Lore is the essential backstory and explanations for all items on the 100th Millennium Wiki, as it exists throughout almost all articles and tales. Lore exists in numerous forms, which can be explained as such:

  • Setting
  • Timekeeping / Measurements
  • Power Scale for Nations
  • FTL Travel
  • Wiki-Specific Concepts/Technology
  • Nations
  • Population
  • Events
  • Lore Violations
  • Lore Connections

Lore is segmented into two main categories as well. These are called Standard Lore and Auxiliary Lore. An explanation of them is below:

Standard Lore: Standard Lore consists of the major articles that are irrefutably canon. This form of of lore generally makes up the bulk of wiki's content. Major nations, wars, and some stories usually take place in Standard Lore. Standard Lore must not contradict any other standard lore.

Auxiliary Lore: Auxiliary lore can be thought of as a playground for strange and wonderful ideas that can give writers more freedom. One can write without much regard for the rest of the lore when writing Auxiliary Lore. Auxiliary Lore can sometimes fit with the canon and sometimes it will not. As such, articles in auxiliary lore may fit fairly close to the standard lore, or may only loosely connect with it. If writing Auxiliary lore, one should try to make the article at least vaguely related to the Standard Lore.

There exists a third category one may see on the wiki called Legacy Lore. This is simply lore that used to meet quality standards but no longer does. Most of which were written before large wiki changes. The articles in this category are in the process of either being removed or remade. If the original authors see no use in updating the page, or have otherwise left the site, you may take these for yourself. They are essentially "fair game" and can be remade by anyone willing to make them fit to the modern lore.


The 100th Millennium Wiki is contained in an area, simply named The Universe, an assemblage of galaxies located within a supervoid named the Void of Creation. In the beginning ages, it was settled and colonized by various ancient empires, and it has since sprouted with an endless amount of known and unknown life, stretching to nearly every corner of every galaxy. Over the rise of modern-day nations, a continuous age of relative peace mixed with brutal wars has been initiated. What sits now is a multitude of various empires, deep interconnected alliances, and vast confederacies which unite even the most distant of nations.

Local Universe.png
A map of the galaxies of the Local Universe. (Click to zoom in)

Below is a list of galaxies:

Ambrosia Galaxy
Aylothn Galaxy
Via Sagittaria
Ejeunor Galaxy
Ouranir Galaxy
Ventemir Galaxy
Via Lacrimosa
Zalanthium Galaxy
Avana Galaxy
Iskadi Galaxy
Kevenam Galaxy
Lewis Galaxy
Rodaun Galaxy
Lunen Tsuki
Flower Galaxy
Blossom Galaxy
Myrmidan Galaxy
Akradax Galaxy
Lance Galaxy
Nellai's Object
Berry Galaxies
Lareas Galaxy
Morid Galaxy
Cosmoria Galaxy

Timekeeping / Measurements

For the sake of cohesion on the 100th Millennium Wiki, timekeeping is generally done in real-life years, as to not confuse any writers and to keep a sense of scale. Measurements are also done in the Metric System, though any writer may include measurements from the Imperial System in () parentheses if they desire. The measurements of light years and AU are also the exact same as real life.

Power Scale for Nations

The 100th Millennium wiki uses the tried-and-true Kardashev Scale. This is to help gauge nations on the wiki. The acceptable types of civilizations on the wiki range from Type-0 to Type-3, with anything above being impossible for the setting. The highest civilizations on the wiki are considered to be the Confederacy and Commonwealth, as well as the combined Lewis Nations, the QPF, the NTIH, and the UNFG. Below is a resource which you may use for the Kardashev Scale.

In the Kardashev Equation, the only variable you need to know is "P", which stands for a civilization's power usage. Power usage is usually found out by multiplying the number of stars in a nation by 10^26. (The same can be said for galaxies, with 10^36, though this isn't recommended) For example, a nation with 80 star systems under its full influence would have a value of be 80e+26. This is a reasonable number for energy usage. For the number above, the civilization type would be 2.190. There are slight bends to the scale however, as a nation is able to have more energy than the number of stars in its borders. Vice versa may also apply under the discretion of a nation's editor.


Rather than plugging in the numbers directly into the equation yourself, you can put this number in the "P" section in this website After this, you should be ready to use the Kardashev Scale. If you need any more help, you can easily contact us with Discord.

Civilization Types

Type 1

A Type 1 civilization is represented by a society of post-scarcity and interplanetary travel. Though smaller Type 0 civilizations can become interplanetary, Type 1 civilizations can enforce claims and garner resources from other worlds effectively. In this kind of civilization, in-fighting between a species is extinct, giving way to prosperity. A Type 1 civilization can also harness the power of their home planet, being able to manipulate the environment and landscape easily. These civilizations usually last for many millennia after they achieved this level.

Type 1 Civilizations range from Type 1.000 to Type 1.999, consuming from 10^16 to 10^26 watts of power.

Type 2

A Type 2 civilization is one which is able to harness the power of an average-sized star, making them orders of magnitude more powerful than a Type 1 civilization. These kinds of civilizations can effortlessly control planets, able to terraform them on a whim. and are able to make megastructures with some effort. A Type 2 civilization has usually explored many thousands of star systems, and has begun to enforce their interstellar claims. Usually, a Type 2 civilization will also stumble upon a smaller or larger civilization of similar capacity. The population of a Type 2 civilization has also grown massively, as interstellar colonies become more developed. The highest tier of Type 2 civilizations often have countless megastructures.

Type 2 Civilizations range from Type 2.000 to Type 2.999, consuming from 10^26 to 10^36 watts of power.

Type 3

A Type 3 Civilization is a very powerful class of civilization. These are some of the most prominent and influential civilizations, being able to control countless star systems. Early Type 3 civilizations can make better versions of megastructures, and can utilize the power in their galactic center. These kinds of civilizations can also make star systems effortlessly, likely commissioning many of them as vanity projects. The sheer technology of these civilizations beats most others, as well. With early ones exploring deep into the flesh of their galaxy, they have likely contained thousands of stars in Dyson structures, or something more advanced.

Type 3 Civilizations range from Type 3.000 and above, consuming from 10^36 watts of power and over. (Nations above the Confederacy of Borealis and the Commonwealth will not be created.)

There are numerous Type 3 civilizations in the Local Universe. Many of these are well-respected and accepted greatly by the larger Type 3 nations. All Type 3 civilizations are also the most advanced type known so far, classifying all advanced nations which have influence.

FTL Travel

This wiki, partially delving into the depths of science fiction, utilizes various faster-than-light technologies to keep these massive interstellar nations afloat. Most of the time, Exotic Matter is utilized for the creation and utilization of FTL technology. The most common kinds of FTL technology are as follows:

Warp Drive - One of the first FTL inventions to become widespread across the Aylothn-Sagittaria Group. It uses a simple 'Alcubierre Drive' to let ships traverse short distances. It has since become a very standard form of warp technology.

Electric Field Drive - An old form of FTL technology, which uses the field of exotic matter to 'catch' Tachyons and propel starships on a 'Tachyon Sail'. These work very effectively in Hyperlanes.

Hyperlane - A long thin tunnel which is cleared of debris and harmful objects. This allows many kinds of FTL drives to go above their usual 'speed' and capacity.

Wormhole - Arguably the most frequently used form of non-conventional FTL, the Wormhole is one of the most iconic inventions created by the nations of the Local Universe. Continual wormhole gateways also allow for near-instant communication across major colonies.

SICTIRIAD - Via complex processes involving deforming the universe to produce a “sub universe”, (called an STB) a starship can take advantage of the different curvatures to accelerate travel time by reducing distance between two points, temporarily leaving the main universe in the process, making them virtually undetectable until exiting. During this period, the ship has little interference with travel as well as a slighter spacetime curvature and can thus travel at much faster speeds between points with much higher precision for exit locations. The range limit is approximately ten kilo-light-years.


The Local Universe holds a multitude of minor and major nations, which have risen, sprawled, and fell over many millennia. These nations range from nations controlling portions of single planets all the way to nations controlling large portions of galaxies.

Lore Connection

It is generally good practice to try to mesh one's lore with others. The discord server is perfect for communicating ideas. Deep lore connection is not required, but it generally improves the quality of the article, especially its history and sections of lore.

Miscellaneous Lore Guidelines


The 100th Millennium Wiki takes place in a universe based on science fantasy rather than science fiction or any of its 'hard' types. Many things in the universe are very much impossible with our current understandings of science, and that's okay! The exact amount of science realism in an article is up to the article writer themselves. The only hard rules are the conservation of mass and energy as well as the rule that entropy is always increasing. Apart from that, any appropriate magic, technology, or power is allowed.

Maximum Civilization Size:

Size limits allow for every civilization to fit into the existing galaxies. There is no hard-set maximum size for a civilization, however, one should be mindful of other nations within a galaxy and adjust the size of a nation accordingly. If the nation does not need to be a sprawling empire of billions of stars then it does not have to be. "Small" civilizations are just as welcomed and can be just as detailed as any of the large ones.

Time Travel:

Time travel is allowed as long as it abides by the Novikov Self-Consistency Principle (Don't worry if you don't know what this is, time travel is very niche for the story anyways).


There exist no de-facto "God" or "Gods" in the 100th Millennium Wiki, with the Universe being created by a series of "Forces". However, supernatural entities are more than permitted, so long as they are not ludicrously powerful. (This is usually judged by readers and content relative to surrounding lore) A general rule is that no individual entity is to hold a ludicrous/generally disagreed amount of power after judgement by the community.


In the 100th Millennium Wiki, there is only one physical infinite universe. The universe itself exists in a large, endless void. Alternate Planes, which may be confused for alternate dimensions or alternate universes, are acceptable as long as there is general community/staff approval.

Psychokinesis/Energy Manipulation

Thaumaturgy is the main "magic system" on the wiki. Most supernatural abilities stem from it. There are three classes of Thaumaturgy, which will be explained below:

Classical Thaumaturgy is based entirely on one's consciousness and beings relying on a naturally-sized brain will have limits; limits that usually manifest themselves as taking very, very long time periods to gain planetary-level power. Artificial beings may also have psychokinetic abilities, though they are notoriously hard to manufacture. Workarounds include lack of control, situational power (meaning they can be quite powerful but only in certain situations), requiring some kind of payment to activate their abilities, etc. Classical Thaumaturgy has six 'sects', which are based loosely around the fundamental forces of reality.

Runic Thaumaturgy is a form of thaumaturgy in which power is not drawn from another plane such as Classical Thaumaturgy, but an individual known as a Patron. Individuals seeking to draw energy from a patron usually must carry out a series of steps generally referred to as a "ritual." Complicated Ritual-based Thaumaturgy is rare, however. Much more often is the ritual in the form of what are known as Runes. These runes allow for users to channel the energy of a patron and convert it into various forms if the Runic System is advanced enough to accommodate energy change.

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