Starships

Starship Speed Measurements
A lightyear is the distance that light travels in a vacuum in one Earth year, since lightyears measure distance, not time. Since light moves at a speed of approximately 299,792 kilometers per second (about 186,282 miles per second), a lightyear is a considerable distance, about 9.46 trillion kilometers (or about 5.88 trillion miles). Starship speed is measured in Lightyears per Hour (L/h)  
Starship Naming Conventions
In the modern age, Starships are primarily used by commercial megacorporations or interstellar militaries. Because of this, most starships do not have a name but a serial and identification code. Most starship designations will be composed of several key parts.
  • Shipyard Manufacturer
  • Starship Classification (Military, Commerical, Civilian)
  • Starship Type (Destroyer, Frigate, Cruiser, etc.)
  • Series & Model Number (what Series and which model of the Series is this starship)
  • Serial Number
If a Military Class Heavy Cruiser manufacturered by Wolvbanks Components was developed and called the Redeemer, all other ships of this make would be of the Redeemer Series Model I. Assume Wolvbank makes a variant of the Redeemer and the 704th unit of this model is delivered.
  • Wolvbanks Components MIL Heavy Cruiser RDM.2-0704
This starship name tells the customer who built the ship, what class vessel it is and what its intended type is as well as a serial number containing the series, model, and unit number for percise information. This is called the Base Identification Code (BIC) and upon it are more unique and local systems of identification built. For example, if brought by Mars, the Martians may add an Imperial Navy of Mars Identification (INMI) to the BIC, and if the star system had a unified fleet, it would also receive a United Worlds Ship Code (UWSC) + INMI + BIC, and if the United Worlds had an allaince with other star systems it might have a Corfaux Alliance Fleet Code (CAFC) + UWSC + INMI + BIC. This can go on forever depending on the size of an organization and how the ship is used.   Starship IDs can become long and complex strings of codes and systems that are meaningless unless deciohered into the correct identification processing system. When a starship is decommsioned or captured or brought, the ID, if not cleared beforehand, can serve as a history of the vessel and tell a story of its own.  
Co-Pilots
A Warmind is an AI, thinking machine, originally developed ages ago for the operation of vast numerous and complex war systems, but the term has been used to refer to any thinking machine more broadly. A Co-Pilot (COP) is a type of Warmind designed for starships. Typically, when a new Series of Starships are made by a manufacturer, they come with a COP specifically designed for that starship, and all units from that Model and Series have an Imprint of that COP as default. When starships are brought by third parties after service, these COPs can be removed.   COP names are composed of the company who manufactured the Warmind, wheter it is a Prime (original COP) or an Imprint (copy of a Prime), its classification (S-E, based on the processing capabilities and creative thinking ability).
  • MoondustSoftwares-Hyperion.IMPRINT.10-LINE.5-763541-A
  • MS-H.IPT.10-LN.5-763541-A
The example above is a Class (A) Co-Pilot developed by Moondust Softwares, specifically unit 763541 of the 10th Imprint of the Hyperion Co-Pilot. Moondust Softwares developed the Hyperion Co-Pilot, lets say 20 Imprints were made, the 10th Imprint was taken and duplicated until unit 763541 was produced. PRIME COPs take a very long time to develop and deploy, while an Imprint is almost like a zip file of the PRIME installed on starships, a compact version. However, when Imprints are made, subtle changes in the COP seperate one Imprint from another. These Imprints are then duplicated to produce Units for deployment in starships.   Duplicates of an Imprint are easy to produce and do not make changes to Imprint's design as opposed to Imprints which do alter the PRIME's designs. This is because PRIMEs posses a type of upward growth in capability, and Imprints think differently than PRIMEs, but duplicates think the exact same as Imprints, which will always make them less creative.   A "Line" refers to a series or generation of Duplicates that are created from a particular Imprint. As an Imprint evolves and undergoes changes over time, duplicating it at different stages of its development creates distinct Lines. Each Line represents a snapshot of the Imprint at a specific point in its evolution.

Power Generation

Modern-day Starships are powered by Super Nuclear Cores (SNC), sophisticated fusion reactors fueled by exotic isotopes or elements. Controlled nuclear fusion generates intense heat, which is converted into electricity through advanced generators. Magnetic fields confine the superheated plasma, and the produced energy powers cutting-edge ion or plasma thrusters for interstellar travel. Robust shielding protects the crew from radiation, while computerized systems regulate the fusion reaction for optimal performance and safety. SNCs are graded based on their Period (Pd), how long they can operate before recharging, and their Recharge Rate (RR), how many times an SNC can be refueled before its function becomes impaired. Once an SNC has been used beyond its Recharge Rate, its total Period will be reduced until the engine is no longer safely usable. The size of the SNC directly relates to its Grade, so a Grade A SNC is infinitely bigger than a Grade E SNC, which serves as a note factor to consider when building starships. Shipyards do not want to make a ship that needs a Grade A- SNC to operate but is only big enough to house a D+ SNC. An SNC is graded on a scale.
  • A
  • B
  • C
  • D
  • E
A (+) or (-) can be assigned to an SNC based on how many times it has been recharged, and how close it is to being unsafe for use. Brand new SNCs are X+, with all of their recharges intact, which is sometimes referred to as Premium SNCs. A Base SNC is any X grade that has lost its Premium rating, which just means it has, at the very least, been recharged once. When a Base SNC is either close to being on its last recharge or is on its last recharge or has been used beyond its original recharge rate, it becomes a Low SNC, earning an X-. Premium SNCs are normally only found on brand-new starships and are usually not worth the coin if a Base SNC can do the same thing.
The correlation between recharge rate and period is inversely related. SNCs with long Periods have fewer recharges while SNCs with shorter Periods will have more recharges. This also impacts the cost of SNCs. An SNC with 500 years on its Period and 2 recharges will immediately go from A+ to A- after its 1st recharge. An SNC with 5 years on its Period and 50 recharges won't reach D- until it is on its 30th recharge. But, after just one recharge, a Class A SNC would be worth less than a Class D SNC. Additionally, the recharge rate and period of two Class B SNCs manufactured by two different Shipyards will be drastically different based on how they manufacture their engines. This is all information that must be taken into consideration when building a starship.

Weapons & Armament

Starship Armaments can be classified as either KINETIC (K) or ENERGY (E) weapons. Each of these types can also be further defined by Enchanted or Non-Enchanted Aramaments. Kinetic Aramaments can be further broken down by their ammunition type, Enchanted or Non-Enchanted again. Non-Enchanted Kinetic Aramaments can use Enchanted Ammunition and vice versa.  
Starship Armament Naming Conventions
Starship Armaments can be developed by companies indepndent of the Starship manufacturers and possess their own unqiue naming conventions. The Armament Identification Code (AIC) is prefixed with either an (K) or a (E) to designate which type of weapon it is. Following that is the name of the company that developed it followed by the Series and Model that make up the serial number.
  • K-CaronineSystemsRenewables-Muhammad.19-987347
This is an example of Unit #987347 of the kinetic Muhammad series Model 19 Torpedo Launch Bays (TLB) developed by Caronine Systems Renewables (CSR). This name can be shortened to K-CSR-Muhammad.19-987347.TLB.

Armor and defense

The hull of a Starship is layered with Armor Plating, the plating is charged by Deflector Technology, and Shield Generators within the vessel generate a barrier of energy around the ship for protection. Armor Plating is measured in Grades S-E, with Grade E being the lightest but providing minimal protection and Grade S being heavy while providing maximum protection. Armor Plating is also further divided into Enchanted and Non-Enchanted Plates, which can play a significant role in defending against esoteric threats. The Hull of a Starship is layered with Armor Plating, but the Armor Plating is not the Hull, rather it is placed onto it. Even if all the Armor Plating is compromised, the Hull may still provide some defense.   Non-Enchanted Plates or Hulls are an almost guarnteed death sentence. Any Techmage worth their salt will both Ward (keep things out) and Seal (keep things in) either the Armor Plating or the Starship Hull itself, sometimes both. The very first thing Naval Spelljacks are taught to do when an enemy ship is encoutered is some sort of mental or soul tampering, be it driving knights insane or trying to rip someones soul out. Such spells can end an engagement in minutes as opposed to weeks. Some stragetist think the enemy would not try such an elementry move because obviously everybody has Wards and Seals these days so they take the risk not to Ward or Seal, a mistake you only need to make once. If an enemy cannot bother to defend against Magical Attacks, they are not worth fighting.   Deflectors or Deflector Technology are generated by projecting energy fields around the starship. These fields can absorb, deflect, or dissipate the energy of incoming attacks, such as laser blasts, missiles, or other forms of energy and kinetic projectiles. However, Deflectors are primarily used by Starships when moving at Sub-Light speeds as to prevent debris from damaging the ship. They are almost always on and are the first line of defense when an engagement begins. Outside of Deflectors are Shields, produced by Shield Generators within the ship that can coat the starship in an energy barrier preventing most kinetic weapons from firing in or out.   When a kinetic weapon, such as a projectile or missile, strikes the shield, it transfers kinetic energy that the shield absorbs and dissipates. This process typically reduces the shield's power, as the energy is mostly spent on neutralizing the kinetic force. When an energy weapon, such as a laser or plasma beam, hits the shield, the shield can partially absorb and convert some of the energy into power to recharge itself. The shield generators use specialized coils that can adjust their electromagnetic properties to optimize the absorption of energy-based attacks.   Shield Generators on starships usually have Primary, Secondary, and (Last) Resort power sources, but because of their ability and cost of maintenance, starships will typically only use them if the Deflectors fail or only use the shields on low settings. Outside of the financial aspect, shields, once damaged or decommissioned, cannot be repaired or replaced on starships. As such, they are an exceptional ace to have up the sleve in the event that a starship finds itself between a rock and a hard place.

Communication Tools & Systems

The ability to communicate quickly and efficiently over long distances is essential for the coordination and operation of starships. To achieve this, many ships use a Communications Array that operates on a Communications Network System. The Communications Array is a sophisticated piece of technology that allows a starship to transmit and receive information over long distances. The array is typically located on the exterior of the ship and consists of a series of antennas or transmitters that are designed to send and receive signals across the vastness of space.
The Communications Network System is a complex network of interconnected devices that allows starships to communicate with one another in real-time. This network includes not only the Communications Arrays on each ship but also a series of relays and nodes that help to route signals between ships and across great distances. One of the key advantages of the Communications Network System is its ability to transmit information quickly and accurately. This allows starships to coordinate their movements and actions in real-time, even when they are separated by vast distances. For example, ships can use the network to share tactical information, coordinate attacks, or request assistance from other ships in the fleet.
However, the Communications Network System is also vulnerable to certain types of interference and disruptions. Electromagnetic interference from nearby stars or cosmic radiation can disrupt or distort signals, making it more difficult to transmit information accurately. Additionally, the network may be vulnerable to hacking or other forms of cyber attacks. To mitigate these risks, many starships use advanced encryption and security protocols to protect their communications. They may also use redundant or backup systems to ensure that communications can be maintained even in the event of an equipment failure or attack.
A holographic deck is a device that uses advanced holographic technology to create a three-dimensional image of a person or object. This image can then be transmitted over long distances using the ship's communications systems. The holographic deck is typically located in a secure area of the ship and is operated by a designated crew member. The holographic deck is often used for sending pre-recorded messages over long distances. For example, a ship might use the deck to send a message to a distant colony or outpost, informing them of a change in plans or providing updated information about a mission. The holographic deck can also be used for transmitting sensitive information that cannot be transmitted in real-time using the Communications Network System.
One of the key advantages of the holographic deck is its greater level of security. Because the messages are pre-recorded and transmitted as a hologram, they are less vulnerable to interception or hacking than live communications. Additionally, the holographic deck can be programmed to only transmit messages to designated recipients, further enhancing its security. However, the holographic deck does have limitations. Because it relies on pre-recorded messages, it cannot be used for live communication or real-time coordination between ships. It also requires a significant amount of storage space to store the pre-recorded messages, which can be a limiting factor on smaller ships.

Sensors

Starships are equipped with a variety of external and internal sensors to help them navigate through space and detect potential threats. These sensors are a critical component of starship design and can mean the difference between a successful mission and a disaster. The following are a few sensors that all starships should aim to implement, but the exact amount and type depend on the vessel and the mission at hand. External sensors are typically mounted on the exterior of the ship and are used to scan the surrounding space for potential hazards, such as asteroids, debris, or enemy ships. Some of the most common types of external sensors include:
  • Radar: This sensor emits radio waves that bounce off objects in the surrounding space, allowing the ship's crew to detect their presence and location.
  • LIDAR: Similar to radar, LIDAR emits laser beams that bounce off objects in space to detect their presence and location.
  • Visual sensors: These sensors use cameras or other imaging technology to capture images of the surrounding space, allowing the crew to visually identify potential hazards.
  • Infrared sensors: These sensors detect heat signatures from objects in space, allowing the crew to identify potential threats even in the absence of visible light.
Internal sensors, on the other hand, are located within the ship itself and are used to monitor the ship's systems and crew. Some of the most common types of internal sensors include:
  • Life support sensors: These sensors monitor the air quality, temperature, and other conditions within the ship to ensure the safety and well-being of the crew.
  • Power distribution sensors: These sensors monitor the ship's power systems, ensuring that power is being distributed correctly and that there are no malfunctions.
  • Navigation sensors: These sensors monitor the ship's position and trajectory, helping the crew to navigate through space and avoid hazards.
  • Damage control sensors: These sensors monitor the ship's structure and systems for damage, allowing the crew to quickly identify and repair any problems.
  Modern day starships do not have "cockpits" in the traditional sense, as in there are no direct glass screens for people to view out of when inside the starship for tactical and practical reasons. As such, the myriad of internal and external sensors onboard the starship are the eyes, ears, and senses of the ship.

Hangars & docked vessels

Starship Hangars are based on size, Large, Medium, and Small, and house smaller ships for offenseive, defenseive, and specialized operations.
Sentient Steel
Sentient Steel is a type of metal made from an organic metallic substance called Mercurium Vitae1, almost like quicksilver, that has been "bred" or "joined" with any type of metal, though any solid material can work as well. This creates Sentient Steel or Living Metal, an extremely common resource that starship hulls are made out of.   Sentient Steel falls into x types, 1) Self-repairing and 2) Adaptive. Self-repairing Sentient Steel or Static Sentient Steel can repair itself when enough damage has been sustained. Static Sentient Steel that can reproduce asexually is called Autogen Steel, while Static Sentient Steel that needs to be fed more raw metal to create the repairs is called Metallovore Steel. Adaptive Sentient Steel or Dynamic Sentient Steel can not only repair itself when damaged but also grow back stronger or more powerful to meet a unique threat. It also has asexual and sexual variants similar to Static Sentient Steel.   Sentient Steel is a bit misleading as the name Living Metal is more accurate. It gained the name Sentient Steel because Starship Co-Pilots (COP) can, after a time, become integrated with the living metal, giving it sentience. In this way, the very hull of the ship becomes the body of the COP and the starship is no longer a place where a COP works or is stationed but the starship is the COP's body.   Different organizations approach this differently and it depends on what they need. Preventing the merging makes it easier to replace the COP when it is damaged or wounded in a cyber attack. If the two are merged, and the COP is replaced with another, the starship (body) may reject the new COP (mind). Imagine if someone ripped your mind out and stuffed another down into your body. In the same vein, even if the starship accepts the new COP, memories of the last COP may be leftover, muscle memory if you will, which may result in the new COP not having control over the starship. Additionally, if a cyber attack violates the COP, they can become "sick" like biological beings do, which would make the very hull of a starship weaker if the two are joined.   However, Starships merged with their COP are significantly faster at conveying information throughout the ship, the very wires acting as the brain. While most starships employ drones onboard that the COP uses, merged COPs can produce their own drones from the sentient hull that can act like antibodies when intruders are present. COPs also have control over all ship functions but when merged with starships, this process becomes more accurate and powerful. Overall, functional starships with merged COPs outclass regular starships but do incur the steep cost of replacement, where planets are forced to scrap the entire vessel in some cases.
As Above So Below As Within So Without Logo by Khali A. Crawford

Grandmaster SixPathsSage

Khali Crawford
   

 


Artist

  1. Spoiler Button Tabs created by STORMBRIL
  2. Commissioned Concept Artist & Illustrator Caio Bellim ([email protected])
  3. Commissioned Digital Artist Xharknguyen | brittaisthebest (@xhark2003)
  4. Commissioned 2D Artist Maxim Schastny ([email protected])

Fonts & Typography

Adinkra

Adinkra-Regular Typeface © 2025 Charles Korankye.

Licensed under the MIT License — view license .

Modified for numeric support in accordance with the license terms.

Numeric glyphs (0–9) added and mapped according to traditional Adinkra numerology as presented by Charles Korankye at Adinkra Numerology – Adinkra Alphabet.

Modifications were made for use in the Seven Seals Legendarium under the terms of the original license.

Footnotes
  • 1: Mercurium evokes the fluid, quicksilver-like nature (similar to mercury), and Vitae (Latin for "life") suggests its organic or living qualities.

Articles under Starships


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