Blemmigan
Illusion is eternity. Machines will live forever.
It's been a while. I'm bravely putting out feelers because... sci-fi!
UPDATE: Character sheet thread is here! OOC thread is here (with a link to a discord)!
Humans have always wondered: Are we alone?
They train their lenses on the stars, searching there as they ask: How did life begin? How will it end?
And, if life has developed elsewhere in the universe, where is it?
Here is the answer:
All life in the known universe began on Earth. Just once, in all of elapsed time, an improbable arrangement of chemical processes started to tick... and split in two. Everything alive, every breath and battle and disease and thought, all from a bizarre fluke that has been scrutinised and questioned by the very things which came from it.
Humans were not to know this when they grew tired of simply watching the stars and flew towards them. So they began to search for fellow civilisations, hopping from world to barren world, and in the wake of this search they left technology, society, towns, families. Life blossomed from their footprints.
The galaxy, therefore, did not remain empty for long. And as the galaxy changed over the millennia, so too did the beings who called it home.
Nobody is sure precisely when the last human died. After all, how could something like that be judged? There was no grand disaster or mass extinction, only time, evolution, and genetic science. There were eventually dozens of distinct races with this single common ancestry, and none of them saw a reason to mourn the species that they used to be. After all, it was only history. Earth was dead, and humans were a memory.
But...
But these races had respect, or curiosity, or pride in their technology, or an eye for opportunity. So they searched their records and their museums and their Archive, piecing together the most accurate picture they could of an extinct world. The greatest minds from almost every race (not all had agreed to this venture) worked tirelessly to plan... and then to recreate.
They chose an out-of-the-way solar system, with a promising planet on which their experiment would take place. It took time—not billions of years, but time enough—and a meticulous attention to detail: missing gaps in fossils and geology were filled in the best they could. Ecosystems were calculated and trialled. Finally, the experiment began, and the creators became observers, keeping the emerging new humans pure and uncorrupted.
It was not a perfect recreation of Earth, particularly as these primitive peoples carved out their own history, but they knew no different, so any mistakes went unnoticed. As their intelligence grew and their societies evolved, their creators were always out there, watching from a distance the fragile, simple species that had led to them all. As the centuries passed and they started to reach out, the overseers had to reach out too... and stop them. Broadcasts were ignored, signals blocked, spacecraft failed, a few promising physicists died. No aliens would answer them. Nobody would contaminate the new Earth.
And these humans wondered: Are we alone?
What we think of as Earth was artificially created by the (now alien) descendants of the original humans. This planet is a kind of historical zoo where the alien races can observe, study and reminisce on how things used to be. To keep the experiment running, movement within the solar system is strictly limited to the small number of caretakers in the vicinity of Jupiter. Visiting Earth is completely out of the question.
Of course, there are aliens who try to come to Earth anyway. Most are caught before they get close, but every once in a while, some manage to land here. Often, they take souvenirs of their visit. Sometimes, they take humans.
Humans (real, living fossils!) are a novelty, and it is just as expensive to buy one as it is illegal. Some are kept as exotic servants for the rest of their lives, particularly by those rich enough to ignore the law. Some are studied, and a few survive a long time before being used for spare parts. Some are housed in temples and worshipped as deities of the past.
Others escape into a galaxy which has no place for them.
But as things are now, these escapees cannot be returned home: they have been contaminated with knowledge. A memory wipe is possible, but leaves traces that even the humans' primitive technology might be able to pick up on. It's not worth the risk, going through all the trouble to return these few castaways.
So out there they stay. Actually being a misplaced human is not against any law, but at best they are viewed with pity, or as an embarrassing afterthought. At worst, they are recaptured for profit, or forced to keep running. Some manage to make a life for themselves, some never stop looking for a safe home... and others tirelessly try to put a stop to the Earth experiment, to earn the respect of the other races and set all humans free to finally have a place in the galaxy.
Ideally I'd like this to be a smaller role play, with a tentative suggestion that 4-6 people take part... but even that depends on interest.
And also, I'd like to discuss plot and which direction this should take, with those who are interested :v
Right now the bare bones is that we play as a group who want to put an end to the Earth experiment. It'll be made up of a mixture of sympathetic aliens and displaced humans (some freshly abducted, some established), possibly on a ship, making up a kind of ragtag crew travelling about from planet to station to carry out various missions to further their plan.
Captured or otherwise trapped humans will need to be rescued. Illegal abduction/trade operations will need to be found, infiltrated, shut down. Species representatives will need to be convinced, bribed or threatened to their side. Allies will need to be made and spies set in place. Ultimately, those running the Earth research and observation station, physically far away from most civilisations in the galaxy, must somehow be convinced to end the experiment and help the humans leave, regardless of scientific interest, money invested, or disdain for humanity as a hindered copy of a primitive race.
Warning! It'll probably tend towards space opera type things, what with individual civilisations, claimed ownership of various planets, conglomerate space stations and a big ol' council of representatives, all that nonsense I love. Complete with probable handwaving of logistics plotholes, in the way that only soft sci-fi can get away with.
As for alien races: I've a few created (of course!) that are available for you to RP as if you wish... but I'm also more than happy for you to use aliens of race/s you created. The only stipulation is that they be yours, not from any other media, and at least moderately physically humanoid (in size, vague shape and tolerance to atmosphere/chemicals), though things like numbers of limbs, mannerisms, societal structure, preferred environment and food (etc) will hopefully all vary. So long as they can all gather together on another species' planet or station comfortably, for ease of plot.
There will also be a common language spoken amongst all species, which is (hilariously) similar to English enough that any human characters familiar with English will vaguely be able to follow even without a translator. Convenient! Explained by some languages on Earth being seeded and influenced by their alien creators. There are however also translation devices, as well as each species having their own language/s, which often are similar to other Earth languages.
As for technology... fast space travel and communication (if not instant) is pretty essential, again for plot reasons. So long as a "jump gate" has been built, then it can be travelled to from another gate elsewhere in the galaxy, far faster than light. Sort of like a telephone, in that you need to have the receiving machine already built in order to contact it. For lesser distances and slower travel, starships are commonplace. Different species will also have different kinds of technology, though races will often share their particular tech (even if for a steep price). Robots and cybernetics also exist, and not just because I love robots, sheesh.
Worldbuilding is also definitely a good idea. If you're making your own alien species (or picking one of the five pre-created races) you kind of have free reign over what their planets/stations/etc are going to be like, and can write about the details that appeal to you. Otherwise... ideas/suggestions/questions for how the whole thing would be improved are great!
"You can't keep children in the nursery forever. If you do,
they never become grown-ups, but they're not really children either.
They are just pets."
.
All alien races have some common physicality, due to sharing humans as ancestors. Some are more widespread, or more technologically advanced. Some are newer than others, and some occupy more distant branches on the family tree, thanks either to extreme living conditions or by, at some point, purposefully altering their own genetic code. Perhaps both, in some cases.
The following alien species are only some of those which exist in the galaxy. All but one, however, have at least one planet they call home (often where they originated), and at least one ruler who represents their species in the Assemblage.
Yes okay, assemblage, it's an alien council. It's full on sci-fi space opera in here. You were warned.
Anyway, here are five races I've decided on to help populate the galaxy. Actual appearance details are vague, so open to be changed or improved upon should anyone wish. (Except for the Archivists, which to be honest I've written way too much about outside of what's posted here. But we all have our foibles.)
Note that none of this is essential reading! Or even definitely going to be used in the RP. If you all bring your own new alien species to the table then these will probably take a back seat, if used at all. They're just here to flesh out the background a little.
(one Hume, two Hume, the Humish race)
In both appearance and name, Hume are very similar to humans, and feel a great connection to their history and with old Earth. They are however clearly alien, and both taller and stronger than their ancestors. Despite this, they have a gentle disposition, and a kind of empathic connection to each other that makes them almost jarringly selfless when around many others of their own kind. They see the coming together of many minds as the very essence of their race, and that no wrong can come to any of them all if they follow what is good for the Hume as a whole. A solitary Hume, alone in the galaxy, may drift in their beliefs and have novel ideas about their own wellbeing, but most of them have an innate desire to rejoin their own kind.
They are dedicated to tradition and respect, although their understanding of "how things were" has warped and changed over time. Often the election of a new supreme leader, the Hierophant, comes with a new set of truths regarding both history and morals: nothing major, not drastic enough to question, but over time their understanding of history has changed more and more. What they consider to be ancient legend is likely to not be more than a few generations old, though they will not think this problematic if it's brought to their attention. Their aptitude is for architecture, art and literature, and their knowledge and the fashions of these things evolve quickly.
Hume see nothing wrong with their way of thinking, though some other species mock them as simple and stupid. To many, "Humish" is used a synonym for gullible or easily led. They are, of course, aware of their reputation, and do not seem to mind. Perhaps a lack of concern for truth and personal gain is the true recipe for peace.
(one Mysa, two Mysae, the Mysan race)
Mysae are one of the most varied species in appearance, due to their wide spread across the galaxy and sheer number of worlds they consider to be "home". There is said to be nowhere that a Mysa will not live: so long as there is air to breathe and water to drink, they will settle on any moon. And then open up business. If they conquer, they do so through trade and cunning: a Mysan invasion is likely to involve them improving the economical infrastructure, lending money, buying up businesses, and before the original inhabitants know it, they are guests in a Mysan country. Many worlds therefore have at least a Mysan city-state, if not something even larger.
Despite this they are considered a (mildly irritating) fact of life rather than anything dangerous: Mysae are not violent, and seem to treat making money as a game. They are however the richest overall race out there. This combined with being so widely spread gives them a great deal of power, and a tendency not to bind themselves to the laws and regulations put in place by others. Be very careful accepting anything from a Mysa, no matter how mundane, or making any kind of deal with them. They are often the ones to come to Earth, and take what they can.
Every Mysa reports to their local leader known as a Doyen, and between them the Doyens map the economical flow of the galaxy, the location of the useful members of the species, and may redistribute or reward them accordingly. Mysae which show no interest in economics or business are not rejected or considered traitors, or even that uncommon. The only repercussions is that they would be passed over for recognition and reward, but those Mysae in that position do not care enough to be tempted back into those jobs. They often instead find a niche in politics or even lawkeeping, despite the clearly illegal nature of some Mysan activities: they are a naturally competitive species, with very little favouritism towards their own kind.
(one Archivist, two Archivists, the keepers of the Archive)
Unlike most other races, the Archivists are not a species, nor do they have leaders. There is no Archivist home planet, and they are scattered throughout the galaxy, often travelling from place to place. Some consider them to be a cult: biologically, they are various sentient species, but all of them are cyborgs. Most "complete" Archivists have no organic limbs left, and many of the older ones have replaced so much of their bodies that they cannot live without the artificial components. They do not consider themselves to be their original species, nor to have genders or their original names: each of them wears a full mask to further hide their biological origins, and asking an Archivist about its past life is considered taboo. Despite this, they each maintain an individual identity, with their uniquely crafted masks, body types and strange, personally chosen names.
What makes them more than an ignorable group of lunatics is the Archive. It is a vast library, a collective consciousness to which all Archivists have a direct mental link, and which stores everything each of them have ever learned or experienced. Its members are both keepers of the Archive and part of it themselves. Direct access to this library is forbidden to outsiders, and all Archivists are required to upload absolutely everything they see, hear, learn and do, with nothing being considered too trivial or too personal. In exchange, every single one of them has access to a huge bounty of knowledge and skills. This makes just one Archivist an incredibly valuable addition to any place, and they are often welcomed by the planets, stations or communities they visit. This is despite the fact that Archivists have a reputation for being difficult to talk to or predict, and are liable to vanish when they have finished collecting the information or experiences they are after. But each individual varies, and some Archivists stay in one place for years, building friendships and lending assistance. A few try to encourage others to join the Archivists, but most are disinterested unless an outsider asks of their own accord.
As there is no leader, decisions are made by general consensus. Opinions on any topic are always shared and accessed by the entire Archive, which means that votes happen silently and almost instantly, and any one Archivist is considered as good as another when it comes to speaking on the race's behalf or making a decision. Although rare, it is possible for an Archivist to be cut off from the Archive and all other Archivists. They are not killed or physically exiled, but are completely ignored, and all other Archivists will instantly know that they are now an outsider and not to be allowed back in. The few times this has happened, it has been due to an Archivist trying to keep something private and refusing to upload it, however trivial that thing may be.
(one Medul, two Meduls, the Medulic race)
For many generations, the Meduls were opposed to any kind of space travel, and were happy to stay on their single homeworld, left out of the politics of the galaxy. But even during this time they developed and used technology, despite other races dismissing them as savages who only knew how to hunt and farm. By the time the Meduls decided amongst themselves to rejoin the galactic consciousness, they had developed technology never seen or even considered before by others, and just how advanced they were was startling to the other races which had dismissed them. Their talent lies in working living materials: machines that grow according to what they are needed for. Even their buildings are altered plants, sprouting into the exact shape required, and their distinctive, small starships are very like obedient creatures.
To the Medulic people, this was the only way they knew to engineer and build, and at first they were surprised that others found it incredible. But they took to their new role in the galaxy quickly, their expertise earning them a prominent place alongside the other races, despite being the smallest in number. Since then they have begun to occupy several more worlds, but not as many as most. Even on their own planets they live in small towns rather than cities, with plenty of wide-open space to grow and rear the things they need. On other planets, or space stations, there simply isn't enough room to produce their technology beyond small and simple devices.
Medulic "living technology" falls in and out of fashion depending on location, and most of it that is used by other species is combined with artificial components, either improved (in their eyes) or ruined (in the eyes of most Meduls). These days, a living Medulic starship parked at a station is likely to belong either to an actual Medul or somebody young and counter-culture, hoping that someone will ask them about their unusual ship.
(two Eskeit, the Eskeit race)
Many find Eskeit difficult, whether it be when negotiating a deal, writing up a treaty, or just trying to have a pleasant conversation. They were once a violent and warlike species, but their inclusion in affairs as a major race, while a contested decision at the time, calmed them tremendously. Eskeit are heavily but narrowly telepathic: each is bound to another early on in life, based not on genetics or affection but on a unique, uncontrolled kind of mental compatibility. Both halves are still their own person with their own thoughts and personality, but the bond is so strong that Eskeit do not understand singular personal pronouns, and unbonded children are considered mentally and spiritually on par with animals. So too are other species, which almost all Eskeit have some disdain for.
It also means that if one half of an Eskeit pair is killed, the other will slowly die from the mental shock, for which there is no cure: rebonding is considered impossible, and the thought of it disgustingly taboo. (Another taboo is a pair of Eskeit having children together: all Eskeit have four parents, as is right and proper, made up of two biological parents and their bonded other halves.)
Injury or sickness to one half of a pair means unease or harm to the other. Although they often prefer to remain close, some pairs are capable of travelling far apart and still sharing ideas and instincts. Young Eskeit can be mentally unstable early on in life, when learning to be one half of a whole, and it can lead to disaster and self-destruction if each does not make allowances for the other's personality.
All of this, coupled with their vulnerability, is likely to blame for the Eskeit tendency towards aggression. However, when the communion of minds is properly managed and reaches its full potential, it gives the Eskeit considerable mental power, intuition and intelligence. As a race, they are known for their excellent, quick memory and unparalleled ability to learn, being experts in strategy, problem-solving and the practical sciences.
The Twins are the official representatives of all Eskeit in the galaxy, chosen partly because of their exceptional synchrony, and largely because of their (comparatively) amiable natures.
UPDATE: Character sheet thread is here! OOC thread is here (with a link to a discord)!
Humans have always wondered: Are we alone?
They train their lenses on the stars, searching there as they ask: How did life begin? How will it end?
And, if life has developed elsewhere in the universe, where is it?
Here is the answer:
All life in the known universe began on Earth. Just once, in all of elapsed time, an improbable arrangement of chemical processes started to tick... and split in two. Everything alive, every breath and battle and disease and thought, all from a bizarre fluke that has been scrutinised and questioned by the very things which came from it.
Humans were not to know this when they grew tired of simply watching the stars and flew towards them. So they began to search for fellow civilisations, hopping from world to barren world, and in the wake of this search they left technology, society, towns, families. Life blossomed from their footprints.
The galaxy, therefore, did not remain empty for long. And as the galaxy changed over the millennia, so too did the beings who called it home.
Nobody is sure precisely when the last human died. After all, how could something like that be judged? There was no grand disaster or mass extinction, only time, evolution, and genetic science. There were eventually dozens of distinct races with this single common ancestry, and none of them saw a reason to mourn the species that they used to be. After all, it was only history. Earth was dead, and humans were a memory.
But...
But these races had respect, or curiosity, or pride in their technology, or an eye for opportunity. So they searched their records and their museums and their Archive, piecing together the most accurate picture they could of an extinct world. The greatest minds from almost every race (not all had agreed to this venture) worked tirelessly to plan... and then to recreate.
They chose an out-of-the-way solar system, with a promising planet on which their experiment would take place. It took time—not billions of years, but time enough—and a meticulous attention to detail: missing gaps in fossils and geology were filled in the best they could. Ecosystems were calculated and trialled. Finally, the experiment began, and the creators became observers, keeping the emerging new humans pure and uncorrupted.
It was not a perfect recreation of Earth, particularly as these primitive peoples carved out their own history, but they knew no different, so any mistakes went unnoticed. As their intelligence grew and their societies evolved, their creators were always out there, watching from a distance the fragile, simple species that had led to them all. As the centuries passed and they started to reach out, the overseers had to reach out too... and stop them. Broadcasts were ignored, signals blocked, spacecraft failed, a few promising physicists died. No aliens would answer them. Nobody would contaminate the new Earth.
And these humans wondered: Are we alone?
PREMISE
What we think of as Earth was artificially created by the (now alien) descendants of the original humans. This planet is a kind of historical zoo where the alien races can observe, study and reminisce on how things used to be. To keep the experiment running, movement within the solar system is strictly limited to the small number of caretakers in the vicinity of Jupiter. Visiting Earth is completely out of the question.
Of course, there are aliens who try to come to Earth anyway. Most are caught before they get close, but every once in a while, some manage to land here. Often, they take souvenirs of their visit. Sometimes, they take humans.
Humans (real, living fossils!) are a novelty, and it is just as expensive to buy one as it is illegal. Some are kept as exotic servants for the rest of their lives, particularly by those rich enough to ignore the law. Some are studied, and a few survive a long time before being used for spare parts. Some are housed in temples and worshipped as deities of the past.
Others escape into a galaxy which has no place for them.
But as things are now, these escapees cannot be returned home: they have been contaminated with knowledge. A memory wipe is possible, but leaves traces that even the humans' primitive technology might be able to pick up on. It's not worth the risk, going through all the trouble to return these few castaways.
So out there they stay. Actually being a misplaced human is not against any law, but at best they are viewed with pity, or as an embarrassing afterthought. At worst, they are recaptured for profit, or forced to keep running. Some manage to make a life for themselves, some never stop looking for a safe home... and others tirelessly try to put a stop to the Earth experiment, to earn the respect of the other races and set all humans free to finally have a place in the galaxy.
STRUCTURE
Ideally I'd like this to be a smaller role play, with a tentative suggestion that 4-6 people take part... but even that depends on interest.
And also, I'd like to discuss plot and which direction this should take, with those who are interested :v
Right now the bare bones is that we play as a group who want to put an end to the Earth experiment. It'll be made up of a mixture of sympathetic aliens and displaced humans (some freshly abducted, some established), possibly on a ship, making up a kind of ragtag crew travelling about from planet to station to carry out various missions to further their plan.
Captured or otherwise trapped humans will need to be rescued. Illegal abduction/trade operations will need to be found, infiltrated, shut down. Species representatives will need to be convinced, bribed or threatened to their side. Allies will need to be made and spies set in place. Ultimately, those running the Earth research and observation station, physically far away from most civilisations in the galaxy, must somehow be convinced to end the experiment and help the humans leave, regardless of scientific interest, money invested, or disdain for humanity as a hindered copy of a primitive race.
Warning! It'll probably tend towards space opera type things, what with individual civilisations, claimed ownership of various planets, conglomerate space stations and a big ol' council of representatives, all that nonsense I love. Complete with probable handwaving of logistics plotholes, in the way that only soft sci-fi can get away with.
As for alien races: I've a few created (of course!) that are available for you to RP as if you wish... but I'm also more than happy for you to use aliens of race/s you created. The only stipulation is that they be yours, not from any other media, and at least moderately physically humanoid (in size, vague shape and tolerance to atmosphere/chemicals), though things like numbers of limbs, mannerisms, societal structure, preferred environment and food (etc) will hopefully all vary. So long as they can all gather together on another species' planet or station comfortably, for ease of plot.
There will also be a common language spoken amongst all species, which is (hilariously) similar to English enough that any human characters familiar with English will vaguely be able to follow even without a translator. Convenient! Explained by some languages on Earth being seeded and influenced by their alien creators. There are however also translation devices, as well as each species having their own language/s, which often are similar to other Earth languages.
As for technology... fast space travel and communication (if not instant) is pretty essential, again for plot reasons. So long as a "jump gate" has been built, then it can be travelled to from another gate elsewhere in the galaxy, far faster than light. Sort of like a telephone, in that you need to have the receiving machine already built in order to contact it. For lesser distances and slower travel, starships are commonplace. Different species will also have different kinds of technology, though races will often share their particular tech (even if for a steep price). Robots and cybernetics also exist, and not just because I love robots, sheesh.
Worldbuilding is also definitely a good idea. If you're making your own alien species (or picking one of the five pre-created races) you kind of have free reign over what their planets/stations/etc are going to be like, and can write about the details that appeal to you. Otherwise... ideas/suggestions/questions for how the whole thing would be improved are great!
"You can't keep children in the nursery forever. If you do,
they never become grown-ups, but they're not really children either.
They are just pets."
.
aLIEN rACES
All alien races have some common physicality, due to sharing humans as ancestors. Some are more widespread, or more technologically advanced. Some are newer than others, and some occupy more distant branches on the family tree, thanks either to extreme living conditions or by, at some point, purposefully altering their own genetic code. Perhaps both, in some cases.
The following alien species are only some of those which exist in the galaxy. All but one, however, have at least one planet they call home (often where they originated), and at least one ruler who represents their species in the Assemblage.
Yes okay, assemblage, it's an alien council. It's full on sci-fi space opera in here. You were warned.
Anyway, here are five races I've decided on to help populate the galaxy. Actual appearance details are vague, so open to be changed or improved upon should anyone wish. (Except for the Archivists, which to be honest I've written way too much about outside of what's posted here. But we all have our foibles.)
Note that none of this is essential reading! Or even definitely going to be used in the RP. If you all bring your own new alien species to the table then these will probably take a back seat, if used at all. They're just here to flesh out the background a little.
THE HUME
(one Hume, two Hume, the Humish race)
In both appearance and name, Hume are very similar to humans, and feel a great connection to their history and with old Earth. They are however clearly alien, and both taller and stronger than their ancestors. Despite this, they have a gentle disposition, and a kind of empathic connection to each other that makes them almost jarringly selfless when around many others of their own kind. They see the coming together of many minds as the very essence of their race, and that no wrong can come to any of them all if they follow what is good for the Hume as a whole. A solitary Hume, alone in the galaxy, may drift in their beliefs and have novel ideas about their own wellbeing, but most of them have an innate desire to rejoin their own kind.
They are dedicated to tradition and respect, although their understanding of "how things were" has warped and changed over time. Often the election of a new supreme leader, the Hierophant, comes with a new set of truths regarding both history and morals: nothing major, not drastic enough to question, but over time their understanding of history has changed more and more. What they consider to be ancient legend is likely to not be more than a few generations old, though they will not think this problematic if it's brought to their attention. Their aptitude is for architecture, art and literature, and their knowledge and the fashions of these things evolve quickly.
Hume see nothing wrong with their way of thinking, though some other species mock them as simple and stupid. To many, "Humish" is used a synonym for gullible or easily led. They are, of course, aware of their reputation, and do not seem to mind. Perhaps a lack of concern for truth and personal gain is the true recipe for peace.
THE MYSAE
(one Mysa, two Mysae, the Mysan race)
Mysae are one of the most varied species in appearance, due to their wide spread across the galaxy and sheer number of worlds they consider to be "home". There is said to be nowhere that a Mysa will not live: so long as there is air to breathe and water to drink, they will settle on any moon. And then open up business. If they conquer, they do so through trade and cunning: a Mysan invasion is likely to involve them improving the economical infrastructure, lending money, buying up businesses, and before the original inhabitants know it, they are guests in a Mysan country. Many worlds therefore have at least a Mysan city-state, if not something even larger.
Despite this they are considered a (mildly irritating) fact of life rather than anything dangerous: Mysae are not violent, and seem to treat making money as a game. They are however the richest overall race out there. This combined with being so widely spread gives them a great deal of power, and a tendency not to bind themselves to the laws and regulations put in place by others. Be very careful accepting anything from a Mysa, no matter how mundane, or making any kind of deal with them. They are often the ones to come to Earth, and take what they can.
Every Mysa reports to their local leader known as a Doyen, and between them the Doyens map the economical flow of the galaxy, the location of the useful members of the species, and may redistribute or reward them accordingly. Mysae which show no interest in economics or business are not rejected or considered traitors, or even that uncommon. The only repercussions is that they would be passed over for recognition and reward, but those Mysae in that position do not care enough to be tempted back into those jobs. They often instead find a niche in politics or even lawkeeping, despite the clearly illegal nature of some Mysan activities: they are a naturally competitive species, with very little favouritism towards their own kind.
THE ARCHIVISTS
(one Archivist, two Archivists, the keepers of the Archive)
Unlike most other races, the Archivists are not a species, nor do they have leaders. There is no Archivist home planet, and they are scattered throughout the galaxy, often travelling from place to place. Some consider them to be a cult: biologically, they are various sentient species, but all of them are cyborgs. Most "complete" Archivists have no organic limbs left, and many of the older ones have replaced so much of their bodies that they cannot live without the artificial components. They do not consider themselves to be their original species, nor to have genders or their original names: each of them wears a full mask to further hide their biological origins, and asking an Archivist about its past life is considered taboo. Despite this, they each maintain an individual identity, with their uniquely crafted masks, body types and strange, personally chosen names.
What makes them more than an ignorable group of lunatics is the Archive. It is a vast library, a collective consciousness to which all Archivists have a direct mental link, and which stores everything each of them have ever learned or experienced. Its members are both keepers of the Archive and part of it themselves. Direct access to this library is forbidden to outsiders, and all Archivists are required to upload absolutely everything they see, hear, learn and do, with nothing being considered too trivial or too personal. In exchange, every single one of them has access to a huge bounty of knowledge and skills. This makes just one Archivist an incredibly valuable addition to any place, and they are often welcomed by the planets, stations or communities they visit. This is despite the fact that Archivists have a reputation for being difficult to talk to or predict, and are liable to vanish when they have finished collecting the information or experiences they are after. But each individual varies, and some Archivists stay in one place for years, building friendships and lending assistance. A few try to encourage others to join the Archivists, but most are disinterested unless an outsider asks of their own accord.
As there is no leader, decisions are made by general consensus. Opinions on any topic are always shared and accessed by the entire Archive, which means that votes happen silently and almost instantly, and any one Archivist is considered as good as another when it comes to speaking on the race's behalf or making a decision. Although rare, it is possible for an Archivist to be cut off from the Archive and all other Archivists. They are not killed or physically exiled, but are completely ignored, and all other Archivists will instantly know that they are now an outsider and not to be allowed back in. The few times this has happened, it has been due to an Archivist trying to keep something private and refusing to upload it, however trivial that thing may be.
THE MEDULS
(one Medul, two Meduls, the Medulic race)
For many generations, the Meduls were opposed to any kind of space travel, and were happy to stay on their single homeworld, left out of the politics of the galaxy. But even during this time they developed and used technology, despite other races dismissing them as savages who only knew how to hunt and farm. By the time the Meduls decided amongst themselves to rejoin the galactic consciousness, they had developed technology never seen or even considered before by others, and just how advanced they were was startling to the other races which had dismissed them. Their talent lies in working living materials: machines that grow according to what they are needed for. Even their buildings are altered plants, sprouting into the exact shape required, and their distinctive, small starships are very like obedient creatures.
To the Medulic people, this was the only way they knew to engineer and build, and at first they were surprised that others found it incredible. But they took to their new role in the galaxy quickly, their expertise earning them a prominent place alongside the other races, despite being the smallest in number. Since then they have begun to occupy several more worlds, but not as many as most. Even on their own planets they live in small towns rather than cities, with plenty of wide-open space to grow and rear the things they need. On other planets, or space stations, there simply isn't enough room to produce their technology beyond small and simple devices.
Medulic "living technology" falls in and out of fashion depending on location, and most of it that is used by other species is combined with artificial components, either improved (in their eyes) or ruined (in the eyes of most Meduls). These days, a living Medulic starship parked at a station is likely to belong either to an actual Medul or somebody young and counter-culture, hoping that someone will ask them about their unusual ship.
THE ESKEIT
(two Eskeit, the Eskeit race)
Many find Eskeit difficult, whether it be when negotiating a deal, writing up a treaty, or just trying to have a pleasant conversation. They were once a violent and warlike species, but their inclusion in affairs as a major race, while a contested decision at the time, calmed them tremendously. Eskeit are heavily but narrowly telepathic: each is bound to another early on in life, based not on genetics or affection but on a unique, uncontrolled kind of mental compatibility. Both halves are still their own person with their own thoughts and personality, but the bond is so strong that Eskeit do not understand singular personal pronouns, and unbonded children are considered mentally and spiritually on par with animals. So too are other species, which almost all Eskeit have some disdain for.
It also means that if one half of an Eskeit pair is killed, the other will slowly die from the mental shock, for which there is no cure: rebonding is considered impossible, and the thought of it disgustingly taboo. (Another taboo is a pair of Eskeit having children together: all Eskeit have four parents, as is right and proper, made up of two biological parents and their bonded other halves.)
Injury or sickness to one half of a pair means unease or harm to the other. Although they often prefer to remain close, some pairs are capable of travelling far apart and still sharing ideas and instincts. Young Eskeit can be mentally unstable early on in life, when learning to be one half of a whole, and it can lead to disaster and self-destruction if each does not make allowances for the other's personality.
All of this, coupled with their vulnerability, is likely to blame for the Eskeit tendency towards aggression. However, when the communion of minds is properly managed and reaches its full potential, it gives the Eskeit considerable mental power, intuition and intelligence. As a race, they are known for their excellent, quick memory and unparalleled ability to learn, being experts in strategy, problem-solving and the practical sciences.
The Twins are the official representatives of all Eskeit in the galaxy, chosen partly because of their exceptional synchrony, and largely because of their (comparatively) amiable natures.
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