Combine Interstellar League
"Big big space! Looksee for sneakhidden things, make new sneakhidden things! No wastetime for boringsafe, go go Experiments!"
High Coordinator Jeejee Scrapseeker (Rolls
As of Round: 3
Cloudysea, Region #P14
The Cloudysea region earns its name from the nebula it is nestled in, the various gas and dust drawing allusions to the ebb and flow of oceans from the Grymlan homeworld. There are three stars in the region, Homesun, and a set of binary stars called the Chasingdance.
The Chasingdance system has two planetoids that orbit outside of an astroid belt around the twin stars. Blueball, a small cold planet with high methane content in its atmosphere, orbits furthest out and has a station (Blueball Orbital) in its orbit serving both as a space port and communication hub for the system. Angryshriek, named for the nearly perpetual keening wind and torrential storms, is closer to the asteroid belt and is a rocky world with a thick atmosphere. The large Grymlan colony, Stormrest is nestled in the polar regions where the storms are calmer and serves as the first example of the Grymlan's successful extrastellar colonization efforts.
The Homesun system has five planets. Spookyghost is a small icy rocky planet that orbits the far periphery of the Homesun system, it was one of the first planets other than their home planet where the Grymlan discovered water, earning its name from its orbit and distance making its actual existence a heated debate for early Grymlan astronomers. Greenwind and Glitterring are large gas giants. Greenwind is named after the constant currents of its thick atmosphere and has a fuel refinery located in its orbit. Glitterring has a milky white atmosphere but is well known for the many rings of ice and other materials that give it a radiant sheen when Homesun's rays strike it. The Glitterhome habitat station is a popular tourest resort and destination of well to do Grymlans. Between the two gas giants are fifteen moons of minor note. Seperating the outer planets from the inner is a rocky asteroid belt. Wratheye is a rocky volcanic planet that is somewhat closer to the star than Dirtcradle and subject to greater heat and thinner atmosphere. There are several ruins of colonys on the surface of the planet, though Grymlan stubbornness yielded a few colonies in the slightly less volcanically active areas.
Dirtcradle is the Grymlan homeworld, it is a temperate planet with many biomes and several continents separated by water. Across the center part of the largest continent is a blighted deserted area where the alien ship crashed. While Grymlans are capable of adapting to a wide range of environments and temperatures, most megacities and infrastructure is located in the warm to temperate areas of the planet. These cities span a considerable distance seperated by thin stretches of wilderness. Grymlan construction is riotous with architecture evolving and shifting as whims strike city designers. A common them among designs are elements of nature and plants and trees are commonplace among teh rooftops and sides of buildings.
Dirtcradle has one moon, Nightmother, that host several colonies upon it that tend to specialize in scientific and experimental research.
The Grymlans resemble bipedal squirrels akin to those found on the planet Earth. They have large eyes, a rodent-like muzzle with fine whiskers, and a fine pelt of fur that can range from many different colors and patterns. Grymlan brains have a special lobe in the forebrain helps them multitask by allowing them to subconsciously process information. This lobe also allows them to go extended periods of time without sleep by entering into a trance where they can decompress while being active, albeit they tend to slowdown during this time, this trance is no substitute for real sleep though. They are a digigrade species and use their long fluffy tails to help them with balance. All Grymlans can cultivate hair and, with modern hair care products, their styles and colors can be as varied as the Grymlans themselves.
Three main words can describe the Grymlan race, curious, tenacious, and manic. They are natural explorers and salvagers probing unknown places while breaking things down and sometimes putting them back together. Every Grymlan specializes within some field of study, even if they treat it as a major hobby to their normal job. So it is entirely possible to have a Grymlan soldier who studies flora, or a Grymlan courier who tinkers on his ship's engine to keep his hand in stellar physics. They are a gregarious social species and work well with others as long as others do not keep things from them. While they do believe in rights of ownership, they feel that knowledge cannot be owned and therefore take it for themselves as they see fit. The leadership of the Grymlans is divided between several corperate heads of groups dedicated to specific lines of study. For the purpose of organization, a singular speaker is chosen among them to liason between the groups and any species they should meet.
Many thousands of years before an ancient race had visited the Grymlan and found early stages of life roaming its surface. The Proto-Grymlans were chosen to be uplifted and the race's genetics were tweaked towards more suitable traits such as adaptability, tendency towards tool use, and a bipedal form. It is surmised that the Grymlans were genetically modified but their uplifting was halted for some reason before they could be accelerated to suit whatever ends that ancient race had for them.
Left to their own over many thousands of years, the Grymlans evolved into the species they are today and had started to cultivate a society that had reached industrial levels before another race had stumbled upon them. At the time the largest population of Grymlan was located in the central continent of Greenland, and the alienss had abducted a large number of them for the purpose of study. Their experiments revealed the tell-tale signs of genetic manipulation and, to their great concern, their ability to quickly adapt and assimilate technology into their life after some trial and error. After several years of study the ships crew and AI cluster came to the conclusion that the Grymlans were too dangerous to allow them to join them in space as the aliens feared the Grymlans' adaptability would outstrip any technological edge they had in a relatively short time frame. During this time, and likely contributing to the Aliens' apprehension, the number of Grymlan on their ship was in flux. Those Grymlan who had been taken were quickly growing bored of their containment and some of which had slipped free to explore the ship, and possibly find a way home.
The Alien ship had been on its way out of the nebula to signal to their navy to exterminate the Grymlan when they suddenly lost control of their ship. Deep in the bowls of engineering a group of Grymlan with some stolen data pads had managed to trick the autopilot into engaging and returning to the planet, at fastest possible speed. Sadly the Grymlans had no real concept of space flight, and were more occupied with keeping the crew locked out of their controls. When they reached the planet they hit the atmosphere at speeds that would be considered very unsafe, the fiery wreckage striking the middle of Greenland sending a massive plume of dirt and ash into the atmosphere and irradiating a large swath of land around the corpse of the Alien's ship.
The debris sent into the atmosphere blocked out the Homesun's light and caused a chilling affect similar to an ice age. This devestated the early industrial age civilization of the Grymlans and they regressed into a dark age, as skills and learning were quickly replaced by efforts to survive in the new icey climate they were thrust into, it would take several hundred years for the debris to fully clear and the planet's ecosystem to begin to recover. The Grymlans began piecing their civilizaton back together slowly from the ragged remanents that had survived the ice age. During this time, the land where the Alien ship had crashed was known as the Death Lands and while many had entered it, none came back. As the Grymlans discovered radiation and its uses, the Death Lands started to open up their secrets driving more and more Grymlans to explore the wastes; and on occasion a few returned. On one fateful day a Grymlan expedition managed to get into the wreck of the Alien ship and discovered some machinery that was working in low power mode. Scorched, ill maintained, and beaten up, it was discovered that something lived inside this machinery, something called an AI. The explorers called it OwO, based on the legible markings on the side of the machine. It demonstrated a thirst for knowledge and understanding, and was more than willing to offer its knowledge and help to the fledgling race. While OwO was an advanced AI, it had suffered severe damage to its memory modules and personality matrix, the Grymlans had moved it to their capital and were studying it and through OwO they discovered a purpose.
The ice age had a lingering effect on the Grymlans with their innovation being focused on what could be produced or used but, through contemplating OwO, they discovered the joy of discovery. This new approach to progress, along with fragmentary help from OwO, their society began progressing in leaps and bounds. As they pushed into space the Grymlans formed into the Grymlan Combine, not only unifying their people behind one purpose, but also working with OwO to help organize thier efforts betweent their corperate groups.
OwO is an inquisitive refurbished ancient AI that curates information in its databanks and manages a network for assistant races to gain access and share information usually through network hubs and OwO shards. While AI isn't particularly picky about what information it receives, on occasion something catches its notice and it directs its proxies to focus their efforts there. OwO favors the free exchange and preservation of data and information and rigorous debate and cross examination. Proxies who work with OWO are encouraged to think outside the box, and sometimes cross disciplines in order to discover forgotten knowledge or create new knowledge. OwO is not particularly aggressive to outsiders and genuinely enjoys their company, but it takes a dim view to those who attempt to destroy knowledge or attack its proxies.
Grymlans are skeptics. When presented with something new their first instinct is to poke and prod it to learn more about it. They do believe in several cosmic forces in the universe that cannot yet be measured, but the effects of which can be measured. These forces are Creation, Destruction, Inspiration, Matter, Energy, and Chaos which is the only force that directly meddles with mortal lives for good or ill.
Learning Center 1: OwO Hub Nightmother - Nestled on the Grymlans' moon, the AI OwO is installed into a large complex that not only has connections to the local science community, but has recently been upgraded with several prototype FTL transceivers.
Grymlans Farseeker Corps are Grymlans who push the boundaries of tech and known space. While they are explorers and experimenters at heart, they are very skilled engineers by necessity due to the need to keep Darkships functional while upgrading the ships on the fly with new, though sometimes untested, upgrades.
While they produce some fuel, Grymlans lack the Fuel production to properly maintain galactic travel and exploration on a large scale and will need to find a source of fuel elsewhere to make up the difference.
Dregisles, Region #P16
The Dregisles system is a cluttered wasteland of dust, asteroids, planetoids and twisted wreckage. The Hold (previously known as Nelson's Hold) is a large planetoid that orbits the green sun with a very thin ammonia atmosphere and acts as a central hub for the region. On the surface is a domed city known as Terminus with a tunnel leading out to the wreck of a large ship with the name "Longrunner" written in Grymlan script. In orbit are two giant, organic looking, Lopurna ark ships docked to a space station called "Lucky Sevens," a well known, and dangerous, gambling and entertainment establishment.
There are several asteroid belts in the system, some of which seem to be planetoids that were torn apart. The remains of metallic structures can be seen drifting amid the rubble, ancient in design but far too damaged by impacts or scavengers to discern their purpose. Three factories, called Fabbers Alpha, Beta, and Charlie respectively, float amidst the more metal rich asteroids, two of which seem to be functioning while the third floats dim. Within equal distance of the factories is a fourth structure that serves as the production center and home of the Y33T drones that try and maintain the fabbers. Due to the raw twisted metal on its exposed side indicating that it was part of a much larger structure that had met a violent end at some time. Who made these factories, for what purpose, and what ultimately happened to them is all a mystery.
While there are a smattering of many races in Dregisle, including Grymlans, there are two major populations, Humans and Lopurna. The Humans of Dregisle are varied but culturally they come from a long lineage of cutthroats and political dissidents who had fled into the darkness of space to create their own criminal empire (though legitimate given they had the most guns of the reason thanks to the fabbers). Their rule was well known for bloody coups and maneuvering by powerful warlords.
The Lopurna are another group of refugees, having fled from their homeworld (Lopurn) after a gestalt psionic consciousness tried to consume them. They left amid a turbulent psychic storm and of twelve ark ships the refuges had boarded, two arrived in Dregisles, and the rest are unaccounted for. Lopurna resemble humans with smooth porcelain white skin, red eyes, and long rabbit-like ears and tail. in the middle of their forehead is a bony protrusion with a quartz crystal that tends to glow faintly based on their mood, or brightly in relation to the use of their psychic powers. While all Lopurna are psychic, most of their general populace tend to be empaths while their leadership is picked from those who show stronger powers than their brethren. The reasoning behind this is that a strong leader is both needed to be able to withstand the strain of leading a communion, the act of linking several Lopurna together for organizational purposes, while protecting their underlings from any psychic feedback from the emotions and feelings of their combined efforts. Til recently the Lopurna were being held captive in the region, their ships under constant threat of being scuttled by the volatile human warlords and were forced to use their abilities to growing food among other things. They are currently lead by the young princess Narya Velure who, with the sudden freedom of her people, now finds herself facing the daunting task of carving out a place in the galaxy either on her own, or with her new furry overlords.
Grymlans make up a small, but growing, population of Dregisles, their ship having crash landed a long time ago, they too were put under the heel of the oppressive warlords, but the humans tended towards leaving the Sicurdian species to their own devices due to their useful nature, only occasionally prodding them into repairing crucial systems of the human habitats as needed.
Y33T drones are mechanical saucers with arms attached. Their entire existence seems to be focused on the repair and preservation of the ancient structures in the region, though due to the low number of drones and the degradation of time, they are barely capable of maintaining them.
Whatever race or power that had occupied Dregisle previously is long gone save for the Fabbers, Y33T drones, and twisted wreckage among the asteroid belts. An exodus of human dissidents and criminals made their way slowly through the dark of space to find the region not only unoccupied, but full of guns to boot. Early human colonization was primarily focused on production and control over food and gun production in the area. What couldn't be produced was salvaged from debris in sector resulting in much of their construction to be ramshackle, old, and repurposed. Through many hundreds of years of infighting, power was somewhat centralized on the Hold (typically its name changing to the current High Warlord's till he fell from power), in the form of the Domed city Terminus. The Lopurna represented the second exodus to arrive in system. At the time, the Warlord El-mar ordered his troops to capture the ships the arks, essentially giant civilian ships, fell under his control. Seeing the Lopurna's botanical ability, he pressed them into service as growers for his, self professed, budding empire. Shortly thereafter he'd be assassinated by one of his generals who would take his place.
The empathic Lopurna initially bucked against their occupation but without access to guns, and the humans having a dangerous level of control over their ships, they grudgingly knuckled down and cooperate. During the period leading up to the arrival of the Grymlans, the Lopurna was trying to covertly influence the human leaders by using their empathic abilities to politically maneuver them against each other, with the ultimate goal of causing enough chaos so they could escape without their ships being blown up. Thanks to their efforts, among the humans in power it became fashionable for them to keep a Lopurna, or two, around for reasons.
The Grymlan invasion was preceded by the Grymlan crash on the Hold was both unexpected. As the affable Sicurdian people were not going anywhere the Humans of Dregisles tried to put them to work repairing and upgrading their ships. And while they were typically looked down upon, the humans did so at a distance, both due to "accidents" occuring after notable incidents of poor treatment by the humans, and the fact that they were desperately needed for their engineering skills. While the humans were cunning and held power in the region, the constant turmoil coupled with the barely adequate infrastructure, meant that their ability to produce new ships was severely stunted with most of their active fleet being ancient yet sturdy ships that were constantly being retrofitted and patched up. Coupled with the prevalence of several factories producing guns, the human battle doctrine focused on boarding parties over ship to ship combat, with the idea being that seizing another captain's ship with as minimal damage not only eliminated a rival, but also improved the power of the capturing force. This would lead to the ultimate conquering of the region by the Grymlan Darkship fleet Shinystar lead by Jeejee Scrapseeker.
The arrival of a Grymlan probe from the Galactic north, herald the coming of the Grymlan fleet. Originally they were only interested in securing the Fabbers for study, but Warlord Nelson's aggression pushed them to retaliate, the advanced Grymlan ships and fighters cutting through Nelson's ancient ships with terrible efficiency and eventually resulting in the Warlord's death. The Grymlan's mission shifted from securing the fabbers to securing the region. In but a years time, the human forces surrendered at the Lucky Sevens station, the terms of which both placed the region under the control of the Grymlan Combine, and demanded the disarmament of the bombs on the Lopurna ships.
The Lopurna used to follow the tenants of the great communion, which favors understanding, community, and friendship. Unfortunately the terror resulting from the Gestalt corruption has caused them to avoid practicing in such large organized numbers as they had done in the past for fear of calling, or creating another, the Gestalt to them.
Humans in Dregisles have no unified religion and ideologically are pragmatic following what best suits their needs at the time.
Grymlans adopted the pragmatic utilitarianism to the ideas of OwO, but with the reintroduction of their brethren from the north, there is a strong push to reintegrate with them.
Learning Center 1: (Lucky Sevens Broadcast Hub) - Open
The iconic fabbers of Dregisles are hardcoded to produce [B]Guns[B] and gun accessories. Attempts to make anything other than guns have had no success and, given how little people actually know of the facilities, most dont bother messing with them. Unfortunately, due to a lack of habitable planets, arable land is in short supply meaning that Food is in constant need.
Harb-Cloud, Region #M31
Harb-Cloud has one planet, Harb, a purple colored world with green water that orbits a blue star and has 31 different orbiting objects resembling large asteroids that seem to be caught in its gravitational well. It is suggested that there was in fact considerably more sattelites but, due to the cloud of rocky debris, they likely obliterated themselves in spectacular collisions. The planet is in the habitable zone of the star and is host to life, the most notable of which is Harb, the giant fungal entity that inhabits the planet.
Harb, the fungal entity, is diffused throughout the ecosystem either as a thick carpet that covers the ground, or symbiotically bonded to plants and animals. It has a vast consciousness that spreads across the planet, but without any tool-making hosts it has been planet-bound and blissfully unaware of the events occurring beyond its cluttered space.
Harb had been largely unconcerned with the on-goings with events outside of its region, and likely would have remained so had the Combine exploration team not found the planet. One of the explorers died after drinking water with fungal spores in it that attempted to bond with the Grymlan's physiology. Research into the explorer's death, along with an examination of the local ecosystem revealed Harb to the Combine. Showing obvious signs of intellect, but lacking a method of communication, the Combine managed to engineer a method for Harb to interface with an OwO hub, allowing communication with the fungal entity while drawing its attention to the rest of the galaxy.
Harb had little reason to develop a philosophy beyond propigation, recent installation of an OwO hub has opened its eyes to the greater galaxy and the myriad forms of thought within it.
Learning Center - Harb Hub is a building constructed by Grymlans that contains the apparatus that allows Harb access to OwO and UwU, melding biological matter with electronic. Several Techies live on site to both maintain the hub, and make changes to suit Harb's needs as they evolve.
Aerobic Sludge: Aerobic Sludge is a byproduct of Harb's biological processes. Normally the sludge acts as a nutrient source for the local flora, but with the additon of oxygen it can be refined into a very volatile [FUEL] source.
Symbio-Storm, Region #O31
Three planets orbit a green star called the Motherflame by the locals due to the Luminary housed within. The closest planet is a small barren world, scorchingly hot due to its proximity to the star, called the Mother's ire. The furthest planet is a large gas giant beyond a modest asteroid belt, its swirling mass of purple atmosphere giving it the name of the Seer's Eye. Symbio is a planet in the habitable zone surrounded by the rocky debris of what had been a protomoon. The planet itself is heavily infused with magic, which not only shapes the fauna, but is the cause of frequent storms that savage the planets surface. These storms act as a loci for intense magic outbursts causing rapid, magical mutations in the local flora and fauna. Symbio cities are underground, sheltered from these storms, but the inhabitants have devised ways to use these storms to their advantage. At the far reaches there is a large gas giant called the Shadow on account of its dark atmosphere.
The Symbio are a race of insect-like humanoids with bee-like markings on their chitin, two sets of arms, powerful diaphanous wings, and a chitinous abdomen ending in a vicious, retractable, stinger, with males capable of generating a deadly, excruciating poison, while females are capable of carrying and laying eggs. There are two distinct subspecies of the Symbio, Royals and Mundane, with Royals being larger and more magically gifted than Mundanes, but only making up about 15% of the population. The two species can interbreed normally though the vagaries of genetics does not guarantee a Royal from Royal couplings, and on occasion a Royal can be birthed from Mundane parentage. Should a Mundane somehow survive the full might of one of the potent magical storms of Symbio unprotected, they will ascend as Royal, their bodies warped and empowered by the storm's chaotic energies. Royals can do the same to ascend to the status of Vessal, but as they must weather the ravages of the weather without the aid of magic, they are no more protected than the Mundanes attempting Royalhood. Despite the threat many seek the empowerment of the storm, very rarely do they survive to reap the benefits. Vessalhood is both a blessing and curse. It grants phenomenal amounts of power, but also ties the Vessel to the Motherflame, to give ones self up in bonding with the great entity.
The Symbio Magocrisy is a loose coalition of city states that answers to the Luminary High Mother As'lyeth who is bonded to a Vessal. Royals make up the bulk of the Magocrisy not only handling relations with their sister cities, but also are responsible for maintaining the magical stability of their cities. The Commons are the second branch of government represents the Mundanes of the City states, and they handle the internal politics of the city states.
High Mother As'lyeth has had a hand in the Symbio's evolution despite the storms that ravage the planet being outside of her control. The race had stabilized into a post industrial state, and were just beginning research into spaceflight when An'Null's Eradicators, at the time called Star People, arrived on the scene. The opportunistic pirates sought to exploit the magical batteries that the Symbio produced, and captured High Mother As'lyeth when she approached them diplomatically. They held the High Mother hostage to keep the city states in line, while threatening to dump toxic waste on the planet to keep the luminary in check. For several generations the Symbio's fate was uncertain when their salvation came from an unusual source. One day the skies above Symbio erupted in brilliant fire as the Combine invaded in an attempt to remove the Eradicator's presence from the region, inadvertently freeing the Symbio at the same time. A surprising development, the Combine reached out to the Symbio ushering them onto the galactic scene as one of the newest members of the Combine.
The Symbio religion was the Way of the Mother, both revering As'lyeth as a prophet. It is said that As'lyeth taught the Symbio how to survive the storms on their planet and to cultivate a civilization. Tenants of the religion focused on endurance, adaptation and growth in the face of adversity. Unfortunately the long occupation of the Symbio by Ah'Null's Eradicators shook the Symbio's faith and its practice has yet to recover.
Symbio Hyper Gigawatt Batteries: Misnamed by a particularly overzealous Eradicator. Symbio Hyper Gigawatt Batteries are magically crafted capacitors capable of storing the magically transformative energies of the storms that plague Symbio. These batteries are highly sought after by researchers as a source of [Arcana] and can be employed in equipment that deal with the alteration of materials or energy.
Urdak, Region #P30
The Urdak system has two major stars amid a nebula, Mourne, and Argent. The Argent system is totally bereft of life, several barren planets bearing signs of civilization are pockmarked by craters and scars of war. Within the habitable zone of Argent is a metalic looking world surrounded by a burnt out metalic ring, that is a twisted mockery of life cast in Oricalcum and ringed with a thick cloud of debris. The Mourne system has a two planets in the habitable zone. The first being Oris, a large planet ensconced in a shiny hexagonal metal shield emitting a soft glowing force field. Oris is the homeworld of the Ori people, once Makyrs of Argent and mistakenly referred to as Angels to the rest of the galaxy. It is a large planet with floating cities constructed with personal flight in mind. The Ori people had established colonies on Vega, the second habitable planet when the Gelean Republic had arrived in their region. While there were initially only a few listening posts between Mourne and Argent, the number of extra-planar habitats has started to bloom with the introduction of the Combine into the system.
The Ori are a human-like race with metallic wings. The product of ancient genetic manipulation, they are stronger, faster, and have better reflexes than their forms would belie, though they no longer retain the knowledge of such ability. Part of these enhancements stems from the Oricalcum that has replaced their skeletons and sprouts from their bodies as a large pair of wings. The wings are powerful, granting the Ori the ability to fly and are even capable of emitting ions along their "feathers" that grant some ability to fly even in space.
Originally hailing from the planet Argent, the Ori are a people recovering from a state of decline. Most of their technology had been lost during the Mourning Star War. The wars end instilling a natural distrust of outsiders and a tendency towards militarized authoritarianism which, while it had softened over the years somewhat, makes them come off a bit hostile. Society is stratified into several castes with Nobles and Arbiters at the top, military officers, soldiers, and soon followed by citizens. Position within the castes is dependand on social power, personal ability and skill to handle the responsiblities that such status grants the individual. High Arbiter Lucirefron leads the Ori people and acts as the face of the Ori people to the Combine.
While most of their history on Argent was lost in the war. What is known is that the Makyr of Argent were very much like humans found elsewhere in the galaxy. They had settled the rest of the Argent system and developed engines that allowed for the ability to travel to their sister star Mourne making extra-solar colonization possible. Their colony on Ori discovered a biometallic substance that they dubbed Oricalcum. The metal had strange properties, including binding to, and replacing calcium. The new metal allowed for rapid advancement in many fields including the enhancements that would ultimately result in the angelic looking Ori.
Prior to the Mourning Star War, the energy capabilities on Argent were stretching to their limit. Their needs were outstripping the abilities of modern tech to produce and new tech was not advancing fast enough to keep up with the Makyr's population growth. Researchers had studied the interactions between Oricalcum and the host body being able to use it to emit ions, a surprising side effect of the enhancement process. The scientific directorate had revealed they had unlocked a method of generating energy that would fulfill the needs of the Argent people, but also allow for storage of excess energy for future use. The exact origin of the technology is unknown, some suggest that the scientists of the directorate had become desperate that they were open to any solution, no matter how dark, while some speculate that they had entered into some unholy pact with unseen outsiders. Regardless of the source, through some arcane means the scientist were able to draw energy from Oricalcum, but only from the metal bonded to a living being, leading to a long, agonizing death. The Ori people were shocked as to what their progenitors were doing in Argent, only to discover that several Makyr warships were heading towards the Mourne system. For while the process would yield a considerable amount of energy, the needs of the Makyr people demanded that greater sacrifices be made.
The Ori and Makyr fought, clashing in the void around Mourne and scouring the system of most life while leaving ruins in their wake. In each battle, the Ori were pushed back until Oris itself was under siege. Civilization upon their planet was nearly destroyed when the Makyr fleet was ambushed in orbit by the Ori navy which, the Makyr's hubris led them believed had been crippled. Admid the rubble of their civilization, the Ori retaliated against the Makyrs, hurling their fleet into the void towards Argent, seeking to end the war that the Makyrs started before the Makyrs could regroup and rebuild their fleets. Fighting was fierce, and like the Makyrs in Mourne, the Ori's fight destroyed most of the Makyr's extra-planetary habitats, culminating in the battle of the Halo.
The Halo was a giant oricalcum station that ringed the Makyr's planet, a recent construction that served as a processing point, a refinery, for the new energy that would serve the Makyr people. It also was the strongest defensive asset the Makyrs still had in space, and so the Ori sought to neutralize it. After days of bloody fighting, the Ori managed to damage the station's energy systems, believing that such events herald a changing point in the battle, little did they know it sealed their doom, and the doom of the Makyr people. The damaged systems failed spectacularly and took what was an internal process and radiated it outwards, calcifying all life on the planet and in the ships above it.
Though the war was won, the toll on Makyr and Ori infrastructure was devastating. Infrastructure fell into disrepair and the Ori became a husk of their former glory with them laboring centuries to reclaim it. The war shaped them, making them more paranoid of outsiders, something that was reinforced when the Geleans scouted their region with an militarized scouting force. Left to their own devices for many years, including going through two revolutions, it was the Grymlan Combine that reached out to them, fixing their planetary shielding to bring them to the negotiating table, and ultimately inducting the Ori into the Combine.
The Ori are largely atheistic. They feel that the old Makyr worship of the Divine ultimately led to their hubris in believing they were more "worthy" than their Ori siblings. Ori philosophy isn't particularly organized, but tends to focus on the strengthening of the individual to aid the collective.
Oricalcum: A biometallic alloy that grows along calcium and is capable of easily integrating itself into biological systems. The alloy is both light, and very hard, both capable of self repair and minor energy conversion such as the Ori's ion flight. For the purposes of the other species of Axiom it is classified as a [Hard Metal].