The Arpay

The Arpay

This page is considered to be ICly available knowledge about the Arpay unless specifically noted.

tl;dr (OOC)

The Arpay are a non-canonical race of humanity created for Battlestar Orion. They are very, very old and have a culture of warfare. It may be easier to think of them as a modern culture of Spartans, though not all men (or women) are required to serve in the military, though it is generally assumed that most children eventually will when they grow up. As humans, they have evolved physically based on their practices and have lifespans of roughly two hundred years on average. Their eyes have very large pupils and very thin irises, the latter of which tend to be very bold or bright colors (though they do not glow), and elongated ears similar to Star Trek's Vulcan race. The eyes give them extremely good vision in low-light conditions and the ears provide direct neurological access to a variety of ends, and touching the ears of an Arpay is an extreme social taboo — for your protection, not theirs. Their home planet was nuked during the events of Charlie Foxtrot and very few of them are known to still exist. A few members of the Orion's crew have had elective surgeries during the Second War to experience first-hand what the Arpay see and feel. These surgeries are no longer performed.


While these are no longer available due to the death of almost all of the Arpay, the following procedures were available either individual, as a whole, or any combination desire. Of these, the first two become the dominant genetic trait and are passed down through the generations.

  • Eyes: enhanced vision, pupil of recipient's eye enlarged so iris squashed into thing but brightly coloured band, hypersensitive to bright lights and flashes
  • Ears: enhanced hearing, ears now pointed (space elf) that need speacial helmets to fit, hypersensitive to loud noises
  • Gene Therapy: slow ageing, partially restore old injuries. Series of 3 or4 injection sover the period of about a year.

In game, people with Arpay modifications are marked thusly in the 'players' area of a room @desc box;

  • Eyes - *
  • Ears - !

Pre-IC Background

Arpay was originally founded, as a planet and culture, about 6500 Colonial years ago (about ten times as long for the Arpay) by a section of humanity that was evacuating to flee the rising Skath threat in the galaxy. Realizing they had nowhere to run that they would not be found, the evacuees decided to make a stand. Settling at the edge of a galactic arm, the fast passage of time away from the core allowed them to develop at a more rapid rate than the Skath were moving closer to the core. They officially established the planet as The Rally Point of humanity — the final evacuation site. Their official constitution, known as 'The Charter', charged them and their descendants with not just the limited defense of humanity in the galaxy, but also their evacuation. They believe so deeply in this cause that they became known as the Arpay, a near homonym of the initials of the planet — RP. The Arpay lived, ate, and breathed being The Rally Point.

Over this huge stretch of time the Arpay fought their own internal civil wars and rebellions and attempts to seize power by the weight of their military force. However, the sheer strength and background as a people was usually enough to end these wars swiftly. Once of them occurred over the development of their ears and the abilities that go along with them. Through massive abuse of the evolution over the course of almost one hundred Arpay years, a faction was found to be steadily taking control of the government and military. This resulted in what became known as The Neuro War (short for 'neurological' due to the nature of the abuse) and fractured the society in deep ways. Through strong leadership out of the ashes, the government established new rules and social faux pas that effectively safetied what could have been disastrous to the species. Since then the planet and culture settled into their task and put their newfound abilities to use across the galaxy in their never-ending war against the Skath.


The Arpay were governed by a checks-and-balances system where their executive power was centered around a Committee of Five, with a single President who would cast tie-breaking votes and was empowered to make decisions for the C5 if votes were impractical or impossible due to certain constraints. Their legislative body was made up of three houses that represented the different continental interests of the people, but with limitations on what kind of legislation could be introduced. The third balance was a Joint Military Council that could declare laws illegal if they violated The Charter.

The decision-making ability of the planet's governing bodies can effectively be described as a marriage of a technocracy and meritocracy. Whereas a technocracy is a ruling body composed of those highly educated in technical fields, it is heavily influenced by the capability to govern as a personal ability. While most Colonials might believe that this would constitute a small percentage of the population, the definition of 'technical fields' is broad and can encompass more artful specialties such as diplomacy or analytics. In order to be considered qualified for political office and to vote for those representatives, an individual must serve no less than four years in one of the Arpay Military branches.

Government did not play a large role in the lives of the people. The governing bodies met once every three years to discuss potential legislation. Except for the Council of Five, all members of the government were required to retain gainful employment and could not monetarily benefit from their political careers in any way.


The Arpay, as noted, were a militaristic society that focused on The Charter and their duty. Growing up, most children were educated early on in martial arts and restraint. While fights were not discouraged, all children of both genders were expected to stand up for someone who could not fight for themselves. Over thousands of years this had become so ingrained into the culture that few would refuse to stand against those who abused their power, size, or position. While adults could fight, many times this would play out in charitable causes or more direct protest. The Arpay, as a people, were very vocal about seeing the guilty punished and had little patience for corruption or overly complex legal systems.

As a culture there was wide appreciation for both the arts and sciences, as well as more manual labor such as construction and farming. Individuals prided themselves on success at their fields and competition was often rife — some friendly and some not. The STEM fields and military professions were held in the highest regard among them. However, there were those who chose to separate from their military careers and pursue what their passions were, be it farming or painting or opening a corner store to run their own business.

The society was far from perfect, however. Societal pressures to success drove a lot of people into early retirement or departure of their fields. Nervous breakdowns were common enough events, but only a bit more-so than the colonies. While suicide was considered dishonorable, the rate of people who 'disappeared' was higher than what one would see on Caprica. Most crime involved violence of some kind and produced more injuries. Law enforcement officers were always busy except in the sleepiest towns.


The traditional greeting is a closed fist made with the right hand and brought up to tap the wrist and fist twice over the heart as if it were a heartbeat. This is also used in the military as their formal salute. This greeting traditionally means 'I see and acknowledge you' but goes far deeper in many settings. Given the abilities associated with their ears, which allows them to sense the bioelectrical movement of the hearts of others within very close proximity, its a statement to the other person's worthiness as an Arpay committed to the cause of The Charter. Many use it as an interpretation of the idea that their hearts all beat as one and the effort is based on the strength of the group. The nuances to use of the hand, positioning, speed, and body language all convey different things with what it means. It can convey simple ideas like an informal hello and greeting, across the gamut of relations and all the way out to express deep emotions such as love or disrespect. (As an OOC Note, the Ys'rali/Piraean 'Ghost Soldiers' salute in exactly the same manner.)


Religious beliefs fell out of social favor early on after settlement. Most of the Arpay hold The Charter up high and often cite that as their guide. They generally believe in an existence after death where they will be with their ancestors and bear witness, however there is no given 'path' one must follow to arrive there. For better or worse, everyone is in it together. However, the Arpay cite their long experience in the stars as justification for such beliefs. The Arpay openly cite examples of how things just happen to work out in their favor and how minor miracles can make the difference. As Doctor Becks Jimenez once said, "We believe there may be something out there. We cannot measure it, but facts form patterns. Perhaps there is. If there were something out there, who would we be to tell that thing what it is?"

However, the Colonial 'experience' of the Second War and what has been reported on Piraeus with stories of vanishing beings created a stir. The Colonials, ancient Erfriki descendants, had much more focused citations. Could they be in tune with something the Arpay had missed? Debates to this topic were still going on when Arpay was destroyed.


The Diplomatic Corps

The Arpay Diplomatic Corps had a record going back tens of millenia. Their primary effort was, unsurprisingly, to establish diplomatic relations with human worlds through the galaxy. To do this was the goal of every junior member of the Corps, to be senior leadership that plowed the road ahead and made those tense first visits to human worlds that perhaps no longer suspected there was ever anything out there except themselves. These senior members would identify populated worlds ahead of the Skath advance across the galaxy and approach them about evacuation. Those that chose to leave would be evacuated on large Colony Ships and sent 'Over The Evac' to a new galaxy that would ostensibly be safe from the Skath.

Over The Evac

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