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Andromeda: Raider's Gambit (SciFi Character RP|OOC, Open)

PostPosted: Sun Nov 21, 2021 6:41 pm
by Bingellia

Co-OPed by Demencia


Hello everyone, and welcome to Raider’s Gambit. Raider’s Gambit is a character RP in which you play as the crew of the Misguided Faith, a heavy cruiser that turned to piracy instead of laying down her arms in the wake of losing her home. How will you seek adventure and riches as you ambush merchant ships, fight off the authorities, and out-maneuver ambitious rivals in the pieces of a shattered hegemon and states beyond its frontier? Who knows, you may just forge a legend when the dust settles. If you survive, of course.

This RP is a part of the Andromeda family of RPs, though there is absolutely no need to have read any of the others to participate here as this is a standalone RP in the setting.

This RP will remain open to newcomers. The Misguided Faith has a crew to pull from, and people freely leave and sign on as they please.

The wider Andromeda setting also has a Discord. It’s a good place to help find inspiration for a character concept, learn about the setting, or find help from the community as you are building a character for the RP. Or you can simply come and have a chat if you want. Our door is always open.



SETTING



The power vacuum left by the decline and collapse of the order offered by the Kiellar Command still has yet to be filled. The space of the former hegemon has been embroiled in a cycle of war and peace for nearly three-quarters of a century, with little sign of any successor state replacing the old Command.

It was in this environment that Ferahel had grown into prominence in its local sector on what was the frontier of the Command. It was a well-developed world and considered to be one of the gateways to the area of space that was colloquially known as the Neutral Zone, an area of space that was adjacent to the old superpowers of the Kiellar Command and the Ragon Empire. It soon grew into a burgeoning young Republic, wealthy and powerful off trade that still flowed through the shattered command and states outside of it.

Prosperity has power, and power draws the envious eyes of those looking to seize it for themselves. When Marshal Dindriann, a warlord following an extremist form of Kiellar Ultramilitarism, assaulted the world with the hopes of adding it to his own fiefdom carved out by forces loyal to him, one surviving heavy cruiser turned to piracy.

Vequel’s Gem

Sharing the system with Desirac, an earth-like world, and other artificial orbital bodies, Vequel’s Gem’s is a massive station that more closely resembles a small city than a specialized station. Being densely populated with native industry and defenses, Vaquel’s Gem is legally separate from the Desirac government and often operates in flagrant disregard of laws of the system in which it squats.

However, the flow of luxury goods and wealth, legal or otherwise, in exchange for what goods the Gem cannot produce from the station has encouraged the local government to turn a blind eye to the activities of the various gangs, mercenary groups, and pirates that call the station home.

Thanks to the influx of easily acquirable ex-Command and successor state personnel, Goshom Taarlan, a Gollar deviant has managed to establish herself as de-facto dictator of the station and has brought a certain degree of order to the chaotic station after a bloody rise to power fifteen years ago. Her rule is generally distant, but brutal for those who manage to earn her ire.



The Misguided Faith
The Misguided Faith, formerly the Resolute, is a Chieftain-class Heavy Cruiser. It is a formidable warship though it is primarily designed to allow for patrol voyages of several years. It is around 400 metres in length with 16 decks with an additional large superstructure at the rear.


The History of the Misguided Faith
The Resolute was out on a long patrol when the Marshal struck Ferahel, and only returned to the system when Dindriann’s navy had secured space supremacy. A heavy cruiser could not outfight an invasion fleet and had no hope of helping beyond saving a few shuttles that ran the blockade, and so she retreated from the fight. For weeks, the crew held their breath for word on the planet.

When word had reached them that Ferahel fell, a heavy silence fell over the crew and civilians aboard. They all knew there would be no home to go back to, and so they called a soldiers election for the fate of the ship. Two choices were laid out, to strike their colors and name and turn to piracy to keep themselves fed, or to disband and try to make on their own.

The vote was overwhelmingly in favor of piracy. The individual reasons for going pirate varied, but the crew was close and wanted revenge for their lost home. The civilians aboard were offered a choice to join or leave when the ship next docked.

For the next few months, the ship operated out of Vequel’s Gem, a station orbiting Desirac, just outside of what was Command space, and raided the Marshal’s convoys with such ferocity that they were compared to crusaders on a holy mission, and a sarcastic remark from marine officer earned the ship it’s then unofficial name, the Misguided Faith.



The Bridge: The Bridge is found in the superstructure at the rear of the ship.

Habitation: Habitation spans the rear of the ship with officer berths closer to the bridge. Officers have their own rooms. The rear habitation section also contains a few mess rooms, a gymnasium, a recreation room, a VR suite, and an improvised bar.

Engineering: Engineering sits in the bowels of the rear section. All essential ship systems are regulated from here.

Docking: The Misguided Faith has a maximum fighter complement of 30, and a capacity of up to 10 shuttles due to sacrificing fighter storage for shuttles. These are stored and launched in a bay mounted on the underside of the ship.

Medical Bay: A large medical facility sits just behind the docking bay, allowing for easier triage of troops after they return from a raid. It contains standard military-grade medical equipment plus a few extras picked up along the way.

Storage and hydroponics:Storage facilities lie under the living quarters in the rear of the ship. This section also houses a hydroponics deck; as everyone gets fed up with preserved food after a while.



LORE




[b]The War for Andromeda

Nearly a century ago, Andromeda was embroiled in a galaxy-wide war between the forces of the Kiellar Command(colloquially known as ‘the KC’),a massive, imperialistic, military-controlled state, and a predatory alien race known as the Ragons and the early phases of the war proved to be a strategic disaster for the KC, who were hindered by their complacent and corrupt military administration and battered by the naval superiority of their better-coordinated foes despite often offering strong resistance on local levels.

After several months of debating, it was agreed by the Gollar Confederacy and Federation of Civilised Worlds to assist the KC, despite their ideological differences. This proved the turning point of the war and after many long months of struggle and hundreds of millions of dead, the Ragon Empire was forced to sue for peace and the KC established a heavily militarised buffer-state known as the ‘New Doona'tay Republic’ (the NDR) within striking distance of the Ragon homeworld ruled by an unusual mix of renegade Ragons and human-like aliens known as ‘Dhasath’.


The Galaxies as they are now
Kiellar Command had hoped that the NDR would allow them to focus on quelling internal revolts without needing to keep a constant eye on the Ragons. However, the losses from the war proved too much for the bloated empire to survive and over the next fifty years it collapsed under successive waves of dissent, revolt, and revolution.

Trade routes still exist between the Confederacy and Federation, though they now require military escorts across the vast expanse of former KC territory. The civilized worlds that find themselves as key points on the journey across the galaxies have profited from the venture, but haven’t managed to break the fog of the chaos of Andromeda for the new powers from the Milky Way as new states rapidly rise and fall in the former frontier, the fractured Command.



Technology
As this is sci-fi, there are a number of pieces of technology that will be mentioned in the RP. Here is some info on them:

Skrim Drive: The Skrim Drive is the basic FTL drive used by all species in both galaxies, allowing them to phase across to hyperspace where an object can travel faster than light. Opening a hyperspace window requires a lot of energy and several minutes to 'spin the drive up'. Skrim Drives are prone to overheating and longer hyperspace journeys will need to be made in hops. That, along with the speed limitation means that most journeys between stars will take days or weeks and movement between galaxies with Skrim Drives alone is believed to be impossible.

Most ships can detect a hyperspace window opening or closing a few minutes before the ship utilizing their Skrim drive moves through it.

Translating alien languages: There are several forms of translation methods. The various spacefaring cultures of the Andromeda Galaxy use specialized microbes typically injected into children at birth and inhabit the brain. The United Nations of Sol use a standardized 'Earpiece, Microcomputer Translator' when talking with aliens. Other cultures in the Milky Way usually use nanites that function similarly to Andromedan microbes, though Sol does not due to the large proportion of people uncomfortable with injecting small robots into their brain. The earpiece works just as well, though you do need to remember to put it on.

Energy weapons (Blasters): Most weapons used in warfare are energy weapons. Units that are not connected to a generator (such as handheld weapons) will require a battery pack that usually allows for around 100 shots to be fired before needing to be swapped over. A person struck by an energy weapon can expect serious, deep burns with a high chance of death if the discharge travels through a major organ.

Shields: Large ships are always fitted with energy shields to prevent damage from space debris as well as weapons from other ships.

Body Armor: Body armor is in use by the marines, though it mostly minimizes injury from handheld weapons rather than completely absorbing the energy from a shot.

The Species of Andromeda



Name
Singular: A Kiel
Plural: Some Kiellar
Adjective: A Kiellar Ship
Naming: Kiellar are usually referred to by their first name, but on official documents will be known as <Name> of <Father's name>. Click here for a generator that will spit out some thematic names.

Homeworld: Relenar

Appearance:
Image
Kiellar are a moderately tall race, with males averaging about and females about 5’8’’ and males about 6’2’’ with generally slim builds. Their skin tones are similar to those of humans, as are the colors of their (almond shaped) eyes. Kiellar hair is similar in shade to human hair, though it is noticeably finer and body hair is sparse.

While most organisms with a strong sense of smell will be able to easily differentiate a Kiel from similar species, to those creatures that rely on smell.

NB: If you want to make a Kiellar character and want to use a picture, Shadowrun Elves make good models.

Biology: Kiellar have an average lifespan of about 200 years. While an individual Kiel will reproduce slowly (gestation period is one year), Kiellar remain fertile for most of their lives and that, coupled with their natural resistance to disease, means that the Kiellar population as a whole can multiply quite rapidly – it is not unusual for a Kiellar couple to produce over 20 offspring in a lifetime, with over a century between the youngest and the eldest.

Kiellar, additionally, have strong night vision.

History: Over 1000 years ago, the first Kiellar ships left their homeworld of Relenar to begin exploration of their solar system. Initially a group of warring Nation States, the Kiellar became eager terraformers, turning inhospitable moons into habitable planets before over the course of the next century.

Strife, however, quickly broke out between the colonies, with some seeking independence from their home nations, which in turn ignited a wave of brutal wars across Relenar. Out of the ashes of this rose the ‘All Kiellar Republic’ which sought to unite the warring Kiellar nations into one system-wide Republic. At first it seemed like a fantasy, however, the Republic continued to win until, by the time the Kiellar discovered hyperdrive technology 800 years ago, the whole system was united.

The discovery of alien life came as a shock to the Kiellar who, to that point, had assumed they were the only intelligent life-form in the universe. The Kiellar Republic began to trade with some of their interstellar neighbors, however, the Kiellar culture was expansionist and, bit-by-bit, the Kiellar began to absorb their neighbors.

The first major setback occurred when the Kiellar encountered the Dhasath League who destroyed the Kiellar Fleet, forcing the Republic to pay war reparations. This, in turn, paved the way for the military to seize control of the Republic, claiming the defeat was the result of corrupt politicians. The Kiellar fleet was rebuilt and the Second Dhasath war was a minor (and very unexpected) Kiellar victory, with the League handing over several mining stations and border outposts, but retaining all their inhabited worlds.

Following on from the Second Dhasath War, and the subsequent destruction of the League at the hands of the emergent Ragon Empire, Kiellar Command rapidly became the dominant power in Andromeda, conquering and enslaving innumerable other races, though as they did, increasingly large proportions of their military were required to keep their subjects in line. The Ragon Empire exploited this weakness during the War for Andromeda and Kiellar Command would have collapsed were it not for the intervention of other powers to help defeat the Ragons.

The damage, however, had been done and, following on from the war, Kiellar Command disintegrated into a morass of warring states controlled by rebels or KC military cliques.

Even before the collapse of the Command, Kiels had settled outside of the Command’s borders. This has made them a common sight throughout the settled regions of Andromeda, doing all sorts of jobs in an equally diverse set of locations. However, the collapse has seen further migrations out of the former command, and a large amount of displaced and dissatisfied soldiers have seen Kiels make up an increasingly large and often dangerous segment of the underworld in Andromeda.


Name
Singular: A Gollar
Plural: Some Gollar
Adjective: A Gollar Ship
Naming: The Gollar borrow quite heavily from the Cardassians in Trek and as such this name generator should help you write a Gollar sounding name.

Homeworld: Goisha (destroyed)
Viromir (nominal)

Appearance:
Image
The Gollar are a humanoid species, notable for their grey skin and the scaly ridges around their eyes, neck, ears and forehead. Gollar have a third 'eye' in the centre of their forehead, which is similarly armoured.

Gollar hair is universally black and starts further back than most other species, only growing from the mid-scalp back and being entirely absent from the rest of the body.

Male Gollar are, on average, 5 foot and 11 inches tall, while females are, on average, 5 foot and 7 inches tall.

NB: If you want to make a Gollar character there are plenty of Cardassian pictures/photomanips you can use on the web. Other tools you could use include the Star Trek Online character builder.


Biology: The Gollar are descended from a warm blooded arboreal dinosaurian type creature from the now-destroyed world of Goisha.

Gollar are somewhat unusual in that they have a third 'eye', though this organ is not capable of traditional sight, skin grows over it, though it does provide the Gollar with a crude form of infrared vision.

Gollar skin is notoriously hard to penetrate; that, along with the scaly ridges surrounding vital points, makes Gollar somewhat difficult to injure with traditional melee weapons. It provides no protection from blasters or plasma blades though and, as such, is of limited utility in contemporary warfare.

History: The contemporary 'Gollar Confederacy' is, in fact, the second coming of the Gollar to the international stage of the Andromeda Galaxy, though few races now are familiar with the 'Gollar Union' a millennium ago.

A regional power in its day, the Union was notable for its commitment to extreme laissez-faire economics and the unregulated exploitation of natural resources. While it was entirely preventable, the exploitation of the homeworld of Goisha led to ecological collapse and a Union-wide food shortage. While this problem might have been remedied in time, social unrest had been bubbling under the surface of Gollar society for decades. Billions died of starvation and in the brutal civil wars that followed.

A handful of colony worlds survived, scattered in what is now known as the Neutral Zone, though without access to the Union's universities, libraries and infrastructure, much of Gollar knowledge of the universe was lost.

This might have been the end of the Gollar as a galactic player were it not for the discovery of 'the Forge' (a massive factory-station in the same system as Viromir, built by an unknown precursor civilisation) and the excavation of a 'Zero-Point Generator' that allowed the Gollar to power it.

The Forge allowed the Gollar on Viromir to build vast quantities of weapons, armor and ships in a remarkably short period of time. Viromir approached the other Gollar worlds and, while no appetite existed for the creation of a new union, it was agreed that the states should work together for self defense. From the summit called by the leaders of Viromir, the new 'Gollar Confederacy' and its 'Joint Defence Force' were born.

Rapidly, the Gollar began offering membership to other nearby worlds, provided they did not practice slavery or other customs the Gollar deemed barbaric. Those who did, found themselves being 'liberated' by Confederate forces with many freed slaves finding employment in the military. As it stands, the Joint Defence Force is now only around 30% Gollar.

While the Confederacy's expansion has taken on the character of an ideological crusade, it is a crusade tempered by pragmatism. The leaders of the Confederacy understand they are not in a position to openly challenge either of the major powers at this point, though they are not above the use of covert operations, particularly against the Kiellar, whose society is easier to infiltrate.

Following the conclusion of the Second Command-Ragon world, the Gollar Confederacy would have been poised to expand into the frontier of the former Command had it not been for the losses they too had suffered during the conflict and in skirmishes during the decline of the Command which exacerbating the Confederacy’s manpower problems in comparison with their neighbors.

They have been content to trade with the states of the Milky Way galaxy and the emerging states in both the Neutral Zone and the Command in an attempt to exert soft-power over neighboring statelets.

The orderly, zealous society is nominally unified but carries with it a ruthless, cutthroat underworld vying for what they can under the highly monitored environment that the Confederacy’s government maintains. These so-called “deviants” are usually few in number outside of the Confederacy, but their skill in carefully operating in high-stakes environments often see them propelled to high positions in organized crime.



Name
Singular: A Dhasath
Plural: Some Dhasath
Adjective: A Dhasath Ship
Naming: Click here for a generator that will spit out some thematic names.

Homeworld: Doona'tay

Appearance: Of the aliens of the Andromeda Galaxy, the Dhasath are the closest to humans, so close in fact that they might easily be mistaken for one another. The most common appearance for a Dhasath is like that of a human from the Eastern Mediterranean. Like humans, there was once a great range in phenotypes, though these are comparatively rare due to the 'Time of Loathing'.

Dhasath, however, do not smell like humans to any creature with a particularly acute sense of smell (they smell slightly sweet). They can also be told apart by a simple blood test for nitrogen compounds.

Biology: The Dhasath evolved on a desert planet and are supremely adapted to survival in a waterless environment with scorching days and freezing nights. They rarely sweat and tend not to feel the change in temperature as acutely as other species.

Dhasath are extremely rapid breeders, reaching maturity faster than most other species and producing more offspring. A Dhasath pregnancy lasts for around six months and the average ‘litter’ is 2.5 children. A Dhasath is fully grown by age 14.
As a byproduct of their adaptation to harsh environments, Dhasath tissue is flooded with nitrogen compounds which, if ingested by an individual of another species, gives a potent, and addictive, feeling of euphoria. A similar, though less intense experience can be gained from sweat or saliva, which any non-Dhasath to have entered into a close physical relationship with one can attest to.

History: In the early days of Kiellar expansion, the ‘Dhasath League’ was the major competing power in the Andromeda Galaxy. The League, however, was ill-equipped to deal with the Ragons who, after their discovery of the Skrim Drive, swept the League fleet aside (somewhat aided by the fact that they had recently been defeated by the Kiellar), capturing every Dhasath planet within five years of first contact.

The euphoria that results from ingesting Dhasath tissue made the species a delicacy to the Ragons, and within ten years, the species was all but exterminated in Ragon space. A few refugees successfully fled into Kiellar territory and the Neutral Zone, though the population remained in decline until the end of the War for Andromeda. At their low point, it was estimated there were no more than 45 million Dhasath scattered across the galaxy. The Dhasath refer to the period from the fall of the league to the end of the War for Andromeda as the 'Time of Loathing'.

In the aftermath of the war, large portions of the Dhasath population migrated to the New Doona'tay Republic and the Sol system, both comparative safe havens, and the population has grown exponentially since then. The security offered by these states have made large Dhasath populations rare outside of stable successor states in the former command as Dhasath are still targeted to be processed into powerful narcotics. However, there are still splinter groups that resist the call of migration and hope to make their own paths, away from the powers that restrict them.




THE RULES


And because it seems important to include these, here are a few rules for how to behave on the NS forums, just in case you hadn't figured it out already:

  • Decisions
    My word and the word of any and all Co-OPs is binding. If you don’t like a decision, you can, of course, ask for us to reconsider it. Once. If we made a decision you don’t like, complaining for pages and pages is not going to endear you to anyone. Not me, not the Co-OPs and not your fellow writers.
    If there is an appeal and a dispute amongst the Co-OPs we will take a vote on the matter, my word DOES NOT overrule theirs. .
  • Post Quality
    I don’t have a problem with short posts but please use proper spelling (I don’t care what regional variant), grammar etc.
    Ideally also try to include a 'hook' when you write a post, which is to say something that gives other people something to respond to. If your post is something along the lines of 'Bilbo Baggins stayed in his room and read a book while the world was ending', don't be surprised if nobody responds to you.
  • Posting Commitment
    Nothing is worse than making an RP only for it to die. Please take a look to see if there is a place for you to post at least every 48 hours or so. If you find yourself unable to post, please let me know in the OOC thread for an extended period of time.
  • Posting Speed
    On the flip side, blitz posting can also be infuriating. So, especially during the important scenes, I recommend giving your fellow players a reasonable time to make a reply. We all have real lives. That being said, if someone leaves everyone waiting for over 48 hours, feel free to carry on the scene without them.
  • OOC thread Manners
    I imagine I shouldn’t need to say that these types of threads go better when people aren’t unnecessary jerks to one another, but I will say it for posterity’s sake.
  • IC thread Manners
    Remember, we are writing a story together, not playing to win.
  • Character Death
    Player death is possible in this RP, though will be quite rare and easily avoidable. Please don’t write that you have killed another character unless you have OOC permission from the character's owner to do it. Beat them into a pulp or take them prisoner, but don’t kill them. Having said that, if someone does something really stupid, I reserve the right to announce your character has got themselves killed. Likewise, if someone goes inactive in the middle of a fight scene without explanation and cannot be raised, I may decide to kill their character off.
  • Godmodding
    If your character is unfairly refusing to take any damage I will write them taking damage for you.
  • Keep it PG13
    Shouldn’t need to be telling you this really but keep the erotica and gorn off the thread. Hopefully you all know how to write forum-safe stuff. I will be extremely disappointed if the mods have to pay us a visit.
  • Banning Players
    I really don’t want to be doing that but reserve the right to do so if you cannot follow the (hopefully, rather simple) rules above.



APPLICATIONS



Character App

This may be revised as we go on, but for now, the only rules for characters are:
  • Limited psychics.
  • No personal equipment that is miles better than what the military has e.g. magical armor or super-guns.
  • Keep your characters fitting the setting. I might ask you to tweak bits if it isn't.

Also please remember that for you to be a crew member you were kept aboard to do something on the ship. The bar isn't incredibly high, but if you app a character who has no discernible skills and a drinking problem then you may be asked to redo the app.

Please delete everything in parenthesis.

Code: Select all
[box]
[size=150][b]Character Description[/b][/size]
[list][b]Name:[/b]
[b]Species:[/b] (Kiel, Dhasath, Gollar or other)
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b] [spoiler](Feel free to describe with text or put pictures in here.)[/spoiler]
[/list]

[hr][/hr][size=150][b]Strengths and Weaknesses[/b][/size]
[list]
[b]Skills[/b]: (Is there anything you are significantly better at than most other people?)
[b]Flaws[/b]: (These do not need to be “conventional” flaws like being bad at math. They can be any hook for a bad situation, like having gambling debts, a scorned obsessive lover, or an angry gang boss out for your character’s blood) 
[/list]

[hr][/hr][size=150][b]Background:[/b][/size]
[b]Personality[/b]: (Are you outgoing or do you keep to yourself mostly?)
[b]Backstory[/b]:(How did you come to be here?)
[b]Personal effects[/b]: (You can assume you have standard equipment like personal armor and a blaster rifle. This is a place for personal bits and pieces that make your character more interesting)
 [/list][/box]


Species App
I am going to assume that anyone making a species app would prefer the species be reserved for their use. If they would like their creation to go on the list of pre-designed races, let me know.

Additionally, there are a few rules for new species:

  • Limited psychics. That isn’t to say that your species can’t have any, but they shouldn’t be a race of space wizards capable of demolishing armies and fleets at will
  • Your race cannot be immune to blaster fire.
  • If you want to make your race super long-lived, there should be a good narrative reason.

Code: Select all
[box]
[size=150][b]Species Description[/b][/size]
[list][b]Name:[/b]
[b]Singular:[/b] (what do you call one of your species on their own)
[b]Plural:[/b] (what do you call a whole lot of your species)
[b]Adjective:[/b]
[b]Appearance:[/b] (If you are using a picture, please include a bit of info on how much variation in appearances there is among the species) [spoiler](Feel free to use a/multiple picture(s) here)[/spoiler]
[b]Biology:[/b] (what is special about your species that you can't tell by looking at them?  Night vision?  Super-strength?)
[/list]


[hr][/hr][size=150][b]Background:[/b][/size]
[list][b]Homeworld[/b]:
[b]History[/b]:(Tell us a bit about your species, both pre- and post-war)
[b]Role in the Underworld[/b]: (Optional, but recommended for the creation of NPCs)
[/list][/box]

PostPosted: Sun Nov 21, 2021 6:45 pm
by Demencia
Reserved

PostPosted: Sun Nov 21, 2021 7:22 pm
by Arengin Union
Show eating averted.

PostPosted: Sun Nov 21, 2021 7:31 pm
by Tesserach
Character Description
    Name: Tzeraspnir of Mdthythaerin
    Species: Kiel
    Gender: Male
    Age: 147
    Appearance:
    Height: ~180cm
    Picture



Strengths and Weaknesses
    Skills: Tzeraspnir has training and considerable experience as a naval command officer. His degree was in Aerospace Design Engineering. He is considered a meticulous and exceptional planner of military operations. He also has a deep network of personal and professional contacts among Ferahel and the old Kiellar Command.
    Flaws: Somewhat mellowed as he's entered middle age, Tzeraspnir is still characterized as being full of piss and vinegar, does not suffer fools, and is infamous for leaving a wake of friends and close allies alienated by his outspokenness.

    Tzeraspnir's network of political and military connections run deep in Ferahel and across the old Kiellar Command; and while his public reputation has been largely positive, among people he's crossed the animosity runs deep and his list of enemies include a few very prominent figures.


Background:
Personality: Described as a 'brooding intellectual presence' at the best of times, Tzeraspnir is practical minded and brash about it to the point of arrogance. He never hesitates to speak his mind, nor does he suffer fools lightly.

His style of politics and leadership has been characterized as "kick everyone" as compared to the traditional "kiss up kick down", yet despite his legendary tirades Tzeraspnir often garners some measure of respect by his own attention to detail, lead from the front style, and willingness to hold himself to the same exacting standards he demands from others. It is also quite obvious to those around him he genuinely cares about the people and causes he champions.

Backstory:Tzeraspnir was born on Ferahel to a devout family of the Aessan people, traditionally ostracized within the old Kiellar Command owing to their pacifist nature and were strong conscientious objectors to the old Kiellar Command government's conduct. A young man during the time the Ragon Wars were at their most desperate, Tzeraspnir ran away from home to join the Kiel Navy.

Highly decorated during the war, Tzeraspnir was one of a series of young officers that came to exemplify a new generation of young, highly aggressive and competent officers whose rise through the ranks was purely on the basis of their proven effectiveness in the field, in contrast to the old network of nepotism, corruption and often outright incompetence that had cost the lives of so many Kiel during the early phases of the war. Having earned some small measure of fame for his victories - and no small amount of emnity for his outspokenness against the old guard - Tzeraspnir eventually plied his notoriety into a political career on Relenar.

He would later return home to play a prominent role in the foundation of the Ferahel Republic, occupying important posts in government until - as with his naval career - his outspoken criticism of his own government's neglect of defence spending saw him again shuffled onto the back bench.

Tzeraspnir was in the capital during the invasion, having taken active part in the fighting around the capital before using his personal yacht to escape as the Ferahel government prepared to surrender, vowing to carry on the fight. He met up with the FRS Resolute, where he was one of the first voices to suggest turning to commerce raiding, even hastily drafting a Letter of Marque for the purpose. He strongly supported the ship's executive officer stepping into the role as captain, but pointedly did not put himself forward for the role.

Tzeraspnir has spent his time lobbying - to limited effectiveness - to keep the ship focussed on Dindriann's forces, and to assisting as best he can Ferahel refugees and veterans.

Tzeraspnir married his wife, Yaella, relatively young by Kiel standards and the two have been married for over a century at this point. The two have seven adult children, with them and their families now separated by the invasion; at least one is Missing-in-Action after the ship they were on was lost in the fighting over Ferahel.

Personal effects: Yaella's Moon - Small(compared to some) personal yacht, sleeps 10 comfortably, capable of independent FTL travel. Previously used by Tzeraspnir for personal transport and entertaining guests.

Assorted Ragon War Memorabilia

PostPosted: Sun Nov 21, 2021 9:43 pm
by Lara Monia
I don't know anything about the setting so I tried to make it as generic as possible. If it doesn't fit, I can scrap it (pun unintentional)

Character Description


Strengths and Weaknesses
    Skills: A skilled mechanic, capable of rebuilding or repairing a lot of mechanical parts. In cases where parts are unavailable, she might be able to jury rig up a temporary solution with parts on hand.
    Flaws: Vai has a Kiel lover, but due to her parent's traditional, distrusting and xenophobic nature, she keeps the existence of this relationship a secret.


Background:
Personality: Relatively reclusive, owing to continued self-consciousness about her disability, Vai tends to be a loner who also feels the need to do 120% just to prove that she's as capable as a 'normal' person. This tends to make her seem outwardly abrasive to people, though it is possible to disarm the barriers she keeps around herself and see her more vulnerable side.
Backstory: Vai was born to a refugee family that, like most of her kind, was fleeing the war. They didn't want to be part of some galactic backstop plan against a genocidal regime, so they didn't look kindly upon the prospect of the new Republic that had been established by outside forces. Instead, they wandered the galaxy looking for somewhere to fit in that would be calmer than a glorified military base masquerading as a homeworld.

This plan was slightly complicated when their daughter was born with a defect that cost her her left arm, making them more reliant on support than they had been previously. While they were still wary of the planets, they lived primarily aboard space stations for their easily escapable nature. It was aboard these stations that Vai learned how to tinker, starting small on household appliances before eventually deconstructing then redesigning her own prosthetic. From there, she took jobs as a mechanic on ships small and large to pay the bills for her parents.

Personal effects: An assisted-lifting exoskeleton for jobs that require more strength than one person has, modified to work in parallel with her existing prosthetic system to function as a pair of additional limbs with attachment points for arc welders or plasma torches.

PostPosted: Sun Nov 21, 2021 9:56 pm
by Europa Undivided
(the species will be free for all to use)

Character Description
    Name: Harak Helstran; nicknamed 'Sir Goldfeather' by the rest of the crew
    Species: Jokari (Kanorite)
    Gender: Male
    Age: 37
    Appearance: Sir Goldfeather stands at about 5'9" tall, with midnight black feathers and a pair of scrutinous amber eyes. His namesake is the single prominent golden feather on top of his head, which had been dyed when he was still in his teens as part of a coming of age rite on his home station.



Strengths and Weaknesses
    Skills:
    Mechanic: Repairing and maintaining machinery, most especially the engines of capital ships, is Harak's main schtick. He had experience of such within the Grand Jokarium navy before coming into Vaquel's Jewel.

    Combat Expertise: Harak is generally skilled on firearms, including blasters of all types. He can be relied on to shoot at targets with considerable accuracy, though he's not that skilled to be considered eligible for being a sniper. On another note, Harak has proficiencies in melee; a necessity drawn by both his species' martial tradition as well as instances in which he had no access to conventional weapons.

    Flaws: Harak has a rather vengeful Kiellari ex-wife, who also happens to be a professional wrestler. He was forced to leave her when the Jokari Inquisition told him to do so in the pain of death. She didn't take it well, however. These days, he's terrified of her. Some say he has nightmares.



Background:
    Department of the Ship: Engineering
    Personality: Harak is rather amicable to speak to, and was considered quite talkative. He possesses little of the smug arrogance that the most of his species has towards others, perhaps because he had spent a lot of time around races other than his own.

    The other engineers say that Harak is paranoid when it comes to maintenance to the point of borderline insanity. That really isn't the case, but the fact that he is very meticulous to the machinery is absolutely undeniable. He will check not once, not twice, not thrice, not even four times, but five at the very least. To those that know a bit more about his past, he was accused of being the one that misaligned several calibrations in the engine of the GJS Eternal Storm, causing the cruiser's rear to evaporate in a devastating firestorm. Though it was later proven to be a sabotage act by a terrorist group, Harak had remained exceptionally keen on avoiding making a mistake. It would almost seem that he doesn't trust himself, and constantly defers to others for opinions on this and that.

    Harak is incredibly loyal, not necessarily to states, but definitely to people. As such, he had not returned to the land that had decided to disown him, instead staying amongst people that his elders would consider to be below them.
    Backstory: Harak Helstran was born… err, hatched on the sixth residential dome of the orbital habitat that went by the name of 'Telhaken' which roughly translates to 'The Rising Sun'. It floated above the planet of Mathragron; a barren, nearly airless world that is nonetheless extremely important to Grand Jokarium, as it had rich mineral deposits. Vast nodes of iron, titanium, and other shipbuilding metals were especially in abundance in the planet's crust, so a series of stations, which included Telhaken, had been constructed on its orbit to serve as shipyards.

    As time passed, though, these formerly purely economic ventures transformed into space cities of their own making, and Harak was thrust into this industrious societal web. Most residents of Mathragron's space cities would end up working in its shipbuilding industry, so when Harak had finished his schooling, he was soon employed as a mechanic in the docks. That wasn't really enough for him, though, as seeing the same barren planet over and over was boring to the mind.

    So the time came when he signed up for the navy itself, to be a mechanic aboard one of the patrol cruisers that prowled the outer fringes of their territory. Harak's aptitudes were seen to be useful, so he would soon transfer to a ship named the Eternal Storm.

    There, Harak found himself in a new environment. Many of the Karthelthein crewmembers of the Eternal Storm used to be Corsairs, who were known as ruthless pirates in the times before Grand Jokarium's formation, specifically of the band known as the Voidwings. The eldest of the former Corsairs were especially arrogant and condescending to the Kanorites, including Harak. Safe to say, he didn't really enjoy the time he had there whenever those aforementioned individuals were around. Most others simply did their jobs, and only a few were really stuff for conversations.

    The Eternal Storm and its pair of escorting frigates would engage pirates and other scum for years, returning to Mathragron for repairs and upgrades. That was the repeating pattern for nearly a decade until it ceased to be a spaceworthy vessel in an event that destroyed its entire engineering section.

    Surveillance footage initially indicated that Harak was the engineer that was last on the engine section. All the evidence seemed to point to him as the culprit; a claim he vehemently denied. As there were no fatalities in the incident (due to a holiday coinciding with the event), the lighter sentence of exile was deemed to be sufficient. The galaxy was a very large place, after all.

    Saddened and embittered, Harak would eventually go further and further away from the borders of Grand Jokarium. He reached Ferahel after several months, and seeing the opportunity here, he signed up into the Ferahel navy. No one there knew what manner of accusations had brought him so far, and since he had gone under an entirely new identity, it wasn't really trouble.

    It was after a few more months did an envoy from Grand Jokarium come to Ferahel, looking for a certain Jokari that had a golden feather on his head. Harak was the only one who fell under that description, so when he and the envoy came face to face, he was informed that the attack on the Eternal Storm was actually carried out by the group known as the Order of the Black Sun; an organization whose name he thought could only be given by the most horrible person in existence. As his innocence had been proven, Harak was given the opportunity to return, an opportunity he turned down. He had made a life of his own on Ferahel.

    And so, his existence as a naval engineer continued on… until Marshal Didriann attacked and conquered the planet. Whether it was just coincidence or divine providence, Harak escaped the invasion onboard the Misguided Faith, and would be a pirate… just like the condescending bastards on the Eternal Storm.
    Personal effects:

    A Hammer: His cranky grandfather gave him a hammer, which was 'used to crush the skulls of traitors'. It is more or less a normal hammer, but it could inflict painful blunt force injuries on armored foes. Not that it is usually usable in this day and age...

    Robotic Arms: Harak has a pair of robotic arms that assists him with maintaining machinery, which are mounted on a backpack. They respond to hand movements as they are connected to a pair of gloves with motor sensors in them.

    A lot of books: Harak was towing at least a whole cart's worth of hardbound books when he first came in. It is said that he reads trashy romance novels from Earth when he's bored. Some had even dared to say that his reading tastes gravitate towards a subgenre called 'interspecies', but no one could really show any evidence for that latter claim.




Species Description
    Name: Jokarun
    Singular: Jokari
    Plural: Jokari or Jokarun; either one is considered acceptable
    Adjective: Jokari
    Appearance: The Jokarun are an avian race, described as resembling Terran ravens and crows the most due to their black feathers and beaks. Some, however, look more like falcons. They stand between 5'7" to 6'3" tall for males and 5'5" to 6' for females, with wings sprouting out of their backs that give them the ability to fly short distances (in the case of the Karthelthein subspecies). Their eyes vary in color, from blue, green, purple, and grey for the Karthelthein subspecies, and red, amber, and brown for the Kanorites, leaning more on a bright red.

    Birb
    Biology: The Jokarun are universally known for having exceptionally sharp memory, which often gives the illusion of greater intelligence to those that consider memorization as the basis of such. However, it does mean that they tend to suffer from traumatic stress disorders at a much more intense manner than other races.

    The race is divided into two subspecies, the Kanorites and Karthelthein. Kanorites are descended from those that had been genetically modified by the Ragons as to be flightless, non-psychic, and possessing of far faster reproductive rates (roughly equal to humanity) and shorter life spans of up to a century and a half.

    Karthelthein were the original species, which are capable of flight and have a long lifespan of 800 years. This latter subspecies also has latent psychic ability, but only a few attempt to develop their abilities in the so called 'Oath of the Sorcerer', as they doom themselves to a painful neural degeneration in the final years of their lives, robbing themselves of a painless end.


Background:
    Homeworld: Jokar Prime (destroyed); present day capital is Theraspont, an Earth-like planet.
    History:
    The Jokarun are an enigma of the galaxy. Their origins are all but unknown, as they had existed for so long that they have forgotten even their own mythologies, with records being destroyed during their scorched earth retreat from their solar system. What is known, however, is that the highly advanced Jokarun enjoyed an automated, post-scarcity society in what was once the southern edge of the Ragon Empire, where every member of their species was free to pursue knowledge, art, and passion. The Jokarun Republic was founded as the united government of the entire race, and senators from every one of the 20 star systems of the Republic met on Jokar Prime to discuss matters of the state. They did not need to fight a single war for numerous centuries, and military spending atrophied as complacence grew.

    When the Ragon finally struck, a mix of political inaction and fracturing ensured that what forces they had were disunited and easily broken. What resistance they offered was quickly swept away, and all but one of the twenty star systems fell in several months. Jokar Prime stood alone as the final bastion.

    The Ragon broke through the defenses of the capital soon enough, but the entire system was burning. Asteroid bombardment had turned everything of value in rubble, and the land was all but useless without extensive terraforming. It was apparent that the Jokarun had taken everything of value aboard every last vessel, and blasted the rest by sending asteroids down into their own home system's planets. They deemed it better for it all to be destroyed rather than be colonized by their now hated enemy.

    With that event, the Jokarun were reduced to a fraction of their former strength, if they were strong to begin with. They didn't waver, however, and continued to persevere aboard nomadic fleets and Ark vessels until the Ragon Empire was broken by the Galactic Concord, presenting the opportunity of vengeance and reclamation. Much of their former territory, which now teemed with their brethren that had been turned into livestock, was reclaimed and reformed into a powerful militarized state known as Grand Jokarium. It had pulled in all of the disparate groups and orders that had splintered from the fall, and became a player in the new galactic setting in its own right.

    While Grand Jokarium nominally holds the vast majority of their race, there are numerous small orders, fleets, organizations, and individuals travelling the Andromeda, with some even ending up in the Milky Way. As such, it is not uncommon for small numbers of them to come to the new hubs in the former Command. Most of these would eventually return to their home systems, however, some do not, each with their own reasons.
    Role in the Underworld: Most Jokari outside of Grand Jokarium are traders and merchants that will regularly return to their home systems. However, some groups operate as sponsored Privateers and Corsairs with the express purpose of disrupting the economies of factions that are hostile to Grand Jokarium. Since there is no oversight over their actions in the lawless sea of stars, some of these corsairs and privateers may sometimes overstep their bounds. In addition to these, agents of their Inquisition also stalk the underworld, listening for anything that might prove to be a threat to their nation.

    Several former Sorcerers are exiles within the Underworld, and it is believed that they are currently duping hapless souls with false horoscopes, séances, and prophecies.

PostPosted: Sun Nov 21, 2021 11:18 pm
by Khasinkonia
Character Description
    Name: Pānddàuddlâ “Dila” Ýagàm Ghhómláixàahěeddkàe
    Species: Kolmoik
    Gender: F-presenting
    Age: 314R (Approx. 29 Earth years)
    Appearance:
    Image
    When not hidden by the bandanas she often wears in combat, Dila often wears a broad smile. Unlike many Kolmoik, she rarely changes tentacle with mood, only changing that of her eyes. She has an affinity for light armour, and has her own set done up to appear fairly fashionable.



Strengths and Weaknesses
    Skills: Dila is an excellent shot, both with firearms and as a fighter pilot. She’s skilled in acrobatics and light athletics. Additionally, she has a great singing voice and a background in theatre. She also possesses some skill in digital music editing software.
    Weaknesses: Her native language is not translatable via microbes, and her accent in Kiellari is noticeable, occasionally resulting in misunderstandings or incorrect calquing. She has a fiery demeanour and can be quite reckless. If there is a vote between a violent and a peaceful way out, she’ll almost always be behind the former barring near-suicide missions.


Background:
    Department of the Ship: Boarder/Marine/Supplementary Fighter Pilot
    Personality: Outside of her bloodlust, Dila is a genuinely friendly person. She’s a bit of a social butterfly, and often won’t hesitate to voice her opinion. In private, she can be a bit of a gossip, and has a sense of vanity about her, but generally isn’t particularly mean about it so much as being mediocre at secret-keeping and having more than enough self-love.
    Backstory: Like the majority of Kolmoik, Dila holds primary citizenship from the post-Command Kolmoik state, which styles itself as the Democratic Maklomoik Union. However, due to having been hatched on Ferahel, she also held citizenship from residency on Ferahel. During her upbringing, she and her five siblings moved several times between Ferahel and the Kolmoik world Láimāk, a planet slightly larger than Earth dominated by very shallow seas and small landmasses.
    Although never wanting for money, this lifestyle did leave Dila with a relatively independent mindset compared to many of her peers, as the Kolmoik education system, particularly in light of the collapse of Command, places special emphasis on conformity and personal discipline within society at large. From this, she found herself participating in the Djǐokmǎudrīeu community, often called Dok outside of Djǐokmǎudrīeu circles. Although there are many aspects to this community, the most well-known is something generally translated as “Matches,” in the sense of sports. Matches can take a variety of forms, including even free-for-alls, but generally involve two or more teams working with spray paint canisters, paintball guns modelled after a variety of different types of modern weapons, paint bombs, paint mines, and a variety of other mock weapons. Matches involve a mixture of sport combat and art, often accompanied by live or recorded music, though this usually involves singers of a style referred to by linguists and acousticians as “salivary phonation,” which contributes a gargling sound to the singing. Some Dokmoi have also been known to speak with salivary phonation, although Dila does not. It was through participating in concerts and later Matches that Dila found her love for singing, art, and athletics. As an adolescent, she began to involve herself more extensively, even at one point participating as a cover for regular singers.
    Although her first love was the music, as it was how she had begun to participate in Dok in the first place, her aspirations of becoming a regular singer were tempered as she was asked to join in on a team for a Match. Over time, she grew to enjoy the sport as much, if not more than the music. As becoming a singer by profession rarely happens overnight, she had originally signed up for service on Ferahel to have a job which incorporated aspects of her hobbies and provided ample time to participate in Matches when on leave. It wasn’t long, however, before she found a genuine enjoyment in active combat, as it had, according to her, “A different appeal to Matches.” It was from this that singing became relegated to a hobby, and Dila became personally involved in the business of war.
    Although both personally warlike and involved in a subculture that is certainly not pacifist, these were not the only factors in why Dila was one of the first to vote in favour of turning pirate. She has no extraordinary love for Ferahel itself, as she has another home, and, as far as she knows, her parents’ have not seen many issues in their work from Ferahel’s new management, but she does firmly oppose Commandism, as many of her kind do. Since becoming a pirate, she has embraced the lifestyle wholeheartedly, perhaps even more so than some of her fellow former soldiers are entirely comfortable with.
    Personal effects: In terms of clothing, Dila has three sets of light combat armour with various designs painted on them, a number of body gloves to go under them that also serve as sleep clothes for her, and numerous light body armour outfits, serving as her normal daytime attire. She has her own personal collection of grenades, with a personal preference for incendiaries, hence her nickname, which is military slang for “Dinae-Peashlann,” the Kiellar term for incendiary grenades. In addition, she has her standard-issue blaster, a hand blaster, a hand kinetic gun, and a combat knife. She generally keeps her hand blaster in one boot, her hand kinetic gun in the other, and her combat knife in her pocket. In addition, she also has several albums of Dok music, a variety of painting supplies, a karaoke machine, a notebook, and a personal diary.

PostPosted: Mon Nov 22, 2021 12:47 am
by Bingellia
Lara Monia wrote:I don't know anything about the setting so I tried to make it as generic as possible. If it doesn't fit, I can scrap it (pun unintentional)

Character Description


Strengths and Weaknesses
    Skills: A skilled mechanic, capable of rebuilding or repairing a lot of mechanical parts. In cases where parts are unavailable, she might be able to jury rig up a temporary solution with parts on hand.
    Flaws: Vai has a Kiel lover, but due to her parent's traditional, distrusting and xenophobic nature, she keeps the existence of this relationship a secret.


Background:
Personality: Relatively reclusive, owing to continued self-consciousness about her disability, Vai tends to be a loner who also feels the need to do 120% just to prove that she's as capable as a 'normal' person. This tends to make her seem outwardly abrasive to people, though it is possible to disarm the barriers she keeps around herself and see her more vulnerable side.
Backstory: Vai was born to a refugee family that, like most of her kind, was fleeing the war. They didn't want to be part of some galactic backstop plan against a genocidal regime, so they didn't look kindly upon the prospect of the new Republic that had been established by outside forces. Instead, they wandered the galaxy looking for somewhere to fit in that would be calmer than a glorified military base masquerading as a homeworld.

This plan was slightly complicated when their daughter was born with a defect that cost her her left arm, making them more reliant on support than they had been previously. While they were still wary of the planets, they lived primarily aboard space stations for their easily escapable nature. It was aboard these stations that Vai learned how to tinker, starting small on household appliances before eventually deconstructing then redesigning her own prosthetic. From there, she took jobs as a mechanic on ships small and large to pay the bills for her parents.

Personal effects: An assisted-lifting exoskeleton for jobs that require more strength than one person has, modified to work in parallel with her existing prosthetic system to function as a pair of additional limbs with attachment points for arc welders or plasma torches.


It looks good for as generic as it is. There's definitely something workable there, so don't be afraid to ask questions about the broader setting. This is a fundamentally different beast than Icarus, but I am excited that you are here. Considering I've spoken to both Khas and EU about their concepts while I was adding the finishing touches to the OOC OP, I'll go over theirs tomorrow.

PostPosted: Mon Nov 22, 2021 2:57 am
by Nachfolgia
Looks interesting.

PostPosted: Mon Nov 22, 2021 6:19 pm
by Bingellia
Europa Undivided wrote:
Character Description
    Name: Harak Helstran; nicknamed 'Sir Goldfeather' by the rest of the crew
    Species: Jokari (Kanorite)
    Gender: Male
    Age: 37
    Appearance: Sir Goldfeather stands at about 5'9" tall, with midnight black feathers and a pair of scrutinous amber eyes. His namesake is the single prominent golden feather on top of his head, which had been dyed when he was still in his teens as part of a coming of age rite on his home station.



Strengths and Weaknesses
    Skills:
    Mechanic: Repairing and maintaining machinery, most especially the engines of capital ships, is Harak's main schtick. He had experience of such within the Grand Jokarium navy before coming into Vaquel's Jewel.

    Combat Expertise: Harak is generally skilled on firearms, including blasters of all types. He can be relied on to shoot at targets with considerable accuracy, though he's not that skilled to be considered eligible for being a sniper. On another note, Harak has proficiencies in melee; a necessity drawn by both his species' martial tradition as well as instances in which he had no access to conventional weapons.

    Flaws: Harak has a rather vengeful Kiellari ex-wife, who also happens to be a professional wrestler. He was forced to leave her when the Jokari Inquisition told him to do so in the pain of death. She didn't take it well, however. These days, he's terrified of her. Some say he has nightmares.



Background:
    Department of the Ship: Engineering
    Personality: Harak is rather amicable to speak to, and was considered quite talkative. He possesses little of the smug arrogance that the most of his species has towards others, perhaps because he had spent a lot of time around races other than his own.

    The other engineers say that Harak is paranoid when it comes to maintenance to the point of borderline insanity. That really isn't the case, but the fact that he is very meticulous to the machinery is absolutely undeniable. He will check not once, not twice, not thrice, not even four times, but five at the very least. To those that know a bit more about his past, he was accused of being the one that misaligned several calibrations in the engine of the GJS Eternal Storm, causing the cruiser's rear to evaporate in a devastating firestorm. Though it was later proven to be a sabotage act by a terrorist group, Harak had remained exceptionally keen on avoiding making a mistake. It would almost seem that he doesn't trust himself, and constantly defers to others for opinions on this and that.

    Harak is incredibly loyal, not necessarily to states, but definitely to people. As such, he had not returned to the land that had decided to disown him, instead staying amongst people that his elders would consider to be below them.
    Backstory: Harak Helstran was born… err, hatched on the sixth residential dome of the orbital habitat that went by the name of 'Telhaken' which roughly translates to 'The Rising Sun'. It floated above the planet of Mathragron; a barren, nearly airless world that is nonetheless extremely important to Grand Jokarium, as it had rich mineral deposits. Vast nodes of iron, titanium, and other shipbuilding metals were especially in abundance in the planet's crust, so a series of stations, which included Telhaken, had been constructed on its orbit to serve as shipyards.

    As time passed, though, these formerly purely economic ventures transformed into space cities of their own making, and Harak was thrust into this industrious societal web. Most residents of Mathragron's space cities would end up working in its shipbuilding industry, so when Harak had finished his schooling, he was soon employed as a mechanic in the docks. That wasn't really enough for him, though, as seeing the same barren planet over and over was boring to the mind.

    So the time came when he signed up for the navy itself, to be a mechanic aboard one of the patrol cruisers that prowled the outer fringes of their territory. Harak's aptitudes were seen to be useful, so he would soon transfer to a ship named the Eternal Storm.

    There, Harak found himself in a new environment. Many of the Karthelthein crewmembers of the Eternal Storm used to be Corsairs, who were known as ruthless pirates in the times before Grand Jokarium's formation, specifically of the band known as the Voidwings. The eldest of the former Corsairs were especially arrogant and condescending to the Kanorites, including Harak. Safe to say, he didn't really enjoy the time he had there whenever those aforementioned individuals were around. Most others simply did their jobs, and only a few were really stuff for conversations.

    The Eternal Storm and its pair of escorting frigates would engage pirates and other scum for years, returning to Mathragron for repairs and upgrades. That was the repeating pattern for nearly a decade until it ceased to be a spaceworthy vessel in an event that destroyed its entire engineering section.

    Surveillance footage initially indicated that Harak was the engineer that was last on the engine section. All the evidence seemed to point to him as the culprit; a claim he vehemently denied. As there were no fatalities in the incident (due to a holiday coinciding with the event), the lighter sentence of exile was deemed to be sufficient. The galaxy was a very large place, after all.

    Saddened and embittered, Harak would eventually go further and further away from the borders of Grand Jokarium. He reached Ferahel after several months, and seeing the opportunity here, he signed up into the Ferahel navy. No one there knew what manner of accusations had brought him so far, and since he had gone under an entirely new identity, it wasn't really trouble.

    It was after a few more months did an envoy from Grand Jokarium come to Ferahel, looking for a certain Jokari that had a golden feather on his head. Harak was the only one who fell under that description, so when he and the envoy came face to face, he was informed that the attack on the Eternal Storm was actually carried out by the group known as the Order of the Black Sun; an organization whose name he thought could only be given by the most horrible person in existence. As his innocence had been proven, Harak was given the opportunity to return, an opportunity he turned down. He had made a life of his own on Ferahel.

    And so, his existence as a naval engineer continued on… until Marshal Didriann attacked and conquered the planet. Whether it was just coincidence or divine providence, Harak escaped the invasion onboard the Misguided Faith, and would be a pirate… just like the condescending bastards on the Eternal Storm.
    Personal effects:

    A Hammer: His cranky grandfather gave him a hammer, which was 'used to crush the skulls of traitors'. It is more or less a normal hammer, but it could inflict painful blunt force injuries on armored foes. Not that it is usually usable in this day and age...

    Robotic Arms: Harak has a pair of robotic arms that assists him with maintaining machinery, which are mounted on a backpack. They respond to hand movements as they are connected to a pair of gloves with motor sensors in them.

    A lot of books: Harak was towing at least a whole cart's worth of hardbound books when he first came in. It is said that he reads trashy romance novels from Earth when he's bored. Some had even dared to say that his reading tastes gravitate towards a subgenre called 'interspecies', but no one could really show any evidence for that latter claim.




Species Description
    Name: Jokarun
    Singular: Jokari
    Plural: Jokari or Jokarun; either one is considered acceptable
    Adjective: Jokari
    Appearance: The Jokarun are an avian race, described as resembling Terran ravens and crows the most due to their black feathers and beaks. Some, however, look more like falcons. They stand between 5'7" to 6'3" tall for males and 5'5" to 6' for females, with wings sprouting out of their backs that give them the ability to fly short distances (in the case of the Karthelthein subspecies). Their eyes vary in color, from blue, green, purple, and grey for the Karthelthein subspecies, and red, amber, and brown for the Kanorites, leaning more on a bright red.

    Birb
    Biology: The Jokarun are universally known for having exceptionally sharp memory, which often gives the illusion of greater intelligence to those that consider memorization as the basis of such. However, it does mean that they tend to suffer from traumatic stress disorders at a much more intense manner than other races.

    The race is divided into two subspecies, the Kanorites and Karthelthein. Kanorites are descended from those that had been genetically modified by the Ragons as to be flightless, non-psychic, and possessing of far faster reproductive rates (roughly equal to humanity) and shorter life spans of up to a century and a half.

    Karthelthein were the original species, which are capable of flight and have a long lifespan of 800 years. This latter subspecies also has latent psychic ability, but only a few attempt to develop their abilities in the so called 'Oath of the Sorcerer', as they doom themselves to a painful neural degeneration in the final years of their lives, robbing themselves of a painless end.


Background:
    Homeworld: Jokar Prime (destroyed); present day capital is Theraspont, an Earth-like planet.
    History:
    The Jokarun are an enigma of the galaxy. Their origins are all but unknown, as they had existed for so long that they have forgotten even their own mythologies, with records being destroyed during their scorched earth retreat from their solar system. What is known, however, is that the highly advanced Jokarun enjoyed an automated, post-scarcity society in what was once the southern edge of the Ragon Empire, where every member of their species was free to pursue knowledge, art, and passion. The Jokarun Republic was founded as the united government of the entire race, and senators from every one of the 20 star systems of the Republic met on Jokar Prime to discuss matters of the state. They did not need to fight a single war for numerous centuries, and military spending atrophied as complacence grew.

    When the Ragon finally struck, a mix of political inaction and fracturing ensured that what forces they had were disunited and easily broken. What resistance they offered was quickly swept away, and all but one of the twenty star systems fell in several months. Jokar Prime stood alone as the final bastion.

    The Ragon broke through the defenses of the capital soon enough, but the entire system was burning. Asteroid bombardment had turned everything of value in rubble, and the land was all but useless without extensive terraforming. It was apparent that the Jokarun had taken everything of value aboard every last vessel, and blasted the rest by sending asteroids down into their own home system's planets. They deemed it better for it all to be destroyed rather than be colonized by their now hated enemy.

    With that event, the Jokarun were reduced to a fraction of their former strength, if they were strong to begin with. They didn't waver, however, and continued to persevere aboard nomadic fleets and Ark vessels until the Ragon Empire was broken by the Galactic Concord, presenting the opportunity of vengeance and reclamation. Much of their former territory, which now teemed with their brethren that had been turned into livestock, was reclaimed and reformed into a powerful militarized state known as Grand Jokarium. It had pulled in all of the disparate groups and orders that had splintered from the fall, and became a player in the new galactic setting in its own right.

    While Grand Jokarium nominally holds the vast majority of their race, there are numerous small orders, fleets, organizations, and individuals travelling the Andromeda, with some even ending up in the Milky Way. As such, it is not uncommon for small numbers of them to come to the new hubs in the former Command. Most of these would eventually return to their home systems, however, some do not, each with their own reasons.
    Role in the Underworld: Most Jokari outside of Grand Jokarium are traders and merchants that will regularly return to their home systems. However, some groups operate as sponsored Privateers and Corsairs with the express purpose of disrupting the economies of factions that are hostile to Grand Jokarium. Since there is no oversight over their actions in the lawless sea of stars, some of these corsairs and privateers may sometimes overstep their bounds. In addition to these, agents of their Inquisition also stalk the underworld, listening for anything that might prove to be a threat to their nation.

    Several former Sorcerers are exiles within the Underworld, and it is believed that they are currently duping hapless souls with false horoscopes, séances, and prophecies.


Accepted

Khasinkonia wrote:
Character Description
    Name: Pānddàuddlâ “Dila” Ýagàm Ghhómláixàahěeddkàe
    Species: Kolmoik
    Gender: F-presenting
    Age: 314R (Approx. 29 Earth years)
    Appearance:
    (Image)
    When not hidden by the bandanas she often wears in combat, Dila often wears a broad smile. Unlike many Kolmoik, she rarely changes tentacle with mood, only changing that of her eyes. She has an affinity for light armour, and has her own set done up to appear fairly fashionable.



Strengths and Weaknesses
    Skills: Dila is an excellent shot, both with firearms and as a fighter pilot. She’s skilled in acrobatics and light athletics. Additionally, she has a great singing voice and a background in theatre. She also possesses some skill in digital music editing software.
    Weaknesses: Her native language is not translatable via microbes, and her accent in Kiellari is noticeable, occasionally resulting in misunderstandings or incorrect calquing. She has a fiery demeanour and can be quite reckless. If there is a vote between a violent and a peaceful way out, she’ll almost always be behind the former barring near-suicide missions.


Background:
    Department of the Ship: Boarder/Marine/Supplementary Fighter Pilot
    Personality: Outside of her bloodlust, Dila is a genuinely friendly person. She’s a bit of a social butterfly, and often won’t hesitate to voice her opinion. In private, she can be a bit of a gossip, and has a sense of vanity about her, but generally isn’t particularly mean about it so much as being mediocre at secret-keeping and having more than enough self-love.
    Backstory: Like the majority of Kolmoik, Dila holds primary citizenship from the post-Command Kolmoik state, which styles itself as the Democratic Maklomoik Union. However, due to having been hatched on Ferahel, she also held citizenship from residency on Ferahel. During her upbringing, she and her five siblings moved several times between Ferahel and the Kolmoik world Láimāk, a planet slightly larger than Earth dominated by very shallow seas and small landmasses.
    Although never wanting for money, this lifestyle did leave Dila with a relatively independent mindset compared to many of her peers, as the Kolmoik education system, particularly in light of the collapse of Command, places special emphasis on conformity and personal discipline within society at large. From this, she found herself participating in the Djǐokmǎudrīeu community, often called Dok outside of Djǐokmǎudrīeu circles. Although there are many aspects to this community, the most well-known is something generally translated as “Matches,” in the sense of sports. Matches can take a variety of forms, including even free-for-alls, but generally involve two or more teams working with spray paint canisters, paintball guns modelled after a variety of different types of modern weapons, paint bombs, paint mines, and a variety of other mock weapons. Matches involve a mixture of sport combat and art, often accompanied by live or recorded music, though this usually involves singers of a style referred to by linguists and acousticians as “salivary phonation,” which contributes a gargling sound to the singing. Some Dokmoi have also been known to speak with salivary phonation, although Dila does not. It was through participating in concerts and later Matches that Dila found her love for singing, art, and athletics. As an adolescent, she began to involve herself more extensively, even at one point participating as a cover for regular singers.
    Although her first love was the music, as it was how she had begun to participate in Dok in the first place, her aspirations of becoming a regular singer were tempered as she was asked to join in on a team for a Match. Over time, she grew to enjoy the sport as much, if not more than the music. As becoming a singer by profession rarely happens overnight, she had originally signed up for service on Ferahel to have a job which incorporated aspects of her hobbies and provided ample time to participate in Matches when on leave. It wasn’t long, however, before she found a genuine enjoyment in active combat, as it had, according to her, “A different appeal to Matches.” It was from this that singing became relegated to a hobby, and Dila became personally involved in the business of war.
    Although both personally warlike and involved in a subculture that is certainly not pacifist, these were not the only factors in why Dila was one of the first to vote in favour of turning pirate. She has no extraordinary love for Ferahel itself, as she has another home, and, as far as she knows, her parents’ have not seen many issues in their work from Ferahel’s new management, but she does firmly oppose Commandism, as many of her kind do. Since becoming a pirate, she has embraced the lifestyle wholeheartedly, perhaps even more so than some of her fellow former soldiers are entirely comfortable with.
    Personal effects: In terms of clothing, Dila has three sets of light combat armour with various designs painted on them, a number of body gloves to go under them that also serve as sleep clothes for her, and numerous light body armour outfits, serving as her normal daytime attire. She has her own personal collection of grenades, with a personal preference for incendiaries, hence her nickname, which is military slang for “Dinae-Peashlann,” the Kiellar term for incendiary grenades. In addition, she has her standard-issue blaster, a hand blaster, a hand kinetic gun, and a combat knife. She generally keeps her hand blaster in one boot, her hand kinetic gun in the other, and her combat knife in her pocket. In addition, she also has several albums of Dok music, a variety of painting supplies, a karaoke machine, a notebook, and a personal diary.


Accepted.

PostPosted: Wed Nov 24, 2021 12:57 am
by Kylantha
Species Description
    Name: Glax / Glaxomorph
    Singular: Glax / Glaxomorph
    Plural: Glaxes / Glaxomorphs/a
    Adjective: Glax
    Appearance:

    So.. Glaxes are pretty small crits. They only grow up to about 15 inches long, maybe a tiny bit larger. They are translucent, and can come in a variety of colors and patterns. The soft bone-like structures, antennae, and sensory bristles can also vary in appearance. It all depends on what your parents looked like. All glaxomorphs have a single complex eye which is in the "head". The brain is housed in the torso, between the shoulders where it's hugged by all the other organs. For locomotion, glaxes have four fins and a tail.

    Biology: Glaxes are very delicate aquatic beings. They are small and jelly-like. In their element they are quite fast and agile. On land however, they will expire within hours. It's for this reason that when exploring the world beyond, all glax require a blob filled with a special liquid suspension to survive. This blob itself is a bit fragile, so it has to be housed within a larger vessel made out of stone-like material.

    Glax look simple but they're actually very advanced. They can mimic any sound or language, but there is always a very distinct tone to their voices. When communicating with each other, glaxes will sing. They can see many more colors than other beings, and can also see heat. This was important back when they could only rely on themselves to catch their prey. Depending on the circumstances, they would either lie in wait or chase after food outright. When food was in range, a muscular appendage would shoot out from a pouch at the lower-frontal portion of the head, snagging and then swallowing the unfortunate morsel. This muscular appendage is segmented towards the end and can shoot out to about a metre from the body. It contains the only hard parts of a glax's body--the teeth.

    To manipulate their surroundings, their secondary fins contain similar pouches to the feeding appendage. Muscular tentacles will unfurl from here, and from those hundreds of tiny feelers. The tentacles can adhere to most objects and lift them, although obviously glaxes will not be able to lift anything larger than themselves.

    Glaxes will live for up to 250 years under the right conditions. Their lifespans used to be much less--only 70-75--but since the advancement of technology they've become able to stave off death for a while longer. Quite notably, glaxes that live in vessels outside of the home tend to thrive and live longer than those that remain on the homeworld and other Enclave planets.

Background:
    Homeworld: Llalithea
    History: The glaxes were exposed to the intergalactic community rather early, their homeworld of Llalithea being well within KC territory. They were originally independent, but quickly became absorbed by the command after decades of "collaboration" and "support". The leader at the time was glax, but he was clearly controlled by the Kiellar. This caused many of the population to flee into space to form the Otharvis Enclaves. While the government on Llalithea was not permitted to arm itself, the Otharvis worlds were better armed and were hostile for a time. But because the Command was too busy fighting the war, the Enclaves remained relatively untouched. After the KC fell apart, the Enclaves began amassing forces with the goal of retaking Llalithea. They were successful in their efforts and now run a larger territory formed by the Enclave worlds and Llalithea.

    Role in the Underworld: Many of the Otharvis Enclaves worked with criminal entities and outlaws to help protect their borders and boost their economies, as more than a few of the planets they occupied were not fit for glax habitation. Artificial cities had to be built in order for the Enclaves to make use of them.

PostPosted: Wed Nov 24, 2021 9:11 am
by Tesserach
Your character has achieved The Perfection of the Sphere.

It is to be congratulated.

PostPosted: Wed Nov 24, 2021 11:33 pm
by Brittaniastan
Species Description
    Name: Ke’oi
    Singular: Ke’oi
    Plural: Ke’oi
    Adjective: Ke’oi
    Appearance: Their biology doesn’t differ too far from that of your average Dhasath or Kiel. Due to the harsh nature and extreme climates of their planet, there is a lot of nuance in their appearance, mostly expressed between dying tribes. Most carry claws and teeth that are thick enough to dig into the heavy hides of the creatures native to their world, in addition to a variety of subtle and not quite as subtle differences between organs.
    Biology:
    Living for a little over 100 years, the Ke’oi are one of the more kieloid species. They stand bipedal, using hands to manipulate their surroundings, and have recognizable faces that support deep and complex communication. With evolution favoring sharp senses and a strong innate offense, both their nasal structure and ears differ with deeper and more complex organs. Their eyes take advantage of a form of tapetum lucidum while their hearing ranges from 40hz-80khz utilizing a much larger cochlea and outer ear, with their noses taking advantage of additional bone-like structures in their nasal cavity to give them a magnitude more olfactory receptors, as do their bodies heavily favor fast twitch muscle to maintain warmth and power in their environment.



Background:
    Homeworld: Iupra
    History:
    The Ke’oi evolved as a predatory species on a relatively earth-like world, but due to a greater axial tilt and further distance from their star, most of the world is covered in thick glaciers, warming toward the southern hemisphere. Between the almost constant cold consuming most of the planet and scarce food supply, almost all life came to be vicious and nomadic.

    Little changed by nature of the planet, with the moving food supply and lack of sustainable territory making it almost impossible to take the first steps toward permanent civilization and the benefits that come with it. That is, until the Command descended and uplifted their technology to utilize both them and their planet to harvest the invaluable gasses trapped within their many glaciers.

    Taught to manipulate the land and use the resources to create means of permanent settlement, a consistent supply of food and water, and a communication network capable of letting them talk to their entire world and the stars beyond, they were more than willing to accept the conditions.

    And until the Command would later fall to pieces, the species slowly adjusted to their new world, with some more proud tribes persisting through the generations to preserve their own culture.

    After the fall however, their planet almost tore at the seams as new factions formed and attempted to take advantage of the power struggle, causing the species to divide with the Command technology they possessed.

    Role in the Underworld: Ranges anywhere from slaves to smugglers and mercenaries, with space age tribes utilizing old Command equipment for their own means.


Character Description
    Name: Ko’kwunu Yiska
    Species: Ke’oi
    Gender: Male
    Age: 29
    Appearance:
    Standing around 190cm, he prefers to wear armor versus ceremonial robes and adornment.
    Image



Strengths and Weaknesses
    Skills: Carrying combat skills from his upbringing on Iupra, he is a decent shot with a blaster, and more than capable of putting his claws to use. Trained under the Ferahelian Navy, he’s a proven combat medic, but certainly no surgeon.
    Flaws: As a Ke’oi, his sensitive ears make him very vulnerable to acoustic attacks, with a simple flashbang being enough to incapacitate him for extended periods without protection. Given his difficulties using medical tools with his bare hands, he is reliant on a light set of exoskeletal gloves to perform effectively. As for his personal life, he was outcast by his tribe, bearing scars to show his status among others of his species.

Background:
    Personality: Ko is fairly outgoing, with a soft spot for troubled or vulnerable people. Believing all people are inherently good, he carries his people’s beliefs in every part of his being. Priding endurance through suffering, and sharing respect to everything, he is more group oriented despite possessing a strong sense of individualism.

    Backstory: Born on the war torn Iupra, Ko found himself a part of one of the planet’s oldest tribes. Rich in history, the Enu had formed one of the few early civilizations, taking hold of a decent chunk of the warmer territory for generations until the Command intervened. Persisting through their rule, the group quickly reformed after the war and went to work securing territory they believed to be rightfully theirs, and it was in the middle of this conflict that Ko grew.

    From childhood, he showed traits of a good man, and a far better warrior that any war driven people could be proud of. Nearing the age of 13, the time at which he would undergo a coming of age ceremony to determine whether or not he was ready to gain respect as an adult and a voice at the table, he made a grave mistake. Convinced by some other boys to attempt a hunt early, and to surprise their elders with a hidden talent when his time came, he joined them on a venture beyond the walls of their space age city and into the thick forests surrounding them.

    Things didn't go as planned. Returning home both injured and alone, the group having been attacked by one of the many predatory beasts that rivaled the Ke’oi, he was obligated to take the blame for their actions.

    Disobeying their strict system by having gone against one of their most sacred traditions and involving himself in the deaths of two others, he was forced to bear the mark of the hundred cuts. The families of the lost, including his own, and the tribal leaders dug their claws into his body, marking him as an outcast.

    Sent into the cold, he later hitched a ride off planet, and immigrated to Ferahel through enlistment. From there, he grew into his role aboard the Resolute, and then the Misguided Faith once his new home had fallen.

    Personal effects: His service blaster, a wireframe set of exoskeletal gloves, a string necklace showcasing a single coin, and ceremonial clothes for religious purposes.


Time to wait for predictable Deme action

PostPosted: Wed Nov 24, 2021 11:37 pm
by Demencia
Brittaniastan wrote:
Species Description
    Name: Ke’oi
    Singular: Ke’oi
    Plural: Ke’oi
    Adjective: Ke’oi
    Appearance: Their biology doesn’t differ too far from that of your average Dhasath or Kiel. Due to the harsh nature and extreme climates of their planet, there is a lot of nuance in their appearance, mostly expressed between dying tribes. Most carry claws and teeth that are thick enough to dig into the heavy hides of the creatures native to their world, in addition to a variety of subtle and not quite as subtle differences between organs.
    Biology:
    Living for a little over 100 years, the Ke’oi are one of the more kieloid species. They stand bipedal, using hands to manipulate their surroundings, and have recognizable faces that support deep and complex communication. With evolution favoring sharp senses and a strong innate offense, both their nasal structure and ears differ with deeper and more complex organs. Their eyes take advantage of a form of tapetum lucidum while their hearing ranges from 40hz-80khz utilizing a much larger cochlea and outer ear, with their noses taking advantage of additional bone-like structures in their nasal cavity to give them a magnitude more olfactory receptors, as do their bodies heavily favor fast twitch muscle to maintain warmth and power in their environment.



Background:
    Homeworld: Iupra
    History:
    The Ke’oi evolved as a predatory species on a relatively earth-like world, but due to a greater axial tilt and further distance from their star, most of the world is covered in thick glaciers, warming toward the southern hemisphere. Between the almost constant cold consuming most of the planet and scarce food supply, almost all life came to be vicious and nomadic.

    Little changed by nature of the planet, with the moving food supply and lack of sustainable territory making it almost impossible to take the first steps toward permanent civilization and the benefits that come with it. That is, until the Command descended and uplifted their technology to utilize both them and their planet to harvest the invaluable gasses trapped within their many glaciers.

    Taught to manipulate the land and use the resources to create means of permanent settlement, a consistent supply of food and water, and a communication network capable of letting them talk to their entire world and the stars beyond, they were more than willing to accept the conditions.

    And until the Command would later fall to pieces, the species slowly adjusted to their new world, with some more proud tribes persisting through the generations to preserve their own culture.

    After the fall however, their planet almost tore at the seams as new factions formed and attempted to take advantage of the power struggle, causing the species to divide with the Command technology they possessed.

    Role in the Underworld: Ranges anywhere from slaves to smugglers and mercenaries, with space age tribes utilizing old Command equipment for their own means.


Character Description
    Name: Ko’kwunu Yiska
    Species: Ke’oi
    Gender: Male
    Age: 29
    Appearance:
    Standing around 190cm, he prefers to wear armor versus ceremonial robes and adornment.
    (Image)



Strengths and Weaknesses
    Skills: Carrying combat skills from his upbringing on Iupra, he is a decent shot with a blaster, and more than capable of putting his claws to use. Trained under the Ferahelian Navy, he’s a proven combat medic, but certainly no surgeon.
    Flaws: As a Ke’oi, his sensitive ears make him very vulnerable to acoustic attacks, with a simple flashbang being enough to incapacitate him for extended periods without protection. Given his difficulties using medical tools with his bare hands, he is reliant on a light set of exoskeletal gloves to perform effectively. As for his personal life, he was outcast by his tribe, bearing scars to show his status among others of his species.

Background:
    Personality: Ko is fairly outgoing, with a soft spot for troubled or vulnerable people. Believing all people are inherently good, he carries his people’s beliefs in every part of his being. Priding endurance through suffering, and sharing respect to everything, he is more group oriented despite possessing a strong sense of individualism.

    Backstory: Born on the war torn Iupra, Ko found himself a part of one of the planet’s oldest tribes. Rich in history, the Enu had formed one of the few early civilizations, taking hold of a decent chunk of the warmer territory for generations until the Command intervened. Persisting through their rule, the group quickly reformed after the war and went to work securing territory they believed to be rightfully theirs, and it was in the middle of this conflict that Ko grew.

    From childhood, he showed traits of a good man, and a far better warrior that any war driven people could be proud of. Nearing the age of 13, the time at which he would undergo a coming of age ceremony to determine whether or not he was ready to gain respect as an adult and a voice at the table, he made a grave mistake. Convinced by some other boys to attempt a hunt early, and to surprise their elders with a hidden talent when his time came, he joined them on a venture beyond the walls of their space age city and into the thick forests surrounding them.

    Things didn't go as planned. Returning home both injured and alone, the group having been attacked by one of the many predatory beasts that rivaled the Ke’oi, he was obligated to take the blame for their actions.

    Disobeying their strict system by having gone against one of their most sacred traditions and involving himself in the deaths of two others, he was forced to bear the mark of the hundred cuts. The families of the lost, including his own, and the tribal leaders dug their claws into his body, marking him as an outcast.

    Sent into the cold, he later hitched a ride off planet, and immigrated to Ferahel through enlistment. From there, he grew into his role aboard the Resolute, and then the Misguided Faith once his new home had fallen.

    Personal effects: His service blaster, a wireframe set of exoskeletal gloves, a string necklace showcasing a single coin, and ceremonial clothes for religious purposes.


Time to wait for predictable Deme action


as spoken about on the discord, I'm rejecting this for religious reasons

PostPosted: Wed Nov 24, 2021 11:37 pm
by Brittaniastan
Demencia wrote:
Brittaniastan wrote:
Species Description
    Name: Ke’oi
    Singular: Ke’oi
    Plural: Ke’oi
    Adjective: Ke’oi
    Appearance: Their biology doesn’t differ too far from that of your average Dhasath or Kiel. Due to the harsh nature and extreme climates of their planet, there is a lot of nuance in their appearance, mostly expressed between dying tribes. Most carry claws and teeth that are thick enough to dig into the heavy hides of the creatures native to their world, in addition to a variety of subtle and not quite as subtle differences between organs.
    Biology:
    Living for a little over 100 years, the Ke’oi are one of the more kieloid species. They stand bipedal, using hands to manipulate their surroundings, and have recognizable faces that support deep and complex communication. With evolution favoring sharp senses and a strong innate offense, both their nasal structure and ears differ with deeper and more complex organs. Their eyes take advantage of a form of tapetum lucidum while their hearing ranges from 40hz-80khz utilizing a much larger cochlea and outer ear, with their noses taking advantage of additional bone-like structures in their nasal cavity to give them a magnitude more olfactory receptors, as do their bodies heavily favor fast twitch muscle to maintain warmth and power in their environment.



Background:
    Homeworld: Iupra
    History:
    The Ke’oi evolved as a predatory species on a relatively earth-like world, but due to a greater axial tilt and further distance from their star, most of the world is covered in thick glaciers, warming toward the southern hemisphere. Between the almost constant cold consuming most of the planet and scarce food supply, almost all life came to be vicious and nomadic.

    Little changed by nature of the planet, with the moving food supply and lack of sustainable territory making it almost impossible to take the first steps toward permanent civilization and the benefits that come with it. That is, until the Command descended and uplifted their technology to utilize both them and their planet to harvest the invaluable gasses trapped within their many glaciers.

    Taught to manipulate the land and use the resources to create means of permanent settlement, a consistent supply of food and water, and a communication network capable of letting them talk to their entire world and the stars beyond, they were more than willing to accept the conditions.

    And until the Command would later fall to pieces, the species slowly adjusted to their new world, with some more proud tribes persisting through the generations to preserve their own culture.

    After the fall however, their planet almost tore at the seams as new factions formed and attempted to take advantage of the power struggle, causing the species to divide with the Command technology they possessed.

    Role in the Underworld: Ranges anywhere from slaves to smugglers and mercenaries, with space age tribes utilizing old Command equipment for their own means.


Character Description
    Name: Ko’kwunu Yiska
    Species: Ke’oi
    Gender: Male
    Age: 29
    Appearance:
    Standing around 190cm, he prefers to wear armor versus ceremonial robes and adornment.
    (Image)



Strengths and Weaknesses
    Skills: Carrying combat skills from his upbringing on Iupra, he is a decent shot with a blaster, and more than capable of putting his claws to use. Trained under the Ferahelian Navy, he’s a proven combat medic, but certainly no surgeon.
    Flaws: As a Ke’oi, his sensitive ears make him very vulnerable to acoustic attacks, with a simple flashbang being enough to incapacitate him for extended periods without protection. Given his difficulties using medical tools with his bare hands, he is reliant on a light set of exoskeletal gloves to perform effectively. As for his personal life, he was outcast by his tribe, bearing scars to show his status among others of his species.

Background:
    Personality: Ko is fairly outgoing, with a soft spot for troubled or vulnerable people. Believing all people are inherently good, he carries his people’s beliefs in every part of his being. Priding endurance through suffering, and sharing respect to everything, he is more group oriented despite possessing a strong sense of individualism.

    Backstory: Born on the war torn Iupra, Ko found himself a part of one of the planet’s oldest tribes. Rich in history, the Enu had formed one of the few early civilizations, taking hold of a decent chunk of the warmer territory for generations until the Command intervened. Persisting through their rule, the group quickly reformed after the war and went to work securing territory they believed to be rightfully theirs, and it was in the middle of this conflict that Ko grew.

    From childhood, he showed traits of a good man, and a far better warrior that any war driven people could be proud of. Nearing the age of 13, the time at which he would undergo a coming of age ceremony to determine whether or not he was ready to gain respect as an adult and a voice at the table, he made a grave mistake. Convinced by some other boys to attempt a hunt early, and to surprise their elders with a hidden talent when his time came, he joined them on a venture beyond the walls of their space age city and into the thick forests surrounding them.

    Things didn't go as planned. Returning home both injured and alone, the group having been attacked by one of the many predatory beasts that rivaled the Ke’oi, he was obligated to take the blame for their actions.

    Disobeying their strict system by having gone against one of their most sacred traditions and involving himself in the deaths of two others, he was forced to bear the mark of the hundred cuts. The families of the lost, including his own, and the tribal leaders dug their claws into his body, marking him as an outcast.

    Sent into the cold, he later hitched a ride off planet, and immigrated to Ferahel through enlistment. From there, he grew into his role aboard the Resolute, and then the Misguided Faith once his new home had fallen.

    Personal effects: His service blaster, a wireframe set of exoskeletal gloves, a string necklace showcasing a single coin, and ceremonial clothes for religious purposes.


Time to wait for predictable Deme action


as spoken about on the discord, I'm rejecting this for religious reasons

based deme

Finished app

PostPosted: Thu Nov 25, 2021 12:04 am
by Grenartia
Species Description
    Name: Thaqrit
    Singular: Thaqrit
    Plural: Thaqrit
    Adjective:Thaqritiu
    Appearance: Blue humanoids. Imagine Andorians without antennae and hair colors other than white, and you'll be pretty close. If you don't know what an Andorian is, imagine the Asari from Mass Effect (though without the head tentacles, and with 2 other sexes). If you don't know that, imagine someone from the Blue Man Group, but the color is generally more of a sky-blue (though it does vary), and they look a lot less oily.
    Biology (and culture): Generally similar to most other bipedal species in Andromeda and the Milky Way, aside from their blue skin pigmentation (which is hypothesized to have helped the Thaqrit stay stealthy during nocturnal hunts, particularly on nights illuminated by the frozen moon of their homeworld), and their 3 biological sexes, male, female, and guqnin, a cogenitor sex. Guqnin have historically been treated as lesser compared to the other two sexes, being viewed as too necessary to the reproductive process to be allowed to fight, and not nurturing enough to care for the children. For most of Thaqritiu history, they were considered chattel, only useful for facilitating breeding and performing tedious, though safe, physical labor.

    Biologically, guqnin facilitate the reproductive process. A guqnin is required for successful procreation, and enables not only a male and a female to have a child, but also 2 males or 2 females.



Background:
    Homeworld: Known to the locals as Elmeshann, but initially integrated into the Kiellar Command as "Gadawei IV". Other than its relatively large, frozen moon, there's nothing unusual about the planet (at least for a world that harbors intelligent life).

    History:
    As is typical of most primitive civilizations, the Thaqrit were divided into a multitude of squabbling nation-states for most of their history, until sometime in their late industrial era, they were suddenly invaded by a species known as the Hrax. The Hrax acted as a huge swarm, moving from planet to planet, stripping it of its resources and devouring all life before moving onto the next one in one, gigantic mass.

    In a bizarre twist, the Thaqrit successfully defended themselves and their homeworld from utter annihilation. The ramifications of this event cannot possibly be understated. The nations of Elmeshann formed a permanent united front. What had once been 'internal' xenophobia converted to 'external' xenophobia. Silly distinctions like skin color, sex, political, economic, religious, and cultural differences, ceased to matter in the face of the fact that survival necessitated unity.

    After a well-earned victory celebration, the Unified Thaqritiu Council began a program of preparing the populace for the Next Invasion. While the propaganda emphasized it could happen tomorrow, with posters of horrifying entities from beyond the stars in threatening poses at terrified and helpless Thaqritiu families, nobody truly expected the next invasion was already underway, and from familiar-looking faces. Even as the government was salvaging the technologies left behind from the Hrax invasion, and implementing the poltical, social, and economic reforms necessary to fully utilize those technologies for use against future xeno invasions, that same government was being infiltrated by xenos.

    The Gadawei system was one of many along the Neutral Zone between Kiellar Command and the Ragon Empire. And as far as the KC was concerned, any system that was inhabited was valuable for the inevitable war between the two states. Gadawei in particular interested the Command due to their resistance of the Hrax invasion. That a relatively small and technologically inferior, though plucky, civilization could successfully defend themselves from an advanced, predatory horde that devoured all in its path, gave many of Command's brass hope that the coming war with the Ragons could also be won. Almost as soon as the KC listening post in the sector confirmed the defeat of the Hrax, an infiltration mission was approved for Gadawei IV (though this would not be known to most Thaqrit for decades).

    This mission's objectives were twofold: first, to analyze the traits, whether biological or cultural that had enabled the Thaqrit to defeat the Hrax, and determine whether or not they could be adapted to the situation Command knew it would soon find itself in, and second, to covertly guide the Thaqrit into being more accepting of Command's 'protection'.

    Approximately 20 years after the victory over the Hrax, Elmeshann would finally get its chance to test the equipment, tactics, and training that had been developed in anticipation of the next invasion. In what would be remembered as the Second Contact Incident, a small, independent transport running from a KC battlecruiser entered the Gadawei system, and attempted to hide on the Elmeshann's surface. The ship, despite surviving a nuclear missile strike in the upper atmosphere, crash landed in a rural area of the planet. Its occupants terrorized a farming family, and shot down multiple fighter jets. And to top it all off, while the military had taken a prisoner, and brought it to a top-secret research facility, the ship's crew brazenly assaulted the facility, massacred its garrison, and only left after retrieving their comrade.

    In short, one crew of misfits had illustrated that despite two decades of vigorous investment of time, money, and effort, their defenses were utterly inadequate, and without suffering a single casualty. By sheer coincidence (or, as would be discovered decades later, not), the alien power that was chasing this ship appeared in orbit not long after the marauders had left, and were offering messages of friendship and peaceful exchange.

    The Second Contact Incident had demonstrated to the Thaqritiu leadership that their hubris had made them weak. The desperate and humiliated leadership of Elmeshann rapidly agreed (with some facilitation by the hidden infiltrators) to become a client state of the Kiellar Command. Within a few short weeks of this development, the Ragon War began. In the initial stages, Command struggled to hold its ground, and many Thaqrit were called up into emergency battalions. Losses were high, but the survivors told stories of beasts far more horrifying than the Hrax had been.

    The KC's ally in this war, the Gollar Confederacy, was close enough to Gadawei that the system was not overrun by the Ragon, and it quickly developed into a staging system. Supplies and personnel from both powers (and later, the other member of the Concord, the Federation) flowed through Gadawei to the front lines. Command invested a lot of resources into building up the technological base and manufacturing capability of Elmeshann, to help alleviate supply shortages.

    By war's end, Elmeshann was one of the Neutral Zone systems that not only remained intact through the war, but became more developed than it had been before. Its position along the supply lines ensured it good trading access. While the Thaqrit's xenophobia was somewhat tempered by interactions with the various other species under Command jurisdiction during the war (to say nothing of the rest of the Concord), the Hrax Invasion and Second Contact Incident ensured they would have a xenophobic streak for a long time to come. This, combined with their militarism, and newly-found manufacturing base, ensured that as Command began to fall apart in the following decades, Gadawei would remain a stable system, resistant to pirate raids and warlords.

    While the Thaqrit are generally suspicious of outsiders, they are not nearly as immediately hostile to xenos as they were during the Second Contact Incident, and they recognize the value of trade. Their government generally keeps to their own system to prevent antagonizing outside powers.


    Role in the Underworld: Individuals are often mercenaries, pirates, merchants that dabble in providing grey and black market goods and services. The system produces ships that are often respected for their combat capabilities, and is recognized as a safe trading hub along the Sol-Doonatay route.


Anyone can app a Thaqrit. This generator and this one are good for names.


Character Description
    Name: Ozeize Vux
    Species: Thaqrit
    Gender: Guqnin woman
    Age: 28
    Appearance:
    Image



Strengths and Weaknesses
    Skills: Repair and maintenance of various systems, on large and small spacecraft, and can even pilot them. She also has great proficiency in space combat and has high marksmanship ratings with a blaster.
    Flaws: Like most of her species, she holds prejudices and biases against most xenos. Due to an austere and militaristic upbringing, she lacks the reference points many people would have about 'happy, carefree childhoods', and would be perceived even by other Thaqrit as cold and brusque, though notably not by most other guqnin (or the few Thaqrit males and females that have recently been allowed into military academies).


Background:
Personality: Reserved around most xenos, but fairly open around people she trusts.
Backstory:

Like most Thaqrit of the last few generations, Ozeize has grown up in the shadow of the Hrax invasion, the Second Contact Incident, and the Ragon War. Unlike most of them, she was not raised by her parents, but instead, by a military orphanage-academy.

During the Hrax invasion, the Unified Thaqrit Council began a program of social progressivism in parallel with its political centralization and military development programs. To this end, guqnin, instead of being bought, sold, and traded as property, were to be raised by government-sponsored academies. This was controversial, but the situation was so dire that nobody could seriously argue that Elmeshann didn't need every person capable of shooting a gun to have one in their hands.

This had the knock-on effect of helping bolster the government's other equality programs, particularly the ones related to guqnin issues, and by the time of the Second Contact Incident, the general population stopped fussing over the issue. By the time Ozeize was born, the government no longer saw a need to force the draft, but it had become tradition and most guqnin were still sent to an academy.

Many of these academies obtain extra funding by hiring out the services of some of their units from each graduating class as mercenaries. Ozeize wasn't the top of her class, but she was one of the standouts in her unit. This unit, the Blackheels, was subsequently selected for mercenary duty, and assigned to Farahel. Her squad in particular was assigned to the Resolute, while other members of the Blackheels were spread to other postings in the Republic's military. Their commander (and her mentor), Uzoix Bephu, was stationed on Farahel itself. Finding out about his loss personally devastated her. With his death, she officially became a freelancer, and chose to stay with the crew of the Misguided Faith.


Personal effects: A personal tablet with various books, as well as documents of sentimental value, such as a picture of herself with Uzoix. A multi-purpose bayonet presented to graduates of the Gixani Academy.

PostPosted: Fri Nov 26, 2021 3:13 am
by Danubian Peoples
Here's the Species Application. The Character Application is now finished, and can also be found below. Having been accepted, I consider the Species Application free-to-use for all.
Species Description
    Name: Xaroan
    Singular: Xaroan
    Plural: Xaroans
    Adjective: Xaroan
    Appearance:
    Image
    On the left is a naked Xaroan. On the right is the same Xaroan clothed in casual wear. While not shown here, a consequence of Xaroan hexapedalism means that bags and such typically hang from the underside where they are easily accessible to the six limbs as opposed to the back.

    Biology: The Xaroans are medium-sized creatures. In their default 'walking' position, Xaroans generally measure at half the average human's height. Standing on their two hind limbs, they can measure at a head shorter than human height on average, though particularly large individuals can exceed these measurements. Xaroans on the ground walk on their knuckles, the undersides of the larger of their two fingers covered in a thick skin to facilitate this behavior. Despite this, Xaroans often don limbwear that serve as an additional layer of protection. Xaroans can also adopt quadrupedal and bipedal gaits, those these are energetically demanding. Bipedal walking in particular will quickly tire out a Xaroan without proper training. While their gait on ground is not exactly fast, Xaroans excel at climbing. With their six limbs they can move from platform to platform, branch to branch. These six limbs are also all capable of object manipulation. While each limb on its own, armed with two fingers is quite poor at handling objects and working materials, two pairs can do quite decent work, and all six can rival a good pair of human hands.

    The Xaroan mouth consists of six facial tentacles. These are highly prehensile and can be moved independently of one another with a high degree of control, and can also exhibit variable length to some extent. Most Xaroans use these tentacles in place of utensils, pointed teeth at the forefront of these tentacles spearing food like forks while the bulk of the chewing is instead handled by a muscled throat lined with toothy protrusions. Unlike humans, Xaroans possess a respiratory tract independent of their throat, allowing them to converse on the dinner table without fear of choking. The Xaroan diet is omnivorous, thought the arboreal origins give them a preference for fruit native to their homeworld as well as forest-dwelling grubs often found burrowing into trunks or wrapped around branches.

    The Xaroan respiratory tract is in fact two separate tracts. Close to the first limb pair are two separate holes, 'nostrils' if you will. These lead into separate lungs and can in fact be controlled separately from one another. Vocalizations are made through the use of a voice box organ that occurs in the respiratory tracts. While the lack of an adjustable pair of lips, tongues and such diminish the number of sounds that can be made, this is offset by the Xaroans' unique ability to sound two syllables at once using their two voice boxes. The Xaroan language can indeed by translated through a number of means despite its rather strange form.

    In terms of appearance, the Xaroans are colored a drab dark yellow with some brighter highlights, as well as a brown tone applied to their extremities. There exists plenty of variation with regards to the brighter yellow pattern, and each is unique to the individual, like a body-wide fingerprint. Most present a pattern somewhat analogous to brain coral, though other phenotypes do exist, such as cow splotch patterns, dots, and stripes, though these are comparatively rare. While Xaroans are instinctively capable of discerning these differences, most other species cannot do so easily, and so Xaroans can easily pass for one another to the untrained eye.

    Xaroan lifespans nowadays reach upwards of up to and beyond 200 Earth years, though this is primarily due to cumulative advances in medicine made throughout their civilized history. In the earliest days of civilization, Xaroans rarely reached past 60. Without the most bleeding-edge medical care, typically available only at facilities in their home polity, the average Xaroan lifespan is typically 100 years. The additional 40 years derive from a combination of more available medicines, healthier living conditions and for some, genetic treatments received by ancestors long ago that can provide benefit to descendants generations later.



Background:
    Homeworld: Oorhis
    History: The Xaroans first evolved roughly 500,000 Earth years ago, in the dense forests of Oorhis. Upon the planet's surface was a fragmenting supercontinent, newly created ocean expanding into once dry inland desert, greatly increasing the forests' range. Oorhis plant life, having evolved a yellow phototrophic pigmentation as opposed to green, spread to cover the planet's land myriad shades of yellow. The newly-evolved Xaroans quickly spread. At first, they were confined to their home region, a belt of equatorial rainforest sustained by great rains and large river systems. Through technological innovation and a changing climate however, they were able to spread. Watercraft allowed them to jump landmasses, while animal domestication, food preservation and newly-invented clothing allowed them to cross the wide plains that spanned the distance between forests.

    Civilization in Oorhis emerged, a strange fusion of more familiar ancient habits and the consequences of an arboreal lifestyle. The Xaroans first learned agriculture by growing epiphytic species upon tree branches. The trees themselves became the earliest buildings, cut down and grown back up, their growth tempered and shaped through strategic cuts to create ideal biological foundations on which to fasten built structural elements. In time, the Xaroans would begin moving past the trees, building great vertical houses. Connecting these buildings were roads, but also bridges placed up high. Tall towers of mudbrick rose from the earth, while walkways, ladders and even plain rods of material spanned the space between their tops. Inside would be living and work quarters built with this verticality in mind, impractical or even unnavigable for many species but just right for the Xaroans.

    These building habits would continue into the industrial revolution and beyond, as mudbrick turned into marble turned into concrete. Despite the eccentric habits the Xaroans nonetheless possessed that propensity for war that so often occurs in many an intelligent species, frightful machines made to wage devastating conflicts. That their small size made it easier to stow them into a war machine certainly didn't help. It was also this conflict that fueled their reach into the stars however, the Xaroans reaching for Orrhis' moons and other bodies in the star system with the same rockets they used to threaten Armageddon between states. in time, the Xaroans grew tired of war, and came together to form a unified government based on democratic principles, termed the Republic of Oorhis. It was with this ideology that they ventured into the stars.

    Expansion at first was uninterrupted, worlds being settled, stations built, resources extracted, et cetera, at a steady, albeit slow pace. When the Republic of Orrhis made contact with aliens, this expansion was bolstered with the advent of novel technologies furthering the speed at which space could be crossed. As they filled out their corner of the galaxy, the Xaroans brushed up against and made contact with a number of other polities, but one contact in particular would be very influential in the years to come.

    The Kiellar were at this point already a well-established presence, and while relations were somewhat cordial at first, it didn't take too long for tensions to begin flaring up. Fearing invasion, the Republic constructed great defenses in an effort to ward off invaders, while strategic alliances bolstered their forces with those of their neighbors. Through a combination of this defensive posturing, diplomatic maneuvering, the Kiellar focus against the Ragons and other foes, as well as sheer blind luck proved enough to maintain Xaroan sovereignty throughout.

    During this time the Republic of Oorhis, backed into a corner, focused inward. They opened their borders to outsiders, allowing for a steady influx of alien species-and whatever novel ideas and technologies they might have. While adjusting Xaroan architecture to fit these new migrants proved a tremendous task, it was ultimately surmountable. While the pie chart skews predominantly Xaroan, a number of alien species have established themselves across the many worlds, Oorhis included. With the influx of alien innovation, the standard of life steadily climbed. This porous border worked both ways as well however, and many Xaroans seeking adventure and profit, feeling nostalgia for the heydays of frontier expansion perhaps, or simply wanting to shoot something, migrated into the galaxy at large. Their arboreality in particular made them quite suited for a number of odd and sometimes illegal jobs.

    With the sudden collapse of the Kiellar Command, the space it once occupied became rife with conflict and a lack of real authority. The Republic of Oorhis began a gradual expansion into formerly Kiellar space. While their tolerant policies and high standards of living made it easy to smooth over relations with newly annexed worlds without so much as a single shot, the presence of roving warlord fleets armed with the best Kiellar weaponry there is, newly invigorated criminal forces, as well as a general breakdown of stellar infrastructure served to slow down these efforts. Still, the Republic is, as of now, gradually expanding. The Xaroans in the Republic of Oorhis were not however, the only ones to notice this opportunity. Those Xaroans that had long since left the Republic's jurisdiction were also pouring in, and were arguably having better luck with their ventures than the Republic. Some joined large multispecies organizations, some were members of Xaroan-only groups, and some were lone wolves. While they are outnumbered by the native species, especially the innumerable Kiellar, and even by other new arrivals, the Xaroans present have already become quite the presence in more than a few places.

    Role in the Underworld: While many of the Xaroans entering former Kiellar space are undertaking legal ventures, be they colonists working under the aegis of the Republic, merchants trading between the few civilized worlds, humanitarians seeking to improve conditions, or simply those wanting a job, there are those that choose less moral endeavors. While they exist to some extent in all capacities of wetwork, smuggling and other such criminal activity, most criminal Xaroans tend to do work that benefits from their arboreality, be they engineers making illegal modifications in the tight and maze-like maintenance corridors of a ship, or assassins scaling high-rise buildings to reach their targets.

Character Description
    Name: Orau Haron Ellus, called Orau for short.
    Species: Xaroan
    Gender: Female
    Age: 46
    Appearance:
    Image
    Shown here in her usual combat attire, holding a short-range blaster pistol. Seen poking from her vest bag is the barrel of a longer-ranged and more powerful energy weapon. Besides the front armor plate, all armored protection is layered underneath her attire's surface. Not shown is a pair of protective goggles she normally dons to shield her large eyes.



Strengths and Weaknesses
    Skills: Being a Xaroan, Orau is of course more than a capable climber. Orau has also trained to further hone this skill beyond what can be acquired through simple experience and instinctive behavior. In addition, she has a knack for melee combat and is proficient with a few ranged weapons, both of which she has also trained to further refine. A general all-rounder when it comes to shooting and hitting things.

    Flaws: Orau has a mission. More specifically, she's a hired killer, and has been hired to slay a powerful Kiel residing in Vequel's Gem. Orau reasons that by joining the Misguided Truth, she can build trust amongst the right folks, acquire resources by parttaking in raids and, while the ship is docked, map out the station's internals, all of which to bolster her eventual plan. Of course, she has told no one about this, and keeps a tight lid on this secret. Additionally, her preconceptions pertaining to the Jokari make it so that Orau strays away from the species, carefully planning her movements to avoid them as much as she can while garnering as little suspicion as possible. This is born out of the incorrect belief that all Jokari are psychics to some extent, and could potentially read her mind and extract her secrets.


Background:
    Personality: Orau is not exactly talkative. While it is true that her intent on keeping her agenda under wraps is part of this, she is also merely not exactly an outgoing type, preferring to spend time alone, planning her exploits, maintaining equipment or practicing weapons skills. This general detachment is also a practice so has to facilitate her hasty escape. Even if the assassination goes off without a hitch. It would be risky to stick around while investigations inevitably take place. Orau plans to abandon both the Misguided Faith and Vequel's Gem upon her mission's completion, trusting that her leave will blend in with the many other comers and goers such large ships and stations regularly see. Besides this, she is quite goal-oriented, both when it comes to her secret mission and whatever task she is put to at the moment. Of course, these things, her reclusive nature and her devotion to her job can of course be subject to change, especially in the chaotic environment of a pirating vessel.

    Backstory: Orau was born to a pair of Xaroans which had, generations past, long since separated themselves from the Republic of Oorhis. She was born into a small, if sizeable Xaroan enclave community in a distant world, one of a number of such locales scattered throughout the galaxy, both for Xaroans and for other species. Prospects for these communities can vary wildly, but for Orau's, they were principally middling. Not exactly terrible, but far from gleaming spires. It had become a regular habit for a number of mercenary bands to recruit from the community, tapping into a thirst for adventure felt by many, and for some, a ways to make ends meet.

    Orau was one such Xaroan, and so, at the age of 23, left her home to join the Andus Company, a group of hired guns that was remarkably multispecies. Orau took well to the mercenary life, training dutifully to wield a number of weapons and further her climbing ability. The Andus Company were in particular a cut more wealthy than your average mercenary group, thus affording Orau training that could be said to match that offered by a sizeable polity's armed forces. She would go on a number of excursions working under the Company, from guarding trade vessels, to pacifying a warzone, one of her missions even took her to the Kiellar Command, during the tail end of the its disintegration.

    Orau met quite a few interesting characters during her days in the Andus Company, sometimes on the receiving end of her weapons, other times standing beside her as she took the shot. One such character was a Karthelthein Jokari, a fellow mercenary also employed by the Andus Company. She never much conversed with them thanks to her non-social nature, but nonetheless knew they were a powerful psychic, on occasion having witnessed their power herself. Also of note was that this was the only Jokari in the Andus Company, or at least the only one that Orau remembers. Her experiences with this Jokari would color her perception of the species years to come.

    Of course, things eventually went south. A bitter succession dispute had engulfed the top brass of the Andus Company, following the demise of their leader, and the company was disbanded shortly thereafter, as the top brass failed to come to a consensus. All things considered, the breakup was surprisingly peaceful, the now unemployed contractors given parting stipends before making their merry way. Without the backing of an organization, Orau could've perhaps joined another to reap the benefits of membership anew. Instead, she chose to strike it alone. Using her parting stipends and the currency she acquired over her years of service, she set herself up as a solo gun for hire.

    It was about this time the Kiellar Command's replacement with a warlord-driven anarchy had truly began to set in. With her distant peers in the Republic of Oorhis, and other independent Xaroans moving in, Orau followed her kin and her business sense, establishing her wetwork in the region. She took a few assignments and made tidy profits. She did however, make sure to keep a low profile, living frugally and shying from underworld fame. Eventually, she was contracted to kill her most high-profile target yet, a powerful yet mid-ranking Kiel affiliated with one of the major criminal factions aboard Vequel's Gem. Her client, an anonymous Kiel slash group of Kiellar, offered Orau the remainder of her lifetime to complete the hit, being such long-lived beings. Orau spent months trying to find opportunities for an assassination, but to little avail.

    With news of the Misguided Faith's exploits reaching her however, Orau saw an opportunity. Alone she had relatively few resources, and not many friends aboard Vequel's Gem. Not exactly a great position from which to gather the resources and the intelligence needed to execute someone inside. This raiding ship however, which used the station as a home base seemed a solution to her problems. As a pirate, she could build trust and reputation, acquire resources and gather intelligence. At the same time, being one out of hundreds of crew afforded her anonymity to some extent, meaning she'd gain trust while at the same time not arousing too much attention. Posing as a Xaroan with past military experience (so far unspecified) who'd been wronged by Marshal Dindriann's conquests in the past, Orau joined the ranks of the Misguided Faith.

    Personal effects: Orau maintains a select few weapons from her days in the Andus Company, which she took ownership off during its dissolution, as part of her stipend. While generally considered a cut superior to what you can typically find in the Underworld, their maintenance is quite extensive and frequently expensive. Orau generally doesn't bring these out too often.

PostPosted: Fri Nov 26, 2021 10:02 am
by Bingellia
Kylantha wrote:Notice: The glax are available for other players to use as their characters' species.

Species Description
    Name: Glax / Glaxomorph
    Singular: Glax / Glaxomorph
    Plural: Glaxes / Glaxomorphs/a
    Adjective: Glax
    Appearance:
    A glaxomorph and an example of a vessel. These vessels can also come in many different forms.
    (Image)
    (Image)

    So.. Glaxes are pretty small crits. They only grow up to about 15 inches long, maybe a tiny bit larger. They are translucent, and can come in a variety of colors and patterns. The soft bone-like structures, antennae, and sensory bristles can also vary in appearance. It all depends on what your parents looked like. All glaxomorphs have a single complex eye which is in the "head". The brain is housed in the torso, between the shoulders where it's hugged by all the other organs. For locomotion, glaxes have four fins and a tail.

    Biology: Glaxes are very delicate aquatic beings. They are small and jelly-like. In their element they are quite fast and agile. On land however, they will expire within hours. It's for this reason that when exploring the world beyond, all glax require a blob filled with a special liquid suspension to survive. This blob itself is a bit fragile, so it has to be housed within a larger vessel made out of stone-like material.

    Glax look simple but they're actually very advanced. They can mimic any sound or language, but there is always a very distinct tone to their voices. When communicating with each other, glaxes will sing. They can see many more colors than other beings, and can also see heat. This was important back when they could only rely on themselves to catch their prey. Depending on the circumstances, they would either lie in wait or chase after food outright. When food was in range, a muscular appendage would shoot out from a pouch at the lower-frontal portion of the head, snagging and then swallowing the unfortunate morsel. This muscular appendage is segmented towards the end and can shoot out to about a metre from the body. It contains the only hard parts of a glax's body--the teeth.

    To manipulate their surroundings, their secondary fins contain similar pouches to the feeding appendage. Muscular tentacles will unfurl from here, and from those hundreds of tiny feelers. The tentacles can adhere to most objects and lift them, although obviously glaxes will not be able to lift anything larger than themselves.

    Glaxes will live for up to 250 years under the right conditions. Their lifespans used to be much less--only 70-75--but since the advancement of technology they've become able to stave off death for a while longer. Quite notably, glaxes that live in vessels outside of the home tend to thrive and live longer than those that remain on the homeworld and other Enclave planets.

Background:
    Homeworld: Llalithea
    History: The glaxes were exposed to the intergalactic community rather early, their homeworld of Llalithea being well within KC territory. They were originally independent, but quickly became absorbed by the command after decades of "collaboration" and "support". The leader at the time was glax, but he was clearly controlled by the Kiellar. This caused many of the population to flee into space to form the Otharvis Enclaves. While the government on Llalithea was not permitted to arm itself, the Otharvis worlds were better armed and were hostile for a time. But because the Command was too busy fighting the war, the Enclaves remained relatively untouched. After the KC fell apart, the Enclaves began amassing forces with the goal of retaking Llalithea. They were successful in their efforts and now run a larger territory formed by the Enclave worlds and Llalithea.

    Role in the Underworld: Many of the Otharvis Enclaves worked with criminal entities and outlaws to help protect their borders and boost their economies, as more than a few of the planets they occupied were not fit for glax habitation. Artificial cities had to be built in order for the Enclaves to make use of them.


I love the concept. Very creative as usual Ky. The only minor issue I have is with the lifespan, but that's a simple edit to shorten it unless you absolutely want it. The rest of the app is accepted as written.

PostPosted: Fri Nov 26, 2021 10:16 am
by Bingellia
Tesserach wrote:
Character Description
    Name: Tzeraspnir of Mdthythaerin


Accepted.

Brittaniastan wrote:
Species Description
    Name: Ke’oi


Character Description
    Name: Ko’kwunu Yiska


Time to wait for predictable Deme action


Despite what my illustrious companion might say, this is accepted.

PostPosted: Fri Nov 26, 2021 7:01 pm
by Demencia
have no fear, the glorious leader is here

Character Description
    Name: Aurelia Lorcan
    Species: Dyndrel
    Gender: Female
    Age: 69
    Appearance:
    Image



Strengths and Weaknesses
    Skills: Dexterous and acrobatic, capable of performing seemingly impossible stunts. Master of sleight of hand. Proficient in swordsmanship despite the impracticality in the modern age. Can assemble an outfit better than anyone. Smooth-talker in even the most dire situations.
    Weaknesses: Aurelia is incredibly vain, and is reluctant to do things that will be unflattering. Her pride doesn't allow her to come out of a situation the weaker one.


Background:
    Department of the Ship: Captain
    Personality: Aurelia is a towering narcissist whose first concern is how good she looks both physically and metaphorically. She's obsessed with fashion and refuses to not be the best dressed person in the room. She always has a line ready for any situation no matter how serious it might be.

    Backstory: Aurelia is a member of the Lorcan Clan on Æal. From a young age, she thirsted for glory. She dreamed of being a wily adventurer who takes what she wants and has recognition thrown at her like the heroes in stories. Her first attempt at achieving this goal was joining the Self-Defense Force. Unfortunately, there is little call for swashbuckling when your primary duties are disaster relief after a bad storm. Once her time was up, she became a mercenary in an attempt to chase the excitement she craved. She bounced from band to band over the years before she ended up in the Irregulars, an all-female unit in the Free Company of Eheviel. While her companions might have provided an outlet for her more base debauchery, it wasn't completely what she wanted. She didn't know what she really wanted until the opportunity fell right into her lap. While on an extended stationing on the Resolute, the crew voted to take on a life of piracy. The captain, however, was a veteran with a long career who was tired of the fighting and didn't want to carry on so he took his retirement. Without a leader, the crew held another vote on who should be their new captain. Both with her mercenary connections and a healthy dose of stretching the truth about her qualifications, Aurelia managed to get elected as the new captain of the ship.

    With her new role, she found it easier to live the life she'd dreamed of since she was a girl. If she wanted something, she could raid a ship and take it. She had a ship full of people that would listen to her tangents. She could be surrounded by women anytime she desired. She'd finally made it.

    Personal effects: An extensive and ever changing wardrobe that takes up more room on the ship than most crew members have total. A handcrafted saber she had custom made.

Species Description
    Name: Dyndrel
    Singular: Dyndrel
    Plural: Dyndreli
    Adjective: Dyndrelian
    Appearance: Dyndreli are a kieloid race that are outwardly very similar to the Kiel, though they tend to be slimmer and paler than an average kiel. The easiest way to tell a Kiel from a Dyndrel is the latter's enlarged eye teeth that aid in their feeding. A few examples of Dyndreli

    Biology: Dyndreli are an obligatory hematophagic species, meaning they feed on blood to survive. This blood can come from any number of creatures, though the effectiveness in cold-blooded animals is reduced compared to feeding from a warm-blooded one. This is accomplished by creating two small wounds in a major blood vessel using their canines, then sucking or lapping the blood that wells up from it. The saliva of a Dyndrel contains a number of chemicals that act as anticoagulants and anesthesia to prevent their chosen prey from feeling pain and to keep the blood flowing. Dyndreli only need to feed a couple of times a week if taken in smaller doses, though this number could be lowered if the Dyndrel in question took an unhealthy or even fatal amount from their victim, or if they opened a larger wound to feed faster. A typical feeding takes a minute or two, meaning it can't be done in the heat of combat against an unwilling foe.

    Even a relatively small and survivable wound left by a Dyndrel causes notable trauma to the flesh of the victim. There is not only the wound itself, which is often less than half an inch in length, but also discoloration caused by bleeding below the skin. This appears as a bruise that is usually an inch or so in diameter. The wound is easy to spot.

    It causes no pain to the victim, however, and is not sensitive to the touch. This is likely the result of some unknown component of a Dyndrel's saliva. Thus, victims might be totally unaware of the wound until they see their image in a mirror, or until someone else brings it to their attention. The victim may feel some weakness that arises from blood loss, and may appear somewhat pale.

    Dyndrel are also noticeably around 50% stronger and faster than a Kiel of the same size, because of their diet enabling denser muscle growth. They also heal from wounds faster, but it requires them to feed more frequently and is only effective for smaller injuries.

    Like Kiel, they have some degree of darkvision, owing to their evolutionary origins as creatures that stalk their prey in the night.



Background:
    Homeworld: Æal
    Galaxy: Andromeda
    Alignment: Independent
    History: Dyndreli hail from the edge world of Æal, a habitable world that's noticeably lacking in large fauna. This complication led to many species on the planet developing alternative ways of acquiring nutrients; many are photosynthetic, some draw their nutrients by consuming soil and some obtain them through the blood of others. It's this last category that the Dyndreli fall into, having evolved from a small hematophagous mammal thousands of years ago. Today, their society is structured around various clans that are federalized into a council of elected officials representing the entire planet called the Æalian Cooperative. The Cooperative is less imperially-minded than many of the other governments in the galaxy, though there have been a small number of scouting missions to nearby worlds to gauge their viability for potential settlements.

    While the Cooperative does maintain a well equipped self-defense force, it does not have a large military with which to launch invasions of other inhabited worlds. This has led some Dyndreli to take work as mercenaries in other militaries, leaving their mostly unremarkable planet behind for the thrill of the vast expanse. Those that do leave the comfort and familiarity of their clan behind often find they are met with distrust or even discrimination owing to their uncommon feeding method, which many races find as distasteful or repulsive.

PostPosted: Sat Nov 27, 2021 12:29 pm
by Bentus
Still rather WIP.

Character Description
Character Description
    Name: Chira bet Zimir
    Species: Yudieth
    Gender: Female
    Age: 28 standard years
    Appearance:
    Role on Ship: Navigator and Pilot


Strengths and Weaknesses
    Skills:
    [ExoSuit] - While Chira’s ExoSuit is not designed for combat, it does offer her a certain degree of protection. It can also function as a closed-loop life support system for a limited amount of time, allowing her to even survive for a few minutes in total vacuum, should the need arise.
    [Navigator] - Trained as a Yudieth Navigator, Chira is able to use her latent psionic abilities to help chart courses through hyperspace. Coupled with her natural skills as a traditional pilot, and ability to interface with shipborne computers, Chira is a highly talented helmsman for any vessel.
    [Void Dweller] - Born in space, the closest Chira has come to standing on a planet was a pilgrimage she made to Ko’wei as an adolescent. She is as comfortable in the void as one could imagine, and she’s picked up plenty of minor skills that any experienced star-traveller would consider useful.
    [Language of the Builders] - Chira’s mother has expectations of her joining the Priesthood one day, and part of her preparation involved studying the maintenance rituals in the scriptures. While Chira must struggle to focus on some of the religious texts, she’s taken a liking to the engineering and technical tenets of the Yudieth faith.
    Flaws:
    [Low Gravity Adaptation] - Like all of her kind, Chira is poorly adapted for life in standard gravity. Even with her ExoSuit, she lacks the strength and endurance of the other races when outside of her natural habitat.
    [Culture Shock] - While Chira has had some experience travelling to alien stations, it was always done while surrounded by her own people. Travelling alone with a whole ship of aliens and none of her kind can inevitably make her feel and act like a fish out of water.
    [Not a Fighter] - Beyond very basic self-defence, Chira was not taught weaponcraft. She is a pilot and a navigator, and while useful to her new employers in both regards, she is exceedingly vulnerable in any combat that would see her away from a ship’s controls.


Background:
Personality: Ambitious and possessing a powerful work-ethic, Chira tackles tasks with almost religious zeal. She sees herself as representing her kiith while serving aboard the Resolute, in no small part since her service is payment from her family for the crew’s aid against pirates in the past, and tries to act respectfully as a result - even if she finds some of the ship’s customs...odd. While she isn’t a missionary or a preacher, Chira was nevertheless raised in a religious context and her faith holds a prominent place in her life.
Backstory: Born to a pair of prominent Yudieth, Chira was shouldered with high expectations from her first breath. Her father was the Captain of a shipyard that focused on vessels for export, profiteering off of the fallout from the bloody collapse of Command, while her mother was a priest in the Church. Both were rising stars in their respective social strata and their shared ambitions filtered down to their daughter. As the only girl in a family of sons, Chira was expected to follow in her mother’s footsteps and join the priesthood, but she was also encouraged to learn from her older brothers as they were taught how to eventually Captain ships of their own.

Chira proved to be a fast learner, although at times she would display an adventurous streak that would get her into trouble. The recognition of her potential as a Navigator during adolescence was met by pride and praise from her parents, and Chira worked hard to prove her worth both to her immediate family and to her kiith as a whole. While the training postponed her ascension to the priesthood, her mother considered the delay to be more than worthwhile as her experience as a navigator would only prove helpful in the long run. But before Chira had the chance to fully join the ecclesiarchy, a particularly well-resourced band of pirates began assailing her family’s ships. Outgunned and growing desperate as they tried to resist the bandits’ demand, Chira’s father sent out a call for aid that was responded to by the Resolute.

Even with the cruiser’s heavy weapons, it was a hard-won fight. The ship’s crew were treated as heroes for their aid, and their shadier past was easily overlooked by the Yudieth that had hired them. But when payment came due, Chira’s kiith found that they had underestimated the losses that the pirates had inflicted upon them. Honourable to a fault, Chira’s father was nevertheless determined to pay his debts in full, despite the weight doing so would have placed on his finances, before Chira stepped in herself. She offered her service as partial payment, working off the debt that her kiith owed the crew as a navigator. The offer was quickly accepted by the privateering Captain and her crew.

While Chira’s parents’ first reaction was one of surprise at their daughter’s decision, it wasn’t long before their emotions turned to both pride and sadness that she’d be leaving them for an extended duration. Saddling her with mementos of home and pleas for her to try and send messages when she were able, they gifted her with the mark of their kiith so that she may seek the aid of other Yudieth on her travels, before seeing her off to explore the galaxy on an adventure of her own.
Personal effects: Her ExoSuit, a collection of scriptures from the Yudieth Church, some incense so that she can perform the annual rituals while away from home, traditional quilts bearing stories and symbols relevant to her kiith’s history to decorate her room, an amniotic tanks that suspend a Yudieth in breathable fluid in Chira’s quarters. This tank provides a comfortable environment for Chira to be outside of her ExoSuit for an extended period of time.


Species Description
    Name: Yudieth
    Singular: Yudieth
    Plural: Yudieths
    Adjective: Dieth
    Appearance: Not the most creative of choices, I know.
    Biology: Adaptations for life in space can be found throughout Yudieth biology. Through a combination of genetic engineering by the Precursors and generations of evolution aboard an orbital habitat, Yudieth are uniquely well suited for living in low and microgravity environments. Their sense of balance from their inner ear is far more flexible than that of other species, allowing for them to easily adapt to shifts in gravity, or for acrobatic maneuvers while floating through the air. Coupled with some slight webbing between the digits on their hands and feets and the low gravity of their home, this improved balance can allow Yudieth to guide themselves by gliding during a fall, or even move around while in microgravity. They can also breathe comfortably in lower pressure air, and are able to hold their breaths for an extended period of time - both useful traits in the event of a loss of pressure in a spacecraft.
    But while much of the Yudieths’ biology aids them while living in space, the same adaptations made for a rude awakening whenever they visit habitats or planets more well-aligned to the galactic standard. Contrary to popular belief, Yudieth muscles are stronger on average than other kieloid - a likely consequence of more muscle mass being possible in lower gravity. But their skeletal structure is far weaker, having become notably less dense without the need to support a full g’s worth of body weight. This has led to Yudieth being viewed as quite fragile, with broken bones and fractures being far more of a risk during even accidental injuries. On top of this, while being able to breathe with lower air pressures is an advantage in space, the Yudieth find it difficult to breathe in more standard atmospheric pressures. Practice and training can help them strengthen their diaphragms and adapt, but stressful situations, sharp physical exertion, or higher-than-average pressures can lead to Yudieth gasping for air or even suffocating if unprepared.

    The combination of a fragile skeleton and atmospheric preferences leads to Yudieth preferring to use ExoSuits even while in the galactic standard environment. While not full spacesuits, these partially pressurised garments regulate the air pressure being breathed by its wearer, while also sporting a powered-exoskeleton to support their body in higher gravity. A Yudieth’s suit allows them to live and work in standard gravity and atmosphere, and it’s rare to see a Yudieth in the Neutral Zone without one.

    While xenobiologists debate at length about how much of the Yudieth’s biology was the product of evolution rather than the interference of their long-vanished benefactors, the modifications made to their brains are the most undeniable sign of genetic manipulation. Like the Jokari, and to a lesser extent the Kiel, the Yudieth are latent psionics - although their manifested abilities pale in comparison to the psykers from both races. Indeed, there has been no confirmed case of a Yudieth manifesting psionic powers of any significance, beyond an innate ability to sense changes in hyperspace. Such a specific and controlled psionic ability couldn’t have evolved naturally, and the galactic consensus is that the Precursors must have at least guided the Yudieth into being such effective readers of hyperspace.



Background:
Homeworld: Ko’wei (roughly translated as Sanctuary)
Culture: WIP

History: Uniquely among the advanced species of the galaxy, the presence of intelligent design is indisputable within Yudieth evolution. While they originated as an aquatic species in some unknown corner of the galaxy, the Yudieth of today share little with those distant ancestors. Instead, the only homeworld they care to recall is the giant Precursor structure known as Ko’wei. An ancient orbital habitat, Ko’wei dwarfs the structures that even the most advanced extant species could hope to create, let alone last for as long as it has. Large enough to contain its own imported and designed biosphere, the inhabitants of Ko’wei managed to outlive its original builders long after they’d disappeared from the galactic stage. Automated repair systems kept the habitat functioning as the Yudieth slowly emerged as a civilization in their own right.

The Precursors - or the Creators, as the Yudieth religion calls them - are remembered in the myths and legends of the Yudieth, since the meticulous life support systems on Ko’wei left little opportunity for a fossil record to form. The circumstances of their disappearance is all but lost to the fog of time, but the technology that they left behind fundamentally shaped the history of the Yudieth as the curiosity of sentience gradually pushed them to explore beyond the sheltered biosphere of their home.

Space travel came not long after - or not long before, depending on the historian that you ask - the invention of the wheel. The automated slow-ships that had trawled their way across Ko’wei’s star system for millennia were the Yudieth’s first vessels. Over generations, they learned to hitchhike their way across the system, discovering other facilities left to them by the Builders and which they swiftly spread to. Even though the technology was more than beyond them, the Yudieth’s existence depended upon maintaining what the Builders had abandoned, and ritualistic traditions emerged surrounding the use and care of Builder machinery. As the Yudieth spread themselves across their system, this emerging religion came to be the cultural glue that would bind them together. Disparate tribes, from those in the biosphere of Ko’wei, to the automated mining stations of the Necklace of Stones, would pledge their ultimate fealty to the Church, and the species-wide religion would eventually form the basis of a largely decentralized, theocratic government.

For generations, the Yudieth spread themselves like seeds on the wind, carried to the stars by the automated remnants of the Builders. But like all the starfaring races of the galaxy, they would eventually develop ship technology of their own. At first, they could only follow in the wake of the slow-ships, riding their sun’s rays like ocean waves. Then it was nuclear power that drove them before, ultimately, they discovered the Skrim drive and emerged onto the galactic stage.

The Yudieth were never a major player in the galaxy. Their non-standard biology limited inter-species migration and interactions until the ExoSuit became more commonplace. Even then, the Yudieth as a whole had little interest in colonising the type of colonisable planets that other races fought over, allowing them to largely avoid major conflicts. Instead, some Yudieth kiith chose to wander the stars as fleets of traders, while other settlements off the galactic beaten path served as popular refuges for alien travellers. While the Yudieth knew of the great conflicts and powers of the galaxy, they had little need for direct diplomatic relations or much reason to think they’d be drawn into geopolitics, until the eruption of the second war between the Kiel and Ragon.

Unfortunately for the Yudieth, their systems did have something that the Ragon desired: a food source. Decentralized, and often isolated, Yudieth fleets and settlements were unprepared for the Ragon hunting fleets that swarmed into their territory. Slaughtered and consumed for the meat on their bones, Yudieth fled for their lives as the Concord saw little need to defend largely useless territory on the fringes of the Neutral Zone. Despite the Church stepping in to consolidate power and coordinate a more effective resistance, it’s likely that even Ko’wei would have come under attack were the Concord not able to emerge victorious and defeat the Empire. Even now, many Yudieth settlements are still recovering from the war. But in other ways, their race has become a more traditional force in the fractured galaxy. With their eyes having been opened to the prospect of an external threat, the Church maintained its increased political power, and for the first time the Yudieth began to maintain a standing navy. While the Kiith still maintained a good deal of independence, the Church reached out and engaged in diplomacy with many of the successor states in the Neutral Zone. And by the same token, the Yudieth started to enforce the sovereignty of their borders - through force, if necessary.

Role in the Underworld: In the aftermath of the Ragon-Concord War, the collapse of Kiellar Command led to a vacuum in galactic trade. While the surviving members of the Concord took the bulk of the freed up pie, Yudieth fleets were also quick to take advantage of the situation. With the passage of vast fleets through hyperspace having stirred up the currents in the extra-dimensional domain, the Yudieth were naturally able to chart more challenging routes around pirate blockades, or to travel fast enough to undercut their competitors. By the same token, some kiiths saw profits in turning to piracy themselves. Masking their travels beneath hyperspace storms or emerging from unexpecting directions earned them the ire and distrust of merchant captains across the Zone. But even so, individuals became prized assets to any entrepreneurial crew. While they could be hard to obtain, and costly to house, a Yudieth navigator was a valuable ace up the sleeve of a captain fortunate enough to get one under their employ.

PostPosted: Sat Nov 27, 2021 11:00 pm
by Bingellia
Danubian Peoples wrote:Here's the Species Application. The Chharacter Application is now finished, and can also be found below. I will edit this and the post title as I do work on the latter and edit the former where required. Assuming the species application is accepted, I consider it free-to-use for all.
Species Description
    Name: Xaroan
    Singular: Xaroan
    Plural: Xaroans
    Adjective: Xaroan
    Appearance:
    (Image)
    On the left is a naked Xaroan. On the right is the same Xaroan clothed in casual wear. While not shown here, a consequence of Xaroan hexapedalism means that bags and such typically hang from the underside where they are easily accessible to the six limbs as opposed to the back.

    Biology: The Xaroans are medium-sized creatures. In their default 'walking' position, Xaroans generally measure at half the average human's height. Standing on their two hind limbs, they can measure at a head shorter than human height on average, though particularly large individuals can exceed these measurements. Xaroans on the ground walk on their knuckles, the undersides of the larger of their two fingers covered in a thick skin to facilitate this behavior. Despite this, Xaroans often don limbwear that serve as an additional layer of protection. Xaroans can also adopt quadrupedal and bipedal gaits, those these are energetically demanding. Bipedal walking in particular will quickly tire out a Xaroan without proper training. While their gait on ground is not exactly fast, Xaroans excel at climbing. With their six limbs they can move from platform to platform, branch to branch. These six limbs are also all capable of object manipulation. While each limb on its own, armed with two fingers is quite poor at handling objects and working materials, two pairs can do quite decent work, and all six can rival a good pair of human hands.

    The Xaroan mouth consists of six facial tentacles. These are highly prehensile and can be moved independently of one another with a high degree of control, and can also exhibit variable length to some extent. Most Xaroans use these tentacles in place of utensils, pointed teeth at the forefront of these tentacles spearing food like forks while the bulk of the chewing is instead handled by a muscled throat lined with toothy protrusions. Unlike humans, Xaroans possess a respiratory tract independent of their throat, allowing them to converse on the dinner table without fear of choking. The Xaroan diet is omnivorous, thought the arboreal origins give them a preference for fruit native to their homeworld as well as forest-dwelling grubs often found burrowing into trunks or wrapped around branches.

    The Xaroan respiratory tract is in fact two separate tracts. Close to the first limb pair are two separate holes, 'nostrils' if you will. These lead into separate lungs and can in fact be controlled separately from one another. Vocalizations are made through the use of a voice box organ that occurs in the respiratory tracts. While the lack of an adjustable pair of lips, tongues and such diminish the number of sounds that can be made, this is offset by the Xaroans' unique ability to sound two syllables at once using their two voice boxes. The Xaroan language can indeed by translated through a number of means despite its rather strange form.

    In terms of appearance, the Xaroans are colored a drab dark yellow with some brighter highlights, as well as a brown tone applied to their extremities. There exists plenty of variation with regards to the brighter yellow pattern, and each is unique to the individual, like a body-wide fingerprint. Most present a pattern somewhat analogous to brain coral, though other phenotypes do exist, such as cow splotch patterns, dots, and stripes, though these are comparatively rare. While Xaroans are instinctively capable of discerning these differences, most other species cannot do so easily, and so Xaroans can easily pass for one another to the untrained eye.

    Xaroan lifespans nowadays reach upwards of up to and beyond 200 Earth years, though this is primarily due to cumulative advances in medicine made throughout their civilized history. In the earliest days of civilization, Xaroans rarely reached past 60. Without the most bleeding-edge medical care, typically available only at facilities in their home polity, the average Xaroan lifespan is typically 100 years. The additional 40 years derive from a combination of more available medicines, healthier living conditions and for some, genetic treatments received by ancestors long ago that can provide benefit to descendants generations later.



Background:
    Homeworld: Oorhis
    History: The Xaroans first evolved roughly 500,000 Earth years ago, in the dense forests of Oorhis. Upon the planet's surface was a fragmenting supercontinent, newly created ocean expanding into once dry inland desert, greatly increasing the forests' range. Oorhis plant life, having evolved a yellow phototrophic pigmentation as opposed to green, spread to cover the planet's land myriad shades of yellow. The newly-evolved Xaroans quickly spread. At first, they were confined to their home region, a belt of equatorial rainforest sustained by great rains and large river systems. Through technological innovation and a changing climate however, they were able to spread. Watercraft allowed them to jump landmasses, while animal domestication, food preservation and newly-invented clothing allowed them to cross the wide plains that spanned the distance between forests.

    Civilization in Oorhis emerged, a strange fusion of more familiar ancient habits and the consequences of an arboreal lifestyle. The Xaroans first learned agriculture by growing epiphytic species upon tree branches. The trees themselves became the earliest buildings, cut down and grown back up, their growth tempered and shaped through strategic cuts to create ideal biological foundations on which to fasten built structural elements. In time, the Xaroans would begin moving past the trees, building great vertical houses. Connecting these buildings were roads, but also bridges placed up high. Tall towers of mudbrick rose from the earth, while walkways, ladders and even plain rods of material spanned the space between their tops. Inside would be living and work quarters built with this verticality in mind, impractical or even unnavigable for many species but just right for the Xaroans.

    These building habits would continue into the industrial revolution and beyond, as mudbrick turned into marble turned into concrete. Despite the eccentric habits the Xaroans nonetheless possessed that propensity for war that so often occurs in many an intelligent species, frightful machines made to wage devastating conflicts. That their small size made it easier to stow them into a war machine certainly didn't help. It was also this conflict that fueled their reach into the stars however, the Xaroans reaching for Orrhis' moons and other bodies in the star system with the same rockets they used to threaten Armageddon between states. in time, the Xaroans grew tired of war, and came together to form a unified government based on democratic principles, termed the Republic of Oorhis. It was with this ideology that they ventured into the stars.

    Expansion at first was uninterrupted, worlds being settled, stations built, resources extracted, et cetera, at a steady, albeit slow pace. When the Republic of Orrhis made contact with aliens, this expansion was bolstered with the advent of novel technologies furthering the speed at which space could be crossed. As they filled out their corner of the galaxy, the Xaroans brushed up against and made contact with a number of other polities, but one contact in particular would be very influential in the years to come.

    The Kiellar were at this point already a well-established presence, and while relations were somewhat cordial at first, it didn't take too long for tensions to begin flaring up. Fearing invasion, the Republic constructed great defenses in an effort to ward off invaders, while strategic alliances bolstered their forces with those of their neighbors. Through a combination of this defensive posturing, diplomatic maneuvering, the Kiellar focus against the Ragons and other foes, as well as sheer blind luck proved enough to maintain Xaroan sovereignty throughout.

    During this time the Republic of Oorhis, backed into a corner, focused inward. They opened their borders to outsiders, allowing for a steady influx of alien species-and whatever novel ideas and technologies they might have. While adjusting Xaroan architecture to fit these new migrants proved a tremendous task, it was ultimately surmountable. While the pie chart skews predominantly Xaroan, a number of alien species have established themselves across the many worlds, Oorhis included. With the influx of alien innovation, the standard of life steadily climbed. This porous border worked both ways as well however, and many Xaroans seeking adventure and profit, feeling nostalgia for the heydays of frontier expansion perhaps, or simply wanting to shoot something, migrated into the galaxy at large. Their arboreality in particular made them quite suited for a number of odd and sometimes illegal jobs.

    With the sudden collapse of the Kiellar Command, the space it once occupied became rife with conflict and a lack of real authority. The Republic of Oorhis began a gradual expansion into formerly Kiellar space. While their tolerant policies and high standards of living made it easy to smooth over relations with newly annexed worlds without so much as a single shot, the presence of roving warlord fleets armed with the best Kiellar weaponry there is, newly invigorated criminal forces, as well as a general breakdown of stellar infrastructure served to slow down these efforts. Still, the Republic is, as of now, gradually expanding. The Xaroans in the Republic of Oorhis were not however, the only ones to notice this opportunity. Those Xaroans that had long since left the Republic's jurisdiction were also pouring in, and were arguably having better luck with their ventures than the Republic. Some joined large multispecies organizations, some were members of Xaroan-only groups, and some were lone wolves. While they are outnumbered by the native species, especially the innumerable Kiellar, and even by other new arrivals, the Xaroans present have already become quite the presence in more than a few places.

    Role in the Underworld: While many of the Xaroans entering former Kiellar space are undertaking legal ventures, be they colonists working under the aegis of the Republic, merchants trading between the few civilized worlds, humanitarians seeking to improve conditions, or simply those wanting a job, there are those that choose less moral endeavors. While they exist to some extent in all capacities of wetwork, smuggling and other such criminal activity, most criminal Xaroans tend to do work that benefits from their arboreality, be they engineers making illegal modifications in the tight and maze-like maintenance corridors of a ship, or assassins scaling high-rise buildings to reach their targets.

Character Description
    Name: Orau Haron Ellus, called Orau for short.
    Species: Xaroan
    Gender: Female
    Age: 46
    Appearance:
    (Image)
    Shown here in her usual combat attire, holding a short-range blaster pistol. Seen poking from her vest bag is the barrel of a longer-ranged and more powerful energy weapon. Besides the front armor plate, all armored protection is layered underneath her attire's surface. Not shown is a pair of protective goggles she normally dons to shield her large eyes.



Strengths and Weaknesses
    Skills: Being a Xaroan, Orau is of course more than a capable climber. Orau has also trained to further hone this skill beyond what can be acquired through simple experience and instinctive behavior. In addition, she has a knack for melee combat and is proficient with a few ranged weapons, both of which she has also trained to further refine. A general all-rounder when it comes to shooting and hitting things.
    Flaws: Orau has a mission. More specifically, she's a hired killer, and has been hired to slay a specific underling within Marshal Dindriann's command, one that is known to frequent convoys. While their exact whereabouts aren't known to her at the moment, Orau is banking on the Misguided Faith's raids to bring her closer to them. This mission she has so far kept a secret to herself. Orau believes that word getting out could create unwanted complications. Perhaps these worries are unfounded, but Orau believes regardless.


Background:
    Personality: Orau is not exactly talkative. While it is true that her intent on keeping her agenda under wraps is part of this, she is also merely not exactly an outgoing type, preferring to spend time alone, planning her exploits, maintaining equipment or practicing weapons skills. In fact, Orau currently holds no real loyalty to the Misguided Faith, and is only planning on staying onboard for as long as she sees it beneficial to her goal. Of course, she hasn't told anyone else about this. When she does speak, she usually does so in as quick to the point as she can manage. Such character traits are of course subject to change, especially in the fickle, surprising and dangerous life aboard a pirating vessel...

    Backstory: Orau was born to a pair of Xaroans which had, generations past, had long since separated themselves from the Republic of Oorhis. She was born into a small, if sizeable Xaroan enclave community in a distant world, one of a number of such locales scattered throughout the galaxy, both for Xaroans and for other species. Prospects for these communities can vary wildly, but for Orau's, they were principally middling. Not exactly terrible, but far from gleaming spires. It had become a regular habit for a number of mercenary bands to recruit from the community, tapping into a thirst for adventure felt by many, and for some, a ways to make ends meet.

    Orau was one such Xaroan, and so, at the age of 23, left her home to join the Andus Company, a group of hired guns that was remarkably multispecies. From other Xaroans like herself, to several Kiellar and a number of other species she recalls. Orau took well to the mercenary life, training dutifully to wield a number of weapons and further her climbing ability. The Andus Company were in particular a cut more wealthy than your average mercenary group, thus affording Orau training that could be said to match that offered by a sizeable polity's armed forces. She would go on a number of excursions working under the Company, from guarding trade vessels, to pacifying a warzone, one of her missions even took her to the Kiellar Command, during the tail end of the its disintegration.

    Of course, things eventually went south. A bitter succession dispute had engulfed the top brass of the Andus Company, following the demise of their leader, and the company was disbanded shortly thereafter, as the top brass failed to come to a consensus. All things considered, the breakup was surprisingly peaceful, the now unemployed contractors given parting stipends before making their merry way. Without the backing of an organization, Orau could've perhaps joined another to reap the benefits of membership anew. Instead, she chose to strike it alone. Using her parting stipends and the currency she acquired over her years of service, she set herself up as a solo gun for hire.

    It was about this time the Kiellar Command's replacement with a warlord-driven anarchy had truly began to set in. With her distant peers in the Republic of Oorhis, and other independent Xaroans moving in, Orau followed her kin and her business sense, establishing her wetwork in the region. She took a few assignments and made tidy profits. She did however, make sure to keep a low profile, living frugally and shying from underworld fame. Eventually, she was contracted to kill her most high-profile target yet, a powerful underling within the ranks of Marshal Dindriann's forces. Her client knew this was going to be difficult, having given her plenty of time time to fulfill the mission. Using this, Orau spent months trying to track them down and find opportunities to strike to little avail.

    With news of the Misguided Faith's exploits reaching her however, Orau saw an opportunity. While she was disadvantaged working alone, the potential that could be offered by this heavy cruiser was sizeable. While disclosing her mission she considered a no-go, tagging along and using the raids to gather information and potentially strike did sound like a great idea to her. And if she ascended to a leadership position, she could dictate a strategy targeting her mark. Of course, space piracy no doubt made Dindriann's command worry, but at least, working relatively anonymously as one of hundreds of crew in a raiding ship would arouse a general suspicion amongst Dindriann's forces, as opposed to her target securing themselves in particular with the knowledge that they were to be on the receiving end of a hit. Posing as a Xaroan with past military experience (so far unspecified) who'd been wronged by Marshal Dindriann's conquests in the past, Orau joined the ranks of the Misguided Faith.

    Personal effects: Orau maintains a select few weapons from her days in the Andus Company, which she took ownership off during its dissolution, as part of her stipend. While generally considered a cut superior to what you can typically find in the Underworld, their maintenance is quite extensive. Orau generally doesn't bring these out too often.


Both applications are accepted. Good to have a new face aboard.

Bentus wrote:Still rather WIP.

Character Description
Character Description
    Name: Chira bet Zimir
    Species: Yudieth
    Gender: Female
    Age: 28 standard years
    Appearance:
    Role on Ship: Navigator and Pilot


Strengths and Weaknesses
    Skills:
    [ExoSuit] - While Chira’s ExoSuit is not designed for combat, it does offer her a certain degree of protection. It can also function as a closed-loop life support system for a limited amount of time, allowing her to even survive for a few minutes in total vacuum, should the need arise.
    [Navigator] - Trained as a Yudieth Navigator, Chira is able to use her latent psionic abilities to help chart courses through hyperspace. Coupled with her natural skills as a traditional pilot, and ability to interface with shipborne computers, Chira is a highly talented helmsman for any vessel.
    [Void Dweller] - Born in space, the closest Chira has come to standing on a planet was a pilgrimage she made to Ko’wei as an adolescent. She is as comfortable in the void as one could imagine, and she’s picked up plenty of minor skills that any experienced star-traveller would consider useful.
    [Language of the Builders] - Chira’s mother has expectations of her joining the Priesthood one day, and part of her preparation involved studying the maintenance rituals in the scriptures. While Chira must struggle to focus on some of the religious texts, she’s taken a liking to the engineering and technical tenets of the Yudieth faith.
    Flaws:
    [Low Gravity Adaptation] - Like all of her kind, Chira is poorly adapted for life in standard gravity. Even with her ExoSuit, she lacks the strength and endurance of the other races when outside of her natural habitat.
    [Culture Shock] - While Chira has had some experience travelling to alien stations, it was always done while surrounded by her own people. Travelling alone with a whole ship of aliens and none of her kind can inevitably make her feel and act like a fish out of water.
    [Not a Fighter] - Beyond very basic self-defence, Chira was not taught weaponcraft. She is a pilot and a navigator, and while useful to her new employers in both regards, she is exceedingly vulnerable in any combat that would see her away from a ship’s controls.


Background:
Personality: Ambitious and possessing a powerful work-ethic, Chira tackles tasks with almost religious zeal. She sees herself as representing her kiith while serving aboard the Resolute, in no small part since her service is payment from her family for the crew’s aid against pirates in the past, and tries to act respectfully as a result - even if she finds some of the ship’s customs...odd. While she isn’t a missionary or a preacher, Chira was nevertheless raised in a religious context and her faith holds a prominent place in her life.
Backstory: Born to a pair of prominent Yudieth, Chira was shouldered with high expectations from her first breath. Her father was the Captain of a shipyard that focused on vessels for export, profiteering off of the fallout from the bloody collapse of Command, while her mother was a priest in the Church. Both were rising stars in their respective social strata and their shared ambitions filtered down to their daughter. As the only girl in a family of sons, Chira was expected to follow in her mother’s footsteps and join the priesthood, but she was also encouraged to learn from her older brothers as they were taught how to eventually Captain ships of their own.

Chira proved to be a fast learner, although at times she would display an adventurous streak that would get her into trouble. The recognition of her potential as a Navigator during adolescence was met by pride and praise from her parents, and Chira worked hard to prove her worth both to her immediate family and to her kiith as a whole. While the training postponed her ascension to the priesthood, her mother considered the delay to be more than worthwhile as her experience as a navigator would only prove helpful in the long run. But before Chira had the chance to fully join the ecclesiarchy, a particularly well-resourced band of pirates began assailing her family’s ships. Outgunned and growing desperate as they tried to resist the bandits’ demand, Chira’s father sent out a call for aid that was responded to by the Resolute.

Even with the cruiser’s heavy weapons, it was a hard-won fight. The ship’s crew were treated as heroes for their aid, and their shadier past was easily overlooked by the Yudieth that had hired them. But when payment came due, Chira’s kiith found that they had underestimated the losses that the pirates had inflicted upon them. Honourable to a fault, Chira’s father was nevertheless determined to pay his debts in full, despite the weight doing so would have placed on his finances, before Chira stepped in herself. She offered her service as partial payment, working off the debt that her kiith owed the crew as a navigator. The offer was quickly accepted by the privateering Captain and her crew.

While Chira’s parents’ first reaction was one of surprise at their daughter’s decision, it wasn’t long before their emotions turned to both pride and sadness that she’d be leaving them for an extended duration. Saddling her with mementos of home and pleas for her to try and send messages when she were able, they gifted her with the mark of their kiith so that she may seek the aid of other Yudieth on her travels, before seeing her off to explore the galaxy on an adventure of her own.
Personal effects: Her ExoSuit, a collection of scriptures from the Yudieth Church, some incense so that she can perform the annual rituals while away from home, traditional quilts bearing stories and symbols relevant to her kiith’s history to decorate her room, two amniotic tanks that suspend a Yudieth in breathable fluid - one on the bridge, and one in Chira’s quarters. These tanks provide a comfortable environment for Chira to be outside of her ExoSuit for an extended period of time, and the one on the bridge is usually where she works from while helping to guide and pilot the ship.


Species Description
    Name: Yudieth
    Singular: Yudieth
    Plural: Yudieths
    Adjective: Dieth
    Appearance: Not the most creative of choices, I know.
    Biology: Adaptations for life in space can be found throughout Yudieth biology. Through a combination of genetic engineering by the Precursors and generations of evolution aboard an orbital habitat, Yudieth are uniquely well suited for living in low and microgravity environments. Their sense of balance from their inner ear is far more flexible than that of other species, allowing for them to easily adapt to shifts in gravity, or for acrobatic maneuvers while floating through the air. Coupled with some slight webbing between the digits on their hands and feets and the low gravity of their home, this improved balance can allow Yudieth to guide themselves by gliding during a fall, or even move around while in microgravity. They can also breathe comfortably in lower pressure air, and are able to hold their breaths for an extended period of time - both useful traits in the event of a loss of pressure in a spacecraft.
    But while much of the Yudieths’ biology aids them while living in space, the same adaptations made for a rude awakening whenever they visit habitats or planets more well-aligned to the galactic standard. Contrary to popular belief, Yudieth muscles are stronger on average than other kieloid - a likely consequence of more muscle mass being possible in lower gravity. But their skeletal structure is far weaker, having become notably less dense without the need to support a full g’s worth of body weight. This has led to Yudieth being viewed as quite fragile, with broken bones and fractures being far more of a risk during even accidental injuries. On top of this, while being able to breathe with lower air pressures is an advantage in space, the Yudieth find it difficult to breathe in more standard atmospheric pressures. Practice and training can help them strengthen their diaphragms and adapt, but stressful situations, sharp physical exertion, or higher-than-average pressures can lead to Yudieth gasping for air or even suffocating if unprepared.

    The combination of a fragile skeleton and atmospheric preferences leads to Yudieth preferring to use ExoSuits even while in the galactic standard environment. While not full spacesuits, these partially pressurised garments regulate the air pressure being breathed by its wearer, while also sporting a powered-exoskeleton to support their body in higher gravity. A Yudieth’s suit allows them to live and work in standard gravity and atmosphere, and it’s rare to see a Yudieth in the Neutral Zone without one.

    While xenobiologists debate at length about how much of the Yudieth’s biology was the product of evolution rather than the interference of their long-vanished benefactors, the modifications made to their brains are the most undeniable sign of genetic manipulation. Like the Jokari, and to a lesser extent the Kiel, the Yudieth are latent psionics - although their manifested abilities pale in comparison to the psykers from both races. Indeed, there has been no confirmed case of a Yudieth manifesting psionic powers of any significance, beyond an innate ability to sense changes in hyperspace. Such a specific and controlled psionic ability couldn’t have evolved naturally, and the galactic consensus is that the Precursors must have at least guided the Yudieth into being such effective readers of hyperspace.



Background:
Homeworld: Ko’wei (roughly translated as Sanctuary)
Culture: WIP

History: Uniquely among the advanced species of the galaxy, the presence of intelligent design is indisputable within Yudieth evolution. While they originated as an aquatic species in some unknown corner of the galaxy, the Yudieth of today share little with those distant ancestors. Instead, the only homeworld they care to recall is the giant Precursor structure known as Ko’wei. An ancient orbital habitat, Ko’wei dwarfs the structures that even the most advanced extant species could hope to create, let alone last for as long as it has. Large enough to contain its own imported and designed biosphere, the inhabitants of Ko’wei managed to outlive its original builders long after they’d disappeared from the galactic stage. Automated repair systems kept the habitat functioning as the Yudieth slowly emerged as a civilization in their own right.

The Precursors - or the Creators, as the Yudieth religion calls them - are remembered in the myths and legends of the Yudieth, since the meticulous life support systems on Ko’wei left little opportunity for a fossil record to form. The circumstances of their disappearance is all but lost to the fog of time, but the technology that they left behind fundamentally shaped the history of the Yudieth as the curiosity of sentience gradually pushed them to explore beyond the sheltered biosphere of their home.

Space travel came not long after - or not long before, depending on the historian that you ask - the invention of the wheel. The automated slow-ships that had trawled their way across Ko’wei’s star system for millennia were the Yudieth’s first vessels. Over generations, they learned to hitchhike their way across the system, discovering other facilities left to them by the Builders and which they swiftly spread to. Even though the technology was more than beyond them, the Yudieth’s existence depended upon maintaining what the Builders had abandoned, and ritualistic traditions emerged surrounding the use and care of Builder machinery. As the Yudieth spread themselves across their system, this emerging religion came to be the cultural glue that would bind them together. Disparate tribes, from those in the biosphere of Ko’wei, to the automated mining stations of the Necklace of Stones, would pledge their ultimate fealty to the Church, and the species-wide religion would eventually form the basis of a largely decentralized, theocratic government.

For generations, the Yudieth spread themselves like seeds on the wind, carried to the stars by the automated remnants of the Builders. But like all the starfaring races of the galaxy, they would eventually develop ship technology of their own. At first, they could only follow in the wake of the slow-ships, riding their sun’s rays like ocean waves. Then it was nuclear power that drove them before, ultimately, they discovered the Skrim drive and emerged onto the galactic stage.

The Yudieth were never a major player in the galaxy. Their non-standard biology limited inter-species migration and interactions until the ExoSuit became more commonplace. Even then, the Yudieth as a whole had little interest in colonising the type of colonisable planets that other races fought over, allowing them to largely avoid major conflicts. Instead, some Yudieth kiith chose to wander the stars as fleets of traders, while other settlements off the galactic beaten path served as popular refuges for alien travellers. While the Yudieth knew of the great conflicts and powers of the galaxy, they had little need for direct diplomatic relations or much reason to think they’d be drawn into geopolitics, until the eruption of the second war between the Kiel and Ragon.

Unfortunately for the Yudieth, their systems did have something that the Ragon desired: a food source. Decentralized, and often isolated, Yudieth fleets and settlements were unprepared for the Ragon hunting fleets that swarmed into their territory. Slaughtered and consumed for the meat on their bones, Yudieth fled for their lives as the Concord saw little need to defend largely useless territory on the fringes of the Neutral Zone. Despite the Church stepping in to consolidate power and coordinate a more effective resistance, it’s likely that even Ko’wei would have come under attack were the Concord not able to emerge victorious and defeat the Empire. Even now, many Yudieth settlements are still recovering from the war. But in other ways, their race has become a more traditional force in the fractured galaxy. With their eyes having been opened to the prospect of an external threat, the Church maintained its increased political power, and for the first time the Yudieth began to maintain a standing navy. While the Kiith still maintained a good deal of independence, the Church reached out and engaged in diplomacy with many of the successor states in the Neutral Zone. And by the same token, the Yudieth started to enforce the sovereignty of their borders - through force, if necessary.

Role in the Underworld: In the aftermath of the Ragon-Concord War, the collapse of Kiellar Command led to a vacuum in galactic trade. While the surviving members of the Concord took the bulk of the freed up pie, Yudieth fleets were also quick to take advantage of the situation. With the passage of vast fleets through hyperspace having stirred up the currents in the extra-dimensional domain, the Yudieth were naturally able to chart more challenging routes around pirate blockades, or to travel fast enough to undercut their competitors. By the same token, some kiiths saw profits in turning to piracy themselves. Masking their travels beneath hyperspace storms or emerging from unexpecting directions earned them the ire and distrust of merchant captains across the Zone. But even so, individuals became prized assets to any entrepreneurial crew. While they could be hard to obtain, and costly to house, a Yudieth navigator was a valuable ace up the sleeve of a captain fortunate enough to get one under their employ.


And both of your apps are as good as ever Bentus. Happy to see you here.

PostPosted: Sun Nov 28, 2021 1:24 am
by Bingellia
And here is my WIP app should anyone want to reference the information I have on it. I bad with choosing names and finding a picture I like, so I have chosen to defer that until tomorrow.

Character Description
    Name: Thelliemnia Ashann of Erdundre
    Species: Kiellar
    Gender: Female
    Age: 84
    Appearance:
    Image



Strengths and Weaknesses
    Skills: Gunnery is still Thelliemnia’s true specialty. Though she doesn’t have time for it much these days, if you need something hit with a ship’s armament, she is still the Misguided Faith’s best choice to do it. Naturally, this also means she is familiar with the maintenance of the various weapons mounted on the ship.
    Flaws: As a result of latent psionic potential in the Kiels, she is sensitive to hyperspace travel. This mostly manifests itself in strange dreams or night terrors, but it can also have a physical impact on longer jumps.

    Her loyalty to the old crew of the Misguided Faith is as much a curse as it is a blessing. Her protectiveness can reach a violent extreme when pushed far enough and she often prioritizes it over her own needs.


    She has lost two homes already and gods-be-damned if she will so readily lose her third.


Background:
Personality: Thelliemnia has had the aristocratic stuffiness expected from her upbringing eroded through her personal hardships and the realities of military service once her father had fallen out of favor, but it still lingers on occasions, mostly manifesting as deference to certain traditions.

She does, however, not see herself as better than her peers and does freely mingle and interact with them. Any occasional coldness with them is rooted in her duties as an officer rather than any sense of superiority to the makeshift family she owes a fierce loyalty to in her third home aboard the Misguided Faith.

Backstory: Thelliemnia Ashann of Erdundre was born to a Patrician family on the Kiellar homeworld of Relenar, whose service with various Kiellar states date back long before the unification campaigns undertaken by the All-Kiellar Republic. While the family’s importance, along with the general patrician class, was diminished in the transition to full military rule under the Command, they remained relevant by pivoting towards military service for the state. Thelliemnia was no exception and joined the navy as soon as she was able and enjoyed an education in gunnery at the Command’s premier naval academy on Relenar before being posted to the garrisons above the planet.
The family strategy seemed to work, until her father, Admiral Erdundre Ashann of Terath, disgraced himself when the reformist clique he had attached himself to gained the ire of powerful conservatives in the Junta, and family was effectively exiled from their home for service in the frontier, eventually finding their way to Ferahel and settling in a post there along with other disgraced reformists.

As the Command slowly withdrew from the frontiers in an attempt to keep the core in line, Thelliemnia had a normal career for an officer on the frontier during peacetime. Shakedown runs on smugglers and skirmishes with pirates only served to break up the monotony of constant, quiet patrols. But change was coming steadily, as word from Sector Command became more and more infrequent, leaving the planetary governor with less and less orders and oversight.

It would not take long for the reformists to once again make their move and coup the Commandist governor, turning the Gateway into the Neutral Zone into a new born Republic, with her father securing a post as Grand Admiral of the Navy. But for all the man flaws, as a hedonist and an opportunist, he was not a nepotist and Thelliemnia's career simply resumed as normal as it could.

Naturally, she was aboard the Resolute in her current position as the ship’s executive officer when Dindriann attacked Ferahel, her second home, and bitterly accepted the order for retreat once the Resolute had attracted the attention of the occupying forces. Her father, brothers, and sisters were written off as dead on in a cynical conclusion, they would have fought to the end as expected of them or been enslaved, leaving her alone and homeless once more.

When the vote to decide the ship’s fate occurred, the rage and anger made it a clear choice for Thelliemnia. They would go rogue and try to take some semblance of revenge for their lost home. The Republic of Ferahel may have been gone, but its fighting spirit would endure.

Of course, such idealistic premises cannot last in a cynical reality, and hitting trade ships from the Marshal’s fiefdom was not enough to keep a cutting-edge cruiser well-maintained and the crew morale high. Gradually, the list of accepted targets was loosened, especially when the old Captain Ichas of Orrda retired and needed to to be replaced.

Thelliemnia was the natural replacement but rejected the call out of fears concerning her own abilities. What followed was a nasty split election, as various other officers tried their hand at jockeying for the position, ultimately allowing an outsider to clinch the vote by a narrow margin.


Thelliemnia simply returned to her normal duties, but as it became more and more apparent that the crew may have been deceived, she has been forced to adopt more and more duties from the Captainship to simply keep the crew and ship going.


Personal effects: Her most prized possession aboard the Misguided Faith is her knife, a gift from her father upon graduation from the naval academy. Patterned similarly to a fan knife, its ornate handles are tastefully engraved, and the safe handle has the family seal laser etched into the metal. She keeps it on her person, and tends to flip it when bored or anxious.

Quite expectedly from a woman with her prior social status, she also has a nice watch and a signet ring among higher end civilian clothes. She has also managed to have contacts at Ferahel send her what death gems could be secured from her family, which have been set into simple gold necklace.
[/list]

PostPosted: Sun Nov 28, 2021 3:49 pm
by Brittaniastan
Species Description
    Name: ḯ̷̧̥̙̄̂͆͝ͅi̴̢̢̠͍͍̊ͅi̷̹̦̲͍̇̌͛i̸̩̪̺͊̈́̈͒͌́i̵̜̹̭͗̌̆͋̆̐̉̋
    Singular: i̴̡̡̞̯̰̗̼̖̞̯̘͚̹̘̩͚̿̈̓͊̎̿͊̈́̉͂̆̍͘͝i̶̜̳̤͑̓͌͌̃̾̾̒̚ḯ̶̱͖̆̐̓̏̈̾͛̀̈̅́̕͝͝ĭ̷̪̘̣̘̻̰̬͍̪̰̹͓̭͒̑̂̋̈͊͗̈́͘ͅͅį̴̛̯̦͎͙͚̪̟̱̗͍͔̱̾̿̎͑͗̃̏͆̒̿͑̑̓̀̐̉̚͜͜
    Plural: i̵̡̧̨̢̧̛̯͔̬̩͍͉̪̮̪̤̘̻̜̭͉̟̦͙̰͓̱̬̘͈̩͌̌̏͌͗̔͑͛͂͐̂̀͋̐̈́̅̅͗͘͜į̸͎̺̞̹̭̜̰̯̬͍̦̯̺̲̱͉͍̦͇̞̪̘̬͖̭̱͕̝̪͇̳͛͒̀̃͑̋̔̈̊̄̿͘i̵͔̗̞̓͌̋̓̿͗̌̀͂̌̃́̅͗͑́͂͌͗̆͌̒̿̔͂̿̐͛́͘̚ị̶̡̧̡̺̭̝̻̞̲̰̪̩̹͇͎̻͎͍̩̘̮̥̰̤͔͕͖̫̹̅̄́͐̈́̌̈́̓̂͒͐͂̋̓̀̕̚̕͝͝í̶̪̬̼̺̙͓̜͓̩̭͉̟̣͖̥̩͙͖̹͖͉́̀̍̏̈́̋͗̈́̓̂́̓̆̚͝ͅ
    Adjective:
    Appearance: They utilize a variety of illusions, often taking on characteristics of the most dominant species in a sector.
    Image

    Biology: They are gaseous, almost hive-like beings composed of trillions of microorganisms. Lacking any concrete form, they are capable of modifying their shape on a whim, becoming intangible or moving through even the smallest cracks in a ship or other structure. This does not make them invulnerable, as the high surface area of their bodies makes them extremely susceptible to blaster fire or other forms of extreme heat. The shock of such an event often triggers failure to maintain their illusion, and glimpses of their true form can bleed through.

    They are predatory in nature, and more than capable of invading the bodies of other species akin to a virus, only the individual 'cells' devour the creature from the inside out, rapidly reproducing until they grow to a critical mass. At this point they would reproduce asexually, splitting off into two masses of organisms to repeat the cycle. They often achieve this by mimicking the appearance of the native species of their prey, relying on a complex web of proteins and cellular realignment to manipulate both the light and sound that passes through their bodies. While mimicking a solid kieloid form, their light bodies can function much like that of the native species, spare for complex biological phenomena.



Background:
    Homeworld: Į̸̧̢̼̖̬̱̮͈̭̞̀̃∅̶̱̎̓̇͊̏̃͝
    History: They are ancient dwellers of the void, lacking organized society. Some say they have drifted the abyss for eons, maybe having abandoned their homeworld when their species took on such a corrupt form of life. Others say they were born in the darkness, having evolved in some foreign asteroid cluster into a sentient colony. Truth is, no one knows for certain where they originate, but many know of the stories of encounters with their kind. Between haunting tales of entire crews disappearing from ships in transit, to the occasional man or woman that fell to their allure, many know to be wary of strange creatures in the abyss.
    Role in the Underworld: Irrelevant Scourge.


Character Description
    Name: Ḭ̶̟̕a̸̘̾͠b̸̤̈́h̵͍͌̈́͜e̸̦͗͝ͅb̷̢̋ͅh̶̠̥͌̿'̴̣͉͑̐ẕ̷̈́͂h̵̹͊à̵̜s̵͎̋z̴̬͐̍
    Species: ḯ̷̧̥̙̄̂͆͝ͅi̴̢̢̠͍͍̊ͅi̷̹̦̲͍̇̌͛i̸̩̪̺͊̈́̈͒͌́i̵̜̹̭͗̌̆͋̆̐̉̋
    Gender: ∅̶̱̎̓̇͊̏̃͝
    Age: 47
    Appearance:
    Image



Strengths and Weaknesses
    Skills: Extremely adept at void jumping and infiltration, given their natural affinity for slipping through cracks and ability to survive in a complete vacuum. While in kieloid form, they can use a blaster, given their past running with other crews. Despite their vulnerability to heat, they are capable of neutralizing most ill-prepared targets even when unarmed, simply by invading the body and consuming a host from inside out should one get too close.
    Flaws: They are impulsive, driven by a primordial hunger and survival instinct. Their loyalty extends only as far as their own benefit, and occasional interest.


Background:
    Personality: They are generally apathetic and cold, with a thin veneer of the kindness they've seen expressed by native species in Andromeda. So long as the money is good, and the food is plenty, they willingly follow orders, often reserving their nature for the sake of survival.
    Backstory: They don't know when they were born, but they remember the taste of meat as their many pieces devoured a creature before splitting off from their first. As a mix of new and old life, enough information carried over to enable them to understand some basic concepts of life from the start. Having traversed the stars by both their own ability, drifting slowly in the abyss, and aboard the metal cans other species have created, they grew to understand much of the ever changing civilizations dependent species rely on to survive, and started to utilize the same mechanisms to ensure their prosperity. Learning to act as a member of these sapient societies, they took on many forms acting as a mercenary, and a pirate, moving between crews as necessary.

    Adjusting to the chaos of this new life, their hedonism and pillaging carried them to the Gem, where they took on the form of a Dhasath. Using this alien face, and what skills they had picked up along the way, they linked up with a particular crew.

    Personal effects: An mostly empty bag, filled with a random assortment of strange trophies from their past journeys.

PostPosted: Sun Nov 28, 2021 4:37 pm
by Demencia
Brittaniastan wrote:
Species Description
    Name: ḯ̷̧̥̙̄̂͆͝ͅi̴̢̢̠͍͍̊ͅi̷̹̦̲͍̇̌͛i̸̩̪̺͊̈́̈͒͌́i̵̜̹̭͗̌̆͋̆̐̉̋
    Singular: i̴̡̡̞̯̰̗̼̖̞̯̘͚̹̘̩͚̿̈̓͊̎̿͊̈́̉͂̆̍͘͝i̶̜̳̤͑̓͌͌̃̾̾̒̚ḯ̶̱͖̆̐̓̏̈̾͛̀̈̅́̕͝͝ĭ̷̪̘̣̘̻̰̬͍̪̰̹͓̭͒̑̂̋̈͊͗̈́͘ͅͅį̴̛̯̦͎͙͚̪̟̱̗͍͔̱̾̿̎͑͗̃̏͆̒̿͑̑̓̀̐̉̚͜͜
    Plural: i̵̡̧̨̢̧̛̯͔̬̩͍͉̪̮̪̤̘̻̜̭͉̟̦͙̰͓̱̬̘͈̩͌̌̏͌͗̔͑͛͂͐̂̀͋̐̈́̅̅͗͘͜į̸͎̺̞̹̭̜̰̯̬͍̦̯̺̲̱͉͍̦͇̞̪̘̬͖̭̱͕̝̪͇̳͛͒̀̃͑̋̔̈̊̄̿͘i̵͔̗̞̓͌̋̓̿͗̌̀͂̌̃́̅͗͑́͂͌͗̆͌̒̿̔͂̿̐͛́͘̚ị̶̡̧̡̺̭̝̻̞̲̰̪̩̹͇͎̻͎͍̩̘̮̥̰̤͔͕͖̫̹̅̄́͐̈́̌̈́̓̂͒͐͂̋̓̀̕̚̕͝͝í̶̪̬̼̺̙͓̜͓̩̭͉̟̣͖̥̩͙͖̹͖͉́̀̍̏̈́̋͗̈́̓̂́̓̆̚͝ͅ
    Adjective:
    Appearance: They utilize a variety of illusions, often taking on characteristics of the most dominant species in a sector.
    Biology: They are gaseous, almost hive-like beings composed of trillions of microorganisms. Lacking any concrete form, they are capable of modifying their shape on a whim, becoming intangible or moving through even the smallest cracks in a ship or other structure. This does not make them invulnerable, as the high surface area of their bodies makes them extremely susceptible to blaster fire or other forms of extreme heat. The shock of such an event often triggers failure to maintain their illusion, and glimpses of their true form can bleed through.

    They are predatory in nature, and more than capable of invading the bodies of other species akin to a virus, only the individual 'cells' devour the creature from the inside out, rapidly reproducing until they grow to a critical mass. At this point they would reproduce asexually, splitting off into two masses of organisms to repeat the cycle. They often achieve this by mimicking the appearance of the native species of their prey, relying on a complex web of proteins and cellular realignment to manipulate both the light and sound that passes through their bodies. While mimicking a solid kieloid form, their light bodies can function much like that of the native species, spare for complex biological phenomena.



Background:
    Homeworld: Į̸̧̢̼̖̬̱̮͈̭̞̀̃∅̶̱̎̓̇͊̏̃͝
    History: They are ancient dwellers of the void, lacking organized society. Some say they have drifted the abyss for eons, maybe having abandoned their homeworld when their species took on such a corrupt form of life. Others say they were born in the darkness, having evolved in some foreign asteroid cluster into a sentient colony. Truth is, no one knows for certain where they originate, but many know of the stories of encounters with their kind. Between haunting tales of entire crews disappearing from ships in transit, to the occasional man or woman that fell to their allure, many know to be wary of strange creatures in the abyss.
    Role in the Underworld: Irrelevant Scourge.


Character Description
    Name: Ḭ̶̟̕a̸̘̾͠b̸̤̈́h̵͍͌̈́͜e̸̦͗͝ͅb̷̢̋ͅh̶̠̥͌̿'̴̣͉͑̐ẕ̷̈́͂h̵̹͊à̵̜s̵͎̋z̴̬͐̍
    Species: ḯ̷̧̥̙̄̂͆͝ͅi̴̢̢̠͍͍̊ͅi̷̹̦̲͍̇̌͛i̸̩̪̺͊̈́̈͒͌́i̵̜̹̭͗̌̆͋̆̐̉̋
    Gender: ∅̶̱̎̓̇͊̏̃͝
    Age: 47
    Appearance:


Strengths and Weaknesses
    Skills: Extremely adept at void jumping and infiltration, given their natural affinity for slipping through cracks and ability to survive in a complete vacuum. While in kieloid form, they can use a blaster, given their past running with other crews. Despite their vulnerability to heat, they are capable of neutralizing most ill-prepared targets even when unarmed, simply by invading the body and consuming a host from inside out should one get too close.
    Flaws: They are impulsive, driven by a primordial hunger and survival instinct. Their loyalty extends only as far as their own benefit, and occasional interest.


Background:
    Personality: They are generally apathetic and cold, with a thin veneer of the kindness they've seen expressed by native species in Andromeda. So long as the money is good, and the food is plenty, they willingly follow orders, often reserving their nature for the sake of survival.
    Backstory: They don't know when they were born, but they remember the taste of meat as their many pieces devoured a creature before splitting off from their first. As a mix of new and old life, enough information carried over to enable them to understand some basic concepts of life from the start. Having traversed the stars by both their own ability, drifting slowly in the abyss, and aboard the metal cans other species have created, they grew to understand much of the ever changing civilizations dependent species rely on to survive, and started to utilize the same mechanisms to ensure their prosperity. Learning to act as a member of these sapient societies, they took on many forms acting as a mercenary, and a pirate, moving between crews as necessary.

    Adjusting to the chaos of this new life, their hedonism and pillaging carried them to the Gem, where they took on the form of a Dhasath. Using this alien face, and what skills they had picked up along the way, they linked up with a particular crew.

    Personal effects: An mostly empty bag, filled with a random assortment of strange trophies from their past journeys.


obvious joke character is denied