The Aurigan Alliance is a constitutional monarchy which controls 9 inhabited planets in seven star systems. Their systems are extremely mineral-rich, and their wealth combined with their small size has caused them to be seen as a prime target for raiders and conquerors. As a result, their people honed their fighting prowess, and their society became very militaristic.

The ruler of Aurigae is called the Mathair (literally mother). This is the only military rank that is hereditary, and is passed down from mother to daughter in the royal line. Aurigae was traditionally a matriarchy. In the last two centuries men have achieved relative equality with women in all areas.

Titles (including rulership) in Aurigan society pass down through female-preference primogeniture. That is, the oldest daughter is first in line to inherit, followed by any younger sisters, followed by their brothers from oldest to youngest. In order to inherit, an heir must have reached their minimum age of emancipation (40 years old). If the heir would inherit while an unemancipated minor, the Tanaiste may assume the title Leas-Tanaiste and rule as Regent until the heir's majority. As the tanaiste was appointed by the previous ruler, it is generally believed that this helps to smooth the succession until the new ruler can come to terms with the demands of the position.

Aurigan physiology is similar to that of humans. They have 29 base pairs of chromosomes, but their gametes have 32. The last three chromosomes are copies of the previous three, and will combine with each other when introduced to an otherwise matching gamete (such as a human sex cell) which doesn't contain these genes. This means that these genes, which control their Talent development, are dominant over species without them. These genes also produce a number of epistatic differences between humans and Aurigans. The X chromosome intensifies these effects, thus they're present in men but stronger in women. Aurigans regenerate quickly, and much more cleanly than humans on a cellular level, giving them a significantly longer lifespan. Average lifespan for an Aurigan is about five hundred years (about 50 years less on average for men), with the oldest living to over six centuries. Aurigan women also have a significantly higher muscle density (about 3.5x denser than human), giving an average looking Aurigan woman strength similar to that of a Vulcan male. Aurigan men have muscle density somewhat closer to humans, though would appear to be "exceptionally strong for their size" by human standards (about 1.75 times human muscle density).

Aurigans are considered to have reached majority at age 50. They may acquire legal emancipation at age 40. They are schooled from age 30 to age 50, the first ten years general schooling, and the next ten years attending training for the vocation of their choice. The Aurigan Fleet Academy is the best school in the alliance. Fully 2% of the population are in the military, and only one half percent of those will go to the Fleet Academy to become officers. Sponsorship or noble birth is required.

Aurigans have a noble class - collectively referred to as the Siol, or 'Children'. They are not aristocracy, but rather a military class. A noble's name will have some a matronymic - mac or nic, which mean 'son of' and 'daughter of' respectively. The families have no names, but rather they are considered children of the land of the province or planet they administer.

The Aurigan Alliance consists of nine planets, each ruled by a Banduic, or duchess. These Banduichan (duchesses) answer directly to the Matriarch. While they have no formal military rank, they are considered to be the ranking military officer wherever they are, unless the Matriarch or her Tanaiste is present.

PlanetRuling FamilyDay (in Earth Hours)Year (in Local Days)Gravity
Earth (for comparison)243651.0 Earth gravities
Dunvegan (Alliance capital on Auriga)nich'Dun406431.2 Earth gravities
Auriganich'Aura406431.2 Earth gravities
Owenanich'Owen214111.5 Earth gravities
Nessanich'Ness192010.6 Earth gravities
Lothiannich'Llew352940.8 Earth gravities
Scotianich'Scot183862.3 Earth gravities
Ionanich'Ion315791.3 Earth gravities
Fionnanich'Fionn376171.1 Earth gravities
Annannich'Ann396251.7 Earth gravities
Cogadhnich'Cogadh539863.8 Earth gravities

The gravity on the different worlds varies greatly, between 0.6 earth gravities to 3.8 earth gravities. Dedicated heavy worlders(people from Cogadh or Scotia, and to a lesser extent Annan and Owena, tend to be significantly stronger than an average Aurigan; in some cases, Cogadhian muscle density has been tested at about 35% higher than a normal Aurigan, and they tend to appear short and highly muscular. Nessans and Lothians tend to be significantly taller than average, and thin. Even a Nessan will on average, be physically stronger than an athletic human.

  • Personnel of equivalent-level ranks outrank each other by department on the chart below from left-to-right. That is, Naval ranks outrank Intelligence ranks, Intelligence ranks outrank Marine ranks, and so on. Personnel of equivalent rank and department outrank one another by seniority.
Insignia Aurigan Rank Paygrade Starfleet Rank
Mathair N/A President
Navy Intelligence Marines Flight Diplomatic Scientific
Color:
TanaisteN/AVice President
(Ban)duic (Planetary Duchess)N/AMilitary Governor
(M)(P)atriarch Prime (One per department)O-11Fleet Admiral
(M)(P)atriarch O-10 Admiral
(M)(P)atriarch Prior O-9 Rear Admiral
Pilum O-8 Commodore
Pilum Prior O-7 Fleet Captain
Prime O-6 Captain
Executor O-5 Commander
Prelate Prefect Centurion Decurion Legate Immune O-4 Lt. Commander
Archon Denseo Ductor Acies Adjudicator Mentes O-3 Lieutenant
Magister Censor Tribune Ecques Signifer Mentor O-2 Lieutenant JG
Tractor Inspector Tesserar Dragoon Pactor Discens O-1 Ensign
Enlisted Ranks
Manus Optus Gladius Penna Oris Animus E-5 Crewman
  • Aurigan uniforms are black fatigues. Rank insignia is color coded by department and is worn on the collar and the breast.
  • Rank insignia always ends with one color-coded pip by department. This means all officer ranks have at least two pips.
  • Enlisted Ranks are defined by department and job. Many are addressed only by rank, but some members of the same rank will rank higher than others of similar rank - for example, a marine designated to lead a detail by his superiors may assume the title 'Milites Prime' - He will be of a higher rank than other Milites for the duration of his assignment to that position.

Talents

Aurigans are telepathic and telekinetic in varying degrees. These are referred to collectively as a person's Talent.

Stronger Talents (closer to rating 1) are powerful, but are blunt instruments. Weaker talents tend to have a much broader scope. For this reason, ratings 6-9 are just as sought after for work as 1-5's despite their seemingly weaker ranges.

RatingP (Pathic) RangeK (Kinetic) Strength
1Up to 10AUUp to 10 metric tons
2Up to 1 AUUp to 1 metric ton
3Up to 1.5MmUp to 100Kg
4Up to 150KmUp to 10Kg
5Up to 15KmUp to 1Kg
6Up to 1.5KmUp to 100g
7Up to 150mUp to 10g
8Up to 15mUp to 1g
9Up to 1.5mUp to 100mg

For men, Talent strength distribution seems to run on a bell curve, with 1's and 9's being vanishingly rare, and 5's being the most common.

For women, Talent strength runs on a sine curve, with 5's being rare, and 3's and 7's being most common. Extreme range talents are much more prevalent in women.

The applications of talents are subject to an inverse relationship between strength and precision. That is, the stronger a talent is (up to P1/K1), the less precise it is able to be. A K1 can easily lift a small vehicle, but such strength, even controlled, is subject to minimums of precision. In the case of a K1, the minimum force they can apply to an object is around 1KG/m, meaning that although they can manipulate a vehicle, it is almost absurd for them to do anything useful with a paperclip, or water glass, or scian

The minimum forces for kinetics of varying ranges are:

  • K1 - < 10 Newtons
  • K2 - < 1 deciNewton
  • K3 - < 1 milliNewton
  • K4 - < 1 microNewton
  • K5 - < 1 nanoNewton
  • K6 - < 1 picoNewton
  • K7 - < 1 attoNewton
  • K8 - < 1 zeptoNewton
  • K9 - < 1 yoctoNewton

This means that the weakest of Kinetics, who can't move more than 100mg total, can use their talent to precisely position something as small as a single hydrogen atom.

The combination of kinetic and telepathic talent also provides a kind of kinesthetic awareness of masses within their scope and range. Thus, a P9K9 can by concentrating, be aware of every atom of matter within her 1.5m radius. A P1K1 can feel every large object within his ten AU limit, but will not be able to focus on any mass smaller than 1Kg. Talents can only sense objects and parts of objects within their line-of-sight or line-of-touch.

Aurigan Alliance Starships

Delphinian Class Warship

The only Aurigan starship encountered so far is HMS Unpronounceable, a Delphinian class warship. Scans of the vessel by Starfleet personnel while docked at Starbase Omega confirm the following information about the vessel.

  • Length:448.7m
  • Beam:239.8m
  • Height:102.8m
  • Minimum Full-Function Crew: 10
    • Commanding Officer
      • The Commanding Officer (CO or Captain)'s job is overall command of the ship. The Captain must be a Naval, Intelligence, or Marine officer of rank paygrade O-4 or above. The captain of any military vessel's rank is usually Prime (O-6) or higher. A Captain acts at all times as an Aurigan ambassador when no higher Aurigan authorities are present, and is empowered to make any and all decisions with regards to his ship and its crew and contents, including information, unless countermanded by a higher Aurigan authority.
    • Executive Officer
      • The Executive Officer (XO or Exe)'s job is enacting the commands of the captain, interfacing between the crew and captain. The Exe is also ultimately responsible for military actions away from the ship, such as marine boarding parties and/or landing parties. The Exe is the top of the direct chain of command for the ship's non-Naval personnel. The Exe's rank is normally one step below the Captain's rank, usually an Executor (O-5). The Exe will assume command as Captain if the Captain becomes incapacitated.
    • Situation Officer
      • The Situation officer (SO or Situ)'s job is responsibility for situational awareness of the ship, including all information gleaned from internal and external sensors, psychic talents, and correllating electronic information sources. It's the Situ's responsibility to know everything going on inside and outside the ship which it might be necessary to know. The Situ is third in command of the ship, and is usually an Legate or Prelate (O-4) but is sometimes an Executor if the ship's XO is a Naval officer. The Situ must possess a Pathic rating of between P3 and P5, and is usually a P3.
    • Tactical Officer
      • The Tactical Officer (TO or Tac)'s job is responsibility for the external security of the ship. This includes battle planning, strategy, and master control of the ship's tactical systems. The Tac must be an officer of paygrade O-2 or higher, but is usually a Prelate, Legate, or Decurion (O-4) but is sometimes an Executor from the Marine or Flight department. The Tac must possess a Pathic rating of between P2 and P4, and is usually a P3.
    • Pilot Officer
      • The Pilot Officer (PO or Pilot) is in charge of all flight operations on the ship. This includes flying the ship during battle situations, and coordinating with the Tac, Situ, and Engineer during all flight operations. The Pilot must be an officer of paygrade O-2 or higher, and is the highest-ranking Flight officer on board, unless the ship's Tac is a Flight officer. The ship's CAG (Commander of Air Group, the head of the fighter pilots) reports directly to the Pilot. This is normally a Decurion (O-4) but may be an Executor if the ship's XO, SO, and TO are Executors from the Navy, Intelligence, and Marine departments. The Pilot is often possessed of a high Kinetic rating, which often allows his to make maneuvers better than lesser pilots using his Kinetic talent to push the ship as well as sense objects around it. While there is no official requirement, most captains like a Pilot who is a K1 or K2.
    • Engine Officer
      • The Engine Officer (EO or Engineer) is in charge of all physical plant aboard the starship, including repair, maintenance, and improvements. The Engineer must be an officer of paygrade O-2 or higher, and is usually a Prelate or Immune (O-4), but may be an Executor from the Science division, if the other senior staff are also Executors.
    • Science Officer
      • The Science Officer (IO or Sci)'s job is to oversee all scientific operations, including astrometrics, research, and theoretical calculation. They will often work closely with the Engineering crew in order to solve unusual problems or propose technical improvements or refinements. The Sci must be an officer of paygrade O-2 or higher, and is usually an Immune (O-4) or Mentes (O-3).
    • Personnel Officer
      • The Personnel Officer (RO or Perse)'s job is the well-being and efficiency of the crew. The Perso is responsible for the measurement and reporting of the crew status to his direct superior the XO. The perso is responsible for all necessary facilities (quarters, sanitation, life support, medical, administrative), and works consistently to improve the quality of life and efficiency of his crew. The Perso must be an officer of paygrade O-1 or higher, and is usually a Mentes or Archon (O-3).
    • Security Officer
      • The Security Officer (UO or Sec)'s job is the internal security of the ship and crew, in both aggressive and defensive situations. This includes providing crew for boarding parties, as well as repelling hostile boarders and providing security escorts for prisoners or important guests. The Sec is in charge of the ship's marine complement, and the Brig. The Sec must be an officer of paygrade O-3 or higher, and is usually a Centurion (O-4) or Executor from the Marine department.
    • Talent Officer
      • The Talent Officer (LO or Tal)'s job is the registration and distribution of all psionics aboard the ship. The Tal keeps records of specific training and skills each crew member has, and can quickly offer the services of a needed Talent to whatever endeavour they might best support. Especially among Military officers, Talents may not be in specialty jobs suited to their use; a starship captain might be a P1K9 for example; this might allow them to be extremely useful when the engineering team needs to make atomic-scale adjustments on nanites, for example. While this normally falls outside the realm of a Captain's duty, the Tal can alert the people requiring specific talents as to whom the likely candidates onboard are, regardless of rank or station. The Tal must be an officer of paygrade O-3 or higher, and must possess a P-rating between 3 and 6, and is usually a P6.
  • Full Crew: 350
    • Senior Staff: 10
    • Command Crew: 20
    • Tactical Crew: 20
    • Engineering Crew: 100
    • Marine Complement: 100
    • Flight Crew: 50
    • Science Crew: 20
    • Personnel Crew: 20
    • Talent Crew: 10
  • Total Passenger Capacity (inc crew): 400 sustainable, 1500 for 2 weeks
  • Warp Speed: 9.99 6 hours/9.9 24 hours/9.6 sustainable
  • Sublight Speed: 0.41c
  • Max Acceleration: 0.01c/s
  • Armaments:
    • 2 Forward-Mounted Gravitic Cutting Beams
    • 4 Forward-Mounted Maser Pulse Cannons
    • 2 Forward and 2 Rear-Mounted Point Defense Maser Arrays
    • 2 Forward and 2 Rear-Mounted Missile Launchers
  • Defenses
    • Energy Shielding rated at 2.3 pW
    • Ablative Armor
    • Nanite-Active Self-Repairing Hull
  • Auxiliary Craft
    • 1 Squadron of Pirhana-Type Fighter Shuttles (10 shuttles total)
      • Length: 24m
      • Beam: 15.5m
      • Height: 9.9m
      • Crew: 1 minimum, 4 sustainable, 24 for 2 weeks active, 50 for 2 years (lifeboat mode)
      • Warp Speed: 9.0 4 hours/7.8 12 hours/6.3 sustainable
      • Impulse Speed: 0.35c
      • Max Acceleration: 0.07c/s
      • Armament:
        • 1x Forward Disruptor Cannon
        • 1x Rear Disruptor Cannon
        • 1x Forward Torpedo Launcher (Four torpedoes)
      • Defenses
        • Regenerative Shielding
        • Nanite-Active Self-Repairing Hull

Personnel

Dai opOwen Rank:Prime Age:206 Talent:P5K2

Homeworld: Oweina

  • Entered Military at age 40 after Pre-military nobility training beginning at age 10.
  • Given his commission after ten years at the academy, entered service as a Dragoon.
  • At age 57, promoted to Acies after multiple combat commendations.
  • At age 65, promoted to Decurion, served aboard fleet flagship.
  • At age 83, promoted to Executor. Given command of a small outpost in Sigma sector.
  • At age 109, given command of outpost station Epsilon-Neridian.
  • At age 140, promoted to command of station Freedom's Hope.
  • At age 141, promoted to Prime after diplomatic commendation.
  • At age 160, given command of the Riverrun, a fleet medical ship.
  • At age 167, given command of the Quicksilver, a Falcon-class consular ship.
  • At age 176, given command of the Unpronounceable, a Delphinian-class Cruiser.

Michaela Jennings Rank:Executor Age:152 Talent:P7K1

Homeworld: Alphorion

  • Entered Military at age 40 after Pre-military nobility training beginning at age 10.
  • Given her commission after ten years at the academy, entered service as a Tesserar.

Ishka Selenski Rank:Mentes Age:62 Talent:P3K5

Homeworld: Caprica

  • Entered Military at age 35 after scoring high marks on Fleet Academy Public Aptitude test
  • At age 45, given her commission entered service as a Discens
  • At age 59, promoted to Mentes and assigned to Delphinian-Class Cruiser Unpronounceable

Aurigan military officers use two weapons, which are both combination blade/beam weapons. The small scian (literally knife) and the larger airm (literally weapons).

Both of these blades are wrapped at the handle with active bio-neural gel, which Aurigans can interact with telepathically. There are no controls on the outside of the blades; all commands are given to them via thought, which is faster than requiring manual changes, and allows a greater information throughput.

The Scian is a tool and weapon nearly ubiquitous throughout the Alliance. Every Aurigan carries one at all times unless in a weapons-restricted area. Seven point five inches long, the scian's blade is an ideal size for a utility knife, and is effective as a blade in close combat. Also, a Scian's beam emitter can emit various types of energy and particles as well as detect them. It is used primarily as a stun weapon, though can be employed with focus settings as a cutting tool for metals and other materials for which the knife blade is unsuitable. Telekinetic talents can strengthen or focus the particle emission in various ways depending on Talent rating.

The Scian has four modes: "Off" mode, in which the scian acts as a mundane knife, "Charged" mode, in which its power supply sends a small electric pulse through the weapons piezoelectric core, causing it to vibrate faster than the speed of sound and thus cut far more effectively. "Scan" mode allows the scian to collect energy readings all across the electromagnetic spectrum and pass analysis of them telepathically to its weilder. Some telepathic talents allow the Scian to be used directly by the brain as an 'improved eye'. And finally the "Beam" mode, which fires the beam emitter. A Scian's handle is wrapped with a neuro-reactive gel that Aurigans can control telepathically to gather data or input commands. This also means that in the hands of an enemy without telepathy, the scian is just a knife.

A Scian is a personal weapon, rather than military issue. It is traditional to give an Aurigan child her first scian at the age of twenty.

The Airm is a long, elegant sword which incorporates a beam emitter near the point end. It is similar in construction to a scian with the same four modes, although has a much stronger power source, so the beam has more powerful settings available for heavy-duty or long-range work, especially as a focused energy weapon, but also for a sustained heavy cutting beam.. All Aurigan Marines are issued and trained with an Airm, and officers of other departments may choose to carry them as well. Some airm are family heirlooms, passed down from mother to daughter, or to son in cases where there are no daughters. Members of the Aurigan nobility, the Siol, are usually trained in the use of an airm beginning at age 40.