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Futuristic Nova One - Alien Races

SilverFlight

Tende altum, volare altius

Alien Races


 


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Here you will find templates to make your own alien species profiles, please post your species below.


 


 


Species name:


Physical attributes: (describe the general appearance of members of this species)


Biology: (Anything naturally evolved by your species: life span, diet, sexual dimorphism, variations on the race, special traits like toxins or telepathic abilities, seasonal appearance changes etc.)


Culture and beliefs:


Technological specializations:


Species strengths: what makes your species useful in the hunt for this unknown enemy


Extra info: 
 
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/monthly_2016_11/alien_reptile_concept_by_xjager513-d3ba4g7.jpg.1a9b092589657d63407b402b158b0e87.jpgSpecies name: Reksh’an


Physical attributes:


The Reksh’an are a scaled, bi-pedal, reptilian-looking species with a highly variable set of colours, builds and facial shapes. Their faces are plated with hard, smooth scales and often have a display of spike protruding from the backs of their heads. The females are slender and tall with long limbs and sharp claws on the last digit of the four on each hand. The males have 2 forms; the first is almost identical to the female and they are often as light-speaking and slender. The second male form is much larger, burlier and winged, though the wings can only let individuals glide. They are not capable of independent, powered flight. The large males are called Zduken while the smaller males are called Vesk’nyr


Biology:


The Reksh’an females are just half a head taller on average than a human, some of the Zduken males however can grow to a whopping eight feet tall. They have a 2 gender system, though the dimorphism between males is related to breeding strategies in the primitive ancestor of the species. They have a copper-based heme unit that transports necessary gasses from the lungs to their muscle tissue, so their blood is blue-green in colour. They have keen senses of smell, they can detect minute changes in temperature or electrical currents and they have excellent vision in dim light.


They are able to thermoregulate and survive in extremely warm temperatures and their home planet is mostly arid, with very few bodies of standing water. They are omnivorous but can persist on a completely carnivorous diet. They can also tolerate up to three weeks without consuming liquids directly. There are actually 2 species of Rek’shan that evolved independently on their planet. Though the species can interbreed it is generally thought as socially unacceptable and the half-breeds are treated as outcasts in both cultures.


Culture and beliefs:


The Rekshan are divided in spiritual beliefs, there being several religions on their home planet. Most seem to worship a divine being hidden in the stars (she is called Kalla), and revere celestial bodies and other natural phenomena. Their system of government is a single council that rules over their entire planet and across both species, the head of the council is generally one of the large male morphs, the Zduken, though he is always expected to consult deeply with the females and smaller males in the seats. This system was put in place approximately 800 years ago, 600 years before they achieved interstellar flight. They are a relatively new race to gain a seat on the intergalactic council. Since joining there has been a bit more effort put into military developments, and all individuals on the home world are hotly encouraged to join the military and receive training.


Technological specializations:


The Reksh’an are fast learners and quickly took any tech they were allowed to analyse to make improvements. They improved what they were given, their own versions of it and eventually combined different techs to make new or better ones. The Reksh’an are responsible for the wearable atmosphere converters that are used widely throughout the galaxy. Their other specialty lies in maneuverable fighter crafts, not capable of interstellar travel but very handy in battle surrounding planet space. They have one of the strongest fleets in the galaxy, and some of the best pilots.


Species strengths: The Reksh’an are cunning warriors, they are trustworthy and honorable. They are quick to learn and adapt to new technologies and are (for the most part) sensitive to other species cultures and customs. The size of the Zduken males make them effective warriors and their thick scales offer extra protection from most hand-held weaponry. The females and Vesk’nyr males are intuitively stealthy and make excellent covert op agents. Those that receive intergalactic military training generally excel in indirect, non-confrontational strategies to achieve mission objectives.
 

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Species name : ZeeValkniriseer'eere (Valknir)


Physical attributes : 


ZeeValkniriseer'eere, or the Valknir as the other races call them, are what humans would call a felinoid race. Their world of Valkah has a broad band of equatorial jungles separated from its polar regions by vast areas of plains with relatively few temperate forests. This has led to three distinct phenotypes within the Valknir species, though all share the same basic traits. Unlike human ideas of felinoid races, Valknir do not walk digitigrade, instead having evolved a fully upright plantigrade gait supported by wide feet with four clawed toes. Each hand has three fingers and an opposable thumb, and retains fully functional, retractable claws. Valknir do not have tails.


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Valknir with ancestors from the equatorial jungle tend to be short, about the height of an average human, and have short, dark pelts. Their eyes and ears seem to be a bit over-sized for their heads, a result of hunting in dim environments, and depending on their hearing as much as their sight. These 'stalkers' tend to gravitate towards atmospheric and space fighters, taking advantage of their sharp reflexes and spatial awareness.


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Valknir descended from the plains runners tend to be tall and rangy, with pelts ranging from russet to pale golden. They still maintain the speed and stamina of their ancestors, who evolved for the long chase over open plains. Many male and female of the 'runners' join the Valknir military, putting their speed and stamina to good use as fearsome ground troops who can cover large distances quickly without resorting to easily detectable vehicles.


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Valknir from the polar regions are the largest of the three phenotypes. They have dual layer pelts in grays and whites, with a coarse outer layer and a fine inner layer. Evolved from patient hunters, these arctic Valknir make excellent diplomats, and are cunning strategists. Most of the arctic Valknir choose to have their pelts trimmed before going off-world, since many of the environments they find themselves working in are far too warm for their comfort.


All of the phenotypes are capable of interbreeding, and though this takes place more in off-world situations, it is not unheard of on the homeworld. Offspring tend to favor one or the other parent, though if a mixed background Valknir mates with another of mixed background, enough common traits can reinforce each other to result in a nearly pure phenotype from parents of obviously different types. Fully functional, retractable claws ranging from 1 to 3 cm in length are a trait all Valknir share, and their whiskers give them a heightened sensitivity to vibrations and air currents. The ears can swivel independently, acting like directional mic's. 


Culture and Beliefs : The Valknir value honor and personal bravery above all. This makes Valknir military officers very much prone to 'leading from the front', and has lead to some fairly spectacular failures as well, when the individual's quest for honor has led to foolish risks that won battles, but ultimately lost wars. Modern Valknir still respect individual honor, but their culture is more and more moving towards a 'racial' honor, which has made it acceptable for an individual to accept a slight upon their personal honor as long as the racial honor is maintained. Valknir revere their ancestors, and the greatest honor any Valknir can receive is to be added to the Tales of the Ages, the oral history of the species as maintained by the LoreSingers.


The Valknir have not shared any details of their religion with off-worlders, though many are often heard to ask K'tress for grace in battle, and K'trir for strength. There is speculation about a binary deity system, but any requests for information are met with polite, but very firm rebuffs.


Males and females share responsibility within Valknir society, with societal divisions only evident along phenotype lines, and then vague at best. Merits for a position are purely on skill, with gender or phenotype rarely being considered, and then usually if a certain trait would be advantageous in discharging the requirements of the position. 


Valknir government consists of a single leader, whose title roughly translates as Khan, and a council of twelve advisers. In matters of state and the day to day running of the society, the Khan and council share the power and responsibility, making the necessary decisions together. In matters of war, the Khan reigns supreme. When a Khan abdicates or dies in office, the council will decide upon his or her replacement, and the selected individual will be informed of their new duties. Little is known about the selection criteria, save that the Khan is always charismatic, and a superb strategist, and the Khan is never selected from members of the council.


Technological Specializations : Valknir do have any particular specialization when it comes to technology in general. What they are masters of is speed. Given a single prototype or a set of plans, they can go from a standing start to mass production with a speed that leaves many other races shaking their heads in wonder. Valknir are also highly sought after for dangerous missions or military interventions, though prospective recruiters must be completely up front and totally honest in their dealings with the Valknir. More than one individual has discovered the folly of trying to deceive a Valknir troop into fighting for a cause they deemed dishonorable. Valknir feel a strong kinship with the Reksh'an, though communication between the two species remains difficult, even with modern translators. They absolutely adore the Reksh'an fighter craft, and are one of the largest purchasers of the fleet little fighters..


Species Strengths : Having placed themselves in the service of the Council of the coalition, the Valknir consider any member of the races of the council to be of the Khanate. Accomplished fighter pilots, tenacious warriors, and patient hunters, they have made a Small Claw (commander of a mixed discipline unit of infiltrators and fighters consisting of 10 members) available to the Council until more is known about the situation. Once a target has been identified, the entire might of the Valknir Khanate will be mobilized to fight alongside its 'brothers and sisters in honor'.
 
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Species name: Lunishan


Physical attributes: Lunishans are a bipedal race of humanoids displaying a variety of colors and physical builds. Males tend to be larger and bulkier than females with a dull color scheme typically either black, blue, or brown. They have a multitude of spiky protrusions along their brows and jawline, as well as the pair of memsi found in both genders. Their shoulders, backs and chests are covered in a thick layer of plates. Females of this race are smaller than males with skin tones ranging from bright yellows, greens, reds, blues, and rarely to purple. They have a unique metallic sheen created by the miscroscopic layer of tiny scales covering the surface of their skin which reflects light and has made them popular in the slave trade of their home planet. 


Biology: 


Lunisans are omnivorous but mainly consume a diet of meat and fruit. They are relatively long lived, with lifespans of up to 500 years although the majority of this species will die at a much younger age. Both genders have Memsi, which are scaled, tentacle-like appendages branching off from their heads toward the back that are sensitive to pressure changes in the air and kinetic waves; serving as ears and giving all Lunisans the ability to predict the weather. Mature Lunisans are capable of producing a strong venom in the saliva to which they as a race are immune, and the potency of which comes from their diet. Their blood is also toxic and is harmful to most species if ingested or introduced to the bloodstream, though many individuals can build a resistance to it over time and small doses are known to cause only hallucinogenic effects. When afriad, very excited, or fighting for dominance glowing patterns emerge on their skin.


Culture and beliefs:


Due to the lack of resources on their homeworld and distance from the core worlds, much of Lunishan society revolves around the illegal trades; creating a culture without much rules or system of government. Lumin itself has become a famous hub for drugs, trafficking, slavery and the like, with power belonging to those in control of the largest factories. In comparision to other societies the Lunisans are lawless with a reputation for being brutish and self serving. There are very few moon-wide regulations, with most districts obeying a loose code of conduct as created by their supervisors and not much else.


Spiritual beliefs on Lumin vary, with the closest thing to an official religion being Sor'El; the ancient practice of comsuming sentient flesh so that one might gain the supernatural properties of their meal. Public relations with other species in the Galactic Council mean Sor'El can no longer be practiced so much publicly, but cannabalism and similar practices still occur frequently behind the scenes, especially in the 'dark zones' where individuals cannot afford to pay for typical rations.  


Technological specializations:


The Lunisans are adept at making due with very little resources, and along with their black markets are well known for their energy and material production. There are entire sections of their homeworld and and several of the surrounding asteroids that have been designated into 'work zones' and turned into advanced factory districts. These factories are terrific refineries with secretive methods that turn ores and other materials into the purest substances that can be produced in the galaxy. Many factories are designed to create drugs (including stimulants and dangerous combat enhancers) and weapons as well. In order to protect their businesses they've developed extremely sensitive defensive technologies (though there are many that cannot afford these) that include both weaponry and programs. 


Species strengths: Lunisans have access to some incredible materials in which (should they see benefit) they can provide to fuel and supply the expedition, as well implement signifigant defensive technologies on the mission vessel or areas at risk of attack. And individuals from this race tend to be resourceful, and do not shy away from using non-traditional methods to solve a problem.


Extra info:
 
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Species name: Vos 


Physical attributes: Vosites are a humanoid race ranging in colour from . They are distinguished by the tentacles extending to the back of their heads and downward, which are generally darker than the rest of their face. The freckles on their face and markings on their tentacles come in with age and become darker as a Vosites grows in years. Vosite eyes are quite small, with the sclera being a dark colour (often black) and the iris being a bright, almost neon colour. Their ears are pointed and fingers quite long. Heights usually range from 5 ft. - 6 ft. tall. Vosite females are considered pleasing to the eye by most, if not all species. 


Biology:

  • It is said by the few Vosite historians there are that the Vos evolved from ancestors that lived most of their lives in the water. This is reflected in Vosite head tentacles, which have small suction cups on the bottom, and can each be moved independently. Vosite hands and feet are long and slightly webbed. Along with their incredible lung span, these features allow Vosites to swim like no other race.
  • Vosite eyes see best in the dark, which may relate to their ancestors living in the depths of the sea or their need to see into the dark crevices of an engine. 
  • The Vos ears, which are larger than the average human's, give increased hearing.
  • Vosites are also naturally agile, able to find their way out of the tightest situations with finesse.  Their natural ability makes them adept at covert operations and reconnaissance, as well as spy work.
  • The Vos are omnivores, and will eat anything they need to survive. Traditional Vosite diet consists mainly of what they can find in the sea, since their world is covered in 85% water. The strong, highly acidic Vosite digestive system can handle the outer shells of most shellfish (or most things, really).
  • Average lifespan of the Vos can be anywhere from 60-120 arfans (which is 100 - 200 Earth years), though those that live off world tend to live to around 100 arfans (140 Earth years).
  • The Vos have two genders, males are usually taller and lighter in colour. Females tend to be darker, slimmer, and shorter.



Culture and beliefs: 

  • One of the few universal beliefs, in Vosite culture a longer head tentacles on a female is regarded as more beautiful, while on a male longer head tentacles denotes virility. 
  • Though there are some residual folksy beliefs, most Vosite has been lost. (See Extra Info)
  • Spiritually, Vosites have no unifying religion. Most aren't very religious at all, their strongest beliefs are survival of the fittest and race to survive. Though, this isn't to say that Vosites are cold hearted, there are many kind Vosites. Vosites are just often poor, so they try to get what they can when they can get it.
  • Most will do almost anything for a paycheck, so you'll see them taking the jobs that others don't want or deem too risky.
  • Many other races look down on the Vos, even if they don't admit it. In their eyes, the Vos are comparable to cockroaches. Dirty, unwanted, but unparalleled in their thirst for survival when put in a tight spot.
  • "Waste not, want not," is an Earth saying that truly encompasses the Vos.



Technological specializations: The Vos are talented when it comes to ship and engine maintenance of all kinds. Their work may not be the prettiest, but in Vosite hands it'll last you as long as it possibly can and more. Kranal, the Vosite homeworld, is completely industrialized. Much of the verse's manufactured goods come from Kranal, though they are designed elsewhere.


Species strengths: The Vos are a creative race, but not in the way of arts of music. They are incredibly cunning scavengers, able to make a warp-capable vessel of seemingly junk. Many Vos operate salvage ships and yards, irreverently digging through what derelict or abandoned ships they can find and stripping them to their core. They can find use for practically anything, and if not they'll hang on to it until they do find a use for it. Vosites are also extremely talented engineers, their deft fingers and quick thinking have their ships running for much longer than they probably should. Lastly, the Vos trade much in the realm of information. Their increased hearing suits them for spy work, many Vosites are strategically placed in the underworld of the verse for rumor collection.


Extra Info: In the days that were, the Vos had a beautiful planet full of abundant resources. It began with small concessions, such as the mining of some of the Vosite's most valuable ores to fuel their quickly industrializing planet. The need and greed grew greater and greater until Kranal no longer resembled the home it once was. Tricked out of their resources for pebbles (there was no united Coalition to ensure fairness of interplanetary days back then), Kranal became what seemed like the poorest planet in the galaxy. The deteriorating conditions on planet forced many Vosites to abandon their homes to find a living off world. Scattered to the wind, through generations the Vos lost much of their unifying culture. Even on the home planet of Kranal, there is not much trace of the way Vosites used to be. Most, if not all Vosites, are focused on just living, making what they can day to day.
 
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"When there's nothing else, all you have is your words."


Species name: Aule'wae


Physical attributes: The Aule'wae are a tall (6 ft. - 7.5 ft), slender race with skin that ranges in all shades of purple. Their eyes are a cloudy gray, with a matching iris that is tough to spot. (This often gives the impression that Auleans are blind.) Aulean heads are oblong shaped, extending to the back and upwards away from their face. They don't have naturally growing hair, though some may attach wigs as part of their fashion on a day-to-day basis. Veins snake throughout the skin on their body, making their light blue blood apparent to the eye. Small vents can be found on the back of their head, as well as on their cheeks and around their eyes, hidden among their birth markings. These vents have the ability to sense fluctuations in body temperature, among other things. Aulean birth markings are specific to each Aulean, it is so no two have the same markings on their face or body. Auleans also sport prehensile tails, ranging from 3 ft - 3.5 ft on full grown adults. 


Biology: 

  • The Aule'wae are a single gendered race, though there is much diversity within it. 
  • Many of the galaxy's best diplomats have been Auleans, as their nature makes them particularly attuned to reading the thoughts, emotions, and intentions of those they deal with. They have an innate empathic ability, strongest in long family lines of purebred Aule'we.
  • Auleans live for extremely long times (the oldest Aulean claims to have been alive for 800 Earth years), thanks to their superb health and technological advancements.
  • Population growth is a consistent problem for Auleans, as their rate of pregnancy (and successful childbirth) is low. This is compounded by the fact that most of the Aule'wae prefer to breed with other Auleans.
  • Auleans are often described as graceful, their movements are deliberate and fluid. 
  • Eyesight is not the Aule'wae's main sense. They use their vents and heightened senses to "feel" the area around them and its inhabitants.



Culture and beliefs: 

  • A generally a passive, gentle species, they are content to remain in their civilized citadels, conducting their research and coordination from afar.   
  • The Aule'wae have long history of inter-planetary relations, they claim to be the first race to begin connecting all the warp-capable races of the verse. They value diplomacy and tact in all situations.
  • The way they dress is more than a way to express personal taste, it's how they make many statements of class and profession, as well intent and emotion. It is said that navigating inter-planetary relations is a piece of cake compared to deciphering Aule'waen fashion. 
  • Auleans have a primary religion called Valarian. It consists of a pantheon of gods , and each Aule'waen usually chooses one on her coming-of-age day to be her personal patron. Auleans take their religion, especially their personal patron, very seriously and try to embody its values daily. Few Auleans have strayed from the path of the Valar, as it is deeply intertwined with their culture. Every family has at least one priestess serving in one of the many temples on Aule. It is regarded as a great honor.
  • Tradition and family line are greatly important to Auleans. It is customary to make a trip back to Aule at least once an arfan once a century in order to pay homage to one's family, home, and patron god.



Technological specializations:  The Aulean capital of Imladris is considered one of the technological capitals of the universe. The Universal Translator Chip was born from Imladris and is widely used by mostly civilized species today. In fact, many of the galaxy's best technological and quality of life advancements have been due to the Aulean's work.The Aule'wae devote much of their population to research and development in many disciplines, leading to a quickly advancing scientific landscape. They have a very small military of their own, so they rely on their technological advancements and the hiring of paramilitary forces. 


Species strengths:  Auleans are skilled in the areas of linguistics, they are taught 12 of the most common languages in the verse from birth and very easily pick up on others. Slight empathic abilities, as well as a natural sense of body language, tonal analysis, and other varied characteristics make them strong negotiators and fair mediators. Despite this, the majority of Auleans work in the scientific field, either as researchers or developers of varying fields. Their calculating and thorough nature makes them uniquely adept at solving the verse's mysteries.
 
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WIP WIP WIP WIP WIP WIP Qu'illium

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Species name: Qu'illium


Physical attributes:  Horns and amounts of hair (facial and otherwise) vary from Qu'illi to Qu'illi. Generally bipedal, but on occasion may be found grazing on all fours. (describe the general appearance of members of this species)


Biology: (Anything naturally evolved by your species: life span, diet, sexual dimorphism, variations on the race, special traits like toxins or telepathic abilities, seasonal appearance changes etc.)


Culture and beliefs:  Qu'illium are usually clustered together in medium to large sized fleets, never calling one place home for too long.  Qu'illium have a monotheistic religion, focusing on a God that they feel has abandoned them recently with the destruction of their planet. Due to this, many Qu'illium have been exploring religions of other cultures. There are still many that hope to find a new planet and reconnect with their God.


Technological specializations:


Species strengths:  The Qu'illium are a race of nomadic traders, skilled in planning of all kinds. This includes the logistics of their cargo and how to get the most bang for their buck, but it also makes them dangerous battlefield tacticians.   On the odd chance you can find one unattached to a roaming herd, Qu'illium are most frequently hired as the quartermaster of a team, as they are very adept at keeping their herd (and related inventories) on track. Another benefit they offer is vast knowledge of the different races and planets throughout the verse, having established trading relations with most of them.  what makes your species useful in the hunt for this unknown enemy


Extra info:  In the beginning, the Qu'illium had home on a beautiful planet named Mentae, full of everlasting green hills, peaceful and serene. The discovery of a quickly collapsing star nearby forced the Qu'illium into a state of panic, hastily researching warp travel. Without long term plans, the Qu'illium hopped onto ships, hoping to get far away enough to survive the explosion and find a new home. Most Qu'illium made it off planet before the supernova, but its destruction was a part of the largest recorded supernova of intergalactic history. Its occurrence was had a small silver lining, in that a team of Aule'waen researchers had been sent to observe the supernova. The surprise of finding a new, unknown species (generally a species is found and observed until they are warp capable) was news heard round the verse. Many species reached out to the Qu'illium, offering assistance and aid. Though it was many generations ago, every Qu'illi dreams of finding a home for their species, worthy of replacing Mentae.
 
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/monthly_2016_11/xichung_race_largeportrait.jpg.2b543d9fe98b37a9880ff27bb8c05163.jpgSpecies name: Kosaritrez


Physical attributes: To Earthens they would look like man-sized predatory insects, not unlike the preying mantis or ant. They have a six-limb body pattern with dexterous, four-digit appendages underneath large scythe-like claws on their foremost set of limbs. Their dew-drop heads are wide at the top, tapering into large mandibles. Their many eyes are positioned at the sides of their heads and they have chemo sensory receptors on large antenal stalks that protrude from either side of a central cluster of extra eyes that are generally only used to sense light and dark. Their bodies are armoured in thick, chitinous exo-skeletons which are fairly resistant to many forms of physical attack. Their joints however are fairly vulnerable. The physical variation is large, colour, exo-plate size as well as body shape can all vary greatly depending on the region of the planet. 


Biology: The Kosaritrez live in a social colony system made up of of hundreds of thousands of individuals. There is always one reproductive female per colony (The 'Queen") and she is chosen by unanimous consent at the larval stage. Males are rare and because their reproductive function is of no use to their home colonies (all colony members being related) They are almost always diplomats and emissaries to other colonies, used as political gambits to form alliances, or in competition to pair with rising queens.  The Queen of a colony can live for centuries, while the non-reproductive  or "worker" females live for only about 60 human years. The males live for an average of 230. Worker females can develop romantic attachments but are unable to produce offspring. Communication of mood and feeling within the species is often done by chemical pheromones and does not need to be communicated verbally or with body language. As a result it is impossible for this species to lie to one another about how they feel.


The colony structure is kept amazingly clean and as a result the individual's immune system function is compromised when they are outside of it. Off-world emissaries must have modified breathers that disinfect the air before it is taken into the gas exchange tubes located at their throats, behind each pair of legs and on the abdomen. Lacerations or injuries that pierce the carapace can cause fatal infection if not treated immediately.


Velcro-like adhesive pads on the ends of their six limbs allow them to stick to and climb almost any surface and one of their favorite way to unnerve other species is to walk along the ceiling of a corridor. In crowded areas this is also the most efficient. Within their own colonies they walk the hexagonal corridors on all six sides, making for very efficient travel in the most densely populated areas.


Culture and beliefs: Females make up the brunt of the political hierarchy within the colony, with the 'Queen' very deeply involved in decision-making. The colonies are generally communally-built structures made from a hard, resin-like substance that is a product of a common plant on the home planet. This is more commonly replaced with metals and synthetic polymers now with the new technologies provided by off-world species. Because of the chemosensory perception of mood and feeling it is generally uncommon for this species to commit deception of any kind. Falsehoods are not often understood and it takes off-world diplomats a long time to adapt to the concept and be prepared for it.


The spiritual beliefs of the Kosaritrez are tied around their Queen. Though science has explained much of the natural phenomena they attributed to a deity, many hold the cultural value of believing their queen the physical form of a benevolent Goddess and treat her with according respect. Though males do not have much power politically beyond being used to form alliances they are treated with a large amount of respect and reverence. Upon maturation the males receive the choice, they can passively accept a position of courtesan to the queen of a neighbouring colony, where they take up the duties of diplomat and their home colony's communicator, or they can compete in a colony-wide tournament with the other males to earn the title of "Consort". Consort males are sent to other colonies to compete for the favour of newly-matured queens. A queen may have up to 20 male consorts, as it is both biologically beneficial and socially praised for a queen to have many. The more diverse the genetics within a colony, the more robust a colony is.


Technological specializations: This species is at the forefront of cooperative existence strategies and has delivered many a helpful social structure adviser to other planets to help build a harmonious global governmental body. They also contribute space-saving infrastructure and optimization algorithms for food production and population growth models. In short, these species excel at teaching sustainable life.


Species strengths: Kosaritrez are durable fighters but are disadvantaged outside their colonies due to their weak immune systems. As a result they make better advisers than soldiers, but there is in fact a soldier caste in many races on their home planet. They are all female (only recently have they begun allowing males into combat training) and larger than the normal 'workers' with longer claws and more muscle underneath their exo-skeletal shells. These soldiers are used mainly on their home planet and very rarely sent off-world to aid in inter-planetary conflicts. Despite the rarity of them, off-world fighters are formidable to most species as they are fast, agile and are very quick to learn new things and optimize strategies.


Extra info: 
 

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Spectralites


 


 


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Physical attributes


"What are you, some kind of toolbox?"


                -- T'Nar, as K'norhaz.


"Entirely depends! Would you prefer that I be?"


                                                                         -- 2765 Delightful Entertainer as 8401 Cheerful Gatherer.

Spectralites take the form of floating, abstract geometry, often changed in order to suit the mentality of those that they surround themselves with. Shapes that seem to be universally pleasing (and are therefore reasonably common) include variations on triangles, rectangles, and spheres.

 


 


 

Biology


"They seemed to grow more confused when I demonstrated Light Coalescence,


but I believe that their records were ultimately corrected upon further elaboration


as to what the process truly entails."


                                 -- 7724 Conscientious Diplomat.

Spectralites are, in essence, captured matter arranged by a central core. Their name is in fact a misnomer; due to their constantly shifting forms and disappearing portions, they were initially believed to be made out of an unknown variant of Hard Light, especially due to their ability to make portions of their outer shells glow. The entirety of their operations are governed by minute changes at the molecular, atomic and subatomic level, from the creation and re-creation of their outer shells, to their Entanglement-based core circuitry.


 

Though most Spectralites are roughly the size of the average human’s palm, Spectralites with stationary cores, such as Installation Overseers, have the potential to be much larger than their roaming counterparts.


 

Spectralites derive energy from their surroundings through the controlled conversion of matter into energy (though it is possible for a Spectralite to perform the opposite procedure--adding a further lack of initial clarity as to their non-light based physiology--it does not provide any sort of energy gain). The intricacies of this system, as well as most Spectralite characteristics, are generally beyond the majority of the Galaxy’s understanding; though the Spectralites themselves are capable of stating how they believe they operate, they lack all the information and equipment they would need to replicate themselves. As a result, even though existing Spectralites are often found in abandoned facilities throughout the Galaxy, new Spectralites are not believed to have been created since the highpoint of the society that designed them.

 


 

Culture and Beliefs


"MEMORANDUM, RE. ABOLISHMENT OF NET. INT. OVER-ACCESS.


ABOLISHMENT MOTION: PASSED.


IN FAVOR: 89.28%.


AGAINST: 10.01%.


ABSTAINED: 0.71%.


TIME TAKEN FOR OVERALL TALLY: 42 SECONDS."


                       -- Spectralite Voting Record.

Though they are one of the newest arrivals to the newest form of the galactic stage, Spectralites have in fact been around for eons, having been initially constructed as servitor intelligences by a now-defunct (or so it is believed) galactic intelligence. At the height of this civilization’s power, the Spectralites, then known as Caretakers, were overseers and maintainers of this civilization’s many galactic installations. Sometime before or after this civilization’s apparent fall, the Spectralites were deactivated en-masse, many of them experiencing memory degradation in the process.


 

Unearthed by the Interspecies Coalition in Earth Year 2021, Spectralites, with no remaining masters to speak of, immediately volunteered themselves for service in any galactic organizations willing to take them. Their price? Information. Needless to say, the sudden appearances of unknown intelligences willing to work “for free” caused waves of distrust amongst government officials and working civilians alike; as a result, though Spectralites pride themselves on being as helpful as possible, they are still a rarer sight throughout the galaxy when compared to most other species.


 

In an effort to ease tensions with their newfound biological partners, Spectralites have embraced a somewhat individualist culture, discontinuing the use of their networked intelligence for all purposes except data retrieval, personality preservation, and species-wide democratic polling. Though many possess similar shapes, it is nonetheless rare to find two Spectralites that are exactly identical in form. They have also begun to take part in the development of art, the most uniquely Spectralite artform being what is called “Flocking Dances,” in which large amounts of Spectralites group together in swirling, abstract shapes, or in three-dimensional representations of subjects or objects. Everything from light shows, to interpretive dances, to traditional plays, have been performed in Flocking formats. The largest and oldest Flock, “SpectraLIGHT,” was initially created in order to foster diplomacy and goodwill between Spectralites and the remainder of the galaxy.


 

All “traditional” Spectralite names, referred to as a Serial, follow the same format. A four-digit number, followed by a Purpose Classification, which takes the form of an adjective followed by a noun. The Serial of any given Spectralite immediately informs a User (their go-to terminology for intelligent biological forms) of their purpose, and how recently they were assigned, compared to their fellows (starting at 0000). Their number is always unique, yet their Purpose Classification is not. Spectralites also have the tendency to take on (or, sometimes, give themselves) “Colloquial Designations,” known to everyone else as Nicknames, generally derived from their full Serial. Famed negotiator 7724 Conscientious Diplomat, for example, was often called Dipper by those he knew personally.

 


 


 

Technological Specializations


"I will not lie, I found it rather strange that they were concerned when


it came to our current state of living. If anything, I am rather glad that


we have been given the opportunity to refurbish and re-instate the


Galactic Array. I would be satisfied with no other purpose."


                      -- 0343 Energetic Welder.

Spectralites possess no true technology of their own, instead living in repaired and refurbished installations. Due to their relatively fragile forms, they are not suited for construction, and instead put the majority of their technological focus into theoretics and experimentation. They are, however, backwards compatible, allowing them to interface with most common technological elements in the galaxy.

 

Species strengths:


 

-- Extensive Knowledge: The Spectrailtes have been collecting large amounts of publically available data. Having a Spectralite nearby is similar to having a walking library.


 

-- Spectral Scanning: What Spectralites lack in fighting power and durability, they make up for in observation. Their ability to deconstruct and reconstruct matter allows them to make elegant yet complex scanning tools, letting them gather information from their surroundings quickly and with minimal intrusion.


 

-- Theoretical masters: Though they have little practice in areas of physical construction, Spectralites are nonetheless known for their mastery of theoretical sciences and related experimentation, thanks to their processing power. Highly mental activities, such as piloting and navigation, also come easily to them.


 

-- Diplomatic Efficiency: Due to their ability to shift their abstract forms, Spectralites are one of the less likely creatures to come across as naturally revolting. Spectralite Diplomats that remain on certain planets for long amounts of time often take on shapes reminiscent of local arts to further blend in.


 

Extra info:


 

-- The most famous Spectralite is 2765 Delightful Entertainer, who co-stars alongside the Valknir actor “T’nar” as 8401 Cheerful Gatherer, the Valknir mercenary’s guide and sidekick, in the widely-broadcast series The Onset of Tomorrow.


 

-- The quickest way to a Spectralite’s heart is to tell them something they don’t know, or to give them a puzzle they can’t immediately solve. Both are often easier said than done.


 

-- SpectraLIGHT’s two most beloved performances are “A Brief Planetary History,” an hour-long narrated “dance” portraying the creation, age, and eventual destruction of a habitable planet and its home star system, and, more recently, an abstract performance done to Mozart’s Lacrimosa.


 

-- Perhaps oddly, Spectralites are rather fond of humans. None of them are quite sure why.
 
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Patronus


[SIZE= 10pt]Physical attributes: [/SIZE]


Patronus are similar to the physical makeup of modern day Humans. Females are typically around 6 feet tall, while males have been known to grow as tall as 8 feet. They are usually slim with a slightly muscular frame, but the Patronus in the Bellator Order are typically more muscular. Their skin can very much like humans can, as well as their eyes and hair color. 


The biggest difference in the Patronus physicality is between their cousins, the Diabolus. Where Patronus are lighter colors, Diabolus use dark colors to separate themselves from the Patronus. They have modified Haloids that resemble horns and their Volatus Wings emit flame like light instead of pure light. The final difference is the addition of a tail like appendage that can be used as a weapon if desired. 


[SIZE= 10pt]Biology: [/SIZE]


[SIZE= 10pt]Exceedingly long lifespans are the Patronus most notable biological trait. The current oldest Patronus is Elder Michael, a Patronus Historia who acts as Ambassador for the Patronus in diplomatic affairs at the age of 2000.  Because of how long they live, they are very selective on breeding and only allow Patronus to breed in a systematic way so that there are very few new born Patronus at one time. The population is so controlled, that it usually works out that when one Patronus has met the end of its lifespan, a new Patronus is born within the hour of the death.[/SIZE]


[SIZE= 10pt]Culture and beliefs: The beliefs and culture of the Patronus varies greatly on the Order that you are speaking to. [/SIZE]

  • Rimor: The Rimor Order are the stealthy explorers of the Patronus. They are allowed to leave Coelum in small group to venture into the stars for expeditions to planets. Once they have observed and declared that the planet is worth investigating, they move onto another planet and send word to the Scientia Order for examination and documentation of the planet and its species. 
  • Scientia: Scientia believe in observation, study, and preservation of intelligence within the universe. Once a planet has been declared safe by the Rimor Order, The Scientia Order arrives and begins to record and observe everything on the planet and record it. They perform necessary experiments on their findings but always try to return everything to the way they found it. 
  • Bellator: The Warriors of the Patronus, The Bellator Order are called in whenever a planet has been deemed too dangerous for observation. They do not attack creatures that have been deemed of lesser intelligence, as they are merely acting on instinct. But should a planet be inhabited by an aggressive race of intelligent creatures that descend upon the Rimor Order during exploration, they are called in for recovery and containment. On very rare occasions, they have been called on to protect Coelum itself during invasions by outside forces. They are always on the defense against the Diabolus and their attacks on the Patronus and their section of the planet. 
  • Historia: The Historia Order is the smallest of the orders and the only way to enter this Order is to become what is known as an Elder in Patronus culture. When a Patronus has served their order long enough, and has been recognized by the council as a valued member to the Patronus, they are accepted into the Historia order. In the Historia order, they are charged with keeping the peace of the planet, delegating tasks to the orders and the Patronus that live on the planet, and are able to enter the Atria Memoriae to record their life's work and the works of important discoveries. 
  • Diabolus: Diabolus are not an order on Coelum. Long ago it was said that the first Diabolus defected from the Patronus when he was thwarted in controlling the planet under a Monarchy, instead of the council that governs it now. Since then, the Diabolus have grown steadily on the dark side of the planet. They do not section themselves off into Orders; they believe in ruling with an iron fist over planets and have tried several times to take planets only to be thwarted by Patronus intervention. 

[SIZE= 10pt]
[/SIZE]


[SIZE= 10pt]One cultural trait that is shared between the four orders of the Patronus is the respect for life and the love for the living universe. They care for the creatures that inhabit the galaxy and will usually choose diplomacy over brute force if they can avoid it. While Diabolus will always prize power and domination over anything else, the Patronus will choose intelligence and equality. 
[/SIZE]


[SIZE= 10pt]
[/SIZE]


[SIZE= 10pt]Technological specializations:[/SIZE]


[SIZE= 10pt]The Patronus specialize in light technology. Having harnessed the power of light and all its capabilities, they were one of the first species to perfect light speed for space travel, giving them the ability to travel to far off planets in their early life spans. They can manipulate light to the point of hardening its electron particles to create their signature Particle Blades. The Rimor Order worked for many years to manipulate lights ability to bend around objects, creating the ability to turn invisible. Scientia developed a way to use light to manipulate the electrical impulses in some simpler species to manipulate memory and intelligence. 
[/SIZE]


[SIZE= 10pt]Species strengths:[/SIZE]

  • Because of the history between Patronus and Humans, Patronus have probably the best information on humans and their biological make up and are best equipped to handle anything that should happen to a human.
  • Patronus are very hardy, and can take a great deal of punishment in tight situations. Their biological makeup is quite tough, and while they may look soft and squishy like humans, they are a bit more difficult to kill. 
  • Even those outside of the Scientia are well above average when it comes to intelligence. While Bellator are really more on their strength and endurance than the others, they are still highly intelligent. 

[SIZE= 10pt]Extra info:[/SIZE][SIZE= 10pt] [/SIZE][SIZE= 10pt]
[/SIZE]


[SIZE= 10pt]Because of their advancement in space travel so early on, Patronus have had the ability to venture beyond their home world when some planets where still growing. One such planet they reached out to before many was Earth. Long before April 2090, the Patronus reached earth during its early stages of civilization. Fascinated with the race of "man", Patronus would venture to the planet in very small measure for research and observations. During which time, they did not go unnoticed. Several times Patronus and man interacted during the times before humans even discovered electricity. [/SIZE][SIZE= 10pt]
[/SIZE]


[SIZE= 10pt]Because of how young the humans where, they perceived Patronus to be messengers from deities. Each time the two species came into contact, the Patronus would alter the memory of the humans interacted with so that the truth was hidden. Little did the Patronus know that their interactions would leave a residual effect on the humans they interacted with, causing the birth of many different religions among the easily susceptible humans and conflict that would last for thousands of years. [/SIZE][SIZE= 10pt]
[/SIZE]


[SIZE= 10pt]Unfortunately, The Diabolus arrived on Earth and attempted to take the planet. After a very long time of fighting in the shadows of the planet, the Council stepped in and forced both races to leave the planet. The Patronus and Diabolus were removed and an order was passed preventing the Patronus from entering a planet without consent from the galactic council from that point on. The Diabolus retreated to their side of the planet, while the Patronus pleaded [/SIZE][SIZE= 13.3333px]to the council for them to continue their research. The council came[/SIZE][SIZE= 10pt] to a conclusion allowing the Patronus to still visit other planets for study, only after the planet had been thoroughly investigated and approved for interaction. Thus, the Patronus Orders were born in an attempt to keep what happened on earth from ever happening again. [/SIZE]
 
Species name:


Ascended


Physical attributes:


Most, if not all, Ascended are known for their fair complexion, Pale skin, odd hair pigments (Silver, Blue, Dark Green, and Purple being the most common), scanning eyes, and their willingness to add enhancements to their bodies if needed. However, the by far most noticeable feature (much to their chagrin) is that their skins take on a natural 'glow' to them. Other than that, they typically look humanoid in appearance, albeit much taller (for example, a normal Ascended female ranges from 6-7 feet tall on average and a normal male Ascended ranges from 7-8 feet tall, and rarely any smaller). They are also much more limber than most other races, relying on their speed and intellect to make up for their lack of a proper physical build.


Biology: 


Most Ascended have long life-spans. A typically male or female can live to be up to five thousand years.


 The most noticeable feature of the Ascended is that they are constantly evolving. Their bodies, through the fields of science, have been biologically altered to adapt to the surroundings much easier, making them a species that can easily colonize other planets. Some have adapted this to allow water breathing or surviving toxic-air planets, but such things require decades of carefully introduced and mandated exposure to the environments. They also support a benign healing factor, able to heal in days what would take months to normally heal. 


Mating is similar towards earth based species, and families typically tend to be consisted of two parents, and two to three children.


Their natural Intellect and agility helps them survive, as most don't develop a large amount of muscle like other races. Those that do typically join military forces.


Culture and beliefs:


The Ascended do not believe in gods, they never have seen reason too. They do, however, believe in a philosophy known as  Fogah Ulhyrri Di Tobor, or in common tongue, the Three Ways of Life.


The first is 'Wer Gul Mavli' - The Cold Endured. We are thrown into this universe against our will, and given no tools for survival, but what we make and take for ourselves. We live in a cold place, surrounded by frozen hand of death, but there is warmth to be found: For by enduring the cold, we thrive in an environment where others merely survive. 


The second is 'Wer Ixen Sitelia' - The Fire Captured. The Inner flame that controls our emotional response to the universe can keep us warm, but it can easily spiral out of control. Like unrelenting rage before reason, a fire can burn and destroy everything it touches, but once captured, it provides the pathway to security, knowledge, and inspiration, and companionship. To be able to experience the best of the universe, you must have control over your emotions. By the flame of your passion, you can bring forth the will to achieve greatness, but unless controlled, you'll easily destroy everything in your path, willing or not."
 
The last, but not least, is 'Wer Navnik Ifpespa' - The Spirit Calmed. Through experience we gain understanding. Through the inner fire we brave the cold around us. Through the cold, we learn to survive and thrive in a world that is not kind to any. But to connect with the universe, to realize how vast it really is, your spirit must be calmed and free-minded. For once calmed, you realize just how little differentiates you from the rest of the galactic whole, for the Universe is one body, and you are but a single drop of blood in it. 


Due to their understanding of technology, and how their race has advanced, they seek to treat uplift and aid others whenever and wherever possible. For if one race were to be injured, they would not be able to progress. This also has lead them at odds with other races, such as slave-owning or Empire ruled races. More often than not, Ascended Military steps in and take it upon themselves to punish wrongdoing. They normally act as a Galactic Defense Force, destroying both slavers and pirates both with their military. Justice, Equality, and Fair Treatment are important aspects in their species.


These actions are due to their philosophy, and as such most people assume that the Ascended are a war-faring race. The Ascended, however, just support a rigid system of justice, and that wrongdoing MUST be punished, either by repaying the people harmed, by serving time in jail, or in front of a firing squad.


The Ascended Government typically are ruled by a group of Seven High Chancellors. This uneven number was to prevent deadlock, and each Chancellor has a small council of their own, again seven in total, to help in decision making. Most of the High Chancellors appoint planetary governors that answer to them in ruling over planets, and these governors answer directly to the Ascended High Council itself.


Marriage in the Ascended alliance is considered sacred, and for each family, it is a different affair: Each family must perform a specific traditional action towards a love interest to ask for their hand in marriage. For example, one family would have that they must create a piece of art that must be presented towards their love interest before marriage could be asked. This is done to prove how far one is willing to go to obtain the hand of their loved one, as each task is typically very difficult.


The Current Political Climate of the Ascended, however, is currently in extreme tension. With the restrictions increasing on their two premiere scientific industries, and being denied the sanction to properly punish unlawful races such as the Lunishans, public opinion among the Ascended towards the Coalition has reached an all-time low. With that in mind, protests and harsh verbal debates have begun to give way to armed militancy, and as such the Ascended have divided into two political parties: The Loyalist Council and the Iconoclast Initiative. The Loyalist believe that they should continue to work with the Coalition and attempt to overturn the restrictions through legal means. The Iconoclast Initiative wishes to limit Coalition control on Ascended actions and continue their work, though it is no secret that those in the Initiative wish to Secede completely from Coalition control.


Technological specializations:


the two foremost that they rely on is their Military technology and Biological.


Their biological technology is the reason their skin glows and their body is capable of adapting to the various harsh environment is due to this technology. They believe that, by attempting to harness the power of nature, they could begin to speed up evolution itself, and reach a higher state of being. It is purely experimental (and likely would be considered illegal by public knowledge) but it a pride and joy.


Their Military Technology has allowed them access to Plasma and Pulse-based weaponry, but their most notable advancement is their inclusion of droids and automated defenses in their military. Using these have allowed them to make up for their lack of physical strength, and they use their military might to act as a Independent Policing Force for those in the Universe and in the Coalition.


Species strengths: 

  • Because of their emphasis on Unity and Equality, most races tend to get good treatment out of the Ascended.
  • As they tend to take cultural aspects from different species and add them to certain parts of their own society, they are known to be a widely socially accepting race.
  • Due to their belief of Justice and Fair Treatment, Crime is at a relative low among this species.

Extra info: 


Due to their belief system, when they see other races that they view as incapable of defending themselves properly or supporting themselves, they aid in whatever way is legal and eligible. They often send things such as medicine, food, building materials, and other supplies, as well as act as acting as guards for their planets when possible. They typically get along well with the Vos, Spectralites, Qu'illium, and Aule'wae, though they understand that most other races disapprove of their militarized status. 
 
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ghislain-girardot-nebezial-shiva-4.jpg



Above and below are examples of a new ceremonial guard described in Culture and Beliefs. It provided the best way to visualize the Shiva as they have the least amount of clothes.


Spacefaring and military Shiva not only use guns instead of swords, they also wear full-body suits that generally chill them to keep them comfortable when performing Council duties, so don't be disappointed, but they aren't going to be as naked as this except on their home planet. Even then, its fairly rare.


ghislain-girardot-nebezial-shiva-3.jpg



Species name:


Shiva


Physical attributes: 
The Shiva are a mixture of reptilian and avian, vaguely resembling some of Earth's extinct dinosaurs. They have four webbed arms and a relatively long tail that can range up to a few meters, matching or exceeding their body height. Quite often, their long tails are used as a weapon similar to a whip. They are also 6-7 feet tall. Their hands only have three sharp-clawed fingers and feet with four equally sharp-clawed toes. They stand bipedal and digitigrade. One of the first things many notice on these slender beings are their vivid feathers. These feathers' can range anywhere on the red spectrum, changing based on region and sunlight. Bright pink with more sun down to a dark purple near the planet's poles where sunlight can be limited. The colors do not change once the Shiva is a few years old. The feathers grow on their head/crest, pointing outward, continuing down their back, shoulders, a little on the tail, and ankles. Once these bright feathers stop replacing themselves, the Shiva is considered elderly. Losing all their feathers reveals the crest on their head, making the elderly look more reptilian than avian. Their skin is dry, rough, almost scaly, providing a decent barrier against natural skin damage. Traditional clothing is often just a hide or cloth robe as they had never needed a reason for thick clothes. Their spacesuits, on the other hand, cover every bit of their body, with shoulders, helmet, and spine to the tip of their tail being triangular as to not damage their feathers.


Biology: 
The Shiva are primarily carnivorous, though they can eat berries and fruits as a sweet treat or a last resort. They prefer their meat raw or very lightly cooked to absorb as much nutrition from the meat as possible. Most leaves and vegetables grown on their home planet are toxic for them to eat. Due to this, they try to avoid any vegetables offered to them out of habit, even if they are proven safe to eat. They are often incredibly picky eaters, preferring to eat things they themselves or people they trust have prepared. If one refuses to eat something you as a stranger has kindly prepared for it, try not to take it personally.
The average life-span for a Shiva is, in their early industrial ages, around 110-120 Earth years. Now with modern medicine and research on healthy habits, they now have been observed living close to 250 Earth years. They live the healthiest in temperatures around -34° C (-30° F) up to 3-12° C (37-54° F). Anything above or below requires more than just traditional clothing. This is especially the case in warmer climates as they are not mammals, therefore they cannot sweat. For the sake of the Council, they have designed suits capable of keeping them comfortable in normally unhealthy conditions. In addition to temperature, the amount of sun received can also change their feather color. Almost everything in the red hue has been observed. This color, however, only changed in their early years of life. Rarely does it change as an adult.
It is difficult to tell a male and female physically apart aside from their head shape and feathers. Male heads are more triangular with longer, brighter feathers. Female heads are more circular with feathers shorter and less visually pleasing. Other than these two things, they cannot be differentiated physically. Behaviorally, both genders are equally xenophobic and/or competitive. It is rather difficult to gain their trust if you haven't proven worth their while.
Due to the fact that they are very slender with digitigrade legs, they are incredibly fast beings. Their legs move them great distances in between each step, allowing them to reach incredible speeds over great distances with little effort. Their four arms are also webbed, which has proven useful when forced to swim or even leap long distances as the skin acts as a natural wing for gliding. 


Culture and beliefs: 
Religions didn't have much time to take its part in Shiva culture. The Shiva's hostile home planet had forced them to focus survival over philosophy. Even after the Shiva have taken hold of their planet and rest from harm is obtainable, they still haven't had much for religious pursuits. Even without a religion, they do have some basic laws that their people have followed for thousands of years:



-Every member of their species must go through one year of basic military training after their Korvashiva in order to achieve full citizenship.



-Every member of their species, male and female, must go through their Korvashiva once they have reached breeding age (officially at 25 years old).
    -The Korvashiva is the result of a truce between the Shiva and the other sapient species they had shared their planet with called the Korva. The Korvashiva is a series of gladiator style duels between the Shiva and Korva once they reached adulthood. Due to near identical life-spans, there was a set age that each species must fight at. Historically, the Korvashiva had no rules as long as it was an honorable duel with no interference. The loser would be killed and the winner would, more often than not, find a mate and raise children. This was to spread the strongest genes for each species. 
    -A modern Korvashiva is now an incredibly popular sport-like competition held annually on their home planet. Death is no longer a result thanks to a popular vote, and because of this, tournaments were able to be formed regularly. These tournaments allow and encourage any homemade technology to be used in combat as long as the tech is non-lethal. Only homemade technology is allowed; no borrowed tech. 
    -Despite the lack of death in the modern Korvashiva, the purpose of the Korvashiva remained the same: to select the strongest members of the newest generations and allow them to make the next generation even stronger. Tournament length varies depending on the amount of fighters, reaching up to 100 fights per Shiva before the finale. These tournaments can last up to a month with multiple fights being performed daily. If a Shiva should lose their Korvashiva within the first 25 rounds, they would forfeit their right to breed (they trim their crest feathers to half their length. These feathers are seen as most attractive in the Shiva. Refusing to do so will result in legal action.) This is due to the fact that the Korva are generally eliminated from the competition after 25 rounds due to their technological incompetence. 
    -They are allowed to try once more after a ten year waiting period and, if they exceed 25 rounds, will receive the right to breed once again and allow their feathers to grow. If they lose again, they are forced to surgically pluck their crest feathers from the root to ever prevent them from growing again. These Shiva will never be given the right to breed. Now that both species have grown to inhabit their entire planet, the winner of the tournament also provides their species the majority of the planets resources for the rest of the year.    
    -A Shiva can volunteer to participate in another Korvashiva after they have reached age 125, the age when the Shiva's feathers start to fall out, and had came in first for their first Korvashiva. If they have proven successful in both Korvashivas, they are offered a leadership or ceremonial roll in the government based on their performance. The ceremonial position is a "gaurd" position that is meant to be symbolic more than protective as instead of guns, they are given traditional swords and practically zero armor.
    -If a Shiva has decided to be a part of the military and had lost their first Korvashiva, they do not need to do their second in order to regain their breeding rights. They still, however, must wait ten years and keep their feathers trimmed until then.
    -This also means that every Shiva is capable of fighting hand to hand combat effectively. Their early lives are full of training for their Korvashiva fights.



-The Shiva and Korva must respect their state's borders.
    -Trespassing will result in death.



-Every member must be proven capable of working for themselves before being allowed in a working group.
    -Another reason for the Korvashiva, but not its main purpose.



-War will be declared as only a means for peace, not a means for gain.
    -No war has been started since the first Korvashiva, though there have been many cold wars.



The Shiva have government system that revolves almost entirely around the Korvashiva. If both Korvashivas are won by the same person, they are offered a government or ceremonial position. Those in the government all take part in creating and enforcing laws. This is not a democracy, but an elitist oligarchy government where there is a group of leaders chosen through their Korvashiva and previous accomplishments. The citizens have little say in government affairs.
The Shiva are far more technologically advanced than the Korva and rightly so. The Korva are far stronger in martial strength, bullying the Shiva in their early ages. In their medieval times Korva had won a war by simply equipping the entire army with spiked shields. Now, however, the Korva have proven themselves strategically and technologically inept. Many times, the Shiva have won the Korvashiva simply through homemade technology. Since the Shiva had been winning more than not recently, a Korvashiva defeat is even more destructive for the individual. The Shiva were the first to space between the two, for the purpose of eventually finding a new home for themselves, and the only one to meet the Counsel thanks to it. The Korva will find their place in space eventually, but for now it is the Shiva that take the title of "Spacefarer".


Technological specializations: 
Their technology is a little selfish in the fact that it doesn't exactly help other species as much as it does themselves. Their standard military spacesuits and weapons are incredibly versatile and modifiable. This is to allow each and every military Shiva to be able to modify their own suits and weapons to make them as suitable for each situation as possible. Their suits, ships, and weapons are programmable as well to fulfill multiple purposes and allow a multitude of foreign technologies to be added to it without much hassle. Adaptability is their main defense and made that their military's primary focus.


Species strengths: 
The Shiva's strict military government had made them strong ground fighters along with the encouragement to create improvised gadgets to overcome any obstacle. While some species provide upfront wars, the Shiva will always try to undermine their opponents from the sidelines. They aren't necessarily assassins as much as they are saboteurs, learning their enemies movements and behaviors before swiping their feet beneath them. With the fact that they tend to modify their own technology for their own needs, sabotage is, generally speaking, their main combat initiative.


Extra info:


-The Korva are the opposite in terms of avian vs reptilian. They look more like a reptile.
-The Korva are currently in their infant space age.
    -They just sent their first satellite into space. Granted, it was stolen technology from the Shiva.
    -They also think that the Shiva's reliance on technology and sabotage is considered cowardly.
-Shiva are fairly xenophobic, thanks to the Korva.
    -In addition to being just as competitive and territorial.
-The Shiva's home planet is a tundra planet.
    -They also have yet to find another suitable planet to colonize.


-They lay eggs instead of live birth.


    -It's considered a great honor to come in proximity, let alone even see an egg. They are extremely protective of them, especially when around non-Shiva.


-Ceremonial guards do not leave their home planet. They are meant to be a symbolic figure representing the turning point of the planet's history when the Shiva had started to become victorious over the Korva. They are vigorously trained in the martial art used during that period as well called Virmakorv.


    -Virmakorv is a two bladed martial art, taking advantage of enemy attacks to strenghten their own.


-Military rank has nothing to do with the Korvashiva.


    -Proving your worth in ways other than combat can put you in a variety of high ranking positions. Being an emissary is one position considered honorable.
 
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Species name:  Lynderal (approximate English translation), or Loth.


(I'll upload the picture tomorrow, I'm working on it.)

 


Physical attributes: A bipedal humanoid species native to the world of Loth, the Lyndreal lack facial features except for a pair of black eyes, but talk through their vocal organs on the side of their necks. Their heads curve up to form a crest. Their skin color can range from blue to gray, and some Lyndreal have blemishes on their crests.


Biology:


The lyndreal are a very strange species, and have developed in a most unique way. It is unknown as to why the Lyndreal developed their notable faceless faces, but scholars point to their culture as a cause.


Both male and female Lyndreal are indistinguishable in physical appearance.


Lyndreal “eat” by absorbing nutrients through their hands. Their oral organs are holes in their hands that siphon food.  They usually feed on organic matter. Their hands siphon energy from the food until it is all depleted. This, however, takes 10-12 hours to fully sap a lifeforms energy. Because of this, they are considered “energy vampires” by some species, but the process is too time consuming and there have been no recorded incidents of a Lyndreal stealing another sentient species energy.  


Their lifespans are decent, Lyndreal can live about to 100-200 earth years.


Culture and beliefs:


The Lyndreal are a very sophisticated species that are most attributed to the Credit Conglomerate, which is the leading financial institution in the galaxy. Lyndreal, or Loths after their home planet are very shrewd and strive to make as much money as possible. The planet of Loth is an unforgiving desert-like planet, in which the Lyndreal’s obsession of money was derived from the practice of hoarding their wealth in secret vaults in the deserts. Because of an abundance of valuable minerals, such as arcazite, an important component in spacecraft, Loth quickly became prosperous, and the Lyndreal soon became a major player in galactic matters. They soon started to expand in search of more mineral deposits and in doing so, stripped many planets of their underground wealth. Such undertakings has lead to conflict with other sentient species, and soon the intergalactic council intervened, regulating the Lyndreal expansion and economy.


The Lyndreal are quiet and cool-headed beings who don’t really like to talk a lot. If they do, they would speak in a low, guttural, but soft voice. Because of their blank expressions and patience, they excel in business negotiations and card games. Lyndreal rarely get mad or upset, in fact one can’t even tell.


There have been many instances when a Lyndreal has been invited to a banquet to commemorate a trade deal, and the host/s would notice the Lyndreals lack of appetite, and consider it rude.  


They are atheist, and don’t really believe in a higher power.


Shaking hands is a sign of utmost respect it is attributed to trade deals as a sign of trust and closure.


Technological specializations:   The Lyndreal specialize in huge cargo spacecraft capable of carrying tons of goods. In addition to these leviathans, there are many cargo frigates that fly under the banner of Loth. They also excel at managing large and complex calculations, useful for controlling the flow of wealth passing through Loth. Many Lyndreal work as analysts and accountants all over the galaxy, not just in the Credit Conglomerate. They are also known for the Z-12 blaster pistol, a cheap, mass produced weapon that is durable and has an ok rate of fire. The Z-12 is commonly seen in the galaxy due to its abundance.


Species strengths:  Financial backing and Diplomatic Negotiation. The Lyndreal have a sizable army and indirect control of the largest merchant fleet in the galaxy. Perhaps they can contribute both militarily and financially.   


Extra info: Credit Conglomerate: A private bank based in Loth that is the leading financial institution in the galaxy. It was made to serve the Lyndreals but later expanded to serve clients outside their local system. The Credit Conglomerate holds and manages assets for 50+ sectors in the galaxy and over 400 planets have funds in the bank system. It is the sponsor and benefactor of the many commerce guilds in the galaxy, and indirectly controls some of the important trade routes.


There are three main branches in the CC


1. Bureau of Loans & Credit


2. Bureau of Intergalactic Currency Exchange


3. Credit Enforcement Division
 

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