit source]
The Eyfert Khannate has an outpost in Euclid, lead by Bikheer (my normal mode save alias, though my steam username is still Ezegnegch while my reddit username is still u/g5457s). It has successfully relocated to the Rerondus system in the Giviromg Instability, located appx. 10,000 light years away from the Galactic Hub. Primary operations are mainly exploration, provision of suitable venues and locations for major events and civilization founding, and posting potentially desirable and valuable star systems and planets for travellers looking for a place to call home.
Civilized Space Relationships[edit | edit source]
Despite being a member of the United Federation of Travellers, the Eyfert Khannate is isolationist in nature, preferring to not interfere or participate in most events. There is only one civilization it has any significant contact with: The Galactic Hub.
Galactic Hub[edit | edit source]
The Galactic Hub is the only civilization the Eyfert Khannate has significant contact with as Ezegnegch used to be a regular visitor before moving to Rerasmutul. Since the establishment of the Eyfert Khannate Euclid Outpost, a formal alliance between the two civilizations is formed. The Galactic Hub Embassy Eyfert Khannate is established in the Fazalte-Mosky system, signifying the friendly and prosperous relationship between the two civs now and the future.
A suitable system in the Savenix Instability has been located. The Eyfert Khannate Embassy to the Galactic Hub will be built there soon.
Armed Forces[edit | edit source]
Currently, the military is quite small, having a mere 3,000 men, women and children and the entire Kinderkin population ready for conscription. Out of the 3,000, about 150 are elites in training. A prodigious and talented child soldier named Namanchildaggui is currently the best in the armed forces and is mentored by Ezegnegch himself.
Police[edit | edit source]
The Headquarters of the Eyfert Khannate Police Force is located in the system Ciytham-Saya XIII in the Sasageid Band's Ilbin Arm. It enforces the law in the civilization, maintaining peace and order. It also handles rescue missions and coordinates disaster risk management.
Army[edit | edit source]
Prison[edit | edit source]
Citizens who commit crime are sent into one of three prison systems, all located in the Sasageid Band's Ilbin Arm (in order of security level): Bigglen-Uoka, Viatha-Fran XI and Omulust-Eua. The largest prison, Bigglen-Uoka, handles majority of the crimes. Viatha-Fran handles more serious cases while Omulust-Eua handles the worst of the worst.
Elite Army[edit | edit source]
The Headquarters of the Eyfert Khannate Elite Army is located in the Stlastry system, which is also the civilization's premier research center, shipyard and war factory.
The Eyfert Khannate's Elite Army is called the Oeursheouelgiioeu (roughly pronounced urr-shoel-giyuu), which roughly translates to "no mercy". In a similar fashion to the Sugaikinovi Fringe Elite Army, these soldiers are the best of the best the civilization has to offer. However, unlike their SKF counterparts, they won't be emotionless, unrepentant killers, but they'll have solid psychological training to prepare them for the horrors of the training program and potential combat in the future. Ezegnegch and child prodigy Namanchildaggui are main leaders, though Namanchildaggui supervises most operations. Ezegnegch serves as a mentor and creator of the Elite Army training program, which will be a deadlier and harsher version of the SKF Elite Army training program.
Elite Army trainees must have at least 5 years experience in both the armed forces and exploration squadron, or must have exceptional abilities and talents in both combat and exploration in order to join the training program. Before the training begins, they'll go through at least one year of physical and psychological preparations, as the mortality rate of the training program is 99.99%.
In all stages of the training, trainees will be FULLY NAKED AND FORCEFULLY UNARMED, completely exposing themselves to danger. They will be dropped off individually, ensuring that they are fully alone and independent for almost entirety of the training program. If trainees happen to meet up, it is a non-issue and a lesson in believing in luck.
The stages are as follows:
|The first stage exposes trainees to toxic worlds, the bane and weakness of every Kinderkin. They are exposed to foul and corrosive world infected with deadly diseases for an extended period of time in order for them to toughen up their bodies and control their heightened physical and mental senses.|
|The second stage exposes trainees to extremely toxic worlds. They are exposed to extreme toxicity that can painfully kill any unprotected lifeform in a mere 12 seconds. This is reduced to 4 seconds in Kinderkins due to their heightened senses (pain is a sensation). They must be fully exposed to these worlds for AN ENTIRE DAY, in order to further toughen up their physical and mental prowess and fortitude. Toxic worlds have rotten stench, corrosive substances and deadly, infectious diseases. Extreme worlds are worse by at least 10-fold.|
|The third stage brings those who managed to survive the second stage to the planet ???, a true hell planet. This extremely toxic hellhole is not only extremely toxic, but it also has extremely aggressive, merciless and intelligent PESTINIA PESTIS as well as equally cunning and intelligent nightmare fuel predators worse than the Slenderman in great numbers. They are going to survive in this hellish world, exposed to the extremely toxic elements while fighting for their lives FOR AN ENTIRE MONTH OR MORE, DEPENDING ON THE MOOD AND WHIMS OF THE HIGHER-UPS, usually ranging from 1 month to 1 year.|
|The fourth stage is a break, giving Elite Army trainees a chance to rest. Meaning, they have to survive in an extremely irradiated ocean world. Half of the stage involves them surviving against the elements for one week, while the other half involves them being FORCED to stay underwater, again for one week. Once break time is over, the fifth stage beings. Kinderkins are impervious to radiation and cancer, which is the reason why this stage is a break.|
|The fifth stage takes trainees to an extremely cold world with no fauna and flora. They will be forced to survive for random amount of time deprived of basic needs while being exposed to the extreme cold, reaching temperatures close to absolute zero. The amount of time is dependent on the mood and whims of the higher-ups, but it usually ranges from 30~60 days.|
|The sixth stage takes trainees to an extremely hot world, again with no fauna and flora. The instant they unknowingly pass the 5th stage, they will be suddenly teleported to the planet in order for them to experience a sudden and extreme shift in temperature. They will be forced to survive for a random amount of time deprived of basic needs while being exposed to extreme heat, reaching temperatures of up to 330C (626F). The amount of time is dependent on the mood and whims of the higher-ups, but it usually ranges from 30~60 days.|
|The seventh stage takes trainees to a watery grave, underneath the oceans of an extremely toxic ocean planet. They will be sent to the farthest point from land, ensuring no escape. They will be forced to live in corrosive seas with dangers lurking everywhere, including deadly "Exploding Jellyfish", "Phallic Eyes" and "Giant Anglerfishes". After a period of time, they will be trained to operate a Nautilon until they have the experience and finesse of an old sailor.|
|The eighth stage takes trainees to Bigglen-Uoka and in two planets: Thport XIV and Gahbriera Itac. This tests mental fortitude and discovery, as they'll be exposed to the dangers of the unknown. This is one of the easier stages and it takes about one month to complete. They are then forced to write needless thesis work on their discoveries about these mysterious worlds, with criteria based on subjects in your typical university. Lately, the stage is considerably more difficult due to the dangerous nature of the two planets, especially Thport XIV.|
|The ninth stage takes trainees to three planets: ???, ??? and ???, and one system: Esquiton X. Though they will start fully naked, they can utilize the resources of the planets to gear up and fight against whatever wants to kill them. They'll stay in each planet for a full month, learning to fight Sentinels, Predators, and occasionally... their very own comrades, swiftly, effectively, efficiently and mercilessly. This is the only stage where they are allowed to be armed. Exocraft and Space combat is also part of the training, where they will provoke the Sentinels and lure in fleets of Motherships to attack. Meanwhile, exocraft training includes proper handling of the Colossus, Roamer, Nomad and Pilgrim.|
|The tenth stage takes trainees to an airless planet in a blue uncharted system. Mimicking conditions similar to Ancestral Galaxies like Budullangr and Aptarkaba, they'll be exposed to breathable air starvation and the feeling of utter desolation, putting them at the brink of insanity. This stage lasts for one full year and is the most dangerous, as most trainees commit suicide here.|
|The final stage takes those who managed to avert suicide to ???. The ??? of the Sasageid Band and the Eyfert Khannate civilization is an example of deception personified, with its beautiful scenery and majestic geology hiding the most ferocious, vile beasts the Kinderkin race has ever seen since the day they came to existence. They will be sent to the most dangerous and isolated islands in the planet, exposing themselves to predators that makes the third stage seem like child's play. The final stage lasts for one year and is the second deadliest.|
Once the trainees pass the 11 stages of death, they'll be full-fledged members of the Eyfert Khannate Elite Army. Perks include a permanent residence in a highly secretive region where only a select few can enter regardless of wealth, status and power, lifetime pension with monthly pay equal to a CEO of a small-time business, lifetime 33% discount in purchasing anything, tax exemption, free education for 1st to 2nd order relatives (member's immediate family and closest relatives), social care, healthcare, death care, etc. in government-run facilities.
Civilization Formation[edit | edit source]
The Eyfert Khannate is civilization that is exorbitantly picky in finding a home. Here are the requirements for civilization formation:
- It must be in a red, non-ancestral galaxy. E.g. Rerasmutul, Twerbetek, Jasinessa.
- It must be within or near a special region with anomalous and colorful gas clouds against a dark area of space. Example: Hurenima.
- The governmental capital listed in this civilization page must be a wealthy and peaceful system, preferably uncharted or abandoned and blue in color for added security.
- If no suitable wealthy/peaceful system is found, then a mid-wealth and peaceful, uncharted or abandoned system located close to multiple wealthy systems will be chosen instead.
- The capital planet must be in a large-sized extreme weather planet (except toxic and lush) with any of the following terrain archetypes in order of preference - Craters, Mesa or Overhangs. Rings are optional but preferred.
- The most beautiful clear-weather large-sized ringed lush planet with the best fauna in the entire game in anything less than a wealthy and peaceful system will not be chosen as the capital. Location is of great importance!
- The port system must be a mid-wealth and peaceful system with at least 2 celestial bodies, preferably blue in color for increased security.
- The port planet must be an extreme-weather desert, scorched, frozen or irradiated planet regardless of size and weather where storms actually occur and weather data match perfectly (Currently, there is an annoying bug where some extreme-weather planets don't have storms or have mismatched weather data). Extreme sentinel planets are not considered.
- A garbage dump system loathed by majority of the citizens, located close to the capital. This is where the citizens go to dump all their garbage and release their accumulated stress and hatred.
- Finally, the de facto capital system must be in any uncharted or abandoned star with low conflict levels. If it is uncharted, it must be wealthy AND peaceful in the past. The location must not be in the same region as the governmental capital and will be undisclosed to the public.
- The de facto capital planet must be a large, red oceanic lush planet with yellow or peach skies and yellow or red oceans, relaxed sentinels, normal weather (not clear and storm-free) and with any of the three terrain archetypes in order of preference - Craters, Mesa or Overhangs. Rings are optional but preferred.
Once these ridiculously ridiculous requirements are fulfilled, then the civilization will form. Trade routes, prison systems and more discoveries will follow.
Exploration[edit | edit source]
Kinderkins are some of the most curious beings and it is natural for them to wanderlust, occasionally going into far distant places. After the documentation of several star systems and hundreds of planets, they came up with a unique classification for star systems and planets.
Note: All classifications in this page are intended for use only in star systems and planets under this civilization's control.
Star System Types[edit | edit source]
Star systems can have one or more of the following:
- Sebaddo-Class stars are perfect systems. See the economy section for more information.
- FISD stars are of high economic importance. See the economy section more information.
- Harsh stars have lots of extreme planets. Most of them are blue.
- Dystopian stars have poor economy and high conflict.
- Infernal stars are the worst of the worst. These are low economy, high conflict systems with lots of extreme planets.
Planet Types[edit | edit source]
Planets can have one or more of the following:
- Kinderkin Homeworlds are oceanic desert worlds with relaxed sentinels and at least low levels of flora. If fauna is present, they can be either hostile (regardless of amount) or docile. Formerly, extreme deserts are Kinderkin Homeworlds.
- Eden Planets are oceanic lush, irradiated or frozen worlds with at least low flora levels and relaxed sentinels, regardless of weather and amount of fauna. If fauna is present, they must not be hostile. This is the second kind of planet to settle if there is no oceanic desert found.
- Bountiful Planets are any non-oceanic lush, desert, frozen, scorched or irradiated world with at least low flora and relaxed sentinels. There can be no fauna. But if there is fauna, they must not be hostile. The Paradise and Bountiful Planets classification are inspired by The Arcadia Project's Garden World classification.
- Hell Planets (colloquially known as PPAP, or PESTINIA PESTIS Afflicted Planets) are any planet biome with both extreme weather and high security or high amounts of hostile fauna, regardless of weather and/or sentinel activity. True Hell Planets have high amounts of hostile fauna, in addition to extreme weather and high security.
Toxic planets are not Eden and/or bountiful planets as Kinderkins hate them.
Economy[edit | edit source]
The Eyfert Khannate's economy is capitalist in nature with multiple sources of income. Their main sources are trading and farming, while secondary sources include purging PESTINIA PESTIS from existence.
Trade Routes[edit | edit source]
Trade routes are currently a work in progress but plans are still on hold due to the lingering effects and memories of the civil war.