The Vulpkanin (VULP-ka-nin) are a species of humanoid, omnivorous, canine beings most closely resembling foxes (Vulpes) from Earth. They sport fur across their bodies with a diverse range of colors, and a natural knack for the sciences. They originate from the Vazzend system, specifically its second planet Altam. Their contemporary society loosely resembles a technocratic republic, with leaders chosen from the most capable rather than the most popular.
Biology
Vulpkanin average between 5 and 7 feet tall (1.5m to 2m) and between 140lbs and 200lbs (63kg to 90kg). They superficially resemble Earth’s canines, specifically foxes, in both appearance and sound. Their bodies are covered in short fur that can be naturally colored anywhere from dark red to light yellow, and their often-high-pitched voices are somewhat capable of making a “gekkering” sound not unlike an Earth fox. However, they possess many anatomical differences from Terran canines as well.
Vulpkanin ribcages, for example, are structured in a lattice formation over their chest, thought to have evolved due to their larger thoracic organs. In addition, their tail anatomy is more like a proper limb than a specialized appendage and possesses significant flexibility, though not to the point of prehensility. Their stomachs, uniquely, are composed of two chambers: an upper and a lower one. It is believed that this is an adaptation for an omnivorous diet, with different enzymes being excreted in each chamber. In addition, their feet can be either digitigrade or plantigrade depending on genetics. A less noticeable difference is the composition of their fur, which is made from fibroin rather than keratin. This gives their texture a silkier feel than proper fur, though the appearance is mostly the same.
Perhaps of most notability is the Vulpkanin head. A common dominant gene results in deuteranopia (red-green colorblindness) in their eyes, though this is easy to cure with modern medicine. More importantly, Vulpkanin brains are unusually large for their body size. This is commonly attributed to their snouts housing their mouths and noses, freeing up more of their upper head for their brain. As a result, many Vulpkanin are natural thinkers and are especially prevalent in scientific fields, though they can be found in almost any other sector of society as well. There also exist many distinct subspecies of Vulpkanin who attribute themselves to a different name, such as the Zorren of the Vir system; while morphologically diverse, these subspecies still bear many similarities to each other.
Life Cycle
Vulpkanin have male and female sexes with little to no sexual dimorphism. The gestation period takes approximately a year, after which the female will give birth to a litter of 1-3 pups on average. The pups are born with the ability to crawl and have very thin fur to help insulate them.
After approximately a year, the pups have grown from approximately forearm size to arm size and can eat soft foods. Around this time, they are able to walk as well. Between two and three years of age, the pups learn rudimentary language and are called children (“pup” is used only for the infant stage). Preschool begins at three years of age.
Vulpkanin are considered adults at age 20, usually coinciding with the year that they graduate from mandatory education though not always. Their natural lifespan can be as high as 150 years old, though most live to around their 100th birthday.
History
- Main article: Race: Vulpkanin/Timeline
Prehistoric Vulpkanin were nomadic hunter-gatherers not unlike humans. The first records of their society, however, showed a trend toward meritocratic rule. As the more powerful families and tribes began pooling their resources, leaders of these “clans” were selected via competing trials, referred to as cavults. These could be in any number of fields, with the exact topic usually being chosen by the previous ruler. While some records do indicate trial by combat, sometimes to the death, others show trials of farming, hunting, and even speaking.
The resulting clans – called tchrrecks – operated under a “Banner” system, where each clan held a banner with their clan symbol on it and used it as proof of their sovereignty. The first archaeological artifacts from these clans date to around 461CE, implying that Vulpkanin had a much later start to society than most other races in the galaxy. These clans were somewhat spread apart at first. Over hundreds of years, clans began engaging in diplomacy and trade with each other. Technological progress was quick, though still limited due to the ancient time period the Vulpkanin were living in.
Of important note is when Vulpkanin began exploring the seas and oceans. Many coastlines had visible islands several hundred miles away, and coastal clans quickly colonized these landmasses. However, when clans began exploring the Eastern Ocean and its islands, they were surprised to come across a Vulpkanin clan named the Vizell, which had lived on many of the ocean’s islands for about as long as Vulpkanin clans had existed. It is presumed that these Vulpkanin migrated to the islands via a land bridge during the prehistoric era. Clan Vizell had an exceptional mastery over the seas, with unique architecture that spanned across the waters as their population grew.
As clans continued growing and engaging in diplomacy with each other, city-states began to form as clans began consolidating their power. These were usually ruled by a single leader, named the Tchevult, aided by a council composed of the leaders of the clans making up the city-state, though more despotic governments were not unheard of, especially in more isolated regions of Altam. City-state capitals, interestingly, also served as research complexes, with many of the satellite buildings being dedicated to the sciences. These city-states went on to give birth to proper nations as they, too, banded together.
After the Vulpkanin discovered electricity, they quickly used it to aid almost every facet of their lives. Most applications are familiar to the average tourist, but of special note is the use of exterior space heaters that made colonizing the polar areas of Altam more possible. A common design that is still in use today features poles in the middle of walkways that are connected to a thermometer; when the temperature drops too low, fabric covers on the top of the poles extend to create a seal between the two buildings on either side of the path, and space heaters within the poles activate to warm up the enclosed area. Another example is the experimental Ferretch-Talvan Engine, a vehicle engine that runs exhaust through heat-exchanging pipes in the frame of the vehicle in order to heat the interior before being expelled out of the vehicle. The Ferretch-Talvan Engine is still used today in many automobiles, and versions of it have even been adapted for shuttlecraft with some success. Vulpkanin history is littered with surprising technological innovations like this, and to this day many cities and clans celebrate their unique inventions as part of their cultural heritage.
Space Travel
Space travel was developed in the year 2364 by Bazzellarr, a large nation in Altam’s northern hemisphere and one of the superpowers of the world. The technology was quickly shared with Bazzellarr’s allies, and space launches became somewhat commonplace. A permanent lunar base was established by the year 2382. Shortly after, the Vulpkanin made their first intergalactic contact, as listening satellites picked up radio transmissions from an unknown source that later turned out to be a Skrellian ship passing by a nearby system.
Communications between the two races were quickly established, and the Skrell shared some knowledge of space travel, especially FTL, in the hopes of uplifting the Vulpkanin. This was met with mixed reception, with many nations being cautious of being potentially subjugated. A special session of the Canrreftchell (the equivalent of a world congress) was called, and after much debate, they decided to accept the gift in exchange for an assurance that the Vulpkanin would not be indebted to the Skrell, a condition that the latter agreed to as subjugation was never their intent in the first place. In that same session, it was decided by a slim majority that a special, abstract council composed of members from all nations of the Canrreftchell would be created to serve as the Vulpkanin’s official galactic voice. This council was given the name of Vulpkaninfrinntchell, which translates to “Vulpkanin United Star”.
As the Vulpkanin began purposing the Skrellian technology to their own designs, they set their sights on colonizing nearby planets. Astronomers had long since known the existence of a habitable planet in the Kelune system several lightyears from Vazzend, and it was their first target. Thus, the Vulpkanin’s second habited planet, named Callim, came into being. The Vulpkanin have been otherwise somewhat slow to expand their official territory, owing to their young age in the galactic sphere, and only a couple of other systems are officially under their governance.
At about the same time, the Vulpkanin began realizing their proximity to the Vikara Combine. In many ways, it was a fact they had been trying to put off, but with the advent of colonization, they were almost forced to address it. The Vulpkaninfrinntchell and the Combine eventually came to the agreement that the Vulpkanin would become a partial member of the alliance: they would be promised open borders, unrestricted trade, and a non-aggression agreement but they would stop short of full galactic representation by the Combine, instead independently representing themselves. This was the biggest compromise the council could make between the two biggest factions of Vulpkanin: the Vulpkanin Free-Estates, a movement advocating for full integration of Vulpkanin society with the rest of the galactic sphere, and the Party of the Guarded Shield, advocating for independence from the rest of the galaxy and at its extreme, full isolation from it.
Today, the Vulpkanin can be found in many areas of the galaxy. At their core, they are a very adaptable race and fit in almost anywhere in almost any field, though excelling particularly in scientific areas. Despite the Guarded Shield’s demands, migration treaties have been secured with the Orion Confederation and Moghes Hegemony, and Vulpkanin are welcomed in most places of the galaxy.
Culture
Vulpkanin families tend to be quite large, owing to their birth cycle producing multiple children at once. Many traditional families still abide by the ancient clan system, wherein families with close ties “merge” into one large, cohesive unit. However, this is not absolute, especially outside of Vulpkanin space. Regardless, great care is given to Vulpkanin children as upholding the next generation is an important tenet within Vulpkanin society. Education begins as early as three years old and formally ends at twenty years old when the students are given a diploma. However, many Vulpkanin hold that education never truly stops, and postsecondary education is free to attend for those who can pass the arduous entrance exams.
Scientists are one of the most respected professions in Vulpkanin society, with many of them holding the belief that there is always something new to discover if one looks for it. Research also goes hand in hand with engineers and builders, who utilize cutting-edge architecture to create buildings that are mesmerizing in appearance yet functionally very effective.
The Vulpkanin were quick to record their history, with detailed documents going back thousands of years. They have a strong heritage, and the global cultural focus is on balancing that with their contemporary society. A significant focus of art is on the abstract, with some of the most popular works featuring impossible objects as an act of defiance to the constraints of physics.
A particular sticking point in ancient Vulpkanin history is the first-recorded full-scale war, which happened sometime between 700 and 720 CE during the Vulpkanin classical period between clans Bivvell and Rrelt. It was fought over the control of the Kelevullt isthmus. After attempts at compromise failed, the two rulers of the clans attempted a trial by unarmed combat to settle the matter without unnecessary bloodshed. However, clan Bivvell’s ruler snuck a knife into the arena and killed clan Rrelt’s leader with ease. When this treachery was discovered, the two clans erupted into all-out war. Despite being incensed by clan Bivvell, most battles throughout the war suggested that clan Rrelt’s soldiers displayed remarkable honor, opting to take prisoners over battlefield executions and allowing retreats without pursuing their opponents. They went on to win the war soundly, likely due to their steadfast morale. The tale of clan Rrelt’s tenacity in the face of disgrace has been adapted into books, plays, and films many times, and remains a strong part of Vulpkanin culture.
Contemporary Vulpkanin culture is diverse and encompasses everything from experimental architecture to dynamic music and art and, after the Information Age, digital media. Government funding is given to corporations and individuals as incentives for producing cultural works of art.
Perhaps most importantly, Vulpkanin have begun a movement to integrate other species’ culture into their own – or perhaps the other way around. In other parts of the galaxy where Vulpkanin have banded together, there exists a mix between their host race’s culture and their own. Within the Moghes Hegemony, for example, the Vulpkanin clan of Tchallam has adopted the Unathi’s clan system, and even elected their own kaahnepo to fit in better with their hosts. This has worked both ways, and immigrants of many species can be found making a new home on Altam. Reception from native Vulpkanin has been mostly positive, with some local and provincial governments welcoming immigrants with open arms and adopting programs to aid them in finding housing and jobs. Others, usually from the Party of the Guarded Shield, are skeptical of the other races' ability to fit in and prefer not to associate with them; however, citizens who actively refuse to do business with immigrants are rare.
Tradition
Vulpkanin society has become progressive with the advent of interstellar travel, yet there is a slowly growing movement to not only respect but return to their heritage and traditions. The foundation of this movement is a return to the Banner system, empowering individual clans not as congruent parts of a whole but as separate-but-equal powers that make up their city and nation. Unsurprisingly, this tenet is most popular among older Vulpkanin, and in areas where the Banner system has been revived, festivals are regularly held honoring each clan’s banner.
The other side of the spectrum is the so-called Kelebunzt, translating to “Wanderlust”. These Vulpkanin are often craftworkers, farmers, and other working-class citizens that uphold meritocratic values to a fault. They contend that the individual is fluid in society, able to rise to any rank with enough effort and work, and that individual freedom is unalienable.
These are two sides of the same coin, and are not necessarily at odds with each other, though disagreements do arise from time to time especially when it becomes intertwined with an arbitrary political issue.
Factions
Vulpkanin politics are complex, as its two biggest factions are polar opposites of each other and the rest vie for their own goals. Several of the most well-known factions are listed below in order of popularity:
Vulpkanin Free-Estates
The Vulpkanin Free-Estates is the largest political faction and aims to create an interconnected intergalactic society where Vulpkanin are free to integrate with other species and vice versa. It has a slim majority over the Party of the Guarded Shield in the Vulpkanin United Star and has been instrumental in securing positive – or at least neutral – relations with most other galactic nations.
Party of the Guarded Shield
If the Free-Estates wishes for intergalactic inclusivity, the Guarded Shield wishes for intergalactic exclusivity. It was founded shortly after first contact with the Skrell after concerns over Vulpkanin independence reached a boiling point. The Guarded Shield firmly believes that integration of Vulpkanin culture with other species is detrimental to the longevity of Vulpkanin independence and existence, and advocates for reduced interaction with other species. Most of its members do acknowledge, however, that some interaction is necessary to avoid stagnation and potential war, and begrudgingly accept positive relations with other races. Its most radical members, on the other hand, will not stop short of complete and total isolation from the rest of the galaxy.
Altam Revival Movement
The Altam Revival Movement focuses less on intergalactic politics and more on the state of Altam and Vulpkanin society. Early safeguards during the Vulpkanin equivalent of the Industrial Revolution prevented ecological destruction, but members of the Revival Movement worry that it will not last forever and advocate for environmentalism in all aspects of society. Most scientists belong to this party, not only because they understand the potential consequences of climate change the best but also because they are the most equipped to develop solutions that advance Vulpkanin technological and societal progress while preventing the worst of ecological disasters.
Vulpkanin Red Party
The Vulpkanin Red Party is thought by some to be a breakaway from the Guarded Shield. It is the only party to directly advocate for military dominance, claiming that a strong standing army is necessary to ward off potential threats to Altam’s sovereignty. Moderates within the party stop there, while the more extreme constituents also believe that being the first to strike Altam’s rivals is the only way to completely ensure continued sovereignty. The bulk of its members are active military, as the party advocates for servicemembers the most out of the major factions, though it has a small civilian following as well.
Religion
Vulpkanin religion, unsurprisingly, is grounded in scientific belief. Some would call it closer to a philosophy than a true religion, though the fact is that most Vulpkanin derive their spirituality and sense of self from it. The most dominant religion is called Alverrtcheff, roughly translating to “Grand Founder”. It is an offshoot of deism; followers of Alverrtcheff believe that it created the universe but does not meddle in its affairs. They accept this as the reason why the Big Bang occurred at all while denying the existence of divine intervention. Yet, followers contend that living virtuous lives helps ensure that Alverrtcheffdoes not intervene, and helps ensure a smooth transition to the afterlife. Individual adherence can vary greatly depending on how important one finds their spirituality.
Language
The Vulpkanin had several ancient languages, but after the founding of the Canrreftchell and especially after they became galactic powers, work began to standardize and unify their languages. Today, virtually all Vulpkanin speak a language called Canilunzt. Canilunzt is best classified as an agglutinative language (meaning, individual morphemes are attached to others to form a single idea, similar to Galactic Common). All untranslated words in this article are considered one word, though their component morphemes give the word its actual meaning.
Canilunzt contains many guttural sounds such as “rr” and “ll”, as well as unvoiced sounds like “tch”, and “ft”. This leads many non-speakers to perceive it as a barking or growling sound. In addition, the use of ear and tail movements aids greatly in comprehension, usually used to determine tone and intent. Written Canilunzt features special glyphs that are not read aloud but indicate the ear and tail position of the speaker/writer.
It is possible for non-Vulpkanin to learn the language, though if one lacks movable ears or a tail then it may be difficult to convey intricate details.
Vazzend
The Vazzend system contains one star, a yellow dwarf named Zrraft. It has four planets, with Altam being the second planet and the only one in Zrraft’s habitable zone. Vazzend’s third planet is a gas giant and large enough to see with the naked eye on Altam when the sky is clear, while the other two are smaller, uninhabitable planets.
Altam
The planet of Altam is the second in the Vazzend system and sits on the further side of the habitable zone of Zrraft. It has one moon, named Avellf. About 60% of the planet is water, with much of it concentrated in oceans around the planet’s equator. Two isthmuses connect the planet’s two major continents in the northern and southern hemispheres. One demarcates the planet’s prime meridian and is called the Kelevullt, while the other, located to the east of it, is called the Vutchullt. There are thus two equatorial oceans (translated as the Eastern and Western oceans, respectively), as well as several seas that chop up the two major continents. Islands are present in all these bodies of water but are especially present in the Eastern Ocean, where a large clan of Vulpkanin called the Vizell have lived for thousands of years.
Closer to the equator, the climate is generally temperate, with limited tropical biomes especially close to and on the isthmuses. As the oceans take the brunt of Zrraft’s heat, increasing evaporation and cloud formation, precipitation is very common while hot deserts are rare. Still, on some of the largest islands within the Eastern Ocean, desert conditions can occur during especially hot summers. As one travels further north and south, the climate rapidly becomes more boreal, with snowfall becoming regular as close as -30°/30° latitude in some spots. The planet’s north and south poles are chilling tundras extending for thousands of miles in all directions.
Altam’s harsh cold necessitated the evolution of a fur coat for the Vulpkanin, as well as most of its other common species. The kchella is a large, quadruped species that closely resembles an Earth wolf though most notably has a forked tail to help cover it during blizzards. Vulpkanin historians believe the kchella was an evolutionary ancestor and so the race is treated with the appropriate respect, akin to apes from Earth. Likewise, the rrfech is a smaller species that can switch between quadruped and biped stances. It is a common household pet. Cold-blooded species on Altam are rare, and only a few dozen extant species are documented. The most prevalent is the prrekell, a palm-sized animal that is best described as a hybrid between a reptile and amphibian; it sports rough spikes on its otherwise slimy body, used to ward off predators while still letting it absorb moisture through the rest of its skin.