Starstream Adventures -Aliens, Lore, and General Information

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#1
Hello, and welcome to the Alien, Lore, and info page for what I am calling the Starstream Adventures RP. Here I will post the bios for the various aliens we will encounter on our adventures. Note that these aliens are not all inclusive. There will be other aliens we meet here and there. These are simply the ones we will encounter most often.

I will also post general info and lore as it comes here. If you have any questions about the universe I'm creating, message me privately or on a OOC thread, and your question, and the subsequent answer, will likely end up here for all to see.

Please do not write a message on this thread unless you ask me permission to do so first, and only expect to add your own alien bios and bits of lore.

Thank you.
Joseph 'ZombieSplitter53' Andrews
BA - Crim. Just.
PhD - Zombology
Lvl 53 Space Ninja
 
Last edited:

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#2
Human:

Average Height: 5' 7"
Average Weight: 177 lbs
Average Lifespan: 120 years

Bio:
Bipedal mammals from Sol 3, known to the inhabitants as Earth. A species with moderate stats across the board.

Humans are a species driven by an odd combination of emotion, instinct, and logic. They were once known for fighting amongst themselves for reasons ranging from land disputes to ideologies.

This fighting reached its head during the Human's fourth world war, a short but bloody war in the 22nd century that only last 125 days but left 9 billion dead, nearly 90% of the population. The remaining humans were forced to band together for their own survival, and world peace was achieved at the cost of so many lives. Around 2165, the first ships to use a primative warp bubble was used, which led to another war.

This time, however, the enemy came from the stars. An alien species known as the Demigor were already waging a bloody war against the Tamearins, and decided to try and conquer the comparatively primative human for more slaves, soldiers, and test subjects. They never expected the usually reclusive Tamearins to team up with the humans against their common enemy and pull out a victory. Nowadays, if there are any Demigors left in the galaxy, they are well hidden.

The humans and the Tamearins were able to rebuild their societies with cooperation and shared resources and technology, and together they thrieved. In 2314, Earth became the founding member of a Galactic Federation of Planets, meant to unify the known galaxy against future threats and protect underdeveloped planets from tampering.

Over a thousand years later, dozens of other alien races have joined the GFP. Humanity has had its ups and down, but now mostly due to aliens threats as they now act as a unified people. Earth and the GFP are currently facing a looming war with an alien race of unknown origin called the Norsca, but that is a tale for another day.
 
Last edited:

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#3
Tamearin:

Average Height: 6 ft
Average Weight: 150 lbs
Average Lifespan: 150 years

Bio:
Bipedal Humanoid mammals from Alpha Centauri A 3, known to the inhabitants as Tamear. Medium level physical stats, medium to high mental stats.

Despite being far more advanced then humans, at least until the end of the war with the Demigor, their history is about as long, only spanning ten to twenty thousand years. Tales speak of a time in which invaders came from the sky to steal the Tamearins away from their home, which was eventually interpreted, after the discovery of alien life, to mean the Tamearin ancestors originated from another planet, and where taken off world to act as subjects of experimentation, subjugation, and slavery.

The Tamearins' masters eventually fell to what often claims such advanced people; their own arrogance. So superior in thought were they that they started infusing the Tamearins with their own genes in order to bring their slaves closer to their perfection, only to find out too late that, in doing so, they unlocked the potential for psionics that was hidden within their genetic code. Enough developed abilities to allow for an uprising, and using their positions to sabotage and knowledge of the weapons and facilities they were forced to build, the Tamearins' would-be masters were wiped out seemingly over night.

The Tamearins nearly shared their fate, struggling to develop a way of life that often led to conflicts. It did not help that they were often subjects to their wild, unchecked emotions as a result of their foreign DNA. It was through deep, painstaking psionic and meditative practices spanning hundreds of years that they eventually get their emotions under control. Becoming a people largely driven by logic and little emotion, they resolved their problems and worked towards a global community. They now seek to expand their knowledge through the exploration of the galaxy, and it is through this that they eventually met alien races.

Appearance and personality:
Tamearins look remarkably similar to humans, with notable exceptions. Skin tone is generally light, and has a slight but noticeable red tinge to it. Most Tamearins have fairly long hair, especially older ones. Not only do the eyes and aura of a Tamearin reflect their psionic color, so does their hair color. Tamearins are generally tall, almost always in excellent physical shape, have slightly pointed ears, and a prehensile tail with fur matching their hair color.

Tamearins take the idea of 'your body is a temple' to heart, and keeping their bodies in top condition through exercise and healthy eating is a given for them. They have strict social taboos regarding body alterations. While they are naturally willing to practice advance medical procedures as needed, and keep themselves groomed, any further changes are practically unheard of. It is not illegal by any means, it is simply ingrained in their culture as a result of their hatred for their former masters, including the forced manipulation of their bodies.

Because of this, cosmetic surgery is not done except in extreme cases, such as to correct a birth defect. Gene-mods are simply not done, and cybernetics done on purpose is unheard of, even during the conflict with the Demigor. Even piercings and tattoos are not done. Makeup is the furthest they have come to any such acts. Even cutting one's hair is avoided if possible, though rebellious teenagers have been known to dye their hair, which acts to hide their psionic color.

Tamearins have a very logical way of conducting themselves. This tends to make them sound cold, even condescending, to other beings. This is not to say they don't have issues with ideas of superiority, but they usually do not mean to come off in that manner. Occasionally, a Tamearin who is unable to take advantage of their people's mental control is born, and they are wildly emotional, usually when it comes to their temper. Sadly, these individuals have little place in Tamearin society, and despite attempts to assist them in developing control, more often then not, they become outcasts at best, outlaws at worse.

Pon-Taer Syndrome - A rare condition amongst the Tamearin that results in an inability to suppress their emotions like most Tamearins. There is plenty of research on the condition, but little in the way of treatment, as the syndrome is believed to be closely tied to genetics, and any alteration of one's genetic structure is taboo amongst Tamearins. Most 'Pon-Taers' are treated as outcasts and doomed to poor treatment on their world. Many turn to crime, though in the last millennia, many others have found a place amongst the GFP, especially among humans.

Sahc-diy-deuh - Experienced by all female Tamearins starting at sixteen and continuing until their mid-seventies, the Sahc-diy-deuh has no literal translation, but can be roughly translated as 'Time of Fertility'. It is experienced once every Tamaer lunar cycle, or every two months, starting half a cycle, or one month, after their sixteenth birthday, and lasts three days. The likelihood of conception being achieved between two healthy Tamearins one month before the Sahc-diy-deuh is roughly 5%. It then increases as the Sahc-diy-deuh draws near, at 65% the day before it starts, 75% on the first and third day, and 85% on the second day. It then decreases until it is down to 5% again.

During the Sahc-diy-deuh, the imbalance of hormones causes 90% of Tamearins to lose their emotional control. As a natural defense for this, their bodies seal away their psionics, turning their hair black (or, on rare occasions, white) and causing them to lose their psionics for the three day period.
 

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#4
Baʒir:

Average Height: 4 feet
Average Weight: 110 lbs
Average Lifespan: 65 years

Bio:
Facultative bipedal insectoids hailing from Sirius B 2, known to the inhabitants as Énto. The have fairly low stats, with the exception of dexterity and intelligence.

Naturally, the Baʒir required millions of years to evolve to a state that allowed for them to exist int their current size. The have some of the most advanced respiratory systems in the galaxy, needed to obtain enough oxygen to carry their heavy exoskeletons.

During that time, the Baʒir learned to fend off their predators, rather then simply over power them, and as such as oddly not on the top of the food chain on their home planet, despite being the most intelligent lifeform.

The Baʒir came to be quite intelligent in the field of engineering, and it wasn't long before they where able to build the technology to escape their predators and the world that held them. Their first stop was their own moon, where they encountered a giant, monstrous beast known as a Kerberant. The Baʒir fled back home and made no attempts to leave again.

The Demigor, oddly enough, had little interest in the Baʒir at first, being more interested in the Kerberants. Eventually deciding these titans were too destructive to be of much use, they decided the Baʒir's talent for engineering skills could be used for building, running, and maintaining their ships. What's more, the Baʒir's near non-existant willpower made for beings that hardly resisted the ruthless Demigor at all.

After the Demigor were wiped out, the Baʒir had no where to turn. Most had no desiger to return to the home world, so they volunteered to work with the Humans and Tamerins, and later the entirety of the GFP.

Over the last thousand years, the Baʒir have become quite the commodity. As word spread of their incredible talents in ship building, and that they were no longer under the forced ownership of the Demigor, everyone who could overcome a discomfort around a giant bug wanted them to maintain their ship. The Baʒir have never felt more needed.

Appearance and Personality:
The Baʒir resemble an four foot long version of an Earth cockroach, with a redish-brown exoskeleton and large, round, yellow eyes that act as a combination of humanoid eyes and compound eyes. While they technically have six legs, they are adapt at using them all as arms as well, and often stand on their back legs around other bipedal beings.

While moderately intelligent, the Baʒir are not very strong, and they know it. They tend to cower a lot, and avoid conflict at all cost. It is fairly easy to push them around, though they are not without their morals, and are quick to come to the aid of their own kind, or that of those they have grown close to.

The Baʒir can usually be found in groups of five to twenty, led be something of an alpha female. Whether she gets her position based on size and strength, or her position leads to an increase in size and strength, is unknown, but these females are usually slightly larger, stronger, and even more intelligent then the others, and look after them like a mother, regardless of whether or not they are related to them.

All male Baʒir have the capacity to turn female when needed, though the opposite does not seem to be true. Should a pack's leader die before a suitable replacement is chosen, and none of the females can fill the role, the strongest male will change sex and fill the role.

Anati - Baʒir term referring to the leader of their particular pack. Can be roughly translated as "Pack Mother" or "Alpha Female". The Anati acts as a leader and mother for her pack, though she does not necessarily have to be the mother of the group. The position of Anati usually falls to the strongest of the pack, and can be identified, with few exceptions, as the largest of the group. A pack without an Anati can not survive, and, should an Anati be lost, will either have one of the other Baʒir take over the position (even if a male Baʒir must become a female to do so), or, on rare occasions, will disperse, with the Baʒir moving to other packs.
 

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#5
Yorin & Tabora:

Average Height: 2 inches long (Yorin), 6.5 feet (Tabora)
Average Weight: 1 lb (Yorin), 300 lbs (Tabora)
Average Lifespan: 20 years (Yorin), 85 years (Tabora)

Bio:
The Yorin have some of the greatest, most intelligent, most advanced minds you can find in a being about the size and consistency of an Earth slug. Living in darkness for most of their lives, trapped in small bodies of water from which they were too weak to leave, the simple-bodied Yorin had their big break when they found, be accident, that they could wiggle into the ear canal of another species, reach and wrap around their brain, and take control of their bodies.

Their main targets for this became the Tabora. It takes a degree of control to overtake a normal sentient being, but the Tabora are as close to brain dead as one can be while still having enough intelligence to eat, sleep, and breath.

While not exactly a hive-mind, the Yorin a quite like-minded, and it was easy for them to work together to combine their impressive intellect with their new bodies and advance their society. However, there were few who trusted them at first when they tried their hands at moving beyond their own galaxy. Their relationship with the Tabora was viewed by many as parasitic, though they insisted that it was symbiotic. They argued that the mindless Tabora would be nothing without them, and the only thing that keeps them from killing themselves on a daily basis is the control the Yorin give them. Even their first pair came about because of this idiocy, as the first Yorin to control a Tabora nearly lost its partner, as the latter had somehow fallen in and was drowning in the small pond.

Many a conflict arose from this disagreement. The accusations on the Yorin, including that they would become greedy and eventually start taking over the minds of other species, became something of a self-fulfilling prophecy. When things became most dire for the Yorin, they were forced to turn to do infiltration and body snatching, turning captives into unwilling spies or using their impressive skills for their own purposes. This only intensified the hatred for them, and they were forced to flee their own section of the galaxy, in search of someone who would not assume they were their to steal their bodies.

Even now, tens thousands of light years from their homes, gone so long that most have forgotten its name, they remain reclusive. Their thought process is simple; if they avoid other people, those people can not accuse them. They are extremely cautious of who they trade with, and are slow to trust. It does not help that those resistant to this life style often break from the rest, frequently becoming body-snatching outlaws that give the rest of their people a bad name.

Appearance and personality:
The Tabora are large, bulky creatures, with dark violet skin, pudgy limbs, and a blocky head fixed with a perpetual mindless stare when they are on their own. The Yorin a small, squishy, slug like creatures that come in shades of orange, red-orange, and yellow-orange. They are little more then nervous systems, brains in the shapes of slugs. Unlike their hulking counter-parts, they are completely defenseless on their own.

Yorin need to exit their hosts at least once every ten days to absorb the nutrients from a synthesized version of the ponds and lakes they came from, or they will wither and die. Many an experiment has been done to find a means to get around this, from making the nutrients a part of the Tabora anatomy, to injecting it directly into the Yorin, but the pool is still the most effective manner.

Tabora have little to no mind of their own, as dumb as an Earth Turkey or Koala. So braindead are they that they can not even be considered to have willpower, as this would require the ability to sense danger. Yorin themselves are not willfull creatures, as even though they will survive if their host dies, as long as their brain is not hit, most Yorin choose a single Tabora for life and grow attached to it. A Tabora's life span is far longer then a Yorin's, and as such, they often act as a host for several generations of Yorin.

Yorin's are very intelligent, and their deductive and problem solving skills are top notch. They are worrisome of other races, however, not wishing to be accused and attacked as in the past. They tend to observe new aliens from afar, sometimes for years, before first approaching them. While it is a crime amongst Yorin to attempt to control sentient lifeforms, they can control all sorts of beings, including lower lifeforms, and as such, make for excellent spies using smaller animals that no one bats an eye at seeing.
 

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#6
Cubator:

Average Height: 1 foot (Height & Length)/3 feet (6 feet in length)
Average Weight: 15 lbs/100 lbs
Average Lifespan: 20 Years

Bio:
The Cubator is a four-legged feline like creature of deceptive size and danger. From Dora 3, known also as Planet Cubey. Once ferocious beasts with little interests beyond eating, drinking, and mating, an unknown alien species modified them to make them more intelligent, as well as giving them telepathy, minor telekinesis, and the ability to disguise themselves as smaller, cuter animals.

No one knows who made them like this or for what purpose. It is believed the Cubators wiped their own masters out. Over the last several centuries, natural Cubators have thrieved on their home planet, while modified ones are a dying breed. It is illegal to attempt to genetically alter a normal Cubator to replicate their modifications, and finding two modified Cubators across the vast galaxy and getting them to breed is difficult.

Currently, Cubators make for excellent pets. While it is illegal to modify a large one and allow it to transform, it is perfectly legal to modify a small Cubator so it can not enlarge. Most Cubators need a linked mind to unlock their full potential, and without it they are barely smarter then house cats who can understand their master and know a few words. There are exceptions to this, and occasionally a Cubator with intelligence all their own is born. These are quite a dangerous group of conniving kitties.

Appearance and Personality:
In their infiltrator form, Cubators have large, round, red eyes. They can change the color of their fur at will, but usually stick with a pristine white. A human would say they look like house cats with arm-like appendages coming their ears, though these aren't actually controllable, and two fluffy tails.

In their battle form, also known as their natural form, they look more like skinned tigers with razor sharp teeth and claws. Their comaflouging ability is largely tied to their fur, so they can not use it in this form.

Their personality is tied to who is linked to them. They have basic animal intelligence on their own, and moderate level intelligence when exposed to psionic energy. Neutral psionics give them a neutral, somewhat emotionless personality, while psionics from an actual psion or telepath will lead to a personality reflecting their control. For instance, an man with a dark, twisted mind will result in an angry, sadistic Cubator that delights in hurting others, while a kindhearted human would result in a caring Cubator. Their level of intelligence in battle also seems to reflect the one they are linked to.
 

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#7
Pickio:

Average Height: 4'
Average Weight: 90 lbs
Average Lifespan: 80 years

Short, red, and irritable creatures, Pickio hail from Andonia 2, known to the Pickio as Planet Pick. Aside from Dexterity and Perception, they have very low stats. Quick to anger and vengeful, the only thing that stopped them from destroying themselves was evidence of alien life, which inspired them to work together and destroy it. If they had a legitimate reason for this, it has long since been forgotten.

When they finally obtained the means to travel beyond their system, they attacked the first ship they encountered, sparking a very short, very embarrassing war with the vastly superior Demigor. Having little need for such a pathetic, unimpressive race, they were mostly ignored.

There are few known Pickio settlements, and it seems most who do not stay on their home planets seem to live their entire lives aboard spacecrafts. They are capable of simple mechanics, needed to make and maintain ships, and they can grow/raise food. These actions seem to be something they do on annas needed basis, however, and the Pickio are mostly scavangers, looting wreaks for parts or raider unprotected colonies and settlements.

Their weaponry is nothing compared to the GFP, but occasionally they happen upon a good scavanged or stolen part, so don't let your guard down around them too much.

Appearance and Personality:
Pickio are on the short side, though the occasional genetic mutation leads to a human sized one. Pickio have red tinted skin and resemble mythological being know as goblins, imps, or devils, with long red tails, mostly vestigial, bat-like wings, and one to four horns on their blad heads or foreheads.

Pickio are so rude and quick to anger and offense, the word Pickio is additionally used as a universal insult. It can be used to refer to any obnoxious individual, but is most commonly used to describe one who loses their temper quickly and reacts to the smallest of provocations with immediate violence. That describes the Pickio perfectly.

Hambi - The Pickio race themselves have a racial slur for every non-Pickio, and this is the one for humans. Like all of the other slurs, it refers to an undesirable being.
 
Last edited:

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#8
Celentius:

Average Height: 5'10"
Average Weight: 170 lbs
Average Lifespan: 180 years

A race of bipedal humanoids with an 'angelic' appearance, at least to humans, thanks to the four wings on their backs. The Celentius hail from a planet of the same name in the Dunari system. They are likely at the technological level humans were at a thousand years ago, and have only just joined the GFP approximately 50 years ago. They are a peaceful race whom the GFP have been watching for a long time, which made first contact all the easier, as well as assimilation into a space fairing society. They readily joined the GFP and act as peacekeepers and arbitrators.

Appearance and Personality:
The Celentius are human in appearance, saved for the four brilliant wings on their backs and feathered lower legs ending in talons. The Celentius are believed to have gone through the evolution of their society and technology incredibly fast thanks to their peaceful nature, avoiding the delay from centuries of wars like humans or Tamerins. Sometimes they are a bit too nice, however, and some of an almost child like naivety. They are the people who fall for fake Pickio distress beacons the most.

The Celentius are quite religious, and wish to spread the gospel of their goddess to all, and yet are surprisingly nonintrusive about it and willing to drop the subject on a moments notice. They are lovers of all forms of art, and make for excellent painters, performers, and singers.
 
Last edited:

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#9
Dondondari:

Average Height: 5'6"
Average Weight: 140 lbs
Average Lifespan: 110 Years

A race of bipedal mammals similar to humans with canine-like features, the Dondondari are from Hepocamp 3, also known as Daria. Intergalactic traders, and quite adapt at it. If you need something, they are usually your best bet. They're a lot more expensive then other traders, but it is never a gamble with them. They have a liking for rare metals, including silver and gold. Interestingly enough, they have a shortage of copper, and that makes for easy trade with Earth, assuming a representative has a large enough supply of copper laying around.

As traders, they travel across the galaxy, and it is usually not hard to find at least one with a shop set up in a settlement, colony, or space station. As they say, trade with them and you get The Triple D Guarantee; The Dondondari promise that anything purchased from them will meet the highest of quality standards, or twice your money back. This is one of the main reason why Dondondari's are so trusted as traders, as well as the reason why their merchandise is usually more expensive (though the Dondondari are no strangers to the occasional deal or sale).

Appearance and Personality:
Dondondari look like humans with dog parts, including large, floppy ears, big maws, and eyes that appear like they are constantly giving a 'puppy dog eyes' look. There are also half Dondondari, half humans who look even more human, though they always have canine ears.

Dondondari are usually quite pleasant. Businessmen and women for the most part, they have to be for their customers. They are quite protective of their goods, and despite usually being very nice, many do have a temper. They can be proud, and there is a saying; "Insult the Dondondari. Insult his honor, his family, or his looks. But never, ever insult his goods." Bottom line, Dondondari carry the best of the best, and you better have a good reason for questioning their quality.
 
Last edited:

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#10
Quin:

Average Height: 7'1"
Average Weight: 360 lbs
Average Lifespan: 100 years

A bipedal race that appears to have evolved from pachyderms, with low dexterity, average perception, and high stats everywhere else. The Quin are from the third planet in the Quaif system, named Quint. Intelligent and determined, they have a long-standing feud with the Shinso. While the two races currently have a very uneasy truce while they deal with increased pirate activity in their respective systems, fights between the two's ships break out all of the time. Use caution while passing through their space, as they are likely to attack any who they believe side with the Shinso.

The Quin are a recent additions to the GFP, having only joined 200 years ago. It is thought their pride kept them from join, but increased threats pushed them to come aboard.

Appearance and Personality:
The Quin resemble anthropomorphic rhinos, with hulking bodies, thick grey skin, and a horn-like nose. They have three large digits on each hand and two on their feet. Even the daintiest Quin is intimidating in size and power.

Quin are quite intellectual, and value intelligence above all else. They can be hotheaded at time, but their mind usually wins out against anger. They have a bit of a superiority complex, but not to a degree that one can not work with them. They also make for good traders, and make for a cheaper alternative to the Dondondari.

Meat Breath - A Quin insult for the Shinso. Most effective when said to a Shinso's face. The Shinso find it very insulting, and the utterance of it by anyone will almost always lead to a fight.
 
Last edited:

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#11
Shinso:

Average Height: 6'4"
Average Weight: 180 lbs
Average Lifespan: 100 years

A bipedal species that evolved from felines, particularly larger cats like lions, with average intelligence and constitution and high stats elsewhere. Shinso are from the planet Sensen 2, known as Shin. Fierce and ruthless, they have a long-standing feud with the Quin. While the two races currently have a very uneasy truce while they deal with increased pirate activity in their respective systems, fights between the two's ships break out all of the time. Use caution while passing through their space, as they are likely to attack any who they believe side with the Quin.

This is their war to fight, and the GFP will only interfere if they pose a threat to one of their other colonies. Both races prefer it this way. The Quin know they have to go it alone, and the Shinso don't want interference. There is a subspecies of Shinso known as the Cartus, 90% of whom are slaves to the Shinso. They have not joined the GFP because the Quin are in, and the GFP refuses to even offer them until they abolish slavery.

Appearance and Personality:
Feline in appearance, resembling antopromorphic lions, with proud mains, short, brown fur covering their bodies, and thick fangs. They are as strong and fierce as they look, even the weakest Shinso could easily take your average human in a fight.

Shinso respect power above all else, and look down on anyone who they see as weak. Although they hate the Quin, many see them as worthy rivals. Shinso are very noble and proud, and they have a class structure throughout their society, including rich nobels and poor peasants.

Grey Mass - A Shinso insult for the Quin. Most effective when said to a Quin's face. The Quin find it very insulting, and the utterance of it by anyone will almost always lead to a fight.
 
Last edited:

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#12
Cartus:

Average Height: 5'8"
Average Weight: 120 lbs
Average Lifespan: 120 years

Considered a subspecies by the Shinso, having evolved along side them, the Cartus are more human in appearence, with their feline features smaller and resembling a cat more then a lion. They have high dexterity and average stats elsewhere. As a 'lower species', the Cartus as a whole are enslaved to the Shinso, and are often treated poorly. There is no agreed galactic regulations on slavery for non-members and interference with non-members of the GFP is generally forbidden, and as such, one can often find a Shinso in a trade station with at least one or two Cartus slaves nearby. Some have escaped their captivity, usually taking jobs as entertainers. There are several Cartus that act as information brokers, their need to remain in the shadows, away from the eyes of searching masters, allowing them to hear information they wouldn't hear in the open.

Appearance and Personality:
The Cartus are a lot more human looking then their Shinso cousins, with furless skin, pointy ears, and thin fur on their clawed hands and feet, as well as their tails.

As expected of an enslaved species, Cartus are very weak willed and submissive. At least, those that are enslaved are. Free Cartus can be just as steong willed and even as ferocious as the Shinso, and there are underground rebels seeking to free slaves and end slavery on their planet.

Hudra - Shinso word referring to a slave. Literally translates to 'nothing'. Often used around other alien races to disguise their Cartus' status, not because they believe it is wrong, but because they tire of the negative responses they kept getting from species like the Tamearins and the humans, who just don't understand what the Cartus truly are.

Cheri - Refers to an exceptionally desirable Cartus. How highly a Cartus is rated is a factor of a number of different fields, including appearance, health, physical strength, and how well they follow orders. Male Cheri Cartus are usually well built for physical labor, while females are usually without any unsightly marks or scars. Female Cartus usually must have their maidenhood to be considered Cheri, though this is not always the same for males.
 

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#13
Andromius/The Andromeda AI

Average Height: N/A
Average Weight: N/A
Average Lifespan: Unknown

Bio:
A species of machine lifeforms of various size and shape, though most of the ones seen in combat varied from the size of the human to the size of a truck, and where either bipedal or quadrapedal with arms, like giant metal centaurs.

Originating from the Delta Quadrant, a race known as the Laepaede were waging a war, looking for a means to win, when a piece of alien tech, believed to originate from outside the galaxy, was discovered. It had a computer processor and, hoping to learn something to help them from an unknown civilization, they worked night and day until they finally downloaded the software. It almost immediately took over, rapidly assimilating all of their technology and reproducing itself. The Laepaede were forced to flee their home, and the Delta Quadrant's war with the Amdromius began.

The war was long and brutal, lasting over 50 years, machines versus organics, the Andromeda AI spreading like a virus, seemingly intent on wiping out all organic life in the galaxy. Anyone not wiped out was mechanized, from individuals to entire races turned into cybernetic slaves.

A daring set of risky assaults combined with some of the most advanced computer viruses ever developed eventually took down the machines, and most of them were wiped out. Naturally, this didn't happen overnight. Once the virus was developed to wipe their AI, the war was all but won, but with memory backups and factories with separate networks, cleanup took well over 50 more years.

Those that weren't destroyed were given to the only species they enslaved that survived and didn't want nothing to do with them, the Fee. Today, the Andromeda AI is stripped down to the bare minimum, and those surviving machines act as little more then tools for the Fee, ever vigilant should a rouge program cause them, or another alien machine race, rise up again. After all, that initial computer component had to come from somewhere.
 
Last edited:

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#14
Fee:

Average Height: 1'
Average Weight: 15-20 lbs (45-60 lbs armored)
Average Lifespan: 200 years

Bio:
Lithe, bipedal, humanoid aliens from Vivis 3, known to the Fee as Sidhe, For thousands of generations, nothing on their homeworld could properly hunt them, leaving them with little to no predators and very little in the way of danger. While only, on average, only about a foot tall, with the biggest recorded being only two feet, two inches tall, they were naturally fast, even without their two pairs of wings, one pair lower than the other. This already made it so naught but the fastest winged creatures who could outspeed them or large insects who could trap them much of a threat.

The Fee had evolved pointed ears, large in comparison to their heads, which allowed them to pick up subtle sounds, like the swooping of a bird of prey or the chittering of an insect in wait, and avoid the threat that was creating them. Their skin tone allowed them to blend in with their planet's sky during the night or day, saving them from the less observant creatures. Finally, their reproductive system gave them one more defense.

Each Fee, male or female, had glands in their wings that would activate when a Fee of the opposite sex was nearby. These glands created a dust-like power that was spread into the air with each flap of the Fee's wings. This was not simply dust however, but rather the Fee's respective reproductive cells, each of them incredibly small. When two of the Fee mate, they spread millions of reproductive cells into the air, forming a sparkling cloud, and flap them around. The male's cells and the female's cells clump together in the air, fertilizing them, before they gently fall to the ground, hatching after a few weeks of gestation. Millions of these are released in a single mating, but most do not survive. Still, the one's that do can number in the hundreds. After the gestation ends, the babies bust out of their silky eggs and find a blade of grass to take off from, giving their news wings a try, those who overcome this last challenge will return to the Fee nest.

This reproductive dust also serves a defensive purpose, activating when the Fee feel they are in danger. Produced with the reproductive cells are flecks of a sleeping agent that, when inhaled in large amounts, can knock out animals that inhale them in only a few moments, putting them fast asleep. The fact that the Fee lives in communities numbering in the hundreds made this dust a serious deterrent to predators.

All of these factors combined made the Fee effectively impossible to eat by the predators on their home planet. Without having to struggle much for survival, the Fee pressed themselves towards a more peaceful route, taming and domesticating the creatures they lived alongside. Most Fee felt a strong bond with their animal neighbors and the world they lived on. Some could speak with the animals mentally, others could heal the animals in moments, and others still could shield the animals or themselves from danger, though it was extremely rare to have a Fee be an expert in more then one of these abilities. After a few hundred years the Fee had created steel mounds beneath the earth to live in, and large metal trees that housed hive like cities.

Then the Andromeda AI arrived. Testing the Fee for potential as cybernetic warriors, they were found to be perfect for machine implantation, however their physical bodies would need some work. The leaders of the Fee didn't know how to respond to the attack, unused to such a force. The Fee had had wars before, but they were quickly deemed extremely pointless and were quickly abandoned in favor of more diplomatic methods. The Fee fought as hard as they could, but what few weapons they had were horribly out of date. They were just too peaceful a people. Their deafeat to the Andromeda AI crushing. There were small pockets of resistance, but they were quelled extremely quickly, and almost as fast as the machine had arrived, the Fee were turned into their cybernetic slaves.

The AI focused on turning the Fee from peaceful, herbivorous keepers of the land, into deadly robotic warriors. The Machines quickly began to augment the Fee with tech, internal computers to boost their willpower, intelligence, and reaction speed. To combat the issue of their physique, the Machines created small alloy suits that tapped into the tech that had been implanted in them, equipped with energy wings to increase their speed, to twin plasma cutters on each arm, aimed at allowing their soldiers to cut into the vulnerable parts of enemy armor and find their way into the cracks of enemy machines.

With time, the Fee were turned into the exact opposite of what they were before, deadly tech based killers, all cyborgs controlled by their robotic overlords. They were so efficient, where most cyberized aliens were wiped out in the long war, the Fee largely survived to the end. When the war was over, there was an obvious lack of trust for the Fee, even though they were enslaved. They had killed so many after all. But someone had to look over the last of the machines to make sure the AI didn't come back, and that task was entrusted to the Fee.

Some Fee wished to return to their simpler way of life, and tried to do so, but hey were in the minority. Despite the fact that the Fee were freed, their society didn't know where to go from there, and most wanted to further their technological advancement, their military sciences, and their abilities as warriors, standing vigilant in order to stop any more AI from ruling the galaxy or ever being created again.

This left the Fee as one of the highest technological species in the Galaxy. Many of the older living races still don't trust them, still remembering the Fee as enemies and fearful that they could just be controlled into doing it again. Seeing the death bots that they worked for now acting as servants makes most people who fought in that war uneasy. Still, the Fee do their jobs, and they have their supporters, especially new races to the Delta Quadrant that didn't participate in that war, like the Humans.

Appearance and Personalities:

At only one inch in height on average, the Fee are some of the smallest sentient people in the known universe. Without their tech, they look like what a human would call a Fairy, with pointed ears, insect-like wings. Their skin tone ranges from light blue to a darker blueish purple. There is almost no difference between the males and the females of the Fee to the naked eye, as both genders looked very traditionally feminine. One could say the females were a bit thinner, but it was very hard to notice from far away. The similarities even extend to their reproductive systems.

While they can work with most species, they occasionally butt heads with Tamerins because of their differences in opinions about body augmentations, and hate the Laepaede for their role in releasing the Andromeda AI on the galaxy. They tend to not get along with races that were part of the war as well, as there is a lack of trust in them. Finally, they butt in when it comes to other races creating AI of almost any kind.

The Fee are now very technologically geared. While Fee known as Naturalists, who still try to feel close to nature and have regained their previous abilities, most have lost their connection to nature. The Fee are focused and determined. Ever vigilant, they enjoy testing their combat prowess, and make for excellent warriors. They naturally have a love for machines, they are big with weapons trading and physical augmentation for larger species. There is some tech only they can design that make even the Dondondari jealous.
 
Last edited:

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#15
A.I., V.I., Androids, and Holograms

Average Height: Varies
Average Weight: Varies
Average Lifespan: Varies

Bio:
Virtual Intelligence has been something in development on Earth since the end of the 20th century, and it was all but perfected by the third millennia. Artifical Intelligence, that being true computer intelligence that could think beyond programming, adapt, and learn all on its own, is another matter. It had proved much more difficult then stories throughout the centuries seemed to have implied.

One hundred years ago, it looked like that all might change. True A.I. was on the cusp of being available, and prototypes were in development. This time, however, was about when the Galactic Federation reached the Delta Quadrant of the galaxy, and learned of the very recent war with the Andromeda AI. The alien races of the Quadrant were slow to trust a government developing A.I., and some like the Fee threatened outright war.

It was also around this time when tensions first rose with the Norscan empire of the Beta Quadrant. The last thing the GFP wanted to do is risk two wars. They agreed to cease their programs developing A.I. and, for the time, ban A.I. research until some future date when people like the Fee might be more lenient.

Naturally, many scientist and programmers were furious about this decision, leading to the disappearance of a number of A.I. prototypes before they could be deleted. There are only a few believed to still exist, as any that have come to surface in the last century have quickly been confiscated from the GFP and destroyed, most before ever being run or even finished.

Nowadays, Virtual Intelligence takes the place of true A.I. It comes in two forms. The first is holograms. Holographic recreational facilities, rooms, combat facilities, and the like are all the rage for simulated reality, both for entertainment and training purposes. Holographic people are incredibly lifelike, acting like actual Humans, Tamearins, and the like. It is all a farce, however, as they are acting within a designated program and going beyond it will result in a hologram that doesn't know what to do.

Secondly, there are Androids. Androids usually come in factory standard forms, humanoid but clearly machines, with blank faces and synthesized voices. These are the prefered kind, as most people like to know they are dealing with a machine and are uncomfortable with them looking too realistic. These androids are programmed for a number of functions, from cleaning, to surveillance, to diplomatic etiquette and protocol.

For those who want something more realistic, fully humanoid androids are available. They usually have more sophisticated programming and serve even more functions, such as entertainment and sexual pleasure. Regardless of the kind of android, however, they still only have V.I. It is completely run by program and, because they can not learn on their own, it is big business across the galaxy to program new functions for your androids.

The limited functions and learning capabilities of androids and holograms alike, not to mention cost of purchasing and maintenance, quelled worries that they might steal jobs. Interestingly, the only real job to be lost was modeling, as it turned out to be cheaper to simply have an android dress up and look pretty.
 
Last edited:

BMPixy

Well-Known Member
May 26, 2013
900
667
93
21
#16
Azisin:

Size Range: 40-200 cm (Azis), 2.4-38 meters (Azisin)
Weight Range: 10-25 kg (Azis), 800-30,000 kg (Azisin)
Average Lifespan: 110 years (Azis), Until Killed (Azisin)

Bio:
The Azis are worm-like creatures from an Earth-like world orbiting YBP 1194, which has no localized name. Due to environmental factors influencing their evolution, they possess extreme levels of adaptability, capable of making radical alterations to their biological form of the course of but a few days. What other species require having discovered gene therapy to perform, an Azis can do in response to environmental stimuli, as well as stimuli from other Azis in the form of communication through complex chemical signals and proteins. High variability in stats, though trend towards one very high stat and many low stats.

When several hundred or more Azis gather together into a colony, it is known as an Azisin. Despite the component creatures generally low intelligence, through adapting their bodies and communicating their needs to adjacent Azis, they can display intelligence far in excess of their sum parts. Azisin typically prefer solitary lives, as due to high caloric needs they require large amounts of territory to harvest nutrition from, though this is helped in part by the Azis’ ability to extract nutrition from nearly anything, including inorganic sources. Some Azis even adapted the ability to photosynthesize, though due to the poor returns on such food sources, most Azisin prefer organic material.

Azisin history is particularly unusual in that they have ‘skipped’ several forms of technology considered necessary to become a space-faring species. At the time of first contact, they possessed neither agriculture, fire, written and spoken language, nor animal domestication, among many other things. Instead, space-flight was achieved due to Azisin domination of their planet, and unclaimed territory starting to run dry. An ‘ambitious’ Azisin that converted many of its component Azis into raw neurological powerhouses effectively invented rocketry to harvest the materials of the planet’s ring system, and their buds as well as the pursuit by rivals led to the colonization of their system over the next century, and eventually the invention of warp travel. The Azis population would spread across the local star cluster for the next two centuries, before finally making contact with the GSF in the late 31st century. First contact went poorly due to severe cultural differences, and resulted in the death of the unlucky Azisin. Second contact fared much more successfully after study of the corpse, though third contact almost resulted in disaster as the Azisin ‘settlement’ had not yet received news they were not alone in the universe due to the civilization’s lack of long-range communication systems.

The reason Azisin are able to perform such complex feats without such ‘essential’ technologies is due to a unique biological curiosity of theirs. Rather than storing memories in the form of connected neurons like most other species, memories are stored in complex proteins, which when fed to a neuron, causes it to fire like it had experienced the memory, as well as produce another copy of the memory. This allows Azis to share memories through the same receptors they use to communicate with other Azis, allowing indefinite storage and copying of accumulated knowledge. As such, while an Azis in a colony may die, as long as it has backed up its memories with another Azis, no knowledge is lost from the Azisin as a whole, allowing the colony to maintain a constant ‘identity’ throughout time.

Azisin society and government is non-existent, as the species is too solitary to organize in such a manner. Despite this, there is typically a tendency to defer to larger and elder Azisin, due to their sheer strength. Some elders use this to their advantage, for example one elder known colloquially as ‘Big Green’ makes a point to attend any GSF conference of significance to lobby for Azisin benefit, despite their technical non-membership status.

Appearance and Personality:
Individual Azis vary in exact appearance due to self-modifications, but tend towards tapered, worm-like shapes, with earth- or forest-toned flesh. Azisin tend towards bipedal shapes writ large, especially those who expect to encounter other species, though truly massive specimens may abandon such pretenses out of deference to the square-cube law. Otherwise, due to adapting to the specific needs of the colony, no two Azisin look alike. A minor quirk of the Azisin is that Azisin who have experienced grievous trauma to have radical shifts in color pattern, with the surviving section retaining the original color pattern, whilst new Azis adopt a wholly different scheme. Eventually, as Azis are replaced, the new pattern comes to cover the entire body.

Azisin tend to run conservative and bull-headed in temperament, due to their reluctance to spend the energy required to have their Azis adapt to a new situation when they are already adapted for the one they are in. However, due to the drive to acquire new resources, Azisin are oft forced apart, promoting a sort of ‘individualism’, if such a word can be applied to colony-life, and ‘if you must do it, do it well’.

Additionally, due to their ability to share memories, Azisin tend to avoid intentional killing and err towards preserving life where possible, as an Azisin that is destroyed is potentially valuable experience lost. The only means of recovering memories from a diseased Azisin is cannibalism, a highly taboo act. However, they are not averse to violence - strong opinions, durable ‘bodies’, and immense strength lead to scuffles that may injure a colony, but care is taken that such squabbles do not escalate to murder.

Third, Azisin trend towards a sort of ‘benign xenophobia’ - to communicate with aliens requires special modifications not just to produce speech, but to analyze foreign speech and body language. Telepathy is also a poor option, as individual Azis are typically unable to comprehend complex ideas, whilst the emergent intelligence of the Azisin is not one that can be thought at. This isn’t helped by Azisin appearing inscrutable, lacking many traditional features other sapients use to empathize with. While they are not hostile to other life, it is comparable to the unease a human might feel if they had to stay in a room for an extended period of time with a calm yet wild animal, and typically fades should the Azisin spend enough time around the subject.

A final note is that due to their lack of spoken language, no Azisin has a name of their own - everything in their culture with a name was given to them by an outside group. The word ‘Azis’ is merely the first four letters of the complex protein Azis use to signify they are not hostile to each other, and the pluralizing ‘in’ is merely the next two letters.

Budding - When a colony’s growth threatens to require too many resources for a single individual to procure, the colony divides in two, a process known as budding, with most of the younger Azis forming a new, smaller, Azisin, which is then typically driven off to find new territory. There are some cases where the budded colony is a larger one, but they are the exception rather than the rule.

Life-Debt - Azisin take debts very seriously, as they are well aware that any good deed costs the acting party some sort of resource, and do not wish to threaten another’s survival. The most extreme form of this tendency is the life-debt, typically only provided after the Azisin has their lives saved from imminent death. The life-debt is not considered repaid until the debtor has died in service of the creditor, the creditor has died of natural causes, or a several centuries have passed, giving the impression among shorter lived species that the Azisin life-debt only lasts until the creditor or the debtor dies when that is instead merely only one of the end-states of the debt.

Azisin Expertise - Due to having perfect recall, extreme adaptability, and long lives, Azisin have all the makings of experts in their field, and oft are when they are not focused on providing for themselves. This has resulted in the finding of an Azisin willing to work aboard an alien vessel to be treated as stroke of fine luck, provided one can sustain their great appetites, as they are near certain to be skilled at both the hired job and likely several other lines of work, on top of being a living forklift.
 

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#17
Factions and Governments of the Milky Way Galaxy

The Galactic Federation of Planets:
Easily the largest group in the known galaxy, the GFP includes dozens of alien races across hundreds of worlds. Founded by the Humans, joining the GFP comes with protection and benefits, though with the expectation that one follow their laws. GFP space includes space controlled by their participants, as well as space claimed for reasons of research, resources, colonization, or protection of a primative species. 90% of the aliens in the Alpha Quadrant are in the GFP, along with 50% of those in Beta, 25% in Gamma, and 6% in Delta.

The United Planetary System:
A collection of species made up of about 25% of the races in the Beta Quadrant. Similar to the GFP in scope, if not in scale. They share many of the same basic laws and principles, travel through each other's space is free, and the two groups get along well.

The United Gamma Collective:
A collection of species made up of about 40% of the races in the Gamma Quadrant. Though they share many principles with the GFP, things have been rocky for a long time, stemming from a war between the UGC and the UPS, and the GFP's alliance with the UPS. Travel through UGC space is limited and heavily monitored.

The Pickio Alliance:
Made up entirely of the Pickio home planet, colonized planets, and claimed space. While there is sectors of the galaxy designated as Pickio space, they tend to claim all space as theirs to the unknowing and demand heavy taxes, so check your star charts and sector maps before being fooled.

The Quin Empire:
While the Quin are official members of the GFP, they maintain their own rules within Quin space. This is allowed because the only difference between their laws and those of the federation have to do with dealing with their feud with the Shinso, which the Quin and the GFP have both agreed is a Quin matter alone. Travel through Quin space is as free as it is through Federation space, at least for the GFP. For the Shinso, it is much more difficult and heavily monitored, often to the point of not being worth it.

The Shinso Confederate:
Made up of the territories and sectors claimed by the Shinso. Relations are somewhat rocky thanks to the GFP's alliance with the Quin, but not too stressed as the GFP has agreed to stay out of Quin-Shinso matters. Travel through their space is only lightly monitored unless they find a Quin on board or it is a Quin ship, in which case it becomes barely worth it to bother.

The United Pirate Alliance:
As planets have united across the last millennia, and especially with the founding of the GFP, piracy has become harder to get away with. This is why space pirates have made their own alliance. Membership guarantees that one member will not attack another and will come to their aid if need be. Violating this will turn all the pirates in the alliance against you. Of course, these are pirates we are talking about, and they'll often attack fellow members or ignore distress calls if they think they can get away with it. 'Pirate space' is hard to pin down, so exercise caution whenever going through 'frontier' sectors not claimed by any one government, faction, or race.

The Fee Mechanicum:
Thanks to the devastation after the war with the Andromeda AI, the Fee Mechanicum is the only race of people in the Delta Quadrant spread out enough to be considered its own faction. Travel through their space is simple enough, though they are highly suspicious of anything expecting A.I. This shouldn't be a problem for members of the GFP as true A.I. is currently illegal, just expect an inspection if you have holograms or androids aboard.

The Norscan Galactic Republic:
Little is known about the NGR at this time. Most of their controlled space is outside the Quadrants currently mapped by the GFP, but they do have space in the Beta Quadrant and friction arises from their want to expand further, including their believed right to Federation space. As of now, there is a neutral zone between GFP and NGR space. Travel in this space by either governments could spark a war so it is avoided at all cost. Avoid it too as a commercial vessel, both because the Norscan could label you are a Federation spy, and because this neutral space, like most space not controlled by any one government, is a hotbed for pirate activity.
 
Last edited:

ZombieSplitter53

Game Master
Staff member
May 27, 2013
6,440
2,958
113
34
Hanover Park, IL
#18
The Golden Wind - Ship Schematics and Layout

The Golden Wind is cylindrical in shape. The front, where the bridge is located, is shaped like a bird's head. It has large wings in the very back for maneuvering in atmospheres. There are twin warp nacelles in the rare of the ship, as well as three large thrusters on the bottom and many smaller ones on the sides and top. The body of the ship is mostly red with golden 'wind-like' streaks and patterns, as well as black wings and other black spots here and there.

Twin Laser banks can run along the sides and top of the ship, covering the 180° dome of the ship's upper half. The same is true about twin magnetic rail cannons on the sides and underside of the ship (one currently inoperable). Finally, the front of the ship has twin plasma torpedo launchers (functional, but with no torpedoes currently on board). The ship has a shield generator and a back up shield generator, though these are weak compared to ships of comparable size, and dodging attacks is preferable. To help with this, the ship has strong built in signal jammers to help prevent perfect lock-on.

The Bridge has a large room built on each side, one being the captain's ready room, the other used as a back up engineering station. The space immediately behind the bridge is split into two decks. The upper deck has a general meeting area with couches, chairs, and a large, round holoprotector in the center, and behind that is a lounge with a bar and kitchen. The lower deck is mostly devoted to a large Holographic Recreational Room, and behind that is a small cargo room and armory.

Beyond these are two decks of personal quarters, twenty rooms in all. Two of the rooms are twice the size as the others. One is used as the captains room. The other has been converted into a makeshift lab in case a scientist of some sort ever comes on board. Each room is large enough for a bed, a couch and table, a chair and desk, a shower, and general movement/breathing room, and each comes with a basic food replicator (the is a space in the armory for a more advanced replicator, but there isn't one installed currently).

Beyond the quarters, both decks are devoted to the engineering deck where the matter-antimatter warp engine is located. Finally, at the end of the ship, there is a small shuttle bay. Currently the Golden Wind has two small shuttles, neither of which function.

Front to back, the ship can be travelled in fifteen minutes casually, ten at a brisk pace, and five at a full run. There are lifts that go up and down between decks. Between the front of engineering and the back of the bridge, there are turbo lifts on both sides of the ship that can cover half the distance in 30 seconds, the whole distance in about a minute. Finally, the are Baʒir tubes, running throughout the ship to access hard to reach loactions between decks and the outer wall, which can be used to move through the ship in an emergency.
 
Last edited:

Dahlexpert

Well-Known Member
Jun 23, 2013
2,834
784
113
26
USA
#19
Kotavorg

Average height: 5' 10"
Average weight: 335 lbs (Mostly due to the cybernetics.)
Average lifespan: 150 years

Bio:
Coming from the planet Coitera, the Kotavorg are a bipedal humanoid race. For thousands of generations, this race lived on hunting the animals on their planet. When all the deadly animals on their world were hunted to extinction, the Kotavorg sought a different challenge and found one in each other. For a good five hundred years, the Kotavorg were at constant war, dying by the millions. One day, another race found the Kotavorg and uplifted them, enslaving the race and experimenting on them.

The Kotavorg' master, like many advance races, got arrogant. Their masters saw them as nothing more than mindless weapons of war, augmenting them to make them more efficient soldiers, workers, and killers. Their masters never thought that the Kotavorg would actually unite in their hatred for their masters and topple them over, and take their former masters home planet as their own. Once they had their new home, they looked at the overwhelming technology, such as starships, cybernetics, and advance weapons. For hundreds of years the Kotavorg studied the technology, learning how to wield it. During that time they decided to make augmentations apart of their culture, seeing their body as something that could be constantly improved.

Finally in 3314 they joined the GFP, bringing with them their mastery of cybernetics and ship making to bring aid to the rest of the galaxy.

Appearance & Personality:
The Kotavorg look very similar to humans, save for a few differences. Their skin is light colored with a gray tone, and short hair. They are also have very noticeable cybernetics on when you first see them. The Kotavorg are warriors and keep themselves at peek shape and have very muscular bodies.

The Kotavorg see cybernetics as a great evolution for their race, however this also keeps them at odds with the Tamearin. Since the Tamearin see the body as a temple, it puts them at odds with the Kotavorg who sees the body as the standard module, and why not upgrade it and improve it and make it better then what it is? This puts them at odds with the Tamearin constantly, though not enough where the two races would go to war. When these two races meet it usual goes into the ethics of the body and why it should and shouldn’t get augmented.

For the other races, they get along greatly with the Fee but, with the others they tolerate and try to convince to get some augmentations add to their bodies.

Due to their hunter nature and their love for augmentations, they are a very military heavy culture. They enjoy wars and battle. Many races see them as nothing more than savages while others see them as great soldiers. While they do make great soldiers, they also make great doctors, starship makers, and engineers. When it comes to the other races, they are usually neutral, but they do try their best to try and convince them to try and get augmented.
 

Frostlich1228 (Alt)

Well-Known Member
Oct 23, 2016
1,237
218
63
22
#20
Laepaede (Luh-Paid-uh):

Average Height: 10”1’’
Average Weight: 130-145 Lbs
Average Lifespan: Shara’sharei (Royals): 500 Years. Sharei (Courtesans): 200 Years. Dodehdora (Chevalier): 50 Years.


Bio: The Laepaede are a Thin, Winged, Insectoid Race that evolved on their homeworld of Ashradora and come in many variations. Ashradora like most worlds sat in the sweet spot of it's local system, orbiting in a non traditional circular pattern around it's Red Giant Star Babylon-A8. Unlike most planets Ashradora developed a highly oxygenated environment and was rich with Water, in fact, it has the highest percentage of Atmospheric Oxygen of any race’s homeworld. This lead to the evolution of a strange and foreign race of massive Insectoids. On their homeworld which was covered almost entirely in Rainforest and marsh due to its non tilted axis, the ancient Laepaede build their empire.

Unlike Bazir, Laepaede developed a taller thinner body as well as a high amount of intelligence and natural roles not dissimilar to Eusocial insects found on Earth. Over time they even evolved the ability to metamorphosize into different biological templates depending on specific and slight changes in the temperature and level of oxygen around the incubating eggs. These being the Shara'Sharei or Royals, the ‘Queens’ of the colony, of which there is only one, the Sharei or Courtesans, which are the working females of the species that care for the young and breed with the Royals, and the Dodehdora or Chevalier, the low intelligence, but powerful juggernaut like Males that guard the hives.

Reproduction starts when a Courtesans is selected by the Royal and undergo a change to grow a temporary Ovipositor to impregnate the Royal, which falls off after the successful mating and is fed to the young. Pregnant Royals can lay close to five hundred eggs at a time in a single birth, the pregnancies lasting only two weeks. These eggs are then taken by the Courtesans and wrapped in a cocoon of a sticky sugar that is filled with a honey like substance. These eggs are then taken care of by the Courtesans which convert nutrients from plants delivered to them by Chevalier's to produce the sugary substances. Incubation usually takes around a year and two months as the child ingests the honey and when it's big enough breaks out of candy like shell and eats that. After a week as a Pre-Metamorphosized larva it's genetic code responds to the trace chemicals, Oxygen levels, and other factors in the air around it to determine what the needs of the Hive are, it then takes the form of either a Courtesan or a Chevalier after short period of transformation. From here if it took the place of a Courtesan it could perhaps even become the hive's Royal if the current Royal is too old, is too sick, or dies for whatever reason and she is the most fertile Courtesan out of potential thousands.

The Royals can be distinguished by their fantastic and vibrant colors compared to the Courtesans which only have dark colors or even just blacks and greys. Similarly while all Female Laepaede have unique patterns on their wings that are all one of a kind, the Royals patterns and colors are incredibly vibrant and eye catching. In truth the secret to the colors of the Laepaede come from their fertility, status as a breeding partner and choice for the Queen, it's easy to tell the difference then between High Rank and Low Rank Courtesans. As a result of this almost all Courtesans find the Royal almost biologically irresistible, willing to fulfill their every need, however, that attraction is not carried over to high ranking Courtesans.

It's no surprise then that Laepaede culture grew to be extremely status based with the Royal being the de facto monarch of her entire Hive, her underlings being biologically forced to obey her. The Laepaede political game is to rise your way through the ranks through whatever means possible in order to be selected by the Royal for breeding, as one who breeds with the Royal is given a permanent position of respect and status in the Hive. The Chevalier Males inversely hold no place in the Hive at all which means they do not have status in any way, being treated as mostly disposable soldiers as they are neither as intelligent as the Females, nor are they capable of breeding.

Because of their Biological need to obey their Royal, coups and internal rebellions are unheard of in Laepaede history. That doesn't mean that they didn't have plenty of Wars between hives however, as Royals are not forced to obey each other and as well, the sexual attraction is also missing. However, it was eventually decided that there needed to be cooperation, so the Royals of all tribes can a competition to see who would become the face of the race, Ashara-Sharei, or the Grand Royal.

They progressed quickly in technology, being quite an old race on the universal scale aided by plentiful resources, reaching space age technology alongside their closest galactic neighbor, the Tamaerin. First Contact with their neighbor went surprisingly well, the personalities of the two races meshing almost without a hitch, and soon the two of them became quick allies.

The Laepaede prospered as a major galactic power for a while after, that was until the brutal Demigor waged war on the sector. After forcing the Bazir to serve them, the Demigor slammed Laepaede space and the Insectoid race lost most of its territory, however the combined might of the Laepaede, Tamearins, and other races pushed the Demigor back. Sadly this left the Laepaede still incredibly weak and they began to lose worlds they once had claim to to simple pirates. It was at this time the Quin saw the possibility to take advantage of the weakened Laepaede and launched a surprise attack that nearly put the final nail in the coffin for the whole race.

It was in this desperation and embarrassment for losing land to what they considered to be nothing more than brutes, that they chose to look for any solution. This solution came in the form of a floating pile of space junk which, upon further research, was discovered that there was hardware inside, working hardware. They cracked into it and downloaded the information on to a separate terminal, taking months of straight work to translate the completely alien code into something understandable. They thought that they would unlock some kind of ancient precursor information, something to help win the war…

What they discovered instead was the Andromeda AI. The AI immediately began to replicate itself on their hardware, then transferred to another, then another, within mere minutes it had spread much too far to even stop. Their machines turned on them, their factories began to pump out robots to wage war. They knew they were doomed if they stayed, so in one last move with some of their only AI free ships they abandoned their beautiful homeworld and escaped far away, as far as they could, leaving the rest of the races in the Galaxy to deal with the AI they had unleashed, even leaving most of their males behind to be cyberized into slaves.

They spent this time traveling the universe like nomads, gathering just enough to keep their race afload. The Andromeda AI would eventually be dealt with however, but when they returned to their planet they found that it had been given to the Fee instead. Furious, the Laepaede pleaded with the Galactic Federation that they had once been a member of, but the damage was done, their reputation was ruined by leaving the other races to clean up a mess they caused. The Grand Royal scoffed, and to the Federation Leaders that the Laepaede didn't need them, and could do fine on their own. Thus they withdrew from the Federation and chose instead to wander in their massive hive ships, looking for a new world to call home.

Life on ships is especially hard for the Laepaede, as they need large amounts of Oxygen as well as extremely specific atmospheric adjustments for their larvae to metamorphosize. They bypassed this somewhat by taking designs from the Bazir, but they refuse to admit weakness and ask for any such help from other races.