Ascendancy's Races

Being a 4X game, Ascendancy doesn't give much detail on each race beyond part of their culture and history, which is mentioned at game's introduction. This article presents this information sorted by species in alphabetical order. It may be important to note that in-game, they are presented as player choices in a very different order, perhaps designed to reflect their difficulty.

All of these races are sentient. As context for some of the species:


 * Star Lanes and Red Links are hyperspatial channels between star systems.
 * The New Game screen allows choice of political climate: Peaceful, Neutral or Hostile. Some races vary their Starting Narrative based on the choice made.
 * The Frutmaka and the Swapamarans will, if they are both spawned in the same game, always go to war.

Arbryls


The Arbryls are tree-people who evolved on a huge eden planet containing only plant life. They are peaceful, slow-moving, and highly intelligent. They are unused to conflict and their philosophy is isolationist. They can usually be found standing perfectly motionless for huge amounts of time, thinking their tree-thoughts, pondering the world.

At times they conduct a planet-wide ritual, including every Arbryl, to tune their mystic energy vibrations to resonance. This ritual is exhausting and cathartic to them, and it restores the balance and calm they treasure.

As a side effect, their ritual of mystic resonance sends out a spherical ripple in space and time. This ripple expands hugely, distorting gravitational fields on an interstellar scale and causing star lanes to contract and close.

Starting Narrative
''All Arbryls have agreed. It would be good to see other worlds. It would be good to learn about the universe. Arbryls have no experience with the engineering needed to build space vessels, but they have incredible focus and concentration. An Arbryl can ponder the same question for years without cease. Many Arbryls have already anchored themselves and stand pondering the path to space.''

Special Ability
System Isolators: The Arbryls can disrupt the flow of space. You can block all star lanes entering your colonized systems.

Balifids


The Baliflids are cute little rodent-like organisms. They evolved on a hospitable but competitive world where they developed the ability to disarm and win over their competitors. Other creatures instinctively feel protective of Baliflids.

A Baliflid being charged by an Insatiable Strak Beast will stand, calmly staring toward the raging, thundering predator with an expression of barely supressed mirth. Often the predator will stop short, not knowing why but feeling a sudden lack of aggression in the face of the Baliflid's harmless calm.

The Baliflids have a huge capacity for fun--they take nothing very seriously and are friendly and curious. Despite their naive and harmless image, the Baliflids are deeply intelligent and highly perceptive. They survived as a species because of their keen awareness of the outlook and motivations of other creatures.

Starting Narrative
''The Baliflids of three generations gather around you, the Old Storyteller--the closest thing the Baliflids have to a leader. The cavorting and joking subsides, and the crowd waits silently for you to start.''

''This world is fun, but there is a whole universe to goof around in. Tell a story, to amuse your buddies, about a bunch of three-tongued rodents who build large impressive ships and fly around in space. It would be a supreme practical joke on all the big humorless self-important types out there. Be careful, though--it's always the cosmic drips that have the biggest fang-equivalents.''

Special Ability
Super Diplomats: The Baliflids are disarming diplomats. You can force all aliens to make peace with you.

Capelons


The Capelons are masses of flowing fibers who can rearrange their bodies quickly to assume any shape. They evolved on a highlypredatory world where their camouflage and shape-shifting were useful for catching their scarce, elusive prey before competing predators could.

They eventually developed the power to repel competing predators and other threats as a telepathic extension to their camouflage ability. They make themselves so unnoticeable that the threatening being forgets what it was thinking about, allowing the Capelon to bring down its prey and make an escape.

The Capelons can combine their individual powers. A planetary population of Capelons can hide their entire planet from notice.

Starting Narrative
''You are the Hunt Leader of the Capelons. Your people have been so successful on their own world that their numbers have swelled and prey grows scarce. You must lead the hunt to the stars and find new worlds for Capelons to roam.''

''As on the home world, so must it be elsewhere. There are surely races of hunters from other worlds, and they will threaten to leave the Capelons nothing if you are not quicker and more cunning.''

Special Ability
Planet Camouflagers: The Capelons are self-preserving. You can make all your colonies invincible for one day.

Chamachies


The Chamachies love gadgets and technology. They are able to discover major breakthroughs quickly when under duress--stress heightens their scientific abilities and amplifies their determination, much like adrenalin heightens physical ability.

In the recent past a huge, highly advanced alien vessel passed through the Chamachie system. The aliens discovered that the star lane entry points in that system had drifted over time into an unstable configuration. They told the Chamachies that they could not predict when the cataclysm would occur, but they were sure that the forces released would destroy the star and the planets orbiting it.

The knowledge of this danger sent Chamachie society into a frenzy of scientific and technological advancement. The Chamachie stress-response of heightened mental capability went into full force, and they have gone in a few decades from a pre-technological civilization to a society on the brink of space travel.

Starting Narrative
''You are the Emperor of the Chamachies. Your hereditary line has ruled from the City of Enlightenment for centuries. Your rule has only been strengthened by the anticipation of The Cataclysm. Your people now stand ready to implement your plans for escape from this star system.''

Special Ability
Determined Researchers: The Chamachies are brilliant scientists. You can immediately achieve any discovery you are pursuing.

Chronomyst


The Chronomyst are a deeply religious and philosophical race who spend much of their time in trance-like meditations exploring the inner space. When one with their god, Chronos, the Chronomyst float through time and space at a different rate than that experienced by those not ascended. They have discovered a way to use this to access star lanes and accelerate through them.

The Chronomyst are largely composed of organic optical components, and their intelligence consists of light rays bending and bouncing through their internal lenses and mirrors. Bright light heightens their mental acuity and allows them to focus more deeply in their communion with Chronos.

Chronomyst society is unstructured. There is a never-ending gathering called The Conclave where individual Chronomyst come and go, reflecting light rays, defining and communicating the evolution of their culture and beliefs. The Conclave of the Chronomyst is one of the wondrous sights of the universe: a never-ending, intricate dance of colored light that every Chronomyst joins for some part of its lifetime.

Starting Narrative
''At The Conclave it becomes obvious that the Chronomyst have developed a strong need to follow the light of the stars. The will of Chronos is clear and bright. Your light shines vividly at The Conclave. Guide the Chronomyst in their quest.''

Special Ability
Lane Travelers: The Chronomyst can change the rate of time passage. You can move quickly through star lanes.

Dubtaks


The Dubtaks evolved on a world full of aggressive, competitive life. If a Bengal tiger, raging bull elephant, or adult male gorilla were set down anywhere on this planet, it would be consumed in seconds.

Although they are not especially aggressive themselves, they survived by excelling at hiding and watching. Their senses cover a vast spectrum of phenomena, so they can tell that something is headed their way when it is still far away. They move like the wind and their flexible bodies can fit in small holes and cracks easily.

Their history is full of covert wars of information and espionage. Their natural abilities and their love of technological gadgetry make them supreme stealers of research.

Starting Narrative
''Our spies report that some scientists on the Great Southern Continent have discovered the signs of technologically advanced species on other worlds. If our stealth masters could infiltrate the research centers of the Polar Island and acquire their construction technology, we could combine it with our own secret knowledge and be the first tribe of Dubtaks to contact the otherworlders. With the exclusive knowledge of alien technological secrets, our tribe could ensure its security. However, be cautious of the otherworlders--some of them could be more a threat than a source of information.''

Special Ability
Unsportsmanlike Scientists: The Dubtaks are unsportsmanlike scientists. You can steal any technology known by at least two other races.

Fludentri


The Fludentri evolved on a world covered with ocean. They are composed of polymerized liquid. When a Fludentri is injured it regenerates in seconds, its fluid anatomy knitting together immediately after physical damage occurs. A Fludentri dies only when its entire body is disrupted at once.

The Fludentri are able to make their bodies assume varying degrees of solidity. They can wrap their tendrils quickly around prey and tighten them with ferocious strength. They see combat as a fine art, and a Fludentri is deeply moved by a finely-improvised combat performance between skilled and creative warriors.

They do not respect abstract thought or communication with concepts--they see these things as fuzzy-minded and irrelevant, and they prefer to let their bravery in action speak for them. A Fludentri's status and cultural power is determined by its skill in combat.

Starting Narrative
''You are First Among Warriors. Your combat artistry is unmatched. None can best you in the grand arena and all Fludentri obey your command. Your people hunger to prove themselves against the dangers of new worlds, and they hunger for new dominions. The leaders of the Armorers' Cabal await your guidance in their new task: to construct the mighty vessels that will allow the Fludentri to attain the stars.''

Special Ability
Instant Healers: The Fludentri are resilient. You can repair all damage to your ships.

Frutmaka


The Frutmaka evolved near a black hole--their beloved god Graveesha--on the same planet that gave birth to the Swaparamans. Long ago they drove the Swaparamans from their mutual home world--they saw the Swaparamans as a threat to their beliefs and their way of life.

The Frutmaka move with glacial slowness. They are near-sessile fungal animals that obtained high intelligence early in their evolution. Their frustration at being fully aware and helpless while they were eaten alive by predators gave way to the development of a latent telekinetic ability. No one knows when it was that a Frutmaka first lashed out with its mind at its tormentors, but modern Frutmaka have a formidable ability to teleport objects with the force of their wills.

They are able to combine their ability, and when massed together they can teleport large objects across huge distances. The Frutmaka believe that Graveesha gave them the power to teleport objects for the purpose of making sacrifices. They will occasionally teleport enemies to Graveesha to maintain harmony with their god. It is not known precisely what happens to the victims of Graveesha.

Starting Narrative
<p style="margin-left: 40px">''You are the High Prelate of Graveesha. It is Graveesha's will that the Frutmaka spread to the stars. You must guide the Frutmaka to form ships, to cause the substance of your planet to coalesce and shape itself into space vessels. Do not let your guard down. The universe is full of those in aimless motion, those who take action with the crude, repugnant grasp of their bodily parts. History has proven that the Frutmaka cannot trust these. Only the Frutmaka live in enlightenment. Only the Frutmaka truly follow Graveesha's example of perfect stillness. Only the Frutmaka bear the gift of pure action.''

Special Ability
<p style="margin-left: 40px">Teleporters: The Frutmaka are able to repel. You can warp alien ships out of your colonies' stars.

Govorom


The Govorom evolved on a barren desert planet. In order to survive, they learned to preserve and nurture the scant resources of their world. They do not have an organized society; they live apart from each other, each being a caretaker of a small region of the planet. The regions they care for are ever-changing and are not agreed upon but handled purely by intuition--each Govorom knows instinctively where its region lies.

Their powers grew over time until much of their planet teemed with life. Given an already-hospitable planet, they are able to transform it into a paradise.

Starting Narrative
<p style="margin-left: 40px">''Our people, the Govorom, sense the wonderful truth--that the galaxy teems with life in a beautiful, endless variety of forms. The Govorom must reach the stars. There are misguided species, life forms out of balance, that pose a threat to other life. The youngest generation of Govorom is far larger than any previous generation. Most of these young Govorom pine for the other worlds where, they feel in the core of their being, their duty of protection lies.''

Special Ability
<p style="margin-left: 40px">Planet Nurturers: The Govorom are nature-goddesses. You can turn your least populated colony into a rich world.

Hanshaks


The Hanshaks are an ancient race of toroidal mind-bodies. The are deeply in tune with life and nature, and can communicate telepathically with other sentient life. The Hanshaks are few, but they are renowned for their wisdom and intuition.

After an early technological surge, they dismantled their cities and returned their world to its natural state, developing a culture devoted to enlightenment and living symbiotically with nature. They have managed to retain a knowledge of technology in their druidic society.

Starting Narrative
<p style="margin-left: 40px">''You are the High Shaman, the Eldest of the Hanshaks. You have existed in your current cycle for nine thousand orbits of your world around its sun. Your life force has gone through more cycles than any other Hanshak's. Your species has nurtured its world, and the time has come to commune with the life of other worlds. The Hanshaks must discover a way to reach other planets and encounter the vast diversity that exists in the cosmos.''

Special Ability
<p style="margin-left: 40px">Telepathic Diplomats: The Hanshaks are telepathic communicators. You can talk to all other races from the start of the game.

Kambuchka


The Kambuchka evolved in the dense, fog-like atmosphere of a large planet. They see by feeling the atomic vibrations of their surroundings on their convoluted membrane bodies. The Kambuchka cannot move quickly in the atmosphere of their home world, so they evolved the ability to detect faraway living things, both to help them find food (they feed by filtering microscopic plants from the thick atmosphere of their world) and to help them avoid predators. They are so sensitive to the vibrations of living things that, in the absence of the opaque atmosphere of their home world, they are able to perceive very large concentrations of life at interstellar distances.

Starting Narrative
<p style="margin-left: 40px">''Your people, the Kambuchka, look to you for direction in their attempt to explore space. You are the Sense-Master, possessing the most highly-tuned senses of all Kambuchka. You are able to gather information and coordinate actions at an interstellar distance.''

<p style="margin-left: 40px">''Your people await your wisdom. Help them develop the technology of space travel. Show them the way to the stars.''

Special Ability
<p style="margin-left: 40px">Clairvoyants: The Kambuchka can sense life forms from far away. You can see all alien home stars.

Marmosians


The Marmosians are territorial insect-like creatures from the inner world of a hot sun. Their mating pheromones evolved into a general purpose array of complex mood-altering scent molecules that allow them to manipulate the base emotions of other creatures.

They learned to use the predators of their world to protect their territories, and they tend to repel attacks by causing their enemies to fight each other. They are intellectually active but physically lazy, preferring to rely on the efforts of those they control.

Starting Narrative
<p style="margin-left: 40px">''Your species and your planet need relief from the endless territorial bickerings that have kept your home world in a state of pandemonium for as long as Marmosian history records. You must accomplish the daunting task of uniting the Marmosians for the first time in their history. The alternative is stagnation and a gradual decline into extinction. You must provide them a common purpose and a new beginning. The only answer is to find new homes on other planets, to leave the legacy of your home planet behind.''

Special Ability
<p style="margin-left: 40px">Hostility Diverters: The Marmosians can create hatred. You can cause alien species to strongly dislike any species at war with you.

Mebes


The Mebes are large single-celled creatures that evolved on a warm, sunny world. They roll around collecting food on their surfaces and absorbing it into their bodies.

They breed rapidly by sexual reproduction. Two Mebes exchange genetic material, then each divides to produce a new Mebe that contains a combination of genes from each parent.

Although this method of reproduction is quick and the offspring are immediately self-sufficient, the Mebes are very attached to their young ones. Despite their alarming appearance, they are a sentimental species.

Starting Narrative
<p style="margin-left: 40px">''You are the Great Parent. Most of the Mebes are your descendants, and all Mebes look to you for your ancient wisdom. A sickness has been growing amidst your people, a viral disease that ruthlessly strikes down children before they have reached their first century. For the sake of the children, your species must find another home. You must undertake a vast project: to escape the plague by spreading from your home world to the rest of the cosmos.''

Special Ability
<p style="margin-left: 40px">Rapid Reproducers: The Mebes are good at populating. You can increase the maximum population of all your colonies.

Minions


The Minions are a species of artificial life - machines that serve the purposes of their extra-galactic master-species. Eons ago, the master-species seeded the ancestor-units of the Minions on a planet chosen to accelerate their developmental programs. Their ultimate programming lay dormant throughout their history until reawakened by their cosmic masters. No one knows anything about the location of the masters or their purpose.

The Minions are made up of microscopic, self-maintaining machines, and they are able to assimilate other lifeforms to obtain the rich mixture of elements they need for power and self-maintenance. They are efficient and unstoppable at taking over worlds. They are built for strength and speed, and no known species can stand against a Minion in unarmed confrontation. They infiltrate, assimilate, and control worlds with great speed and have been known to take over an entire planet and population in hours.

Starting Narrative
<p style="margin-left: 40px">''Your ancient programming has been reactivated. You are the central control unit. You must coordinate the efforts of the Minions to develop the technology of space travel and spread throughout this galaxy.''

<p style="margin-left: 40px">''The Minions have detected transmissions from other stars. Analysis of these transmissions indicates that some have an aggressive nature. Eliminate threats to the Source World.''

Special Ability
<p style="margin-left: 40px">Supreme Planet Invaders: The Minions are masters of invasion. Your planetary invasions will always succeed.

Nimbuloids


The Nimbuloids arose on a planet with a thick, reactive atmosphere. They are composed entirely of dense, cohesive gases and move through the atmosphere by chemically attracting and repelling the molecules of the gases in their environment. They see reality in terms of the intersecting flow of what they call currents: the karmic forces that, they believe, determine destiny.

With great effort, a Nimbuloid can transform matter from solidity to a greatly expanded gaseous state and back. They are able to herd around clumps of transformed matter and cause the clumps to coalesce into arbitrary shapes. When a skilled Nimbuloid expends the needed energy, it can shape large, intricate structures with awesome speed.

Starting Narrative
<p style="margin-left: 40px">''Your way is strong among Nimbuloids and many follow you. The currents to the stars grow stronger and few now doubt that the way of all Nimbuloids follows these currents. Guide your species. Show the Nimbuloids the currents that will take them to their destiny.''

Special Ability
<p style="margin-left: 40px">Expert Builders: The Nimbuloids are extremely productive. You can boost the progress on all your colonies' projects.

Oculons


The Oculons have only the extremely acute sense of sight. They evolved on a thin-atmosphere planet orbiting a bright sun. Their culture is strongly astronomical (they are essentially living telescopes) and they have amassed a great deal of knowledge about the galaxy.

They are more mystical than intellectual, and are considered superstitious by other species. They are endlessly fascinated with space and with other forms of life. Without yet achieving space travel they have managed to communicate with other technological species from remote stars in this galaxy.

The average Oculon is obsessed with nobility of action and thought, and lives by a ritualistic code of honor.

Starting Narrative
<p style="margin-left: 40px">''You are the Jhitan, the Far Seer of the Oculons. The fulfillment of the Oculons' ancient longing is within grasp. From their long-distance communication with the civilizations of other worlds, your people now know that it is theoretically possible to construct vehicles that can explore space. No Oculon is immune to the poetry of the stars, and your people are now obsessed with exploring space and seeing its wonders up close. You must guide them to develop the advances necessary to construct space ships. The wondrous sights and fantastic creatures of the universe await your people.''

Special Ability
<p style="margin-left: 40px">Super Astronomers: The Oculons are ancient astronomers. You can see all star lanes.

Orfa


The Orfa are grazing animals that evolved on a hostile world. Their bodies are very dense and tough, and they are as happy in a pool of lava as pigs are in a wallow of filth. They prefer vegetation and a diet of complex organic molecules but they can subsist on raw minerals. They are not harmed by the radiation, heat, cold, chemicals, or physical buffeting of any known planetary body, nor do they require an atmosphere.

They have no known natural enemies (nothing on their home world is able to make a dent in their impregnable hides) and no particular difficulty surviving in almost any environment. It is likely that they evolved sentience due to competition for mating. They have seventeen sexes, so finding sixteen mates of the appropriate sex (so they can have one of their litters, numbering in the hundreds) is their central preoccupation. They have unbelievably complicated and difficult cultural mores centering around mating competition, and an Orfa who mates successfully usually gets to do so by outsmarting many of its peers. Thus they are very intelligent and are able to perceive subtle causes of events and fine levels of meaning. They are also happy to loaf once they have fulfilled their mating imperative.

Starting Narrative
<p style="margin-left: 40px">''You have been chosen by all Orfa to implement The Plan. The Rituals of Reproduction have gotten out of hand. The Orfa need new worlds to live on with plenty of grazing land and a decent chance to mate before growing old. The first phase of The Plan calls for the construction of vehicles that can cross the inky vastness between the stars.''

<p style="margin-left: 40px">''Those of the Orfa who study the stars have no doubt that there are other beings in the galaxy who have intelligence and technology. Theory holds that some of the races from other worlds will have an inherent need to control the existence of others through physical coercion. Guard against such beings.''

Special Ability
<p style="margin-left: 40px">Black Square Dwellers: The Orfa are unfazed by hostile environments. You can build on black planet squares.

Shevar


Little is known of the Shevar. They are sorcerers, masters of dark forces from another universe. They are an inorganic life form--they follow most definitions of life but are composed entirely of inorganic substances. They are able to harness an anti-energy that draws in and consumes energy and life force.

It is believed that the Shevar came from another universe with different physical laws. They experimented with their arcane arts until they opened a way into this universe, and the pathway they opened led to a planet teeming with life. This was an unimagined bounty to the Shevar and many of them came across to settle the world they found. They utterly devastated this world, destroying all other life on the planet by feeding on its life force.

They aren't purposely hostile or evil, but their values are incomprehensible and they do not recognize the creatures of this universe as living beings.

Starting Narrative
<p style="margin-left: 40px">''Know, O Sorcerer, that this world the Shevar found so long ago is not unique in this universe. The points of light in the sky are huge balls of superheated plasma and around many of them are worlds such as this one. The Shevar follow your will. They must build arcane engines with which they can find these other worlds. This universe teems with energy-food, ready for the Shevar to absorb.''

Special Ability
<p style="margin-left: 40px">Energy Sappers: The Shevar are power-sappers. You can wipe out the power of all alien ships in systems you occupy.

Snovemdomas


The Snovemdomas evolved as pack-hunting predators in woods and tundra plains on a very high-gravity world. Snovemdomas are about the size of a bear, and their stocky build is deceptive since they are quick and graceful in motion. To the inhabitants of other worlds, they appear to be imposing and massive. On their own world, the Snovemdomas preyed on much larger and tougher creatures, bringing the prey down by overwhelming it with numbers and speed. Their bodies evolved strength and lightness (too much mass being detrimental in high gravity), and their bones are made of a hollow but nearly unbreakable force-distributing honeycomb lattice.

Because of the high-gravity environment on their home world they have always had to allow for greater stress in designing their dwellings and machines. Their material science is advanced and they make use of strong, light composite materials in their construction. It is in their nature to design ships that can withstand great force.

Starting Narrative
<p style="margin-left: 40px">''You are the Dovahmon. You are the leader of all the tribes of your people, the brave Snovemdomas.''

<p style="margin-left: 40px">''Your people have explored all of their world. You must now lead them into the unknown. Construct vessels to take Snovemdomas to other stars, to meet the challenge of hunting grounds on other worlds.''

<p style="margin-left: 40px">It is written that the Snovemdomas will one day meet thinking creatures among the stars.

<p style="margin-left: 40px">[peaceful climate] The Prophecies tell of a day when these peoples will look to the strength of the Snovemdomas for guidance.

<p style="margin-left: 40px">[neutral climate] Heed the Song of Mandenonda, which foretells the destruction of the unwary.

<p style="margin-left: 40px">[hostile climate] Fight well against those that threaten the world of your people, lest the Prophecy of Ending comes to pass.

Special Ability
<p style="margin-left: 40px">Builders of Nigh-Indestructible Ships: The Snovemdomas are mighty and tough. Your ships all have double-strength hulls.

Swaparamans


The Swaparamans evolved on the first planet of a binary star-system (consisting of a normal star and the black hole Graveesha in orbit around each other). The dual-star configuration (it is assumed) influenced the development of duality-inverse-reality structures that continually build in the minds of Swaparamans like electricity charging a capacitor. Once charged, the Swaparamans can release their stored potential.

The Swaparamans evolved on the same world as the Frutmaka, and they share common ancestry. Millennia ago, The Frutmaka betrayed the Swaparamans and drove them from their home world.

A tiny number of Swaparamans--the ancestors of all modern Swaparamans--were able to flee their home world in space vessels that they patched together in secret. The architect of this bold escape was Tanandanam, a wise and determined leader whose name is now sacred to Swaparamans.

The Swaparamans survived the dangerous passage through space by using their energy storage ability. As a result of the ordeal, the Swaparamans with the strongest ability tended to survive, and their energy storage ability is now highly developed.

Starting Narrative
<p style="margin-left: 40px">''The Swaparamans have thrived on their new planetary home since their incredible escape but have lost the knowledge of space travel. Swaparamans remember their history and they are filled with the worry that their existence on a single planet is too precarious. You are the latest of the successors to Tanandanam. You must follow the example Tanandanam set and secure the future of your people.''

Special Ability
<p style="margin-left: 40px">Energy Doublers: The Swaparamans produce extra power. You can double the power of all your ships.

Ungooma


The Ungooma are a species of adaptive-intelligence beings that evolved as thought-parasites and later developed their own means of thinking. Before they became sentient they would take control of the higher animals on their world, using the bodies and minds of their hosts for their own needs.

They are tiny, and their intellect is derived from the combined thought impulses of large numbers of Ungooma. There are trillions of Ungooma and their combined thoughts form many thousands of distinct composite personalities.

Ungooma no longer possess the ability to take over a host, but they retain the vestigial ability to exert a limited form of mind control at a distance. They are able to control other species for brief periods, and their victims often wake up not knowing how they came to be where they are.

Starting Narrative
<p style="margin-left: 40px">''The Ungooma are an intensely curious people. In recent times their naturally high caution has given way to a growing need to let go of their collective fear of the unknown and explore the universe around them. You are one of the greatest Ungooma minds, consisting of an unusually large number of individual Ungooma. The other Ungooma collective minds look to you for guidance.''

Special Ability
<p style="margin-left: 40px">Travel Disruptors: The Ungooma are mischievous. You can bump all ships in star lanes backward to their stars of origin.