Character art by Angela Schmer © 2016 Cheeky Dingo Games

All civilizations in the Citadel Galaxy originated from one planet, Evorstrom. 3,000 years ago there began a mass colonization effort by the inhabitants of this planet as they rapidly outgrew Evorstrom’s ability to support the population.

The people of Evorstrom all evolved from one of two ancient animal types on the planet - primates and ungulates. They evolved into distinct races of people who populated the world in the Living Empires era - humanoids (humans, elves and dwarves) and goblinoids (goblins, trolls and ogres). In exceedingly rare instances, members of the two different species produced hybrid offspring from interbreeding. 

Three millennia later at the opening of the Living Starship saga, what became the commonplace interbreeding of those ancient peoples is shadowy history. Through numerous stages of eugenics and genetic tinkering (during the Living Metropolis era) 54 distinct races of people left Evorstrom and colonized the galaxy. Remaining behind in the original star system are the enigmatic caretakers - the Evor Danteen. They populate the “Hub” of the Confederacy, a massive ring world called the Citadel which was built out of the obliterated pieces of the home planet and parsed into the bones of the station that occupies what was once the ENTIRE orbital path of Evorstrom.

Bringing racial diversity in the Citadel Galaxy to a total of 55 varieties are a race of Artificially Intelligent bio-mechanoids. Their ancestors were the mechanical work force left on planets to terraform them for one of the other races. For unexplainable reasons 400 years ago, a group of these mechanical devices gained sentience and sued for recognition as full members of the Confederacy. A devastating war ensued resulting in the formation of the A.I. peoples as a separate civilization and government on the planet Lubari where they discovered their “life”. To this day relations are delicate between the Citadel and the Lubari. 

The greatest impact the war had on civilization was that the networking of digital systems is now HIGHLY regulated and is allowable in only most dire and emergency situations. This caused a fundamental shift in economy and space travel as large vessels could no longer be crewed by small numbers of people but had to have large crew in order to regulate, monitor and activate all of a ship’s systems efficiently and safely (and legally). The fear of giving rise to new A.I. is so strong in every culture that no one even thinks to complain about the ridiculous size of crews, especially on Fleet vessels.

Race Descriptions


The V’Shenda have a very mystical culture and share a common ancestry with the Niirtah.  Meditation, the exploration of the self, the mind and the soul are preeminent virtues of the culture.  They contend that, with proper instruction and humble breath, one can commune with one’s ancestors and receive wisdom, grace and guidance.

V’Shenda tend to be calm, even-tempered and dreamy to the point of distraction from the situation around them. Many people joke that the most frightening pilot of a starship would be a V’Shenda who would be as likely to wander into a burning star as they would be to guide the ship to its destination.

The V’shenda are the last of the Citadel races to find a planet upon which to establish a prime colony. They have lived in cohabitation with the Niirtah upon a massive station complex inside an asteroid belt near Niirtah Prime until 75 years ago. It then took five years to migrate the population and transfer the infrastructure to the new planet, V’Shenda Prime. 

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Tanwaah are born almost exclusively in litters of 3 to 12. They are all naturally grey- skinned with jewel-toned sclera (the white part of our eyes). The hair of Tanwaah is brightly- and multi-colored in patterns and hues distinct to each litter reflecting their genetic heritage. As such, it is the norm to breed only with one’s siblings and there is much pride taken in familial lineage. 

The primary genetic manipulation that their ancestors enacted was to make inbreeding the healthy way of propagation. The further outside one’s family “tree”  one produces children with, the more likely there are to be genetic abnormalities.

Culturally, the Tanwaah are known for industriousness. Per capita, they have the lowest population of civilians as both education and Fleet Service hold high value to Tanwaah families. There is even a specific regulation in Cit Fleet manual that stipulates Tanwaah litters must be allowed to serve at the same post if they ask. Tanwaah litters are often percieved as being cliquish.

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A unique quality to the Risurj are their lambent eyes - the glimmer of which is offset by their dark skin.  One of the races that has retained their goblinoid heritage with their reverse-articulated (digitigrade) legs, they have also underwent genetic manipulation over the centuries to have tails.

The Risurj populate only one world, Damos IV, which is located near the V’Shenda’s solar system. It is one of the oldest colonies, and as such, predates the contemporary naming scheme for colonial settlements. Their planet has a harsh surface full of electrically-conductive plant life and constant ground storms. The storms have driven the Risurj to inhabit floating cities that drift over the continents collecting resources as needed.

Risurjh atmospheric and stellar vessels are sleek and graceful and are highly valued for their unique stylings by the pompous socialites of the Citadel galaxy. 86% of the galactic Risurj population live away from their home world.

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The Novanites occupy two neighboring planets and one moon in the Ravatti Harr system. All three colonies were founded at the same time and the Novanites are one of the first colonial races (hence the antiquated naming structure of their planets).

Culturally Novanites embrace the arts, performance and architecture and seek to beautify and entertain all with whom they interact.

The Novanite government is rather influential in the interstellar travel market and Novanites frequently find employment as entertainers aboard Confederacy cruisers and private luxury liners.

Historically they have not been at odds with other races and the number of armed conflicts in which their government has participated can be delineated upon one hand display. They are widely considered to be among the most pacifist of peoples. Group marriages and commune-like family units are the norm. Virtually all Novanite children train in one or more of the arts from a very early age.

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One of the few truly warlike races, the NeeKron inhabit five planets and one moon in three different solar systems. Their population has burgeoned over the millennia and their need to compete for additional access to Citadel resources has led them to be very aggressive in both diplomacy and military action.

It is quite common for stellar pirates to be NeeKron and the Cit Fleet Military spends much of its time and resources combating them and trying to keep the NeeKron government from seceding from the Confederacy entirely.

NeeKron are natural hunters. They have no real cities on any of their planets, just small to medium towns that serve as gathering places and ports of trade. They mostly live directly in natural habitats, preferring jungles and forests where animal and plant life is common. Some of the hardiest NeeKron people hale from arid desert and tundra climates.

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The amphibious Gruk are born without gender (jeenik is the Citadel term) but have the genetic capacity to be either. When they reach puberty they may choose undergo a treatment that will make male or female gender traits rise to prominence in their bodies, but 90% of the population chooses to remain gender-neutral.

Gruk babies are usually born through external incubators that have been seeded with the genetics of two or more parents in a bath of nutrient-infused water. Other races sometimes derisively refer to the process as “hatching”. Gruk have elaborate ceremonies surrounding the “seeding” of birth pools.

Culturally Gruk are best known as administrators and academics. Their government has some of the most articulate and deeply-detailed legal rulings in the galaxy. Very little in Gruk society is done without proper authority and authentication. The diplomatic core from Gruk tends to be the most highly-regarded in the Citadel governmnent and they were the ones that spearheaded the peace accords with the A.I. Race - the Lubari.

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Closely related to the Novanites but distantly placed on one planet in the Curumo System, the Fiikunsi are a peaceful people with a rich history of academic fervor.

The university system of Fiikun is considered to be the pinnacle of learning and education in the entire galaxy, but its extreme distance from the major trade lanes and from the Citadel itself, make it fairly uncommon for other species to utilize it.

Fiikun society is stratified along the normal civilain-citizen demarcation, but there is also a further social division as not all Fiikunsi are academically-inclined. Some Fiikunsi are playful people who enjoy physical sports and games more than they love to learn from data streams. There is a rich team sport circuit spanning the galaxy that is dominated by Fiikunsi organizations.

During the genetic manipulation era they added horns to their heads in honor of what they believe to be gazelle heritage.

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Evor Danteen

The Evor Danteen, commonly called Danteen, are the inhabitants of the Citadel ring world itself.  

They can be found everywhere throughout the galaxy as they can survive on any of the races’ food sources. As a culture, the Danteen are highly secretive about the operations of the Citadel. Not one member of the race has ever been known to break the code of silence leading many to speculate that there is a zero-tolerance policy with harsh penalties, likely death to the perpetrator’s entire family.

Danteen are viewed with a healthy dose of distrust by most races and are sometimes thought to be agents of some mysterious cabal that pulls the strings of the Citadel government and manipulates the genetics of all the races in order to keep them dependent upon the ring world to refresh their food sources.

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The Driidanz are a physically imposing race with a “peaceful” warrior tradition.  Driidanz children are taught martial arts from the earliest stages of development in order to make them intimately aware of their physical capabilities and how they need to interact with the other, comparably, delicate races.

The Driidanz are a race that holds agricultural work, especially non-mechanized techniques, as some of the most valuable ideals for living. They are prized as ground soldiers by the Cit Fleet Tactical Corp, but Driidanz rarely enlist in that capacity.

Driidanz are only given one unique name (there are no familial surnames). Parents carefully research and craft a name for its meaning, sound and originality. Both the appreciation and the performance of music is deeply ingrained in their culture.

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The Chiirto share a common ancestry with the V’Shenda but have evolved into the most aggressive and antagonistic of all the Evorstom races. Chiirto women are generally larger and more physically-imposing than the men. They continually rebel against the authority of the Council and seek independence from the Confederacy.

They are a very mystical and warlike culture. Most other races consider Chiirto to have an obsession with ritual death and dying. Chiirto consider themselves to be the “living dead” and their Death-Dream existence is a trance-like state that allows their bodies to undertake extreme rigor and punishment.

They have elaborate and intricate rituals to achieve the Death-Dream state and the most revered Chiirto are those who can perpetually maintain it. The Death-Dream condition tends to make an individual rather hostile to any who are not “resonating” with their trance. They believe that a perfect trance state will grant them access to a realm where their ancestor’s spirits dwell, but blood is the key needed to unlock it.

The first Chiirto colony experienced a catastrophic degradation of its bioshpere nearly 1,000 years ago. Chiirto Segun is now their home planet. 

© 2011  Cheeky Dingo, LLC