Monomachiarum is a multifandom experiece that takes the characters into the chaotic future of the 30th century in the great expanse of space. Our lore is a combination of worlds brought in from other franchises, lore created by the site founder, and user-submitted information in order to make a vast and diverse setting. Add your pages to our grand story no matter who your characters might be or where they came from before. This is a place meant to explore possibilities and open new doors. Canons and OCs are welcome, just so long as they can fit into the setting with a little bit of reasonable modification here and there if necessary. So what are you waiting for? Join us today! If you'd like to get to know our community more, feel free to check out our Discord channel.
May 2023 It's been hectic this last year, but we are alive and celebrating our fifth year of adventure and tales. A lot has been worked on to help make the Monoverse one that everyone can enjoy and explore their story while becoming a part of the greater cosmos. All of you, new and long time players, stay safe, and see you in the Sea of Stars!
Five categories are used for the technology levels to designate what is allowed to be started with, what can be worked toward, and those considered off-limits due to development level: Green Category are the ranges of current starting point and general individual character level, Yellow Category is progression based/lower restricted technologies nominally used for larger factions and collective civilizations, and Red Category is presently off limits due to advanced level beyond what most current civilizations are capable of. Orange Category are those technologies that are more faction or even region specific, such as Spartans and MJOLNIR being exclusive to the Terran Confederation(as they are the successor of the UEG/UNSC), while Eezo/Mass Effect drives and Biotics are exclusive to the factions native to the Triangulum Galaxy. Black Level are technologies that are barred from inclusion due to incompatibility with the setting(Most Star Trek technologies, for example, or pretty much all of Warhammer 40k) or being of a nature that may have been accomplished by precursor races, but no longer can be accomplished.
The first section of this entry will present the technological tier scale used to determine where a civilization is in their advancement. The colored markers will designate where these tiers typically fall on the category listing. Bear in mind, there can and likely will be some grey area between the color coded categories, especially when we make considerations toward Canon characters that are adapted into the unified setting and established setting progressions. Please do not hesitate to ask Staff if you need something clarified or have other questions.
==Tier 7: Pre-Industrial== Tier 7 is one of the most common and stable states, with limited weaponry and environmental threats. Societies tend to be small and scattered, driven by subsistence farming, foraging, or hunter-gathering needs. Technology is limited to simple hand made tools, weapons, or agrarian implements and methods, but a very broad understanding of planetary and solar mechanics is not uncommon.
==Tier 6: Industrial== Tier 6 is the outset for massive urbanization. Agrarian societies can remain stable in the pre-industrial stage, but Tier 6 population strain and mechanized food production invariably create political and economic pressures very few can balance. Moving past this usually promises advancement. Some societies improve environmental and medical understanding concurrently with mechanical and transport advancement. Those that do not are frequently doomed.
==Tier 5: Atomic Age== Tier 5 species usually begin focusing on clean energy production. The occasional belligerent species will use atomic energy for weapons, often resulting in mass extinctions. In-atmosphere craft are a hallmark, often leading to manned space flight, albeit in short-range scales. Medical technology has begun to develop functional artificial limb prosthetics and some mechanical organ replacements.
==Tier 4: Space Age== Tier 4 is often the final resting place for species intelligent enough to break free from their cradle's surface only to fill the gulf surrounding it with war. Their comfort-focused technology can include medical advances into artificially grown organ replacement, advanced cybernetic limb prosthetics, and mass food production innovations, while some levels of off-planet habitation has been achieved, such as contained space stations or habitat domes. Actual planetary biosphere conversion, however, has not yet been achieved.
==Tier 3: Stellar== Species has usable, albeit limited, translight capabilities and stellar astronavigational technologies, biosphere conversion and enviro-forming, holocrystal digital data mediums and semi-sentient Artificial intelligence. Weapons technologies often are magnetically accelerated ballistics with some development into direct-energy armaments. Energy production is approaching, if not reaching, a level equal to the average energy level received by a planet from its parent star. Safer and more efficient cryostasis for long term travel is a very common and nearly required advancement for this level. Such civilizations that reach this point often have begun colonizing nearby star systems within a range of deca-parsecs.
==Tier 2: Interstellar== The civilization has the ability to perform exceedingly accurate translight navigation in the range of kiloparsecs a day travel, some levels of gravitational manipulation, near-instantaneous-interstellar communication, organically fabricated organ replacements and highly advanced cyber-limb prosthetics, and man-portable application of energy manipulation. This can include some limited form of energy-matter conversion technologies, and the capability to manipulate energy-based barrier fields and hard light constructs, while weapons technology often has reached an advanced state of direct-energy armaments, and energy production well exceeds the energy received by a planet from its parent star. The Galactic Federation as a whole, the Sangheili Nation States, and the Banished are general examples of this level of advancement to varying degrees.
==Tier 1: World Builder== The civilization has the ability to manipulate gravitational forces on immense scales(up to and including the creation of artificially ignited stars and entire planets), create AI with full unhindered sentience, fabricate almost any mundane(non-exotic) material via energy-matter conversion, limited-to-network translocation, harness energy levels equal to that produced by an entire star, perform rapid intergalactic scale translight navigation almost casually, and the ability to create whole species. The Forerunners and the Chozo Ancients were the most prominent civilizations known within the Sol-Daiban Galaxy to have reached this level, while the Machine Empire of Andromeda can be considered of this tier as well.
The typical progression of FTL travel, at least within the Sol-Daiban Galaxy, usually does not follow a direct break into slipapace or other higher dimensions planes. Most species that have made the FTL transition on their own discover the gravitationally threaded Jump Lines first, and figure out how to open these existing corridors of compressed slipspace to travel to other star systems, or even minor jumps within the same star system. Most civilizations remain at this level of interstellar travel, but for those those that are more ambitious in their discovery, methods of brute forcing into slipspace are developed, though they often lack the finesse and precision that comes from more advanced slipdrives that instead open already existing macro-scale points for greater transition through the other-space plane. The comparison would be akin to smashing open slipspace with a hammer versus widening an existing point with a precise scalpel.
Regional FTL methods
Orion Spur: Within the Orion Spur, most civilian vessels, a number of older military support vessels, and virtually all long range fighter craft, use the Akwende Jump Drive as their primary trans-stellar travel vector, which primarily folds space at fixed spatial points for near instantaneous transit between star systems, but is capable of short range slipspace hops for travel between points, of speeds comparable to those of the older Shaw-Fujikawa translight drives, or roughly 4 to 6 lightyears a day speeds, for fighter class and smaller gunship sized craft, to larger jump drives able to reach 1.75 lightyears an hour, commonly found in smaller civilian transport ships.
The newer Slipdrives developed in the aftermath of the Machine War are commonly known as Fornax Drives, after the corporation that began manufacturing them following the ceasefire. As a general rule, ships that have a primary slipdrive also carry a Jump Drive as a backup in case of slipdrive failure, as well as to take advantage of the instantaneous travel granted by the Jump Points. Most Fornax slipdrives are typically capable of 50 to 200 light years a day speeds, with higher ratios possible, though these more powerful drive classes are very expensive and are typically held by large corporations, extremely wealthy individuals, or localized system militia forces, as well as the various civilian level organizations of the Federation, such as the Exploration Corps and the Science Academy. Government and larger GFP 'capital class' vessels, as well as the majority of the Confederation fleet, are usually capable of upwards of 500 to 1100 ly/d speeds.
Certain military grade slipdrives such as the Reclaimer-class drive and its Sangheili counterpart are capable of speeds upward of 542 to 666 light years per hour, or approximately 13,000 to 16,000 light years a day speeds, while a Wave Motion Drive array such as that on the TCS Concordia is capable of at least 750 lightyears an hour(18,000 ly / d) speeds. These speeds would allow travel between Sol-Daiban and Andromeda within five to six months travel time. Higher speeds reaching into the double and triple digits of kiloparsecs a day rate also fall under the more restricted category, as they would allow trans-galactic travel within a local group in a matter of weeks, or even days, instead of months. Nominally, these upper range speeds and more are the purview of neutral organizations such as Galaxy Railways. Triangulum Galaxy:Element Zero(or Eezo) technologies that allow for spatial warping of mass levels have become the basis of nearly all stellar travel in the Triangulum Galaxy. Mass Relays are positioned in specific locations across the galaxy, while travel between local systems near the relays is facilitated using the Mass Effect fields that allow control over the virtual mass of an object. Via these fields, ships are able to manipulate their mass to speed relativity ratios to effectively raise the functional speed of light and thus circumvent the energy to mass requirements for the higher accelerations as well as displace the time dilation caused at near luminal velocities. With this technology, the races of the Triangulum Galaxy are able to achieve travel speeds reaching 11 to 15 light-years a day travel, while the Mass Relays allow for almost instantaneous transit between regions. Higher speed limits are theorized, but the size of the Mass Effect drive and power reactors would be the greatest factor in such a goal.
The Star Wars Galaxy: Hyperspace travel was a staple of this region before the Collapse brought on by the mad entity known as Abeloth. Even when forced into becoming inter-galactic refugees, the former denizens of this galaxy are hard pressed to give up on the technologies that served them so well. The capabilities of the hyperdrive are immense, capable of incredible FTL velocity ratios through the use of a higher level dimensional plane similar to slipspace. However, unlike slipspace, the realm of hyperspace requires careful navigation and routing of realspace to maximize the dimension's utility. Echos of large gravitational masses, such as planets, moons, stars, and even singularities, exist within hyperspace as gravitational "echoes" that must be navigated around, or crossing a gravity shadow is just as lethal as driving straight into the corresponding object in realspace. With well charted and proven routes, or the near empty expanse of dark space between galaxies, a hyperdrive is able to reach its fullest potential, achieving speeds of almost 530 light years an hour for a top tier class 1 hyperdrive. Each class higher in number divides this maximum potential speed by the class value. Without carefully charted "hyperspace lanes", these hyperdrives are unable to reach optimal speeds.
Certain technologies are more prominent with, or even are restricted to, specific sub-factions within the Monoverse. For example, Element Zero, or Eezo, based technologies, specifically the Mass Effect fields and the secrets of Biotics, are very much the purview of the inhabitants of the Triangulum Galaxy, and they are not likely to release those secrets to anyone outside their alliances, not without some kind of sufficiently equal trade. Unless discussed and approved by Staff, possessing a technology that is restricted to a specific faction while not being part of that faction is not allowed. Additionally, if a technology type is not listed here, consult with Staff before introducing it along with a character. It may have to be reviewed by the Story team before being placed in an existing category.
Region and Faction Listings
Sol-Daiban Galaxy: Orion Spur – Higher level Slipspace technologies(Galactic Federation, Sangheili, The Banished), Subanese crystal based weapons(Sangheili Nations, the Banished), Wave Motion Drive(Terran Confederation) Orokin Cluster – Void tech, Warframes, Technocyte, Orokin Biotech General Galactic – Aetherite based technologies(Chozo)
Triangulum Galaxy: Eezo/Element Zero Technologies, Biotic Amplification Implants
Star Wars Galaxy(region collapsed): Hyperdrive, kyber tech(nominally restricted to Jedi and Sith), plasmoid beam weaponry
DISALLOWED Star Trek setting specific technologies(Cochran Warp Drive, transporters, replicators, ect,), Warhammer 40k setting specific technologies and cosmology, Weaponized Wormholes, Alternate/Parallel Universe travel, Trans-Temporal Travel. Please contact Staff if there are any questions about this
These guideline listings are primarily for use in regard to player controlled characters, and can be more flexible in regard to NPC sub-factions, and also with respect to Canon characters who have specific items or traits normally restricted to certain categories. As with any guideline listing, this is always being amended and updated as the story progresses. If you have any questions, please don't hesitate to ask a member of Staff!