Origins
Quadrillions strong colonies of Blue and Blue-green Plasmids have taken over 3 systems in a neighboring galaxy, transforming the void into a living ocean of their bodies. One system has a Green-Blue star, one has a Green-Yellow star and the last a brilliant emerald Green star. Planets, Moons and other cosmic features are islands and continents in this odd living mural of gases and liquids. This is considered the Plasmids home area. A massive collection of Plasmid corpses comprises an adaptive quarter sphere, orbiting “wall” surrounding and demarcating their colonization efforts. A super massive black hole comprises the nexus connective starting point of these colonies, it is also a Plasmid, albeit unique (at least so far/known). This is the most studied of all the Plasmid “races”. Additional facts - Some phenomenon of their structure, unique energy controls or some other aspect inherent to their makeup, allows Plasmids at this grouping level to “take” gravity from planets, stars, comets and other celestial bodies and perfectly and evenly redistribute along its entire surface area. This translates into a 2 axis “ocean” that ships can navigate.
Morphology, Traits and Proclivities
Semi-sentient bundles of hyper excited elements. Exist chiefly around, or in the upper atmosphere of, gas giants or within star nurseries, as they feed by utilizing their states to absorb the various gases. Have an odd ability to summon huge groups of their kind when they feel they under attack, capable of producing a localized threat to even Dreadnoughts.
It is theorized that the other Plasmid types seen, even the X-ray and other more exotic sub-varieties, are also born and organized this way.
Trade exists in the form of ship outgassing, both engine and weaponry, and refueling efforts. The first directly benefits the Plasmids, as they metabolize most of these by proximity contact. The second is done via captured celestial bodies that are mined by outsiders or pre-metabolized by Plasmids. Initially explorers came to these colonies out of curiosity, and happenstance, but this grew into a basic understanding with the Plasmids to have neutral areas to test all manner of ship components. Outright hostilities are, mostly, disallowed within the Plasmids’ territorial by a fascinating and devastating mechanic: the distribution of gravity around offending parties are temporarily increased manifold, forcing the ships and units down into the main bulk of the collective Plasmid bodies. Much like a humanoid shoved into a plasma furnace or ejecting volcanic matter, slag is all that remains within seconds. Even this is metabolized and moved to processing areas where other, less disrespectful parties can trade for. Certain conditions allow full scale combat between hostile non-Plasmids can occur, if either prior arrangements are made or the Plasmids feel no harm will come to their continuing supply of trade. Periodically, hostilities are organized by colonies wishing to change who their traders are.