The Coalition of Four Stars, led by the Hiderid but tolerating citizens of all Stream races, was a very old power in Pyxis before its destruction by the Voidborne, and perhaps the first race to emerge from the fallout of the Precursors' foolish wars. It was also the first civilization to receive and activate an Ark. Yet this time of change has not been easy. Forced to abandon most of their assets, the Hiderid have had to adapt to a different galaxy, warily negotiate the first contact with Pact World races, and stake out the best systems before other Arks - or their immensely more advanced Drift neighbours - had a chance to arrive.
Democracy has prevailed in the Coalition - but so has greed, intrigue, manipulation and bitter strife. Chartered corporate interests clash with the needs of a rebellious underclass. Idealistic xenophilic foundations contrast starkly against widespread mistrust and fear of becoming just another loyal colony to unseen masters beyond the Beacon.
The Coalition has one goal : to aggressively generate industry, wealth and trade value - not just to appease its ruthless lust for credits, but also to secure a future to themselves and to an independent Stream. Yet they must still prove their good intentions to the other Ark powers, to whom they appear wolfish, imperialistic and self-indulgent, despite the treaties they have brokered.
Democracy has prevailed in the Coalition - but so has greed, intrigue, manipulation and bitter strife. Chartered corporate interests clash with the needs of a rebellious underclass. Idealistic xenophilic foundations contrast starkly against widespread mistrust and fear of becoming just another loyal colony to unseen masters beyond the Beacon.
The Coalition has one goal : to aggressively generate industry, wealth and trade value - not just to appease its ruthless lust for credits, but also to secure a future to themselves and to an independent Stream. Yet they must still prove their good intentions to the other Ark powers, to whom they appear wolfish, imperialistic and self-indulgent, despite the treaties they have brokered.
Physical Description
The new Coalition homeworld is in fact half-buried underground,. The bountiful hydrosphere within the cave complex sustains life, and allows easy access to precious minerals...
(Picture : Stellaris - Planetary Diversity mod) |
Feathered, birdlike beings with two pairs of eyes, the Hiderid are slim and usually lurched forward a little, while their legs are bent backwards. Females, being egg-layers, tend to be larger than males, even though their plumage is drab. Males, by contrast, are far more colourful. The Hiderid never had the ability to fly; their hands, however, have retractable thumbs and work almost in the same ways as that of other humanoid species. Their beaks are typically fairly small.
Hiderid tolerate the same climates as most other Pyxis species. However, they are a dextro-protein race, unlike other Ark species. This means that their food supply can only feed them, and that they cannot feed on the food of others. It is theorized that this has made them a friendly face to other races back in Pyxis (and now in the Stream) - they have no interest in a planet that has already been seeded with the "wrong" kind of life. Hiderid dress drably, letting their plumage speak for itself. Their suits are typically made of many moving clunky parts. Lightfeathers In the long history of the Coalition, there have been Hiderid families exclusively spending time aboard ships, where gravity is generally weaker. These Hiderid are somewhat taller and have longer limbs, but their bones are brittle and frail. Because of the thousands of years of divergent evolution, the Lightfeathers of today tend to choose the same professions they would have chosen back home : as freighter captains and station crewmates. Cassowaries Cassowaries are a kind of Hiderid hailing from a heavy gravity world. They have adapted to these conditions over time, and it has been difficult to find a similar environment to replicate in the Stream. They spend far more time learning to cope with harsh environments, but they are often seen as gruff, plucky, and grouchy. |
Vital Stats (Starfinder)
Size : Medium
Type : Humanoid Subtype : Birdlike HP : 4 Average lifespan : 75 Homeland : Gacrux (Prime Material Plane) Language : Common, Hiderid Average height : 5′4″‒6′0″ (1.63‒1.8 m) Average weight : 130‒170 lb (59‒77 kg) Skin color(s) : Skin itself is typically dark; plumage is very bright and colourful in males, somewhat drabber in females. Hair color(s) : No hair per se, rather they have a feathered "headcrest" of similar colouration to the rest of the plumage Eye color(s) : Blue, green, brown. |
Normal Hiderid : +2 DEX, +1 CHA, -2 STR
Lightfeathers : +5 DEX, -2 CON, -1 STR Cassowaries : +2 DEX, +2 STR, -1 CHA Racial Traits Bonus Feat Hiderid are a cosmopolitan people, and they gain one extra Bonus Feat at 1st Level. Innate Balance Hiderid have an innate understanding of balance and momentum. They gain a +1 racial bonus to Acrobatics and Piloting. Cultural Friendliness Hiderid have succeeded on the galactic stage through their shrewd diplomacy and interest in other cultures. This should come in very handy in a galaxy with far more life than their own. They gain a +2 racial bonus to Culture and Diplomacy checks. |
Homeworld
Bluereach City, the Hakarian capital, is located in a well-lit karst that runs beneath the surface. Many riverways criss-cross the cavern complexes, and are often used as a clean form of transportation.
(Picture : Stellaris - Planetary Diversity mod) |
The Ark Hakar was placed in orbit of a small but habitable world. To this day, it serves as the key control centre for the Coalition Shipyards, with most of the population living in cities on Hakaria below. Hakaria itself is not the lushest world, but it supports Hiderid life in its vast cavern complexes. The surface is habitable and cultivated, however thinner atmospheres mean that more radiation reaches the ground and that oxygen levels can fall quickly. Lashunta are currently working with the townships of Hakaria in order to remedy this issue.
The Coalition's capital city is called Bluereach. A cultural centre, it is heavily decorated, with a giant spire right in the middle of the main cavern that reaches all the way to the skies. While shuttles are commonly used, bulk freight on Hakaria is transported using zeppelins from such spires, which form the "lodestones" or key buildings of most major Hakarian urban areas. A slower form of travel is by Gondola, along the many riverways that line the Hakarian Karsts. Other areas on Hakaria involve the duty-free tax haven of Port Haluci, a shady, corporate environment prized by the Coalition elite and which has very lax laws compared to most of the Coalition. The Hiderid have also settled three (four, before New Xionia rebelled) additional planets - the most of any Ark race, due to a relatively small number of life-bearing world (per the standards of most Ark races). |
Society and Alignment
The Coalition is led by a Prime Minister, themselves seating in the Great House - the unicameral legislative body of the entire realm. Unlike most other Ark races, the Coalition is an indirect, representative democracy. Many parties thus represent the people at elections, either at Coalition level or in local planet-wide or township elections. Pollsters have become artists, and the government is heavily decentralized. In practice, corporations have large amounts of power, and some shipping companies own entire systems. Thus the "Coalition" wears its name well : it is a puzzle of allied polities which are allied towards the same goals, but pursue their own interests and uphold their own laws. Very few things are managed at the highest level - though the Coalition would be entitled to directly rule a subpolity that refused democratic elections, for instance. Critics will note that this clause does not apply to corporations, who do also maintain entire townships.
Coalition society was always built around the acquisition of wealth. After arriving in the Stream, collective greed became a matter of rugged independence rather than mere vanity - something the Coalition calls the Imperative. Very early on, the Hiderid realized the far superior economic, military and technological power of their neighbours from the other side of the Drift Beacon. To safeguard their right to self-determination, they focused the Coalition wholly to rebuild their industry, wealth and assets very aggressively. They established Embassy Station around the Beacon so to deny the Pact Worlds a valuable bridgehead into the Stream. Their stake on the thaumium in Zindra, used in FTL drives, also provides them with a lot of reach. They do aim to negotiate shrewd treaties with a smile and make friends with the other powers of the galaxy by improving their trade value and signing non-encroachment pacts. Yet to safeguard their interests,, they are also not afraid to employ the entire corporate apparatus to more underhanded or aggressive tactics.
Despite an early rebellion by the Free Zaalan Tribes and the eventual assertion of neutrality of Embassy Station, the Coalition has been relentless in its wealth acquisition and asset consolidation. Under the banner of the Imperative - a form of Manifest Destiny, not just for themselves but for other Ark races - they seek to expand and control as much of the Stream as possible using hard or soft power. Rather sanctimoniously, the Coalition considers their interests to be that of everyone in the Stream, and will often act patronizingly towards the newer Ark arrivals.
Individuals can sometimes spend an entire lifetime building portfolios, or dedicating themselves to some project. Wealth allows for powerful positions within civilian society, and many Hiderid CEOs and investors hoard as much as 80% of Hiderian wealth. As the new colonies grow away from Bluereach, so do cities, and entire districts have now sprouted to boast the wealth and power of the elite. At least one city on Hakaria, Port Haluci, was set up from the start as a tax haven where Coalition import laws are loosened and where investors are tempted to place some of their money. The few minor races that remain in Coalition space tend to be the entrepreneur kind. The top brass of the Relki Cartel, some free-spirited Zaalans, many Mewei and even a handful of Kalimshari are part of this economic elite.
Despite the outwardly harmonious nature of Coalition society, backstabbing and political intrigue does occur regularly. This is something the Coalition called the Great Game - and despite their precarious new start, it has barely abated, for competition begets innovation and innovation begets assets. Scandals are often relayed on live newscasts, followed intently by most of the population along with several forms of mass entertainment. Many karsts have become covered in billboards, to the dismay of local residents. And while the people seem prosperous, there are many slums on most Coalition worlds, full of have-nots that have not been able to access the wealth level required to succeed in life, and get by on menial jobs and petty crime. At such, Coalition society remains fairly inequal - albeit there are a lucky few able to escape their lowly predicament...
The Four Great Universities - which all allow every Pact and Ark Worlds race to join up - specialize in specific fields in an attempt to "cut up the work" and lead to more synergized discoveries. However, while these universities harmoniously work to unpick the secrets of the universe, back in the world of corporate research, every attempt is made to foil potential competitors' discoveries, to an extent so large that the public version of any patent is guaranteed to be fake or sabotaged in some way to prevent anyone from iterating and therefore profiting on someone's hard work. This leads to widespread inefficiency as several firms typically work on the same project, and feeds into the commonplace scandals and corporate backstabbing that internal Hiderid culture thrives on.
The Coalition also boasts an impressive trading fleet, cut up across semi-independent contracted operators. Lightfeathers toil hard (and earn handsome amounts of credits) on Hiderid ships. The trading fleet also doubles up as the Coalition Navy, which leads to interesting hybrid designs that chase off most pirates. The corporations have attempted to place a Drift beacon next to Port Haluci for easy trade of goods; however, this has repeatedly been denied in more or les open referendums. Most Hiderid hate the idea of the Drift and fear the threat it poses to their still nascent economy and self-determination - but understand it a necessary evil for the survival and success of their newfound nation.
Alignment-wise, Hidarid fill the entire spectrum. Neutral types are usually more common, as the Hiderid tend to favour consensus over extremes.
Coalition society was always built around the acquisition of wealth. After arriving in the Stream, collective greed became a matter of rugged independence rather than mere vanity - something the Coalition calls the Imperative. Very early on, the Hiderid realized the far superior economic, military and technological power of their neighbours from the other side of the Drift Beacon. To safeguard their right to self-determination, they focused the Coalition wholly to rebuild their industry, wealth and assets very aggressively. They established Embassy Station around the Beacon so to deny the Pact Worlds a valuable bridgehead into the Stream. Their stake on the thaumium in Zindra, used in FTL drives, also provides them with a lot of reach. They do aim to negotiate shrewd treaties with a smile and make friends with the other powers of the galaxy by improving their trade value and signing non-encroachment pacts. Yet to safeguard their interests,, they are also not afraid to employ the entire corporate apparatus to more underhanded or aggressive tactics.
Despite an early rebellion by the Free Zaalan Tribes and the eventual assertion of neutrality of Embassy Station, the Coalition has been relentless in its wealth acquisition and asset consolidation. Under the banner of the Imperative - a form of Manifest Destiny, not just for themselves but for other Ark races - they seek to expand and control as much of the Stream as possible using hard or soft power. Rather sanctimoniously, the Coalition considers their interests to be that of everyone in the Stream, and will often act patronizingly towards the newer Ark arrivals.
Individuals can sometimes spend an entire lifetime building portfolios, or dedicating themselves to some project. Wealth allows for powerful positions within civilian society, and many Hiderid CEOs and investors hoard as much as 80% of Hiderian wealth. As the new colonies grow away from Bluereach, so do cities, and entire districts have now sprouted to boast the wealth and power of the elite. At least one city on Hakaria, Port Haluci, was set up from the start as a tax haven where Coalition import laws are loosened and where investors are tempted to place some of their money. The few minor races that remain in Coalition space tend to be the entrepreneur kind. The top brass of the Relki Cartel, some free-spirited Zaalans, many Mewei and even a handful of Kalimshari are part of this economic elite.
Despite the outwardly harmonious nature of Coalition society, backstabbing and political intrigue does occur regularly. This is something the Coalition called the Great Game - and despite their precarious new start, it has barely abated, for competition begets innovation and innovation begets assets. Scandals are often relayed on live newscasts, followed intently by most of the population along with several forms of mass entertainment. Many karsts have become covered in billboards, to the dismay of local residents. And while the people seem prosperous, there are many slums on most Coalition worlds, full of have-nots that have not been able to access the wealth level required to succeed in life, and get by on menial jobs and petty crime. At such, Coalition society remains fairly inequal - albeit there are a lucky few able to escape their lowly predicament...
The Four Great Universities - which all allow every Pact and Ark Worlds race to join up - specialize in specific fields in an attempt to "cut up the work" and lead to more synergized discoveries. However, while these universities harmoniously work to unpick the secrets of the universe, back in the world of corporate research, every attempt is made to foil potential competitors' discoveries, to an extent so large that the public version of any patent is guaranteed to be fake or sabotaged in some way to prevent anyone from iterating and therefore profiting on someone's hard work. This leads to widespread inefficiency as several firms typically work on the same project, and feeds into the commonplace scandals and corporate backstabbing that internal Hiderid culture thrives on.
The Coalition also boasts an impressive trading fleet, cut up across semi-independent contracted operators. Lightfeathers toil hard (and earn handsome amounts of credits) on Hiderid ships. The trading fleet also doubles up as the Coalition Navy, which leads to interesting hybrid designs that chase off most pirates. The corporations have attempted to place a Drift beacon next to Port Haluci for easy trade of goods; however, this has repeatedly been denied in more or les open referendums. Most Hiderid hate the idea of the Drift and fear the threat it poses to their still nascent economy and self-determination - but understand it a necessary evil for the survival and success of their newfound nation.
Alignment-wise, Hidarid fill the entire spectrum. Neutral types are usually more common, as the Hiderid tend to favour consensus over extremes.
Playing a Hidarid
Hidarid likely…
Other species likely…
- ...seek to learn more about other cultures and open up new dialogues,
- ...look for opportunities to make money whenever possible,
- ...have a cunning sense of appraisal and commerce,
- ...value individual freedoms, and do not understand how some races and civilizations can be content with anything less,
- ...act condescendingly to other Ark races, due to their nature as pioneers, as well as being the first Ark to make it.
Other species likely…
- ...find the Coalition greedy, genuinely interesting, or/and sometimes duplicitous,
- ...see your confidence as condescending or patronizing arrogance,
- ...pity the loss of your ancestral world, but worry that you might covet theirs through subterfuge,
- ...look forward to trading with your kind, for the Great Game often yields great bargains for all its confusing rules,
- ...respect your prowess as peacekeepers and diplomats,
- ...fear or misunderstand the expansionist agenda behind your kind and honeyed words.
Relations
The Hidarid outwardly strive to maintain good relations with everybody. They welcome all trade from Embassy Station and are delighted to sign treaties and open up trade routes with new partners from far away. More privately, they are wary of more powerful Pact World races, yet will seek to appease and befriend rather than antagonize. They do genuinely get along well with Ysoki, and many a Hidarid trading vessel will also have an Ysoki on board. They find the Shirren sometimes disconcerting, but respect their struggle to break free of the hive mind and their fight for individual freedoms.
Predictably, the Hidarid dislike warlike or totalitarian civilizations the most. They distrust the Vesk and do not understand their place in the Pact Worlds. Of the Ark Races, they get along well with Kalimshari and Mewei, but they have had a bloodied history with the Zaalans which stains their relationship to this day. They especially dislike the Hhrot, who they see as a destabilizing threat to their Imperative and fear might start a pointless war against their superior neighbours.
Predictably, the Hidarid dislike warlike or totalitarian civilizations the most. They distrust the Vesk and do not understand their place in the Pact Worlds. Of the Ark Races, they get along well with Kalimshari and Mewei, but they have had a bloodied history with the Zaalans which stains their relationship to this day. They especially dislike the Hhrot, who they see as a destabilizing threat to their Imperative and fear might start a pointless war against their superior neighbours.
Names |
Adventurers |
Hidarid names are formed of two parts ; family and given names. Upon marriage, Hidarid change their given names. Hidarid families can sometimes be composed of more than two individuals, and the least wealthy partners will also change their last name to that of the wealthier partner at the time of marriage.
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There are a few reasons for Hidarid to wander :
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Classes
Here are some possibilities for Hidarid of each of Starfinder's core classes :
- Technomancer : Hidarid are focused on technological advancement. While many are not psionic, a few may be able to cast the flicker of magic needed to become a budding Technomancer. These are often sent to the Mewei Raithwell Academy or to Kalimshari institutes in exchange for credits.
- Mechanic : Many mechanics can be found on the Ark Hakar, working on trade vessels, or bringing their skills as karst engineers.
- Solarian : Few Hidarid might be tempted by the path of the Solarian, but there will always be some who, attracted to other cultures and customs, will walk down the path of the star warrior.
- Soldier : While Hidarid do not relish conflict, self defence is a necessity, and the armed forces, whilst small, are often well trained.
- Envoy : Hidarid love to talk and make friends (and lucrative deals). Envoys are a common pathway for Hidarid to follow, leading them to become diplomat, traders, healers, or con artists.
- Mystic : Not many Hidarid are psionic. A few may be able to pick the Mystic arts - but these are truly few and far between, and be both feared and respected as a result.
- Operative : The Special Task Force, as well as the Embassy-based HyperLight Salvage Co. corporations, are but a few examples of entities that will use black ops and operatives. It is believed that the best defence is to cripple and demoralize potential opponents - this is also true amongst Coalition corporations, who will gladly engage in espionage. Reach to others, xeno or Hidarid, with both hands - but have your friend keep a knife in his boot.
- Biohacker : Some Hidarid are geniuses, and the doctors of Krewe City Medical School are adept at using medicine on the fly. They would make excellent biohackers.
- Vanguard : To put it short, Hidarid are not suited to the path of the Vanguard. But a stubborn few, especially Cassowaries, might give it a spin, either for the thrills or because their rare psionic skills also come bundled with feathery anger management issues.
- Witchwarper : While Hidarid are not generally psionic, they are ever interested in new sciences to explore. At such, the path of the Witchwarper is one they could walk, if they possess the mental capacity for it - though they will most likely learn it from other civilizations.
Known Hidarid NPCs
Edited from Stellaris
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