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Futuristic Humans Are Space Orcs - Lore

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Index​

Note: No one is expected to memorize all the lore because that would be absolutely wild. At most, the things I would consider baseline need-to-knows for the universe would be the posts in A Class-3's Introduction to the Celestial Republic, which isn't too horribly beefy a read I would hope.

A Class-3's Introduction to the Celestial Republic
Species Files
Planetary Catalogue
An Assortment of Human Legends and Lore

Templates​

This thread is where information about the lore of the setting will go. Anyone within the RP will be allowed to post here. Templates for certain things (species files, planets, etc) with basic information will be set up soon, but don't feel pressured to stick to only the information the templates ask for. Add whatever extra things you like to the lore you place here, just make sure that you fill out the required bits first. If you'd like to add anything to this thread that doesn't currently have a template, just ask me and I'll probably just tell you to title it accordingly to its contents.


  • Name of Species - SF​

    Planet of Origin: (Does not need to have a planetary catalogue entry to be referenced)
    Classification: (Class-1, Class-2, or Class-3)
    Lifespan: (How long do they generally live?)

    Biology: (Typical biology of a member of this species; general appearance of a member of this species. Feel free to be super detailed if you like, but I'm not gonna be requiring five-page long scientifically accurate information or anything like that. The baseline is just basic biology as in "has two legs, has two arms, etc", not "this is an in-depth explanation of how they spray a chemical cocktail similar to a bombadier beetle." Abilities inherent to their biology such as venom should also be included here)

    Necesities: (Do they need to eat? What do they eat? Do they drink? Do they sleep? A list of what they need to live goes here)
    Vulnerabilities: (Things you wouldn't automatically assume would be deadly for a species that are deadly/dangerous/otherwise not good for them. For example, if your species dies instantly when it touches water, you would mention it here. If your species can die from being burnt alive, you probably wouldn't mention it because that was likely assumed)

    Code:
    [HEADING=1][CENTER]Name of Species  - SF[/CENTER][/HEADING]
    [B]Planet of Origin:[/B] (Does not need to have a planetary catalogue entry to be referenced)
    [B]Classification:[/B] (Class-1, Class-2, or Class-3)
    [B]Lifespan: [/B](How long do they generally live?)
    
    [B]Biology: [/B](Typical biology of a member of this species; general appearance of a member of this species. Feel free to be super detailed if you like, but I'm not gonna be requiring five-page long scientifically accurate information or anything like that. The baseline is just basic biology as in "has two legs, has two arms, etc", not "this is an in-depth explanation of how they spray a chemical cocktail similar to a bombadier beetle." Abilities inherent to their biology such as venom should also be included here)
    
    [B]Necesities: [/B](Do they need to eat? What do they eat? Do they drink? Do they sleep? A list of what they need to live goes here)
    [B]Vulnerabilities:[/B] (Things you wouldn't automatically assume would be deadly for a species that are deadly/dangerous/otherwise not good for them. For example, if your species dies instantly when it touches water, you would mention it here. If your species can die from being burnt alive, you probably wouldn't mention it because that was likely assumed)
 
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The Classification of Intelligent Species​

When an intelligent species is discovered, they are assigned a species classification consisting of information regarding how this species is meant to be interacted with (or if it is meant to be interacted with at all). While specific regulations may vary between species, the three classes follow these basic regulations.

Class 1 - "Non-integrated, Non-contact"

Class-1 species are not yet ready for contact with Class-2 or Class-3 species. If accidental contact occurs, then this even must be reported to the Celestial Republic at the soonest opportunity. If individuals of a Class-1 species are discovered away from their planet of origin or on any gravitational mass not marked by the Republic as a Class-1 habitation, then this must be reported to the Republic and said individuals should be brought to the nearest Republic center if in contact with any member of a Class-2 or Class-3 species. Planets and other gravitational asses inhabited by Class-1 species may be observed at a distance if such observations comply with previously mentioned Class-1 regulations.

Any intelligent species that has not yet facilitated space travel beyond their own solar system is considered Class-1.

Class 2 - "Integrating"​

Class-2 species are in the process of integrating into the Celestial Republic. Class-3 species are not to interact with them unless the Class-3 person have a license that allows them to do so (this license is traditionally given to agents of the Celestial Republic who aid in the integration of Class-2 species), the Class-2 person has diplomatic status, the Class-3 person is being contacted for reasons outside of their own control, or if either party are in some sort of emergency situation (what counts as an emergency situation is decided at the discretion of the Republic).

Class-2 species have facilitated their own travel outside of their solar system and have displayed a willingness to comply with basic regulations such as not harming Celestial diplomats.

Class 3 - "Fully Integrated"​

Class-3 species are considered official citizens of the Celestial Republic. They are subject to and protected by all laws of the Celestial Republic and may apply for/attend Republic accademies in order to earn Republic-issues licenses (a diplomatic license to aid in the intergration of Class-2 species, for example) or work for/within the Republic. They are allowed access to public files, records, and catalogues within the Celestial library and may travel or take up residence on planets that or not the origin planet for their species so long as local law allows for it. Members of Class-3 species are prohibited from contacting species of different classes without the proper permissions from the Republic.

Class-3 species have established basic Republic law within their own societies (basically meaning they won't attack Republic ships or otherwise stop the Republic from doing their job), a reliable means of communication with the Republic, and at least one representative within the Republic (while the Republic prefers this to be an elected representative, they don't control the exact means of how this representative is chosen).
 

Translation and Galactic Common​

Galactic Common is the official language of the Celestial Republic. Though citizens of the Republic are in no way required to learn it, it is a very useful language to know because a lot of trading and inter-planetary discussion is done in it. Spaceport signage is almost always written in Common.

Translation devices do exist, but they're not exactly the traditional "universal translator" you'd find in most sci-fi content. Translation devices must be chipped with the correct languages to translate between them. This means, for example, if you had an upload chip that allowed for the translation of English and Common, then you could translate between those languages, but you couldn't translate between Common and Spanish unless you added a chip for Spanish.

The Celestial Republic publishes some official chips that translate between some of the more prevalent languages and Common. These chips are stocked at most spaceports, but for rarer languages you would need an unofficially programmed chip which may be less reliable than Republic-sponsored ones. In addition, languages that make use of less common senses to be used in language (languages based on chemical makeup/smell similarly to how ants communicate, languages based on sounds outside of the hearing range of most species, etc) would require extra attatchments to translators to facilitate translation.
 

Canire - SF​

Planet of Origin: Lupeir
Classification: Class-3
Lifespan: 180 years average

Biology: Canire are a venomous, bipedal, anthropomorphic, and mammalian species who's features very greatly. Typically, Canire will have short fur across their trunk and face, with longer- thicker fur on their limbs, and long thick hair on their scalps. While their facial features are typically humanoid, their legs are digitigrade- and end in thick; sturdy paws who's venomous claws may retract as needed. Average height of adults ranges from 5'11 to 6'5.
All Canire have a tail of some sort, downward facing ears, and small pointed horns. Color morphs are so incredibly plentiful that It is rare to see any two Canire, save for twins have the same color and pattern in their fur. Color ranges from rusty red, and sandy beige colors; to a black deep enough that their fur will not reflect light. Though mid tones are most common, darker, longer fur is generally viewed as more mature and desirable, while light colors are "cute".
The Canire venom is produced along with their blood, and flows with it. A deep wound infected with Canire venom or injesting Canire blood will result in a 50% mortality rate that increases with higher dosage in non-immune species, a 0% mortality rate in immune species, and 19.2% percent chance of inducing panic in typically immune species (depending on the individual's response to stimulants. )

Necesities: Canire require a high protein diet, being largely carnivorous throughout their evolution; though now in modern times meat substitutes have become more popular.
The species is particularly famous for their sleep schedules,an adult may stay up for three to four weeks at a time, before sleeping for two days straight. Though they completely lack the ability to continue functioning once they do feel the slightest hint of fatigue; and will sleep regardless of the situation they are in. Once asleep, they will remain this way for two days, the first day will be a deep sleep that nothing can wake them from- while the second day it will be possible to wake one momentarily; only for them to feel too sleepy and fall back asleep immediately.

Vulnerabilities:
- Chocolate is poisonous.
- Complete inability to ignore fatigue.
- If they are woken on their second day of sleep, they will need to sleep for three days instead of two.
- Despite being physically larger than humans, they are about half as strong.
- sometimes their own venom gives them anxiety.
 
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Holian Species
Planet of Origin: Pallas-IV
Classification: Class 3
Lifespan: 170 years on average, with the oldest recorded instance reportedly reaching 215 years of age.

Biology: Strikingly similar to a human at first glance, though a few visual distinctions immediately present themselves. They have pointed ears, tan skin, eyes which glow in the dark, and a fascinating ability to evoke particular emotions in other sapients through vocal expression, particularly song. This ability does not work in recordings, due to various subsonic and suprasonic frequencies as well as complex sonic patterns that defy attempts to capture them electronically. This trait made them of interest to the Kratuken Warsmiths. Lack the ability to sweat, giving them decreased stamina compared to that of humans.

Necesities: Standard necessities of human life apply, though they have lower temperature variance toleration than humans.
Vulnerabilities: Broadly vulnerable to many chemical concotions a human would find pleasing or merely annoying. Tear Gas, for instance, would be just as deadly as mustard gas would. Pepper Spray would cause second degree chemical burns.

Kratuken Species
Planet of Origin: Lalaido Aleph
Classification: Class 3
Lifespan: 50 years on average, though the oldest are capable of living up to 300 years with proper care.

Biology: Similar to oversized mantis, though where there would be blades, there are instead 3-fingered manipulators. Over time, Kratuken tend to 'grow' into more specialied forms depending on what parts of their body exhibit the most activity. A construction worker would gain stronger legs and arms to handle heavier loads, for instance, while a scholar would grow a larger neural cortex and have their carapace change to fit.

Necesities: Standard necessities of human life apply, though they also respire nitrogen in addition to oxygen, requiring both for their metabolism.
Vulnerabilities: Vulnerable to even slightly acidic or basic conditions, often receiving burns in such conditions. Weak immune system when it comes to fungal infections.
 
Procerus Albus
Planet of Origin: Proctor
Classification: Class 3, formerly Class 2
Lifespan: 350 year average, though the oldest living Procterian is around 900

Biology:
Procterians are a venomous, bipedal species, with many remnants of a harsher time in history visible in their biology. Their skin is extremely pale, varying from a slight cream color to near translucence. Their ears naturally turn downwards, though some families have been known to have upwards turning ears- likewise ear length can vary from six inches to eighteen inches. Procterians have three sets of eyes, which come in every color and shade imaginable, and have a full 200 degrees of vision without turning their heads. They have long, wiry limbs- usually around 3-5 feet in length- and long torsos. Most grow to be around 7 feet tall, with extremes as low as 5 feet or as high as 15 feet. Their canines are retractable, and packed with a lethal venom akin to cyanide. They have five hearts spread throughout their body to pump blood to every corner and crevice of their being- and therefore have an internal temperature of 50 degrees Celsius/122 degrees Fahrenheit. Some members of the species have the ability to unhinge their jaw and roar, while all members can echolocate and speak Proctor Simplified- a language of barks and clicks from the era before the death of their cousin species.

Necessities:
Procterians require a calorie-dense and carbohydrate-rich diet, due to the fact that they metabolize nutrients at nearly 100 times the rate of most Celestial species (ex: a single sansiba pastry has enough calories and carbohydrates to feed an average human 15 times over. An average Procterian can eat a minimum of five sansibas in a sitting, though most notably Novinha can eat a whopping twenty if she chooses). They also require constant exercise and enrichment, as boredom has been known to lead to danger in both Procterian younglings and adults. In emergency situations, they have the ability to hibernate for up to seven years, completely shutting down their body functions in order to survive. Normally, children sleep once every red moon cycle (once every two weeks), and adults sleep every blue moon cycle (once every four weeks).

Vulnerabilities:
-Other Procterians’ venom (only lethal if bitten thrice or more times)
-Red meat (they cannot metabolize it, it will clog up their stomach and they will die a slow and painful death)
-Oceanic salts
-Extreme radiation can be deadly to them, despite their radiation resistance

Culture:
The Procterians have a rich culture, filled with history, music, and so much food. Every pink moon cycle (once every year, when their sun and pink moon see each other’s faces), they gather at the planet’s capital, and they have a week long feast (or until their sun can no longer see the pink moon, can last up to three weeks). At that same festivals, adolescent Procterians participate in a matchmaking process- based on genealogy and mutual attraction. They have a long and drawn out courting process, a summarized version is provided below:

1. The couple is introduced
2. The male presents his family’s finest cuisine, and the female presents likewise.
3. The female brings a gift to the male’s father, and likewise the male to the female’s mother
4. The couple must be seen in public together a minimum of five times
5. Every male of the female’s family begins crafting a dress, and likewise for the male’s family
6. Dresses are presented to the couple
7. (This step varies depending upon if either half of the couple possess the ability to roar, but since we have Novinha, I will list that variation of this step) The female (be that she can roar), must kill a Teo’ Da’ Link Ma (“He With Great Teeth”, an enormous snake-like creature that inhabits Proctor’s wetlands), and present its corpse to the male
8. The couple makes a solemn blood vow over the corpse of the slain beast, and then return to their families
9. Happily ever after!
 

Terra - PCE​

Gravity Level: Medium (almost exactly the same as Earth's gravity, though a tiny bit lighter)
Atmosphere: Again, very similar to Earth, though it has an oxygen content about 1% higher

Climate: A generally mild climate with some extremes similar to Earthen extremes (monsoon seasons, common hurricanes/windstorms, etc) along some coastlines and a strip of desert land toward the middle of the continent that humans have settled. Colder Terran seasons usually only bring snow in week-long bouts and then loosen up.
Geogeaphy: Humans have settled a mostly flat part of Terra on its largest continent. There are a couple more landmasses they have explored but, overall, the main human population remains of the continent they were dropped off on. Toward the center of this continent, there is a desert that is capped at the opposite side of the continent to where humans have settled with a mountain range that spans the length of the entire continent.

Common Languages: Most common human languages (English, Mandarin, Hindi, Spanish, and French just to name a few) and Galactic Common (many people brought to Terra have picked up on the language, though most aren't fully fluent)
Common Species: Humans

Culture: Due to the way most humans end up on Terra (getting abducted by aliens who generally don't much care about the exact kind of human they're getting), Terra is a melting pot of human culture. Most Terran villages celebrate at least three versions of new years (the Gregorian New Year's, Lunar New Year, and the Festival of Lights are some of the most popular) and polylingualism is considered the norm for native Terrans. Conflicts between Terrans, while not unheard of, rarely escalate beyond a skirmish between a handful of individuals. This is largely the result of the somewhat low population of humans on Terra combined with the commonality of raids by aliens. As a general rule, Terrans know there is safety in numbers and that is one of the few advantages they have when facing enemies with more advanced weaponry than what they can build with their current resources.

That being said, Terra is not without its tensions. It's inevitable that some people bring prior biases from their old lives (though acting on these in any significant way becomes much harder on Terra than it would be most other places given the prevelant idea of "work together or die"). Terra even has some new biases between native Terrans and Earthens. Many Earthens believe that Terra is generally worse than Earth and native-born Terrans are disconnected from what they should've grown up with as a human being. Meanwhile, many Terrans resent Earthens' sentimentality and the expectation that they should care so much about a place they have never been to and likely will never be able to go to.


Most of the Flora and Fauna of Terra is named after similar species from Earth. The distinction of "Terran (name of animal)" isn't very commonly made by long-time residents of Terra. It is more common to hear an Earthen saying "Terran (animal)" than native-born Terrans.
Fauna:
  • Crickets - An insect-like species about the length of a person's forearm. Mature crickets have a completely black, iridiscent exoskeleton while juveniles have a softer, white exoskeleton. Terran crickets naturally hum and many humans find entertainment in the fact that crickets will sometimes repeat the tune of something that has been hummed at them. Some Terrans attempt to use them as short-distance message delivering systems, but this is not a common practice as mature crickets are generally only present above-ground during the warm seasons and no one has successfully taught a cricket to reliably fly to specific areas on command yet.
Flora:
  • Wandering Trees - Tall, spear-shaped plants with springy branches. Their bark is entirely white and their topmost leaves have a thin, waxy covering that aids in moisture retention during the drier season. The smaller roots and branches of a wandering tree will pull away from fire (or other sources of high heat) in a similar manner to the touch-me-not (Mimosa pudica) of Earth. Saplings have been known to uproot themselves entirely and walk on their roots to leave areas which are overgrown with older wandering trees.
 
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Lupeir- PCE​

Gravity Level: Medium-Low
Atmosphere: 75% nitrogen, 23% oxygen, 2% trace elements

Climate: Above the treeline, harsh and hot- with frequent violent storms. Under is cool and humid.

Geogeaphy: Densely forested in nearly all areas but the poles- who's snow reflects sunlight so harshly being exposed to it for longer than a few seconds will cause severe sunburn and possible blindness. The forest of Lupeir is so tall and thick, the surface of the planet is trapped in a near perpetual state of twilight as light struggles to reach through the dense foliage; only broken by the night blacker than pitch, which is honestly for the better- as the planet's sun burns so brightly it has been known to blind easily and often.
The trees of Lupeir have developed to be tall, thick and sturdy. Their leaves absorb both sunlight and water from the storms, while their roots-due to the lack of nutrients in the soil have grown to leech heat from the earth that they may convert to energy- cooling the ground beneath them and allowing more delicate creatures to thrive.
Due to the harsh sun, Lupeir society has developed almost completely under the treeline; and in a very small area of the planet- as travel by air or sea becomes so incredibly dangerous without cover from the trees.

Common Languages: Canire and its various dialects.
Common Species: Canire, and Feliree; both of which are close enough genetically to bear offspring- simply known as Mixes; because the species are so friendly to one another- the only thing preventing more of the population from being a mix of the two is the infertility of Mixes.

Culture:
The culture of Lupeir is divided into two. The Canire lead their lives on the ground; living in structures carved from the base of the planet's massive trees and reinforced with stone and metal. They developed as persistence hunters, and were the first species to domesticate livestock. They have a culture that highly values togetherness, community, family, and long lasting bonds.
Feliree are the only other intelligent species on the planet, and once lived by climbing through the massive trees and ambushing prey. Now they construct cities that hang from the trees above the Canire ; originally made to be safe from grounded predators- now the elevation is useful for harvesting sunlight to converte to electricity- a service they give in trade for food and supplies from the Canire cities.
Because of their symbiotic relationship with one another, they share many values with their grounded friends; though their culture has a stronger emphasis on individuality, progress, and creating one's own family from who they choose.
In the modern day, too many of both species felt too bad about eating their cute little domesticated friends- and so meat substitutes have won over the market. Now almost all domestic animals are kept as friends.

Flora:
  • Anbon Tree: These massive trees make up the majority of the world's surface cover, and make the planet habital.
  • Furgon: Large glowing mushrooms that grow on the Anbon trees, lighting the world under the foliage and giving the appearance of scattered stars in the night.


Fauna:

Note: Almost everything on Lupeir... Is incredibly friendly and easy to domesticate. Other than the sun, it's a very easy planet to live on/visit.

  • Magra: Large feathered reptilian predators with no eyes. One of the few creatures able to stand the sun light as they travel by flying over the sea or tops of trees; and hunt by diving for their pray- plucking aquatic creatures from areas of the ocean where sunlight doesn't penetrate. Some versions are domesticated.
  • Pirgee: A fluffy feathered rat creature, originally domesticated due to their round bodies holding so much meat compared to bone. They are often pets.
  • Vire: Incredibly friendly snake things. They like to copy noises, and have learned to purr from the Feliree
 
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Pallas IV - PCE​

Gravity Level: Low-Medium
Atmosphere: High Oxygen content.

Climate: Broadly temperate and balmy across its entire surface. Towards the equator it is more Mediterranean.
Geography: Two large continents dominate Pallas IV, one in the northern and one in the southern hemisphere. with most Holian settlement occurring on the coasts around the stretch of the equator where the two continents face each other. The equatorial sea is the heartland of Holian civilization, having been the center of the strongest Holian polities since their Iron age. 'The Line' is thus densely urbanized, an almost continuous stretch of city that contains much of Holian manufacturing and service industry. However, large settlements do occur outside of 'The Line', mostly extracting the unique crystalline resources within Pallas IV's crust.

In Orbit, Pallas IV contains three major features. One natural moon, a rare planetary ring, as well as a man-made satellite. It contains an orbital ring that was once the largest of its kind in the sector, and was thus a major node for interstellar trade in the region. This is no longer the case after the destruction of 35% of the ring during the Kratuken invasion. Reconstruction efforts are ongoing.

Common Languages: Galactic Common, Holian
Common Species: Holian
Culture:
Holian culture highly prizes expression and debate, with large public spaces being built into cities for the complex practice of Tenthani, or Song-Debate, a sort of mixture of rap battle and philosophical contention. This carried over into their politics, with Holian polities being dominated by fractious city-states centered around the hegemonizing power of The Line for much of their existence. Only during the Kratuken invasion was a centralized national government formed, which still manages to persist to this day. Holian culture is highly emotive and expressive, and a 'Holian Greeting' is a local sector by-word for public displays of affection. Holian architecture merges greenery and sleek pillars of ceramic to form a unique aesthetic often studied by offworld architects.

Flora:
- Adorjanis Blooms: A 'flower' that is technically a kind of fern, which blooms on vines that infest Holian cities. Often given as a housewarming gift.
- Jerali Spires: Massive fungal 'trees' that can grow to the size of skyscrapers. Now endangered due to orbital bombardment during the invasion.
Fauna:
- Menaka, mothlike creatures often kept as pets. Similar in size and demeanor to cats.
- Jerali 'Bees': Massive wolf-sized insects which form large hives in Jerali Spires.
 

The Dangers of the Human Mouth - HL​

The reasons to avoid being bitten by a human are plentiful. The first, and perhaps most obvious, reasons lies in their teeth. Many intelligent species sport teeth or tooth-like structures similar to humans omnivorously-adapted mouths, but—based on data gathered during numerous transport ships sending stray humans to their secondary habitation, Terra—humans are more prone to biting in stressful situations than some may believe upon seing their blunt front teeth.

Once a creature is bitten, certain species may immediately notice a burning sensation. This is due to the second reason that human bites are to be avoided: a fluid within human mouths called "saliva" or "spit." It is slightly acidic and contains enzymes intended to aid in the digestion of organic materials. It is reccommended that any creature who has been bitten by a human should wash the affected area with deionized water or a similarly nuetral or slightly basic liquid that is suitably safe for application to the wound as current studies on human saliva are limited in scale.

The third and generally most deadly reason to avoid human bites often becomes apparent some time after the wound has been made. Human mouths are full of over 700 species of bacteria that can be dangerous even to other humans. Infections are extremely common in humans bites that break skin and have proven to be fatal for some species.
 
Humans as Warriors: A Human Lore Compilation of Conflict

Humans are More Dangerous when in Danger.

When near death and in danger, the human body produces a cocktail of substances that would be poisonous to most other species. For humans, however, this mixture enhances bodily performance and removes psychological limitations such as pain, allowing humans to perform feats under duress that are unthinkable during their normal life. How this might have evolved when most circumstances of danger would have simply killed the human involved is still subject to study, but many scholars have concluded that early humanity was under such constant danger that this genetic adaptation quickly became common.

Humans are exceptionally Martially Inclined.

Analysis of human culture indicates dozens if not hundreds of separate martial traditions, many of which have no actual contemporary application in combat. Every human culture known appears to have developed their own separate interpretation of combat principles that was then codified. Even when such practices are lost to time, modern humanity attempts to reconstruct these martial practices using old records. These martial traditions include both weapon techniques as well as unarmed techniques. This includes unarmed techniques specifically intended to be used against armed opponents. One human martial art, Capoeira, has been found to have techniques specifically meant to aid users in battling ranged gunpowder weaponry. How and why such techniques were developed is still a subject of study.

Human Psychology is engineered for conflict.

When faced with danger, Humans exhibit what they call the 'Fight or Flight' reflex. Humans will immediately seek to confront the danger, or withdraw to a position of safety so as to prepare against the threat. Even after leaving the proximity of the threat, Humans often exhibit the psychological phenomenon known as 'spite', wherein they will proceed to later confront the threat to harm it, even if this does not efficiently benefit their own goals. 'Spite' has been observed as an emergent trait in human societies and polities, and has driven many of humanity's internecine conflicts.
 

Dubious Sanity- HL​

Humans are incredibly dangerous both due to their physical prowess; and lack of stable temperament.
While many creatures are expected to behave violently under tremendous stress- humans have been known to do so for no reason at all. Having sudden, violent outbursts and harming their fellow humans for no apparent reason.
In fact, it seems the majority of long lasting human violence comes from those with the least difficulty surviving.
Because of Earth's proximity to Lupier, Canire and Feliree use humans as a sort of "boogy man" to scare misbehaving children into being nice to one another.
 

Lalaido Aleph - PCE​

Gravity Level: Medium
Atmosphere: High Oxygen and Nitrogen Contents.

Climate: Frigid and cold, the entire planet being dominated by arctic weather.
Geography: The planet is covered by a single landmass, with arctic weather a constant, and great big mountain ranges. This does not bother the inhabitants, as Kratuken dwell below in massive underground cavern-cities carved out of the rock. The planet is dotted by a network of massive settlements, the inhabitants sustaining themselves with geothermal power as well as feeding on domesticated creatures that have evolved to live off of the ambient heat emanated by the planet's highly active core. The greatest cities, however, do emerge from the ground, but only to connect to soaring space-elevators with link to a massive series of Orbital Complexes. These orbital complexes are linked by multiple orbital rings, and constantly churn out ships for the Kratuken's military efforts.

Common Languages: Galactic Common, Kratuken
Common Species: Kratuken
Culture:
The beating heart of the Kratuken Hierarchy. And thus, it is a regimented, caste-based society, with the kratuken above, and all lesser races subjugated below. In the name of the 'superior Kratuken culture', other races are quietly oppressed, though the governors are always quick to offer various excuses to the Republic's inspectors. These excuses, along with the Kratuken's powerful sector-spanning military, have dissuaded intervention thus far. A highly martial culture, disputes between high-ranking Kratukens are settled by proxy duels of Battlethralls, and one's military reputation can make or break one's position in society. And the Kratuken are not kind to failures.

Flora:
- Makak Pips: A species of domesticated fungi that the Kratuken use as their staple foodsource.

Fauna:
- Ketap Beasts: One of the few creatures that survive on Lalaido Aleph's surface, these massive boar-like creatures were hunted by Kratuken in their ancient past for their six tusks, in order to be used as weapons and status symbols.
 

The Miracle of Pallas IV - HE​

Date: 4054-6, 1 Earth Year Ago

The Kratuken Hiearchy has been an expansionistic, rising power for generations. They grow piece by piece, gnawing on their neighbors one system at a time with various diplomatic excuses, and the application of their disciplined and highly-advanced military. Many worlds have seen the Kratuken armada blot out the sun, before raining hellfire upon the hapless inhabitants until they are forced to bend the knee. Never content to rest on their laurels, they churned out new weapon system after new weapon system, mechs and fighters and bio-monsters constantly being innovated to refine the art of conquest.

Pallas IV was just another world in their way. A lynchpin in local trade, and its inhabitants a scientific curiosity for the Kratuken Warsmiths, its subjugation was inevitable. The Holians had allies, but none of them were willing to stand against the Kratuken for their sake. With their wealth, the Holians were able to hire mercenaries and fund volunteer battalions of the idealistic, but the greater powers of the Galaxy didn't see much hope for them at all. It was well expected that within the span of a year, Pallas IV would fall under Kratuken guns, and the Hierarchy would have a new jewel in its crown. As the first Kratuken battleships broke through the Holian defensive cruisers like a rock thrown through a glass window, burning out Pallas's great orbital ring, and the first mechs and Kratuken Battlethralls made landfall, it seemed like the deathkneel of Holian independence.

Then something strange happened. The Kratuken did not shatter the Holians.

The Holians held the line in their great cities, street-to-street fighting forcing the Kratuken to pay for every block in blood. The City-states threw in the towel and formed the Holian Kingdom, the first united government its planet had ever seen, vowing to fight to the last to keep the Kratuken boot off of their neck. Infuriated by their defiance, the Kratuken Hierarchy sent their deadliest creations into the fray. The once stubborn Holian defense began to buckle and break under the weight of building-sized Titans, the swarms of bio-engineered monsters, the cream of the crop of the Hierarchy's Battlethralls carving a bloody path through the Holian defenders.

Were it this alone, the Hierarchy may still have won. At a bloody price, yes, but they would have Pallas IV even if it cost the life of every last Holian. But when the Hierarchy sent their finest Battlethrall yet, the Warsmith's greatest masterpiece, to aid in complete the conquest... the Battlethrall turned on them. It shook off the contingency for such treachery like it was nothing, and slaughtered its way through the Hierarchy lines. The Holians were emboldened, even though they had no idea what weapon had turned upon the Kratuken, they still knew this might be their one and only chance for victory. And the Galactic Media seized upon it, a mystery and underdog story in one.

Images and holovids soon came out of both the event they called 'The Miracle of Pallas IV'... and the entity they dubbed 'The Miracle'. A lone warrior in some of the Hierarchy's best power-armor and weaponry, tearing through the Kratuken elite like a plasma blade cuts through a spiderweb. Speculation about who could be behind the power armor spread like wildfire, most experts agreeing it was likely a Battlethrall that had been genetically engineered from scratch; a purpose-built weapon of war gone rogue. This was immediately cast into doubt when a recording of 'The Miracle' clearly covering the escape of Holian refugees appeared, the warrior destroying a Titan from the inside out. Whatever it was, it was clearly intelligent enough to recognize such priorities, rather than go on a mindless rampage.

Whatever it was, the morale shock of the Miracle helped the Holians drive the Kratuken from their world in one last push, sending the Hierarchy reeling and sueing for peace, an event publicized across Galactic Republic space. The fate of 'The Miracle' is unclear. Some rumors say that whoever it was, they've gone into retirement. Others say that they've become employed by the Holians they fought alongside. The truth is that 'The Miracle' made a deal with the Holian Kingdom to keep themselves anonymous and free to wander the galaxy, that even the Holians do not truly know whoever helped saved their world. 'The Miracle' was just that; a flash of brilliance that seems to have vanished from the galaxy... At least, until there is need of such a thing again.
 

Tafa'Alan - PCE​

Gravity Level: 4.57-5.2 G, depending on location.
Planetary rotation: Tafa'Alan spins at a rate of 135 m/s

Atmosphere: Tafa'Alan barely has an atmosphere, but it's primarily carbon dioxide (63.7%), nitrogen (15.43%), and hydrogen (23.43%).

Climate: Very wet and rocky, with high winds, frequent dust and ice storms on the dark side of the planet. The entire planet is very cold, and very inhospitable to organisms not made for the planet. Tafa'Alan is also notorious for its winds changing every time something hits its surface, which happens with alarming frequency.

Geography: Tafa'Alan, the ice giant it is, is generally remembered by water-filled caverns and flat, bare rock along the surface. The planet is plateaued, with the highest point being at the rims of what is called by most of the populous there "The Rift". The rift is the largest opening in the surface of the planet, where ocean is accessible. The ocean is the greatest biome of biodiversity, as the water under the rock are rich in minerals, plants, and other such niceties. The oceans also get little of the harsh winds of the surface.

Common Languages: Tafa'Alan's primary native language is AhkxƦ, and, to a lesser extent, Valiaek.
Common Species: The most common intelligent species of Tafa'Alan is Fa'Alan, and making the smallest population are their relatives, the Ta'Alan.

Ta'Alan: Ta'Alan do not move in groups and generally don't have a solid, definable... culture. What they do have is a support system for one and other that functions by the way of Ta'Alan often do not enjoy leaving their own species to die. More succinctly, they move alone, but are still pack-animals in a way, considering anything that looks vaguely like them a friend automatically.

Ta'Alan also do not have a word for "hello" in favor of several million for describing locations and how to get somewhere. Ta'Alan often adopt the habits or culture of whatever society they've assimilated into—or whatever brain they've based their secondary hindbrain off of.

Tunneled Fa'Alan:
Warm-water Fa'Alan:
Deep-sea Fa'Alan:
Cold-sea (surface) Fa'Alan:
Volcanic Fa'Alan:


Too lazy for the moment, so for now; they all think they take their environment the best. Tunneled Fa'Alan think that Ta'Alan are gods, Warm-water Fa'Alan are terrified of them, Deep-sea Fa'Alan have no idea what Ta'Alan are aside from ghost stories, and are general hermits, Cold-sea Fa'Alan know they can't be hurt by Ta'Alan, but think they're inferior for living in the harsh surface climate, and Volcanic Fa'Alan just watch all this go down in the background.

Flora:

Stranglers: Vines that grow on the bottom layer of the surface of Tafa'Alan. They're carnivorous and will dissolve everything they can get their mitts on.

Fauna:
TBA
 

Ta'Alan - SF​

Planet of Origin: Tafa'Alan
Classification: Class-3
Lifespan: Indefinite; after rising into their neuroweb, they're considered adults, and will not die unless directly killed.

Biology: Ta'Alan are primarily made of a thick, viscous liquid of varying color (depending on their chemical makeup) spiderwebbed with what forms their "brain". The brain, as it is, is a long string of cells that are primarily nerves dotted with small processors every few centimeters. Where there is an intersection of nerves, there's a longer, stronger processor. This horrible setup is all lined in black flesh, keeping in the most important part of the nervous system setup.

Instead of communicating in electric signals, the nerves communicate in bursts of light, all-but eradicating such things as neural lag. This also, however, makes them sensitive to light, and was likely the originator of the parasitism.

Ta'Alan, despite their appearance, do have different sized bodies. For example, Jet is an especially large Ta'Alan, and though he can occupy spaces up to 30 meters away from his center, he cannot compress into anything smaller than 200 liters, even for a short time. Another Ta'Alan—a smaller one—might be able to only occupy spaces 10 meters away from its center, but be able to compress into a quart.

Ta'Alan are hermaphrodites, and will often simply return to their home planet, rip off a piece of their goop, and throw it. If it hits another goop segment, it might survive (depending on if the chromosomes are different or the same), if it doesn't, it wasn't meant to be. Either way, it doesn't often affect the "parents".

Ta'Alan are considered "adults" when they can claim a body as their own and operate it without issue, as they have very little in the way of development.

All Ta'Alan have a "venom" in the liquid of their bodies, which will dissolve the organic matter it comes in contact with, much like spider venom.

Necesities: Ta'Alan require very little for themselves, often simply needing a piece of something high in protein a fraction of the weight of themselves every week or so. Now, their bodies are a different story, and will depend from body to body. They don't require much liquid, often getting what they need from the air around them.

Ta'Alan also require some form of gaseous substance to keep up the function of their cells, though it often doesn't matter what. Hydrogen isn't processable, and neither is any corrosive or flammable gas.

Vulnerabilities:
Ta'Alan may be simple in need, but they are very specialized, hence the need for bodies. Left exposed without any protection, the following are deadly for Ta'Alan.
-Direct sunlight will eradicate their nerve protections and destroy the brain.
-Large amounts of water will begin dissolving the protective bubble around the goop of their body, and will then separate the parts of them.
-Alcohol will do similar to water but quicker.
-Extremely loud noises will break them apart.
 
Kadoshi's Logs - The Boredom of Human Children
Entry 235; Year 4050-6, Cycle 42.

It's a rare day that I don't discover something new about this... little human charge of mine. Teeth falling out then regrowing for seemingly no reason, apparently random bouts of moodiness and snapping—not to mention the complete lack of any kind of logical fear response. No. New discoveries aren't uncommon, and certainly aren't a surprise. What is, however, the most concerning development is the power of Ariiasqthylinh's boredom.

Four cycles prior to the event, the ship had exited the range of a Kydryn broadcasting stations. Though they had foreknowledge, this didn't stop Ariiasq from their enacting routine for most large changes to their life.

For the first cycle, they sulked. I often found them in the most startling of places, including but by no means limited to; the upper ration pantry, hiding in an organic thread unit, digging in the wiring of the primary bridge console, and curled around the ceiling-mounted cooling-pipe of the construction chamber. It's beyond me how they even got up that high without the assistance of lowered gravity.

The second cycle was worse.

Without their go-to form of entertainment, the sulking evolved into what I can only describe as pouting. They slept for most of the cycle, and when they weren't asleep, they draped themself across one of my wings or tail, and asked tens—if not hundreds—of repetitive questions, the most notable (and frequent) being "how much longer [until we get to System 356]?"

Cycle three I saw them for barely a tick or two. They were up to something, I knew it, but for fear of snapping them out of whatever was keeping them entertained, I left them to themself, for the most part.

Cycle four—this cycle, I grew concerned. No word from Arii for two days with little in the way of entertainment was most definitely a bad sign. I searched for them for almost an entire tick before it grew apparent that they had buried themself somewhere in the cargo bay. With no chance of an injury going undetected, this was less a concern and more an annoyance, as it dawned on me with dread that they could have found any number of possibly-dangerous materials to put in their mouth for some inexplicable reason.

To make a four-tick-long story as succinct as possible, it became apparent once I located them that Ariiasq had been—for several ticks, now—stripping as many spare short-distance fuel lines of their protective casing as they possibly could, then shredding what was left of the synthetic rubber. Why they do this, specifically, is beyond both of us, and they do so even now, back in range of broadcasting stations.

Be warned any who may access this transcript in any future; the power of human boredom is immense, and if they are not entertained, they will make it so, themselves.
 

Ornithentom - SF​

Planet of Origin: Muta
Classification: Class-3
Lifespan: 100 Earth years on average for scouts, 70 for behemoths (though this average is currently extending with improvements to medical care for this species)

Biology:
Ornithentom are generally have seven of limbs (2 legs, 2 arms, and 3 long, thin "cloak-arms"). Their legs are digitigrade and end in three long, sharp talons—two of which face forward and one that faces backward—that are generally used for climbing and digging. Notably, these talons are able to lay flat against the ground and turn away from one another horizontally in order to maximize surface area when walking over the desert sands of their homeworld. Their arms end in a similar grouping of talons, though they are much smaller and often purposefully blunted to keep from accidental scratches.

Their cloak—a pair of membranes covered in a smooth barrier of feathers on one side and shorter, reflective feathers on the other side—is easily their most notable features. Two cloak-arms connect to the back of the shoulder and the third just below the neck. The membranes making up the cloak each run along one of the outer-cloak arms (the ones on the side) and the closest side of the middle cloak-arm. They are generally found in one of three positions. In cold weather, the cloak arms will move up over the shoulders and meet at the chest, allowing the cloak to wrap around them with the smooth feathered side sticking out. In hotter weather, the outer cloak arms are raised and the middle is lowered to fold the cloak halfway into a sail-like shape (similar to a butterfly with its wings shut) that increases surface area and aids in cooling the ornithentom down. The loosely-formed reflective feathers are faced outward to allow for the prevention of sunburns without trapping in extra heat like the smoother side. The third position is the most commonly seen on off-world ornithentom and is generally reserved for milder climates. Without the need for excessive heat release or conservation, the cloak warms will be left to run down the back and hold themselves together behind the ornithentom, curled slightly upward to keep the cloak from dragging on the ground. It looks similar to how a scorpion holds its tail.

Ornithentom also have four eyes. The first two are large and possess a tapetum lucidum. They specialize at seeing well in the low lighting of a cave environment and are closed in brighter environments. The second two are significantly smaller and located just above the first pair. They are compound and capture a large area, but make a poorly focused image that is good for little else than sensing movement and light level as well as some basic stationary shapes. When in bright environements, ornithentom depend almost entirely on two long, feather-like antennae on top of their head for sensory input. These antennae work similarly to how we hear by detecting vibrations in the air, but are sensitive enough to help give a good picture of what is around them based on the sounds they hear. This simplistic "echolocation" isn't as sensitive as a bat's or beluga's, but it allows them enough clarity that they can function in brightly lit environments.

The beak of an ornithentom is rarely seen as it is small enough that it is often covered by the feathers on their face. It possesses a tube-shaped tongue stored primarily in the lower part of their head used for drinking nectar from the fungus that ornithentom are known to cultivate (though nearly any sugary liquid can be substituted).

While ornithentom possess most of the above features, the exact physiology of them vary greatly depending on the nature of their hatching. Scouts, the most common morph of ornithentom, are hatched from eggs which have been brooded over (historically, this was done by an ornithentom behemoth, but incubation machines have since been developed that mimic the correct brooding environment). They are 4 to 5 feet tall, tend to have more brightly colored reflective feathers on the insides of their cloaks, and evolutionarily were the morph that left the colony to search for necessary resources for the colony.

Behemoths occur when eggs develop without incubation. They are generally 7 to 10 feet tall, lack reflective feathers on their cloaks and the smooth-side is more sparsely feathered, and are physically much stronger than scouts (though they are more prone to circulatory problems as they age). The claws on their hands are also significantly longer and they tend to have a more hunched stature. Evolutionarily, they were meant to protect the colony from predators, but the development of necessary deterrents and defenses combined with their generally poorer health has lead to a significant decrease in their number as fewer and fewer ornithentom leave their nests unincubated.


Necesities: A high-sugar liquid diet, the time to preen (necessary for temperature regulation), oxygen, turpor about twice every cycle for 4-6 hours each (ornithentom equivalent of sleep, similar to how hummingbirds sleep)
Vulnerabilities:
- Environments that are both bright and loud
- Strobe lights
- Physical weakness (scouts only)
- Enforced inactivity (their little hearts will literally kill them)
 
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Volos - PCE​

Gravity Level: High
Atmosphere: Hot and dusty, with high sulfur content

Climate: Volos follows a highly elliptical orbit, close to its star. This means that while the overall climate is generally hot and dry, there is a wide variety over the course of a year - including periods of intense heat, intense cold, dust storms, and acidic rain. The planet is also close to the border of an asteroid belt, meaning that meteors are unusually common.
Geography: The planet is rocky, largely dry apart from large brine pools. It is often volcanic, with plentiful metal and mineral deposits occuring across its surface.

Common Languages: Galactic Common, Volar.
Volar is a quick, sharp language with a variety of clicks and trills, primarily optimized around quickly giving instructions and describing objects. Most words are one or two syllables, with longer names a sign of respect and status. It evolves quickly and neologisms are common, leading to a lot of varied dialects.

Common Species: Avol are the dominant sapients on the planet, though there is debate regarding the classification of artificial intelligence as a full species.
Culture: As the first species on Volos to adapt to the full spectrum of the planet's seasons, due to their use of tools and constructed shelter, Avol quickly became dominant across the planet. This need for intense adaptability, along with the mineral deposits that are a key resource on Volos, has led to building and invention being highly valued. They were contacted by the Celestial Republic as their technology quickly developed beyond safety into innovation. After integration the Avol have become known for the unusual spaceships they construct - fragile but light and fast, often used for delivery jobs or racing. Their other technology follows a similar style, with their recent foray into the creation of artificial intelligence integrating microorganisms from their own planet into the design. Despite this, members of the species don't often live outside of their planet, and are known for being twitchy and paranoid in unfamiliar environments.

Flora and fauna: Grouped together because both follow similar patterns. Due to Volos’s turbulent climate, many species are only able to sustain themselves for 1-2 seasons, and will either die off or hibernate during the others. The brine pools are largely unable to sustain larger lifeforms, but contain a range of microorganisms, algae and some small mollusc-type creatures. Land animals are often scavengers or predators, and it's common to see hard shells and other forms of environmental protection, with flora being rare outside of some fungi-like organisms which grow in more sheltered, shaded areas.
(WIP)
 

Avol - SF​

Planet of Origin: Volos
Classification: Class 3
Lifespan: Around 60 Earth years

Biology: Avol are fairly small creatures, around 3ft tall when standing up. They have two pairs of thin, flexible arms, a pair of sturdier back legs, and strong, flat prehensile tails. When threatened, they tend to curl up with their tail wrapped around them for protection. A hard, layered carapace similar to that of an armadillo or woodlouse covers the top/back of their bodies, with a textured skin meant for gripping, on the underside of their tails and hands

Necessities: Avol don't need a huge amount of food, but tend towards meat when they do. They do, however, require a high amount of mineral salts, and spend around half of their time asleep, broken up into short chunks. They will only sleep in a small, safe space, and are prone to making their own if there is nothing suitable available.
Vulnerabilities: They don't do well at colder temperatures or high humidity, and are generally averse to water. They are also very conscious of risks in their surroundings, and get deeply uncomfortable without something physical to do.
(WIP)
 
Proctor Traditional

Pronouns (mostly for titles):
Tai = “she”
Tair = “her/hers”
Teo = “he”
Teor = “him/his”
Tei = “they”
Teis = “those/these”
Teir = “them/theirs”
Taia = “woman”
Teoa = “man”

Numbers:
Una = “one”
Dua = “two”
Trea = “three”
Quara = “four”
Penta = “five”
Hexa = “six”
Hepta = “seven”
Octa = “eight”
Nova = “nine”

Hecta = “ten”
(For numbers 11-19, take the first half of “ten” and put it in front of the number word, ex: Hecdua = “twelve”)
Duahect = “twenty”
Treahect = “thirty”
Quarahect = “forty”
Pentahect = “fifty”
Hexahect = “sixty”
Heptahect = “seventy”
Octahect = “eighty”
Novahect = “ninety”
Hectonhect = “one-hundred”

Prepositions, etc. :
Do = “with”
De = “who”
Wa/wai = “to/too”
Tehir = “there”
Tihir = “here” or “at” (depends on context)
Tahir = “where”
Tor = “were”
Eta = “I”
Etai = “me”
Etain = “mine”
Meeta = “you”
Metani = “yours”
Sen = “of”

Common Titles/Terms of Endearment:
Taia’/Teoa’ Sen’ Etain-Cera = “Woman/Man of mine heart”, usually used in a formal context, meaning husband or wife
Tai’/Teo’ De’ Evine = “She/He Who Roars”, an individual with the ability to roar
Teis’ Do-na Wei = “Those Without Eyes”, can be used to mean someone who is blind or a person who is so in love with their spouse they refuses to even look at anyone else

(WIP)
 
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katolian - SF​

Planet of Origin: katolia
Classification: class 3
Lifespan: 120 - 140 human years

Biology: katolians are a humanoid race but range in sizes and heights making it difficult but not impossible to find two katolians that have the same body type . katolian eyes are dark grey with the pupils being colored differant from one katolian to another, these pupils shine giving them night vision , they also have horns that match the color of their eyes , these horns also range from long and sharp to stubby and short , these horns grow over the katolian's life , katolian's cut their horns cause they become too heavy , it doesnt really matter cause they grow back and reform with time . colored marking all around their bodies destiguish them from other simular looking species . their skin colors are very diverse , they can be darker ( black , brown , grey) or very light ( porcelin , pink , white)
they are equipped with special stomach acids that make them able to eat almost anything . radiation makes their horns and eye shine brighter wich makes them more energetic .

Necesities: they are omnivors and need to eat multiple times a day , more than humans , around 7 times . they drink sparkling water that naturally accurs in katolia , they breath air almost exactly like earth's but they dont nreath out carbon as they use it to create the special acid in their stomachs. they do not sleep , but do enjoy relaxing.

Vulnerabilities:
alchohol , especialy on the skin , it causes rashes and burns
cold , katolia never reaches cold temperatures and their bodies are not used to cold
 

katolia - PCE​

Gravity Level: medium
Atmosphere: 20/ oxygen , 20/ carbon , 50/ nitrogen , 10/argon

Climate: warm tempertures that range from warm to hot . it rains , not axcessively , but it rains.
Geography: beach planet , its mostly composed of sand and rocks with one big ocean , this ocean makes multiple rivers and ponds , mostly sparkling water that the katolians have can swim in , this planet is full of retro futaristic cities that , now thanks to the ability of space travel and class 3 species allowed to comunicate with the specie are now growing in speeds never seen before on the planet. there are two main contenants that are almost fully unified , they are only count as ceperate cause they arent connected by land and are ceperated by an ocean.

Common Languages: fexan and Rhiqic (two different accents from the same language , very simular but they sound different for other species)
Common Species:
katolian

Culture: beach hippies . fun people that have a lot of celebrations and events , when they found out that there is other life in the universe it was a happy reaction , new people! . their cities are colorfull with screens all over. at some point , species stopped expiramenting with foods to make more food, katolians didnt , eating 7 to 10 times a day is boring when you have to eat the same thing.

Flora:
beach plants that resemble the ones on earth.
 

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