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Gorrath

The numerous Gorrath sweep outward, stripping resources before moving to new territory.

Fecund. Fast. Short-lived and numerous. The Gorrath are a reptilian species whose reproductive cycle outpaces their own industrial capacity — they produce more bodies than they can feed, which means they are always, structurally, in need of more territory.

A Gorrath warship is crewed by three generations, two of which will die before the ship returns to port. They accept this. Their culture is built around the certainty of a short life: they fight young, breed early, and die without fear.

Behaviour

Gorrath fleets push outward. They do not hold ground the way the Teralith do — they sweep, claim, exhaust, and move on. A system that survives a Gorrath passage is usually stripped of accessible resources but otherwise intact; they lack the infrastructure for deep mining. They are locusts, not settlers.

They respect strength. A faction that fights the Gorrath to a standstill earns their grudging respect — and, more practically, a generation of peace while the survivors rebuild and the next wave matures.

Relationship to the Ancients

The Gorrath are the youngest successor species. They have no myths about the Ancients. They have trophies — Ancient components salvaged from dead gates, repurposed as clan symbols, weapon inlays, and religious icons. They do not understand what they hold. They only know it is old and strong.

In the field

A Gorrath encounter is a pressure event. They hit hard, replace losses fast, and do not negotiate mid-battle. Their ships are crude but overcrewed — expect boarding actions and ramming doctrine. The best defence is to make the engagement expensive enough that the next wave looks for easier prey.