Race: Minor Races: Difference between revisions

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Mycelia have no standard biology, and are instead recognized as a collective of mushroom-like spores that may develop into several different shapes, colorations, and blooms. Currently classified by subtype, there are known Mycelia analogues for Chanterelles, Amanita Muscaria, and several more mundane varieties. Mycelia reproduce by spreading spores into the local atmosphere. These spores are resilient, but are effectively sterilized by UV light or extreme dryness, causing most Mycelia to prefer dark, moist environments. Once a Mycelia roots, it attempts to lure organic creatures into its area by releasing sweet scented saps and spores. These spores often bear faintly toxic effects when inhaled, inducing a state not dissimilar to drunkenness in those who are exposed - rumors of more intense, almost psychedelic experiences upon exposure to Mycelia spores have been reported, but not observed. Incompatible carbon-based life will often be harvested of protein or moisture, although most Mycelia are too weak to forcefully ensnare food sources. This seems likely to be intentional, as incompatible life forms serve to help disperse a rooted Myeclia's spores much further than its own zone of influence. Compatible carbon-based life - namely Alraune and Diona - are immediately in danger upon exposure to Mycelia spores. If not rapidly sterilized and monitored heavily for fungal growth, the Mycelia's spores will infect the tissue of the victim and spread like a parasitic cancer, slowly overtaking the creature's body until it overwhelms their consciousness and renders them comatose. Hijacking the body's functions, the Mycelia will then puppet its new body into an uninfested area to begin the life cycle anew.
Mycelia have no standard biology, and are instead recognized as a collective of mushroom-like spores that may develop into several different shapes, colorations, and blooms. Currently classified by subtype, there are known Mycelia analogues for Chanterelles, Amanita Muscaria, and several more mundane varieties. Mycelia reproduce by spreading spores into the local atmosphere. These spores are resilient, but are effectively sterilized by UV light or extreme dryness, causing most Mycelia to prefer dark, moist environments. Once a Mycelia roots, it attempts to lure organic creatures into its area by releasing sweet scented saps and spores. These spores often bear faintly toxic effects when inhaled, inducing a state not dissimilar to drunkenness in those who are exposed - rumors of more intense, almost psychedelic experiences upon exposure to Mycelia spores have been reported, but not observed. Incompatible carbon-based life will often be harvested of protein or moisture, although most Mycelia are too weak to forcefully ensnare food sources. This seems likely to be intentional, as incompatible life forms serve to help disperse a rooted Myeclia's spores much further than its own zone of influence. Compatible carbon-based life - namely Alraune and Diona - are immediately in danger upon exposure to Mycelia spores. If not rapidly sterilized and monitored heavily for fungal growth, the Mycelia's spores will infect the tissue of the victim and spread like a parasitic cancer, slowly overtaking the creature's body until it overwhelms their consciousness and renders them comatose. Hijacking the body's functions, the Mycelia will then puppet its new body into an uninfested area to begin the life cycle anew.
===History/Culture===
===History/Culture===
Mycelia have no known native language, and their history is largely a mystery. Alraune and Diona both bear a natural and somewhat instinctual hatred of these beings, which may either be signs of a deep cultural memory or a simple evolutionary self-preservation mechanism. Interviews with Mycelia capable of communication have lead some scientists to believe there is a gestalt mind which exists between each entity in a form of 'mycelial network'. The Mycelia interviewed have denied this to some extent, although when privately observed they have been seen to communicate non-verbally. Mobile, "self aware" Mycelia do not emit spores, and seem to have taken up the role of an ambassador class, appearing only recently in the public eye.
Mycelia have no known native language, and their history is largely a mystery. Alraune bear a natural and somewhat instinctual hatred of these beings, which may either be signs of a deep cultural memory or a simple evolutionary self-preservation mechanism. Interviews with Mycelia capable of communication have lead some scientists to believe there is a gestalt mind which exists between each entity in a form of 'mycelial network'. The Mycelia interviewed have denied this to some extent, although when privately observed they have been seen to communicate non-verbally. Mobile, "self aware" Mycelia do not emit spores, and seem to have taken up the role of an ambassador class, appearing only recently in the public eye.


==Dusklight Titanians/Moth-People==
==Dusklight Titanians/Moth-People==

Revision as of 03:24, 28 August 2024

Introduction

Some races are not considered major players on the Galactic stage. This viewpoint can stem from any number of justifications, such as population size, technological advancement, or simple political sway. Every "Minor" race has its own unique set of hurdles and barriers to overcome. Many have chosen to become client races of larger Galactic factions, and others are actually the edges of larger galactic communities which exist amongst the unknown expanse of the Frontier. Regardless of why they're considered a Minor Race - or indeed if such a term is even accurate - the classification does not typically carry any penalties.

Tyrmalin/Goblins

Recommended Traits

Summary

The Tyrmalin are a race of squat, green skinned creatures with pointed ears. The Human tendency to call these aliens 'Goblins' has grown in popularity, to the point that it has become a legally recognized name.

Biology

The average Tyrmalin stands between 3'/91cm and 4'6"/132cm. Squat and proportionate, the Tyrmalin evolved from subterranean scavengers bearing superficial resemblances to Terran mammals. Although no longer furred, Tyrmalin retain the pointed ears and vibrant green skin of their ancestors. Goblins are not particularly hardy, but their wiry musculature and claws allow them to move with an elevated degree of agility, especially in confined spaces. Goblins are well adapted to mining work, and seem to prefer a nearly claustrophobic environment most of the time. They are as intelligent as any other sapient race, but appear to have retained some primitive aspects of their predecessors. There is no current consensus on whether this is a form of genetic compulsion being passed along, or if it is simply cultural.

History/Culture

Tyrmalin originate from a centaur in the Regiis sector named - in their tongue - Goss Aguz. Eventually spreading out into the local asteroid belt, by the time of their discovery the Tyrmalin had established mining operations spread across multiple local systems. Diplomatic ties between the Tyrmalin and the Human representatives they encountered were quickly established, with the "Goblins" becoming a protectorate of the Orion Confederation in short order. Many Tyrmalin have moved to Mars, where they work in the red mines. The "little green men" on Mars now comprise nearly 10% of Mars' global population, and more are immigrating every year. Goblins are recognized on Mars as fine artisans and miners, and operate several notable trade guilds with ties across the galaxy.

Merrow/Undyne

Summary

An advanced aquatic race, the Merrow were fully evolved and intelligent when first contact was unexpectedly established. Due to the nature of their existence, the Merrow had not yet become a spacefaring people. Interaction with the Orion Confederation quickly changed that, and now the Merrow have established numerous oceanic colonies across the galaxy.

Biology

Merrow are aquatic humanoids measuring between 5' and 7'. Elongated and spindly, Merrow bear some passing resemblance to the Akula, although cursory genetic tests have confirmed no common ancestry. Merrow breathe both air and water, possess natural darksight, and have a notably sticky flesh that comes in a wide array of colorations. The most common colors for Merrow appear to be deep blues and greens - presumably due to the nature of their environment. Agile in the water, Undyne are still relatively graceful on land, having long ago developed the ability to travel above the surface of the water.

History/Culture

Merrow, known colloquially as Undyne, adhere to a somewhat poorly defined social structure. Although they have produced breathtaking underwater megastructures, many with a manner of religious significance the Merrow refuse to discuss, their people tend to travel in small family-oriented units, or alone. Largely migratory, the concept of cities seems to be of little interest to the Merrow. Since they began to colonize other worlds, Merrow have taken to underwater farming projects, and seem to enjoy cultivating aquatic livestock and flora for trade with the world above.

Saguar/Kobolds

Summary

Saguar hail from a chain of barely habitable desert worlds trapped on the interior extreme Goldilocks zone of a red giant, the system itself within Hegemony borders. Small, reptilian, cold blooded, and fiercely persistent, the Saguar bear many passing resemblances to the Unathi, Earth raptors, and Kobolds from popular media. Consequently, the secondary designation has begun to stick, much as it did for the Tyrmalin with goblins.

Biology

The Saguar people rarely stand taller than 3' 5". Short but lithe, the scaly skin and heavily reptilian features of the Kobolds bear some similarities to their larger counterparts the Unathi. Investigations and testing into a possible common ancestor remain inconclusive. Cold blooded, Saguar can move via both bipedal and quadrupedal locomotion, and require comparably less water to survive than other species. Saguar scales come in a variety of earth tones, from bold clay reds to muted mud browns, with the occasional mutation causing wildly different scale colors. Because of the strange day/night cycles on their home planet, saguar are known to be cathemeral, taking intermittent naps throughout the day and night and not sleeping in accordance to one or the other.

History/Culture

Saguar are a moderately advanced galactic community who did not possess advanced spacefaring technology when they were discovered. Rapid breeders, the Saguar had spread to another planet and a moon in their habitable belt to help alleviate a population crisis. Many Saguar spend their lives as desert ranchers or farmers, corralling herds of insectoid xenos similar to beetles as livestock. Others love to make professions out of mining or trading, and kobold trade ships are often a treasure trove of many rare or valuable trinkets and ends. They are a notoriously avaricious and mercantile species, easily swayed by the promise of coin. Several theories linking the Saguar love of coin to an evolutionary byproduct of millennia searching out glittering water pools and the shimmering wings of insect chitin remain unconfirmed.

The planets that the Saguar inhabit are all mostly the same, the main one being Casola Major, with Casola Minor and Cetunia following suit in order of their colonization. Casola Major is the planet the saguar originate from, with their population crisis forcing them to make living space on the moon of their planet, Casola Minor, barely smaller than the planet it orbits. Both have such similar atmospheres and composition, it wouldn't be unfair to assume that long ago, they were both part of the same planet, which ended up splitting and having the two halves orbit each other. Because of this, they orbit their star in something of a helix pattern, each planet casting shadows on the other intermittently, causing strange day/night cycles for both of them. Cetunia is slightly different, not possessing the strange helix orbit that their main planets do, thus more normal day/night.

The Saguar work ethic, persistence and sociability is another notable characteristic. As decades of life in extremely harsh desert conditions have left them with a fervent perseverance, and an extremely strong sense of duty for the sake of others, they often make as amazing assets to any team that they find themselves a part of, but can struggle quite a lot with work that doesn't involve much interaction with others or would otherwise leave you alone. They are highly sociable, with each other and with other species, their own language being rather noisy and heavy on movements of the tail to express more subtle meaning. Saguar that are left alone for too long often begin to adopt pets or other small animals for company, popular things being mice, insects or small lizards. Because of the way that saguar grammar works, they can often have weird speech patterns after learning to speak other languages than their native tongue, such as repeating things to emphasize them, and skipping unimportant connecting words like "a" and "the".

Sarkasi

Summary

Sarkasi live within the same chain of desert worlds the Saguar originate from, having co-evolved with the smaller lizards in Casola Major. Surviving remnants of a violent prehistoric age, Sarkasi are massive, cold blooded, quadrupedal winged reptiles which have managed to retain their ability to fly.

Biology

Adult Sarkasi stand at a height between 2.5m and 3.5m (8’2/11’6) from ground to forelimb shoulder, reaching the upper size limits of land based life and moving past the bulk and mass considered possible for a flying species to exist through a combination of powerful, large wings, a uniquely complex bone structure and a myriad of biological tricks and adaptations that xenobiologists are still studying to this day. Sarkasi metabolism can be summarized to that of a cold-blooded species with limited heat production, giving them an edge during the intermitent and sometimes long nights of their homeworld over purely ectothermic species. While this means that their large bodies have a considerable energy and nutrient upkeep to function, it also allows them to remain active during the colder hours of the desert, said size and metabolism keeping them warm and mobile until they need to sleep or morning breaks.

Cathemeral due to their home planet’s strange day and night cycle, their work and life schedules are dictated by Casola Major’s intermittent hours of sunlight, becoming more active during the day to take advantage of the red giant’s heat and slowing down during the nights to conserve energy. They come in a dazzling variety of scale colors and patterns, theorised by researchers to help identify other Sarkasi when flying at high altitudes, foregoing stealth completely in a planet where there are only deserts and mountains to hide in.

History/Culture

Despite surviving the transition from the era where larger animals in Casola Major were more common, Sarkasi evolution nonetheless led them towards a dead end. While their front limbs were dexterous enough to manipulate their environment, they were incapable of performing the much more precise and minute tasks that proper opposing thumbs granted to Saguars, whom they evolved alongside of and developed higher thinking with more or less around the same time. The Sarkasi’s need for large prey and abundant water sources eventually conflicted with the rapidly growing Saguar population, both species’ ancestors inevitably resorting to animal herding, raiding and outright mutual predation for survival. It wasn’t after millennia of this violent rivalry where killing one another for meat and valuables was the norm when the first steps towards mutual understanding were made, just as Saguar technological advancements like metalworking and bowmaking were threatening to drive their Sarkasi competition towards a seemingly inevitable future extinction.

The tipping point was reached around the end of the Saguar’s equivalent to the bronze age, when the smaller species’ numbers and growing cities had become too common and dangerous to raid for the relatively dispersed and disorganised Sarkasi population. This, in the end, promoted not outright hostility but attempts at cooperation to prosper.

Those families and tribes of Sarkasi who remained true to their perceived place as apex predators died off in a mere century or two, while those who instead opted towards offering their strengths to the Saguar prospered, able to work for their survival rather than risk a ballista bolt to the face. The monsters of old became the new oversized members of the burgeoning societies of that era; From hardy farmers and imposing diplomats to invaluable messengers, staunch guards and living medieval tanks; everywhere there was a role for them or a chance for a better life, they took it.

Nowadays both species are united in peace, and while the Sarkasi population will forever remain a minority due to a far slower maturity age and breeding rate than Saguars have, they are considered equals in all but size. This co-existence has turned their home system into an easily accessible location where accommodations can be found for all manner of species, most buildings designed to be comfortable for both 3’ tall bipedal beings and quadrupedal, flying creatures many times that size.

A rare sight outside of the Casola system, most Sarkasi can be found working in farms, as construction workers, as politicians or enlisted in security firms. They aren’t as well known to the galaxy at large as their more widespread Saguar kin, having been at the background of their nation’s space-related historical achievements. To those that know of or employ them, they carry a stigma of laziness due to their habit of resting to bask or sleep whenever an opportunity to do so arises, conditioned by a need to conserve energy and warmth and the erratic day-night cycle their species evolved in.

When active, however, Sarkasi are capable of tirelessly focusing on whatever goal they’ve set their minds towards for as long as their bodies can sustain them. Whether due to the traditional roles that size disparity has put them on in the past or their ancestry as herding predators, Sarkasi are prone to prefer leadership and management roles in their respective fields if their ability allows for it.

Mycelia/Fungoids

Summary

Unlike other minor 'races', Mycelia are more akin to a medical condition than a sapient species. Widely regarded as parasites, Fungoids are reviled in Alraune culture as a living plague not dissimilar to zombies in human culture. Most Mycelia are mindless predators more akin to venus flytraps than living beings. Some, however, have retained a degree of sentience that allows them to interact with civilized society. How this occurs is still a mystery.

Biology

Mycelia have no standard biology, and are instead recognized as a collective of mushroom-like spores that may develop into several different shapes, colorations, and blooms. Currently classified by subtype, there are known Mycelia analogues for Chanterelles, Amanita Muscaria, and several more mundane varieties. Mycelia reproduce by spreading spores into the local atmosphere. These spores are resilient, but are effectively sterilized by UV light or extreme dryness, causing most Mycelia to prefer dark, moist environments. Once a Mycelia roots, it attempts to lure organic creatures into its area by releasing sweet scented saps and spores. These spores often bear faintly toxic effects when inhaled, inducing a state not dissimilar to drunkenness in those who are exposed - rumors of more intense, almost psychedelic experiences upon exposure to Mycelia spores have been reported, but not observed. Incompatible carbon-based life will often be harvested of protein or moisture, although most Mycelia are too weak to forcefully ensnare food sources. This seems likely to be intentional, as incompatible life forms serve to help disperse a rooted Myeclia's spores much further than its own zone of influence. Compatible carbon-based life - namely Alraune and Diona - are immediately in danger upon exposure to Mycelia spores. If not rapidly sterilized and monitored heavily for fungal growth, the Mycelia's spores will infect the tissue of the victim and spread like a parasitic cancer, slowly overtaking the creature's body until it overwhelms their consciousness and renders them comatose. Hijacking the body's functions, the Mycelia will then puppet its new body into an uninfested area to begin the life cycle anew.

History/Culture

Mycelia have no known native language, and their history is largely a mystery. Alraune bear a natural and somewhat instinctual hatred of these beings, which may either be signs of a deep cultural memory or a simple evolutionary self-preservation mechanism. Interviews with Mycelia capable of communication have lead some scientists to believe there is a gestalt mind which exists between each entity in a form of 'mycelial network'. The Mycelia interviewed have denied this to some extent, although when privately observed they have been seen to communicate non-verbally. Mobile, "self aware" Mycelia do not emit spores, and seem to have taken up the role of an ambassador class, appearing only recently in the public eye.

Dusklight Titanians/Moth-People

Summary

The Dusklight Titanians are a race of faelike, blue / purple hued skinned, bioluminescent aliens from a dark world. With some lepidoteran-like qualities such as antennae, butterfly wings, a similar tongue and a tail, they are capable of flight and are generally hardy. Name was bestowed upon them after humanity encountered them in the 25th century.

Biology

Carbon based. Body temperature runs higher than a typical humans, with their normal body temperature being 105.7 Fahrenheit, enabling them to stay warm during the long nights of their home planets. Breathes typical humanoid mixture of oxygen but goes through it quicker than normal due to the composition of their blood containing a higher ratio of gas to liquid (helium in the cell walls as opposed to a typical liquid), causing it to circulate faster. Their vision is perfect in the dark and weaker in brightly lit environs with minor photosensitivity not being uncommon. They can fly using their wings, which are surprising sturdy, as are their bodies. However, in a paradoxical manner, their bodies are more susceptible to thermal damage and burns due to their higher then average body temperature.

Generally dusky gray to a dark dusty blue skin. Bio-luminescent inner flesh (tongue, nipples, etc.), usually sky-blue in tone but can also be blues and some tones of very light green. Tongues that are almost triple the length of human tongues and terminate in a more tapered point, reminiscent of a butterfly's. They also have short tails covered in the same color skin as the rest of them, very sensitive and used for weight shifting in flight. Large, ornate butterfly wings with intricate patterns of both bio-luminescent and non-luminescent scaling. Families tend to share similar wing patterns, though it is not unheard of for differing patterns to emerge. The bio-luminescent scaling typically inherits the same color as their inner flesh. They also sport a short pair of antennae upon their foreheads. Irises of their eyes are also bio-luminescent, but they typically are the color of their eyes, rather than matching their inner flesh.

History/Culture

During the early stages of the phoron boom in the late 24th century, early 25th century, NanoTrasen exploration vessels were exploring the Tau Ceti area of the Milky Way in their search for ever more phoron reserves and came across the planet that would be later known as Puck II, on a slow orbit around the blue dwarf that was the center of the system. They did not step down to the surface at the time, but noted that the planet had moderate stores of phoron in the crust after sensor probes had completed a geological survey of the planet. Due to it's distance off conventional space lanes, however, it was deemed not cost effective at the time to establish a mining operation since bluespace drives hadn't quite advanced enough to make the trip to and from the world economical.

Later on down the line in the late 25th century, NanoTrasen returned to this world after advances in engines made it possible to make the trip in a reasonable amount of jumps. Upon landing on the planet, they discovered that there was already a society on the planet in the the early information age. This society was that of the Dusklight Titanians, as they became coliqually labelled by NanoTrasen due to their appearance resembling that of faeries of Earthen legends. They found the Titanians to be amenable to negotiation for the mining rights of the phoron on the planet since, at the time, they hadn't any use for it outside of a geological curiousity & occasional hazard. They were well compensated, however, and with this were made to be uplifted through this first contact with humanity since their unique traits like flight and relative physical hardiness made them have desirable for employment by the various megacorporations of the galaxy.

With their world being cold and fairly barren, families tend to be pretty tightly knit and it's not unheard of for multiple generations of a family to be under the same roof. Diligence, family, hard work and loyalty are central values in their society, as they need to stick together to survive and everyone needs to contribute for the betterment of the whole. A distinctive piece of fashion that is common among them during formal ocassions something akin to short dress with high slit legs, but it has fur lining to keep them warm along with long sleeves. The legs, though, are still fully shown.

Cehelians

Summary

The Cehelians are a race of primarily desert dwelling reptilians that emerged as the dominant species on their planet. Two races in particular have come to prominence. The Hyriw, the more technologically advanced race that is currently going through a “phoron industrial revolution”, and the Jhuii, the oasis-dwelling farmers that have established vast hydroponic gardens to grow their food.

Biology

The average Cehelian ranges from a 5’10” (181 cm) in females to an average of 6’5’ (198 cm) in males.The earlier evolutionary stages of the Cehlian were remarkably adaptable, developing two different subspecies of the Cehelians that adapted to the two main biomes of their home planet.

Common traits between the two individual races of the Cehelian species are a large tail and reptilian, leathery skin. Both races bleed a black blood and seem to suffer from an iron deficiency. This is remediated by the consumption of red meat by both races. A Hyriw that doesn’t eat meat bleeds a light grey instead of the normal black. Both races also have a long, fully prehensile tongue that appears to be coated in saliva with some sort of antiseptic trait to it. Small wounds and infections are often licked after fighting to remedy the wounds. The eyes can vary in color, from being pure black to having colored irises.

Hyriw: The Hyriw are the more common half of the Cehelian race, bearing red/orange skin with scales on the face, forearms, and tail. This particular group had to learn to sprint and hunt on the loose sands of Cehelia, and as such they tend to have significantly better grip. The scales on the forearms and face are surprisingly pliant and seem to be an evolutionary trait meant for covering vulnerable skin.

Their muscles also bear a strong tolerance for lactic acid, lending towards an impressive amount of stamina. This allows the Hyriw to carry their massive tails, high in fatty content for water storage. They are the only Cehelian race to be purely carnivorous, though many can eat fruits and vegetables due to stomach bacteria implants available nowadays.

Jhuui: The less common half of the Cehelians, the Jhuui are a green to brown, along with rare blues, skinned race of lizards with no scales. A lack of the covering scales, especially on the face and arms, means the Jhuui are more vulnerable to bright lights than their cousins. This adaptation was lost due to the thick brush and tree cover of the Cehelian oases in which the Jhuui thrived, making the scales useless. This race notably has hooked claws for ripping open scaled fish and digging into trees and tough skinned fruit of the rare oases dotting the surface of Cehelia.

This race bears a notably more impressive lung capacity, allowing them to be efficient fishers. A Jhuui that is underwater is able to effectively put their body into a coma. In this state, the Jhuui affected is unable to move or function at higher brain levels, simply resting and using minimal oxygen and nutrients. They use their tails more as a propellant underwater, causing them to be more streamlined and muscled than the fatty appendages of their Hyriw brethren.

History/Culture

Cehelia itself is a lone desert planet surrounded by three moons, named Toros, Meha, and Cere. Due to a large amount of naturally occurring iron in the planet, the sands of cehelia’s vast desert are a vibrant red. Buried deep in the earth under the sand is a vast cave network rich with phoron ore. Cehelian housing tends to be communal, with localized tribes around pockets of visible phoron, and an entire community encircling an oasis.

In these mining towns, phoron is being experimented upon and used to revolutionize their technology. However, only recently has cehelian technology been standardized after decades of tribes selfishly guarding their technological advances.

The oasis towns are more akin to the standard early mammalian societies. In these communities, jobs are more specialized. Some will be farmers, others hunters, some shape weapons, and some create clothing. While the mining towns are separate, the oasis communities tend to be a large, single conglomerate. The leader of the town is usually a religious head that leads the people in rituals to Geh and Sor.

Cehelian history is spotty at best due to being tribalistic in nature, their culture not necessitating a need for written history. Word of mouth is how most stories of their origin spread, two major ones ending up as the primary religion of the Cehelians.

Geh: The “Goddess of the Red Sands", Geh (Pronounced ‘Yeh’) is believed to be the spirit that resides in the sands of Cehelia, guiding the Cehelian on their hunts. It’s believed that the original Cehelians were formed from the sand itself, tying the race to the planet. Any Cehelian that leaves the planet carries some sand in a jar, in the hopes that when they die, their spirit is absorbed into the sand of their home. The Jhuii do a similar process, instead tending to form glass jewelry out of the sands of Cehelia.

Sor: The “God of the Cold Winds". While Geh is the goddess of life, Sor is more comparable to a god of death. However, interestingly, Jhuui culture tends to worship Sor over Geh, praising his part of the cycle of life.

Rilloid/Satyrs

Summary

The Rilliod are a race of humanoids originating from the Rill system. They bear some features like that of a human, including their head, arms, and torso. They also bear more animalistic features, commonly including horns, claws upon furred arms, and bipedal goat-like legs complete with hooves and a tail.

Biology

The common Rilliod varies in size, generally ranging between 4’8” and 6’4” depending on the race. There are three common races of Rilliod, the latter two evolving alongside the first after colonizing the second of two habitable planets in the Rill system. Both races share many traits, including the presence of horns atop their heads, rectangular pupils, and furred, animalistic lower bodies. Their waist and legs are covered in fur, as is much of their arms, and they stand on hooved feet. They are omnivorous; their palette is comparable to humans, though they generally tend to lean more toward herbivorous diets.

Rill-Capra: The Rill-Capra are the original race of Rilliod in their home system, bearing strong resemblance to Sol’s goats. Ranging from smooth to scraggly, their fur comes in many earthen colors and patterns. The horns of a Rill-Capra are generally thinner than those of their racial counterpart, and they grow backward in an arc. The Rill-Capra are of average size compared to their brethren. This variant gets its name from the world upon which it evolved, being the small, warm world of Capra.

Rill-Arith: The Rill-Arith are a newer variant of Rilliod, having developed and evolved to accommodate for the colder tundra climates of Arith. These Rilliod have features more in line with sheep, namely their thicker wool hides. These pelts most commonly come in shades of white, with blacks being less frequent. Their horns are thicker than those of a Rill-Capra, growing in an outward spiral. In terms of size, the Rill-Arith range from the same size to slightly smaller than the Rill-Capra, but this lack of size is made up for by their large pelts.

Rill-Ova: The Rill-Ova evolved in Arith’s mountainous regions of Ova, leaving them sturdier than their sheepish brethren. Their pelts, while still wooly in nature, grow to a shorter length. The color of such wool is commonly a deep shade of brown, with various lighter or darker browns and grays not uncommon. Their horns are also larger still than those of Rill-Arith. This trend continues through to their physique, the Rill-Ova generally standing a few inches taller than their counterparts. Their stronger legs and arms come in handy when traversing the rough terrain they call home.

History/Culture

Rill is a star system with three planets: Mazah, Capra, and Arith. The first is far too close to its star to be habitable, leaving its vast metallic ores untouched until only recently. Capra is akin to Earth in its makeup, with lush green forests covering much of the planet. The vibrant green is broken up by vast seas of blue ocean and the occasional browns and grays of civilization. Arith is less green than white, the large planet covered in snowy tundras and mountain ranges. The equator is of a temperate climate, leading to many tribes of Rilliod settling there.

The history of Rill is a quiet and pleasant one; their earliest written records, written in their uniform language of Rillith, depict their past as being generally free of war and conflict. The peace-loving people of this race instead chose to explore and enjoy the wonders of the natural world. As they developed more advanced technologies, they sought to keep their digging and tampering as minimal as possible, so as to keep from causing too much destruction to their home. In due time, they achieved the technology necessary to travel into space. With this technology, they travelled to the furthest planet from Rill, Arith, and began a colony there. They quickly adapted to their new habitat. Evolution took its course, and these pioneers went on to become the Rill-Arith and Rill-Ova of today.

While the Rilliod have been honing the science of space travel much longer than humanity, they also haven’t sought to develop FTL technology and explore the stars like other races across the galaxy. Instead opting to live peacefully in their own little corner of space and embracing what they have. Seeking not to tear up their worlds for resources and instead to let them thrive, it was only when the system was visited by NanoTrasen that they decided to finally venture into the stars. Since then, the system of Rill has seen some traffic, but it has mostly remained in the state it was found in, minus the mass mining of Mazah.

Keisani

Summary

The Keisani are an extinct race of ancient humanoids that once inhabited the Dioscuri system, secluded on the frontier of galactic civilization. Originating from the arid world of Keisa of which they take their name, the nuclear ruins of Keisani civilization was discovered in 2554. They are best known for the intricate and utilitarian marble designs of their artifacts, some of which still rival the high-end products of modern megacorporations. Among their artifacts however, none are more prized than their designs incorporating their advanced molecular nanotechnology. Shimmering orange and black masses, Keisan nanites are used for anything from art pieces to replicating endless stores of starship missiles. Although almost impossible to instruct without Keisani equipment, they lack in-built regulations and functioning kill-switches that modern nanites are required to have. The KN-Mass trade is loosely controlled by independent scavengers and pirate warlords. Legitimate possession is unheard of outside of archeologists and wealthy collectors, due to the lengthy process required to acquire a permit. Other than their artifacts, Keisani ruins are also inhabited by the husks of their synthetic servants that range from automated turret guns to supercomputers the size of capital ships. Ahiram Intelligence Constructs are difficult to restore and functioning shells discovered in the ruins of the Dioscuri system are often confused and hostile to visitors. There exists a documented case of an AIC working in modern society, but any other survivors, if any, aren't known to the public.

Biology

Not much is known about Keisan biology, though skeletal remains indicate an eerie similarity to lithe humans, averaging about half an inch taller than them. Historical sources claim that they also had elongated ears that tapered to a point as an adaption to the heat and predatory fauna of their homeworld. AICs on the other hand do not use positronic technology, instead they use bulky "cores" that are physically plugged into the machine they are designed to enhance. The personality and non-essential memory is kept in the core, but knowledge, data, and functions are a part of the exterior subsystems. Shells used by AICs vary, but their cores can be made compatible with standard galactic synthetic platforms, AI cores, or subsumed by Keisan nanites to form a sapient nanomachine swarm.

History/Culture

In 2554, the ISV Flying Comet came across a desertified planet with evidence of prior habitation. After a short survey of the ruined metropolises, the Comet returned with a report of a dead civilization, and the Dioscuri system was marked as nothing more than a desolate wasteland, until down on their luck scavengers decided to search the ruins for anything useful. Still functioning weapons, fauna, and deadly security drones in the better-preserved parts of Keisa threw off the prior assertion that the planet was completely worthless, and the wastelands are now often visited by prospectors looking to make their fortune discovering an undiscovered ancient relic. The Keisani themselves were once based around competing clans or "Houses" that would fight each other for claim over resources. Several wars are evident within the Dioscuri system, not the least of which the one that wiped out Keisan civilization. Among these houses, the most well-known past the collapse is House Ahiram who held a monopoly on the construction of advanced robotics and the sought after Keisan nanites. Another is House Aziru, known for constructing the best coilguns and conventional armaments one could find among the ruins of Dioscuri.

Mol (Mol-Senna and Mol-Kenna)

Summary

"This cataclysm has split us in twain. On one side, those who ensure the purity of our mind, on the other, those who ensure the purity of our flesh. We are already diminished, we cannot allow ourselves to divide further." - Seventeen Blazing Beacons of Crystal, Mol-Senna Blutarch right after the Heavensfall catastrophe.

The Mol people are a species of reptilian humanoids originating in the eponymous Mol system. They are split into two major groups, the Mol-Senna, who remained in their habitat-cities; and the Mol-Kava, who imposed self-exile back in ancient history, forming both nomadic and sedentary tribes and states. Both Mol peoples are natively pre-FTL civilizations, despite their apparent advancement in other areas, though some Mol-Kava tribes have established themselves as space-faring nomads, piggy-backing off of other species' FTL technology.

Biology

Mol-Senna

Mol-Senna are not biological lifeforms, rather being incredibly advanced nanite constructs housing the consciousness of pre-cataclysm Mol, called Oldminds, as well as newer pseudo-AI consciousness, called Newminds. It is impossible to generalize Mol-Senna bodytypes and appearances, as they are adept shapeshifters, though some habitat-cities retain remnants of their organic bodies in the form of fin-like forms on their heads or idealized versions of their old bodies' forms. No matter their habitat-city or their origin, every Mol-Senna and similar being has a Key: a personalized code, digital memory, or any other highly personal thing, with which another Mol-Senna can read, see and experience any of the Key-bearer's memories, thoughts, experiences or sensations. The Key can be anything, from the title of a favored book, to the script of their favorite play reversed, to the raw code of the memory of their birth. Sharing these Keys is considered the ultimate sign of trust and respect, and oftentimes isn't even done to close family or loved ones.

Mol-Senna have an almost instinctual connection with any of their machinery, allowing them to easily navigate the winding corridors and mazes of their habitat-cities' industrial zones, as well as allowing the Mol-Senna to form a pseudo-hivemind, sharing general knowledge, instructions and allowing them to have conversations while a city apart. These pseudo-hiveminds don't require a Key and could never allow any of the participants to share anything they don't want to.

Mol-Kava

On the other side, Mol-Kava are almost completely unchanged from pre-cataclysm Mol people, and such, are easier to generalize. A standard Mol-Kava stands at around 5'3" (160 cm) for females, and 5'7" (170 cm) for males, though extremes on both ends weren't uncommon, with both gigantism and dwarfism resting in various tribal bloodlines. Their body structure is of a standard humanoid, with two arms, bearing a three fingered and one thumbed hand, tipped with short claws covering the last phalanx of the fingers and thumb, and two digitigrade legs, tipped with three toes, clawed akin to the fingers. The Mol-Kava also possess long, relatively slender tails, averaging out at around two thirds of their body length. Their heads are comparable to Humans', though their faces are flatter. Atop their heads rest series of fin-like protrusions as well as quills, resembling Human hairstyles at a glance or in the distance. The fins and quills share the same coloration as the outer scales on their bodies.

A natural Mol-Kava's mouth stretches across most of their face, from mandible joint to mandible joint. Inside the mouth rest 3 pairs of teeth: The primary, used for most chewing, biting and other teeth-related tasks; The secondary, which act as a back-up in case the primaries get broken or fall out; And the seedling teeth, which are still-growing secondaries, which will eventually push out the current primaries. Their jaws can open much farther than a Human's, allowing them to take huge bites with their sharp teeth.

The Mol-Kava possess a single pair of eyes, larger than a Human's, with pale grey sclerae, slightly larger in proportion irises and pupils. The irises often are multicolored, with fibrous layers of membrane of various colors overlaid atop one another. Common layer colors include shades of brown, green, yellow, red, and orange, with some colors more prevalent within various tribes. In the center of the eye rests a standard round black pupil.

Being a reptilian species, the Mol-Kava are covered in a fine layer of scales, with larger and rougher scales resting on the backs of the arms, the shoulder blades, tail, outer thighs and calves. Coloration varies between biomes, latitude, altitude and tribal bloodlines, with earthen and dull green tones being the most common, though black isn't uncommon. The joints, inner thigh, belly, neck and face sport a much finer set of scales, often much lighter than the rest of the body, with a pale cream coloring being the most common. Mol-Kava can hatch with albinism, which colors most of the rougher scales snow-white and the inner scales a dull azure, as well as turning their eyes a vibrant purple.

Despite being reptilian, the Mol-Kava aren't entirely cold blooded, instead being rather tepid, at 18 degrees Celsius (64.4 F), allowing them to survive in colder climates, though their metabolism, along with their movements slows down. Natural Mol-Kava are oviparous, laying a single leathery egg after what equates to 6 months gestating in the mother. A hatchling rips through the egg after 1 Mol year (~2.4 Earth years) incubating, after which the hatchling can walk and has the equivalent intelligence of a 1 year old Human toddler. Sexual maturity is reached at 15 Mol years (~36 and a bit Earth years) for both males and females, and a healthy Mol-Kava can live up to 350 Mol Years (~840 Earth years), though the rigors of tribal life often cause Mol-Kava to expire before their hundredth year. The average sex distribution among natural Mol-Kava is 4/1 female to male, respectively. Natural Mol-Kava blood is a vibrant indigo, and is largely copper-based, though some cells also carry iron-based oxygen-carriers.

Of course, not all Mol-Kava are natural, various events in their lives leading them to be closer to Mol-Senna in body and appearance, if not in mind.

History/Culture

The Mol system is a 9 planet system, with the first three being terrestrial, while the rest are gas giants of various sizes. At the center of it all lies Mol itself, the local star. It's slightly smaller and redder than Sol, though is of similar age.

The first planet is an unlivable rock, scoured by stellar winds and molten by proximity to its mother, despite its size equating it to Venus of old Sol. It has no moons with occasional comets waving past before continuing on their journey.

The second is the home of both Mol-Senna and Mol-Kava and is classified as a Super-Earth. At around 3.2 Earth masses, it more than earns this moniker. It once had three moons gazing down, but now it has two, as well as a ring of dust seeking to cloud the light from the surface. The planet's surface is composed of 64% water, and has 3 continents. The largest, comprising 27% of the planet's landmass, stretches across most of the planet's latitude, the southernmost point intersecting the glacial ice on the south pole, while the northernmost ends several hundred miles away from the northern polar circle. Two thirds of the landmass is a singular, ginormous desert, stretching from the south pole to the mountain ranges in the northern hemisphere. It is comprised of several types of sand, gravel dunes as well as snow mixing with dust and sand down south. Extreme dust storms are frequent and often wear away any exposed cliff or rock face into more sand. Past the mountain ranges on all but the southern sides rests a wide variety of biomes. Blooming plains, pearlescent beaches, jungles of both tree and giant fungal growth, as well as many others. The other two continents are on the other side of the planet and are mostly mild-climated and covered in forests, plains and other relatively mundane biomes. The third is a barren rock, barely holding on what little atmosphere it has. Despite its magnetic field, asteroids smashing into it strip more and more of its atmosphere away. The rest of the planets are gas and ice giants no more interesting than any other balls of hydrogen and ice in the galaxy.

In olden days, when Humanity was learning to fire clay and till the soil, the Mol peoples endured catastrophe. A dwarf planet from the nearby asteroid belt was slung from its stable orbit and smashed into Mol II's then-second moon, breaking the two apart into dust, which, over thousands of years coalesced into the current ring around the planet, as well as hundreds of years of meteor bombardment on the people below. The people adapted and eventually began replacing flesh for iron, which caused the first split, thus creating the Mol-Kava, the Wanders, who would suffer the wrath of the cosmos and rise stronger. Below, however, as the meteor rain subsided, the now-named Mol-Senna had no use for the surface, for their flesh was replaced by iron, which was then replaced by mimicry of flesh, but now mutable and perfect. Alas, even thousands of years later, the cosmos' wrath had not subsided, and the mother of all, the star showed signs of increased activity, a warning cry of solar flares destructive to the now synthetic Mol-Senna. Some ignored the warnings, judging the cries no more than a call for food, others worried muchly and went into deep, long sleep, hoping that by doing so, they'll be spared from the star's wrath. In the end, it was only a fangless cry, as the planet was unaffected, and the sleepers remained sleeping, until the storms tore away their flesh.

In 2481, NSV Skylight, in a search for Element P-rich planets discovers the remnants of several Mol-Senna habitat-cities, jutting out of the ground. Although not what the explorers were looking for, the system is marked for investigation, but put low on the priority list. Twenty years later, in 2501, NT decides to forgo the lack of the now-named Phoron and establishes its first outpost on Mol II, named NSB Skurvod, after the captain of the NSV Skylight, with the express purpose of exploring the various nearby ruins of the sleeping Mol-Senna. They discovered and translated knowledge of their cataclysms, though failed to find any technology to learn from. As the outpost attracted more interested parties, NSB Skurvod grew, and eventually, in 2533 a charter was signed, transforming the now booming metropolis under a glass dome into a proper, free colony, though it was under NT's supervision. MolKava Wanders did not care much for the visitors from the cosmos, but traded with them when they came to their camps and towns. At this point, some tribes decided to wander the cosmos, rather than their own world, leading Mol-Kava to split, but no new name was given to these new spacefarers, so they remained as they were. Wanders to the Stars.

Not much is known of Mol-Senna culture, as the surviving habitat-cities are entirely closed off. No visitors, no trade. What little was gathered from the ruins only revealed a little of their beliefs, being that the Nameless Gods, the curators of all natural laws and principles, do not care for the dust in the corner, that the Trickster Gods, the ones that pulled those natural laws together to form stars, planets and life, only care for their own amusement, and that the False Gods, the fools who claimed a drop from the ocean thinking they deserve to rule, no longer walk amongst the mortals. The Mol-Senna engaged in 'plays', shaping their entire cities into some facsimile of other times. One ruin was entirely reshaped into an iron-age city, with lithe forms playing the roles of both slaves and masters. Another was a technological heaven, filled with incomprehensible machinery, that in the end, did nothing. And on and on it went.

For the Mol-Kava, however, it is known more, though the details vary between tribes and states. Some share their beliefs entirely with the Mol-Senna, some have turned entirely away from the old faiths, creating their own myths, deities, heroes and villains. The tribes are varied technologically as well, with some barely scratching their way out of the iron age, while others lounge in their cities, enjoying the luxury of higher technology. Robotic servants, genetic treatments, hard-light and hovercraft. Although advanced, none have reached the Mol-Senna's level, and there's little chance of it happening for the next several hundred years.

There is minimal interaction between Mol-Senna and Mol-Kava. The Mol-Senna do not hold any strong opinions regarding the Mol-Kava, and rarely interact with them, while the Mol-Kava primarily know of the Mol-Senna through legends and folklore and opinions about their nature vary greatly from tribe to tribe.

Vetalan/Vampires

Summary

The idea of a humanoid species feeding exclusively on blood seems far-fetched - the realm of gothic horror among humanity. Unfortunately, the Vetalan pathogen has made the unlikely into the very real.

Biology

Upon the virus's initial discovery, it did not seem to conform to any known standards of viral infection. It is speculated - though it is just pure speculation - that the virus might share a genetic lineage with the Roanoke cells most commonly found among Xenochimerae. The pathogen was clearly engineered, although the initial origin point remains unknown. The confirmation of its artificial origin explains the virus's ability to adapt and effectively subvert diverse humanoid immune systems; a Skrell will be infected in much the same way as a Human, despite differing biochemical makeups. The same could be said for Tajaran, Unathi, Teshari, etc.

The initial stages of the infection develop slowly, forming a window referred to as the 'grace period'. Several advancements resulting from prolonged study of the virus have allowed for the 'grace period' to be expanded from just one day to up to three days. Beyond that point however the infection is too established to be neutralized. The pathogen begins the process of reconfiguring the host's biology.

Effects of infection past the three-day mark are apparent, manifesting over the course of two to three weeks. The body begins to reject traditional nutritional sources, and seems to only draw any sort of energy from orally consumed blood; the type or origin of the ingested blood does not seem to matter. The subject's canines lengthen and harden, developing stable micro-cavities through which the infected obtains nutrition. Other noted effects include: increased sensitivity to heat, intense sensitivity to sunlight (akin to albinism), and most peculiar of all, enhancements to one's physical strength and longevity. Humanoid species infected in this way are henceforth referred to as a 'Vetalan'. Vetala have the peculiar ability to willingly infect others, through injecting some of their own infected blood into another being during feeding.

History/Culture

Truthfully, despite the Vetalan strain's official isolation in a lab by the Orion Confederation in 2552, deeper investigation into the pathogen revealed the existence of infected humanoids prior to the virus's formal identification. These infectees kept themselves hidden - usually finding ways of sating their hunger through acquiring blood packs or preying on those they could get ahold of. It comes as no surprise, then, that many of them were found to be employed in the medical field. When the extent of the infection was uncovered, investigators also discovered the existence of small sub-groups of Vetala, referred to internally as 'Clans'. These clades of Vetala coordinated with each other through private communications and dead-drops, trading blood and information between each other, and going to great lengths to maintain the secrecy of their existence - and that of the pathogen writ large.

The need to maintain this degree of secrecy stopped being an issue in 2552, with the virus's public discovery - an inevitability that the Clans seem to have successfully delayed many times in the past. Since then, the Orion Confederation has launched small-scale charities and organizations dedicated to rehabilitating the infected. Blud, a synthesized blood substitute, has become a popular source of nourishment for Vetala. The primary manufacturer has recently gained the license to distribute their product through vending machines. Being an artificial substitute, Blud is only good for providing nutrition to Vetala in need. Vetala confirm that Blud is not as nourishing as the real deal.

A vaccine to the Vetalan strain would emerge in 2556, providing a measure of comfort to the general population. In the four years since its formal discover, public fears of what these 'vampires' could do if growth was left unchecked had begun to escalate. Recently, however, a new strain of the Vetalan pathogen has begun to emerge thanks to an increase in casual feeding. Whereas before the majority of Vetala would only feed regularly on trusted partners or clean sources, the new availability of open sources has resulted in the proliferation of 'accidental' Vetalans. Vetala formed through an unintentional siring bear a version of the virus that has, so far, resisted treatment attempts during the grace period. While the Orion Confederation has had limited success in treating the now-resistant strain of the Vetalan affliction. The Hegemony has permitted Vetalans to exist within their borders, but their efforts to cure the Vetalans, or develop a vaccine, are not shared publicly. In fact, citizens of the Hegemony who become Vetalans are often sent to the frontier to fend for themselves.

Ishari

Summary

"Project GODHAND was a failure." - Seat of Tribunai debriefing, Circa 2010

While an Ishira might be a common sight within the Naramadi Ascendancy in the current age, around Five Hundred years ago their continued existance relied on borrowed time, as their system star was close to dying.

Biology

"Departement of Medicine had a stake in Project GODHAND. Think about it, an alien physiology so different from ours that they cannot even breathe our air!" - Director Khamar solus Hikran, part of the Tribunus' team - Disavowed Circa 2010

Ishira are a relatively short, as they are only 4ft to 5ft tall, near-mammalian furred race, that according to Humanity resemble giant ferrets, inhabiting various planets within the Naramadi Ascendancy. What differentiates Ishira from other species is their lack of ability to breathe oxygen - relying on specialised masks to filter it out - in favour of Nitrogen, and as their homeworld had little to no sunlight their eyes are sensitive to any light sources, with their masks being designed to shield one's eyes from harm. In return, an Ishira's face is not known to majority of the Galactic races, with various stories, both horror and comedy, existing to describe it. What is worth noting is also their tails, an average height Ishira will have a tail that's up to 2ft long, nearly half as long as they are tall, which they use to their advantage, often utilising it to aid their movements or even to hold tools. Given the cold temperatures of their Homeworld their race is also adapted to cold temperatures, some comparing their resistance to that of the Tarjara.

History/Culture

"If you don't remember your history lessons, let me refresh your mind. Project GODHAND was the second attempt of the Landsmeet to uplift an alien species. Back then, We thought that all species should be subjugated under our way of life. We know better now."- Departement of Intelligence dossier on First Contact protocols

Ishira culture can be described as Occam's Razor personified - They seek the best and quickest solution to a problem - and because of that majority of Ishira culture is based around doing, rather than talking about the best course of action. They are seen as brash and quick to action by the Landsmeet, however this behaviour helps the Ascendancy, at least according to the Ishira Council, as major issues are quickly responded to. Given their time spent with the Naramadi their culture shifted to a true Meritocracy with People that prove their skill in certain fields being quickly promoted up the ladder, plus their time spent also allowed them certain rights, such as easier joining of Naramadi Houses, even if most Ishira ignore it. What is worth noting is that Ishira follow a changed version of the Naramadi Stanzas, which they call the Code. Precise rules that the code establishes are not known as they change from family to family.

Most of Ishira history has been lost together with their homeworld. What is known is that before Ishira were found their planet was simillar to a Garden world - with lush forests and lands capable of producing high numbers of agricultural produce - a veritable paradise, though with atmosphere entirely lacking in Oxygen. All of that changed as their star began dying, over the course of +theorised+ thousand years, with their planet loosing heat and light over time, with Ishira evolving to fit those changes. Around the time that Humanity landed on their moon Naramadi Ascendancy Exploration Vessel "Executor's Last Wish" noticed sentient life on their homeworld, and established an observation post, with Research teams quickly manning it. After twenty years the Research staff assigned to, what was now dubbed, "Project GODHAND" calculated that the Ishira Star had at most Two Hundred years left. The Landsmeet decided to uplift the species, and assigned a Tribunus to oversee the operation. Said Tribunus, whose name was lost to time, quickly formed a team and began a rather agressive uplifting of their species. The Ishira race was split into two groups: One welcoming their new masters and accepting their gifts, and the other wanting to stay on their planet and ignoring the Ascendancy. After the first Ishira vessel was created, and equipped with outdated weapon systems, a Terrorist Splinter group infiltrated the vessel and opened fire on unarmed Research Vessels around the planet, destroying two and killing all aboard. At that point the Tribunus considered the "isolationist" faction as enemies, and called for Legions to attack the planet. Before any reports reached the Landsmeet the Tribunus laid siege to the planet, destroying a majority of larger cities and infrastructure. When the Landsmeet ordered a stop to the action, the planet's infrastructure was in ruins, with the faction that accepted the uplifting begging to be taken away from the planet, which was done over the span of multiple years. In recent years declassified documents show that the Tribunus in charge of this project was executed by the Order of Verkihar under crimes of "Warmongering and Heresy".


Biosynthetics

Summary

A unique product of the Tri-Star Compact (TSC), Biosynthetics are synthetic analogs predominantly based on organic life, primarily that of humans. Unable to strictly fit into the ‘vatgrown’ or ‘synthetic’ category, many types of Biosynthetic exist though they are defined by their duality of both cybernetic and biological traits.

Biology

Biosynthetics are produced through artificial means in lieu of natural birth, though some Biosynthetics are capable of conceiving fully organic children, with the proper modifications installed. Their developmental stages usually consist of first synthesizing biological material that will then be imprinted into a cybernetic frame once their organic components have fully developed. The development of consciousness is similarly implanted artificially akin to the activation of a positronic mind, where their producer introduces a semi-randomized algorithm into a Biosynthetic’s Neural Processing Unit, with the end result being a fully matured individual both mentally and physically.

A Biosynthetic takes around five months to be made from initial production to full conception. A small percentage of the year’s biosynthetic production are selected to complete a three-year national service period, either working for a state-owned enterprise or governmental service, and are proportionally compensated for this duty alongside the opportunity to receive further education and training. After this period, this select group is fully emancipated and given the opportunity to choose their own path free from state influence.

Numerous organizations produce Biosynthetics within TSC space, from national agencies and companies to sanctioned private enterprises. Because of this, the exact nature of their cybernetic implantations, biological growth, and the way their consciousness develops can vary. However, the TSC has strict regulations regarding certain traits and features a Biosynthetic may have.

Biosynthetics tend to have a lot of unique cybernetics, including a heavily computerized brain, commonly referred to as a Neural Processing Unit or colloquially as a cyberbrain; they are likened to man-machine interfaces. Additionally, Biosynthetics are often visibly cyberized with either cybernetic markings on their bodies, prosthetic limbs, or other manner of augmentation.

Most Biosynthetics are connected to a unique network known as the Noospheric Archival System (NASYS). This network is distributed across TSC systems including government-hosted cloud servers and even the Biosynthetics linked to it. Through this network, Biosynthetics are capable of transmitting data between one another, often through Encoded Audio Language; NASYS is designed to be readable by other common computing languages.

A Biosynthetic is often assigned their model and work based on the type of personality their Neural Processing Unit generates, as this process simulates the developments of unique likes, interests, and desires, it is extremely rare for a Biosynthetic to be granted a job that it does not want to fulfill. In cases where this occurs, they are capable of submitting an objection and having their role and contract reassessed. This includes the severance of contract with the organization that developed them.

It should be noted that NASYS additionally hosts TSC’s AI system known as ‘Chandelier’, and it is common but not required that Biosynthetics have a limited capability instance of this AI assisting them; its functions are similar to that of a digital personal assistant.

Galactic Species
Common Species Humans, Synthetics, Skrell, Tajara, Teshari, Unathi
Uncommon Species Akula, Alraune, Auril, Dremachir, Naramadi, Zaddat, Dnin-Nepids
Whitelisted Species Adherent, Dionea, Phoronids, Proteans, Shadekin, Vox, Xenochimera, Xenohybrids
Misc Species & Data Minor Races, Scori, Changelings