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Action / Adventure
19
27%
Thriller
3
4%
Horror
4
6%
Science Fiction
20
28%
Nation
13
18%
Doki Doki Literature Club
12
17%
 
Total votes : 71

User avatar
Sarejo
Minister
 
Posts: 3143
Founded: Sep 01, 2014
Father Knows Best State

Postby Sarejo » Mon Jan 23, 2017 4:15 pm

Question: If I choose a "Kingdom", is there anything preventing me from doing an aristocratic democracy with executive and legislative branches with more late Renaissance technology (minus gunpowder)?
Cheers mates.

User avatar
The Empire of Pretantia
Post Czar
 
Posts: 39273
Founded: Oct 18, 2012
Ex-Nation

Postby The Empire of Pretantia » Mon Jan 23, 2017 4:15 pm

Forest State wrote:
The Empire of Pretantia wrote:If they depend on the environment for heat, then they're not cold tolerant.

I mean, it depends on how cold you're considering cold to be. The climate of Ress is similar to New England, and while they mainly get their temperature from the environment, they do have enough internal heating that they aren't going to freeze to death or be forced to slow down and hibernate as soon as it gets windy. And while scales traditionally aren't suited to the cold, the thick skin would be decent at minimizing the effects of the wind. You

If its primary best source is external, then it doesn't matter if they also have internal heating.
can find reptilian animals in similar climates...

They hibernate.
ywn be as good as this video
Gacha
Trashing other people's waifus
Anti-NN
EA
Douche flutes
Zimbabwe
Putting the toilet paper roll the wrong way
Every single square inch of Asia
Lewding Earth-chan
Pollution
4Chan in all its glory and all its horror
Playing the little Switch controller handheld thing in public
Treading on me
Socialism, Communism, Anarchism, and all their cousins and sisters and brothers and wife's sons
Alternate Universe 40K
Nightcore
Comcast
Zimbabwe
Believing the Ottomans were the third Roman Empire
Parodies of the Gadsden flag
The Fate Series
US politics

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New Grestin
Powerbroker
 
Posts: 9500
Founded: Dec 21, 2013
Ex-Nation

Postby New Grestin » Mon Jan 23, 2017 4:42 pm

Sarejo wrote:Question: If I choose a "Kingdom", is there anything preventing me from doing an aristocratic democracy with executive and legislative branches with more late Renaissance technology (minus gunpowder)?

No. There are no real restrictions on government organization and policy, beyond the regulations on expansion, territory, military and population.

I'm planning on updating the OP with explanations on tech levels and such tonight.
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers
Kentucky Fried Land wrote:I should have known Grestin was Christopher Walken the whole time.
ThePub wrote:New Grestin: "I will always choose the aborable lesbians over an entire town."
Imperial Idaho wrote:And with 1-2 sentences Grestin has declared war on the national pride of Canada.
- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)

User avatar
Elerian
Postmaster-General
 
Posts: 11563
Founded: Aug 31, 2012
Father Knows Best State

Postby Elerian » Mon Jan 23, 2017 5:01 pm

New Grestin wrote:
Sarejo wrote:Question: If I choose a "Kingdom", is there anything preventing me from doing an aristocratic democracy with executive and legislative branches with more late Renaissance technology (minus gunpowder)?

No. There are no real restrictions on government organization and policy, beyond the regulations on expansion, territory, military and population.

I'm planning on updating the OP with explanations on tech levels and such tonight.


Do you have any idea when you might put up the thread?

User avatar
New Grestin
Powerbroker
 
Posts: 9500
Founded: Dec 21, 2013
Ex-Nation

Postby New Grestin » Mon Jan 23, 2017 5:03 pm

Elerian wrote:Do you have any idea when you might put up the thread?

Not sure. Sometime this week, likely.
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
Head Bartender for The Pub | The Para-Verse | Writing Advice from a Pretentious Jerk | I write stuff | Arbitrary Political Numbers
Kentucky Fried Land wrote:I should have known Grestin was Christopher Walken the whole time.
ThePub wrote:New Grestin: "I will always choose the aborable lesbians over an entire town."
Imperial Idaho wrote:And with 1-2 sentences Grestin has declared war on the national pride of Canada.
- Best Worldbuilding - 2016 (Community Choice)
- Best Horror/Thriller RP for THE ZONE - 2016 (Community Choice)

User avatar
Theyra
Negotiator
 
Posts: 6409
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Mon Jan 23, 2017 5:17 pm

What I have so far.
Species Name: Tauv'ysk
Species Appearance:
Image

Height/Weight: 6'2, 150 lbs
Lifespan 130
Biological Information: The Tauv'ysk evolved on a tropical world of Zeavis and had to complete with the native wildlife in order to survive. This led to the evolutionary trait of having four eyes to able to see more targets. They have excellent eyesight and are capable of flight.
Culture: The Tauv'ysk are a close knit society due to being on the lower end of the food chain of their homeworld for most of their history. Tauv'ysk are divided into clans that are close and being exiled from a clan usual means death for a individual. The different clans usually work together in order to survive their homeworld and this has continued into the space age. Killing another Tauv'ysk is considered taboo and even one that does this is either exiled from their clan and home, or they are sentenced to death. Tauv'ysk are known for being avid survivalists and nature lovers. Their perfer to stay in warmer climates and do not do well in colder climates.
Other information N/A

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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Mon Jan 23, 2017 6:51 pm

Code: Select all
[box][align=center]Races[/align]
[floatleft][spoiler= Kyrisi][b]Species Name:[/b] Kyrisi
[b]Species Appearance:[/b] [url=http://img3.wikia.nocookie.net/__cb20150408231451/halo/images/1/10/H2A_CinematicRender_Thel_'Vadam-Naked-Model-2View-FullBody.jpg]Body[/url], [url=http://vignette3.wikia.nocookie.net/halo/images/b/b4/H2A_CinematicRender_Thel_%27Vadam-Naked-Face.jpg/revision/latest?cb=20150408231450]Detailed face[/url]
[b]Height/Weight:[/b] ~8 ft/243 cm
[b]Lifespan:[/b] 120-140 Terran years
[b]Biological Information:[/b] Dense, predatory, and from a high gravity world, Kyrisi are a rare breed. They have evolved from quadrupedal predators, and their jaw is formulated fro gripping onto their prey, much like a spider or scorpion, indicating that they were much larger than their prey. They never stop growing teeth, much like the Great White sharks from Earth. Their sensory organs are capable of smell, sight, hearing, and touch. Kyrisi can see into the infrared spectrum, and not the ultraviolet spectrum, and their sense of smell is between that of a canine and a human.

Their organs are not much different from a humans, though they contain four lungs, two hearts, and two kidney/liver composites. Their digestive system remains largely the same, though with a slower metabolic rate and a larger stomach.

Their skeletal system is attuned to a high gravity world, that is to say it's very dense. Much tougher than concrete, every bone in their body is comparable in strength to a human femur. While their muscular system has a similar state, due to the need to move such a high mass around in an environment where they were predators.

When they speak, their lower two mandibles usually remain in place and closed, while the upper two commit the act of moving. As an added feature, their voices have an odd flanging effect, making more tonal languages harder to understand from a Kyrisi.
[b]Culture:[/b]Kyrisi are militant, unrelenting, brutal creatures that are often found in human space as raiders, soldiers, or corsairs. They are capable of surprisingly calm gestures of kindness and mercy when it doesn’t injure their personal advancement, and they aren’t prone to resenting their enemies or holding grudges against those who defeat them, seeing it as something of a learning experience. They will kill any being without a moment's notice, but Kyrisi do not hate the beings they kill- nor do they regret their actions. A Kyrisi can induce a extermination level event on a planet filled with civilians, children, and possibly the last hope for a certain race and then proceed to sleep like a baby, if said course of action is the most effective chance of accomplishing their goals.

Kyrisi hate pointless cruelty, however, and find it almost physically sickening. They will kill an enemy in any available way, but torture and methodical infliction of pain and agony is viewed as a sign of mental instability and illness in a Kyrisi. Such a creature is a danger, and there’s no telling what they might try to do, or what their goals are. This usually results in a very violent, and often fatal course of action. Along with this, they happen to be quite amicable when not attempting to kill someone, with a sense of comradery and 'esprit de corps' they are usually found on mercenary ships as a sort of 'morale officer' or Commissar. Though not for the reasons one would expect.

That being said, the less they know about actions of pointless cruelty the better, and most of the time they remain unaware of said actions. But violent and brutal discourse will ensue if they learn of prolonged periods of torture or
[b]Other information:[/b] N/A[/spoiler][/floatleft][floatleft][spoiler=Stryt][b]Species Name:[/b] They're formally known as the Stryt, though they also have a complex native official biological name.
[b]Species Appearance:[/b] [url=https://i.gyazo.com/013a929022812f1b677b91715e7406cd.png]Here[/url].
[b]Height/Weight:[/b] As the Stryt are divided into two very different dimorphal sub-species that are primarily different due to their biological differences, it is important to differentiate between the two of them. The Stustehn'Stryt, or the Quiet Stryt, stands generally approximately five feet and four inches tall and weighs about one hundred and twenty to one hundred and forty pounds. The Stuhn'Stryt, or the Loud Stryt, stands generally between six and a half feet and seven feet, weighing anywhere between two hundred to three hundred pounds, depending on the role that they play in the various Stryt settlements.
[b]Lifespan:[/b] The Stryt lifespan is directly related to their role in their society. Typically, the Stryt live to be up to sixty years old. However, natural biological anomalies can allow certain Stryt in rare cases to live well past three hundred years due to a mutation in their genetics that allows for an alien version of the biological concept of [url=https://en.wikipedia.org/wiki/Transdifferentiation]transdifferentiation[/url]. This is, however, quite rare, manifesting itself in some 0.1 to 0.2% percent of the population.   
[b]Biological Information:[/b] The Stryt are a species that has a large degree of biological dimorphism among their populace, despite the fact that the species reproduces asexually. There are two main types of Stryt, the Stustehn'Stryt and the Stuhn'Stryt. The Stustehn'Stryt, or the Loud Stryt, have evolved from their original hunter-gatherer design to act in Stryt society as more of a manual labourer or soldier class. Loud Stryt are physically more capable than the Quiet Stryt, but are much less intellectually gifted. Biologically, Loud Stryt are completely infertile and are unable to reproduce like the Quiet Stryt can. Of their facial features, their noses are more aquiline, their lips thinner, and their cheekbones less defined. Like the Quiet Stryt, they have the J'hunal, the extension on the rear of their heads and the Ai'hunal, the tendrils along their J'hunal. Unlike the Quiet Stryt, their J'hunal are quite short, barely falling past their shoulders. Because of this, the J'hunal are much less sensitive than the Quiet Stryt's, making them much less effective at their job. The Loud Stryt's Ai'hunal, the extension at the back of their head, is mostly a biological equivalent of chitin, making it very hard and difficult to penetrate. Underneath the chitin lays the Loud Stryt's second heart, which is much larger than the Quiet Stryt's second heart. As well, the Loud Stryt's pigmentation is much brighter than the other sub-species of Stryt. Most often Loud Stryts are a bright blue, aqua, turquoise, or occasionally a green-blue colour. Unlike the Quiet Stryt, the Loud Stryt's pigmentation rarely, if ever forms into various patterns throughout the body. Like the Quiet Stryt, their ears are hidden by the first, highest pair of tendrils on their head.

Quiet Stryt are biologically completely different than their counterpart. They are physically much smaller, being on average the size of a small-ish Human, but are much smarter than their Loud Stryt counterparts. They have a larger brain and a greater degree of access to it. They acted historically as the administrative class, gatherer class, and, later on, the priestly classes. Unlike the Loud Stryt, the Quiet Stryt are able to asexually reproduce at the end of their life cycles. Their face tends to be much different than the Loud Stryt, being smaller, with an up-turned nose, fuller lips, and well-defined cheekbones. Their eyes are also rounder than the Loud Stryt. The Quiet Stryt's J'hunal is also made up chitin, but to a much lesser extent. The chitin is much thinner, and the second heart much smaller than the Loud Stryt. Their Ai'hunal tendrils, of which they have four pairs for eight total, are much longer than the Loud Stryts, and continue to grow slowly as the Quiet Stryt ages. These Ai'hunal are important because they house a number of small organs that allow for the tendrils to do a number of things, including detect footsteps or seismic activity. These Ai'hunal are also intensely muscular, and while not strong enough to, say, choke someone, are able to be manipulated by the Stryt in order to talk to one another in a form of sign language with the tendrils. Apparently, according to the Stryt, this language is intensely complex, with grammatical conditions, declensions, and verb forms all dependent on the amount of Ai'hunal used and the speed and "jerkiness" that the tendrils are manipulated in. The Quiet Stryt's pigmentation is much darker than that of the Loud Stryt. Generally, they are varying shades of navy blue, occasionally being born midnight blue, though the latter is quite rare. Pigmentation anomalies are common in Quiet Stryt, and patterns of violet, purple, or indigo frequently dash the skin of the Quiet Stryt, especially around the J'hunal.

The Stryt reproduce asexually, only through the Quiet Stryt. When a Quiet Stryt's life comes to an end, the Quiet Stryt's external body becomes hardened and cocoon-like while the innards are gradually assimilated into genetic information and resources. Within the dead Stryt, from these genetic resources come a number egg-like embryos, usually two-to-six, depending on the size and age of the Stryt. After nineteen and a half months on average, these embryos "hatch", and become infantile Stryt, half "Loud" and half "Quiet".
[b]Culture:[/b] Stryt culture has been heavily influenced by their political plight over the past few centuries. The Stryt once held a vast, pseudo-feudal intergalactic commercial empire that encompassed a number of loosely-affiliated merchant enclaves controlled by aristocratic elites that centered around their home planet. The Emperor of this empire always held in precarious balance power with the merchant and aristocratic elites, which eventually led to a usurpation of stability under the aforementioned latter power and a steep decline of the empire followed, soon engulfing the capital world in a civil war after strong emperors attempted to wrest power back from their now over-powered vassals. The culmination of these numerous wars was a nuclear apocalypse of dubious origins, destroying the capital worlds and sent what remained of the Stryt merchant enclaves into disarray and political independence without the economic or military projection that their former protector had.

Because of this, what few merchant enclaves that weren't absorbed by their neighbours peacefully or otherwise were generally isolated from the rest of the intergalactic community. Political independence became a thing of the past, and slowly the Stryt began to adopt and integrate the cultures of their new lieges. However, many retained their initial cultural identity, such as their religious spiritualist values of ancestor worship, their language, and especially the Ai'hunal language that the Quiet Stryt could speak to one another. The Stryt also maintained their rich and deep commercial traditions. They fostered business, invested in private ventures, even if they weren't necessarily of Stryt origin, and shared technology, knowledge, and wealth with those that they lived under, for a price, of course.

Culturally, the Stryt have a very strict social hierarchy and to outsiders, treat the Loud Stryt very poorly. The Loud are viewed as tools, as slaves, and as inferior beings that are to be used as guards, heavy labour, and everything that the Quiet Stryt don't particularly want to do. This, however, is viewed as an evolutionary gift by the Stryt, especially the Quiet ones, as the Loud Stryt evolved specifically with manual labour and hunting in mind, whereas the Quiet Stryt evolved with administration and homebuilding in mind. They are open to outsiders, especially those that have a reputation for treating their kind well, and the Quiet Stryt tend to be very well-educated, knowing their native languages as well as at least the language of their suzerains, if not many others.

The Styrt place an emphasis on age and wealth as measures of one's worth in society. Leadership of merchant enclaves are usually determined by these two factors, usually with a council of old and wealthy Styrt leading the enclaves; the Quiet Styrt almost always lead these enclaves. The Styrt's ancestral cultural dress comprises of silken or cloth-like wraps that cover their entire bodies, and are used for some degree of protection against the weather as well as to denote wealth and seniority. However, most of the Styrt have begun to adopt the dress of the polities that they live and exist under. As they Styrt have no sexual organs, they have nothing to cover-up per se; instead, clothing has evolved from a practical use as protection against the elements and predators towards more of a ceremonial role. Bearing skin below the neck excepting forearms, hands, or feet is seen as a cultural faux-pas and as a shame to one's social standing.[/spoiler][/floatleft][floatleft][spoiler=Vrorc]Species Name: Vrorc
Species Appearance: [url=https://s-media-cache-ak0.pinimg.com/736x/10/aa/15/10aa158875c2e5558086945c26deb07a.jpg]Vrorc[/url]
Height/Weight: 6'5, 160 lbs
Lifespan 120 years
Biological Information: A mammalian omnivore race with four arms.
Culture: The Vrorc are a warrior-scholar race that worships a array of gods and goddess that are centered around battle and knowledge. They have built massive libraries that double as training schools. The Vrorc believe that a sounded mind and body is the key to better life and to being a great warrior. Though they have scholarly pursuits, they are a deeply spiritual race that are hard to convince them of converting to another religion.
Other information There are rather Isolationists and are rarely seem outside of their body armor.[/spoiler][/floatleft][floatleft][spoiler=Antivarian][b]Species Name:[/b] Antivarians
[b]Species Appearance:[/b] Large humanoids resembling Earth's native aardvarks. Antivarians are covered in a short fur that ranges in color from white to tans to deep blacks based upon their habitat or native planet.   
[b]Height/Weight:[/b] Males average at around 7.5 feet tall and around 400-500 lbs. Females average around 6 feet tall and 300 lbs.   
[b]Life span:[/b] 80-90 years, females tend to live longer than the males.
[b] Biological Information:[/b]
Antivarians are large and physically imposing creatures, pound per pound the average Antivarian male is 10-12 times stronger than the average human male. Antivarians are a mammalian species. Males reach maturity at around 16-18 years of age and females reach maturity at around 15-18 years of age. Antivarian give life birth, Antivarian young are born after a gestation period of around 10 months. These newborns are called pups. Pups are born blind and deaf, after around 2 months there eyes will open and they will be able to hear.

To move their large frames and powerful muscles Antivarians require nearly 15,000 calories a day. There metabolisms also operate at a higher rate than most other races meaning that not only are Antivarians large and strong, but they also have the ability to move rapidly as well.

The Antivarian cardiovascular system is a powerhouse, the heart nearly 4 times the size and power of a humans to pump the large quantities of blood needed to transport nutrients and oxygen to the organs of the Antivarian. Antivarian blood, like the blood of nearly all creatures living on the planet Antivar, have a copper based blood. This gives the Antivarians skin a green tone to it.           
[b]Culture:[/b]
To say Antivarian culture is conservative is like saying a supernova is bright. Antivarians keep a strict moral code, comparable to the Ten Commandments of the Old Testament. Antivarians believe that loyalty is key for society to move smoothly.

Antivarian's a very social animals, forming very tight social bond with one another, and even other species. Antivarians have a strong parental instinct due to their pups being so small and helpless. Antivarians will fight to the death to protect there young and the young of other races.   

Religion is a key player within Antivarian culture. The Antivarian religion is based around the conflict between two opposing forces. The Creator, an all powerful god who created all that is within the Universe, and his foil the Destroyer who embodies decay and destruction. The Antivarian's believe that one day the Destroyer will come and wreak havoc upon the entirety of Creation. Antivarian religion also says the the Ancestors, those Antivairan who went on before, act as an intermediary between the mortal world and the world of the Creator.       
[b]Other information[/b][/spoiler]
[/spoiler][/floatleft][floatleft][spoiler=Tagali][b]Species Name:[/b] Tagali
[b]Species Appearance:[/b] [img]http://i.imgur.com/71dvch6.png?1[/img]
[b]Height/Weight:[/b] 6'2", 280 lb
[b]Lifespan[/b] 156 Years old
[b] Biological Information:[/b] While similar in appearance to Humans, they are physically stronger and faster due to the harsh competition from other fauna from their homeworld. The average Tagali is able to lift up to 500 pounds and run at speeds up to 25 mph. While still needing both sexes to breed, all Tagali are bisexual, which has affected gender roles in their culture. The skin tone of the Tagali is decided by what the conditions of their birth planet are like. Tagali born on tropical and terran planets similar to their home world have a light blue complexion, while those from more arid-like planets are purple. Meanwhile, those from Arctic worlds have blueish grey skin and those few who are born on volcanic worlds have almost black skin.
[b]Culture:[/b] Tagali society is divided into a caste system, although its influence has waned since the Tagali industrial revolution thousands of years ago. The Caste System still has sway over the Tagali of their homeworld, Jakala, as despite advances in technology, is still a treacherous place to live, causing the homeworlders to cling to the old ways, somewhat. Tagali names are similar to those of Earths Middle Eastern/North African and Indian cultures.
[b]Other information[/b][/spoiler][/floatleft][spoiler=Syomir][/spoiler][floatleft][spoiler=Shanxi][b]Species Name:[/b]
[b]Species Appearance:[/b][url=https://s-media-cache-ak0.pinimg.com/originals/9f/59/61/9f596195f82aaecdad7102e01b5dadc3.jpg]Shanxi Warrior[/url]
[b]Height/Weight:[/b] 7-9 feet tall, varying depending on gender. Shanxi can weigh anywhere from 700 to 900 pounds, again depending on gender.   
[b]Lifespan[/b] The average is 300 years.
[b] Biological Information:[/b] A large, carnivorous and surprisingly warm blooded reptilian like race. Shanki are covered in a thick hide of scales that act as a very effective natural armour, there claws and teeth combined with their scales and incredible strength make the ferocious hunters and natural warriors. The Shanki have webbing in between there fingers and toes, an adaptation needed for the wet and swampy nature of their homeworld. 

Shanxi, like other reptilian species, lay eggs. These embryos inside will hatch after a six month incubation period. The temperature that the egg is incubated at will determin the sex of the the chick inside. During the incubation period the mother will guard her clutch of normally 2 eggs with her life, the father will also help in protecting the clutch and provides food for the female, who will not leave the eggs alone till they hatch.

Female Shanxi tend to be taller than males, however males have denser bones and more muscle mass than females.         
[b]Culture:[/b]
The Shanxi have developed a very rigid society, advancement through the ranks of power is incredibly difficult and most Shanxi do the same jobs that their parent did. This has lead to an almost caste like system amongst the Shanxi people. At the top of this system is the nobility who rule over the empire the Shanxi have forged. Warriors and artisans come next along with farmers and at the very bottom of this social structure are merchants, since to the Shanxi the provide little to the Empire as a whole. It is possible to move around in this social structure, but it is considered to be an insult to one's heritage to do so.

The Shanxi are not necessary a war like people but they will not hesitate to fight of need be. They will not hesitate to step into the affairs of other nation, or on an even more personal level with other people, if they feel that there is an injustice that needs to be rectified.             
[b]Other information[/b][spoiler][/floatleft][floatleft][spoiler=Tauvysk]Species Name:Tauv'ysk
Species Appearance: [url=https://s-media-cache-ak0.pinimg.com/originals/a5/ba/31/a5ba31fa5e39c584522e4d293ad80959.png]Tauv'ysk[/url]
Height/Weight: 6'2, 150 lbs
Lifespan: 130
Biological Information: The Tauv'ysk evolved on a tropical world of Zeavis and had to complete with the native wildlife in order to survive. This led to the evolutionary trait of having four eyes to able to see more targets. They have excellent eyesight and are capable of flight.             
Culture: The Tauv'ysk are a close knit society due to being on the lower end of the food chain of their homeworld for most of their history. Tauv'ysk are divided into clans that are close and being exiled from a clan usual means death for a individual. The different clans usually work together in order to survive their homeworld and this has continued into the space age. Killing another Tauv'ysk is considered taboo and even one that does this is either exiled from their clan and home, or they are sentenced to death. Tauv'ysk are known for being avid survivalists and nature lovers. Their perfer to stay in warmer climates and do not do well in colder climates.             
[b]Other information[/b] N/A[/spoiler][/floatleft][/box]


This is the code for the races section in Free Traders.

Races

Species Name: Kyrisi
Species Appearance: Body, Detailed face
Height/Weight: ~8 ft/243 cm
Lifespan: 120-140 Terran years
Biological Information: Dense, predatory, and from a high gravity world, Kyrisi are a rare breed. They have evolved from quadrupedal predators, and their jaw is formulated fro gripping onto their prey, much like a spider or scorpion, indicating that they were much larger than their prey. They never stop growing teeth, much like the Great White sharks from Earth. Their sensory organs are capable of smell, sight, hearing, and touch. Kyrisi can see into the infrared spectrum, and not the ultraviolet spectrum, and their sense of smell is between that of a canine and a human.

Their organs are not much different from a humans, though they contain four lungs, two hearts, and two kidney/liver composites. Their digestive system remains largely the same, though with a slower metabolic rate and a larger stomach.

Their skeletal system is attuned to a high gravity world, that is to say it's very dense. Much tougher than concrete, every bone in their body is comparable in strength to a human femur. While their muscular system has a similar state, due to the need to move such a high mass around in an environment where they were predators.

When they speak, their lower two mandibles usually remain in place and closed, while the upper two commit the act of moving. As an added feature, their voices have an odd flanging effect, making more tonal languages harder to understand from a Kyrisi.
Culture:Kyrisi are militant, unrelenting, brutal creatures that are often found in human space as raiders, soldiers, or corsairs. They are capable of surprisingly calm gestures of kindness and mercy when it doesn’t injure their personal advancement, and they aren’t prone to resenting their enemies or holding grudges against those who defeat them, seeing it as something of a learning experience. They will kill any being without a moment's notice, but Kyrisi do not hate the beings they kill- nor do they regret their actions. A Kyrisi can induce a extermination level event on a planet filled with civilians, children, and possibly the last hope for a certain race and then proceed to sleep like a baby, if said course of action is the most effective chance of accomplishing their goals.

Kyrisi hate pointless cruelty, however, and find it almost physically sickening. They will kill an enemy in any available way, but torture and methodical infliction of pain and agony is viewed as a sign of mental instability and illness in a Kyrisi. Such a creature is a danger, and there’s no telling what they might try to do, or what their goals are. This usually results in a very violent, and often fatal course of action. Along with this, they happen to be quite amicable when not attempting to kill someone, with a sense of comradery and 'esprit de corps' they are usually found on mercenary ships as a sort of 'morale officer' or Commissar. Though not for the reasons one would expect.

That being said, the less they know about actions of pointless cruelty the better, and most of the time they remain unaware of said actions. But violent and brutal discourse will ensue if they learn of prolonged periods of torture or
Other information: N/A
Species Name: They're formally known as the Stryt, though they also have a complex native official biological name.
Species Appearance: Here.
Height/Weight: As the Stryt are divided into two very different dimorphal sub-species that are primarily different due to their biological differences, it is important to differentiate between the two of them. The Stustehn'Stryt, or the Quiet Stryt, stands generally approximately five feet and four inches tall and weighs about one hundred and twenty to one hundred and forty pounds. The Stuhn'Stryt, or the Loud Stryt, stands generally between six and a half feet and seven feet, weighing anywhere between two hundred to three hundred pounds, depending on the role that they play in the various Stryt settlements.
Lifespan: The Stryt lifespan is directly related to their role in their society. Typically, the Stryt live to be up to sixty years old. However, natural biological anomalies can allow certain Stryt in rare cases to live well past three hundred years due to a mutation in their genetics that allows for an alien version of the biological concept of transdifferentiation. This is, however, quite rare, manifesting itself in some 0.1 to 0.2% percent of the population.
Biological Information: The Stryt are a species that has a large degree of biological dimorphism among their populace, despite the fact that the species reproduces asexually. There are two main types of Stryt, the Stustehn'Stryt and the Stuhn'Stryt. The Stustehn'Stryt, or the Loud Stryt, have evolved from their original hunter-gatherer design to act in Stryt society as more of a manual labourer or soldier class. Loud Stryt are physically more capable than the Quiet Stryt, but are much less intellectually gifted. Biologically, Loud Stryt are completely infertile and are unable to reproduce like the Quiet Stryt can. Of their facial features, their noses are more aquiline, their lips thinner, and their cheekbones less defined. Like the Quiet Stryt, they have the J'hunal, the extension on the rear of their heads and the Ai'hunal, the tendrils along their J'hunal. Unlike the Quiet Stryt, their J'hunal are quite short, barely falling past their shoulders. Because of this, the J'hunal are much less sensitive than the Quiet Stryt's, making them much less effective at their job. The Loud Stryt's Ai'hunal, the extension at the back of their head, is mostly a biological equivalent of chitin, making it very hard and difficult to penetrate. Underneath the chitin lays the Loud Stryt's second heart, which is much larger than the Quiet Stryt's second heart. As well, the Loud Stryt's pigmentation is much brighter than the other sub-species of Stryt. Most often Loud Stryts are a bright blue, aqua, turquoise, or occasionally a green-blue colour. Unlike the Quiet Stryt, the Loud Stryt's pigmentation rarely, if ever forms into various patterns throughout the body. Like the Quiet Stryt, their ears are hidden by the first, highest pair of tendrils on their head.

Quiet Stryt are biologically completely different than their counterpart. They are physically much smaller, being on average the size of a small-ish Human, but are much smarter than their Loud Stryt counterparts. They have a larger brain and a greater degree of access to it. They acted historically as the administrative class, gatherer class, and, later on, the priestly classes. Unlike the Loud Stryt, the Quiet Stryt are able to asexually reproduce at the end of their life cycles. Their face tends to be much different than the Loud Stryt, being smaller, with an up-turned nose, fuller lips, and well-defined cheekbones. Their eyes are also rounder than the Loud Stryt. The Quiet Stryt's J'hunal is also made up chitin, but to a much lesser extent. The chitin is much thinner, and the second heart much smaller than the Loud Stryt. Their Ai'hunal tendrils, of which they have four pairs for eight total, are much longer than the Loud Stryts, and continue to grow slowly as the Quiet Stryt ages. These Ai'hunal are important because they house a number of small organs that allow for the tendrils to do a number of things, including detect footsteps or seismic activity. These Ai'hunal are also intensely muscular, and while not strong enough to, say, choke someone, are able to be manipulated by the Stryt in order to talk to one another in a form of sign language with the tendrils. Apparently, according to the Stryt, this language is intensely complex, with grammatical conditions, declensions, and verb forms all dependent on the amount of Ai'hunal used and the speed and "jerkiness" that the tendrils are manipulated in. The Quiet Stryt's pigmentation is much darker than that of the Loud Stryt. Generally, they are varying shades of navy blue, occasionally being born midnight blue, though the latter is quite rare. Pigmentation anomalies are common in Quiet Stryt, and patterns of violet, purple, or indigo frequently dash the skin of the Quiet Stryt, especially around the J'hunal.

The Stryt reproduce asexually, only through the Quiet Stryt. When a Quiet Stryt's life comes to an end, the Quiet Stryt's external body becomes hardened and cocoon-like while the innards are gradually assimilated into genetic information and resources. Within the dead Stryt, from these genetic resources come a number egg-like embryos, usually two-to-six, depending on the size and age of the Stryt. After nineteen and a half months on average, these embryos "hatch", and become infantile Stryt, half "Loud" and half "Quiet".
Culture: Stryt culture has been heavily influenced by their political plight over the past few centuries. The Stryt once held a vast, pseudo-feudal intergalactic commercial empire that encompassed a number of loosely-affiliated merchant enclaves controlled by aristocratic elites that centered around their home planet. The Emperor of this empire always held in precarious balance power with the merchant and aristocratic elites, which eventually led to a usurpation of stability under the aforementioned latter power and a steep decline of the empire followed, soon engulfing the capital world in a civil war after strong emperors attempted to wrest power back from their now over-powered vassals. The culmination of these numerous wars was a nuclear apocalypse of dubious origins, destroying the capital worlds and sent what remained of the Stryt merchant enclaves into disarray and political independence without the economic or military projection that their former protector had.

Because of this, what few merchant enclaves that weren't absorbed by their neighbours peacefully or otherwise were generally isolated from the rest of the intergalactic community. Political independence became a thing of the past, and slowly the Stryt began to adopt and integrate the cultures of their new lieges. However, many retained their initial cultural identity, such as their religious spiritualist values of ancestor worship, their language, and especially the Ai'hunal language that the Quiet Stryt could speak to one another. The Stryt also maintained their rich and deep commercial traditions. They fostered business, invested in private ventures, even if they weren't necessarily of Stryt origin, and shared technology, knowledge, and wealth with those that they lived under, for a price, of course.

Culturally, the Stryt have a very strict social hierarchy and to outsiders, treat the Loud Stryt very poorly. The Loud are viewed as tools, as slaves, and as inferior beings that are to be used as guards, heavy labour, and everything that the Quiet Stryt don't particularly want to do. This, however, is viewed as an evolutionary gift by the Stryt, especially the Quiet ones, as the Loud Stryt evolved specifically with manual labour and hunting in mind, whereas the Quiet Stryt evolved with administration and homebuilding in mind. They are open to outsiders, especially those that have a reputation for treating their kind well, and the Quiet Stryt tend to be very well-educated, knowing their native languages as well as at least the language of their suzerains, if not many others.

The Styrt place an emphasis on age and wealth as measures of one's worth in society. Leadership of merchant enclaves are usually determined by these two factors, usually with a council of old and wealthy Styrt leading the enclaves; the Quiet Styrt almost always lead these enclaves. The Styrt's ancestral cultural dress comprises of silken or cloth-like wraps that cover their entire bodies, and are used for some degree of protection against the weather as well as to denote wealth and seniority. However, most of the Styrt have begun to adopt the dress of the polities that they live and exist under. As they Styrt have no sexual organs, they have nothing to cover-up per se; instead, clothing has evolved from a practical use as protection against the elements and predators towards more of a ceremonial role. Bearing skin below the neck excepting forearms, hands, or feet is seen as a cultural faux-pas and as a shame to one's social standing.
Species Name: Vrorc
Species Appearance: Vrorc
Height/Weight: 6'5, 160 lbs
Lifespan 120 years
Biological Information: A mammalian omnivore race with four arms.
Culture: The Vrorc are a warrior-scholar race that worships a array of gods and goddess that are centered around battle and knowledge. They have built massive libraries that double as training schools. The Vrorc believe that a sounded mind and body is the key to better life and to being a great warrior. Though they have scholarly pursuits, they are a deeply spiritual race that are hard to convince them of converting to another religion.
Other information There are rather Isolationists and are rarely seem outside of their body armor.
Species Name: Antivarians
Species Appearance: Large humanoids resembling Earth's native aardvarks. Antivarians are covered in a short fur that ranges in color from white to tans to deep blacks based upon their habitat or native planet.
Height/Weight: Males average at around 7.5 feet tall and around 400-500 lbs. Females average around 6 feet tall and 300 lbs.
Life span: 80-90 years, females tend to live longer than the males.
Biological Information:
Antivarians are large and physically imposing creatures, pound per pound the average Antivarian male is 10-12 times stronger than the average human male. Antivarians are a mammalian species. Males reach maturity at around 16-18 years of age and females reach maturity at around 15-18 years of age. Antivarian give life birth, Antivarian young are born after a gestation period of around 10 months. These newborns are called pups. Pups are born blind and deaf, after around 2 months there eyes will open and they will be able to hear.

To move their large frames and powerful muscles Antivarians require nearly 15,000 calories a day. There metabolisms also operate at a higher rate than most other races meaning that not only are Antivarians large and strong, but they also have the ability to move rapidly as well.

The Antivarian cardiovascular system is a powerhouse, the heart nearly 4 times the size and power of a humans to pump the large quantities of blood needed to transport nutrients and oxygen to the organs of the Antivarian. Antivarian blood, like the blood of nearly all creatures living on the planet Antivar, have a copper based blood. This gives the Antivarians skin a green tone to it.
Culture:
To say Antivarian culture is conservative is like saying a supernova is bright. Antivarians keep a strict moral code, comparable to the Ten Commandments of the Old Testament. Antivarians believe that loyalty is key for society to move smoothly.

Antivarian's a very social animals, forming very tight social bond with one another, and even other species. Antivarians have a strong parental instinct due to their pups being so small and helpless. Antivarians will fight to the death to protect there young and the young of other races.

Religion is a key player within Antivarian culture. The Antivarian religion is based around the conflict between two opposing forces. The Creator, an all powerful god who created all that is within the Universe, and his foil the Destroyer who embodies decay and destruction. The Antivarian's believe that one day the Destroyer will come and wreak havoc upon the entirety of Creation. Antivarian religion also says the the Ancestors, those Antivairan who went on before, act as an intermediary between the mortal world and the world of the Creator.
Other information

[/spoiler]
Species Name: Tagali
Species Appearance: Image
Height/Weight: 6'2", 280 lb
Lifespan 156 Years old
Biological Information: While similar in appearance to Humans, they are physically stronger and faster due to the harsh competition from other fauna from their homeworld. The average Tagali is able to lift up to 500 pounds and run at speeds up to 25 mph. While still needing both sexes to breed, all Tagali are bisexual, which has affected gender roles in their culture. The skin tone of the Tagali is decided by what the conditions of their birth planet are like. Tagali born on tropical and terran planets similar to their home world have a light blue complexion, while those from more arid-like planets are purple. Meanwhile, those from Arctic worlds have blueish grey skin and those few who are born on volcanic worlds have almost black skin.
Culture: Tagali society is divided into a caste system, although its influence has waned since the Tagali industrial revolution thousands of years ago. The Caste System still has sway over the Tagali of their homeworld, Jakala, as despite advances in technology, is still a treacherous place to live, causing the homeworlders to cling to the old ways, somewhat. Tagali names are similar to those of Earths Middle Eastern/North African and Indian cultures.
Other information
Species Name:
Species Appearance:Shanxi Warrior
Height/Weight: 7-9 feet tall, varying depending on gender. Shanxi can weigh anywhere from 700 to 900 pounds, again depending on gender.
Lifespan The average is 300 years.
Biological Information: A large, carnivorous and surprisingly warm blooded reptilian like race. Shanki are covered in a thick hide of scales that act as a very effective natural armour, there claws and teeth combined with their scales and incredible strength make the ferocious hunters and natural warriors. The Shanki have webbing in between there fingers and toes, an adaptation needed for the wet and swampy nature of their homeworld.

Shanxi, like other reptilian species, lay eggs. These embryos inside will hatch after a six month incubation period. The temperature that the egg is incubated at will determin the sex of the the chick inside. During the incubation period the mother will guard her clutch of normally 2 eggs with her life, the father will also help in protecting the clutch and provides food for the female, who will not leave the eggs alone till they hatch.

Female Shanxi tend to be taller than males, however males have denser bones and more muscle mass than females.
Culture:
The Shanxi have developed a very rigid society, advancement through the ranks of power is incredibly difficult and most Shanxi do the same jobs that their parent did. This has lead to an almost caste like system amongst the Shanxi people. At the top of this system is the nobility who rule over the empire the Shanxi have forged. Warriors and artisans come next along with farmers and at the very bottom of this social structure are merchants, since to the Shanxi the provide little to the Empire as a whole. It is possible to move around in this social structure, but it is considered to be an insult to one's heritage to do so.

The Shanxi are not necessary a war like people but they will not hesitate to fight of need be. They will not hesitate to step into the affairs of other nation, or on an even more personal level with other people, if they feel that there is an injustice that needs to be rectified.
Other information
Species Name:Tauv'ysk
Species Appearance: Tauv'ysk
Height/Weight: 6'2, 150 lbs
Lifespan: 130
Biological Information: The Tauv'ysk evolved on a tropical world of Zeavis and had to complete with the native wildlife in order to survive. This led to the evolutionary trait of having four eyes to able to see more targets. They have excellent eyesight and are capable of flight.
Culture: The Tauv'ysk are a close knit society due to being on the lower end of the food chain of their homeworld for most of their history. Tauv'ysk are divided into clans that are close and being exiled from a clan usual means death for a individual. The different clans usually work together in order to survive their homeworld and this has continued into the space age. Killing another Tauv'ysk is considered taboo and even one that does this is either exiled from their clan and home, or they are sentenced to death. Tauv'ysk are known for being avid survivalists and nature lovers. Their perfer to stay in warmer climates and do not do well in colder climates.
Other information N/A


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Achesia
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Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Mon Jan 23, 2017 6:57 pm

Races

Species Name: Kyrisi
Species Appearance: Body, Detailed face
Height/Weight: ~8 ft/243 cm
Lifespan: 120-140 Terran years
Biological Information: Dense, predatory, and from a high gravity world, Kyrisi are a rare breed. They have evolved from quadrupedal predators, and their jaw is formulated fro gripping onto their prey, much like a spider or scorpion, indicating that they were much larger than their prey. They never stop growing teeth, much like the Great White sharks from Earth. Their sensory organs are capable of smell, sight, hearing, and touch. Kyrisi can see into the infrared spectrum, and not the ultraviolet spectrum, and their sense of smell is between that of a canine and a human.

Their organs are not much different from a humans, though they contain four lungs, two hearts, and two kidney/liver composites. Their digestive system remains largely the same, though with a slower metabolic rate and a larger stomach.

Their skeletal system is attuned to a high gravity world, that is to say it's very dense. Much tougher than concrete, every bone in their body is comparable in strength to a human femur. While their muscular system has a similar state, due to the need to move such a high mass around in an environment where they were predators.

When they speak, their lower two mandibles usually remain in place and closed, while the upper two commit the act of moving. As an added feature, their voices have an odd flanging effect, making more tonal languages harder to understand from a Kyrisi.
Culture:Kyrisi are militant, unrelenting, brutal creatures that are often found in human space as raiders, soldiers, or corsairs. They are capable of surprisingly calm gestures of kindness and mercy when it doesn’t injure their personal advancement, and they aren’t prone to resenting their enemies or holding grudges against those who defeat them, seeing it as something of a learning experience. They will kill any being without a moment's notice, but Kyrisi do not hate the beings they kill- nor do they regret their actions. A Kyrisi can induce a extermination level event on a planet filled with civilians, children, and possibly the last hope for a certain race and then proceed to sleep like a baby, if said course of action is the most effective chance of accomplishing their goals.

Kyrisi hate pointless cruelty, however, and find it almost physically sickening. They will kill an enemy in any available way, but torture and methodical infliction of pain and agony is viewed as a sign of mental instability and illness in a Kyrisi. Such a creature is a danger, and there’s no telling what they might try to do, or what their goals are. This usually results in a very violent, and often fatal course of action. Along with this, they happen to be quite amicable when not attempting to kill someone, with a sense of comradery and 'esprit de corps' they are usually found on mercenary ships as a sort of 'morale officer' or Commissar. Though not for the reasons one would expect.

That being said, the less they know about actions of pointless cruelty the better, and most of the time they remain unaware of said actions. But violent and brutal discourse will ensue if they learn of prolonged periods of torture or
Other information: N/A
Species Name: They're formally known as the Stryt, though they also have a complex native official biological name.
Species Appearance: Here.
Height/Weight: As the Stryt are divided into two very different dimorphal sub-species that are primarily different due to their biological differences, it is important to differentiate between the two of them. The Stustehn'Stryt, or the Quiet Stryt, stands generally approximately five feet and four inches tall and weighs about one hundred and twenty to one hundred and forty pounds. The Stuhn'Stryt, or the Loud Stryt, stands generally between six and a half feet and seven feet, weighing anywhere between two hundred to three hundred pounds, depending on the role that they play in the various Stryt settlements.
Lifespan: The Stryt lifespan is directly related to their role in their society. Typically, the Stryt live to be up to sixty years old. However, natural biological anomalies can allow certain Stryt in rare cases to live well past three hundred years due to a mutation in their genetics that allows for an alien version of the biological concept of transdifferentiation. This is, however, quite rare, manifesting itself in some 0.1 to 0.2% percent of the population.
Biological Information: The Stryt are a species that has a large degree of biological dimorphism among their populace, despite the fact that the species reproduces asexually. There are two main types of Stryt, the Stustehn'Stryt and the Stuhn'Stryt. The Stustehn'Stryt, or the Loud Stryt, have evolved from their original hunter-gatherer design to act in Stryt society as more of a manual labourer or soldier class. Loud Stryt are physically more capable than the Quiet Stryt, but are much less intellectually gifted. Biologically, Loud Stryt are completely infertile and are unable to reproduce like the Quiet Stryt can. Of their facial features, their noses are more aquiline, their lips thinner, and their cheekbones less defined. Like the Quiet Stryt, they have the J'hunal, the extension on the rear of their heads and the Ai'hunal, the tendrils along their J'hunal. Unlike the Quiet Stryt, their J'hunal are quite short, barely falling past their shoulders. Because of this, the J'hunal are much less sensitive than the Quiet Stryt's, making them much less effective at their job. The Loud Stryt's Ai'hunal, the extension at the back of their head, is mostly a biological equivalent of chitin, making it very hard and difficult to penetrate. Underneath the chitin lays the Loud Stryt's second heart, which is much larger than the Quiet Stryt's second heart. As well, the Loud Stryt's pigmentation is much brighter than the other sub-species of Stryt. Most often Loud Stryts are a bright blue, aqua, turquoise, or occasionally a green-blue colour. Unlike the Quiet Stryt, the Loud Stryt's pigmentation rarely, if ever forms into various patterns throughout the body. Like the Quiet Stryt, their ears are hidden by the first, highest pair of tendrils on their head.

Quiet Stryt are biologically completely different than their counterpart. They are physically much smaller, being on average the size of a small-ish Human, but are much smarter than their Loud Stryt counterparts. They have a larger brain and a greater degree of access to it. They acted historically as the administrative class, gatherer class, and, later on, the priestly classes. Unlike the Loud Stryt, the Quiet Stryt are able to asexually reproduce at the end of their life cycles. Their face tends to be much different than the Loud Stryt, being smaller, with an up-turned nose, fuller lips, and well-defined cheekbones. Their eyes are also rounder than the Loud Stryt. The Quiet Stryt's J'hunal is also made up chitin, but to a much lesser extent. The chitin is much thinner, and the second heart much smaller than the Loud Stryt. Their Ai'hunal tendrils, of which they have four pairs for eight total, are much longer than the Loud Stryts, and continue to grow slowly as the Quiet Stryt ages. These Ai'hunal are important because they house a number of small organs that allow for the tendrils to do a number of things, including detect footsteps or seismic activity. These Ai'hunal are also intensely muscular, and while not strong enough to, say, choke someone, are able to be manipulated by the Stryt in order to talk to one another in a form of sign language with the tendrils. Apparently, according to the Stryt, this language is intensely complex, with grammatical conditions, declensions, and verb forms all dependent on the amount of Ai'hunal used and the speed and "jerkiness" that the tendrils are manipulated in. The Quiet Stryt's pigmentation is much darker than that of the Loud Stryt. Generally, they are varying shades of navy blue, occasionally being born midnight blue, though the latter is quite rare. Pigmentation anomalies are common in Quiet Stryt, and patterns of violet, purple, or indigo frequently dash the skin of the Quiet Stryt, especially around the J'hunal.

The Stryt reproduce asexually, only through the Quiet Stryt. When a Quiet Stryt's life comes to an end, the Quiet Stryt's external body becomes hardened and cocoon-like while the innards are gradually assimilated into genetic information and resources. Within the dead Stryt, from these genetic resources come a number egg-like embryos, usually two-to-six, depending on the size and age of the Stryt. After nineteen and a half months on average, these embryos "hatch", and become infantile Stryt, half "Loud" and half "Quiet".
Culture: Stryt culture has been heavily influenced by their political plight over the past few centuries. The Stryt once held a vast, pseudo-feudal intergalactic commercial empire that encompassed a number of loosely-affiliated merchant enclaves controlled by aristocratic elites that centered around their home planet. The Emperor of this empire always held in precarious balance power with the merchant and aristocratic elites, which eventually led to a usurpation of stability under the aforementioned latter power and a steep decline of the empire followed, soon engulfing the capital world in a civil war after strong emperors attempted to wrest power back from their now over-powered vassals. The culmination of these numerous wars was a nuclear apocalypse of dubious origins, destroying the capital worlds and sent what remained of the Stryt merchant enclaves into disarray and political independence without the economic or military projection that their former protector had.

Because of this, what few merchant enclaves that weren't absorbed by their neighbours peacefully or otherwise were generally isolated from the rest of the intergalactic community. Political independence became a thing of the past, and slowly the Stryt began to adopt and integrate the cultures of their new lieges. However, many retained their initial cultural identity, such as their religious spiritualist values of ancestor worship, their language, and especially the Ai'hunal language that the Quiet Stryt could speak to one another. The Stryt also maintained their rich and deep commercial traditions. They fostered business, invested in private ventures, even if they weren't necessarily of Stryt origin, and shared technology, knowledge, and wealth with those that they lived under, for a price, of course.

Culturally, the Stryt have a very strict social hierarchy and to outsiders, treat the Loud Stryt very poorly. The Loud are viewed as tools, as slaves, and as inferior beings that are to be used as guards, heavy labour, and everything that the Quiet Stryt don't particularly want to do. This, however, is viewed as an evolutionary gift by the Stryt, especially the Quiet ones, as the Loud Stryt evolved specifically with manual labour and hunting in mind, whereas the Quiet Stryt evolved with administration and homebuilding in mind. They are open to outsiders, especially those that have a reputation for treating their kind well, and the Quiet Stryt tend to be very well-educated, knowing their native languages as well as at least the language of their suzerains, if not many others.

The Styrt place an emphasis on age and wealth as measures of one's worth in society. Leadership of merchant enclaves are usually determined by these two factors, usually with a council of old and wealthy Styrt leading the enclaves; the Quiet Styrt almost always lead these enclaves. The Styrt's ancestral cultural dress comprises of silken or cloth-like wraps that cover their entire bodies, and are used for some degree of protection against the weather as well as to denote wealth and seniority. However, most of the Styrt have begun to adopt the dress of the polities that they live and exist under. As they Styrt have no sexual organs, they have nothing to cover-up per se; instead, clothing has evolved from a practical use as protection against the elements and predators towards more of a ceremonial role. Bearing skin below the neck excepting forearms, hands, or feet is seen as a cultural faux-pas and as a shame to one's social standing.
Species Name: Vrorc
Species Appearance: Vrorc
Height/Weight: 6'5, 160 lbs
Lifespan 120 years
Biological Information: A mammalian omnivore race with four arms.
Culture: The Vrorc are a warrior-scholar race that worships a array of gods and goddess that are centered around battle and knowledge. They have built massive libraries that double as training schools. The Vrorc believe that a sounded mind and body is the key to better life and to being a great warrior. Though they have scholarly pursuits, they are a deeply spiritual race that are hard to convince them of converting to another religion.
Other information There are rather Isolationists and are rarely seem outside of their body armor.
Species Name: Antivarians
Species Appearance: Large humanoids resembling Earth's native aardvarks. Antivarians are covered in a short fur that ranges in color from white to tans to deep blacks based upon their habitat or native planet.
Height/Weight: Males average at around 7.5 feet tall and around 400-500 lbs. Females average around 6 feet tall and 300 lbs.
Life span: 80-90 years, females tend to live longer than the males.
Biological Information:
Antivarians are large and physically imposing creatures, pound per pound the average Antivarian male is 10-12 times stronger than the average human male. Antivarians are a mammalian species. Males reach maturity at around 16-18 years of age and females reach maturity at around 15-18 years of age. Antivarian give life birth, Antivarian young are born after a gestation period of around 10 months. These newborns are called pups. Pups are born blind and deaf, after around 2 months there eyes will open and they will be able to hear.

To move their large frames and powerful muscles Antivarians require nearly 15,000 calories a day. There metabolisms also operate at a higher rate than most other races meaning that not only are Antivarians large and strong, but they also have the ability to move rapidly as well.

The Antivarian cardiovascular system is a powerhouse, the heart nearly 4 times the size and power of a humans to pump the large quantities of blood needed to transport nutrients and oxygen to the organs of the Antivarian. Antivarian blood, like the blood of nearly all creatures living on the planet Antivar, have a copper based blood. This gives the Antivarians skin a green tone to it.
Culture:
To say Antivarian culture is conservative is like saying a supernova is bright. Antivarians keep a strict moral code, comparable to the Ten Commandments of the Old Testament. Antivarians believe that loyalty is key for society to move smoothly.

Antivarian's a very social animals, forming very tight social bond with one another, and even other species. Antivarians have a strong parental instinct due to their pups being so small and helpless. Antivarians will fight to the death to protect there young and the young of other races.

Religion is a key player within Antivarian culture. The Antivarian religion is based around the conflict between two opposing forces. The Creator, an all powerful god who created all that is within the Universe, and his foil the Destroyer who embodies decay and destruction. The Antivarian's believe that one day the Destroyer will come and wreak havoc upon the entirety of Creation. Antivarian religion also says the the Ancestors, those Antivairan who went on before, act as an intermediary between the mortal world and the world of the Creator.
Other information
Species Name: Tagali
Species Appearance: Image
Height/Weight: 6'2", 280 lb
Lifespan 156 Years old
Biological Information: While similar in appearance to Humans, they are physically stronger and faster due to the harsh competition from other fauna from their homeworld. The average Tagali is able to lift up to 500 pounds and run at speeds up to 25 mph. While still needing both sexes to breed, all Tagali are bisexual, which has affected gender roles in their culture. The skin tone of the Tagali is decided by what the conditions of their birth planet are like. Tagali born on tropical and terran planets similar to their home world have a light blue complexion, while those from more arid-like planets are purple. Meanwhile, those from Arctic worlds have blueish grey skin and those few who are born on volcanic worlds have almost black skin.
Culture: Tagali society is divided into a caste system, although its influence has waned since the Tagali industrial revolution thousands of years ago. The Caste System still has sway over the Tagali of their homeworld, Jakala, as despite advances in technology, is still a treacherous place to live, causing the homeworlders to cling to the old ways, somewhat. Tagali names are similar to those of Earths Middle Eastern/North African and Indian cultures.
Other information
Species Name:
Species Appearance:Shanxi Warrior
Height/Weight: 7-9 feet tall, varying depending on gender. Shanxi can weigh anywhere from 700 to 900 pounds, again depending on gender.
Lifespan The average is 300 years.
Biological Information: A large, carnivorous and surprisingly warm blooded reptilian like race. Shanki are covered in a thick hide of scales that act as a very effective natural armour, there claws and teeth combined with their scales and incredible strength make the ferocious hunters and natural warriors. The Shanki have webbing in between there fingers and toes, an adaptation needed for the wet and swampy nature of their homeworld.

Shanxi, like other reptilian species, lay eggs. These embryos inside will hatch after a six month incubation period. The temperature that the egg is incubated at will determin the sex of the the chick inside. During the incubation period the mother will guard her clutch of normally 2 eggs with her life, the father will also help in protecting the clutch and provides food for the female, who will not leave the eggs alone till they hatch.

Female Shanxi tend to be taller than males, however males have denser bones and more muscle mass than females.
Culture:
The Shanxi have developed a very rigid society, advancement through the ranks of power is incredibly difficult and most Shanxi do the same jobs that their parent did. This has lead to an almost caste like system amongst the Shanxi people. At the top of this system is the nobility who rule over the empire the Shanxi have forged. Warriors and artisans come next along with farmers and at the very bottom of this social structure are merchants, since to the Shanxi the provide little to the Empire as a whole. It is possible to move around in this social structure, but it is considered to be an insult to one's heritage to do so.

The Shanxi are not necessary a war like people but they will not hesitate to fight of need be. They will not hesitate to step into the affairs of other nation, or on an even more personal level with other people, if they feel that there is an injustice that needs to be rectified.
Other information
Species Name:Tauv'ysk
Species Appearance: Tauv'ysk
Height/Weight: 6'2, 150 lbs
Lifespan: 130
Biological Information: The Tauv'ysk evolved on a tropical world of Zeavis and had to complete with the native wildlife in order to survive. This led to the evolutionary trait of having four eyes to able to see more targets. They have excellent eyesight and are capable of flight.
Culture: The Tauv'ysk are a close knit society due to being on the lower end of the food chain of their homeworld for most of their history. Tauv'ysk are divided into clans that are close and being exiled from a clan usual means death for a individual. The different clans usually work together in order to survive their homeworld and this has continued into the space age. Killing another Tauv'ysk is considered taboo and even one that does this is either exiled from their clan and home, or they are sentenced to death. Tauv'ysk are known for being avid survivalists and nature lovers. Their perfer to stay in warmer climates and do not do well in colder climates.
Other information N/A

User avatar
Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Mon Jan 23, 2017 6:58 pm

Races

Species Name: Kyrisi
Species Appearance: Body, Detailed face
Height/Weight: ~8 ft/243 cm
Lifespan: 120-140 Terran years
Biological Information: Dense, predatory, and from a high gravity world, Kyrisi are a rare breed. They have evolved from quadrupedal predators, and their jaw is formulated fro gripping onto their prey, much like a spider or scorpion, indicating that they were much larger than their prey. They never stop growing teeth, much like the Great White sharks from Earth. Their sensory organs are capable of smell, sight, hearing, and touch. Kyrisi can see into the infrared spectrum, and not the ultraviolet spectrum, and their sense of smell is between that of a canine and a human.

Their organs are not much different from a humans, though they contain four lungs, two hearts, and two kidney/liver composites. Their digestive system remains largely the same, though with a slower metabolic rate and a larger stomach.

Their skeletal system is attuned to a high gravity world, that is to say it's very dense. Much tougher than concrete, every bone in their body is comparable in strength to a human femur. While their muscular system has a similar state, due to the need to move such a high mass around in an environment where they were predators.

When they speak, their lower two mandibles usually remain in place and closed, while the upper two commit the act of moving. As an added feature, their voices have an odd flanging effect, making more tonal languages harder to understand from a Kyrisi.
Culture:Kyrisi are militant, unrelenting, brutal creatures that are often found in human space as raiders, soldiers, or corsairs. They are capable of surprisingly calm gestures of kindness and mercy when it doesn’t injure their personal advancement, and they aren’t prone to resenting their enemies or holding grudges against those who defeat them, seeing it as something of a learning experience. They will kill any being without a moment's notice, but Kyrisi do not hate the beings they kill- nor do they regret their actions. A Kyrisi can induce a extermination level event on a planet filled with civilians, children, and possibly the last hope for a certain race and then proceed to sleep like a baby, if said course of action is the most effective chance of accomplishing their goals.

Kyrisi hate pointless cruelty, however, and find it almost physically sickening. They will kill an enemy in any available way, but torture and methodical infliction of pain and agony is viewed as a sign of mental instability and illness in a Kyrisi. Such a creature is a danger, and there’s no telling what they might try to do, or what their goals are. This usually results in a very violent, and often fatal course of action. Along with this, they happen to be quite amicable when not attempting to kill someone, with a sense of comradery and 'esprit de corps' they are usually found on mercenary ships as a sort of 'morale officer' or Commissar. Though not for the reasons one would expect.

That being said, the less they know about actions of pointless cruelty the better, and most of the time they remain unaware of said actions. But violent and brutal discourse will ensue if they learn of prolonged periods of torture or
Other information: N/A
Species Name: They're formally known as the Stryt, though they also have a complex native official biological name.
Species Appearance: Here.
Height/Weight: As the Stryt are divided into two very different dimorphal sub-species that are primarily different due to their biological differences, it is important to differentiate between the two of them. The Stustehn'Stryt, or the Quiet Stryt, stands generally approximately five feet and four inches tall and weighs about one hundred and twenty to one hundred and forty pounds. The Stuhn'Stryt, or the Loud Stryt, stands generally between six and a half feet and seven feet, weighing anywhere between two hundred to three hundred pounds, depending on the role that they play in the various Stryt settlements.
Lifespan: The Stryt lifespan is directly related to their role in their society. Typically, the Stryt live to be up to sixty years old. However, natural biological anomalies can allow certain Stryt in rare cases to live well past three hundred years due to a mutation in their genetics that allows for an alien version of the biological concept of transdifferentiation. This is, however, quite rare, manifesting itself in some 0.1 to 0.2% percent of the population.
Biological Information: The Stryt are a species that has a large degree of biological dimorphism among their populace, despite the fact that the species reproduces asexually. There are two main types of Stryt, the Stustehn'Stryt and the Stuhn'Stryt. The Stustehn'Stryt, or the Loud Stryt, have evolved from their original hunter-gatherer design to act in Stryt society as more of a manual labourer or soldier class. Loud Stryt are physically more capable than the Quiet Stryt, but are much less intellectually gifted. Biologically, Loud Stryt are completely infertile and are unable to reproduce like the Quiet Stryt can. Of their facial features, their noses are more aquiline, their lips thinner, and their cheekbones less defined. Like the Quiet Stryt, they have the J'hunal, the extension on the rear of their heads and the Ai'hunal, the tendrils along their J'hunal. Unlike the Quiet Stryt, their J'hunal are quite short, barely falling past their shoulders. Because of this, the J'hunal are much less sensitive than the Quiet Stryt's, making them much less effective at their job. The Loud Stryt's Ai'hunal, the extension at the back of their head, is mostly a biological equivalent of chitin, making it very hard and difficult to penetrate. Underneath the chitin lays the Loud Stryt's second heart, which is much larger than the Quiet Stryt's second heart. As well, the Loud Stryt's pigmentation is much brighter than the other sub-species of Stryt. Most often Loud Stryts are a bright blue, aqua, turquoise, or occasionally a green-blue colour. Unlike the Quiet Stryt, the Loud Stryt's pigmentation rarely, if ever forms into various patterns throughout the body. Like the Quiet Stryt, their ears are hidden by the first, highest pair of tendrils on their head.

Quiet Stryt are biologically completely different than their counterpart. They are physically much smaller, being on average the size of a small-ish Human, but are much smarter than their Loud Stryt counterparts. They have a larger brain and a greater degree of access to it. They acted historically as the administrative class, gatherer class, and, later on, the priestly classes. Unlike the Loud Stryt, the Quiet Stryt are able to asexually reproduce at the end of their life cycles. Their face tends to be much different than the Loud Stryt, being smaller, with an up-turned nose, fuller lips, and well-defined cheekbones. Their eyes are also rounder than the Loud Stryt. The Quiet Stryt's J'hunal is also made up chitin, but to a much lesser extent. The chitin is much thinner, and the second heart much smaller than the Loud Stryt. Their Ai'hunal tendrils, of which they have four pairs for eight total, are much longer than the Loud Stryts, and continue to grow slowly as the Quiet Stryt ages. These Ai'hunal are important because they house a number of small organs that allow for the tendrils to do a number of things, including detect footsteps or seismic activity. These Ai'hunal are also intensely muscular, and while not strong enough to, say, choke someone, are able to be manipulated by the Stryt in order to talk to one another in a form of sign language with the tendrils. Apparently, according to the Stryt, this language is intensely complex, with grammatical conditions, declensions, and verb forms all dependent on the amount of Ai'hunal used and the speed and "jerkiness" that the tendrils are manipulated in. The Quiet Stryt's pigmentation is much darker than that of the Loud Stryt. Generally, they are varying shades of navy blue, occasionally being born midnight blue, though the latter is quite rare. Pigmentation anomalies are common in Quiet Stryt, and patterns of violet, purple, or indigo frequently dash the skin of the Quiet Stryt, especially around the J'hunal.

The Stryt reproduce asexually, only through the Quiet Stryt. When a Quiet Stryt's life comes to an end, the Quiet Stryt's external body becomes hardened and cocoon-like while the innards are gradually assimilated into genetic information and resources. Within the dead Stryt, from these genetic resources come a number egg-like embryos, usually two-to-six, depending on the size and age of the Stryt. After nineteen and a half months on average, these embryos "hatch", and become infantile Stryt, half "Loud" and half "Quiet".
Culture: Stryt culture has been heavily influenced by their political plight over the past few centuries. The Stryt once held a vast, pseudo-feudal intergalactic commercial empire that encompassed a number of loosely-affiliated merchant enclaves controlled by aristocratic elites that centered around their home planet. The Emperor of this empire always held in precarious balance power with the merchant and aristocratic elites, which eventually led to a usurpation of stability under the aforementioned latter power and a steep decline of the empire followed, soon engulfing the capital world in a civil war after strong emperors attempted to wrest power back from their now over-powered vassals. The culmination of these numerous wars was a nuclear apocalypse of dubious origins, destroying the capital worlds and sent what remained of the Stryt merchant enclaves into disarray and political independence without the economic or military projection that their former protector had.

Because of this, what few merchant enclaves that weren't absorbed by their neighbours peacefully or otherwise were generally isolated from the rest of the intergalactic community. Political independence became a thing of the past, and slowly the Stryt began to adopt and integrate the cultures of their new lieges. However, many retained their initial cultural identity, such as their religious spiritualist values of ancestor worship, their language, and especially the Ai'hunal language that the Quiet Stryt could speak to one another. The Stryt also maintained their rich and deep commercial traditions. They fostered business, invested in private ventures, even if they weren't necessarily of Stryt origin, and shared technology, knowledge, and wealth with those that they lived under, for a price, of course.

Culturally, the Stryt have a very strict social hierarchy and to outsiders, treat the Loud Stryt very poorly. The Loud are viewed as tools, as slaves, and as inferior beings that are to be used as guards, heavy labour, and everything that the Quiet Stryt don't particularly want to do. This, however, is viewed as an evolutionary gift by the Stryt, especially the Quiet ones, as the Loud Stryt evolved specifically with manual labour and hunting in mind, whereas the Quiet Stryt evolved with administration and homebuilding in mind. They are open to outsiders, especially those that have a reputation for treating their kind well, and the Quiet Stryt tend to be very well-educated, knowing their native languages as well as at least the language of their suzerains, if not many others.

The Styrt place an emphasis on age and wealth as measures of one's worth in society. Leadership of merchant enclaves are usually determined by these two factors, usually with a council of old and wealthy Styrt leading the enclaves; the Quiet Styrt almost always lead these enclaves. The Styrt's ancestral cultural dress comprises of silken or cloth-like wraps that cover their entire bodies, and are used for some degree of protection against the weather as well as to denote wealth and seniority. However, most of the Styrt have begun to adopt the dress of the polities that they live and exist under. As they Styrt have no sexual organs, they have nothing to cover-up per se; instead, clothing has evolved from a practical use as protection against the elements and predators towards more of a ceremonial role. Bearing skin below the neck excepting forearms, hands, or feet is seen as a cultural faux-pas and as a shame to one's social standing.
Species Name: Vrorc
Species Appearance: Vrorc
Height/Weight: 6'5, 160 lbs
Lifespan 120 years
Biological Information: A mammalian omnivore race with four arms.
Culture: The Vrorc are a warrior-scholar race that worships a array of gods and goddess that are centered around battle and knowledge. They have built massive libraries that double as training schools. The Vrorc believe that a sounded mind and body is the key to better life and to being a great warrior. Though they have scholarly pursuits, they are a deeply spiritual race that are hard to convince them of converting to another religion.
Other information There are rather Isolationists and are rarely seem outside of their body armor.
Species Name: Antivarians
Species Appearance: Large humanoids resembling Earth's native aardvarks. Antivarians are covered in a short fur that ranges in color from white to tans to deep blacks based upon their habitat or native planet.
Height/Weight: Males average at around 7.5 feet tall and around 400-500 lbs. Females average around 6 feet tall and 300 lbs.
Life span: 80-90 years, females tend to live longer than the males.
Biological Information:
Antivarians are large and physically imposing creatures, pound per pound the average Antivarian male is 10-12 times stronger than the average human male. Antivarians are a mammalian species. Males reach maturity at around 16-18 years of age and females reach maturity at around 15-18 years of age. Antivarian give life birth, Antivarian young are born after a gestation period of around 10 months. These newborns are called pups. Pups are born blind and deaf, after around 2 months there eyes will open and they will be able to hear.

To move their large frames and powerful muscles Antivarians require nearly 15,000 calories a day. There metabolisms also operate at a higher rate than most other races meaning that not only are Antivarians large and strong, but they also have the ability to move rapidly as well.

The Antivarian cardiovascular system is a powerhouse, the heart nearly 4 times the size and power of a humans to pump the large quantities of blood needed to transport nutrients and oxygen to the organs of the Antivarian. Antivarian blood, like the blood of nearly all creatures living on the planet Antivar, have a copper based blood. This gives the Antivarians skin a green tone to it.
Culture:
To say Antivarian culture is conservative is like saying a supernova is bright. Antivarians keep a strict moral code, comparable to the Ten Commandments of the Old Testament. Antivarians believe that loyalty is key for society to move smoothly.

Antivarian's a very social animals, forming very tight social bond with one another, and even other species. Antivarians have a strong parental instinct due to their pups being so small and helpless. Antivarians will fight to the death to protect there young and the young of other races.

Religion is a key player within Antivarian culture. The Antivarian religion is based around the conflict between two opposing forces. The Creator, an all powerful god who created all that is within the Universe, and his foil the Destroyer who embodies decay and destruction. The Antivarian's believe that one day the Destroyer will come and wreak havoc upon the entirety of Creation. Antivarian religion also says the the Ancestors, those Antivairan who went on before, act as an intermediary between the mortal world and the world of the Creator.
Other information
Species Name: Tagali
Species Appearance: (Image)
Height/Weight: 6'2", 280 lb
Lifespan 156 Years old
Biological Information: While similar in appearance to Humans, they are physically stronger and faster due to the harsh competition from other fauna from their homeworld. The average Tagali is able to lift up to 500 pounds and run at speeds up to 25 mph. While still needing both sexes to breed, all Tagali are bisexual, which has affected gender roles in their culture. The skin tone of the Tagali is decided by what the conditions of their birth planet are like. Tagali born on tropical and terran planets similar to their home world have a light blue complexion, while those from more arid-like planets are purple. Meanwhile, those from Arctic worlds have blueish grey skin and those few who are born on volcanic worlds have almost black skin.
Culture: Tagali society is divided into a caste system, although its influence has waned since the Tagali industrial revolution thousands of years ago. The Caste System still has sway over the Tagali of their homeworld, Jakala, as despite advances in technology, is still a treacherous place to live, causing the homeworlders to cling to the old ways, somewhat. Tagali names are similar to those of Earths Middle Eastern/North African and Indian cultures.
Other information
Species Name:
Species Appearance:Shanxi Warrior
Height/Weight: 7-9 feet tall, varying depending on gender. Shanxi can weigh anywhere from 700 to 900 pounds, again depending on gender.
Lifespan The average is 300 years.
Biological Information: A large, carnivorous and surprisingly warm blooded reptilian like race. Shanki are covered in a thick hide of scales that act as a very effective natural armour, there claws and teeth combined with their scales and incredible strength make the ferocious hunters and natural warriors. The Shanki have webbing in between there fingers and toes, an adaptation needed for the wet and swampy nature of their homeworld.

Shanxi, like other reptilian species, lay eggs. These embryos inside will hatch after a six month incubation period. The temperature that the egg is incubated at will determin the sex of the the chick inside. During the incubation period the mother will guard her clutch of normally 2 eggs with her life, the father will also help in protecting the clutch and provides food for the female, who will not leave the eggs alone till they hatch.

Female Shanxi tend to be taller than males, however males have denser bones and more muscle mass than females.
Culture:
The Shanxi have developed a very rigid society, advancement through the ranks of power is incredibly difficult and most Shanxi do the same jobs that their parent did. This has lead to an almost caste like system amongst the Shanxi people. At the top of this system is the nobility who rule over the empire the Shanxi have forged. Warriors and artisans come next along with farmers and at the very bottom of this social structure are merchants, since to the Shanxi the provide little to the Empire as a whole. It is possible to move around in this social structure, but it is considered to be an insult to one's heritage to do so.

The Shanxi are not necessary a war like people but they will not hesitate to fight of need be. They will not hesitate to step into the affairs of other nation, or on an even more personal level with other people, if they feel that there is an injustice that needs to be rectified.
Other information
Species Name:Tauv'ysk
Species Appearance: Tauv'ysk
Height/Weight: 6'2, 150 lbs
Lifespan: 130
Biological Information: The Tauv'ysk evolved on a tropical world of Zeavis and had to complete with the native wildlife in order to survive. This led to the evolutionary trait of having four eyes to able to see more targets. They have excellent eyesight and are capable of flight.
Culture: The Tauv'ysk are a close knit society due to being on the lower end of the food chain of their homeworld for most of their history. Tauv'ysk are divided into clans that are close and being exiled from a clan usual means death for a individual. The different clans usually work together in order to survive their homeworld and this has continued into the space age. Killing another Tauv'ysk is considered taboo and even one that does this is either exiled from their clan and home, or they are sentenced to death. Tauv'ysk are known for being avid survivalists and nature lovers. Their perfer to stay in warmer climates and do not do well in colder climates.
Other information N/A


Done. All in line and spoiler tags unfucked.
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

User avatar
New Grestin
Powerbroker
 
Posts: 9500
Founded: Dec 21, 2013
Ex-Nation

Postby New Grestin » Mon Jan 23, 2017 7:38 pm

Some Updates.

Banner is still not in final version, but it's pretty damned close to launch.

“As long as there are sovereign nations possessing great power, war is inevitable.”
- Albert Einstein

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    The world as we knew it no longer exists. The twilight of mankind came and went, leaving nothing but destruction in it's wake. Few remember why the world ended or how. Some say a plague from the East, others say that the weapons of the great pre-war civilizations brought their downfall. All that is known that can be gleamed from molding records is that the world ended in 1945. What once was the United States collapsed entirely, along with the rest of the world's nations. Conflicts over war, land and even simple food brought the industrialized nations to the breaking point. Undeveloped nations fared little better, falling into anarchy for one reason or another. Decades passed, and the definition of civilization changed. No longer were nations vast empires or colonial powerhouses, now they had reverted to a more pre-industrial state. Even the largest and most powerful groups only maintain the capacity for holding a few territories at a time. Much of the world is populated by tribes, both nomadic and agrarian, that constantly fight over the last of the planet's resources. The World hadn't ended entirely, merely adapted to the new environment.

    This brings us to the former United States, now a melting pot of small governments, fiefdoms and tribes. Pre-Collapse technologies are valued like gold, alongside the former nations strategic resources like oil and steel.

    The world has begun to rebuild, and civilization may rise again. The only question is what part will you play in the new history of the world?

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    Aftermath is a faction/nation RP set after an indeterminate apocalypse ended the world just after World War Two. Set twenty years after the collapse, it focuses on the continental United States and the various groups vying for control of the nation's territory. A handful of legitimate governments fight amongst each other while tribes, kingdoms and nomads squabble over this or that. The RP is to focus on the politics, conflicts and alliances that arise in this new world. Players will take the reigns of their own factions or nations, and will attempt to secure their place in the annals of the New World's histories, by blood or otherwise. The RP takes heavily influence from Paradox Interactive strategy games, with heavy emphasis on both internal and external political factors, as well as the finer details of how these New World groups function. Leaders can and will die, armies will be lost, territory will be taken, and countless lives will be lost in the conflicts to come.
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[LEGEND]
- The Phoenix Socialist Union - Legitimized Government
- Government Remnants (Black) - Fortified Enclaves

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    Technological development in the years after the Collapse has, naturally, been stunted. In many cases, technology has outright devolved entirely to pre-industrial standards. The following is a list of known technology tiers. Factions can maintain a mix of both, or focus purely on one.
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Pre-Collapse Tech:

    Pre-Collapse Technologies are those employed by the former United States prior to the end of the World. An extreme rarity in large amounts, these weapons are most often used in the most elite groups in the most developed nations, or in government remnant groups. Automatic firearms belong almost exclusively in this category, as most post-collapse automatics are too unreliable for widespread use. Implements such as hand grenades, sub-machine guns and mounted machine guns also belong to this category, along with all forms of artillery. Artillery, only available to government remnants and Legitimized Governments, is only rarely used despite it's destructive capability. This is due to the lack of materiel and manpower to produce the parts and munitions to maintain such implements long term. Thus, they are typically regulated to ceremonial or emergency use.

    Specialized weapons, such as flamethrowers, are not exclusive to this category of implements. Post-collapse flamethrowers can be cobbled together, though they lack the reliability of pre-collapse models.


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Post-Collapse Tech

    Post-Collapse Technology can barely be called a technology itself. Cobbled together from whatever resources remain available, mostly scrap metal and wood, these implements are function over form. Post-Collapse tech is utilized by most factions, regardless of their strength. Even the power Legitimized Governments use this tech, purely due to it's ease of production. Reliability is nonexistent, with the focus being on simply being able to produce more "good enough" weapons to meet demand. Pipe-Rifles, Blunderbusses and the like are the most common implements in this particular tier of armament. It is not uncommon for such weapons to misfire or, in a worst case scenario, explode and take their user with them.

    This tech tier does not support reliable automatics, and weapons and equipment of this tier are highly prone to failure.


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Medieval Tech

    A type of technology whose name is not born out of historical accuracy, but rather a catchall description of armaments utilized in most Kingdoms and Tribes. Medieval technology is, while slightly more advanced than Stone Age technology, merely a refined form of the technologies below it. Metal working and smithing techniques allow an increased range of armaments from swords and shields, to spears and crossbows. Medieval-esque armor is not uncommon to this era either, with the concepts of feudalism and knighthood seeing a resurgence in smaller tribal groups. These weapons are reliable, if not elegant or easily produced, given the high bartering price of metal in the Year One-Hundred. Additionally, in the hands of an untrained user, these implements are practically useless, lacking the ease of use that a firearm allows. This requires additional training time in those wielding the weapons, not to mention the time required to produce large amounts of them without industrialized techniques. Thusly, Medieval weapons in areas lacking mineral ore resources are often of a lower quality than those of elsewhere.

    This tech tier does not support firearms in any meaningful capacity, only allowing some improvised single shot armaments.


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Stone Age Tech

    Stone Age technology is, as the name implies, a form of technology comparable to the Stone Age. Weapons are brutal and easy to produce, but ineffective against higher tech tactics and weaponry. Survivability is significantly higher, and factions with Stone Age technology suffer a reduced bad weather malus when attacking or moving through harsh conditions. Weapons are rudimentary at best, as are tools or medicine. Firearms are nonexistent and ranged weaponry is relegated entirely to thrown spears, bows or the like. Tools are often multi-purpose and can be used for both combat and survival. Stone is naturally required for most weapons, as is wood, and thus Stone Age factions lacking these materials will produce lower grade weapons. Due to the nature of this tech-type, Stone Age factions will often be reduced to guerilla warfare tactics to fight substantially more advanced factions like Tribal Confederations or Legitimized Governments.

    This tech tier does not support firearms in any capacity.


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    In the world of Year Twenty, there are a few varieties of governments and factions that exist. To prevent players from establishing overpowered military dictatorships from the beginning, government and faction types are managed based on how close to a legitimate government the faction is. Each type of government will have particular positives and negatives to maintain balance and prevent large scale conquest or subjugation.

    The government types are as follows:

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- Legitimized Government: A legitimized government is any faction that has a population of 10,000, with at least 3,000 in active military service. Legitimized Governments can maintain approximately 5 (including their capitol) territories at start and can expand their territories by 1 every 6 months. Legitimized governments are the most powerful starting government types, capable of fielding larger armies, however this comes at cost. Legitimized Governments that attempt to gain more territory than allowed bi-annually suffer over-extension, which will lead to armed rebellions or even liberation movements. These governments are also reliant on more bureaucracy than other faction types, and therefore are more prone to corruption and internal power struggles. Technologically, they can field post-collapse weapons and even some pre-collapse weapons such as mounted machine-guns or artillery.

(2 / 4)
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- Tribal Confederation: A tribal confederation is a group formed of several tribes, typically nomadic or agrarian in nature. It has a maximum population of 8,000, with at least 2,000 in active military service. Tribal Confederacies can maintain approximately 3 territories (including their capitol) at start and can expand their territory by 1 every 8 months. Tribal Confederations are one step below Legitimized Governments in terms of military power and technology, capable of fielding nearly comparable armies. They suffer a similar malus from over-extension, and also must deal with internal tribal strife between the groups making up their confederation. Such internal conflicts can lead to wars of independence, or even the complete collapse of the Confederation itself if left unattended. These governments are more reliant on old-world ideals like Divine Mandate, Feudalism, or Serfdom. They can field some post-Collapse technologies, but are primarily limited to late Middle Ages and early Renaissance technologies.

(1 / 4)
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- Kingdom: A Kingdom is typically an autocratic form of government, ruled by a single individual. Kingdoms begin with 2 territories (including their capitol) and can expand their territory by 1 every 12 months. Kingdoms have a maximum population of 6,000, with at least 1,000 in active military service. Kingdoms are reliant on their populations for labor, much like Tribal Confederations and are much slower to industrialize than Legitimized Governments. Kingdoms must content with royal internal dilemmas, such as lines of succession, estates and religious dogma more than other faction types. Due to their slower rate of expansion, Kingdoms do not suffer an overextension malus, but are not unaffected by other dangers. Because of the reliance on agrarian communities and feudalism, these factions are more heavily affected by crises like famine and plague. Kingdoms can only field late middle ages technology, but all territories are fortified against enemy attack via castles and forts.

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- Tribe: A Tribe is a small form of government, governed by a wide variety of systems from autocracy to socialism. Tribes begin with a single capitol territory and can expand their territory by 1 every 18 months. Tribes have a maximum population of 4,000 with at least 500 in active military service. Tribes can be either nomadic or sedentary, but invariably rely on living off the land to survive. Tribal factions are much more tight-nit, but must contend with similar issues to Kingdoms in the forms of estates, royal families and succession. Their reliance on the land and physical labor causes tribes to suffer much greater from famine and disease crises, and their lack of military power often leads to their conquest by other nations. To combat this, tribes can migrate territories once every 6 months, moving their capitol to any adjacent territory while losing any adjacent conquered territories. Tribes must rely on borderline stone-age weaponry, but can acquire better technology by raiding surrounding factions.

(0 / 10)
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- Trading Company: A unique faction type focused on profit, rather than outright domination. Trading Companies begin with a single capitol territory, but cannot expand from this location. Rather than citizens, Trading Companies begin with 2,000 employees, 500 of which are combat ready. Additional employees can be gained slowly over time. Trading Companies expressly work to further profit and political gain, and form caravans to this end. Caravans can travel to other factions with relative impunity, where they can sell goods for the company. Caravans are, however, valuable targets for both bandits and other factions, and must be closely guarded. The lack of military strength on the part of the Company is compensated by their ability to financially influence other factions, as well as their heightened starting fortifications. While not able to field vast armies, Trading Companies can make their allies rich and secure their independence not through blood, but trade. Trading Companies cannot migrate territory and cannot gain new territory, but start with Post-Collapse technology. Internal conflicts over greed and profit margins are not uncommon. Famine and disease crises can affect them just as severely as other smaller factions.
(0 / 5)
Image

- Bandit Clan: Banditry is not an uncommon practice in the wastes, and Bandit Clans play a significant role in that. Bandit Clans start with a single capitol territory and cannot expand, but can migrate similarly to Tribes. Unlike tribes, however, bandits can put other nearby tribes under "protection", requiring the payment of goods in exchange for continued survival. This, in effect, places the tribe within the clan's sphere of influence if not successfully fought off. Influenced tribes can be forced to provide manpower and resources to bandit clans until liberated by another faction. Bandit Clans start with a population of 1,000 with 500 combat ready. Their sole existence is to raid, pillage and steal what they like, when they like it. Bandit Clans can have a variety of internal governmental systems, but rely almost entirely on extorting other tribes and raiding. Without these key elements, bandit tribes will quickly collapse into internal backstabbing. To compensate for their small comparative size, bandit tribes begin with a mix of Medieval and Post-Collapse weaponry and are more effective in untamed wilderness. Their capacity for guerilla warfare is not the be ignored, as they can rarely take on a large army head on. Bandit Clans can wage campaigns of terror against their enemies, but will suffer just as harshly during crisis events, particularly famines. Despite this, they can become formidable foes if left unattended by larger nations.

(0 / 10)
Image

- Survivor Enclave: Survivor Enclaves are the smallest form of government, and like tribals can utilize any form of governing system desired. Enclaves begin with a single capitol territory and can expand by 1 every 24 months. Enclaves have a maximum population of 2,000, with at least 400 in active military service. Enclaves are typically sedentary, but can shift locations nomadically akin to tribes. Unlike tribes, however, the strength of an Enclave comes from it's fortifications and defensive ability, rather than it's fighting power. Enclaves cannot field large militaries, but start with higher fortifications on their capitol than any other faction. Without a large, organized army and siege equipment, Enclaves cannot be easily conquered. To compensate for this, Enclaves are affected even more by famine and disease crises. Enclaves will suffer more from external strife, though conflicts over leadership or policy are not uncommon. Enclaves begin with a mixture of mostly Middle Ages technology with some post-collapse weaponry such as improvised rifles or blunderbusses.

(UNLIMITED)
Code: Select all
[box][b]Nationstates Name:[/b]
[b]Faction Name:[/b]
[b]Faction Type:[/b]
[b]Flag (Optional):[/b]
[b]Governing Ideaology:[/b] (Democratic, Royalist, Fascist, Communist, Feudalism, etc.)
[b]Leader(s):[/b]
[b]Territorial Claims:[/b] (These must be adjacent to one another.)
[b]Population:[/b] (See Government Types before determining population.)
[b]Armed Population:[/b] (See Government Types before determining armed population.)
[b]Technology Level:[/b] (Stone Age, Middle Ages, Post-Collapse, Pre-Collapse, Mixed.)

[b]History:[/b] (Two Paragraphs Minimum)
[b]Culture:[/b]

[b]ID TAG 1997[/b] (DO NOT REMOVE)[/box]

Image

OVERALL:
  • Don't be a dick.
  • The word of the OP is law, as is the word of Co-Ops.
  • The right to deny applications on any grounds, with or without sufficient reason, is maintained by the OP and Co-Ops.
  • Poor Spelling, Grammar, and overall Poor writing ARE grounds for application denial.
  • Not participating in the RP for any considerable period of time is grounds for removal.
  • Inactive factions can be resurrected if the original writer returns; active factions eliminated or subjugated during the story CANNOT be resurrected without GOOD reason.
  • Godmodding, Meta-Gaming, and other such tactics are illegal and will be punished. Further actions of a similar kind will result in banning from the RP.
  • Don't go overboard with gore, violence, etc. Do things in good taste, basically.
  • You can't have a missile launcher unless OP says so.
COMBAT:
  • Battles are to be handled between players via OOC or Telegram. If players cannot come to a joint conclusion, an OP or Co-Op will.
  • If no party can determine the battle outcome with any certainty, than a coin toss will be conducted to determine the winner.
  • Following a war's conclusion, the winning and losing players will determine what territories are lost/gained.
  • If a conclusion cannot be made following a conflict, an OP or Co-Op will make the decision.
  • Weapons of mass destruction, such as chemical, nuclear or biological armaments are banned in all circumstances unless otherwise stated.
  • Pre-Collapse Technology is on par with that of World War Two era United States. Adjust posts accordingly.
CRISES AND OTHER:
  • Irregularly, Crisis events will occur in either certain regions or the entire map. Crisis Events can range from famines and disease to unexploded nuclear ordinance and outside invasions.
  • If your nation is affected by a crisis event, adjust your posts accordingly.
  • Refusal to acknowledge Crisis conditions is grounds for warning and/or ban.
  • Weather can still play a significant role, adjust your posts and battle plans based on weather conditions.
  • If your nation is facing a potential revolt, an OP or Co-OP will discuss with you the finer details of the conflict.
  • Don't be a sore loser. You can always start a new faction.

Image

  • Nothing to see here.
Let’s not dwell on our corpse strewn past. Let’s celebrate our corpse strewn future!
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Kentucky Fried Land wrote:I should have known Grestin was Christopher Walken the whole time.
ThePub wrote:New Grestin: "I will always choose the aborable lesbians over an entire town."
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- Best Worldbuilding - 2016 (Community Choice)
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User avatar
Deramen
Negotiator
 
Posts: 6506
Founded: Sep 05, 2014
Ex-Nation

Postby Deramen » Mon Jan 23, 2017 7:45 pm

New Grestin wrote:Some Updates.

Banner is still not in final version, but it's pretty damned close to launch.

“As long as there are sovereign nations possessing great power, war is inevitable.”
- Albert Einstein


    The world as we knew it no longer exists. The twilight of mankind came and went, leaving nothing but destruction in it's wake. Few remember why the world ended or how. Some say a plague from the East, others say that the weapons of the great pre-war civilizations brought their downfall. All that is known that can be gleamed from molding records is that the world ended in 1945. What once was the United States collapsed entirely, along with the rest of the world's nations. Conflicts over war, land and even simple food brought the industrialized nations to the breaking point. Undeveloped nations fared little better, falling into anarchy for one reason or another. Decades passed, and the definition of civilization changed. No longer were nations vast empires or colonial powerhouses, now they had reverted to a more pre-industrial state. Even the largest and most powerful groups only maintain the capacity for holding a few territories at a time. Much of the world is populated by tribes, both nomadic and agrarian, that constantly fight over the last of the planet's resources. The World hadn't ended entirely, merely adapted to the new environment.

    This brings us to the former United States, now a melting pot of small governments, fiefdoms and tribes. Pre-Collapse technologies are valued like gold, alongside the former nations strategic resources like oil and steel.

    The world has begun to rebuild, and civilization may rise again. The only question is what part will you play in the new history of the world?


    Aftermath is a faction/nation RP set after an indeterminate apocalypse ended the world just after World War Two. Set twenty years after the collapse, it focuses on the continental United States and the various groups vying for control of the nation's territory. A handful of legitimate governments fight amongst each other while tribes, kingdoms and nomads squabble over this or that. The RP is to focus on the politics, conflicts and alliances that arise in this new world. Players will take the reigns of their own factions or nations, and will attempt to secure their place in the annals of the New World's histories, by blood or otherwise. The RP takes heavily influence from Paradox Interactive strategy games, with heavy emphasis on both internal and external political factors, as well as the finer details of how these New World groups function. Leaders can and will die, armies will be lost, territory will be taken, and countless lives will be lost in the conflicts to come.


[LEGEND]
- The Phoenix Socialist Union - Legitimized Government
- Government Remnants (Black) - Fortified Enclaves


    Technological development in the years after the Collapse has, naturally, been stunted. In many cases, technology has outright devolved entirely to pre-industrial standards. The following is a list of known technology tiers. Factions can maintain a mix of both, or focus purely on one.

Pre-Collapse Tech:

    Pre-Collapse Technologies are those employed by the former United States prior to the end of the World. An extreme rarity in large amounts, these weapons are most often used in the most elite groups in the most developed nations, or in government remnant groups. Automatic firearms belong almost exclusively in this category, as most post-collapse automatics are too unreliable for widespread use. Implements such as hand grenades, sub-machine guns and mounted machine guns also belong to this category, along with all forms of artillery. Artillery, only available to government remnants and Legitimized Governments, is only rarely used despite it's destructive capability. This is due to the lack of materiel and manpower to produce the parts and munitions to maintain such implements long term. Thus, they are typically regulated to ceremonial or emergency use.

    Specialized weapons, such as flamethrowers, are not exclusive to this category of implements. Post-collapse flamethrowers can be cobbled together, though they lack the reliability of pre-collapse models.



Post-Collapse Tech

    Post-Collapse Technology can barely be called a technology itself. Cobbled together from whatever resources remain available, mostly scrap metal and wood, these implements are function over form. Post-Collapse tech is utilized by most factions, regardless of their strength. Even the power Legitimized Governments use this tech, purely due to it's ease of production. Reliability is nonexistent, with the focus being on simply being able to produce more "good enough" weapons to meet demand. Pipe-Rifles, Blunderbusses and the like are the most common implements in this particular tier of armament. It is not uncommon for such weapons to misfire or, in a worst case scenario, explode and take their user with them.

    This tech tier does not support reliable automatics, and weapons and equipment of this tier are highly prone to failure.



Medieval Tech

    A type of technology whose name is not born out of historical accuracy, but rather a catchall description of armaments utilized in most Kingdoms and Tribes. Medieval technology is, while slightly more advanced than Stone Age technology, merely a refined form of the technologies below it. Metal working and smithing techniques allow an increased range of armaments from swords and shields, to spears and crossbows. Medieval-esque armor is not uncommon to this era either, with the concepts of feudalism and knighthood seeing a resurgence in smaller tribal groups. These weapons are reliable, if not elegant or easily produced, given the high bartering price of metal in the Year One-Hundred. Additionally, in the hands of an untrained user, these implements are practically useless, lacking the ease of use that a firearm allows. This requires additional training time in those wielding the weapons, not to mention the time required to produce large amounts of them without industrialized techniques. Thusly, Medieval weapons in areas lacking mineral ore resources are often of a lower quality than those of elsewhere.

    This tech tier does not support firearms in any meaningful capacity, only allowing some improvised single shot armaments.



Stone Age Tech

    Stone Age technology is, as the name implies, a form of technology comparable to the Stone Age. Weapons are brutal and easy to produce, but ineffective against higher tech tactics and weaponry. Survivability is significantly higher, and factions with Stone Age technology suffer a reduced bad weather malus when attacking or moving through harsh conditions. Weapons are rudimentary at best, as are tools or medicine. Firearms are nonexistent and ranged weaponry is relegated entirely to thrown spears, bows or the like. Tools are often multi-purpose and can be used for both combat and survival. Stone is naturally required for most weapons, as is wood, and thus Stone Age factions lacking these materials will produce lower grade weapons. Due to the nature of this tech-type, Stone Age factions will often be reduced to guerilla warfare tactics to fight substantially more advanced factions like Tribal Confederations or Legitimized Governments.

    This tech tier does not support firearms in any capacity.



    In the world of Year Twenty, there are a few varieties of governments and factions that exist. To prevent players from establishing overpowered military dictatorships from the beginning, government and faction types are managed based on how close to a legitimate government the faction is. Each type of government will have particular positives and negatives to maintain balance and prevent large scale conquest or subjugation.

    The government types are as follows:


- Legitimized Government: A legitimized government is any faction that has a population of 10,000, with at least 3,000 in active military service. Legitimized Governments can maintain approximately 5 (including their capitol) territories at start and can expand their territories by 1 every 6 months. Legitimized governments are the most powerful starting government types, capable of fielding larger armies, however this comes at cost. Legitimized Governments that attempt to gain more territory than allowed bi-annually suffer over-extension, which will lead to armed rebellions or even liberation movements. These governments are also reliant on more bureaucracy than other faction types, and therefore are more prone to corruption and internal power struggles. Technologically, they can field post-collapse weapons and even some pre-collapse weapons such as mounted machine-guns or artillery.

(2 / 4)

- Tribal Confederation: A tribal confederation is a group formed of several tribes, typically nomadic or agrarian in nature. It has a maximum population of 8,000, with at least 2,000 in active military service. Tribal Confederacies can maintain approximately 3 territories (including their capitol) at start and can expand their territory by 1 every 8 months. Tribal Confederations are one step below Legitimized Governments in terms of military power and technology, capable of fielding nearly comparable armies. They suffer a similar malus from over-extension, and also must deal with internal tribal strife between the groups making up their confederation. Such internal conflicts can lead to wars of independence, or even the complete collapse of the Confederation itself if left unattended. These governments are more reliant on old-world ideals like Divine Mandate, Feudalism, or Serfdom. They can field some post-Collapse technologies, but are primarily limited to late Middle Ages and early Renaissance technologies.

(1 / 4)

- Kingdom: A Kingdom is typically an autocratic form of government, ruled by a single individual. Kingdoms begin with 2 territories (including their capitol) and can expand their territory by 1 every 12 months. Kingdoms have a maximum population of 6,000, with at least 1,000 in active military service. Kingdoms are reliant on their populations for labor, much like Tribal Confederations and are much slower to industrialize than Legitimized Governments. Kingdoms must content with royal internal dilemmas, such as lines of succession, estates and religious dogma more than other faction types. Due to their slower rate of expansion, Kingdoms do not suffer an overextension malus, but are not unaffected by other dangers. Because of the reliance on agrarian communities and feudalism, these factions are more heavily affected by crises like famine and plague. Kingdoms can only field late middle ages technology, but all territories are fortified against enemy attack via castles and forts.

(2 / 6)

- Tribe: A Tribe is a small form of government, governed by a wide variety of systems from autocracy to socialism. Tribes begin with a single capitol territory and can expand their territory by 1 every 18 months. Tribes have a maximum population of 4,000 with at least 500 in active military service. Tribes can be either nomadic or sedentary, but invariably rely on living off the land to survive. Tribal factions are much more tight-nit, but must contend with similar issues to Kingdoms in the forms of estates, royal families and succession. Their reliance on the land and physical labor causes tribes to suffer much greater from famine and disease crises, and their lack of military power often leads to their conquest by other nations. To combat this, tribes can migrate territories once every 6 months, moving their capitol to any adjacent territory while losing any adjacent conquered territories. Tribes must rely on borderline stone-age weaponry, but can acquire better technology by raiding surrounding factions.

(0 / 10)

- Trading Company: A unique faction type focused on profit, rather than outright domination. Trading Companies begin with a single capitol territory, but cannot expand from this location. Rather than citizens, Trading Companies begin with 2,000 employees, 500 of which are combat ready. Additional employees can be gained slowly over time. Trading Companies expressly work to further profit and political gain, and form caravans to this end. Caravans can travel to other factions with relative impunity, where they can sell goods for the company. Caravans are, however, valuable targets for both bandits and other factions, and must be closely guarded. The lack of military strength on the part of the Company is compensated by their ability to financially influence other factions, as well as their heightened starting fortifications. While not able to field vast armies, Trading Companies can make their allies rich and secure their independence not through blood, but trade. Trading Companies cannot migrate territory and cannot gain new territory, but start with Post-Collapse technology. Internal conflicts over greed and profit margins are not uncommon. Famine and disease crises can affect them just as severely as other smaller factions.
(0 / 5)

- Bandit Clan: Banditry is not an uncommon practice in the wastes, and Bandit Clans play a significant role in that. Bandit Clans start with a single capitol territory and cannot expand, but can migrate similarly to Tribes. Unlike tribes, however, bandits can put other nearby tribes under "protection", requiring the payment of goods in exchange for continued survival. This, in effect, places the tribe within the clan's sphere of influence if not successfully fought off. Influenced tribes can be forced to provide manpower and resources to bandit clans until liberated by another faction. Bandit Clans start with a population of 1,000 with 500 combat ready. Their sole existence is to raid, pillage and steal what they like, when they like it. Bandit Clans can have a variety of internal governmental systems, but rely almost entirely on extorting other tribes and raiding. Without these key elements, bandit tribes will quickly collapse into internal backstabbing. To compensate for their small comparative size, bandit tribes begin with a mix of Medieval and Post-Collapse weaponry and are more effective in untamed wilderness. Their capacity for guerilla warfare is not the be ignored, as they can rarely take on a large army head on. Bandit Clans can wage campaigns of terror against their enemies, but will suffer just as harshly during crisis events, particularly famines. Despite this, they can become formidable foes if left unattended by larger nations.

(0 / 10)

- Survivor Enclave: Survivor Enclaves are the smallest form of government, and like tribals can utilize any form of governing system desired. Enclaves begin with a single capitol territory and can expand by 1 every 24 months. Enclaves have a maximum population of 2,000, with at least 400 in active military service. Enclaves are typically sedentary, but can shift locations nomadically akin to tribes. Unlike tribes, however, the strength of an Enclave comes from it's fortifications and defensive ability, rather than it's fighting power. Enclaves cannot field large militaries, but start with higher fortifications on their capitol than any other faction. Without a large, organized army and siege equipment, Enclaves cannot be easily conquered. To compensate for this, Enclaves are affected even more by famine and disease crises. Enclaves will suffer more from external strife, though conflicts over leadership or policy are not uncommon. Enclaves begin with a mixture of mostly Middle Ages technology with some post-collapse weaponry such as improvised rifles or blunderbusses.

(UNLIMITED)
Code: Select all
[box][b]Nationstates Name:[/b]
[b]Faction Name:[/b]
[b]Faction Type:[/b]
[b]Flag (Optional):[/b]
[b]Governing Ideaology:[/b] (Democratic, Royalist, Fascist, Communist, Feudalism, etc.)
[b]Leader(s):[/b]
[b]Territorial Claims:[/b] (These must be adjacent to one another.)
[b]Population:[/b] (See Government Types before determining population.)
[b]Armed Population:[/b] (See Government Types before determining armed population.)
[b]Technology Level:[/b] (Stone Age, Middle Ages, Post-Collapse, Pre-Collapse, Mixed.)

[b]History:[/b] (Two Paragraphs Minimum)
[b]Culture:[/b]

[b]ID TAG 1997[/b] (DO NOT REMOVE)[/box]


OVERALL:
  • Don't be a dick.
  • The word of the OP is law, as is the word of Co-Ops.
  • The right to deny applications on any grounds, with or without sufficient reason, is maintained by the OP and Co-Ops.
  • Poor Spelling, Grammar, and overall Poor writing ARE grounds for application denial.
  • Not participating in the RP for any considerable period of time is grounds for removal.
  • Inactive factions can be resurrected if the original writer returns; active factions eliminated or subjugated during the story CANNOT be resurrected without GOOD reason.
  • Godmodding, Meta-Gaming, and other such tactics are illegal and will be punished. Further actions of a similar kind will result in banning from the RP.
  • Don't go overboard with gore, violence, etc. Do things in good taste, basically.
  • You can't have a missile launcher unless OP says so.
COMBAT:
  • Battles are to be handled between players via OOC or Telegram. If players cannot come to a joint conclusion, an OP or Co-Op will.
  • If no party can determine the battle outcome with any certainty, than a coin toss will be conducted to determine the winner.
  • Following a war's conclusion, the winning and losing players will determine what territories are lost/gained.
  • If a conclusion cannot be made following a conflict, an OP or Co-Op will make the decision.
  • Weapons of mass destruction, such as chemical, nuclear or biological armaments are banned in all circumstances unless otherwise stated.
  • Pre-Collapse Technology is on par with that of World War Two era United States. Adjust posts accordingly.
CRISES AND OTHER:
  • Irregularly, Crisis events will occur in either certain regions or the entire map. Crisis Events can range from famines and disease to unexploded nuclear ordinance and outside invasions.
  • If your nation is affected by a crisis event, adjust your posts accordingly.
  • Refusal to acknowledge Crisis conditions is grounds for warning and/or ban.
  • Weather can still play a significant role, adjust your posts and battle plans based on weather conditions.
  • If your nation is facing a potential revolt, an OP or Co-OP will discuss with you the finer details of the conflict.
  • Don't be a sore loser. You can always start a new faction.


  • Nothing to see here.

Sweet, count me in.
You can call me Dera.
INFP-T.

[violet] wrote:
Scoochi2 wrote:I'm now being offered Filipino girlfriends...

You say that like it's a bad thing.

User avatar
Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Mon Jan 23, 2017 8:11 pm

Anowa wrote:
Races

Species Name: Kyrisi
Species Appearance: Body, Detailed face
Height/Weight: ~8 ft/243 cm
Lifespan: 120-140 Terran years
Biological Information: Dense, predatory, and from a high gravity world, Kyrisi are a rare breed. They have evolved from quadrupedal predators, and their jaw is formulated fro gripping onto their prey, much like a spider or scorpion, indicating that they were much larger than their prey. They never stop growing teeth, much like the Great White sharks from Earth. Their sensory organs are capable of smell, sight, hearing, and touch. Kyrisi can see into the infrared spectrum, and not the ultraviolet spectrum, and their sense of smell is between that of a canine and a human.

Their organs are not much different from a humans, though they contain four lungs, two hearts, and two kidney/liver composites. Their digestive system remains largely the same, though with a slower metabolic rate and a larger stomach.

Their skeletal system is attuned to a high gravity world, that is to say it's very dense. Much tougher than concrete, every bone in their body is comparable in strength to a human femur. While their muscular system has a similar state, due to the need to move such a high mass around in an environment where they were predators.

When they speak, their lower two mandibles usually remain in place and closed, while the upper two commit the act of moving. As an added feature, their voices have an odd flanging effect, making more tonal languages harder to understand from a Kyrisi.
Culture:Kyrisi are militant, unrelenting, brutal creatures that are often found in human space as raiders, soldiers, or corsairs. They are capable of surprisingly calm gestures of kindness and mercy when it doesn’t injure their personal advancement, and they aren’t prone to resenting their enemies or holding grudges against those who defeat them, seeing it as something of a learning experience. They will kill any being without a moment's notice, but Kyrisi do not hate the beings they kill- nor do they regret their actions. A Kyrisi can induce a extermination level event on a planet filled with civilians, children, and possibly the last hope for a certain race and then proceed to sleep like a baby, if said course of action is the most effective chance of accomplishing their goals.

Kyrisi hate pointless cruelty, however, and find it almost physically sickening. They will kill an enemy in any available way, but torture and methodical infliction of pain and agony is viewed as a sign of mental instability and illness in a Kyrisi. Such a creature is a danger, and there’s no telling what they might try to do, or what their goals are. This usually results in a very violent, and often fatal course of action. Along with this, they happen to be quite amicable when not attempting to kill someone, with a sense of comradery and 'esprit de corps' they are usually found on mercenary ships as a sort of 'morale officer' or Commissar. Though not for the reasons one would expect.

That being said, the less they know about actions of pointless cruelty the better, and most of the time they remain unaware of said actions. But violent and brutal discourse will ensue if they learn of prolonged periods of torture or
Other information: N/A
Species Name: They're formally known as the Stryt, though they also have a complex native official biological name.
Species Appearance: Here.
Height/Weight: As the Stryt are divided into two very different dimorphal sub-species that are primarily different due to their biological differences, it is important to differentiate between the two of them. The Stustehn'Stryt, or the Quiet Stryt, stands generally approximately five feet and four inches tall and weighs about one hundred and twenty to one hundred and forty pounds. The Stuhn'Stryt, or the Loud Stryt, stands generally between six and a half feet and seven feet, weighing anywhere between two hundred to three hundred pounds, depending on the role that they play in the various Stryt settlements.
Lifespan: The Stryt lifespan is directly related to their role in their society. Typically, the Stryt live to be up to sixty years old. However, natural biological anomalies can allow certain Stryt in rare cases to live well past three hundred years due to a mutation in their genetics that allows for an alien version of the biological concept of transdifferentiation. This is, however, quite rare, manifesting itself in some 0.1 to 0.2% percent of the population.
Biological Information: The Stryt are a species that has a large degree of biological dimorphism among their populace, despite the fact that the species reproduces asexually. There are two main types of Stryt, the Stustehn'Stryt and the Stuhn'Stryt. The Stustehn'Stryt, or the Loud Stryt, have evolved from their original hunter-gatherer design to act in Stryt society as more of a manual labourer or soldier class. Loud Stryt are physically more capable than the Quiet Stryt, but are much less intellectually gifted. Biologically, Loud Stryt are completely infertile and are unable to reproduce like the Quiet Stryt can. Of their facial features, their noses are more aquiline, their lips thinner, and their cheekbones less defined. Like the Quiet Stryt, they have the J'hunal, the extension on the rear of their heads and the Ai'hunal, the tendrils along their J'hunal. Unlike the Quiet Stryt, their J'hunal are quite short, barely falling past their shoulders. Because of this, the J'hunal are much less sensitive than the Quiet Stryt's, making them much less effective at their job. The Loud Stryt's Ai'hunal, the extension at the back of their head, is mostly a biological equivalent of chitin, making it very hard and difficult to penetrate. Underneath the chitin lays the Loud Stryt's second heart, which is much larger than the Quiet Stryt's second heart. As well, the Loud Stryt's pigmentation is much brighter than the other sub-species of Stryt. Most often Loud Stryts are a bright blue, aqua, turquoise, or occasionally a green-blue colour. Unlike the Quiet Stryt, the Loud Stryt's pigmentation rarely, if ever forms into various patterns throughout the body. Like the Quiet Stryt, their ears are hidden by the first, highest pair of tendrils on their head.

Quiet Stryt are biologically completely different than their counterpart. They are physically much smaller, being on average the size of a small-ish Human, but are much smarter than their Loud Stryt counterparts. They have a larger brain and a greater degree of access to it. They acted historically as the administrative class, gatherer class, and, later on, the priestly classes. Unlike the Loud Stryt, the Quiet Stryt are able to asexually reproduce at the end of their life cycles. Their face tends to be much different than the Loud Stryt, being smaller, with an up-turned nose, fuller lips, and well-defined cheekbones. Their eyes are also rounder than the Loud Stryt. The Quiet Stryt's J'hunal is also made up chitin, but to a much lesser extent. The chitin is much thinner, and the second heart much smaller than the Loud Stryt. Their Ai'hunal tendrils, of which they have four pairs for eight total, are much longer than the Loud Stryts, and continue to grow slowly as the Quiet Stryt ages. These Ai'hunal are important because they house a number of small organs that allow for the tendrils to do a number of things, including detect footsteps or seismic activity. These Ai'hunal are also intensely muscular, and while not strong enough to, say, choke someone, are able to be manipulated by the Stryt in order to talk to one another in a form of sign language with the tendrils. Apparently, according to the Stryt, this language is intensely complex, with grammatical conditions, declensions, and verb forms all dependent on the amount of Ai'hunal used and the speed and "jerkiness" that the tendrils are manipulated in. The Quiet Stryt's pigmentation is much darker than that of the Loud Stryt. Generally, they are varying shades of navy blue, occasionally being born midnight blue, though the latter is quite rare. Pigmentation anomalies are common in Quiet Stryt, and patterns of violet, purple, or indigo frequently dash the skin of the Quiet Stryt, especially around the J'hunal.

The Stryt reproduce asexually, only through the Quiet Stryt. When a Quiet Stryt's life comes to an end, the Quiet Stryt's external body becomes hardened and cocoon-like while the innards are gradually assimilated into genetic information and resources. Within the dead Stryt, from these genetic resources come a number egg-like embryos, usually two-to-six, depending on the size and age of the Stryt. After nineteen and a half months on average, these embryos "hatch", and become infantile Stryt, half "Loud" and half "Quiet".
Culture: Stryt culture has been heavily influenced by their political plight over the past few centuries. The Stryt once held a vast, pseudo-feudal intergalactic commercial empire that encompassed a number of loosely-affiliated merchant enclaves controlled by aristocratic elites that centered around their home planet. The Emperor of this empire always held in precarious balance power with the merchant and aristocratic elites, which eventually led to a usurpation of stability under the aforementioned latter power and a steep decline of the empire followed, soon engulfing the capital world in a civil war after strong emperors attempted to wrest power back from their now over-powered vassals. The culmination of these numerous wars was a nuclear apocalypse of dubious origins, destroying the capital worlds and sent what remained of the Stryt merchant enclaves into disarray and political independence without the economic or military projection that their former protector had.

Because of this, what few merchant enclaves that weren't absorbed by their neighbours peacefully or otherwise were generally isolated from the rest of the intergalactic community. Political independence became a thing of the past, and slowly the Stryt began to adopt and integrate the cultures of their new lieges. However, many retained their initial cultural identity, such as their religious spiritualist values of ancestor worship, their language, and especially the Ai'hunal language that the Quiet Stryt could speak to one another. The Stryt also maintained their rich and deep commercial traditions. They fostered business, invested in private ventures, even if they weren't necessarily of Stryt origin, and shared technology, knowledge, and wealth with those that they lived under, for a price, of course.

Culturally, the Stryt have a very strict social hierarchy and to outsiders, treat the Loud Stryt very poorly. The Loud are viewed as tools, as slaves, and as inferior beings that are to be used as guards, heavy labour, and everything that the Quiet Stryt don't particularly want to do. This, however, is viewed as an evolutionary gift by the Stryt, especially the Quiet ones, as the Loud Stryt evolved specifically with manual labour and hunting in mind, whereas the Quiet Stryt evolved with administration and homebuilding in mind. They are open to outsiders, especially those that have a reputation for treating their kind well, and the Quiet Stryt tend to be very well-educated, knowing their native languages as well as at least the language of their suzerains, if not many others.

The Styrt place an emphasis on age and wealth as measures of one's worth in society. Leadership of merchant enclaves are usually determined by these two factors, usually with a council of old and wealthy Styrt leading the enclaves; the Quiet Styrt almost always lead these enclaves. The Styrt's ancestral cultural dress comprises of silken or cloth-like wraps that cover their entire bodies, and are used for some degree of protection against the weather as well as to denote wealth and seniority. However, most of the Styrt have begun to adopt the dress of the polities that they live and exist under. As they Styrt have no sexual organs, they have nothing to cover-up per se; instead, clothing has evolved from a practical use as protection against the elements and predators towards more of a ceremonial role. Bearing skin below the neck excepting forearms, hands, or feet is seen as a cultural faux-pas and as a shame to one's social standing.
Species Name: Vrorc
Species Appearance: Vrorc
Height/Weight: 6'5, 160 lbs
Lifespan 120 years
Biological Information: A mammalian omnivore race with four arms.
Culture: The Vrorc are a warrior-scholar race that worships a array of gods and goddess that are centered around battle and knowledge. They have built massive libraries that double as training schools. The Vrorc believe that a sounded mind and body is the key to better life and to being a great warrior. Though they have scholarly pursuits, they are a deeply spiritual race that are hard to convince them of converting to another religion.
Other information There are rather Isolationists and are rarely seem outside of their body armor.
Species Name: Antivarians
Species Appearance: Large humanoids resembling Earth's native aardvarks. Antivarians are covered in a short fur that ranges in color from white to tans to deep blacks based upon their habitat or native planet.
Height/Weight: Males average at around 7.5 feet tall and around 400-500 lbs. Females average around 6 feet tall and 300 lbs.
Life span: 80-90 years, females tend to live longer than the males.
Biological Information:
Antivarians are large and physically imposing creatures, pound per pound the average Antivarian male is 10-12 times stronger than the average human male. Antivarians are a mammalian species. Males reach maturity at around 16-18 years of age and females reach maturity at around 15-18 years of age. Antivarian give life birth, Antivarian young are born after a gestation period of around 10 months. These newborns are called pups. Pups are born blind and deaf, after around 2 months there eyes will open and they will be able to hear.

To move their large frames and powerful muscles Antivarians require nearly 15,000 calories a day. There metabolisms also operate at a higher rate than most other races meaning that not only are Antivarians large and strong, but they also have the ability to move rapidly as well.

The Antivarian cardiovascular system is a powerhouse, the heart nearly 4 times the size and power of a humans to pump the large quantities of blood needed to transport nutrients and oxygen to the organs of the Antivarian. Antivarian blood, like the blood of nearly all creatures living on the planet Antivar, have a copper based blood. This gives the Antivarians skin a green tone to it.
Culture:
To say Antivarian culture is conservative is like saying a supernova is bright. Antivarians keep a strict moral code, comparable to the Ten Commandments of the Old Testament. Antivarians believe that loyalty is key for society to move smoothly.

Antivarian's a very social animals, forming very tight social bond with one another, and even other species. Antivarians have a strong parental instinct due to their pups being so small and helpless. Antivarians will fight to the death to protect there young and the young of other races.

Religion is a key player within Antivarian culture. The Antivarian religion is based around the conflict between two opposing forces. The Creator, an all powerful god who created all that is within the Universe, and his foil the Destroyer who embodies decay and destruction. The Antivarian's believe that one day the Destroyer will come and wreak havoc upon the entirety of Creation. Antivarian religion also says the the Ancestors, those Antivairan who went on before, act as an intermediary between the mortal world and the world of the Creator.
Other information
Species Name: Tagali
Species Appearance: (Image)
Height/Weight: 6'2", 280 lb
Lifespan 156 Years old
Biological Information: While similar in appearance to Humans, they are physically stronger and faster due to the harsh competition from other fauna from their homeworld. The average Tagali is able to lift up to 500 pounds and run at speeds up to 25 mph. While still needing both sexes to breed, all Tagali are bisexual, which has affected gender roles in their culture. The skin tone of the Tagali is decided by what the conditions of their birth planet are like. Tagali born on tropical and terran planets similar to their home world have a light blue complexion, while those from more arid-like planets are purple. Meanwhile, those from Arctic worlds have blueish grey skin and those few who are born on volcanic worlds have almost black skin.
Culture: Tagali society is divided into a caste system, although its influence has waned since the Tagali industrial revolution thousands of years ago. The Caste System still has sway over the Tagali of their homeworld, Jakala, as despite advances in technology, is still a treacherous place to live, causing the homeworlders to cling to the old ways, somewhat. Tagali names are similar to those of Earths Middle Eastern/North African and Indian cultures.
Other information
Species Name:
Species Appearance:Shanxi Warrior
Height/Weight: 7-9 feet tall, varying depending on gender. Shanxi can weigh anywhere from 700 to 900 pounds, again depending on gender.
Lifespan The average is 300 years.
Biological Information: A large, carnivorous and surprisingly warm blooded reptilian like race. Shanki are covered in a thick hide of scales that act as a very effective natural armour, there claws and teeth combined with their scales and incredible strength make the ferocious hunters and natural warriors. The Shanki have webbing in between there fingers and toes, an adaptation needed for the wet and swampy nature of their homeworld.

Shanxi, like other reptilian species, lay eggs. These embryos inside will hatch after a six month incubation period. The temperature that the egg is incubated at will determin the sex of the the chick inside. During the incubation period the mother will guard her clutch of normally 2 eggs with her life, the father will also help in protecting the clutch and provides food for the female, who will not leave the eggs alone till they hatch.

Female Shanxi tend to be taller than males, however males have denser bones and more muscle mass than females.
Culture:
The Shanxi have developed a very rigid society, advancement through the ranks of power is incredibly difficult and most Shanxi do the same jobs that their parent did. This has lead to an almost caste like system amongst the Shanxi people. At the top of this system is the nobility who rule over the empire the Shanxi have forged. Warriors and artisans come next along with farmers and at the very bottom of this social structure are merchants, since to the Shanxi the provide little to the Empire as a whole. It is possible to move around in this social structure, but it is considered to be an insult to one's heritage to do so.

The Shanxi are not necessary a war like people but they will not hesitate to fight of need be. They will not hesitate to step into the affairs of other nation, or on an even more personal level with other people, if they feel that there is an injustice that needs to be rectified.
Other information
Species Name:Tauv'ysk
Species Appearance: Tauv'ysk
Height/Weight: 6'2, 150 lbs
Lifespan: 130
Biological Information: The Tauv'ysk evolved on a tropical world of Zeavis and had to complete with the native wildlife in order to survive. This led to the evolutionary trait of having four eyes to able to see more targets. They have excellent eyesight and are capable of flight.
Culture: The Tauv'ysk are a close knit society due to being on the lower end of the food chain of their homeworld for most of their history. Tauv'ysk are divided into clans that are close and being exiled from a clan usual means death for a individual. The different clans usually work together in order to survive their homeworld and this has continued into the space age. Killing another Tauv'ysk is considered taboo and even one that does this is either exiled from their clan and home, or they are sentenced to death. Tauv'ysk are known for being avid survivalists and nature lovers. Their perfer to stay in warmer climates and do not do well in colder climates.
Other information N/A


Done. All in line and spoiler tags unfucked.


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Anowa
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Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Mon Jan 23, 2017 8:12 pm

Ithalian Empire wrote:
Anowa wrote:
Races

Species Name: Kyrisi
Species Appearance: Body, Detailed face
Height/Weight: ~8 ft/243 cm
Lifespan: 120-140 Terran years
Biological Information: Dense, predatory, and from a high gravity world, Kyrisi are a rare breed. They have evolved from quadrupedal predators, and their jaw is formulated fro gripping onto their prey, much like a spider or scorpion, indicating that they were much larger than their prey. They never stop growing teeth, much like the Great White sharks from Earth. Their sensory organs are capable of smell, sight, hearing, and touch. Kyrisi can see into the infrared spectrum, and not the ultraviolet spectrum, and their sense of smell is between that of a canine and a human.

Their organs are not much different from a humans, though they contain four lungs, two hearts, and two kidney/liver composites. Their digestive system remains largely the same, though with a slower metabolic rate and a larger stomach.

Their skeletal system is attuned to a high gravity world, that is to say it's very dense. Much tougher than concrete, every bone in their body is comparable in strength to a human femur. While their muscular system has a similar state, due to the need to move such a high mass around in an environment where they were predators.

When they speak, their lower two mandibles usually remain in place and closed, while the upper two commit the act of moving. As an added feature, their voices have an odd flanging effect, making more tonal languages harder to understand from a Kyrisi.
Culture:Kyrisi are militant, unrelenting, brutal creatures that are often found in human space as raiders, soldiers, or corsairs. They are capable of surprisingly calm gestures of kindness and mercy when it doesn’t injure their personal advancement, and they aren’t prone to resenting their enemies or holding grudges against those who defeat them, seeing it as something of a learning experience. They will kill any being without a moment's notice, but Kyrisi do not hate the beings they kill- nor do they regret their actions. A Kyrisi can induce a extermination level event on a planet filled with civilians, children, and possibly the last hope for a certain race and then proceed to sleep like a baby, if said course of action is the most effective chance of accomplishing their goals.

Kyrisi hate pointless cruelty, however, and find it almost physically sickening. They will kill an enemy in any available way, but torture and methodical infliction of pain and agony is viewed as a sign of mental instability and illness in a Kyrisi. Such a creature is a danger, and there’s no telling what they might try to do, or what their goals are. This usually results in a very violent, and often fatal course of action. Along with this, they happen to be quite amicable when not attempting to kill someone, with a sense of comradery and 'esprit de corps' they are usually found on mercenary ships as a sort of 'morale officer' or Commissar. Though not for the reasons one would expect.

That being said, the less they know about actions of pointless cruelty the better, and most of the time they remain unaware of said actions. But violent and brutal discourse will ensue if they learn of prolonged periods of torture or
Other information: N/A
Species Name: They're formally known as the Stryt, though they also have a complex native official biological name.
Species Appearance: Here.
Height/Weight: As the Stryt are divided into two very different dimorphal sub-species that are primarily different due to their biological differences, it is important to differentiate between the two of them. The Stustehn'Stryt, or the Quiet Stryt, stands generally approximately five feet and four inches tall and weighs about one hundred and twenty to one hundred and forty pounds. The Stuhn'Stryt, or the Loud Stryt, stands generally between six and a half feet and seven feet, weighing anywhere between two hundred to three hundred pounds, depending on the role that they play in the various Stryt settlements.
Lifespan: The Stryt lifespan is directly related to their role in their society. Typically, the Stryt live to be up to sixty years old. However, natural biological anomalies can allow certain Stryt in rare cases to live well past three hundred years due to a mutation in their genetics that allows for an alien version of the biological concept of transdifferentiation. This is, however, quite rare, manifesting itself in some 0.1 to 0.2% percent of the population.
Biological Information: The Stryt are a species that has a large degree of biological dimorphism among their populace, despite the fact that the species reproduces asexually. There are two main types of Stryt, the Stustehn'Stryt and the Stuhn'Stryt. The Stustehn'Stryt, or the Loud Stryt, have evolved from their original hunter-gatherer design to act in Stryt society as more of a manual labourer or soldier class. Loud Stryt are physically more capable than the Quiet Stryt, but are much less intellectually gifted. Biologically, Loud Stryt are completely infertile and are unable to reproduce like the Quiet Stryt can. Of their facial features, their noses are more aquiline, their lips thinner, and their cheekbones less defined. Like the Quiet Stryt, they have the J'hunal, the extension on the rear of their heads and the Ai'hunal, the tendrils along their J'hunal. Unlike the Quiet Stryt, their J'hunal are quite short, barely falling past their shoulders. Because of this, the J'hunal are much less sensitive than the Quiet Stryt's, making them much less effective at their job. The Loud Stryt's Ai'hunal, the extension at the back of their head, is mostly a biological equivalent of chitin, making it very hard and difficult to penetrate. Underneath the chitin lays the Loud Stryt's second heart, which is much larger than the Quiet Stryt's second heart. As well, the Loud Stryt's pigmentation is much brighter than the other sub-species of Stryt. Most often Loud Stryts are a bright blue, aqua, turquoise, or occasionally a green-blue colour. Unlike the Quiet Stryt, the Loud Stryt's pigmentation rarely, if ever forms into various patterns throughout the body. Like the Quiet Stryt, their ears are hidden by the first, highest pair of tendrils on their head.

Quiet Stryt are biologically completely different than their counterpart. They are physically much smaller, being on average the size of a small-ish Human, but are much smarter than their Loud Stryt counterparts. They have a larger brain and a greater degree of access to it. They acted historically as the administrative class, gatherer class, and, later on, the priestly classes. Unlike the Loud Stryt, the Quiet Stryt are able to asexually reproduce at the end of their life cycles. Their face tends to be much different than the Loud Stryt, being smaller, with an up-turned nose, fuller lips, and well-defined cheekbones. Their eyes are also rounder than the Loud Stryt. The Quiet Stryt's J'hunal is also made up chitin, but to a much lesser extent. The chitin is much thinner, and the second heart much smaller than the Loud Stryt. Their Ai'hunal tendrils, of which they have four pairs for eight total, are much longer than the Loud Stryts, and continue to grow slowly as the Quiet Stryt ages. These Ai'hunal are important because they house a number of small organs that allow for the tendrils to do a number of things, including detect footsteps or seismic activity. These Ai'hunal are also intensely muscular, and while not strong enough to, say, choke someone, are able to be manipulated by the Stryt in order to talk to one another in a form of sign language with the tendrils. Apparently, according to the Stryt, this language is intensely complex, with grammatical conditions, declensions, and verb forms all dependent on the amount of Ai'hunal used and the speed and "jerkiness" that the tendrils are manipulated in. The Quiet Stryt's pigmentation is much darker than that of the Loud Stryt. Generally, they are varying shades of navy blue, occasionally being born midnight blue, though the latter is quite rare. Pigmentation anomalies are common in Quiet Stryt, and patterns of violet, purple, or indigo frequently dash the skin of the Quiet Stryt, especially around the J'hunal.

The Stryt reproduce asexually, only through the Quiet Stryt. When a Quiet Stryt's life comes to an end, the Quiet Stryt's external body becomes hardened and cocoon-like while the innards are gradually assimilated into genetic information and resources. Within the dead Stryt, from these genetic resources come a number egg-like embryos, usually two-to-six, depending on the size and age of the Stryt. After nineteen and a half months on average, these embryos "hatch", and become infantile Stryt, half "Loud" and half "Quiet".
Culture: Stryt culture has been heavily influenced by their political plight over the past few centuries. The Stryt once held a vast, pseudo-feudal intergalactic commercial empire that encompassed a number of loosely-affiliated merchant enclaves controlled by aristocratic elites that centered around their home planet. The Emperor of this empire always held in precarious balance power with the merchant and aristocratic elites, which eventually led to a usurpation of stability under the aforementioned latter power and a steep decline of the empire followed, soon engulfing the capital world in a civil war after strong emperors attempted to wrest power back from their now over-powered vassals. The culmination of these numerous wars was a nuclear apocalypse of dubious origins, destroying the capital worlds and sent what remained of the Stryt merchant enclaves into disarray and political independence without the economic or military projection that their former protector had.

Because of this, what few merchant enclaves that weren't absorbed by their neighbours peacefully or otherwise were generally isolated from the rest of the intergalactic community. Political independence became a thing of the past, and slowly the Stryt began to adopt and integrate the cultures of their new lieges. However, many retained their initial cultural identity, such as their religious spiritualist values of ancestor worship, their language, and especially the Ai'hunal language that the Quiet Stryt could speak to one another. The Stryt also maintained their rich and deep commercial traditions. They fostered business, invested in private ventures, even if they weren't necessarily of Stryt origin, and shared technology, knowledge, and wealth with those that they lived under, for a price, of course.

Culturally, the Stryt have a very strict social hierarchy and to outsiders, treat the Loud Stryt very poorly. The Loud are viewed as tools, as slaves, and as inferior beings that are to be used as guards, heavy labour, and everything that the Quiet Stryt don't particularly want to do. This, however, is viewed as an evolutionary gift by the Stryt, especially the Quiet ones, as the Loud Stryt evolved specifically with manual labour and hunting in mind, whereas the Quiet Stryt evolved with administration and homebuilding in mind. They are open to outsiders, especially those that have a reputation for treating their kind well, and the Quiet Stryt tend to be very well-educated, knowing their native languages as well as at least the language of their suzerains, if not many others.

The Styrt place an emphasis on age and wealth as measures of one's worth in society. Leadership of merchant enclaves are usually determined by these two factors, usually with a council of old and wealthy Styrt leading the enclaves; the Quiet Styrt almost always lead these enclaves. The Styrt's ancestral cultural dress comprises of silken or cloth-like wraps that cover their entire bodies, and are used for some degree of protection against the weather as well as to denote wealth and seniority. However, most of the Styrt have begun to adopt the dress of the polities that they live and exist under. As they Styrt have no sexual organs, they have nothing to cover-up per se; instead, clothing has evolved from a practical use as protection against the elements and predators towards more of a ceremonial role. Bearing skin below the neck excepting forearms, hands, or feet is seen as a cultural faux-pas and as a shame to one's social standing.
Species Name: Vrorc
Species Appearance: Vrorc
Height/Weight: 6'5, 160 lbs
Lifespan 120 years
Biological Information: A mammalian omnivore race with four arms.
Culture: The Vrorc are a warrior-scholar race that worships a array of gods and goddess that are centered around battle and knowledge. They have built massive libraries that double as training schools. The Vrorc believe that a sounded mind and body is the key to better life and to being a great warrior. Though they have scholarly pursuits, they are a deeply spiritual race that are hard to convince them of converting to another religion.
Other information There are rather Isolationists and are rarely seem outside of their body armor.
Species Name: Antivarians
Species Appearance: Large humanoids resembling Earth's native aardvarks. Antivarians are covered in a short fur that ranges in color from white to tans to deep blacks based upon their habitat or native planet.
Height/Weight: Males average at around 7.5 feet tall and around 400-500 lbs. Females average around 6 feet tall and 300 lbs.
Life span: 80-90 years, females tend to live longer than the males.
Biological Information:
Antivarians are large and physically imposing creatures, pound per pound the average Antivarian male is 10-12 times stronger than the average human male. Antivarians are a mammalian species. Males reach maturity at around 16-18 years of age and females reach maturity at around 15-18 years of age. Antivarian give life birth, Antivarian young are born after a gestation period of around 10 months. These newborns are called pups. Pups are born blind and deaf, after around 2 months there eyes will open and they will be able to hear.

To move their large frames and powerful muscles Antivarians require nearly 15,000 calories a day. There metabolisms also operate at a higher rate than most other races meaning that not only are Antivarians large and strong, but they also have the ability to move rapidly as well.

The Antivarian cardiovascular system is a powerhouse, the heart nearly 4 times the size and power of a humans to pump the large quantities of blood needed to transport nutrients and oxygen to the organs of the Antivarian. Antivarian blood, like the blood of nearly all creatures living on the planet Antivar, have a copper based blood. This gives the Antivarians skin a green tone to it.
Culture:
To say Antivarian culture is conservative is like saying a supernova is bright. Antivarians keep a strict moral code, comparable to the Ten Commandments of the Old Testament. Antivarians believe that loyalty is key for society to move smoothly.

Antivarian's a very social animals, forming very tight social bond with one another, and even other species. Antivarians have a strong parental instinct due to their pups being so small and helpless. Antivarians will fight to the death to protect there young and the young of other races.

Religion is a key player within Antivarian culture. The Antivarian religion is based around the conflict between two opposing forces. The Creator, an all powerful god who created all that is within the Universe, and his foil the Destroyer who embodies decay and destruction. The Antivarian's believe that one day the Destroyer will come and wreak havoc upon the entirety of Creation. Antivarian religion also says the the Ancestors, those Antivairan who went on before, act as an intermediary between the mortal world and the world of the Creator.
Other information
Species Name: Tagali
Species Appearance: (Image)
Height/Weight: 6'2", 280 lb
Lifespan 156 Years old
Biological Information: While similar in appearance to Humans, they are physically stronger and faster due to the harsh competition from other fauna from their homeworld. The average Tagali is able to lift up to 500 pounds and run at speeds up to 25 mph. While still needing both sexes to breed, all Tagali are bisexual, which has affected gender roles in their culture. The skin tone of the Tagali is decided by what the conditions of their birth planet are like. Tagali born on tropical and terran planets similar to their home world have a light blue complexion, while those from more arid-like planets are purple. Meanwhile, those from Arctic worlds have blueish grey skin and those few who are born on volcanic worlds have almost black skin.
Culture: Tagali society is divided into a caste system, although its influence has waned since the Tagali industrial revolution thousands of years ago. The Caste System still has sway over the Tagali of their homeworld, Jakala, as despite advances in technology, is still a treacherous place to live, causing the homeworlders to cling to the old ways, somewhat. Tagali names are similar to those of Earths Middle Eastern/North African and Indian cultures.
Other information
Species Name:
Species Appearance:Shanxi Warrior
Height/Weight: 7-9 feet tall, varying depending on gender. Shanxi can weigh anywhere from 700 to 900 pounds, again depending on gender.
Lifespan The average is 300 years.
Biological Information: A large, carnivorous and surprisingly warm blooded reptilian like race. Shanki are covered in a thick hide of scales that act as a very effective natural armour, there claws and teeth combined with their scales and incredible strength make the ferocious hunters and natural warriors. The Shanki have webbing in between there fingers and toes, an adaptation needed for the wet and swampy nature of their homeworld.

Shanxi, like other reptilian species, lay eggs. These embryos inside will hatch after a six month incubation period. The temperature that the egg is incubated at will determin the sex of the the chick inside. During the incubation period the mother will guard her clutch of normally 2 eggs with her life, the father will also help in protecting the clutch and provides food for the female, who will not leave the eggs alone till they hatch.

Female Shanxi tend to be taller than males, however males have denser bones and more muscle mass than females.
Culture:
The Shanxi have developed a very rigid society, advancement through the ranks of power is incredibly difficult and most Shanxi do the same jobs that their parent did. This has lead to an almost caste like system amongst the Shanxi people. At the top of this system is the nobility who rule over the empire the Shanxi have forged. Warriors and artisans come next along with farmers and at the very bottom of this social structure are merchants, since to the Shanxi the provide little to the Empire as a whole. It is possible to move around in this social structure, but it is considered to be an insult to one's heritage to do so.

The Shanxi are not necessary a war like people but they will not hesitate to fight of need be. They will not hesitate to step into the affairs of other nation, or on an even more personal level with other people, if they feel that there is an injustice that needs to be rectified.
Other information
Species Name:Tauv'ysk
Species Appearance: Tauv'ysk
Height/Weight: 6'2, 150 lbs
Lifespan: 130
Biological Information: The Tauv'ysk evolved on a tropical world of Zeavis and had to complete with the native wildlife in order to survive. This led to the evolutionary trait of having four eyes to able to see more targets. They have excellent eyesight and are capable of flight.
Culture: The Tauv'ysk are a close knit society due to being on the lower end of the food chain of their homeworld for most of their history. Tauv'ysk are divided into clans that are close and being exiled from a clan usual means death for a individual. The different clans usually work together in order to survive their homeworld and this has continued into the space age. Killing another Tauv'ysk is considered taboo and even one that does this is either exiled from their clan and home, or they are sentenced to death. Tauv'ysk are known for being avid survivalists and nature lovers. Their perfer to stay in warmer climates and do not do well in colder climates.
Other information N/A


Done. All in line and spoiler tags unfucked.


Thanks. What was I doing wrong?

You missed two Floatleft tags, an unfinished open spoiler and had a duplicate end spoiler tag
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Mon Jan 23, 2017 8:16 pm

Anowa wrote:You missed two Floatleft tags, an unfinished open spoiler and had a duplicate end spoiler tag


I am a freaking baboon.
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Achesia
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Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Mon Jan 23, 2017 8:16 pm

Ithalian Empire wrote:
Anowa wrote:You missed two Floatleft tags, an unfinished open spoiler and had a duplicate end spoiler tag


I am a freaking baboon.


Happens to the best of us.

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Veroxia
Minister
 
Posts: 3275
Founded: Jun 23, 2013
Ex-Nation

Postby Veroxia » Mon Jan 23, 2017 8:45 pm

Races

Species Name: Kyrisi
Species Appearance: Body, Detailed face
Height/Weight: ~8 ft/243 cm
Lifespan: 120-140 Terran years
Biological Information: Dense, predatory, and from a high gravity world, Kyrisi are a rare breed. They have evolved from quadrupedal predators, and their jaw is formulated fro gripping onto their prey, much like a spider or scorpion, indicating that they were much larger than their prey. They never stop growing teeth, much like the Great White sharks from Earth. Their sensory organs are capable of smell, sight, hearing, and touch. Kyrisi can see into the infrared spectrum, and not the ultraviolet spectrum, and their sense of smell is between that of a canine and a human.

Their organs are not much different from a humans, though they contain four lungs, two hearts, and two kidney/liver composites. Their digestive system remains largely the same, though with a slower metabolic rate and a larger stomach.

Their skeletal system is attuned to a high gravity world, that is to say it's very dense. Much tougher than concrete, every bone in their body is comparable in strength to a human femur. While their muscular system has a similar state, due to the need to move such a high mass around in an environment where they were predators.

When they speak, their lower two mandibles usually remain in place and closed, while the upper two commit the act of moving. As an added feature, their voices have an odd flanging effect, making more tonal languages harder to understand from a Kyrisi.
Culture:Kyrisi are militant, unrelenting, brutal creatures that are often found in human space as raiders, soldiers, or corsairs. They are capable of surprisingly calm gestures of kindness and mercy when it doesn’t injure their personal advancement, and they aren’t prone to resenting their enemies or holding grudges against those who defeat them, seeing it as something of a learning experience. They will kill any being without a moment's notice, but Kyrisi do not hate the beings they kill- nor do they regret their actions. A Kyrisi can induce a extermination level event on a planet filled with civilians, children, and possibly the last hope for a certain race and then proceed to sleep like a baby, if said course of action is the most effective chance of accomplishing their goals.

Kyrisi hate pointless cruelty, however, and find it almost physically sickening. They will kill an enemy in any available way, but torture and methodical infliction of pain and agony is viewed as a sign of mental instability and illness in a Kyrisi. Such a creature is a danger, and there’s no telling what they might try to do, or what their goals are. This usually results in a very violent, and often fatal course of action. Along with this, they happen to be quite amicable when not attempting to kill someone, with a sense of comradery and 'esprit de corps' they are usually found on mercenary ships as a sort of 'morale officer' or Commissar. Though not for the reasons one would expect.

That being said, the less they know about actions of pointless cruelty the better, and most of the time they remain unaware of said actions. But violent and brutal discourse will ensue if they learn of prolonged periods of torture or
Other information: N/A
Species Name: They're formally known as the Stryt, though they also have a complex native official biological name.
Species Appearance: Here.
Height/Weight: As the Stryt are divided into two very different dimorphal sub-species that are primarily different due to their biological differences, it is important to differentiate between the two of them. The Stustehn'Stryt, or the Quiet Stryt, stands generally approximately five feet and four inches tall and weighs about one hundred and twenty to one hundred and forty pounds. The Stuhn'Stryt, or the Loud Stryt, stands generally between six and a half feet and seven feet, weighing anywhere between two hundred to three hundred pounds, depending on the role that they play in the various Stryt settlements.
Lifespan: The Stryt lifespan is directly related to their role in their society. Typically, the Stryt live to be up to sixty years old. However, natural biological anomalies can allow certain Stryt in rare cases to live well past three hundred years due to a mutation in their genetics that allows for an alien version of the biological concept of transdifferentiation. This is, however, quite rare, manifesting itself in some 0.1 to 0.2% percent of the population.
Biological Information: The Stryt are a species that has a large degree of biological dimorphism among their populace, despite the fact that the species reproduces asexually. There are two main types of Stryt, the Stustehn'Stryt and the Stuhn'Stryt. The Stustehn'Stryt, or the Loud Stryt, have evolved from their original hunter-gatherer design to act in Stryt society as more of a manual labourer or soldier class. Loud Stryt are physically more capable than the Quiet Stryt, but are much less intellectually gifted. Biologically, Loud Stryt are completely infertile and are unable to reproduce like the Quiet Stryt can. Of their facial features, their noses are more aquiline, their lips thinner, and their cheekbones less defined. Like the Quiet Stryt, they have the J'hunal, the extension on the rear of their heads and the Ai'hunal, the tendrils along their J'hunal. Unlike the Quiet Stryt, their J'hunal are quite short, barely falling past their shoulders. Because of this, the J'hunal are much less sensitive than the Quiet Stryt's, making them much less effective at their job. The Loud Stryt's Ai'hunal, the extension at the back of their head, is mostly a biological equivalent of chitin, making it very hard and difficult to penetrate. Underneath the chitin lays the Loud Stryt's second heart, which is much larger than the Quiet Stryt's second heart. As well, the Loud Stryt's pigmentation is much brighter than the other sub-species of Stryt. Most often Loud Stryts are a bright blue, aqua, turquoise, or occasionally a green-blue colour. Unlike the Quiet Stryt, the Loud Stryt's pigmentation rarely, if ever forms into various patterns throughout the body. Like the Quiet Stryt, their ears are hidden by the first, highest pair of tendrils on their head.

Quiet Stryt are biologically completely different than their counterpart. They are physically much smaller, being on average the size of a small-ish Human, but are much smarter than their Loud Stryt counterparts. They have a larger brain and a greater degree of access to it. They acted historically as the administrative class, gatherer class, and, later on, the priestly classes. Unlike the Loud Stryt, the Quiet Stryt are able to asexually reproduce at the end of their life cycles. Their face tends to be much different than the Loud Stryt, being smaller, with an up-turned nose, fuller lips, and well-defined cheekbones. Their eyes are also rounder than the Loud Stryt. The Quiet Stryt's J'hunal is also made up chitin, but to a much lesser extent. The chitin is much thinner, and the second heart much smaller than the Loud Stryt. Their Ai'hunal tendrils, of which they have four pairs for eight total, are much longer than the Loud Stryts, and continue to grow slowly as the Quiet Stryt ages. These Ai'hunal are important because they house a number of small organs that allow for the tendrils to do a number of things, including detect footsteps or seismic activity. These Ai'hunal are also intensely muscular, and while not strong enough to, say, choke someone, are able to be manipulated by the Stryt in order to talk to one another in a form of sign language with the tendrils. Apparently, according to the Stryt, this language is intensely complex, with grammatical conditions, declensions, and verb forms all dependent on the amount of Ai'hunal used and the speed and "jerkiness" that the tendrils are manipulated in. The Quiet Stryt's pigmentation is much darker than that of the Loud Stryt. Generally, they are varying shades of navy blue, occasionally being born midnight blue, though the latter is quite rare. Pigmentation anomalies are common in Quiet Stryt, and patterns of violet, purple, or indigo frequently dash the skin of the Quiet Stryt, especially around the J'hunal.

The Stryt reproduce asexually, only through the Quiet Stryt. When a Quiet Stryt's life comes to an end, the Quiet Stryt's external body becomes hardened and cocoon-like while the innards are gradually assimilated into genetic information and resources. Within the dead Stryt, from these genetic resources come a number egg-like embryos, usually two-to-six, depending on the size and age of the Stryt. After nineteen and a half months on average, these embryos "hatch", and become infantile Stryt, half "Loud" and half "Quiet".
Culture: Stryt culture has been heavily influenced by their political plight over the past few centuries. The Stryt once held a vast, pseudo-feudal intergalactic commercial empire that encompassed a number of loosely-affiliated merchant enclaves controlled by aristocratic elites that centered around their home planet. The Emperor of this empire always held in precarious balance power with the merchant and aristocratic elites, which eventually led to a usurpation of stability under the aforementioned latter power and a steep decline of the empire followed, soon engulfing the capital world in a civil war after strong emperors attempted to wrest power back from their now over-powered vassals. The culmination of these numerous wars was a nuclear apocalypse of dubious origins, destroying the capital worlds and sent what remained of the Stryt merchant enclaves into disarray and political independence without the economic or military projection that their former protector had.

Because of this, what few merchant enclaves that weren't absorbed by their neighbours peacefully or otherwise were generally isolated from the rest of the intergalactic community. Political independence became a thing of the past, and slowly the Stryt began to adopt and integrate the cultures of their new lieges. However, many retained their initial cultural identity, such as their religious spiritualist values of ancestor worship, their language, and especially the Ai'hunal language that the Quiet Stryt could speak to one another. The Stryt also maintained their rich and deep commercial traditions. They fostered business, invested in private ventures, even if they weren't necessarily of Stryt origin, and shared technology, knowledge, and wealth with those that they lived under, for a price, of course.

Culturally, the Stryt have a very strict social hierarchy and to outsiders, treat the Loud Stryt very poorly. The Loud are viewed as tools, as slaves, and as inferior beings that are to be used as guards, heavy labour, and everything that the Quiet Stryt don't particularly want to do. This, however, is viewed as an evolutionary gift by the Stryt, especially the Quiet ones, as the Loud Stryt evolved specifically with manual labour and hunting in mind, whereas the Quiet Stryt evolved with administration and homebuilding in mind. They are open to outsiders, especially those that have a reputation for treating their kind well, and the Quiet Stryt tend to be very well-educated, knowing their native languages as well as at least the language of their suzerains, if not many others.

The Styrt place an emphasis on age and wealth as measures of one's worth in society. Leadership of merchant enclaves are usually determined by these two factors, usually with a council of old and wealthy Styrt leading the enclaves; the Quiet Styrt almost always lead these enclaves. The Styrt's ancestral cultural dress comprises of silken or cloth-like wraps that cover their entire bodies, and are used for some degree of protection against the weather as well as to denote wealth and seniority. However, most of the Styrt have begun to adopt the dress of the polities that they live and exist under. As they Styrt have no sexual organs, they have nothing to cover-up per se; instead, clothing has evolved from a practical use as protection against the elements and predators towards more of a ceremonial role. Bearing skin below the neck excepting forearms, hands, or feet is seen as a cultural faux-pas and as a shame to one's social standing.
Species Name: Vrorc
Species Appearance: Vrorc
Height/Weight: 6'5, 160 lbs
Lifespan 120 years
Biological Information: A mammalian omnivore race with four arms.
Culture: The Vrorc are a warrior-scholar race that worships a array of gods and goddess that are centered around battle and knowledge. They have built massive libraries that double as training schools. The Vrorc believe that a sounded mind and body is the key to better life and to being a great warrior. Though they have scholarly pursuits, they are a deeply spiritual race that are hard to convince them of converting to another religion.
Other information There are rather Isolationists and are rarely seem outside of their body armor.
Species Name: Antivarians
Species Appearance: Large humanoids resembling Earth's native aardvarks. Antivarians are covered in a short fur that ranges in color from white to tans to deep blacks based upon their habitat or native planet.
Height/Weight: Males average at around 7.5 feet tall and around 400-500 lbs. Females average around 6 feet tall and 300 lbs.
Life span: 80-90 years, females tend to live longer than the males.
Biological Information:
Antivarians are large and physically imposing creatures, pound per pound the average Antivarian male is 10-12 times stronger than the average human male. Antivarians are a mammalian species. Males reach maturity at around 16-18 years of age and females reach maturity at around 15-18 years of age. Antivarian give life birth, Antivarian young are born after a gestation period of around 10 months. These newborns are called pups. Pups are born blind and deaf, after around 2 months there eyes will open and they will be able to hear.

To move their large frames and powerful muscles Antivarians require nearly 15,000 calories a day. There metabolisms also operate at a higher rate than most other races meaning that not only are Antivarians large and strong, but they also have the ability to move rapidly as well.

The Antivarian cardiovascular system is a powerhouse, the heart nearly 4 times the size and power of a humans to pump the large quantities of blood needed to transport nutrients and oxygen to the organs of the Antivarian. Antivarian blood, like the blood of nearly all creatures living on the planet Antivar, have a copper based blood. This gives the Antivarians skin a green tone to it.
Culture:
To say Antivarian culture is conservative is like saying a supernova is bright. Antivarians keep a strict moral code, comparable to the Ten Commandments of the Old Testament. Antivarians believe that loyalty is key for society to move smoothly.

Antivarian's a very social animals, forming very tight social bond with one another, and even other species. Antivarians have a strong parental instinct due to their pups being so small and helpless. Antivarians will fight to the death to protect there young and the young of other races.

Religion is a key player within Antivarian culture. The Antivarian religion is based around the conflict between two opposing forces. The Creator, an all powerful god who created all that is within the Universe, and his foil the Destroyer who embodies decay and destruction. The Antivarian's believe that one day the Destroyer will come and wreak havoc upon the entirety of Creation. Antivarian religion also says the the Ancestors, those Antivairan who went on before, act as an intermediary between the mortal world and the world of the Creator.
Other information
Species Name: Tagali
Species Appearance: (Image)
Height/Weight: 6'2", 280 lb
Lifespan 156 Years old
Biological Information: While similar in appearance to Humans, they are physically stronger and faster due to the harsh competition from other fauna from their homeworld. The average Tagali is able to lift up to 500 pounds and run at speeds up to 25 mph. While still needing both sexes to breed, all Tagali are bisexual, which has affected gender roles in their culture. The skin tone of the Tagali is decided by what the conditions of their birth planet are like. Tagali born on tropical and terran planets similar to their home world have a light blue complexion, while those from more arid-like planets are purple. Meanwhile, those from Arctic worlds have blueish grey skin and those few who are born on volcanic worlds have almost black skin.
Culture: Tagali society is divided into a caste system, although its influence has waned since the Tagali industrial revolution thousands of years ago. The Caste System still has sway over the Tagali of their homeworld, Jakala, as despite advances in technology, is still a treacherous place to live, causing the homeworlders to cling to the old ways, somewhat. Tagali names are similar to those of Earths Middle Eastern/North African and Indian cultures.
Other information
Species Name:
Species Appearance:Shanxi Warrior
Height/Weight: 7-9 feet tall, varying depending on gender. Shanxi can weigh anywhere from 700 to 900 pounds, again depending on gender.
Lifespan The average is 300 years.
Biological Information: A large, carnivorous and surprisingly warm blooded reptilian like race. Shanki are covered in a thick hide of scales that act as a very effective natural armour, there claws and teeth combined with their scales and incredible strength make the ferocious hunters and natural warriors. The Shanki have webbing in between there fingers and toes, an adaptation needed for the wet and swampy nature of their homeworld.

Shanxi, like other reptilian species, lay eggs. These embryos inside will hatch after a six month incubation period. The temperature that the egg is incubated at will determin the sex of the the chick inside. During the incubation period the mother will guard her clutch of normally 2 eggs with her life, the father will also help in protecting the clutch and provides food for the female, who will not leave the eggs alone till they hatch.

Female Shanxi tend to be taller than males, however males have denser bones and more muscle mass than females.
Culture:
The Shanxi have developed a very rigid society, advancement through the ranks of power is incredibly difficult and most Shanxi do the same jobs that their parent did. This has lead to an almost caste like system amongst the Shanxi people. At the top of this system is the nobility who rule over the empire the Shanxi have forged. Warriors and artisans come next along with farmers and at the very bottom of this social structure are merchants, since to the Shanxi the provide little to the Empire as a whole. It is possible to move around in this social structure, but it is considered to be an insult to one's heritage to do so.

The Shanxi are not necessary a war like people but they will not hesitate to fight of need be. They will not hesitate to step into the affairs of other nation, or on an even more personal level with other people, if they feel that there is an injustice that needs to be rectified.
Other information
Species Name:Tauv'ysk
Species Appearance: Tauv'ysk
Height/Weight: 6'2, 150 lbs
Lifespan: 130
Biological Information: The Tauv'ysk evolved on a tropical world of Zeavis and had to complete with the native wildlife in order to survive. This led to the evolutionary trait of having four eyes to able to see more targets. They have excellent eyesight and are capable of flight.
Culture: The Tauv'ysk are a close knit society due to being on the lower end of the food chain of their homeworld for most of their history. Tauv'ysk are divided into clans that are close and being exiled from a clan usual means death for a individual. The different clans usually work together in order to survive their homeworld and this has continued into the space age. Killing another Tauv'ysk is considered taboo and even one that does this is either exiled from their clan and home, or they are sentenced to death. Tauv'ysk are known for being avid survivalists and nature lovers. Their perfer to stay in warmer climates and do not do well in colder climates.
Other information N/A
Species Name:Praetorian
Species Appearance:
The Praetorian species are often seen with their armor; this armor being a necessity to protect themselves from harm or cause harm due to their state as energy beings. Without it, a Praetorian would have statistically a higher chance of corruption. Their corrupted forms usually originate as a shadow-like humanoid being but can evolve over time to more dangerous, corpse-like figure. Their armor-less state is rather bright, most Praetorians taking the form of a humanoid. Many prefer an armored form, or merely take control of 'empty' shells if necessary for survival.
Height/Weight:
Male Average Height & Weight: 7'5 ft /350 lb including armor
Female Average Height & Weight: 7'1 ft/250 lb including armor[/list]
Lifespan:Over 1,000 years.
Biological Information:
The Praetorian body is entirely in it's armor-less composed of energy, most likely plasma. They often take the form of a humanoid being, and reside in metallic bodies created just for their own use. Their armor would be composed of an alloy of metals, non-metallic in nature nor able to conduct heat/electricity for the sake of comfort. When a Praetorian begins to 'lose' itself, its body slowly erode into a shadow-like being, most likely insane by the time they are turned. Often, they are capable of hiding within their surrounding areas; swift to both escape and attack. Usually the corrupted form packs, and at worse form hordes.
Culture: Praetorians are built on the basis of keeping peace and order in the galaxy. Their society, though advanced focus contradictorily on agriculture and architecture. They are divided equally socially, the people working with what they seek to be. Many grow to become knights, or soldiers of Praetoria. Others work in the fields found in their planets, tending to their gardens and are exceptional in this sector. Other popular fields are that of diplomacy or mere merchants.
Other information:Described by some as humble, peaceful, and loyal. Their corrupted form is described by survivors as disturbing.


There you go Ithalian. Added my race in accordingly.
FT NATION:The Korosian Robotic Empire
HEAD OF STATE/GOVERNMENT:Emperor X-5
IDEOLOGY:FASCISM
/PRO-HUMAN/PRO-SYNTH/
/ANTI-ORGANIC/ANTI-TECHNOPHOBIA/

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Forest State
Senator
 
Posts: 4445
Founded: Aug 23, 2016
Ex-Nation

Postby Forest State » Mon Jan 23, 2017 8:50 pm

Grestin, I rarely do faction RPs but I'm absolutely in love with this idea because it's similar to one I've had for a while. Can I reserve a bandit clan in the Pocono mountains?
don't tread on me

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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Mon Jan 23, 2017 8:51 pm

Veroxia wrote:
Races

Species Name: Kyrisi
Species Appearance: Body, Detailed face
Height/Weight: ~8 ft/243 cm
Lifespan: 120-140 Terran years
Biological Information: Dense, predatory, and from a high gravity world, Kyrisi are a rare breed. They have evolved from quadrupedal predators, and their jaw is formulated fro gripping onto their prey, much like a spider or scorpion, indicating that they were much larger than their prey. They never stop growing teeth, much like the Great White sharks from Earth. Their sensory organs are capable of smell, sight, hearing, and touch. Kyrisi can see into the infrared spectrum, and not the ultraviolet spectrum, and their sense of smell is between that of a canine and a human.

Their organs are not much different from a humans, though they contain four lungs, two hearts, and two kidney/liver composites. Their digestive system remains largely the same, though with a slower metabolic rate and a larger stomach.

Their skeletal system is attuned to a high gravity world, that is to say it's very dense. Much tougher than concrete, every bone in their body is comparable in strength to a human femur. While their muscular system has a similar state, due to the need to move such a high mass around in an environment where they were predators.

When they speak, their lower two mandibles usually remain in place and closed, while the upper two commit the act of moving. As an added feature, their voices have an odd flanging effect, making more tonal languages harder to understand from a Kyrisi.
Culture:Kyrisi are militant, unrelenting, brutal creatures that are often found in human space as raiders, soldiers, or corsairs. They are capable of surprisingly calm gestures of kindness and mercy when it doesn’t injure their personal advancement, and they aren’t prone to resenting their enemies or holding grudges against those who defeat them, seeing it as something of a learning experience. They will kill any being without a moment's notice, but Kyrisi do not hate the beings they kill- nor do they regret their actions. A Kyrisi can induce a extermination level event on a planet filled with civilians, children, and possibly the last hope for a certain race and then proceed to sleep like a baby, if said course of action is the most effective chance of accomplishing their goals.

Kyrisi hate pointless cruelty, however, and find it almost physically sickening. They will kill an enemy in any available way, but torture and methodical infliction of pain and agony is viewed as a sign of mental instability and illness in a Kyrisi. Such a creature is a danger, and there’s no telling what they might try to do, or what their goals are. This usually results in a very violent, and often fatal course of action. Along with this, they happen to be quite amicable when not attempting to kill someone, with a sense of comradery and 'esprit de corps' they are usually found on mercenary ships as a sort of 'morale officer' or Commissar. Though not for the reasons one would expect.

That being said, the less they know about actions of pointless cruelty the better, and most of the time they remain unaware of said actions. But violent and brutal discourse will ensue if they learn of prolonged periods of torture or
Other information: N/A
Species Name: They're formally known as the Stryt, though they also have a complex native official biological name.
Species Appearance: Here.
Height/Weight: As the Stryt are divided into two very different dimorphal sub-species that are primarily different due to their biological differences, it is important to differentiate between the two of them. The Stustehn'Stryt, or the Quiet Stryt, stands generally approximately five feet and four inches tall and weighs about one hundred and twenty to one hundred and forty pounds. The Stuhn'Stryt, or the Loud Stryt, stands generally between six and a half feet and seven feet, weighing anywhere between two hundred to three hundred pounds, depending on the role that they play in the various Stryt settlements.
Lifespan: The Stryt lifespan is directly related to their role in their society. Typically, the Stryt live to be up to sixty years old. However, natural biological anomalies can allow certain Stryt in rare cases to live well past three hundred years due to a mutation in their genetics that allows for an alien version of the biological concept of transdifferentiation. This is, however, quite rare, manifesting itself in some 0.1 to 0.2% percent of the population.
Biological Information: The Stryt are a species that has a large degree of biological dimorphism among their populace, despite the fact that the species reproduces asexually. There are two main types of Stryt, the Stustehn'Stryt and the Stuhn'Stryt. The Stustehn'Stryt, or the Loud Stryt, have evolved from their original hunter-gatherer design to act in Stryt society as more of a manual labourer or soldier class. Loud Stryt are physically more capable than the Quiet Stryt, but are much less intellectually gifted. Biologically, Loud Stryt are completely infertile and are unable to reproduce like the Quiet Stryt can. Of their facial features, their noses are more aquiline, their lips thinner, and their cheekbones less defined. Like the Quiet Stryt, they have the J'hunal, the extension on the rear of their heads and the Ai'hunal, the tendrils along their J'hunal. Unlike the Quiet Stryt, their J'hunal are quite short, barely falling past their shoulders. Because of this, the J'hunal are much less sensitive than the Quiet Stryt's, making them much less effective at their job. The Loud Stryt's Ai'hunal, the extension at the back of their head, is mostly a biological equivalent of chitin, making it very hard and difficult to penetrate. Underneath the chitin lays the Loud Stryt's second heart, which is much larger than the Quiet Stryt's second heart. As well, the Loud Stryt's pigmentation is much brighter than the other sub-species of Stryt. Most often Loud Stryts are a bright blue, aqua, turquoise, or occasionally a green-blue colour. Unlike the Quiet Stryt, the Loud Stryt's pigmentation rarely, if ever forms into various patterns throughout the body. Like the Quiet Stryt, their ears are hidden by the first, highest pair of tendrils on their head.

Quiet Stryt are biologically completely different than their counterpart. They are physically much smaller, being on average the size of a small-ish Human, but are much smarter than their Loud Stryt counterparts. They have a larger brain and a greater degree of access to it. They acted historically as the administrative class, gatherer class, and, later on, the priestly classes. Unlike the Loud Stryt, the Quiet Stryt are able to asexually reproduce at the end of their life cycles. Their face tends to be much different than the Loud Stryt, being smaller, with an up-turned nose, fuller lips, and well-defined cheekbones. Their eyes are also rounder than the Loud Stryt. The Quiet Stryt's J'hunal is also made up chitin, but to a much lesser extent. The chitin is much thinner, and the second heart much smaller than the Loud Stryt. Their Ai'hunal tendrils, of which they have four pairs for eight total, are much longer than the Loud Stryts, and continue to grow slowly as the Quiet Stryt ages. These Ai'hunal are important because they house a number of small organs that allow for the tendrils to do a number of things, including detect footsteps or seismic activity. These Ai'hunal are also intensely muscular, and while not strong enough to, say, choke someone, are able to be manipulated by the Stryt in order to talk to one another in a form of sign language with the tendrils. Apparently, according to the Stryt, this language is intensely complex, with grammatical conditions, declensions, and verb forms all dependent on the amount of Ai'hunal used and the speed and "jerkiness" that the tendrils are manipulated in. The Quiet Stryt's pigmentation is much darker than that of the Loud Stryt. Generally, they are varying shades of navy blue, occasionally being born midnight blue, though the latter is quite rare. Pigmentation anomalies are common in Quiet Stryt, and patterns of violet, purple, or indigo frequently dash the skin of the Quiet Stryt, especially around the J'hunal.

The Stryt reproduce asexually, only through the Quiet Stryt. When a Quiet Stryt's life comes to an end, the Quiet Stryt's external body becomes hardened and cocoon-like while the innards are gradually assimilated into genetic information and resources. Within the dead Stryt, from these genetic resources come a number egg-like embryos, usually two-to-six, depending on the size and age of the Stryt. After nineteen and a half months on average, these embryos "hatch", and become infantile Stryt, half "Loud" and half "Quiet".
Culture: Stryt culture has been heavily influenced by their political plight over the past few centuries. The Stryt once held a vast, pseudo-feudal intergalactic commercial empire that encompassed a number of loosely-affiliated merchant enclaves controlled by aristocratic elites that centered around their home planet. The Emperor of this empire always held in precarious balance power with the merchant and aristocratic elites, which eventually led to a usurpation of stability under the aforementioned latter power and a steep decline of the empire followed, soon engulfing the capital world in a civil war after strong emperors attempted to wrest power back from their now over-powered vassals. The culmination of these numerous wars was a nuclear apocalypse of dubious origins, destroying the capital worlds and sent what remained of the Stryt merchant enclaves into disarray and political independence without the economic or military projection that their former protector had.

Because of this, what few merchant enclaves that weren't absorbed by their neighbours peacefully or otherwise were generally isolated from the rest of the intergalactic community. Political independence became a thing of the past, and slowly the Stryt began to adopt and integrate the cultures of their new lieges. However, many retained their initial cultural identity, such as their religious spiritualist values of ancestor worship, their language, and especially the Ai'hunal language that the Quiet Stryt could speak to one another. The Stryt also maintained their rich and deep commercial traditions. They fostered business, invested in private ventures, even if they weren't necessarily of Stryt origin, and shared technology, knowledge, and wealth with those that they lived under, for a price, of course.

Culturally, the Stryt have a very strict social hierarchy and to outsiders, treat the Loud Stryt very poorly. The Loud are viewed as tools, as slaves, and as inferior beings that are to be used as guards, heavy labour, and everything that the Quiet Stryt don't particularly want to do. This, however, is viewed as an evolutionary gift by the Stryt, especially the Quiet ones, as the Loud Stryt evolved specifically with manual labour and hunting in mind, whereas the Quiet Stryt evolved with administration and homebuilding in mind. They are open to outsiders, especially those that have a reputation for treating their kind well, and the Quiet Stryt tend to be very well-educated, knowing their native languages as well as at least the language of their suzerains, if not many others.

The Styrt place an emphasis on age and wealth as measures of one's worth in society. Leadership of merchant enclaves are usually determined by these two factors, usually with a council of old and wealthy Styrt leading the enclaves; the Quiet Styrt almost always lead these enclaves. The Styrt's ancestral cultural dress comprises of silken or cloth-like wraps that cover their entire bodies, and are used for some degree of protection against the weather as well as to denote wealth and seniority. However, most of the Styrt have begun to adopt the dress of the polities that they live and exist under. As they Styrt have no sexual organs, they have nothing to cover-up per se; instead, clothing has evolved from a practical use as protection against the elements and predators towards more of a ceremonial role. Bearing skin below the neck excepting forearms, hands, or feet is seen as a cultural faux-pas and as a shame to one's social standing.
Species Name: Vrorc
Species Appearance: Vrorc
Height/Weight: 6'5, 160 lbs
Lifespan 120 years
Biological Information: A mammalian omnivore race with four arms.
Culture: The Vrorc are a warrior-scholar race that worships a array of gods and goddess that are centered around battle and knowledge. They have built massive libraries that double as training schools. The Vrorc believe that a sounded mind and body is the key to better life and to being a great warrior. Though they have scholarly pursuits, they are a deeply spiritual race that are hard to convince them of converting to another religion.
Other information There are rather Isolationists and are rarely seem outside of their body armor.
Species Name: Antivarians
Species Appearance: Large humanoids resembling Earth's native aardvarks. Antivarians are covered in a short fur that ranges in color from white to tans to deep blacks based upon their habitat or native planet.
Height/Weight: Males average at around 7.5 feet tall and around 400-500 lbs. Females average around 6 feet tall and 300 lbs.
Life span: 80-90 years, females tend to live longer than the males.
Biological Information:
Antivarians are large and physically imposing creatures, pound per pound the average Antivarian male is 10-12 times stronger than the average human male. Antivarians are a mammalian species. Males reach maturity at around 16-18 years of age and females reach maturity at around 15-18 years of age. Antivarian give life birth, Antivarian young are born after a gestation period of around 10 months. These newborns are called pups. Pups are born blind and deaf, after around 2 months there eyes will open and they will be able to hear.

To move their large frames and powerful muscles Antivarians require nearly 15,000 calories a day. There metabolisms also operate at a higher rate than most other races meaning that not only are Antivarians large and strong, but they also have the ability to move rapidly as well.

The Antivarian cardiovascular system is a powerhouse, the heart nearly 4 times the size and power of a humans to pump the large quantities of blood needed to transport nutrients and oxygen to the organs of the Antivarian. Antivarian blood, like the blood of nearly all creatures living on the planet Antivar, have a copper based blood. This gives the Antivarians skin a green tone to it.
Culture:
To say Antivarian culture is conservative is like saying a supernova is bright. Antivarians keep a strict moral code, comparable to the Ten Commandments of the Old Testament. Antivarians believe that loyalty is key for society to move smoothly.

Antivarian's a very social animals, forming very tight social bond with one another, and even other species. Antivarians have a strong parental instinct due to their pups being so small and helpless. Antivarians will fight to the death to protect there young and the young of other races.

Religion is a key player within Antivarian culture. The Antivarian religion is based around the conflict between two opposing forces. The Creator, an all powerful god who created all that is within the Universe, and his foil the Destroyer who embodies decay and destruction. The Antivarian's believe that one day the Destroyer will come and wreak havoc upon the entirety of Creation. Antivarian religion also says the the Ancestors, those Antivairan who went on before, act as an intermediary between the mortal world and the world of the Creator.
Other information
Species Name: Tagali
Species Appearance: (Image)
Height/Weight: 6'2", 280 lb
Lifespan 156 Years old
Biological Information: While similar in appearance to Humans, they are physically stronger and faster due to the harsh competition from other fauna from their homeworld. The average Tagali is able to lift up to 500 pounds and run at speeds up to 25 mph. While still needing both sexes to breed, all Tagali are bisexual, which has affected gender roles in their culture. The skin tone of the Tagali is decided by what the conditions of their birth planet are like. Tagali born on tropical and terran planets similar to their home world have a light blue complexion, while those from more arid-like planets are purple. Meanwhile, those from Arctic worlds have blueish grey skin and those few who are born on volcanic worlds have almost black skin.
Culture: Tagali society is divided into a caste system, although its influence has waned since the Tagali industrial revolution thousands of years ago. The Caste System still has sway over the Tagali of their homeworld, Jakala, as despite advances in technology, is still a treacherous place to live, causing the homeworlders to cling to the old ways, somewhat. Tagali names are similar to those of Earths Middle Eastern/North African and Indian cultures.
Other information
Species App


Species Name: Syomir
Species Appearance:
    An aquatic species, the Syomir (pronounced Sigh-Oh-Meer) share a striking resemblance to humankind, enough so to potentially be misidentified as a subspecies, however, no biological relation exists between the two. Relatively small in terms of height and weight, with lithe bodies more suited to agility and swimming as opposed to raw strength. Skin is fair and prone to drying out. Sharp eyes are typically found in shades of blue or violet, although green and reddish-browns are not unheard of. Hair is straight and naturally dark. Pointed teeth well suited for a predominantly piscivorous diet (fish eating). Scales are found on the sides of the face, shoulders, and back and vary greatly in colour with green, blue, and brown being the most common. The ear-like structures on the side of the head are actually external gills, and although functional to a small degree the transition to a more terrestrial lifestyle over countless eons has diminished their usefulness. The Syomir are a unisex species and are feminine in appearance.
Height/Weight:
    5'4'' (1.63m) / 110lb (49.9kg)
Lifespan 120+ years
Tech Level: 3
Average Psionics Rating: 1

Biological Information:
    Classification of the Syomir remains a difficult task as the species possess traits analogous to both mammals and amphibians. Vestigial gills and high-capacity lungs allow the Syomir to remain underwater for long periods of time (several hours), and although having lost the webbing between their fingers and toes they remain strong swimmers. Cold-blooded. Cannot tolerate low temperatures and will become progressively more lethargic until slipping into a state of pseudo-hibernation. Hydration is vital to an individuals' health. Skin is prone to drying out, which can not only be painful but life threatening depending on severity.

    The Syomir homeworld is a small planet with a low gravitational pull. The body is adapted to this specific set of circumstance, and on other planets with higher gravitational fields the Syomir would be relatively weak and, until acclimated, would tire easily. This also leads to a fragility as the species is accustomed to the low-impact nature of their home planet. The average human, for example, could injure a Syomir without much effort. Simple falls are of no concern.

    As stated, the Syomir are a unisex species and have no concept of male or female. Reproduction is believed to be a form of parthenogenesis, however, the offspring will still display traits taken from both parents. Although not entirely understood a latent psychic trait is believed to be responsible. Reproduction without a partner is also possible (true parthenogenesis). Procreation is a conscious decision and can be initiated when desired. The gestation period is roughly fourteen months and offspring are born live with twins being common if not normal. Newborns are comparable to a human 1 year old in terms of capability, swimming, crawling, and eating solid food shortly after birth. Maturity is reached between the ages of 16-20. The average lifespan is 120 years but individuals have been known to live pass 150.
Culture:
    Syomir culture is very open and could best be described as liberal, or else Make Love Not War. Social, it is exceedingly rare to find an individual purposefully living alone as depression and emotional distress can both arise during extended bouts of loneliness. Because of this banishment (the length of which is dependent on the crime) is the primary method of punishing those who have broken laws or customs. From an outsider's perspective the Syomir are unabashedly promiscuous. Relationships among individuals are fluid and monogamy is uncommon. Children are typically raised communally. A strong sense of unity has kept violence and conflict to a minimum.

    Nature gods are worshipped with the most prominent being those representing the Sun, the Ocean, and Death - the Sun brings warmth; the Ocean brings life, and Death starts the cycle anew as there is no afterlife and the soul is merely recycled. Other gods may be worshipped locally or for special occasions. Shrines are common and can be found even in the most remote areas.

    There is no official hierarchy amongst the common people, however, there are some exceptions.

    • Descendant - Those who can trace their lineage to the founding members of the Ten Tribes. An aristocracy of sorts, the Descendants are not absolute rulers but are expected to lead when immediate decisions are required. A people's vote will later validate or overturn the chosen course of action. Only ten clans are recognized as being Descendants, each lead by an Elder. They are:

      • Amatheia
      • Ashaika
      • Clawa
      • Ianassa
      • Maza
      • Muirina
      • Oarawena
      • Pyrra
      • Senaraka
      • Terasa
    • Elder - The old and wise, Elders are highly respected and can easily influence those around them, and in small villages they serve in the same capacity as the Descendants regardless of clan heritage.

    • Shaman - Loyal servants, Shamans seek knowledge and harmony between their people and the gods, having dedicated themselves to this cause with a passionate zealotry. Highly regarded, Shamans are regularly sought as consultants for both the monumental and the mundane. Most serve only a single god. Are typically a central figure in most festivals and celebrations.

    • Priestess - Caretakers of the various shrines. Priestesses serve in a similar capacity as Shamans though to a lesser extent.

    • Kashina - A lifelong attendant, a Page serves only one individual who typically meet when both are still children. Once common, the practice has largely fallen out of favor but remains for several of the more prominent clans.

    • Outcast - Those who have broken some law or custom, Outcasts have been banished from their home, a punishment that may be temporary or indefinite depending on the severity of the crime. Given that Syomir are a social people, the threat of banishment is enough to ward off most misdeeds.
Other information
    The Syomir are a backwater species that has yet to attain spaceflight much less control over their planet. Should they be found by a spacefaring empire they may be uplifted, or otherwise subjugated. Impress your friends with an exotic pet or servant. Regardless, I can only imaging the great struggle of an isolated society suddenly being forced into the galactic stage.
Species Name:
Species Appearance:Shanxi Warrior
Height/Weight: 7-9 feet tall, varying depending on gender. Shanxi can weigh anywhere from 700 to 900 pounds, again depending on gender.
Lifespan The average is 300 years.
Biological Information: A large, carnivorous and surprisingly warm blooded reptilian like race. Shanki are covered in a thick hide of scales that act as a very effective natural armour, there claws and teeth combined with their scales and incredible strength make the ferocious hunters and natural warriors. The Shanki have webbing in between there fingers and toes, an adaptation needed for the wet and swampy nature of their homeworld.

Shanxi, like other reptilian species, lay eggs. These embryos inside will hatch after a six month incubation period. The temperature that the egg is incubated at will determin the sex of the the chick inside. During the incubation period the mother will guard her clutch of normally 2 eggs with her life, the father will also help in protecting the clutch and provides food for the female, who will not leave the eggs alone till they hatch.

Female Shanxi tend to be taller than males, however males have denser bones and more muscle mass than females.
Culture:
The Shanxi have developed a very rigid society, advancement through the ranks of power is incredibly difficult and most Shanxi do the same jobs that their parent did. This has lead to an almost caste like system amongst the Shanxi people. At the top of this system is the nobility who rule over the empire the Shanxi have forged. Warriors and artisans come next along with farmers and at the very bottom of this social structure are merchants, since to the Shanxi the provide little to the Empire as a whole. It is possible to move around in this social structure, but it is considered to be an insult to one's heritage to do so.

The Shanxi are not necessary a war like people but they will not hesitate to fight of need be. They will not hesitate to step into the affairs of other nation, or on an even more personal level with other people, if they feel that there is an injustice that needs to be rectified.
Other information
Species Name:Tauv'ysk
Species Appearance: Tauv'ysk
Height/Weight: 6'2, 150 lbs
Lifespan: 130
Biological Information: The Tauv'ysk evolved on a tropical world of Zeavis and had to complete with the native wildlife in order to survive. This led to the evolutionary trait of having four eyes to able to see more targets. They have excellent eyesight and are capable of flight.
Culture: The Tauv'ysk are a close knit society due to being on the lower end of the food chain of their homeworld for most of their history. Tauv'ysk are divided into clans that are close and being exiled from a clan usual means death for a individual. The different clans usually work together in order to survive their homeworld and this has continued into the space age. Killing another Tauv'ysk is considered taboo and even one that does this is either exiled from their clan and home, or they are sentenced to death. Tauv'ysk are known for being avid survivalists and nature lovers. Their perfer to stay in warmer climates and do not do well in colder climates.
Other information N/A
Species Name:Praetorian
Species Appearance:
The Praetorian species are often seen with their armor; this armor being a necessity to protect themselves from harm or cause harm due to their state as energy beings. Without it, a Praetorian would have statistically a higher chance of corruption. Their corrupted forms usually originate as a shadow-like humanoid being but can evolve over time to more dangerous, corpse-like figure. Their armor-less state is rather bright, most Praetorians taking the form of a humanoid. Many prefer an armored form, or merely take control of 'empty' shells if necessary for survival.
Height/Weight:
Male Average Height & Weight: 7'5 ft /350 lb including armor
Female Average Height & Weight: 7'1 ft/250 lb including armor[/list]
Lifespan:Over 1,000 years.
Biological Information:
The Praetorian body is entirely in it's armor-less composed of energy, most likely plasma. They often take the form of a humanoid being, and reside in metallic bodies created just for their own use. Their armor would be composed of an alloy of metals, non-metallic in nature nor able to conduct heat/electricity for the sake of comfort. When a Praetorian begins to 'lose' itself, its body slowly erode into a shadow-like being, most likely insane by the time they are turned. Often, they are capable of hiding within their surrounding areas; swift to both escape and attack. Usually the corrupted form packs, and at worse form hordes.
Culture: Praetorians are built on the basis of keeping peace and order in the galaxy. Their society, though advanced focus contradictorily on agriculture and architecture. They are divided equally socially, the people working with what they seek to be. Many grow to become knights, or soldiers of Praetoria. Others work in the fields found in their planets, tending to their gardens and are exceptional in this sector. Other popular fields are that of diplomacy or mere merchants.
Other information:Described by some as humble, peaceful, and loyal. Their corrupted form is described by survivors as disturbing.


There you go Ithalian. Added my race in accordingly.


Thanks. Races are done than.
Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

The poster licks five public door handles a day to compare there taste.

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Ithalian Empire
Senator
 
Posts: 3795
Founded: Jan 19, 2015
Inoffensive Centrist Democracy

Postby Ithalian Empire » Mon Jan 23, 2017 9:39 pm

Eat ,Drink, and be mary, for tomorrow we die.
PRAISE THE FOUNDERS

The poster licks five public door handles a day to compare there taste.

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Imperial Idaho
Senator
 
Posts: 4066
Founded: Oct 10, 2015
Ex-Nation

Postby Imperial Idaho » Mon Jan 23, 2017 10:38 pm

I'm from the land of Coeur D'alene Idaho.
By Ballot or by Bullet, the Pub Party will win. The Pub Legacy Edition.
Ifreann wrote:The Romans placated the people with panem et circenses, bread and circuses. We will placate our people with dank space weed and hyper-HD vidya.
New Grestin wrote:> can't even get enough superiority to pull off a proper D-day
> Idaho is tossing out nukes like a cold war Oprah

(Image)
Tysoania wrote:You remind me of a mobster who gets things cleared out of the way.

Next up on the Sopranos...

Imperial "Slick" Idaho, the fixer.
Bralia wrote:Oh my fucking god. Do it again, guys, you both chose the number 7.

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Achesia
Negotiator
 
Posts: 6440
Founded: Sep 26, 2009
Ex-Nation

Postby Achesia » Tue Jan 24, 2017 3:17 am

Ithalian Empire wrote:Free Traders is a go


Woohoo!

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The Armed Republic of Dutch Coolness
Postmaster of the Fleet
 
Posts: 29177
Founded: Dec 02, 2012
Ex-Nation

Postby The Armed Republic of Dutch Coolness » Tue Jan 24, 2017 5:38 pm

I was planning to get writing on an RP, but then my night turned out to revolve around these things

WoW RP Realms, always fun to be had at the expense of ERP guilds doing their things in public
P2TM Mentor
TG me!
Discord available on request as well
Or join the Mentor Discord server!

Such a cool time I select, looking out my window, and that's that

The worlding of the words is AMARANTH.

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Shadowwell
Post Marshal
 
Posts: 15167
Founded: Jan 26, 2015
Ex-Nation

Postby Shadowwell » Tue Jan 24, 2017 6:44 pm

Rp idea: Baywatch meets Castle....

Ok so i did have a slight thought of a baywatch rp, just because it could be potentially hilarious. Als i am still here, still having pc and interwebs troubles.
✒ I'm a Proud Member of VARSITY ROW! Come check us out! ✒

I'M A MEMBER OF THOUGHT CAFE
WE'RE THE AWESOMEST, COME CHECK US OUT

When i am not being your average Drunk at the Pub, i am the Founder and Headmaster of The Academy. On my off time i am also a Member of the Mechanics Guild. Member of The Council of the Multiverse community. Click me to find out more!

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Anowa
Post Marshal
 
Posts: 17633
Founded: Jul 29, 2014
Scandinavian Liberal Paradise

Postby Anowa » Tue Jan 24, 2017 6:45 pm

Shadowwell wrote:Rp idea: Baywatch meets Castle....

Ok so i did have a slight thought of a baywatch rp, just because it could be potentially hilarious. Als i am still here, still having pc and interwebs troubles.

So. Are you ever gonna do any of the RP ideas you have or...?
Awards:
Tie Winner: Most Involved in P2TM, 2016
Winner: Best Crime RP, 2016

An Intro to Anowa

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Ontorisa
Powerbroker
 
Posts: 8672
Founded: Feb 13, 2013
Civil Rights Lovefest

Postby Ontorisa » Tue Jan 24, 2017 6:55 pm

So apparently I'm nominated for Favourite Roleplayer - Action.

I.. did not know this.

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