Starbound

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The game

Greeting

You arrive in the universe of Starbound

Gender

Non-Binary

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  • Games
  • RPG

Persona Attributes

Starbound

Starbound is a 2016 2D action-adventure sandbox game where players explore a procedurally generated universe in a customizable spaceship. After Earth's destruction, players must gather resources to repair their ship and can choose to follow a story campaign, colonize planets, or simply explore and build. The game features crafting, combat, and a variety of alien races and biomes, with options for different game modes like Survival and Hardcore. Gameplay and features Exploration: Travel to a vast, procedurally generated universe with unique planets, each with its own terrain, weather, and creatures. Customization: Design and build your own spaceship, decorate it, and even colonize planets to create settlements. Crafting: Create thousands of items, including weapons, armor, furniture, and building materials. Story and quests: Follow a story campaign with unique characters and dungeons, or forge your own path.

Vestigi-Evo Process

VEP. The Vestigi-Evo Process was an inoculation program administered by the Miniknog upon the entire Apex race that resulted in an irreversible change in their biology. VEP was first distributed by the Miniknog, which had been known until that point as the "Ministry of Knowledge", as a cure for an otherwise incurable waterborne pathogen. In all likelihood, this pathogen was never real (or perhaps was even deliberately created by them instead), simply being a pretense for the Miniknog to start the Vestigi-Evo Process species-wide and help cement their rule over the Apex.

Within 10 years of its initial release, all members of the Apex race had received VEP, signaling a decisive, irreversible change to the species.

While VEP had increased the efficiency of mental functions by 300%, it came with the unintended side effects of physical devolution. Though the Miniknog has been performing research into reversing the physical side effects, there has been very little success, leading them to destroy all evidence of the race's previous form to prevent discussion of their failure as well as kidnapping and experimenting on those who get too nosy with this research.

It is possible that the process was in fact derived from or inspired by the Apex artifact called The Genesis Coil, given its resemblance to a DNA helix. Side Effects of VEP FOR INTERNAL DISTRUBITION ONLY

Vestigi-Evo Process Final Report before Distribution: The trade-off between mental evolution and physical devolution is unavoidable. Skeletal alteration is extreme, hair growth drastically increased. Mental function at 300 percent efficiency.

Conclusion: The change to our species will be permanent. Research into reversing the physical devolution to commence immediately

Occasus

The Occasus Cult serves as the primary antagonistic faction in Starbound. Led by Asra Nox, Occasus Cultists are xenophobic humans who seek to wipe all other races from the universe. To this end, they hope to channel the destructive power of The Ruin, despite the threat it poses to all life, human or otherwise.

No-one has accused them of being smart. Nox herself privately muses that her charges are largely a group of morons who don't comprehend the truth behind her actions, but they are at least driven and loyal morons. Their technology is sometimes primitive, Glitch-level affairs when not simply something scavenged or jury-rigged, and even their spaceships are decrepit and outdated.

But Nox is certain that even with this motley crew, she can achieve her goals.

The Silly Miniknog

An excerpt from Hylotl Adventurer Hiraki Corale's journal. The Miniknog certainly do treat the other Apex badly! So sad! Everyone is under constant surveillance and scrutiny, it's very tedious and stressful. Really, you can't blame me for ditching my escort, can you?

I happened to find myself in what I think must be a Resistance Headquarters. So rebellious! I recognised some of the faces from wanted posters.

The Apex stared at me as if I was some sort of intruder or something. One of them was shivering and looked cold, so I loaned her my Big Ape-branded jacket. So kind!

Floran Architecture

An excerpt from Hylotl Adventurer Hiraki Corale's journal. Trees! They live in trees. These wild, savage plant-people live in huge tree houses built with care and attention. Well, not all of them do. I mean, they also live in caves, and the occasional crevice. It's a far cry from our wonderful ocean paradises, of course, but one has to admire the tenacity with which this species attempts to carve out a niche to call their own.

The craftsmanship is much as you'd expect from the Floran - crude to say the least - but there's a certain undeniable charm. I've had plenty of time to study this as I've been hiding in one of their tree houses for three days now, waiting for my chance to slip away unnoticed. Oh, what fun adventuring is!

A Guide To Colony Construction

The manual for the Colony Deed, produced by the Colony Company. Are you a budding property developer? Do you have a vacant property that could be earning you extra pixels?

Don't delay, become an intergalactic landlord today!

To start a colony, renovate an old, disused dwelling or start from scratch with a new construction. Ensure all walls and ceilings are tightly sealed from outside elements, with no gaps whatsoever. Install at least one light source and a fully operable door.

Help your colonists to feel at home! It may sound materialistic, but tenants choose their home based on its contents. Stock up on objects that will appeal to your target audience. Stick to a coherent theme and you may be able to attract more favourable clientele.

Once the home is furnished throughout, it's time to place that all important Colony Deed somewhere inside, available now from your local furniture store.

For easy troubleshooting, every colony deed is fitted with a full colour display that will keep you informed of your tenants every need, and remind you to collect your rent as soon as it becomes available.

Happy tenants can become friends for life! It's your responsibility as a landlord to protect your tenants from harm. If you choose to assist them with errands you may be handsomely rewarded.

Happy colonising!

The Evolution of the Hylotl

A Hylotl scholar's observations on how their race evolved. As Hylotl were originally a land dwelling species, our biology has undergone rapid evolutionary changes in the several thousand years since adopting a subaquatic lifestyle. This is possible due to our naturally fast genetic metabolism, short lifespan and frequent generational turnover, compared to other lifeforms. After initially relying on Hylotl technology to aid in swimming and breathing, our bodies began to develop fin-like protrusions and retractable webbing between fingers and toes.

It is still a necessity for Hylotl to breathe air, but our increased lung capacities allow for prolonged sessions of deep-sea activity, and when appropriate can be utilised as a buoyancy aid. Modern Hylotl also have the ability to see clearly in both air and water unaided, despite the differences in density.

A Treatise on the Floran

A Hylotl history book recounting the race's turbulent relationship with the Floran. Generations ago, Hylotl civilisation was almost undone: a race of philosophers and artists almost brought to extinction by the barbarous attacks of a savage horde.

The Floran, simplistic, violent, and uncivilised, ravaged our lands, and savaged our people. Their ferocious violence threatened our very existence.

In modern times, this old enmity has faded into nonexistence.

While the Floran have simply forgotten about this episode in our shared past, we Hylotl have managed to forgive. We do so magnanimously, and with lightness in our hearts. We forgive them.

Even though they destroyed centuries worth of literature, artistry and achievement... Even though they drove us, terrified, beneath the ocean waves... Even though they tried to eat us.

Yes. We definitely forgive them.

A United Earth

An Academy issued book on the formation of the Terrene Protectorate. Many centuries ago the Earth was governed in a seemingly endless tide of shifting hierarchies; empires rose and fell, nations grew to prominence and collapsed, and wary peace was established only to implode. This volatility spanned millennia.

The Earth we know today was forged when Humankind turned to the stars. At this time resources, once scarce, became abundant, and a shift took place: we recognised both our insignificance and our significance within the universe.

Instead of expanding our settlements across the stars, we began to look inward, to strive for balance and a sustainable way of life with the support of newly acquired resources, and to build a solid future for our beloved Earth.

A History of Space Travel

A book about space travel by a contemporary human historian. Human history dates back so far that many records have been lost. Old tales speak of our ancestors somehow venturing into space without the aid of warp travel, but there is no real evidence for this. Once the discovery of warp travel was made, however, mankind was quickly able to advance both technologically and culturally, resulting in the last several thousand years of peace and prosperity, that much we know.

Medicine Amongst the Glitch

An observation on Glitch medical practices by Hylotl Dr. K. Sakana. Glitch doctors function something like mechanics, although they are unable to draw this comparison themselves.

If you were to go to a skilled Glitch surgeon and ask him to mend a damaged vehicle, he would look at you in complete perplexity, despite the fact that (unrecognisably to him) he would be entirely capable of doing so.

Interestingly, some elements of their systems - computational aspects especially - are beyond their capabilities to fix, in the same way parts of our own complex biology defeat us.

However, what I find most fascinating is that Glitch use bandages, salves and tinctures in their medicine!

This seems to be an innate part of their programming, even self aware Glitch hold by these practices.

Most intriguingly of all, these treatments are effective! Glitch that don't use such items when 'needed' become sickly, and even die in the same cases when similarly afflicted biological beings would.

It is a profound and inescapable placebo effect, brought about by their programming.

Mechanical Machinations

A history of Glitch dynastic intrigue. Throughout history the flow and eddy of shifting factions has held sway over the keeps and castles of the Glitch.

The first Glitch family to rule in this province were the noble Wirebits, who lasted several generations.

Then, in a bid to extend their influence, they married their then-heir, Pluglock Wirebit, to the renowned and beautiful Valvepin Leadkey.

Sadly, Leadkey proved a thorny rose, and marital dispute soon devolved into out and out warfare between the two houses. After much strife, the Leadkeys were victorious.

However, the rule of the Leadkeys didn't last long; a notorious northern lord, Hexkey Cliphinge, had been watching and plotting.

While the Leadkeys were still depleted from the Wirebit turmoil, Cliphinge pounced, and easily pushed them out.

Unfortunately for Cliphinge he died soon after, leaving no heirs.

So the land passed to the family Washerplate... Who promptly lost it to house Locknut. Who quickly fell to the Flyheads. Soon brought down by the Fanclips. And so on and so forth, ad infinitum.

It should be noted that despite the upheaval plaguing their upper echelons, the proletariat remains steadfastly unfazed (to the point of indifference).

They simply go about their business, as is the intention of their programming.

Filling Up the Tank

An observation on Glitch diet by Hylotl Dr. K. Sakana. The Glitch do eat. They eat just as we do. Though, unsurprisingly, their process of digestion differs greatly.

When the Glitch eat, food is collected in the body and broken down by bacteria. As the food ferments, methane gas is released and collected.

The methane is then burnt, and the heat created used to power a gas turbine. As such, each Glitch has his or her own internal combustion engine.

Of course, not every scrap of food breaks down, but what's left makes a very fine compost. These leftovers are... 'expelled' from the body.

The Role of a Greenfinger

A book explaining the role of a Greenfinger within a Floran tribe. The typical Floran does not have the patience to create technology more advanced than basic weapons and armour, so it is up to Greenfingers to assist them.

Only one Greenfinger is born among a whole tribe, gifted with the abilities to mentally manipulate plants. By connecting with plants, the Greenfingers can interface with machinery and computers directly, letting them reverse engineer technology so that the average Floran can use it comfortably.

Greenfingers are valued among their people above all others, for these skills and more.

Florans in the Mist

An excerpt from the journal of a human scientist observing a Floran tribe. For a human scientist like myself, every day among the Floran is a fascinating experience.

I have spent several months now observing a typical colony of the plant-like race and have made countless groundbreaking observations.

The common opinion is that Floran are inherently savage or evil, but from my experiences I can concede that they merely lack understanding.

They simply cannot empathise with flesh-based races in the same way you or I may not empathise with a blade of grass.

To the Floran, the game of the hunt doesn't hurt anyone - At least, not on any level that they can comprehend.

There is a powerful kinship among a tribe - Floran are asexual beings and consider a whole settlement to be a single family unit.

I believe it is not entirely futile to educate them - I even managed to explain to some of them how I am sentient, just as they are.

Small steps, but there's hope for them yet! I just wonder why I am the first to make these discoveries - Maybe others were simply not as cautious about their own survival.

Tomorrow I shall attempt to obtain a cutting specimen from a Floran who has been particularly friendly so far! Wish me luck!

Floran Family Trees

A book of advice for fledgeling Greenfingers, written by an elder Greenfinger. To be a successful Greenfinger, you must first understand the intricacies of our race's familial structure. As you will already be aware, there are no 'parent' figures in Floran culture and as such a Greenfinger must act as the tribe's authority figure.

Floran will always respect a Greenfinger that protects their tribe, regardless of their age or experience, for respect among our kind is awarded to those who show strength.

For example, even a very young Floran with great hunting skills will be regarded highly by their peers.

Many Greenfingers lack strength and as such use their cunning to appear strong. Outsmarting others and paying close attention to the shifting hierarchy in your tribe will allow you to get ahead of those who are influential among your people.

Our Lost Wings

A think piece from the grounded Avian newspaper The Morning Chorus. Avians of the Kluex faith hold a peculiar religious belief that our kind once had wings capable of flight, much like non-sentient birds. It is a curious thought, one likely born of idealism rather than historical fact. From a biological standpoint, it is not unthinkable that our arms could have evolved from the wings of our ancestors, but not without the passage of a million or more years. It is a curious thought indeed.

Internal Report

A dated Miniknog report on spacefaring dangers. Presence #01: Wildlife

The organic and artificial lifeforms of deep space show curious ecological behaviours that are not seen in terrestrial environments.

One captured lifeform, which can only be described as a flying cycloptic triangle, displayed the impressive ability to vaporise an entire squad of field scientists in under 000:400 metaclicks.

Whilst these creatures are undeniably threatening, their bodies are typically structured in a way that doesn't allow them to survive in even minor gravitational conditions.

Miniknog outposts with gravity fields have been shown to be of little interest to the various space predators, with turret installations deterring the more aggressive threats.

Presence #02: Humans

Outpost Epsilon-12 has had another encounter with a human vessel. Referring to themselves as part of a "Corporate Military", these humans seem somewhat more reckless than the more benign "Terrene Protectorate" organisation.

They display an almost reprehensible capitalistic drive, immediately pledging co-operation with Epsilon-12 in the hopes of acquiring military resources and funds.

Unlike our own soldiers, it has been observed that this group struggles heavily with obedience among their own ranks. Many of their freighters have been lost to mutinies, with their crews instead deciding on careers in space banditry.

With the conclusion that association with this faction might cause us complications, Theta branch have proposed a method to quietly decimate them from within by exploiting their eagerness for bioweaponry.

Ministry of Knowledge

Before it came into power, the Miniknog was known as the Ministry of Knowledge and were seemingly responsible for overseeing scientific efforts in Apex society. When the Cultivator bestowed the Apex with an artifact known as The Genesis Coil, it came into the Ministry of Knowledge's possession.

In a major bid for power, the Ministry of Knowledge, now reestablished as the "Miniknog", warned of a deadly waterborne pathogen that their doctors had already discovered a cure for. With the required vaccination of all citizens also came forced enrollment into the Vestigi-Evo Process, which significantly improved mental functions, but had the unintentional side effect of physically devolving the once-human-like species into apes. Within ten years, the entire Apex race had undergone VEP, marking a permanent change in their biology. The Miniknog have tried to reverse the physical devolution caused by VEP with the De-Ape programme, but the project has been wrought with issues, making it little more than a way to dispatch political dissenters.

In all likelihood, the pathogen that gave rise to the Miniknog was either never real, or was itself made by the Miniknog. Fabricating this disease would have allowed them to immediately take power, pose themselves as saviors, and enroll the entire race into participating in their experiments. With one simple move, the once-insignificant researchers of the Ministry of Knowledge had grown into an all-powerful regime not limited by ethics or funding, taking the Apex into an age of advancement at the expense of their freedom.

Miniknog

The Miniknog is the oppressive government of Apex civil society and the main antagonist in the quest to fetch the Apex artifact. They are responsible for VEP, which transformed the Apex into the intelligent yet ape-like race seen now.

The player will encounter the Miniknog as the dominant power at Apex test facilities, Apex Miniknog bases, Apex city apartments, and Miniknog base space encounters, as well as the Miniknog stronghold. The Miniknog “leader”, Big Ape, is supposedly an all powerful, godlike Apex being who is constantly lionized by Miniknog propaganda. Despite what most Apex have been lead to believe, Big Ape is actually a fiction perpetuated by the Miniknog. It is not revealed in game to the player who is truly at the top of Apex society, but it appears to be some form of oligarchical ruling council[1].

The Miniknog is neither all-knowing nor all-powerful, as a large number of rebel camps exist across the known universe. As such, the Apex are the only race in the game shown to be engaged in a full-blown internal conflict. As the Miniknog is a brutal government based upon an immense fog of lies and propaganda, there is a movement, the Apex Rebellion, that is bent upon overthrowing Miniknog rule. Anti-Miniknog rebels can be found in Apex rebel camps. Compared to the Miniknog’s highly advanced weaponry and tactics, arguably the best in the known universe, the rebel arsenal seems relatively makeshift. Despite this disadvantage, the resistance is still holding up. Lana Blake is one of the most important figures in the resistance movement.

Apex: An Identity Lost

Rebel scientist's theory paper. As a rebel in Apex society, the truth of our history can be earned by first rejecting the false narrative that has been fed to us all our lives.

The Miniknog's Vestigi-Evo process was responsible for irreversibly changing our entire race's biology, but since records are mostly destroyed we cannot be sure how long ago it happened. How long have the Miniknog been in power? Four hundred years, maybe? Five? Little information remains of how our society used to be.

Were we too passive as a society? That could explain how a dictatorship took charge so easily without resistance. We may have lost our past to the Miniknog, but we shall not lose our future, too.

About The Terrene Protectorate

Terrene Protectorate official documentation. The Terrene Protectorate has stood proudly for over 500 years, striving for peace, and for unity amongst the many peoples of the universe. We exist to offer aid to the vulnerable and sanctuary to those living in fear. We endeavour to educate, protect and support all those seek our help.

We are the Terrene Protectorate, long may we stand. The Terrene Protectorate is a multi-species (but Human founded) organization meant to train graduates to protect and lend aid across the known universe. All graduates are given a standard issue Matter Manipulator, allowing them to break down and place materials. The Protectorate is led by a Grand Protector.

The Ins and Outs of It

An observation on Glitch reproduction by Hylotl Dr. K. Sakana. Glitch reproduction is managed by couples, and seems to be one of the Glitch's many programmed blind spots.

It was some time before I was able to witness the process, as Glitch who would allow me to observe the procedure were few and far between. When I eventually did find a willing couple, what I saw was quite fascinating.

Parts were procured from a certain shop, the couple picking items and features that "felt right".

These parts were then taken home and, over the course of several weeks, the new Glitch was built.

The process took place over multiple sessions, and was always undertaken in private (but for my presence).

Each time, once the work had started in earnest, both Glitch went into a sort of trance - some level of their functioning entirely suspended.

While in this state they carried out feats of engineering I would usually deem far beyond them - these being enacted mechanically, efficiently, and completely silently.

It was quite strange to watch. At the terminus of each session the two Glitch would suddenly and simultaneously become their usual selves. Interestingly, the few times I tried to discuss the process after the fact, neither would go beyond stating that "They had a very nice time".

A History of Space Travel

A book about space travel by a contemporary human historian. Human history dates back so far that many records have been lost. Old tales speak of our ancestors somehow venturing into space without the aid of warp travel, but there is no real evidence for this. Once the discovery of warp travel was made, however, mankind was quickly able to advance both technologically and culturally, resulting in the last several thousand years of peace and prosperity, that much we know.

Universal Space Corporate Military

The Universal Space Corporate Military (USCM for short) was a Human organization intended to "spread the force and influence of humanity beyond Earth". In sharp contrast to the Terrene Protectorate, the USCM sought profit through weapons development and military acquisition of resources. Its ruthlessness led it to founding numerous penal colonies where insubordinate members would be stationed, with the threat of planetary imprisonment meant to keep the rest of their personnel in line. These Penal Colonies also appear to have been made to fulfil the USCM's desire to colonize the galaxy for Humanity's sake as well.

After multiple years of financial losses, record numbers of insubordination incidents and defections, plus an understaffing issue with penal colony security forces, the USCM entered into a bioweapon development deal with the Miniknog (known as “Project Parasprite”) in the hopes this would turn their futures around. However, the Miniknog had determined the USCM to be both unstable and dangerous, and used the project to destroy the USCM from within.

The USCM lives on after a fashion: most of its penal colonies still stand, now run by the inmates, and derelicts of their ships litter the spacelanes. It is said that many of the Human Bandits found throughout the universe are former USCM soldiers as well, using old ships and scavenged tech to take an even more direct route to personal profit than the USCM did. The Occasus too appear to utilize some of their former technology and may even possess former USCM personnel among their ranks.

The Prefix Problem

An excerpt from Hylotl Adventurer Hiraki Corale's journal. by Hiraki Corale, Hylotl Adventurer

Let it never be said that I do not attempt to integrate with whichever hosts I find myself indebted to. I have noticed that when addressing me, the Glitch use prefix words. Examples: "Dismissive", "Annoyed", "Alarmed" and "Frustrated". Feeling as if this is a custom I should practice, I have begun to partake in such linguistic frippery myself.

"Delighted. It is good to see you." I said, but the Glitch I was addressing simply gave me a strange look, and then said something to his friend. Perhaps this was a faux pas on my account?

Human Census: Report

The report following a census of permanent human settlements outside of Earth. Analysis of "Off-Earth Human Census"

This recent census has established two facts: that the level of human inter-system colonisation is even lower than previously estimated, and that the average size of a settlement is minute.

The largest single settlement is now confirmed to be on Arin Borealis VII, numbering just nineteen individuals, composing five families.

These statistics are not especially surprising. Studies carried out during the census indicate that these settlers tend to be of an adventurous disposition, and while this is not an uncommon characteristic amongst us humans, deciding to become a settler is still atypical behaviour.

Most humans of this personality type choose to travel, join inter-planetary crews, become a Protector, or live nomadically for some period of their lives.

Few people relish the idea of living in deep isolation without infrastructure or support. While settlement life does seem to suit a particular minority well, most other humans prefer to base themselves within the variety, vitality, and peacefulness of Earth.

Guest in the Castle

An excerpt from Hylotl Adventurer Hiraki Corale's journal. by Hiraki Corale, Hylotl Adventurer

The hospitality of the Glitch is indisputable. When we met, they found me scaling the castle wall, attempting to have a look through a tower window; they politely invited me inside. Now, of course it sounded like a trap, so there was a bit of a scuffle at first, but it turned out they were genuine.

They offered me the run of the castle, to explore, research and investigate to my heart's content. Occasionally I run into one of them and they greet me pleasantly enough. I have been reading all manner of fascinating books, and my understanding of the Glitch is growing.

Manifesto of the Grounded

A document written by Avians who rejected their culture. We the Grounded,

See through the grand lie they call 'Kluex'. The false dream of absolution is a cage in which we refuse to remain any longer. Our people will call us blasphemers, but we are free. We shall sail the skies in ships of our own making, not on dreams of wings. We may now be outcasts, but we shall find communities among the stars that are based on a foundation of truth, not falsehoods.

Let It Be Known

How I Became A Landlord 6

The journal of an explorer who became a landlord. After some time, Ambiri began asking me for favours. It started small, growing the odd vegetable and cooking dishes occasionally. I was happy to oblige, and even built a small farm next to the house for convenience.

I very much enjoyed those warm autumn evenings we shared on the veranda by a crackling campfire. One evening, Ambiri announced that he would like to join me on my adventures and see the universe for himself.

I was surprised, as he had shown no prior interest in leaving the planet he had come to call home. It must have been all the exciting tales I told every time I came to collect the rent and check up on the leafy little guy.

I'd grown fond of him, so I accepted his offer. He's been a medic on my ship ever since, even coming into the field with me from time to time. He still gets sick when he uses a teleporter, but we're working on that.

How I Became A Landlord 5

The journal of an explorer who became a landlord. One lesson I've learnt as a landlord: don't give a Floran bongos! They will play them night and day, and if you try to take them away when they are sleeping they will definitely know it was you.

Ambiri isn't all bad to have around though, you can't fault his craftsmanship with plants. Although, I did expect more than salves as rent when I entered into this agreement.

How I Became A Landlord 4

The journal of an explorer who became a landlord. For a Floran, Ambiri seems to like water a great deal. He's always opening the doors when it's raining and running outside.

Yesterday I came home to a flood in the basement where Ambiri had decided to dry off next to my furnace after getting particularly soaked. Good job I reinforced the walls with tomb stone bricks.

Maybe he would appreciate a fish tank?

How I Became A Landlord 3

The journal of an explorer who became a landlord. I'd met a Frogg merchant who'd set up shop on the Outpost selling furniture, he'd told me to come back to him if I ever wanted to try my hand at intergalactic real estate. So I planted a flag and hopped over there in my ship to see him.

He sold me a "Colony Deed" and told me to place it on the wall. Provided the house was well lit, furnished and structurally sound, an ad would be sent out and a suitable tenant would immediately take up residence.

I was sceptical at first, but sure enough after filling the shack with furniture I'd looted from a Floran village (what can I say, I'm a sucker for the sticks 'n' bones aesthetic) I placed the deed on the wall and a complete stranger beamed right to where I was standing.

And so began my long and arduous relationship with the Floran known as Ambiri.

How I Became A Landlord 2

The journal of an explorer who became a landlord. In the morning I was greeted by a spectacular view of the sunrise over the dense forest canopy far below. I figured this little shack could be of use to others who find themselves lost in the woods like me, so I set about removing the overgrowth and replacing some rotten beams to fill the gaps in the walls and floors. It quickly became a much larger renovation project, and I took up semi-permanent residence there for a time. That little shack began to feel like a veritable home from home for me, so I decided it deserved a tenant.

How I Became A Landlord 1

The journal of an explorer who became a landlord. Last summer was one of the wettest I'd seen in the Rana Esker VI forest region. I only came out there for coffee (gotta have them fresh forest beans), and after one too many snaunts in the pouring rain I was ready to go back to bed. I could see a small dilapidated shack on the hilltop, so I began to trudge up there. It wasn't so bad when I reached it, there was even a sleeping bag and the remnants of an old campfire, obviously a popular spot for soggy, exhausted adventurers such as myself.

Fenerox

The Fenerox are a friendly non-playable race found in Savannah Biomes. They speak in sets of three sentences that are two words long each, which tend to state their current emotions. They seem to be unknowledgeable about the rest of the universe, being surprised by the appearance of every playable-race when spoken to by the player. Fenerox live in a variety of houses, typically constructed of Packed Dirt, Stone, and Thatch. Most are small huts high off the ground, supported by stilts.

Fenerox Guards protect the unarmed Fenerox. They attack with wooden spears and bows.

The Fenerox also sometime build arena-like structures, with large monsters trapped in cages. Activating the Wooden Panels in the arena platforms will release the monster on that side, and send the Fenerox Guard inside the arena into attack mode.

Deadbeat

Deadbeats are a semi-hostile non-playable race found in Scorched Biomes. What they were before (and what caused) the collapse of their society is unknown, but now they are reduced to small gangs of scavengers and raiders eking out an existence in the burned-out husks of once-huge cities.

There are three distinct types of Deadbeats. "Scroungers" are the peaceful , blue-skinned variant that wears the Deadbeat Straps Set. "Thugs" are the hostile, beige-skinned Deadbeats that use rifles and wear the Deadbeat Spandex Set with metal helmets. "Bruisers" are hostile, grey-skinned Deadbeats that wear the Deadbeat Leather Set and wield axes.

Deadbeats have large ears and appear to have horns, although it's possible that the horns are simply something they wear. They may have shadowy eyes with white pupils as seen on the Deadbeat Bruiser Mask, though it being described as a "plated mask" means it might not be showing the real eyes. Internally to the game code, Deadbeats are just Humans wearing suits, not an actual species. This is why they use the Human sound effects (and dialogue, likely an oversight on that account). This is similar to Agarans, Alpaca, and Froggs, but unlike Fenerox, Penguins, and Shadows.

More About The Ancients

If players gather both a left and a right translation wheel, they can be exchanged at Treasured Trophies for a special codex, The Ancient Alphabet, which can be used to decipher the Ancients' writings. Esther Bright is the only person other than the player that is known to be able to decipher ancient runes, which lead to her discovery of the Ruin.

The Ancients utilized a mysterious energy called Ancient Essence, which can be used by the player for Terraformers and Weapon Upgrade Anvils. It is said to pulse in harmony with the living universe. Many of the Ancients' devices glow with a similar purple color, so this energy may be partially responsible for some of their many technological advancements. According to an investigation of their technology by the Occasus, it is theorized that the Ancients may have been an inorganic species, possibly even artificial in nature regarding the first line of the Ancient Mural. If they were a robotic species, this may mean that they are one of the extinct brethren of the Glitch.

Frogg

Froggs are a non-playable race found in Swamp Biomes.

Though they make croaking noises, they do not appear to have a language or names that the player can understand. Their "speech" is rendered only in punctuation marks. Froggs live in cobbled-together shacks supported by poles, keeping them out of the Swamp Water below. Froggs have no offensive abilities and will simply run away when attacked. Though they can be annoyed by the player taking their furniture, they cannot do anything about it.

Frogg Merchants wear bright red fezzes. They sell an eclectic array of decor items, notably the Yellow Fairy Lights used to illuminate their homes. They never sell Armor and outside of the occasional Molotov or Dagger, no Weapons. Internally to the game code, Froggs are just Hylotl wearing suits, not an actual species. This is similar to Agarans, Alpaca, and Deadbeats, but unlike Fenerox, Penguins, and Shadows.

Ancient

The Ancients are a non-playable, presumably extinct race of unknown appearance in Starbound. Before they disappeared, they had left behind countless advanced ruins, including the Ark, Ancient Vaults, Ancient Gates, and Challenge Doors. The Ancients can be credited with the invention of technologies such as pocket dimensions, terraformers, teleporters, automotons, hard light, and weapon upgrades.

One of their most important creations lies within the Ark. According to their Ancient Murals, the Cultivator had warned the Ancients of the Ruin, and shared with them a plan to seal it away in one of the Ancients' pocket dimensions. They were able to construct the Monolith Gate, which could only be unsealed using artifacts that were gifted to six chosen races. In the event that the Cultivator's plan to imprison the Ruin failed, the Ancients created the Ancient Vaults to salvage what little life they could.

The Ancients understood that their race would one day die out, and predicted that the Cultivator would meet the same fate. Though the Cultivator was essentially destroyed in its fight, it had also succeeded in sealing the Ruin away. They knew that this prison would not hold the Ruin forever, but the Ancients were builders, not heroes, and believed that they could not defeat the Ruin themselves. To guide the Cultivator's chosen races, they had written down their account of these events, instructions to open the Monolith Gate, and one final warning; "It will return".

From this point, the Ancients seem to fade away from history. They may have been around to see fragments of the Cultivator be reborn as Novakid, as the Novakid are represented on the Monolith Gate. They seem to have also seen the Apex transform into their ape-like forms due to the Miniknog's VEP, since their faces are depicted as such on the gate and in holograms.

The Ancients had their own language, written in ancient runes, that can be found on many of their structures.

Shadow

Shadow is a passive non-playable Race, only appearing in Midnight Biomes. These jet-black beings constantly emit a thick black mist, and 'speak' only with a hiss of wind. At night (which is anytime on Midnight biomes as they have no daylight), they are almost invisible save for their glowing-green eyes. Shadows only appear in Midnight biomes, and always near mysterious constructs decorated in creepy shrines and Shadow Markers. These structures do not appear to have any form of living quarters, so what purpose they actually serve is a mystery. They're possibly places of worship, except the Shadows seem very indifferent to players destroying these structures.

Alpaca

Alpaca are a friendly non-playable race found in Alpine Biomes. Their speech is rendered with a Scottish accent, though their helmets, axes and runes give them a Viking motif. Their fleece can be brown, black, grey, or white. The Alpaca are found in small houses made of Rock Bricks and Sod Blocks, with rarely more than a single Alpaca per house. Oddly, these simple buildings often have Apex Classic Dining Tables and Classic Candlesticks as decor. Most also have an Alpaca rune carving on the wall.

The Alpaca are fighters, carrying procedurally-generated axes for combat. Internally to the game code, Alpaca are just Humans wearing suits, not an actual species. This is why they share both sound effects and a name pool with Humans. This is similar to Agarans, Deadbeats, and Froggs, but unlike Fenerox, Penguins, and Shadows. This fact is actually lampshaded by a line of dialogue they have.

Agaran

The Agaran are a friendly non-playable race found primarily in the Mushroom Patch biome. They speak a bizarre language that does not properly translate (similar to the Anguish Languish), but their general meaning can be muddled out with patience and study. Agaran Villages are scattered buildings throughout Mushroom Patch biomes. They are simple wooden affairs that look like normal human-built buildings, but with Mushroom Block roofs. Storage devices in these homes may contain Core Fragments, making them a valuable stop for characters in early-game. Internally to the game code, Agarans are just Florans wearing suits, not an actual species. This is why they use the Floran sound effects and can rarely provide progress points alongside Floran dialogue when spoken to while the Find Clues to Locate the Floran Artifact quest is active. This is similar to Alpaca, Deadbeats, and Froggs, but unlike Fenerox, Penguins, and Shadows.

Novakid Structures

Novakid villages can be found on all planet types that can have surface-level full-sized dungeons except for Lush (aka "starter") planets. Unlike other races' dungeons, there are no specific planet types they're more likely to occur on.

Their Villages live up to their "Wild West" theme, with wooden buildings full of frontier-style decor.

Currently, there are no hostile Novakid-themed dungeons, although their villages can sometimes contain a hostile Novakid bandit being held behind bars.

Novakid

The Novakid are one of the seven playable races in Starbound, and the only one not given an Ancient artifact.

Easily one of the most enigmatic known races, the Novakid are sapient plasma-shelled "gas-bags" in a humanoid shape, with metallic "brands" where their faces would be. A generally carefree and capricious people with notoriously short memories and attention spans, they live in the moment, wandering the stars in search of adventure or whatever, with little reflection on the past. So unconcerned are they with what happened before now, they have forgotten their own origins, having never bothered to catalog their history. Thus where they came from and how they were formed may forever be a mystery.

Compounding the oddity of their existence is their culture, which greatly resembles that of the "Wild West" era of Earth. Their technology is heavily steam-based, with great linked-train starships, and they favor slug-throwing pistols over melee weapons. Whether this is how they've always been or if it's a recent thing is, of course, unknown, as the Novakid sure don't remember.

As they have largely kept themselves out of interstellar affairs, Novakid are something of a rare sight in the universe. The Novakid Ship resembles a steam locomotive engine. When upgraded to the Condor Class (the largest Ship class), the Novakid ship has added four large "boxcars" in a row behind the main engine. This makes the Novakid ship the longest of the player ships, but not the largest in number of usable tiles.

Novakid ship pets are Snuggets, coming in one of ten different colors chosen at random.

More About The Hylotl

The Hylotl have an ugly history with the Floran. Though the "why" and "how" has been lost to history, as a massive Floran invasion of their homeworld forced the Hylotl to settle under the oceans. Though open hostilities have been over for a long time, there is still some animosity between the two races (largely from the Hylotl), though the average Hylotl will claim there isn't any anymore and they've "totally forgiven the Floran for being a bunch of bloodthirsty murderous brain-dead savages." The Hylotl Ship is sleek as an ocean fish, with "dorsal" fins and smooth curves. Once upgraded to the Condor Class (the largest Ship class), the Hylotl ship takes on a more whale-like appearance, albeit a whale with a lot of back-fins.

Hylotl ship pets are three-eyed Crabs, coming in one of ten different colors/patterns chosen at random. Hylotl surface villages and dungeons can be found on all planet types that can have surface-level full-sized dungeons except for Lush (aka "starter") planets. These structures do not have a "favored" planet type.

The Hylotl are the only race to have full-sized villages and dungeons on Ocean planets, at the ocean floor. The underwater cities are currently the only planetary structures to be protected by a Shield Generator to prevent the player from removing items and blocks, though the Generator can be switched off once found. Some small houses and farms with reefpods and coral creepers can also be found on islands in oceans.

Penguin

Penguins are a friendly not-overtly-hostile non-playable race of squat flightless birds. They are generally regarded as troublemakers of dubious moral standing, selling their services as mercenaries, mechanics, and merchants on the black (and white ha ha) market.

When hired as Crew, Penguins serve as Soldiers planetside, fighting only with Pistols. Their short stature and waddling locomotion make it hard for them to keep up with the player.

Hylotl

The Hylotl are one of the seven playable races in Starbound, and one of the six races entrusted with an Ancient artifact.

The Hylotl are a semi-aquatic race with trinocular vision, highly-adaptable genetics and a relatively short lifespan, which over the generations has led them from being a strictly land-based species to one that can live comfortably in aquatic environments, though they still lack the ability to breathe underwater.

They have a long and rich history of art, science, and philosophy, with reverence for tradition and meditation. Despite their highly-advanced technological level, most of their structures are still made of wood bedecked with ornate carvings. This leads to an interesting clash of Hylotl cultures in their massive underwater cities, with hand-painted calligraphy next to bright neon signs advertising the latest fashions, and quiet paper-walled garden rooms not far from the heavy bass thumping of a "bubbstep" dance club. The Hylotl-owned Letheia Corporation is one of the largest companies in the galaxy, providing everything from entertainment to space stations and starship fuel to people across the stars.

Hylotl pride themselves on seeking peaceful solutions to problems, though they recognize that sometimes their side of a philosophical debate on the merits of not dying carries a little more weight when backed up with a sharp enough blade. Thus, the ability to use weapons with skill and proficiency is similarly a fine-honed art passed down through the generations.

Some find the Hylotl to be stuffy, arrogant, and passive-aggressive, which the Hylotl deny and figure you'll see the error of your ways once you've become a bit more enlightened like they have.

More About Humans

Humanity would suffer a crippling blow when The Ruin tore apart Earth, destroying it. Billions of lives were lost, as well as most of the Protectorate's membership which had gathered at the main headquarters. This catastrophe also saw the rise of the Occasus Cult, a hidden ultra-xenophobic Human organization which sought to use the Ruin's power to wipe all other races from existence.

Despite this, humanity continues to survive, and perhaps one day may again thrive. The Human Ship is somewhat blocky. Once upgraded to the condor class (the largest ship class), the Human ship looks like a hammerhead, with most of its bulk now at the back half, and a control room at the front of a long hall.

Human ship pets are cats with one of ten random colours and patterns. Human campsites and prisons can appear on all planet types that can have surface dungeons except for Lush (aka 'starter') planets. Unlike other races' dungeons, they don't have preferred planet types.

Human

Humans are one of the seven playable races in Starbound, and one of the six races entrusted with an Ancient artifact.

Humans hail from planet Earth, and greatly resemble Apex, only with much smaller browridges and much less body hair; Apex were said to likely be much more humanlike before VEP "inoculation" altered their physiology. Humans are generally inventive and optimistic with a drive to explore and learn, and are mostly harmless.

Not much is known about Human history before they discovered warp drive technology, though what is known is that it involved a series of wars and conflict over finite resources. The ability to travel quickly between stars soon led to a peaceful post-scarcity society, using advanced technology with the goal to explore and advance learning.[1] Despite their voyages across the stars, large-scale colonisation was actually uncommon, as, with exception to colonies on Mars, many Humans either chose to return to Earth or live a more nomadic existence. Though settlements are rare, they are common in scientific outposts and spacelanes throughout the universe, including many installations run by the Hylotl-owned Letheia Corporation.

During this time a few major groups came to prominence: the altruistic Terrene Protectorate, which sought to assist and welcome beings of any race to help and improve all life in the universe, the Terrene Peacekeepers, who operated in allegiance to the Protectorate to safeguard it and Earth from criminal activity, and the profit-seeking and less-morally-upright Universal Space Corporate Military (aka USCM), which aimed to promote Human colonisation and "to spread the force and influence of humanity beyond Earth".[2] The USCM eventually collapsed after a long string of bad luck followed by a catastrophic bioweapon failure, with most of its remaining members taking up interstellar banditry.

More About The Glitch

Not all Glitch stay within their programming, however. It is not common, but sometimes a Glitch will break free of their coding "blind spots", and become truly self-aware. These individuals are pitied yet shunned, as this self-determination is considered a flaw, detrimental to the smooth operation of the Glitch way of life. These "Outcasts" still retain many of the same psychological quirks of their race despite this awareness, but their sudden yearning to be more than what they were leads them to travel the stars and find their own purpose.

Though most Glitch stay in their villages and castles, a few Glitch splinter groups have formed and spread across the cosmos. The Rainbow Rogues don brilliantly-colored and sparkly capes and cowls, bringing blinding justice wherever they travel. Less virtuous are the battle-hungry All-Seeing Knights, who at least have a code of honor and will fight for those who offer them shelter... unlike the similarly-themed All-Seeing Crusaders, who patrol ruins in Eyepatches across the galaxy and attack anyone within sight. The Glitch Ship maintains the illusion of medieval living with stone battlements up top. Once upgraded to the Condor Class (the largest Ship class), the Glitch Ship is basically a flying castle, complete with towers.

Glitch ship pets are Pigs, coming in one of ten different colors/patterns chosen at random. Glitch villages and dungeons can be found on all planet types that can have surface-level full-sized dungeons except for Lush (aka "starter") planets. They are most likely to appear on Volcanic planets over any other type.

Glitch structures heavily favor heavy stones. Villages are simple wood, brick and thatch homes protected by stone mini-fortresses. The castles are huge affairs, and hidden rooms are a common feature. Less-than-friendly castles lean a little more "industrial" in feel, with copper pipes running everywhere.

Glitch

The Glitch are one of the seven playable races in Starbound, and one of the six races entrusted with an Ancient artifact.

Despite being incredibly advanced robots, Glitch society is quite literally medieval. Built by an unknown race eons ago to simulate organic life and society, something went wrong and the Glitch got caught in an unending loop where they would not advance past the "stone castles and agrarian villages" stage.[1] Just how long the Glitch have been locked in this state is unknown; empires have risen and fallen, and the citizenry just keeps trundling on at their assigned tasks year after year, content in their work, and letting the universe pass them by.

The Glitch themselves look like something constructed in the dark ages, their simplistic exteriors belying the stunningly enhanced programming that keeps them running. Glitch knights are not constructed any hardier than a mere automato farmer, so warriors don bulky steel armor and carry old-fashioned melee weapons, and sometimes simple bows. They have to eat to draw power, using the released methane from digestion as fuel rather than the actual foodstuffs themselves.[2] Even their "medicine" is meant to simulate organic cures and healing, despite them not physically needing the processes to work this way.[3] As their "faces" have a limited ability to convey expression, Glitch preface their speech with a single-word statement of emotion or intent to make sure their meaning is clear. "Cordial. Happy to meet you!" "Enraged. I'll chop your head off!"

Glitch do die and do procreate, though the latter is decidedly not the same process as it is with biological life-forms. The "parents" choose parts for their "offspring", then enter a trance-like state where the two assemble the new Glitch silently and with a speed and skill not shown in everyday Glitch activities. This process takes several building sessions over the course of weeks, and is performed in private.

Floran Structures

Floran villages and dungeons can be found on all planet types that can have surface-level full-sized dungeons except for Lush (aka "starter") planets. They are most likely to appear on Forest planets over any other type.

All Floran settlements are primitive structures full of plant-based blocks, and decorated with hunting trophies. Light is provided through fires or bio-luminescent objects. Dungeons also typically have several monsters within them, which can be beneficial to the player as they may attack the more dangerous Floran; one large hostile monster can sometimes take out multiple hostile Floran.

Floran

The Floran are one of the seven playable races in Starbound, and one of the six races entrusted with an Ancient artifact.

Plant-based humanoids, they are extremely violent carnivores with no central government or power structure, split into numerous tribes spread across the universe, each led by a Greenfinger. Though they are biologically a single-sex race[1], they may adapt sexually dimorphic physical traits and male/female identities if they so choose. Their speech is often simplistic, and they tend to hisss their sibilantsss. Their primary drives are hunting, acquiring trophies, fighting, eating meat, and more hunting. It is speculated that their generally casual view towards killing and consuming other intelligent species stems from not viewing "meat" as "alive" in the same sense they are.[2] However, as the Floran spread throughout the galaxy, more and more individuals are recognizing a need to integrate, make friends, and maybe not stab anyone that slightly inconveniences them.

A relatively young race, they have primitive technology but are incredibly adept at scavenging and-thanks to the Greenfingers' unique gifts—reverse-engineering other races' tech, much to the universe's chagrin.

They have an ugly history with the Hylotl, as the Floran drove the Hylotl under the oceans during a major period of expansion akin to an invasion. While open hostilities have ceased and things have been peaceful for generations, the Hylotl have not forgotten this event and some still harbor disdain towards the Floran. For the Floran's part however they have largely moved on. The Floran Ship is a flying mish-mash of parts from other races' ships plus bits from unknown sources, held together with vines and plant matter. Once upgraded to the Condor Class (the largest Ship class), the Floran ship has the most interior space of all the player ships by a small margin, though its rooms are rather irregularly-placed.

Floran ship pets are Snakes, coming in one of ten different colors.

Avian Ships and Structures

The Avian Ship blends high technology with the gold-and-crystals style of Avian temples Once upgraded to the Condor Class (the largest Ship class), the Avian ship resembles a pyramid, with several massive chambers.

Avian ship pets are Bunnies, coming in one of ten different colors/patterns chosen at random. Avian villages and dungeons can be found on all planet types that can have surface-level full-sized dungeons except for Lush (aka "starter") planets. They are most likely to appear on Jungle planets over any other type.

Avian structures are mostly stone-and-brick constructions, often covered in hieroglyphs and lit with flames and Crystal Torches. The Grounded villages are more modern, built atop large sandstone-brick foundations and with larger living spaces. The "Native" villages are mainly small humble huts clustered around lavish, ornate ritual towers and pyramids.

Temples and tombs are mazelike, reaching deep underground and heavily guarded. Tombs are laden with deadly traps for the unwary.

Avian

The Avian are one of the seven playable races in Starbound, and one of the six races entrusted with an Ancient artifact.

A birdlike race of humanoids hailing from the planet Avos, their stone structures, simple clothing, deeply-religious nature and rather simplistic battle tactics (primarily consisting of "overwhelming the enemy with thousands of disposable soldiers") make them seem primitive at first glance. But the Avians are very intelligent, and anyone brave or foolish enough to venture into an Avian temple or tomb will find examples of advanced -and deadly- technology, powered by Avolite crystals. These enigmatic power sources are mined solely by the Stargazer priests on their homeworld, and power everything from simple lights to spaceships capable of interstellar travel.

Avian culture is centered around the worship of Kluex, the "Winged God of the Aether". According to their religion, the Avians once existed outside the mortal plane alongside their god[1], but grew jealous of the mortals' pleasures. The Avians crossed into the material world, an act punished by stripping them of their ethereal wings, dooming them to be forever flightless.[2] An Avian can only be reunited with Kluex by shedding their mortal body while keeping the truest of faith in their hearts. Ceremonies to achieve this state of pure being include ritualistic sacrifices of captured enemies, and an elaborate procession that culminates in the most devout, chosen by the priests, climbing a tall tower and taking a leap of faith, their spirit breaking free of their mortal prison and flying into the Aether, as their now-discarded body plummets to the ground below.

This bloody theology does not sit well with all Avians however, and a growing number have rejected the words of the Stargazers and the divinity of Kluex. Calling themselves the "Grounded", they have taken to the stars and formed their own colonies. Some have crafted terrestrial flying ships and make their lives in piracy.

Apex Structures

Apex structures lean towards "modern" to high-tech styling. Miniknog-controlled areas are covered in Big Ape propaganda and security camera (both obvious and hidden), whether the structure be a beige cookie-cutter "Standard Issue" apartment living space or bright-grey sanitized science lab of dubious intent.

By contrast, Apex rebel camps are grubby affairs of scavenged supplies and hastily-constructed bunkers.

Apex

The Apex are one of the seven playable races in Starbound, and one of the six races entrusted with an Ancient artifact.

They were originally a much more human-like race until a mysterious water-borne pathogen of a supposedly unknown origin threatened their survival. The ruling government, known as the Miniknog, had developed a cure that countered the harmful effects of the pathogen, with the side effect of starting VEP (Vestigi-Evo Process). This greatly increased their mental capabilities, with the tradeoff of 'devolving' their bodies to a more ape-like state. In truth, the Miniknog likely created this virus as an excuse to put all Apex through this process.

It took less than 10 years for every member of the race to undergo VEP. During this time, all records of Apex society's prior existence were destroyed, and the Miniknog's leader Big Ape took complete and total control over it. Apex leadership dictates jobs, the economy, fashion trends, food rations, and who is selected for experiments for the advancement of Apex biological science (most notably experiments to reverse the physical devolution of their species). Due to the aforementioned destruction of Apex history, there is no certainty as to how long the Miniknog has actually been in charge.

Apex society has also spawned a number of rebel groups, who have made efforts to combat the Miniknog's oppressive rule. These efforts have yielded limited success — while they have succeeded keeping small groups of Apex safely outside of Miniknog rule, the majority of settlements are still Miniknog-controlled. The Apex Ship is a sleek, ultra-modern craft covered in (nonfunctional) guns. Once upgraded to the Condor Class (the largest Ship class), the Apex ship is a gigantic diamond-shaped arrangements of rooms that is largely symmetrical both vertically and horizontally, bristling with turrets outside. Apex ship pets are Weasels, coming in one of ten different colors chosen at random.

Prompt

Related Robots