Indeed, development of a Hive Queen may be the most common form of Villain Decay that threatens Hive Minds , because what was an implacable and usually unstoppable force now has a glaring weak spot. It should be noted that not all hive queens are evil or expansionistic Also see God Save Us from the Queen!
Frequently wants to help individuals lose The Evils of Free Will. Do not confuse with the social role sometimes referred to as a "queen bee" , or an actual Insect Queen. Community Showcase More. Follow TV Tropes. You need to login to do this. Get Known if you don't have an account. Borg Queen: I am the Borg. Data: That is a contradiction.
The Borg have a collective consciousness, there are no individuals. Borg Queen: I am the beginning, the end, the one who is many. I am the Borg. Data: Greetings. I am curious—do you control the Borg Collective? Borg Queen: You imply disparity where none exists. I am the Collective. Pandaemonium in the Chrono Crusade manga. However, due to a few glitches in her growth, she's physically a child compared to the rest of the network, who are all teenagers , so she's largely treated as an Annoying Younger Sibling by the members of the Hive Mind she's supposed to be overseeing.
They still have to obey her orders if she pushes, though. But it turns out even she is still technically subordinate to "The Will of the Network", which is essentially the subconscious "true" Hive Mind that can control and speak through all of them at will, but only intervenes if the situation is important. Anri Sonohara from Durarara!! Luckily for the district of Ikebukuro, she's one of the few good ones. The Anti-Spiral king from Tengen Toppa Gurren Lagann is literally the collective consciousness and will of his entire planet in one body.
Mekakucity Actors : The crux of The Plan is to make Marry into one of these, because the snakes' old master, Azami Marry's grandmother and the original Medusa , is nowhere to be found — and Marry is the nearest substitute. Comic Books. She ended up becoming a Green Lantern. Darkseid achieved this level of control over humanity in Final Crisis through the Anti-Life Equation. Marvel Universe : The villain Swarm is sometimes an example of this trope.
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He was a Nazi scientist who was eaten alive by bees, surviving as a hive mind that telepathically controlled them and got them to form up around his bones to make him humanoid. Little mention is made of the queen bee, but if his skeleton inside is destroyed, the bees just fly away. Master Mold, who is basically this to the Sentinels when it appears — it's the ridiculously huge Sentinel that houses the AI program that controls and coordinates all Sentinels.
It's also a Sentinel production factory in its own right. So you have a giant robot that makes smaller, still giant robots, and which can control them all via the electronic programming equivalent of a Hive Mind. Mirrors in Shadows by TonicPlotter has the Changelings purposely try to invoke this mentality as a means of coping with how they live. Unsurprisingly, it's pretty sad.
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She boasts of how the Hive Mind will replace the inefficient patriarchal and hierarchical systems of humanity, only for her system to crash when the protagonists point out how ridiculous the idea of a Hive Queen is in the first place. Films — Animated. In How to Train Your Dragon , the Red Death, a dragon that's probably bigger than all the other dragons put together, controls all the other dragons and possibly has hypnotic powers over them or possibly just keeps them in line with terror ; Astrid actually uses a bee analogy to describe it, saying that the dragons are worker bees and the Red Death is their queen although it's strictly a metaphor since Word of God says that the Red Death is male.
Of course, how she actually knows about bees when it snows nine months out of the year and hails the other three is another question. The queen bee metaphor is actually rather way off regarding the Red Death: it's more comparable to a brood parasite like a cuckoo bird, who forces a different species to feed it at their own expense. Films — Live-Action. The Borg Queen from Star Trek , who claims to somehow be the Collective rather than simply control it the characters don't quite get it, either.
She may just be a personification of the collective , especially considering the number of times she has come back from the dead. Ever since her debut in First Contact , whether her existence is a good or bad idea has been a matter of great debate. Note "Borg Queen" is a title applied to but not used by her, as she does not call herself the "queen", or even "leader". Ben Alien Swarm features the Hive, a race of alien nanite with their leader being exactly one of these. They've since appeared in Ben Ultimate Alien. Megaguirus of the Godzilla mythos.
In Invasion of the Bee Girls , Dr. She then lures the widows to her lab supposedly to reveal what happened to be transformed into Bee Girls and join her. Edge of Tomorrow the goal is to destroy the brain behind an the alien invasion. The Great Wall has the Tao Tie, a massive swarm of reptilian aliens that lay siege to ancient China every 60 years to consume food and feed it back to their queen. The Tao Tie queen telepathically controls her drones, accompanying them into the battlefield with a small squad of Praetorian Guard to directly command and strategize them.
She also seems to be the life source of the swarm itself, as they all drop dead in their tracks upon her death. Being the first human infected by the alien parasite, Grant or at least the grotesque thing the parasite turned him into in Slither is the center of the invading alien parasites. The various people infected by the parasites take on some of his characteristics albeit twisted and aimless due to its alien nature and the heroes are only able to kill the Hive Mind by killing Grant at the center of the grotesque blob-like mass he became. These Hive Queens can be evil, or at least focused solely on the advancement of their own colonies, but others prove able to cooperate with like-minded Queen relatives.
Hell, in later books, the species is solely referred to as Hive Queens, since they're the only sentient "Buggers". Their own internal history begins with the first Queen who actually raised and allied with her daughters expanding their control beyond a single hive , instead of killing or being killed by them. In the Empire Trilogy by Raymond E. Feist and Janny Wurts, the antlike cho'ja are ruled by queens.
Animorphs played it straight with termites; after morphing, the heroes were swallowed by the Hive Mind until Cassie managed to turn her head to the side and kill the queen. They averted it with ants and bees, though the former was still a terrifying Hive Mind like the termites.
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Robert A. Heinlein 's Starship Troopers. Worker and Warrior Bugs are controlled by Brain Bugs. If a Brain Bug is killed, the Bugs under its control die too. There are also Queens but their sole purpose is producing eggs, in fact Bug colonies that are invaded will kill their queen to prevent the Mobile Infantry from capturing her. His does have limited extent and requires waypoints in the form of specialized undead — he telepathically links to the commanders, who link to the cavaliers, who link to the mindless and flesh golems.
However, when the link is broken, mindless don't become any less dangerous. They just shamble towards the nearest living humans, seeking out sustenance. In David and Leigh Eddings's The Dreamers quartet, the enemies are poisonous bugs in widely divergent forms who are controlled by a queen. The queen becomes more human as the books, er, "progress. The hive-minded clan of hunting cats discovered in the last two books are led by a hive king named True-Of-Voice.
It's really a title rather than a name, because when the leader dies, a new one becomes True-Of-Voice. The entity called Spore in Galaxy of Fear is plant-based. It puts its core into one person and shoots vineline strands out of their eyes and mouth to bring others into its control , and the others, instantly turned, can turn still more.
If its primary host, the one with the core, is killed and there isn't another nearby to take it, all of the other hosts are freed from its control. However, the primary host is not in charge. None of them are. Spore has access to its hosts' memories but they don't participate. Firestar actually loses a life in battle with the rats, and then his Spirit Advisor Spottedleaf tells him " Not many, but one. Then cue the typical Stephen King mind screw about a third of the way through when the characters learn said creatures have a shared hive-mind consciousness and insane telepathic powers.
From that moment on they're referred to as "Phone People" instead, since they're dangerous but hardly incapable of thinking. She's the reason the zombies are all genocidal jerkasses. The Sword of Truth shows a mriswith a race of Lizard Folk with Chameleon Camouflage Hive Queen , a sentient, dragon sized creature communicating through pheromones.
It is mentioned by one of the mriswith that the previous queen had just died and was eaten by them. She is later shown to lay hundreds of melon sized eggs within hours.
In Worm , Taylor has the rather appropriate power of controlling bugs; she shares their sensory inputs and can direct her entire swarm as if it were an extension of her body. At the climax of the story, she gains the ability to control people in the same manner. The Wandering Inn : The gigantic hive queen of the Antiniums is able to change the memories of the hive mind. When a certain member died, his memories were still present in all Antinniums, but if the queen had just wished it, no Antinium would have known he had ever existed.
Everyone there moves in tune with IT's pulsating rhythm, to the point where children in Stepford Suburbia even bounce balls in time while standing in the driveways of their identical homes. Yammosks in the New Jedi Order are a downplayed form of this. The individual Yuuzhan Vong absolutely have free will, but the telepathic yammosk also called a "war coordinator" for this reason can synch up with entire battle groups in combat, feeding them orders and information and allowing them to function in eerie unison and sometimes serving as bond creatures to Vong commanders, sharing information with them directly and allowing the commander a high level of personal control over the battle.
And while killing the yammosk won't break the Vong entirely, it will definitely hurt their morale and seriously impact their ability to work together until order is restored whether by another yammosk or more conventional means. Live Action TV. Wist from Lexx infested her minions with "satellite worms," which were "no more separate from their queen then your blood cells are from you. Her followers become extensions of herself, and she even refers to them as "Body Jasmine". The Cyber-Controller in Doctor Who might qualify, depending on how much of a Hive Mind the Cybermen are portrayed as having in a given story.
The Cyber-Leader, on the other hand, is simply a function of the Hive Mind and destroying it simply results in another Cyberman being designated Cyber-Leader. Very late in Falling Skies , we find out that the aliens occupying Earth are controlled by a single Queen— so, conveniently, our heroes can destroy the entire enemy invasion in the last fifteen minutes of the series.
Tabletop Games. The Melissidae bloodline in Vampire: The Requiem are basically vampires as this, using unique takes on Mind Control powers to reduce any and all humans around them to a Hive Mind of "drones" under their complete control. The name is taken from the Latin name for "Honeybee". They were founded by a rather deranged woman who wholeheartedly believed in The Evils of Free Will , and the sourcebook makes no bones about calling out what they have as being "an obscene perversion of nature, even before you account for the soulless undead abomination at its center".
Partial example from Warhammer 40, : the Tyranids are controlled by a Hive Mind that coordinates the trillions of Tyranid creatures like cells in a vast, living body. It has no centralized "Queen" that we know of, and the mechanics of the Hive Mind are subject to debate both in and out of universe. That said, it's possible to disrupt the Hive Mind by destroying the "Synapse Creatures" that transmit its will to the rest of the swarm, such as the Hive Tyrants that serve as dangerously capable battlefield generals, or especially the Norn Queens that churn out the countless Tyranids like living factories.
Destroying such creatures in no appreciable way damages the greater Hive Mind, but it does make the undirected Tyranids revert back to animals — albeit animals engineered to be the ultimate killing machines. There's also The Swarmlord, who's spawned to take down an enemy persistent enough to resist the Tyranids. It has the highest degree of free will of all 'Nids, but most importantly, the lore states that there's only one Swarmlord.
It can be killed, but it will simply be respawned with its memory intact and likely take care of whatever tactic was used to take it down, ensuring It Only Works Once , and it's been stated that The Swarmlord can be spawned by any Hive Fleet regardless of distance. As such, it is the closest thing to a personification of the Hive Mind. In both ways, however, they're much more similar to an actual insect queen than a true Hive Queen , and neither species has a Hive Mind.
The former manages to subvert even that, in a sense— Illithid tadpoles can survive outside of an Elder Brain's pool of nutrients, but it mutates in the process, becoming a creature called a Neothelid. These creatures are fully sentient, and posses Psychic Powers like their more normal kin, but are also roughly the size of a dragon, so they can't pull off Puppeteer Parasite gig very easily. The Formian Queens are a more straight up example. Primus, the godlike ruler of the Modrons is similar to the Borg Queen this way, just not as evil or destructive.
In theory the Commonwealth is a coalition of smaller planetary governments that have banded together under a jointly operated military, in practice it is a Military Junta organized by a board of the Interstellar Fleet's highest ranking admirals. The fact that the admiralty board does not care to meddle in the affairs of local governments means that the day to day operations of the government functions on a basis of laissez faire economics, allowing individual planetary and system governments to write and enforce their own laws, sign their own treaties, and maintain their own infrastructure and economies.
The result is that the concept of government is totally different on every world, with some functioning under the rule of wealthy noble families, others run by dictators and despots, and others still as republics or even existing in outright anarchy. The only constant among the worlds of the Commonwealth is that each planet is expected to pay a levy, but even then said levy can take the form of enlisted troops, raw materials, the use of processing plants, food, manufactured goods, and anything in between.
So long as levies are paid, the planet is left autonomous, with government assigned governors sent to oversee or outright replace the current leadership in the event of default. The Admiralty Board itself is composed of an unknown number of officers typically believed to number between four and six people, with the members elected by the Interstellar Fleet's admirals from among themselves.
While the details regarding the Board are not classified, it is not typically publicly available information. Most people will live and die on the same world on which they were born. Travel between worlds is often restricted at the local level, with individual planets placing draconian laws on who and what can and cannot leave or enter a planet's atmosphere. In most cases, trade is managed by exuberantly wealthy trade syndicates that have managed to bribe their way into the ports of every major world, however there is a rather large demand for smugglers even among many government officials, and small cargo runners flying in luxury goods from Union space are common enough that they often do not have need to hide their activity, and in some cases will openly operate their illicit trade routs and securing deals with local officials.
While the legality of individual goods is very rarely an issue, it is illegal to obtain goods from Union space, making certain commodities such as delicacies and recreational narcotics more difficult and more expensive to acquire. While it would be obvious to everyone at the table that it was gained illegally, presenting a Huronese Wickerfish at a state dinner is an excellent method of gaining influence among planetary neighbors. In addition to the occasional shortage of food or drugs, some worlds require many other resources as a result of trade embargo, boycotts, or as a result of a particularly harsh levy, meaning there is always demand for smugglers and independent traders.
Between the worlds of the Commonwealth one could almost be lead to believe that the colonies truly were independent, as local politicians arrange trade agreements, sign treaties, forge alliances, and even wage proxy wars over resources. Trade syndicates will often maintain their own small fleets to defend their contracts, and skirmishes between rival corporations are not unheard of. Often times these syndicates are led, or at least involve the membership of one or more admirals as high ranking members and investors, frequently leading to tense political maneuverings on several levels of government.
A race of semi-aquatic predators, the Valen live in shallow seas and swampland for much of their lives. While peaceful, they view war and competition as a form of art, with many of their great cultural figures being tacticians and admirals. Their government consists of loose tribal clans that have formed a number of banking and commercially powerful families within Union space, offering the use of their gates to passing ships at a premium, and financing many businesses and politicians throughout human space. They hold tradition and cultural values in the highest regard, and often adopt the mannerisms of aliens they work with.
To the Valen the concept of government as humans have devised is an alien concept. The concept of long term titles, elections, and especially nationalism or patriotism are all unheard of concepts in Valen philosophy prior to their first contact with backwater colonists fleeing the rule of the Earth Confederation. Instead, the Valen live essentially on an elaborate honor system of endlessly circling debt, with hierarchies assembling and evaporating based on how much is owed to any other individual.
The closest thing to a formal government that the Valen poses would be the individual clans and houses built on the collective wealth of like-minded individuals, which each operate a portion of territory and natural resources within not just Valen space, but also Union space in the form of privately owned banking firms and mining corporations.
The difference between public and private resources are as simple as the difference between claimed and unclaimed resources, and the concept of government owned land seems as ridiculous as the concept of taxes. Each faction among the Valen function along the same concepts of debt, but the concept of debt is far removed from the human definition.
Everything is an asset, and all things must be replayed in kind, be they gifts of resources, loans of credits, mating arrangements, favors, and even insults or hostile actions. Valen society is a complex menagerie of hidden jabs and overt gestures of goodwill moving back and forth in a kind of hostile war of philanthropy as each person attempts to place the other in their debt while actually expending as few resources as possible. Credits hold no value, nor titles or territory, but any single person who is owed a favor is seen as wealthy, with credits and currency often seen as little more than dressed-up and interchangeable I.
This, along with their incredibly social and competitive nature, has lead them to all but dominate most aspects of investment banking and speculative finance within the Union. To Valen the concepts of friends, enemies, subordinates, or allies are all redundant and interchangeable. Due to their highly empathetic nature they often grow to respect and admire their opponents, and often a Valen's greatest life long friend will also be a cutthroat rival.
Admiration over the grace with which betrayals and conniving overthrows were held are often the topic of calm debate, with congratulatory gifts often exchanged between them, from the victim to attempt to gain the upper hand once more, and from the aggressor in anticipation of being given a celebratory gift. War is known to every known species of sapient creatures, and the Valen are no exception, in fact, they revel in it.
This fact is in stark contrast to their peaceful method of living and their incredibly durable social ties, but combat is not the only method of war among them. Day to day living is wrought with strategy and tactics, with every encounter being considered a battle on the social, economic, or industrial battlefield.
They do not compete with rival businesses, they wage war on them. Price gouging or predatory market fixing are all par for the course, and are time tested and fully acceptable methods of competition. While outright violence is seen as wasteful, there is not a single thing that an average Valen would see as being anything other than a battle, friendly or otherwise. Valen are quick to learn the ways of others, and will adopt the culture and mannerisms of the locals as much as possible, often using remote controlled androids to deal with humans on more equal footing.
To humans, they can occasionally come off as abrasive or fickle, and to a human moral compass that would be accurate, but to a Valen humans are often seen as dim witted and rude creatures upon which hospitality is wasted and a proper concept of debt is unheard of. When the first human settlers introduced themselves to the Valen as their colony ship blindly entered their space, they were met with hospitality and showered with gifts, it was only when the Valen expected their favors returned that negotiations broke down.
The settlers were eventually expunged from Valen territory as morally bankrupt beggars, and a short yet harsh war was fought as a result until the newly formed Union negotiated a peace agreement that permitted the settlers to stay. The incident has since entered the history books as an embarrassing blemish for both sides, although most suspect the Valen to this day only permit the small human settlement in their space to place the Union in their debt, and have since assembled the rather lucrative hypergate network, as well as a great many other business ventures in Union space as a result of that agreement.
While the Skyl are long extinct, the remanence of their race lives on in the form of the computer system known as Heretic, created from the downloading and integration of the minds of the last surviving members of the Skyl race. While the ultimate goals of Heretic is still a mystery, it appears to be driven to avenge its kind. The Ceph are an aquatic race that communicate through color change in skin tone and utilize a cybernetic device to centralize thoughts between their multiple smaller brains scattered throughout the body.
Little is known of the Ceph homeworld, but raids against Union and Commonwealth worlds are common. Refugee Ceph are a frequent sight in Union space, who have fled their government due to genetic disorders that would cause them to be culled otherwise. Their ships are small, fast, and nearly undetectable, but are far more frail than most. They are most notable to the Hive as the current servant race to a greater and as yet unknown entity. Thinking of themselves as nomads, the humans of the Commonwealth have taken to referring to them simply as Scavengers due to their seemingly insatiable interest in alien technology and natural resources.
To many, they are a confusing departure of what was otherwise considered a universal constant among space faring races in that they seem uniformly aggressive against all other forms of life. In appearance they show signs of a low gravity evolution, with incredibly thin and spindly limbs that are more adept at grasping hand-holds then walking. They support themselves on two digitigrade legs balanced on a set of clawed toes curled into a knuckle, with the two curled claws being used to support the creature's weight, offering a mixture of balance and speed, but at the obvious cost of a light weight limit.
They have two arms ending in a small wrist connected to a set of powerful claws that have been augmented to serve as highly effective thermal blades, allowing the creature to breach hulls or defend itself in close quarters. The right forearm has been replaced with a directed energy weapon that is capable of being used with exceptional accuracy and with a high rate of fire, making them exceptional weapons in boarding actions. Spread across their bodies is a set of small tubes and adjustable nozzles surgically linked to the creature's cardiovascular system, allowing it to use waste air from its own lungs to power a highly efficient spacial maneuvering system.
Their backs are covered in a mane of hollow bone-like tubes that create a complex language of rattling chimes to communicate. Their heads lack any critical organs, with the brain located in the chest cavity and the head serving solely as a complex sensor cluster. The polished metal appearance of the helmet serves to assist the Scavenger's ability to detect thermal emissions while preventing ambient heat from disorienting it, such as from its energy weapons or damage to its surroundings, while the shape, similar to a curved beak from a bird of prey, seems to serve as a kind of amiable ear, channeling vibrations into a sensory organ in the center of the head.
The Scavenger's biology shows a strange dimorphism between the average recovered body and that of the commander. In addition to being larger and possessing a deeper tone on average in their language, the commander also possesses a series of highly complex pheromone glands, while the others posses an equally complex series of receptors. It seems that when in the vicinity of a pack leader, the smaller Scavengers use these scents to aid or give nuance to commands and orders in combat, allowing them to function in a more unified way without relying on a true hive mind, essentially functioning in a middle ground between a networked intelligence, and a collection of individuals.
The lesser Scavengers show an absolute willingness to die to defend the leader, and it is unclear if this is some social creed, a drilled discipline, or the function of the pack mentality, but no matter the cause the combat effectiveness of the individual Scavenger increases dramatically when in the presence of a commander.
The ships composing the Migrant Armada of the Scavengers come in all shapes and sizes, with no constant regarding classification or design. A ship class may last only a few runs before some newly looted technological advancement renders is obsolete, or an enemy strategy demands a firm counter in the form of a new ship design, as such the Armada holds countless ship classifications, with each ship a special work of art incorporating looted technology, experimental systems, and strange, jerry rigged merging of alien and Scavenger equipment.
In most cases, looted equipment is seen in higher regard than newly made equipment, as in Scavenger society it is considered a mark of skill to have taken the weapons, armor, or gear of a fallen enemy.
In a way such looting serves as a kind of practical trophy, as it allows the Scavengers to rapidly equip their forces with technology better adapted to the local terrain and often more suitable for fighting the local enemy. Once looted Scavenger scientists, if they could be called that, do their best to incorporate any useful new technology into the general manufacturing process, but such new equipment is received with a stigma, as it was issued, not earned, and thus does not denote any skill upon the user in the wider Scavenger society.
The only true exception to this is one of the few truly unique developments of the Scavengers, one of the few things they did not loot from others, the World-ships. Each one is work of art, devoted to one of the great Matrons of the fleet, it is believed that there is a World-ship made for every world that has been looted by their species, however their records are not reliable enough to verify the claim, what is certain is that the vast majority of raw resources stripmined from their victim worlds are used in their construction, and they hold the vast majority of the Scavengers' infrastructure.
These ships, more akin to mobile space cities, are never deployed deliberately in battle, but instead tend to be parked in an uninhabited system containing resources used to fuel the fleet's war effort, and used to establish a staging area. Each such world-ship contains only a single broodmother, a Matron of the fleet who has proved her worth and ascended to the inner circle of the Scavenger's leadership class. The original location of the Scavenger home world is lost to them, at least as far as the the interrogated pack leader is aware of. Instead of operating out of any claimed territory they are always on the move, searching for and raiding the worlds of other intelligent races.
While these planets do typically offer an abundance of easily extracted resources, which are stripped as quickly as possible, the true purpose of these raids is to loot and study technology and industrial techniques, expanding their own understanding through the efforts of others. Ships that can be retrofitted to be crewed by their own are added to their armada directly, while those too alien are stripped of resources and used to repair old ships, or build new ones.
They have developed numerous technology regarding boarding and acquiring ships and are almost entirely dedicated in their biology to zero-gravity combat. Once a system is secure, any remaining industry is used to repair and rebuild their fleet, extract resources, and collect and study technological discoveries, and then depart as soon as possible.
During this frenzied time of conquest, subjugation, and inevitable extermination, the Scavenger population swells to match the demand for manpower, but the Armada can only hold so many on its long journey, and competition for a place among the fleet is truly cutthroat, often literally. As the local resistance decreases, infighting increases, and the population rapidly drops as new broodmothers fight for the right to ascend to the Armada as members of the new ruling class. All others are either left behind on a barren world stripped of all means of sustaining life, or die fighting for a place in the fleet.
Many races fail to enter the world of interstellar politics on their own terms for one reason or another, and are absorbed or subjugated by larger and more advanced cultures before they can develop spaceflight on their own. Many of these races offer unique skills and advantages to the governments that control them. Taidarens are small, nimble scavengers that evolved to live in the canopy of foliage while feeding on refuse and dead animals, their intelligence a result of being forced to outsmart predators and other scavengers of their world.
They possess small cylindrical bodies composed of a number of membranes and supportive cartilage that compartmentalize their bodies like the inside of an orange wrapped around a spinal column in the center of the body. They possess six limbs each ending in a four fingered zygodactylous grasper with no differentiation between hands and feet.
Their heads are armored with a series of bony plates ending in a small proboscis like beak used to whistle for both communication and echolocation, above which is a single small and poorly developed eye. The eye is used only to discern movement and sources of light, and can only see details at a close distance, while distance and detail is detected via echolocation. They feed on anything and everything, with a preference for putrid and partially decomposed food, which is easier to digest for them.
They eat by injecting their beak like a needle into a food source, then pumping stomach acid into it to liquefy the insides before sucking out the remains. For this reason more decomposed and liquified foods are more easy to consume, however juicy fruits such as oranges can be easily consumed fresh. These tree dwelling scavengers developed an industrial civilization within the Hydra system, and even managed to briefly explore their home system before being discovered by Confederate scouts.
While the Confederate and independant colonists quickly filled the other worlds of Hydra, the Taidarens themselves were largely ignored and left to their own devices until negotiations between Union and local forces came to a joint agreement on annexing the Taidaren homeworld into the Union. At the time, the Taidaren governments were on the brink of nuclear war, and their world had been heavily polluted far beyond the abilities of the Taidarens to repair.
Atmospheric processors were quickly set up, and trade for advanced medical systems established as well as a garrison of marines and orbital forces to enforce the disarming of the disbanded governments' atomic arsenal. Today, Taidarens are seen as filthy vermin by most, but their sharp intellect and crafty nature make them excellent mechanics and technicians, while their robust immune systems give them low living standards, making them an excellent source of cheap industrial labor in urban areas of the Union while maintaining their poor reputation as smelly and unwashed creatures.
Of course, they are indeed smelly and unwashed, but neither indicate a lack of civility. Traditional Taidaren culture is a matriarchy consisting of a number of tightly knit mother-led clans organized by the eldest mother. Taidaren females are often twice or more the size of a male, and will typically lay an egg four to six times a year, with each egg containing 3 genetically identical Taidaren males. Only the process of laying a female egg requires any genetic material from a male, and such events are rare, and often signify the start of a new alliance among family clans and involve months of intense negotiations.
It is a common misconception among humans that Taidarens possess some form of esp or shared intelligence, but this is not true. While Taidaren males will act, speak, and often even think in tandem with each other they are still individuals, although in Taidaren culture the term 'brothers' or 'triplets' could be translated into 'person', and as such they are often treated as singular individuals, often sharing a name and legal identity.
Hive Queen Saga | Janine A. Southard – Writer & Editor
In traditional Taidaren law, a brother can, and often is held responsible for crimes done by his siblings, and will share in the credit of heroic deeds as well as share debts and assets alike. The loss of a brother is often considered worse than losing a limb, but is relatively common due to a lack of medical care and cultural misconceptions regarding medical technology, however such trends are decreasing. Outside of their homeworld, which has been maintained as a reservation, Taidarens can often be found as unregistered workers and squatters living in sewage networks, shanties, and wandering alleys in packs, perfectly content to scavenge food from dumpsters and hold temporary jobs as mechanics, technicians, or janitorial work.
Natives of Raligha, these creatures show a fervent religious belief and strong cultural values as well as fierce dedication to tradition. Their bodies are round leathery gourds with a set of inflatable air sacs that are puffed up and drummed upon to communicate. They see through the use of a ring of small eyes on either side of their drum sacs, and possess ten limbs arranged like the spokes of two wheels on either side of them.
Each limb ends in what appears to be two hands facing eachother like a pincer and ending in three digits each. They move by rolling along the ground or within the canopy of their forests, with their mouths located along the side, in the 'hub' between one of the wheels of arms. When sitting they will often sit sideways to have the mouth facing up.
Their ears are internal, meaning they must listen with a series of developed bones within several of their limbs, and as such can always be seen to anchor themselves to the ground or a tree. They are very primitive hunter gatherers, and have no concept of agriculture or industry, however their fervent belief that the hive is an omnipotent god race results in them regularly offering food and other organic matter, increasing nutrient production.
Their culture is very tribal, with a focus on family lines and heredity. It is customary to exchange newly born children among neighboring tribes, which both cements alliances and helps to diversify the gene pool. They have no cultural distinction between blood relative and adoptive relative, and their family lines follow a series of adoptive sons without regard to actual genetics. Most tribes and clans are nomadic, roaming the vast jungles and grasslands of the planet and living in the shadows of the Gardener's hive ruins, leaving them untouched as holy sites.
The only major exception to this is the local tribe entrusted as a kind of clan of priests, who claim to have lived in the shadow of the mountain temple for as long as their oral history goes back. In the time you have been there, they have expanded their village into what is likely the first proper industry they have known, with countless tribal leaders and representatives making pilgrimages from far and wide to bring offerings, tokens of worship, and prayers to the priests at your hive entrance, where they lead the gathered natives in ceremonies of worship and food sacrifices.
Your workers periodically collect these offerings to bolster local nutrient income, and the event is treated as a sign of good fortune that their god is appeased.
- The Interview?
- Quest:Hive Queen Quest;
- 50 Scrumptious Chili, Soup, and Stew Recipes for Kids (Delicious Non-Vegetarian Diabetic Recipes).
- See a Problem?.
- Hive Queen Saga.
Astonishing and baffling xenologists and politicians alike across the Union, Canians are often considered one of the strangest beings ever discovered by man, and one of the most fortuitous. The Canians are a plasma based species composed of magnetically charged protein chains that conduct obscene amounts of energy throughout their lives and live off of the radiative solar wind of their home world star, Wolf. They often live nomadic lives moving to place to place, frequently inhabiting sunspots in large numbers or assembling near sites of solar flairs for religious ceremonies.
Canians are massive balls of plasma often exceeding a kilometer in diameter and covered in a number of tendrils like a starfish that can easily reach ten or twenty kilometers or more in length. The number of tendrils varies often with age, with new ones growing usually every six years. A Canian can often live for hundreds of years or more, and upon death will detonate violently, sending protein chains scattering across the area and eventually giving birth to new Canians.
Because their star is unusually cool, they have been able to exist in peace, but have been trapped by their own evolution unable to develop industry, space flight, or even written language. They communicate through powerful electromagnetic pulses, and spend most of their time wandering aimlessly in a culture that places great importance on introspective philosophy and religious contemplation. Since contact was first made by the Confederacy, a massive wealth of literature has been extracted through recordings of the Canian peoples, creating entire libraries worth of philosophical musings and leading to a new rise of alternative healing in modern popular culture within the Union, with the Canians often being cited by naturalists as the perfect example of enlightened living.
The Canians are not only interesting due to the strangeness of their existence, but also because the star on which they live is the site of one of the largest Canderon deposits known to man. Required for the production of Alcubierre Warp field generators and Quantum Power Taps, Canderon is one of the most valued commodities in known space.
While efforts to employ the Canian population and convince and coerce them into operating stellar core mining rigs started well enough, Canderon mining efforts have resulted in fierce fighting and civil war across Wolf. With the promise to assist in finding and facilitating the colonization of other stars, many Canians have agreed to allow mining operations to continue, and even assist, while many others claim the industry is killing Wolf itself.
Canians have traditionally worshiped their star, believing it to be a living creature upon with they live and exist to entertain, appease, and guard it in exchange for its life-giving energy. As such, the prospect of mining Wolf's core is considered an unforgivable blasphemy.