[hider=S’Hraa Ciss] Name: S’Hraa Ciss Overview: The S’Hraa Ciss are a shadow of what they once were. This faction, primarily composed of the Snake-like Serekin, had no claim of a sprawling galactic empire, barely having colonized past their home planet, but they have achieved much in the biological sciences. From extending their lifespan tenfold to editing the genetics of their offspring to allow for positive traits to be inherited while weeding out negative traits. The next step, was to create a life of their own, something new, a servitor race. Eventually they succeeded, but their downfall would come shortly after. What caused the Phnosiss, or The Cataclysm, is unknown. But what happened as a result is well known. The destruction of their home planet, the Serekin nearing extinction, losing nearly a millennia of innovation and technological advancement. Those that survived were forced to flee in search of a new home, which led them to Karbana Kinnis. Though this place already had other habitants, all parties seemed to be content with leaving the others alone. Most Serekin believe the Phnosiss was caused by the wrath of their god N’Yagoth, who is famously easy to please but quick to anger. That the Serekin of old committed such a grievous offense as to force N’Yagoth’s judgement. They also believe that Karbana Kinnis was a boon. A chance for redemption. They’ll be damned if outsiders come and defile this place. [hr] Structure: Though Worship of N’Yagoth is not required, subservience is. Thus the will of N’Yagoth is the supreme authority and precedes all others. Matters not ordained by N’Yagoth is legislated by a council of Elders from the largest (and most influential) clans. The Taztu clan has historically provided many of the most legendary warriors of the past and present. As such, they have the honor of guarding the Hera’Yiss (see section, Other for information of Hera’Yiss). Maintaining them in their slumber until the S’Hraa Ciss needs them. The current Elder, Tyoss the Defiant, has the distinction of being one of the largest Serekin in recorded history. With a body length of nearly 20 feet and standing almost 12 feet tall. She is a fiery individual and tends to intimidate others into following her. Those that are not intimidated still respect her for her combat prowess, having only lost one dual (a sore point for her, best not bring it up if you know what is good for you). The Yuklas clan is responsible for the research and production for the majority of Venom, poisons, potions, medicinal drugs, performance enhancing, and ritual drugs. Due to the importance of these products in their society, they have the distinction of being the only major clan that virtually everyone is friendly with. They are currently led by Sithax the Desolate, who alone knows the process for creating the Viper serum. The concoction capable of reanimating dead tissue, so that the Hera’Yiss may perform their eternal duties. Sithax himself is a very secretive individual, with few knowing of his actual identity. The importance of his work affords him extra precautions. The Sho’Shan clan is chiefly responsible for serving as a liaison between the Ciss and N’Yagoth and enforcing his divine decrees. Secondly, they are also responsible for maintaining Serekin tradition and history, so that the past may serve a reminder of N’Yagoths kindness to the Ciss, as well as his wrath. They are led by Trel’Niss the Righteous. Trel’Niss is the only one permitted to directly ‘speak’ with N’Yagoth through intricate rituals. The Vara’Shen clan is responsible for gathering intelligence against the friends and foes of S’Hraa Ciss, as well as performing covert operations to ensure their continued survival is maintained. They are also responsible for finding and reclaiming technology lost during the Phnosiss. They also develop and maintain the stealthier technologies of the Ciss. They are led by Hathax the Unbroken. [hr] Beliefs: Individuals are recognized and respected by the deeds they have done, not the people they know nor the place they came from. Only those that put in effort for society are given the time of day. Laziness is not only harmful to society, but is a morally sinful trait as well. An individual is defined by their word compared to their deeds. A good citizen will strive to fulfill a pact made to the best of their ability. While an individual can be evasive or deliberately unclear, their word must never be an outright lie nor will they ever leave a promise unfulfilled they could reasonably fulfill. Friends are few but enemies are many, one must be distant to outsiders so as to have ample time to judge their character. Woe is to the one with many friends as often there are really few. Above all, an individual does what is asked of them and serves society. Disloyalty and treason are serious offenses. [hr] Technology: Genetic Manipulation: Enforcing certain traits on offspring in accordance to a desired role. One might have organs for breathing underwater, another might have thicker scales. This technology is designed specifically for Serekin and may have unusual effects on other species. Bio/Cyber-augmentation: Replacement or enhancement of certain body tissue. Stealth technology: passively hiding from non-optical sensors by matching heat signature of vehicles and ships to that of the environment as well as absorbing certain kinds of signals rather than reflecting them. The same technology has been adapted to some of the more elite infantry troops as well. Cloaking Technology: actively hiding from optical sensors by simply not being seen. This is more demanding of power than stealth technology and often needs power shifted from non-essential systems (such as weapons) in order to maintain the effect and can last indefinitely provided power is maintained. Devices adapted for infantry are capable of cloaking perfectly while still, only leaving a shimmer when moving but only last for a limited duration before having a ‘cooldown’ period before it can be reactivated. Chemical warfare: Most weaponry consists of ballistics coated in poisonous, venomous, or corrosive material so that even light wounds can be fatal if medical treatment is not immediate. Viper Serum: The main (but not only) component of making a Hera’Yiss. This serum is capable of reviving corpses so they can continue fighting long after their bodies give. This is most effective in freshly slain, whole corpses with its successful revival rate decaying in proportion to the state of the body. This serum is designed exclusively for Serekin patients and tends to have unwanted effects on other species. Remotely Operated Biologically Assisted Drones: Also referred to as ROBADs, these are machines are grafted with the brains and nervous tissue of animals so they can be manipulated remotely by the psychic Dreamers (see section, Other for information on Dreamers). From simple utility drones to complex war machines, they can all be operated safely at great distances. [hr] Demographics: Serekin - 90% Other – 10% Sapient [hr] Name: Serekin Overview: The Serekin can be best described as humanoid snakes. They boast two arms ending in four fingered claws (one of which is opposable) and two legs ending in ditigrade feet with three claws. They range from seven to twelve feet long at adulthood though standing upright, they are typically five to eight feet tall with their tails accounting for nearly two fifths of their body length. They tend to weigh 300 to 500 pounds. Males tend to be larger and often have darker scales while females tend to be slender and have brighter scales. They are omnivorous but tend to eat mainly meat. Traits: Serekin have two fangs in their mouth for hunting prey. They have a bite strong enough to pierce thin metals or thick hides and the fangs serve to inject venom in their prey. The venom has different effects from one Serekin to another and are partially affected by their diet. Some venom attacks the nervous system preventing potential prey from struggling, while others are slightly corrosive and eat away at the blood vessels causing internal bleeding. There are many effects and an individual Serekin can produce venom with a specific affect by maintaining a certain diet for a few days. Though Serekin can walk like many animals, they can also slither along the ground like any other snake. They moved at an increased pace when doing so and can even move along the surface of water with this method of locomotion. They can also slither to climb up steep angles, with their homes using ramps with interlocking angles difficult for others to traverse. One of the few secrets that the Serekin kept from the Phnosiss is their process for altering their own genetics. They have many of what one might call useful mutations or forced evolutions to allow them to adapt well to whatever environment or challenges they anticipate in their life. One Serekin might possess an organ for filtering oxygen out of liquids and can thus stay underwater for an extended period of time, another might be able to shift the hue of their scales to blend into an environment. This diversity has proven valuable for the trials they faced since they arrived on Karbana Kinnis. Psychology: Owing to their ambush predatory nature, Serekin tend to be passive. Waiting for event to happen and then acting accordingly. They rarely act first, and even then only when they perceive something to happen. They also tend to be deceptive, subtly influencing events for some grand plan down the line. Hence, loyalty is a rare but valuable resource with distrust being common against those outside their social circles. Above all else, they value family and tradition. They form tight bonds within their circles and those that have no others that they can call family or friend tend to be depressed. Permissions: Serekin are tribal and paranoid of those unlike themselves. Members existing outside of this faction are not likely to exist but those that are were probably banished from Karbana Kinnis for one reason or another, a tragic fate as Serekin have a compulsive need to belong somewhere and might seek out others a Serekin would not normally associate with. [hr] Other: Hera’Yiss: These are the soldiers that pledged their life, and death, to the S’Hraa Ciss. Soldiers who fight to the death, then rise to fight again. They are the figures of myth and legend. They go back for generations upon generations, their minds decaying over the years until only the desire to serve remains. Hera’Yiss are equipped with some of the best gear for whatever role they are required to fill. Whether it be the personal cloaking generators of the Shadowscales or the toxic and corrosive sludge of the Desolators. They wear advanced full body armor equipped with a limited AI for detecting hostiles, dispensing medicine, and activating the revival process of the Viper serum at an opportune time. N’Yagoth: N’Yagoth is the creator deity of the Serekin. Description of him varies depending on who you ask with one claiming a gargantuan snake and another claiming he is a multi-headed dragon. He is said to be easy to please but also easy to anger, with his blessings and curses being great and terrible. He has led the Serekin in their infancy, teaching them to create tools and to hunt. The Phnosiss is believed to have been caused by him though as to why, is unclear. He is also believed to have led the survivors to Kabana Kinnis. Currently, he is said to be slumbering deep in the bowels of the Serekin’s home planet and when he next wakes something great and terrible will befall the galaxy. Y’ha N’thlei: The home planet of the Serekin, currently lost in space. Following the Phnosiss the planet was rendered inhospitable to life with regular volcanic activity across the surface and creating a toxic atmosphere. It has also been catapulted out of it’s solar system and is currently drifting erratically across the galaxy making its location difficult to pinpoint. According to one popular legend, N’Yagoth still dwells deep in the core of the planet, defending the ancient secrets and treasures that supposedly lies within deep vaults waiting to be discovered. Dreamers: The S’Hraa Ciss believe that all sentient beings have latent psychic energy and that through alchemical means can this energy be harnessed. While many methods of the past have been lost from the Phnosiss, one method remains known. By using ingredients from various rare flowers, they can brew a potion to allow them access to the dreams of others. Those who drink the Thissil potion, referred to as ‘Dreamers’ quickly fall into deep sleep that is indistinguishable from normal sleep. They can leave this state by waking up and any actions or effects in the dreams have no physical reflection on reality, though one might be disturbed on experiencing ‘death’ in a dream. In the past this has been used largely to spy on the friends and enemies of the Serekin but this has largely fell out of use due to the necessity of implanting artifacts on the person in question in order for them to be susceptible. Something that the current Isolationist policy makes difficult. Currently most dreaming rituals or used to either research, learn, or practice crafts (as time is perceived faster in dreams, several days in the dreamlands can equal one in the waking world.) or be used to remotely operate their robads. [/hider]