(Draft list of player species) [hider=The Primes - Species] [b][u]Name:[/u][/b] The Primes (The Primes do not name themselves other than as "the empire", as such, this is a colloquial name) [b][u]Status to Humans:[/u][/b] Neutral. Humans are valuable to trade with, but internally are seen as a waste of valuable resources. [b][u]Life expectancy:[/u][/b] Ranges wildly, "regular" Primes range between 150 and 250, but super-intelligent Primes cannot die unless killed by external means. [b][u]Genders:[/u][/b] None [b][u]Full Description:[/u][/b] [img]https://media.discordapp.net/attachments/761807902784618536/917667744747495434/Craver-battle.jpg[/img] [center][sup]Reference image for the design language of The Primes, showing their brutality in combat. Art is of the Cravers, from Endless Space.[/sup][/center] Not much is known about the Primes, though plenty is known to describe what they are. The Primes are a series of bioengineered cyborgs, and all traces of what they were originally are gone or impossible to find. The Primes all work together, there seems to be no end goal for them other than to expand their production, as led by what's known as the super-intelligent Primes, also called SI-Primes. The super-intelligent Primes function somewhat like a leadership, deciding what next is to be built or what next should be researched. While all Primes have intelligence comparable to that of a human (albeit unable to comprehend concepts too far outside of its tasks), SI-Primes are effectively several geniuses rolled into one being, and are manufactured just like every other Prime. SI-Primes are capable of easily comprehending even the toughest sciences and math, and can process complex structures with ease. Primes primarily reside in what normally would be considered unexplored, uninhabited, or uninhabitable zones. It is fairly infrequent to see Primes visit more populated space, when they do they usually run off when approached, unless they wish to trade. When they do trade, they almost never ask for money, they usually ask for rare materials or other useful knowledge or items, in return they manufacture whatever the trader requires, or supplements them with knowledge. Prime ships usually fall into three categories. Warship, miner/colonization, and Trade. Warships are brutally efficient in combat, and show one of the Prime's many capabilities, killing people when the situation demands it. Thankfully, no major conflict has occurred yet between the Primes and other groups, but some believe it is inevitable. Miner vessels do what they say, mine asteroids or salvage wrecks. They also provide all the needed materials and services for the Primes to colonize yet another celestial body. Last but not least, Trade. Trade ships are flying refinery and manufacturing platforms, and are the most common type of Prime ship spotted. They're relatively large compared to most ships, packing as many useful things into as small of an area as possible. Prime vessels also follow a theme of brutalist efficiency, with snaking paths and unnatural corridors only a Prime could cleanly scale and navigate. It is not recommended for a human to attempt navigation of a Prime vessel, as a lack of safety protocols can cause human death. Primes seem to utilize every single material they get their cyborg hands on, and reuse whatever is no longer useful. They even recycle dead Primes into new Primes, absolutely nothing goes to waste, and they will find a way to use everything they find. Primes range wildly in their appearance, but follow an overall scheme. Large, buff, and directly integrated into an exoskeleton of some kind. They range between eight and seventeen feet tall, towering over other humanoid species. Despite their large size, they have no problems navigating through more human sized vessels, and are terrifying to counter in them. Additionally, they usually have four arms, sometimes even more depending on what that Prime was made for, this allows for a Prime to, for say, carry a machine gun in two arms, and pistols in the others. Primes are rapidly manufactured (in comparison to other species), on complex production plants, Primes usually take about a few days to produce, taking a week or two on small plants, though more complex Primes, like SI-Primes, can take many weeks to even months to manufacture by complex production plants. Standard Primes are almost universally multirole, a worker can make practically anything given they know how and have the needed tools and materials, but also pick up a gun and be a talented soldier. Construction biases are a thing, though, as Primes intended to be warriors usually have superior armoring compared to their brethren, but still can build or dismantle something when required. The fleshy bits of Primes usually are rapidly grown in a biomass lab, from the source materials needed to actually assemble flesh. Primes, however, can recycle other carbon-based fleshy lifeforms, breaking down their bodies into pre-made materials reassembled into Prime physiology. This can drastically speed up assembly, though hasn't been done and can be problematic at times if the recycled carbon-based lifeform has cybernetic augmentation. The production of flesh for Primes is also quite expensive material wise, as such, producing Primes is done based on need, rather than capability. Dedicating a plant to produce Primes will quickly lead to a lack of required materials to produce their flesh, brains, etc. For the most part, Primes all share the same personality. They see themselves as superior to others, and they all serve "the empire", which is what they refer to the entirety of all Primes as. Primes are incapable of rebellion, from years of optimizing their bioengineering, they see themselves as the empire, but not the voice of it. Despite their trade nature, it is not a good idea to piss off any Prime. Despite being rather neutral and willing to trade, they are born killing machines, and respond to aggression with their own form of aggression, potentially with force. It is unclear why the Primes are so docile regularly in comparison to their exploitation of resources and violent capacities, but most people don't want to stick around a Prime long enough to figure out why. Observation of Prime controlled planets turns interesting results, Primes convert planets and moons into giant factories, producing biomass, food, more Primes, and whatever else you think they could use, though almost all of them are nowhere near fully converted. Prime systems also all show signs of Dyson Sphere construction, though most are quite early in construction and are only in framework stages, with no further development having been spotted. One system, theorized to be a high resource system, has seen it's star slowly reduce in size over the years. This suggests Primes are incredibly power hungry, literally, and not even a star can sate their needs for long enough at peak. Other systems are noted to have active Dyson Spheres, but none match the aforementioned system. In total, Primes only have three active Dyson Spheres. Military conflict with Primes is not advised, as behavioral analysis shows Primes are incredibly likely to throw any concept of ethical combat out of the window, doing anything to defeat their foe, such as nuking them, rendering planets inhabitable to humans, or various other unethical combat forms. Thankfully, Primes are not large enough to be a large threat, yet, though their growth is slow and steady. It has been noted that a small collection of Primes exists separate from the empire. They were infected by an electro-chemical virus while exploring a planet potentially valuable for colonizing, the SI-Primes deemed them too much of a risk to recover. As such, they were disconnected from the empire and never accepted back, even though they had conquered said virus. ------------------------------------------- [b][u]Type of society:[/u][/b] Primes most closely resemble a type of hivemind, though they have little to no sense of individuality, and have no concept of political structures. [b][u]Technological advancement:[/u][/b] Primes are very technologically advanced, in the bioengineering and manufacturing aspects. They don't have the capability of manufacturing extremely high power weapons, resorting to more "primitive" and cheaper to produce weapons. They are capable of creating massive structures with ease, compared to other species. They also have not fully figured out FTL travel, and seek to further their understanding of FTL travel to match that of the Ascendancy. -------------------------------------------- [b][u]Miscellaneous:[/u][/b] Primes have only recently learned that magic is a thing, due to this, Prime activity has somewhat increased. They seem to seek out magical artifacts for study, however they have not yet discovered what they are looking for. Social contact with other species is uncommon, due to the Prime's lack of long range FTL capabilities, though due to higher activity, it may become slightly more common to encounter Primes in low regulation areas. [b][u]Preferred Trade Items:[/u][/b] Flesh of any kind, dead bodies, rare materials (like Perfected Electrum), hard to manufacture/unknown technologies, magical items. [b]Industrial capabilities:[/b] Powerhouse, adaptable. [b]Military:[/b] Average, technology is sub-par, infantry combat is specialized. [b]Political:[/b] Non-existent internally, SI-Primes handle relations with other factions. [b]Science:[/b] Average, sub-par to non-existent in tasks not useful to Primes. Bioengineering and similar related tasks are beyond most species, though. [b]Magic:[/b] Non-existent, as of present. [b]Exploration:[/b] Awful, Primes have not yet discovered long range FTL systems. Primes also only explore to find resources, trade, or catalog useful information. [b][u]Player specific information:[/u][/b] Players cannot play regular Primes, only the GMs and Senhara can. There exists a faction of disconnected Primes, though, that players can control. When creating a player Prime, do adhere to what a Prime would be, but you have full control over your character despite formerly existing in a hivemind. Your character will also have a sense of individuality and can understand concepts more esoteric to most Primes. If you need help, contact Senhara for assistance. [/hider] [hider=Species App] Name: Kel'ta Status to Humans: The Kel'ta tend to see humans as painfully attached to bloated systems of governments and causes so large that they are far removed from any actual individual impact. This is exacerbated the massive difference in lifespans. Outside of that it is impossible to determine a generalized outlook from so individualistic a species. Life expectancy: In terms of biology they are functionally immortal as far as anyone can tell but they tend to 'socially' die every two or three hundred years. Generally by the time they've reached five or six thousand years they simply lose interest in living and drop dead. Genders: Gender is a concept foreign to the Kel' ta. Full Description: [i]Physiology[/i] The [url=https://i.pinimg.com/originals/36/df/26/36df26ca833902d6c135c4deece1a142.png]Kel'ta [/url] are a carnivorous humanoid species. Their skin tends to range in color from red to yellow to orange but it is common for them to stain some or all of it in a different hue. Both males and females of the species bear horns and have six limbs: one pair of legs and two pairs of arms, a set of which usually remain folded behind the back and hidden by clothing when not in use. The Kel'ta tend to stand taller than other species with the average height being 7'4" in the Imperial system. A hardy species built for climbing the crags of their homeworld the Kel'ta are capable of feats of strength such as bending metal or crushing rocks in their bare hands. [sup]Artist: [url=https://phobso.tumblr.com/]Phobs[/url][/sup] [i]Culture[/i] Kel'ta culture is highly individualistic in nature, to the point where the rarely used 'we' is usually replaced in conversation with "Myself and them". The Kel'ta put a premium on the ability to go anywhere and do anything. To ensure that this remains possible even after decades of being slowly tied down by habit and bonds with others they practice a tradition known as the Social Death. After a certain amount of time spent living one life (usually three centuries or there about) a Kel'ta will abruptly drop everything and move. Sometimes they say goodbye to acquaintances and sometimes they don't but every Social Death results in the Kel'ta forming a new personality with corresponding likes, dislikes and attitudes while also changing their physical appearance. The physical change can range from simply styling their hair in a new way and adopting a different form of dress to extensive body modification so that there is no trace of the previous version. There is no word for country in the Kel'ta language, neither is there any for nation, kingdom, empire or state. They lack a unified religion or code of law, rejecting anything that would bind them into one political entity. The closest they get to any sort of overarching structure is their tradition of so-called 'false families.' When not traveling alone the Kel'ta move in groups as small as two and as large as a few hundred, forming temporary clans with a shifting membership. At first they're obviously part of the one they're born into but what often what happens is that a Kel'ta will eventually undergo a social death and leave their current clan wordlessly and wander until they find another to be a part of a for a couple hundred years. This constant shifting of population means that clan feuds, while still existent, wont't last thousands of years. Since the advent of interstellar travel Kel'ta have been leaving their homeworld to live out new lives among the stars, joining with one of the spacefaring clans or simply setting out on their own. In either case they tend to pick itinerant professions. Mercenary, scout, smuggler, merchant, pirate and performer are all fairly popular trades for roaming Kel'ta. Despite what is often assumed by those with little knowledge of the culture Kel'ta are perfectly capable of working in groups and taking orders from superiors. However they rarely if ever see themselves as being a part of the gang or company that has brought them onboard, preferring to be referred to as auxiliaries. ------------------------------------------- Type of society: Clan-based, loosely structured. The Kel'ta do not use money among themselves, trading only in goods and services. Technological advancement: The planet Kel is a graveyard of some ancient civilization, ruined ships and war machines buried in the sand and imbedded in stone crags. Whether the Kel'ta are descendants of this lost society or entirely unrelated matters little to them when there is valuable tech to be harvested. Due to their nomadic lifestyles homeworld based Kel'ta lack mass production or mass industry but make up for it in mechanical artistry. They refurbish, replicate, repair and retrofit gear dug up from the dead civilization and adapt it to suit their own needs alongside the same ancient methods they've been using for millennia. It isn't uncommon for hunters to use scent-dogs to track large game which they then bring down with plasma weaponry while cybernetically augmented warriors make use of personal railguns and knives carved from the ribs of some creature. Whether it's a sled pulled by beasts or burden or electrically powered scout bike Kel'ta creations are of high quality. -------------------------------------------- Miscellaneous: The Kel'ta are biologically immortal due to their rapid production of the enzyme telomerase. This protects their DNA from denigrating over time which in turn allows the regeneration of cells to continue infinitely. While it's impossible for one to die of old age disease and severe trauma will still kill a Kel'ta as they would any other species. [/hider] [hider=Planet App] Planet Name: Kel World Type: Consisting mostly of barren deserts and arid crags with scattered seas breaking up the landmass. Classification: Class R Moon: Kel lacks a moon. The Civilized Populace: The only known people currently living on the planet are the Kel'ta. While there was at one point another population very little is known about them. They were likely a very localized power who had little if any contact with civilizations outside their system and their relation to the Kel'ta, if any existed, is unknown. As such the Kel'ta just refer to them as the Forebears. Population: Roughly 1 billion Kel'ta live on the planet in loose clans. Tourism: The only 'tourists' that visit are outlaws looking to hide from the authorities and the occasional archeologist or anthropologist looking to study the Kel'ta and the Forebears. The Kel'ta treat both of these groups as oddities to be met with then ignored. --------------------------------------------- System Name: Terval Star Class: F2 class sun Planetary Bodies: Counting Kel there are four planets in the system. In theory all of them could be terraformed for large scale colonization but the benefits of doing so would be few. Pockets of natural resources can be found but not enough to warrant the effort. Location: 42307 lightyears. ----------------------------------------------- Landmasses: The planet is roughly 80% dry land. There are no broken off landmasses as seen on other planets in the form of continents, simply vast tracts of empty desert and long mountain ranges of red rock. The monotony of the terrain is broken up by the appearance of wrecked space vessels and cities left abandoned by the Forebears, glistening spires of glass and metal containing the leftovers from a long disappeared society. Waters: While it lacks anything large enough to be called an ocean Kel does support life through the thousands of major oases that dot its surface. Fed from deep wells of groundwater these serve as landmarks for the traveling clans. The larger ones can have rivers leading to or from them. Notorious Monsters/Creatures: The ultimate monster on Kel is the Tlex'it, known as the Sand Stalker by superstitious children. A quadrupedal lizard standing at nine feet tall and weighing easily six or seven tons equipped with razor sharp teeth and claws that can tear through metal. The Tlex'it is capable of taking down almost anything through brute force by prefers to stalk its prey. An intelligent creature, it'll often wear down its victims in hit and run attacks until the unfortunate animal collapses from exhaustion and is thus helpless. The Kel'ta make use of explosives and coilguns when hunting them, anything else would be asking for a quick disembowelment. [/hider] [hider=Kanarusii] [center]Name: Kanarusii/Kanarusians Status to Humans: The Kanarusii are members of the Alien Coalition, and as such, are considered part of the 'Alien Menace'. They're viewed as enemies of mankind, though the Kanarusii say that they merely defend themselves. On an individual level, the Kanarusii could be friendly to humans that do not provoke them, or they can be relentlessly hostile to the point of attacking humans on sight. One can never be sure. Life expectancy: 250 solar rotations on average without augmentations; could reach up to 500 years when enhanced through technological or magical ways. Genders: Male and Female. Full Description: [hider=Feldraken] [img]https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQAsM3wokMgfaRudH7qH1svUK9L5Jm39UpXVQ&usqp=CAU[/img] [/hider] [hider=Sahrkosi] [img]https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTiM8lEc9aW1wySVuSYBwhnX41ZpIZdjGO1Qg&usqp=CAU[/img] [/hider] Kanarusii are, for the lack of a better description, reminiscent of the dragons of ancient human mythology. They are a reptilian race of quadrapeds, with the front limbs of some subspecies being integrated wings like that of a bat, the others have none at all. Usually, they have a slender, sinewy frame, measuring at 7-12 feet long and 2-4 feet tall excluding the head and wings (if they have those). Kanarusii have sharp, serrated teeth, as they evolved from apex predators in their Homeworld. The entire race is instinctively capable of shapeshifting, though they are incapable of transforming into a different magical race, such as the Kaisoken or Zvevd. They most often shapeshift into a vaguely humanoid version of themselves in order to work tools and machinery. Though the subspecies of Kanarusii are diverse, they typically fall into one of two groups; winged, or wingless. Flight capable Kanarusii, known as the Feldraken, are often wielders of pyrokinesis and aerokinesis. The wingless ones, known as the Sahrkosi, are typically electrokinetic, and hydrokinetic. They begin manifesting magic at age 20, and it usually takes decades for them to have fine tuned control over their abilities; it is noted that they are most in tune with World Magic. Usually, they're weaker than Star Marines and Kaisoken in terms of power output, but a well trained Kanarusian is still dangerous nonetheless. Kanarusii live in a variety of environments, which has influenced the divergence of their race into different sub-species. Feldrakens live on the tops of mountains, cliffsides, and volcanoes, while the Sahrkosi inhabit the oceans, rivers, and lakes. ------------------------------------------- Type of society: The Kanarusians are a loosely united feudal confederation, divided into the Nine Houses that hold power over the systems. The Nine Houses are, respectively, Loken, Astoria, Shtarbane, Fenruss, Karadras, Targon, Aoshen, Zeran, and Vulcaria. The most powerful of the Houses are Vulcaria (a Feldraken House) and Aoshen (a Sahrkosi House), who rule over the two core systems of the Kanarusian Confederacy. Kanarus itself is ruled by the High Lords; the council to which the Houses answer. Technological advancement: Despite appearances, Kanarusians are technologically advanced due to being uplifted by another alien race two millennia prior to current events, which most often manifests in their cybernetic augmentations; some of them are half mechanical. However, Kanarusians with cybernetics render themselves unable to shapeshift. -------------------------------------------- Miscellaneous: There are rumours that their shapeshifting allows them to have children with other races, though this has never been proven... [/center] [/hider]