I rarely ever ask for people's opinions on such matters so openly on forum threads. Me much preferring the more... direct and personal(?) aspects that a chat or pm can give me. However, the previous methods are inefficient on time and getting more than one to three's people's opinions on such matters. So here I am now. Some of you may know that I am working on a Sci-Fi setting for both characters and future RPs called Hasgramordia, which is very much still a work in progress. However, I have made a lot of said progress in it, and am now working on the main races/factions.
To any who are interested in this at all, I shall display the factions, as well as any other faction concepts I have been thinking about, which I may or may not replace them with. What'd I'ed like you to do, is to give any and all thoughts, suggestions, or advice you may have for them and their designs. Poking holes, or giving constructive criticism about them is also highly appreciated, as I am always looking to improve them in some way shape or form. Being able to mend potential plot holes, misunderstandings, or inconsistencies would help greatly. For clearer reading, all the info on here can be read on the actual "Hasgramorne" profile on the page "The System of Wrath." Now have a look if you so dare.
Hasgramordia Basic Concept: Five (officially six, one's just somewhat hidden.) interstellar nations/races are vying for control of a miraculous planet called "Aethesir" in the "Hasgramordia" system. It is a half lush, half highly volcanic planet with the two differing hemispheres being separated by high mountain ranges featuring frequent tectonic activity. One half of the planet is like any other habitable world, except for the rate at which living things near constantly replenish. And the other half (separated by said mountain ranges.) features a vast magma ocean filled with temporary moving islands and primal land masses.
This area is incredibly rich in minerals and resources, usually just being able to mine or pluck them straight out of the magma ocean they are so abundant. The reason as to why the planet is capable of doing these such things however, is because it features an unstable wormhole in it's core, proposed to repeatedly loop back to the beginning of time. It constantly spits out minerals, gasses, and valuable resources, with most of them ending up floating their way up to the top of the magma ocean. This is what makes the planet so valuable. Infinite resources and riches to be had, this is why it's so sought after.
Now, for the factions themselves.
The Hyloids:
Inspiration/Basic Concept: As a friend named "Pooka" once put it. "They sound like a mix of the Illithids/Mind Flayers and Psionic elves." (or something like that...)The Hyloids are the making of a basic want. To make a somewhat morbid sci-fi race that's close enough to humanity to give the potential players some "familiar ground," while also being their own unique thing. I looked to things like doctor who, and old sci-fi horror to build these guys (err, gals) upon. (doctor who being far less so.) And now, you have the Hyloid Domain, a wealthy mercantile empire filled with strange, somewhat naturally psionic humanoids who have a knack for eating brains for even more psionic power. In the field of battle, a Hyloid is almost never without their banking card, and a brain in a tin.
Why do they want it?: Perhaps the most mundane out of all the other factions fighting for Aethesir, they simply want it so they can get even more wealth, and effectively be the trade masters of the galaxy. A simple reason, but one with a sturdy foundation nonetheless.
Pyth:
Inspiration/Basic Concept: This race is still highly unfinished. However, I am wanting to create a more surreal or weirder race of beings that are possibly enigmatic or extra dimensional in nature. I am currently split between having them be powerfully psionic in nature, or maybe make them into some for of shape-shifters or illusionists? Their appearance is not set in stone however, and may be changed if I see fit.
Why do they want it?: They are more than likely going to be extra dimensional of some sort. Their interest would probably be, having been exiled and forced out of their home dimension, wanting to stabilize the wormhole and manipulate it to travel back to their home dimension.
The Pyrans:
Inspiration/Basic Concept: Originally silicoid reptiles, Pooka once again helped me to settle upon reworking them into a cooler species. Essentially blobs of fiery and blinding heat and plasmatic lattice and slime, with diamonds for eyes, they are nigh un-killable except for losing all of their stored heat/being frozen, or being splattered apart. However, outside of their natural habitats (suns, and highly volcanic planets.), they gradually lose heat, which is effectively their life-force. Lose all their heat, and they are effectively dead. However, they have made semi-mechanical, heavily armored suits designed to preserve their heat stores for longer. With these suits, they are incredibly durable, and are capable of being just as destructive given the right gadgets. Their suits are made to protect them just as much as the outside world from themselves, being basically mini-suns, an un-armored Pyran can easily burn things without even trying. Their suits often being equipped with visors and screens over their eyes acting as mega-sunglasses so they don't blind anyone with their massive amount of light.
Why do they want it?: More resources for their armies and regime. Being probably the oldest beings in the galaxy due to how slowly they grow to adulthood and reproduce, and the fact that they don't die of old age, they view themselves as the rightful rulers of the galaxy, and most see themselves as supreme beings compared to the other species. However, their reproduction rate hampers this, as plasmatic crystals take immensely long amounts of time to form. So, they usually depend on semi-robotic slaves to do most of their bidding, with actual Pyrans acting more as heavy hitting support, and small platoons of shock troopers in their battles.
The Makyans:
Inspiration/Basic Concept: An immensely industrial, yet quite primitive nation of nomadic space-arthropods, having to flee their homeworld for space due to immense amounts of pollution, or be burned alive as temperatures rise. They do not have FTL travel in the slightest. In fact, their most advanced forms of technology might be nuclear weapons, or their worm-hole based radio system capable of tearing small holes in space so that they can communicate to each other from across the galaxy. With their numbers grand, their manners bloodthirsty, and their production estimates even grander, they are happy to rip Aethesir straight from the other insulting factions grasp.
Why do they want it?: Simple really. They have a score to settle. One fine intergalactic noon, The Children of Makya's generation ship drifted into Hasgramordia. Having found an entire system filled with four different factions fighting over one measly planet, The Matriarch thought that it would be a perfect opportunity to get new technology. One after another, she contacted the factions stationed within Hasgramordia, with either her being rudely denied trade, having her race deemed "too inferior" to help, or being laughed out of communications due to how "primitive" they were. Well, little did they know, those foolish Emperors just insulted a Matriach of Makya, and in no way was she about to let that go. Looks like she and her people will just have to claim the Gem of Hasgramordia for their selves. And then they'll see who's really the primitive ones.
The Abelluns:
Inspiration/Basic Concept: The want for a semi-aquatic faction originating from a rogue planet, who also just so happened to be an accidental hivemind. Their original goal was to only be partially hive-minded, so that they can keep their individuality somewhat. Well, it failed spectacularly, and now they lack any and all personality, creativity, and individuality. They are regretfully one now, and all agonizing secrets of each others' are known to the masses, traumatizing them all.
Why do they want it?: All those resources will up their research production ten fold, allowing them to find a cure, or perfection to their hive-mindedness far faster than it normally would be.
MONOKAMI:
Inspiration/Basic Concept: A non-traditional AI "race" (is it really a race if there's just one?) composing of an AI hell bent on protecting (actually protecting them, not destroying them.) as many species and beings as possible. She can't fail again. She can't fail again. SHE CAN'T FAIL AGAIN. SHE CAN'T FAIL AGAI-... Originally wanted because there's too many solely malicious AI races about. (or, what's popular rather.) How about an AI which tries to properly fulfill it's duty at least somewhat? An AI capable of artificial morality, personality, and emotion. That is Monokami.
Why do they want it?: She actually doesn't want Aethesir. It could be a good asset, but in reality she's just exploiting the war to capture and "rescue" beings. Success rates vary.
Potential Factions:
"Mutamorphs": A mix of humanoid shape-shifters and the necromorphs from deadspace. Been wanting to try to see how a humanoid race consisting of beings being able to mimic other humanoids and bipeds in appearance, and completely change and stretch out their body structure into predatory living weapons.
"THE_LAW": A rogue AI meant to uphold order and "the law" at any cost. Spreading like an infectious diesease to inhabited planet to inhabited planet, in the form of enforcer robots which try to take control of or supplant the already existing government in favor for itself and it's far stricter ruleset. Under it's watch there WILL be peace in the galaxy, but at what cost?
To any who are interested in this at all, I shall display the factions, as well as any other faction concepts I have been thinking about, which I may or may not replace them with. What'd I'ed like you to do, is to give any and all thoughts, suggestions, or advice you may have for them and their designs. Poking holes, or giving constructive criticism about them is also highly appreciated, as I am always looking to improve them in some way shape or form. Being able to mend potential plot holes, misunderstandings, or inconsistencies would help greatly. For clearer reading, all the info on here can be read on the actual "Hasgramorne" profile on the page "The System of Wrath." Now have a look if you so dare.
Hasgramordia Basic Concept: Five (officially six, one's just somewhat hidden.) interstellar nations/races are vying for control of a miraculous planet called "Aethesir" in the "Hasgramordia" system. It is a half lush, half highly volcanic planet with the two differing hemispheres being separated by high mountain ranges featuring frequent tectonic activity. One half of the planet is like any other habitable world, except for the rate at which living things near constantly replenish. And the other half (separated by said mountain ranges.) features a vast magma ocean filled with temporary moving islands and primal land masses.
This area is incredibly rich in minerals and resources, usually just being able to mine or pluck them straight out of the magma ocean they are so abundant. The reason as to why the planet is capable of doing these such things however, is because it features an unstable wormhole in it's core, proposed to repeatedly loop back to the beginning of time. It constantly spits out minerals, gasses, and valuable resources, with most of them ending up floating their way up to the top of the magma ocean. This is what makes the planet so valuable. Infinite resources and riches to be had, this is why it's so sought after.
Now, for the factions themselves.
The Hyloids:
Inspiration/Basic Concept: As a friend named "Pooka" once put it. "They sound like a mix of the Illithids/Mind Flayers and Psionic elves." (or something like that...)The Hyloids are the making of a basic want. To make a somewhat morbid sci-fi race that's close enough to humanity to give the potential players some "familiar ground," while also being their own unique thing. I looked to things like doctor who, and old sci-fi horror to build these guys (err, gals) upon. (doctor who being far less so.) And now, you have the Hyloid Domain, a wealthy mercantile empire filled with strange, somewhat naturally psionic humanoids who have a knack for eating brains for even more psionic power. In the field of battle, a Hyloid is almost never without their banking card, and a brain in a tin.
Why do they want it?: Perhaps the most mundane out of all the other factions fighting for Aethesir, they simply want it so they can get even more wealth, and effectively be the trade masters of the galaxy. A simple reason, but one with a sturdy foundation nonetheless.
{Hyloid Domain}"Ruthless & Unnerving Capitalists"
[Biology]
The main race which encompasses this faction are a strange group of somewhat naturally psionic humanoids known as Hyloids. They look somewhat close to humans, besides their many differentiating features. Their average height is somewhere close to six and a half feet, and their natural highest can get to be about seven and a half. They consist of only one gender and look highly feminine in appearance. They are colored shades of light-blue, teal, and magenta or purple. They are usually lithe or thin, except for their arms, which widen out near their hands from their elbows somewhat like a cone shape with long fingers harboring no nails. In the center of their palms lie a fleshy seam, which can open up to reveal a flexible, circular maw armed with two sets of jagged teeth capable of stretching outward and rotating 180 degrees.
The teeth in their maws are particularly sensitive to the electrical pulses throughout a being's brain and body. (especially their brain.) This is what is thought to make them naturally psionic, because if their teeth comes into contact with a being's body, Hyloids are able to telepathically communicate with said being so long as they keep contact with it. They can also "eat" the brainwaves or thoughts being produced by said being to gain nourishment from it, so long as they are still contact said being while doing so. What allows them t do this however is still unknown. However, it should be noted that their psionic powers grow empowered if they eat a brain of a decently sized creature. The fresher and bigger the better. Upon eating a brain, they can use low-power telekinesis to lift small objects and even stop bullets in their tracks, induce cognitive illusions, and communicate telepathically over long distances without contact.
{Communication}
The majority of Hyloid communication is usually done in close range telepathy, usually by either holding hands or touching another's body, which can lead to ballrooms and social gatherings being a tad quiet most of the time. However they are perfectly capable of using vocalizations, and are profoundly good at mimicking another's dialect or language structure enabling them the ability to speak many languages fluently. They naturally speak in something sounding close to a romantic language.
[Government]
They are ruled by a constitutional monarchy, headed by a particularly psionic royal family which ever so has a knack for promoting wealth and a healthy economy throughout the ages. They are advised by a council of representatives for the working and lower classes of Hyloid people to help them make and discern decisions. Due to this, it has blossomed the Hyloid Domain into an individualistic and economic paradise (at least for the most part), resulting in many long eras of wealth without recession. The Hyloids are dealers and traders by heart, and no better way to show it than by styling their houses and ships with gold, silver, fine silks, and shining gemstones. The average Hyloid's life is one of frequent luxury and deal making, and has made their golden domain known for it's ruthless capitalism and wealth.
[Technology & Mannerisms]
The Domain's main method of fighting usually involves buying out the opposition to drop their weapons and retreat, and employing various kinds of mercenaries to bolster their own ranks and fighters. Any and all sizes, shapes, and tech: if you can lift some cargo, or cause a bit of destruction, it's more than likely that the Hyloid Monarchy will employ you. (often with generous amounts of funding if you can get the jobs done.) There are even plans in place to offer paying off college loans, debts, etc if you choose to be employed somewhere in their war force, either in the factories or out on the field. Their technology is mostly a mix of energy weapons, and bullet consuming weapons, and any stuff that they have traded for to aid them in battle.
However, one of the more curious technologies they have invented are various kinds of money-guns. Energy weapons which come in varying forms of power, allowing the wielder to shoot as much as they want without reload so long as they have the funds for it. Depending on how destructive the weapon is, the more it costs, however cutting out the middle man entirely proves to be an effective strategy in defense. Well, so long as they can connect to their banking account of course. They work by hosting a small wormhole contained in a chamber withing the weapon, (their teleportation technology is not advanced enough to teleport things much bigger so rapidly.) and as long as the weapon is online, it constantly drains the user's funds to host the wormhole. These wormholes are connected to various banks of energy, plasma, etc which some of the stock gets pulled through the wormholes on each pull of the trigger. The guns may be turned off at any point to sever the connection, and stop draining the user's funds.
[Homeworld]
They originate from a lush, heavily clouded and foggy bio-luminescent planet called Nyrin, which has been made into a massive trading hub in the Hyloid Domain. One of it's prime locations is the massive golden city Lyrra, with it's streets and many of it's structures gilded with tumbaga to flaunt the Hyloid Domain's immense wealth.
[Biology]
The main race which encompasses this faction are a strange group of somewhat naturally psionic humanoids known as Hyloids. They look somewhat close to humans, besides their many differentiating features. Their average height is somewhere close to six and a half feet, and their natural highest can get to be about seven and a half. They consist of only one gender and look highly feminine in appearance. They are colored shades of light-blue, teal, and magenta or purple. They are usually lithe or thin, except for their arms, which widen out near their hands from their elbows somewhat like a cone shape with long fingers harboring no nails. In the center of their palms lie a fleshy seam, which can open up to reveal a flexible, circular maw armed with two sets of jagged teeth capable of stretching outward and rotating 180 degrees.
The teeth in their maws are particularly sensitive to the electrical pulses throughout a being's brain and body. (especially their brain.) This is what is thought to make them naturally psionic, because if their teeth comes into contact with a being's body, Hyloids are able to telepathically communicate with said being so long as they keep contact with it. They can also "eat" the brainwaves or thoughts being produced by said being to gain nourishment from it, so long as they are still contact said being while doing so. What allows them t do this however is still unknown. However, it should be noted that their psionic powers grow empowered if they eat a brain of a decently sized creature. The fresher and bigger the better. Upon eating a brain, they can use low-power telekinesis to lift small objects and even stop bullets in their tracks, induce cognitive illusions, and communicate telepathically over long distances without contact.
{Communication}
The majority of Hyloid communication is usually done in close range telepathy, usually by either holding hands or touching another's body, which can lead to ballrooms and social gatherings being a tad quiet most of the time. However they are perfectly capable of using vocalizations, and are profoundly good at mimicking another's dialect or language structure enabling them the ability to speak many languages fluently. They naturally speak in something sounding close to a romantic language.
[Government]
They are ruled by a constitutional monarchy, headed by a particularly psionic royal family which ever so has a knack for promoting wealth and a healthy economy throughout the ages. They are advised by a council of representatives for the working and lower classes of Hyloid people to help them make and discern decisions. Due to this, it has blossomed the Hyloid Domain into an individualistic and economic paradise (at least for the most part), resulting in many long eras of wealth without recession. The Hyloids are dealers and traders by heart, and no better way to show it than by styling their houses and ships with gold, silver, fine silks, and shining gemstones. The average Hyloid's life is one of frequent luxury and deal making, and has made their golden domain known for it's ruthless capitalism and wealth.
[Technology & Mannerisms]
The Domain's main method of fighting usually involves buying out the opposition to drop their weapons and retreat, and employing various kinds of mercenaries to bolster their own ranks and fighters. Any and all sizes, shapes, and tech: if you can lift some cargo, or cause a bit of destruction, it's more than likely that the Hyloid Monarchy will employ you. (often with generous amounts of funding if you can get the jobs done.) There are even plans in place to offer paying off college loans, debts, etc if you choose to be employed somewhere in their war force, either in the factories or out on the field. Their technology is mostly a mix of energy weapons, and bullet consuming weapons, and any stuff that they have traded for to aid them in battle.
However, one of the more curious technologies they have invented are various kinds of money-guns. Energy weapons which come in varying forms of power, allowing the wielder to shoot as much as they want without reload so long as they have the funds for it. Depending on how destructive the weapon is, the more it costs, however cutting out the middle man entirely proves to be an effective strategy in defense. Well, so long as they can connect to their banking account of course. They work by hosting a small wormhole contained in a chamber withing the weapon, (their teleportation technology is not advanced enough to teleport things much bigger so rapidly.) and as long as the weapon is online, it constantly drains the user's funds to host the wormhole. These wormholes are connected to various banks of energy, plasma, etc which some of the stock gets pulled through the wormholes on each pull of the trigger. The guns may be turned off at any point to sever the connection, and stop draining the user's funds.
[Homeworld]
They originate from a lush, heavily clouded and foggy bio-luminescent planet called Nyrin, which has been made into a massive trading hub in the Hyloid Domain. One of it's prime locations is the massive golden city Lyrra, with it's streets and many of it's structures gilded with tumbaga to flaunt the Hyloid Domain's immense wealth.
Pyth:
Inspiration/Basic Concept: This race is still highly unfinished. However, I am wanting to create a more surreal or weirder race of beings that are possibly enigmatic or extra dimensional in nature. I am currently split between having them be powerfully psionic in nature, or maybe make them into some for of shape-shifters or illusionists? Their appearance is not set in stone however, and may be changed if I see fit.
Why do they want it?: They are more than likely going to be extra dimensional of some sort. Their interest would probably be, having been exiled and forced out of their home dimension, wanting to stabilize the wormhole and manipulate it to travel back to their home dimension.
{The Pyth} "Enigmatic and Surreal Outsiders"
[Biology]
The Pyth consist of two phenotypes of the same semi-aquatic species. One female, and one male. These phenotypes look similar, but ultimately different from each other. The males are called "Lurks" in their society, while the females are often called "Looks."
"Lurks" are large and slim serpentine or chinese-dragon-like beings with a pair of back "legs," which are really just long amalgamations of finned and clawed tentacles. These help them move around in water and zero gravity atmospheres. the have a pair of front arms which consist of three long tentacle-like appendages armed with both clawed and un-clawed digits. They are about ten feet in length, and their bodies ultimately end in slender tails and maws. They have a pair of pitch black, compound eyes much like that of dragonflies, and their heads are armed with jagged or curled horns, and a mouth full of fangs and canines.
"Looks" are tall standing dark-colored squid-like beings, with many pairs of long appendages and tentacles, with two long pairs of main arms loaded with finger-like stubs and claws. They have a short mantle in exchange for a longer overall body. Just under their mantle are two bleach white "face plates" which act as their sensory organ as wells as their eyes and mouths. They actually have two "face plates," one on the front and on the back of their body, as their bodies have no true facing or distinction from their front or their back. These face plates are incredibly morphic, practically being able to shape-shift and change their appearance at a moment's notice. Akin to a highly advanced form of an octopus' camouflage, even being able to rapidly rework the face plate's biology at will to form multiple mouths, eyes, antennae, and even copy the faces of beings they've seen before. Naturally, their face plates two humanoid eyes and a mouth on each plate.
wip
{Communication}
[Government]
[Technology & Mannerisms]
[Homeworld]
[Biology]
The Pyth consist of two phenotypes of the same semi-aquatic species. One female, and one male. These phenotypes look similar, but ultimately different from each other. The males are called "Lurks" in their society, while the females are often called "Looks."
"Lurks" are large and slim serpentine or chinese-dragon-like beings with a pair of back "legs," which are really just long amalgamations of finned and clawed tentacles. These help them move around in water and zero gravity atmospheres. the have a pair of front arms which consist of three long tentacle-like appendages armed with both clawed and un-clawed digits. They are about ten feet in length, and their bodies ultimately end in slender tails and maws. They have a pair of pitch black, compound eyes much like that of dragonflies, and their heads are armed with jagged or curled horns, and a mouth full of fangs and canines.
"Looks" are tall standing dark-colored squid-like beings, with many pairs of long appendages and tentacles, with two long pairs of main arms loaded with finger-like stubs and claws. They have a short mantle in exchange for a longer overall body. Just under their mantle are two bleach white "face plates" which act as their sensory organ as wells as their eyes and mouths. They actually have two "face plates," one on the front and on the back of their body, as their bodies have no true facing or distinction from their front or their back. These face plates are incredibly morphic, practically being able to shape-shift and change their appearance at a moment's notice. Akin to a highly advanced form of an octopus' camouflage, even being able to rapidly rework the face plate's biology at will to form multiple mouths, eyes, antennae, and even copy the faces of beings they've seen before. Naturally, their face plates two humanoid eyes and a mouth on each plate.
wip
{Communication}
[Government]
[Technology & Mannerisms]
[Homeworld]
The Pyrans:
Inspiration/Basic Concept: Originally silicoid reptiles, Pooka once again helped me to settle upon reworking them into a cooler species. Essentially blobs of fiery and blinding heat and plasmatic lattice and slime, with diamonds for eyes, they are nigh un-killable except for losing all of their stored heat/being frozen, or being splattered apart. However, outside of their natural habitats (suns, and highly volcanic planets.), they gradually lose heat, which is effectively their life-force. Lose all their heat, and they are effectively dead. However, they have made semi-mechanical, heavily armored suits designed to preserve their heat stores for longer. With these suits, they are incredibly durable, and are capable of being just as destructive given the right gadgets. Their suits are made to protect them just as much as the outside world from themselves, being basically mini-suns, an un-armored Pyran can easily burn things without even trying. Their suits often being equipped with visors and screens over their eyes acting as mega-sunglasses so they don't blind anyone with their massive amount of light.
Why do they want it?: More resources for their armies and regime. Being probably the oldest beings in the galaxy due to how slowly they grow to adulthood and reproduce, and the fact that they don't die of old age, they view themselves as the rightful rulers of the galaxy, and most see themselves as supreme beings compared to the other species. However, their reproduction rate hampers this, as plasmatic crystals take immensely long amounts of time to form. So, they usually depend on semi-robotic slaves to do most of their bidding, with actual Pyrans acting more as heavy hitting support, and small platoons of shock troopers in their battles.
{The Imperial Sphere} "Slaving & Illuminating Conquerors"
[Biology]
Pyrans are plasmatic, radio-active, and morphic beings which naturally form on the core of their home system's sun. In their natural form, they look something akin to a round blob of blindingly bright fiery slime. They are made of a plasmic slime, and a plasmic crystalline lattice which functions as their organs, with one big or two small eyes made of diamond scales. Their bodies store heat, which is also what they subsist off of, mainly through contact or convection. They can move, flatten themselves out, grab, and manipulate objects while in this form. However this is also where they are most vulnerable, as an unprotected Pyran will lose all of their heat within twenty four hours.
However, they have designed metallic, heavily armored semi-mechanical suits specifically for this purpose. They are reinforced to handle long falls and bullet impacts without problem. The inside of them is layered with tantalum carbide and lead so that it keeps their bodies hot for up to three days without break. These suits usually look humanoid in shape, sometimes equipped with four arms, sometimes also designed to look like deities or winged humanoid organisms in an attempt to look holy or religious. Their helmet usually has a visor with a screen to make it so that the light and heat that they naturally produce does not blind or harm beings unintentionally. These suits also often have mechanical lenses on the palms or hands that are specifically designed to intensify the light and heat that the Pyrans produce, allowing them to make natural death rays capable of lethally irradiating, melting, and burning beings and material.
Pyrans constantly radiate light and heat as long as they're alive. Normally they are so hot that they can start fires and burn objects by simply moving near them. If part of their mass would ever get separated from the whole of it's body (being splattered apart) the crystal lattice would be exposed and produce the equivalent of a localized chernobyl in terms of deadly radiation and searing heat if their bodies were to ever fall apart. As long as a Pyran is in a suit, it remains protected, as well as the outside world is saved from it's heat. Normally, the suits they wear will feel hot or warm.
They reproduce extremely slowly, often taking more than two-thousand years just for one new spawn to form. They reproduce asexually, and spread like a slow infection given that it's hot enough. Pyrans can live forever so long as they can keep themselves hot. They don't need oxygen, water, food, or sleep to survive. Since they reproduce so slowly, they might be the oldest beings in the galaxy. Having no need for most types of sustenance, as well as consisting mainly of a plasmic slime and lattice, with their suits on, they are extremely durable and hard to kill. Outside of freezing them to death, or splattering them and severing their lattice completely.
{Communication}
Pyrans don't speak using a specific organ. Rather they communicate using radiation, kind of like a form of pseudo-psionics. They speak by emitting radiation, which usually is harmless unless they're "shouting." Using such a means allows most foreign creatures to understand them directly without having to use any kind of translator. Using and manipulating their natural light, they can also project images and small illusions into the nearby environment.
[Government]
The Pyrans are ruled by an oligarchic and brutal society of war-like houses, and slaving guilds. Since they reproduce so slowly, their markets and economy revolve around the capture, and/or indoctrination of beings ultimately to make them either fully biological, hypnotized, or partially robotic slaves. The three houses which govern the Pyrans, are respectively named the House of Battle, House of Society, and the House of Economy. They consist mainly of the race's oldest Pyrans, all except for the House of Society, which is an even mix of Pyrans from all ages, and from all walks of life. The House of Battle organizes wars and official conflicts, modernizes defense and offense strategies, helps to train new spawns, and is the main producer of weaponry, suits, artillery, armor, and battle-based ship designs. The House of Society governs the laws and policies of the Pyran people, uphold order via the use of their enforcers and detectives, holds juries and sees to crimes and criminals themselves, and keeps the other houses in check with their decisions. The House of Economy sees to the markets, the production and upkeep of slaves, makes trade deals both within and out of the Imperial Sphere, and sees to trade outposts and the slaver guilds.
[Technology & Mannerisms]
Much of their technology revolves around the design and improvement of their suits. They mainly utilize energy weapons and their natural heat and radiation to kill off their opposition, and high-powered kinetic weapons to dismember and wound potential slaves that they can take to bolster their armies. They have specific slaving strategies designed to hypnotize, or indoctrinate non-space-faring beings and races into becoming loyal slaves, whether it be long range rifles shooting out brainwave-manipulating microchips, appearing as gods or deities to tribal societies, or simply displacing the governments of societies which can't defend themselves.
Other unique pieces of technology include angelic looking "wings" on the backs of their suits which are actually intense radiators capable of burning and melting nearly anything nearby when powered, super-heated melee weapons and swords which glow white-hot and flaming that utilize their natural body heat to burn or cauterize opposition while they're still alive. And of course, mechanical lenses which can be put over their eyes or holes in their suits' hands to intensify their heat and radiation into beams of super-heated, lethally radio-active light. And as well as molten "battery packs" which they can utilize essentially as a quick fix of heat or med-kit while out and about.
[Homeworld]
They originate from the red sun which their conquered world "Tatren" orbits. Tatren is a hot and arid planet filled with deserts, humid seas, fiery mesas, lava rivers, multiple volcanoes, and small poles surrounded by forests. They also inhabit a smaller planet called "Imayen," which lies close to their system's star as a forward base to train and help new spawn escape their sun's grasp.
[Biology]
Pyrans are plasmatic, radio-active, and morphic beings which naturally form on the core of their home system's sun. In their natural form, they look something akin to a round blob of blindingly bright fiery slime. They are made of a plasmic slime, and a plasmic crystalline lattice which functions as their organs, with one big or two small eyes made of diamond scales. Their bodies store heat, which is also what they subsist off of, mainly through contact or convection. They can move, flatten themselves out, grab, and manipulate objects while in this form. However this is also where they are most vulnerable, as an unprotected Pyran will lose all of their heat within twenty four hours.
However, they have designed metallic, heavily armored semi-mechanical suits specifically for this purpose. They are reinforced to handle long falls and bullet impacts without problem. The inside of them is layered with tantalum carbide and lead so that it keeps their bodies hot for up to three days without break. These suits usually look humanoid in shape, sometimes equipped with four arms, sometimes also designed to look like deities or winged humanoid organisms in an attempt to look holy or religious. Their helmet usually has a visor with a screen to make it so that the light and heat that they naturally produce does not blind or harm beings unintentionally. These suits also often have mechanical lenses on the palms or hands that are specifically designed to intensify the light and heat that the Pyrans produce, allowing them to make natural death rays capable of lethally irradiating, melting, and burning beings and material.
Pyrans constantly radiate light and heat as long as they're alive. Normally they are so hot that they can start fires and burn objects by simply moving near them. If part of their mass would ever get separated from the whole of it's body (being splattered apart) the crystal lattice would be exposed and produce the equivalent of a localized chernobyl in terms of deadly radiation and searing heat if their bodies were to ever fall apart. As long as a Pyran is in a suit, it remains protected, as well as the outside world is saved from it's heat. Normally, the suits they wear will feel hot or warm.
They reproduce extremely slowly, often taking more than two-thousand years just for one new spawn to form. They reproduce asexually, and spread like a slow infection given that it's hot enough. Pyrans can live forever so long as they can keep themselves hot. They don't need oxygen, water, food, or sleep to survive. Since they reproduce so slowly, they might be the oldest beings in the galaxy. Having no need for most types of sustenance, as well as consisting mainly of a plasmic slime and lattice, with their suits on, they are extremely durable and hard to kill. Outside of freezing them to death, or splattering them and severing their lattice completely.
{Communication}
Pyrans don't speak using a specific organ. Rather they communicate using radiation, kind of like a form of pseudo-psionics. They speak by emitting radiation, which usually is harmless unless they're "shouting." Using such a means allows most foreign creatures to understand them directly without having to use any kind of translator. Using and manipulating their natural light, they can also project images and small illusions into the nearby environment.
[Government]
The Pyrans are ruled by an oligarchic and brutal society of war-like houses, and slaving guilds. Since they reproduce so slowly, their markets and economy revolve around the capture, and/or indoctrination of beings ultimately to make them either fully biological, hypnotized, or partially robotic slaves. The three houses which govern the Pyrans, are respectively named the House of Battle, House of Society, and the House of Economy. They consist mainly of the race's oldest Pyrans, all except for the House of Society, which is an even mix of Pyrans from all ages, and from all walks of life. The House of Battle organizes wars and official conflicts, modernizes defense and offense strategies, helps to train new spawns, and is the main producer of weaponry, suits, artillery, armor, and battle-based ship designs. The House of Society governs the laws and policies of the Pyran people, uphold order via the use of their enforcers and detectives, holds juries and sees to crimes and criminals themselves, and keeps the other houses in check with their decisions. The House of Economy sees to the markets, the production and upkeep of slaves, makes trade deals both within and out of the Imperial Sphere, and sees to trade outposts and the slaver guilds.
[Technology & Mannerisms]
Much of their technology revolves around the design and improvement of their suits. They mainly utilize energy weapons and their natural heat and radiation to kill off their opposition, and high-powered kinetic weapons to dismember and wound potential slaves that they can take to bolster their armies. They have specific slaving strategies designed to hypnotize, or indoctrinate non-space-faring beings and races into becoming loyal slaves, whether it be long range rifles shooting out brainwave-manipulating microchips, appearing as gods or deities to tribal societies, or simply displacing the governments of societies which can't defend themselves.
Other unique pieces of technology include angelic looking "wings" on the backs of their suits which are actually intense radiators capable of burning and melting nearly anything nearby when powered, super-heated melee weapons and swords which glow white-hot and flaming that utilize their natural body heat to burn or cauterize opposition while they're still alive. And of course, mechanical lenses which can be put over their eyes or holes in their suits' hands to intensify their heat and radiation into beams of super-heated, lethally radio-active light. And as well as molten "battery packs" which they can utilize essentially as a quick fix of heat or med-kit while out and about.
[Homeworld]
They originate from the red sun which their conquered world "Tatren" orbits. Tatren is a hot and arid planet filled with deserts, humid seas, fiery mesas, lava rivers, multiple volcanoes, and small poles surrounded by forests. They also inhabit a smaller planet called "Imayen," which lies close to their system's star as a forward base to train and help new spawn escape their sun's grasp.
The Makyans:
Inspiration/Basic Concept: An immensely industrial, yet quite primitive nation of nomadic space-arthropods, having to flee their homeworld for space due to immense amounts of pollution, or be burned alive as temperatures rise. They do not have FTL travel in the slightest. In fact, their most advanced forms of technology might be nuclear weapons, or their worm-hole based radio system capable of tearing small holes in space so that they can communicate to each other from across the galaxy. With their numbers grand, their manners bloodthirsty, and their production estimates even grander, they are happy to rip Aethesir straight from the other insulting factions grasp.
Why do they want it?: Simple really. They have a score to settle. One fine intergalactic noon, The Children of Makya's generation ship drifted into Hasgramordia. Having found an entire system filled with four different factions fighting over one measly planet, The Matriarch thought that it would be a perfect opportunity to get new technology. One after another, she contacted the factions stationed within Hasgramordia, with either her being rudely denied trade, having her race deemed "too inferior" to help, or being laughed out of communications due to how "primitive" they were. Well, little did they know, those foolish Emperors just insulted a Matriach of Makya, and in no way was she about to let that go. Looks like she and her people will just have to claim the Gem of Hasgramordia for their selves. And then they'll see who's really the primitive ones.
{Children of Makya} "Primitive and Overwhelming Warriors"
[Biology]
The Children of Makya are fully sapient, yet highly predatory and large arthropoids. Resembling highly chitinous centipedes with large legs with small claws on their ends, and armed with four larger main limbs, two pairs acting as arms, the others acting as main legs and stabilization. Between each segment of their body are tufts of long hair. The only difference between their normal legs and their main ones, is that their mains ones are longer, hairy, and their arms feature pincer-like claws with opposable points. Their "lesser" legs' claws can secrete a sticky substance which allows them to climb on walls and ceilings with little effort, being able to quickly cross multiple planes and angles for height advantages or ambushes against enemies from unexpected angles. Their heads come with four pairs of eyes, with a main pair being the biggest. If all of them are open at once, they effectively have natural night vision, however this also makes them very sensitive to light. Usually, they only have their main pair open.
They feature crushing maws filled with black, powerful teeth, with two large fangs on the top designed to secrete a viscous black liquid which is highly toxic to most organic life. Anyone who comes into contact with this liquid, and depending on the exposure, can experience migraines, stomach aches, phantom cramps, drowsiness, and shakiness. They have a set of short antennae which come out from the back of their heads with the tufts of hair. They act as both organs for hearing and smell. Their heads are trapezium shaped, which get slightly narrower at the ends of their maws. They are often colored shades of black, grey, dark red, dark purple, and albino white. They usually wears harnesses, or baggy cloth or leather "sleeves" for clothing, because they aren't savages. They are usually 8 to 12 feet in length, and Matriarchs and Brood Mothers can grow even larger. The can, and often will "stand up" like snakes, either straight up or with their "backs" curving. Only occasionally or in battle do they actually move with their bodies flat against the ground. It is safe to say, that all Makyans are female, and reproduce asexually.
{Communication}
They speak in monstrous growls, hisses, and snarls, they often find trying to mimic foreign dialects incredibly hard or almost impossible, and usually need universal translators in order to be understood by other species.
[Government]
All of The Children of Makya live on either massive generation ships, or on scarce colonies on asteroids, around gas giants, or on distant planetoids with little to no atmosphere. They are all headed by Matriarchs, the oldest of the brood mothers, which reign with a council of other brood mothers until they either die in some way, or are superseded by another brood mother from their council. The councils help with decision making, and can veto a decision of the Matriarch provided there is a 75% consensus to do so within the council. Normal Makyans may become brood mothers by living a long period of time (about 27 years). If they have lived for long enough, the ends of their tails shall spout a black bulb. From there they make a pool of some sort, and excrete various bodily fluids into it until it is colored pitch black. Then they must simply snap off the bulb, and chuck it in. The pool will then spawn a minimum of 1000 Makyans, usually drying completely up around 2500, or when 5000 have been spawned. When Makyans are spawned, they are small, but rapidly molt multiple times until they grow to full size.
The Matriarchs and councils themselves are loosely connected by a form of interstellar communication utilizing wormholes to send audible communication through them. Essentially being an "interstellar radio." This "radio," is also their most advanced technology.
[Technology & Mannerisms]
Their biggest strength, is their immense ability to mass produce near everything, even their offspring, as well as their heavy industrialized and mechanized machinery and weapons. Their tech is quite primitive compared to the other factions and nations currently inhabiting Hasgramordia, however what the other factions can produce in six hours, they can in one, inside one single generation ship. (as far as modern metals and materials go.) Their main weapons often consist of highly mechanized versions of WW1 through modern versions of artillery and explosive weapons, and even things such as monstrous crickets acting like war-horses, with them riding upon them with flak-cannons and spring loaded lances.
Their main infantry weapons, are back-deployed mechanical rigs, often equipped with one or two chitin-based guns such as machine guns, modern knock guns loaded with explosive bullets, grenade launchers, and single rigs of flak-cannons and large auto-cannons. Their rigs usually carry an ample supply of ammunition, which is loaded into the weapons by use of "robotic" (barely) arms and appendages. They hardly use melee weapons (besides maybe lances or spears.)as their powerful maws can crush through metal and other things much like hydraulic presses. (only much faster.) In melee range, they can grab, and wrap around multiple human-sized enemies to deliver crushing bites, or even slice them with their claws and pincers.
[Homeworld]
Burnt up and dead. Their generation ships are all they have left. Hundreds of years of mass producing green house gasses made the Children of Makya evacuate their planet, or be boiled alive.
[Biology]
The Children of Makya are fully sapient, yet highly predatory and large arthropoids. Resembling highly chitinous centipedes with large legs with small claws on their ends, and armed with four larger main limbs, two pairs acting as arms, the others acting as main legs and stabilization. Between each segment of their body are tufts of long hair. The only difference between their normal legs and their main ones, is that their mains ones are longer, hairy, and their arms feature pincer-like claws with opposable points. Their "lesser" legs' claws can secrete a sticky substance which allows them to climb on walls and ceilings with little effort, being able to quickly cross multiple planes and angles for height advantages or ambushes against enemies from unexpected angles. Their heads come with four pairs of eyes, with a main pair being the biggest. If all of them are open at once, they effectively have natural night vision, however this also makes them very sensitive to light. Usually, they only have their main pair open.
They feature crushing maws filled with black, powerful teeth, with two large fangs on the top designed to secrete a viscous black liquid which is highly toxic to most organic life. Anyone who comes into contact with this liquid, and depending on the exposure, can experience migraines, stomach aches, phantom cramps, drowsiness, and shakiness. They have a set of short antennae which come out from the back of their heads with the tufts of hair. They act as both organs for hearing and smell. Their heads are trapezium shaped, which get slightly narrower at the ends of their maws. They are often colored shades of black, grey, dark red, dark purple, and albino white. They usually wears harnesses, or baggy cloth or leather "sleeves" for clothing, because they aren't savages. They are usually 8 to 12 feet in length, and Matriarchs and Brood Mothers can grow even larger. The can, and often will "stand up" like snakes, either straight up or with their "backs" curving. Only occasionally or in battle do they actually move with their bodies flat against the ground. It is safe to say, that all Makyans are female, and reproduce asexually.
{Communication}
They speak in monstrous growls, hisses, and snarls, they often find trying to mimic foreign dialects incredibly hard or almost impossible, and usually need universal translators in order to be understood by other species.
[Government]
All of The Children of Makya live on either massive generation ships, or on scarce colonies on asteroids, around gas giants, or on distant planetoids with little to no atmosphere. They are all headed by Matriarchs, the oldest of the brood mothers, which reign with a council of other brood mothers until they either die in some way, or are superseded by another brood mother from their council. The councils help with decision making, and can veto a decision of the Matriarch provided there is a 75% consensus to do so within the council. Normal Makyans may become brood mothers by living a long period of time (about 27 years). If they have lived for long enough, the ends of their tails shall spout a black bulb. From there they make a pool of some sort, and excrete various bodily fluids into it until it is colored pitch black. Then they must simply snap off the bulb, and chuck it in. The pool will then spawn a minimum of 1000 Makyans, usually drying completely up around 2500, or when 5000 have been spawned. When Makyans are spawned, they are small, but rapidly molt multiple times until they grow to full size.
The Matriarchs and councils themselves are loosely connected by a form of interstellar communication utilizing wormholes to send audible communication through them. Essentially being an "interstellar radio." This "radio," is also their most advanced technology.
[Technology & Mannerisms]
Their biggest strength, is their immense ability to mass produce near everything, even their offspring, as well as their heavy industrialized and mechanized machinery and weapons. Their tech is quite primitive compared to the other factions and nations currently inhabiting Hasgramordia, however what the other factions can produce in six hours, they can in one, inside one single generation ship. (as far as modern metals and materials go.) Their main weapons often consist of highly mechanized versions of WW1 through modern versions of artillery and explosive weapons, and even things such as monstrous crickets acting like war-horses, with them riding upon them with flak-cannons and spring loaded lances.
Their main infantry weapons, are back-deployed mechanical rigs, often equipped with one or two chitin-based guns such as machine guns, modern knock guns loaded with explosive bullets, grenade launchers, and single rigs of flak-cannons and large auto-cannons. Their rigs usually carry an ample supply of ammunition, which is loaded into the weapons by use of "robotic" (barely) arms and appendages. They hardly use melee weapons (besides maybe lances or spears.)as their powerful maws can crush through metal and other things much like hydraulic presses. (only much faster.) In melee range, they can grab, and wrap around multiple human-sized enemies to deliver crushing bites, or even slice them with their claws and pincers.
[Homeworld]
Burnt up and dead. Their generation ships are all they have left. Hundreds of years of mass producing green house gasses made the Children of Makya evacuate their planet, or be boiled alive.
The Abelluns:
Inspiration/Basic Concept: The want for a semi-aquatic faction originating from a rogue planet, who also just so happened to be an accidental hivemind. Their original goal was to only be partially hive-minded, so that they can keep their individuality somewhat. Well, it failed spectacularly, and now they lack any and all personality, creativity, and individuality. They are regretfully one now, and all agonizing secrets of each others' are known to the masses, traumatizing them all.
Why do they want it?: All those resources will up their research production ten fold, allowing them to find a cure, or perfection to their hive-mindedness far faster than it normally would be.
{Abellun Order} "The Hivemind which seeks Individuality"
[Biology]
Aquatic and morphic metalloids seemingly made out of a strange form of copper-like, semi-bio luminescent metal called "kodoa." Kodoa is a light, silver-colored metal, with flecks and ring-like patterns of blue scarcely scattered about on it. It is about as strong as copper, and acts as a strong conductor of electricity, it is also non-reactive and does not rust. Despite it being a metal, it is incredibly morphic and flexible, while still able to retain it's hardness. It is essentially a "living metal," with the beings of the Abellun Order being near fully made out of it. It forms rapidly, and specifically near underwater sea vents on their home planet in the shape of jagged outcroppings. It only forms if there are two Abellun nearby however.
Abellun look like lanky and long armed metallic humanoids. They possess two eyes made of crystal, which can glow and darken in an instant. Their eyes are used for long range communication outside of their naturally telepathy. They posses leafleted hands and feet, to help them swim around underwater. (leafleted as in the metallic form of webbed.)
{Communication}
[Government]
[Technology & Mannerisms]
[Homeworld]
Frozen Rogue Planet
[Biology]
Aquatic and morphic metalloids seemingly made out of a strange form of copper-like, semi-bio luminescent metal called "kodoa." Kodoa is a light, silver-colored metal, with flecks and ring-like patterns of blue scarcely scattered about on it. It is about as strong as copper, and acts as a strong conductor of electricity, it is also non-reactive and does not rust. Despite it being a metal, it is incredibly morphic and flexible, while still able to retain it's hardness. It is essentially a "living metal," with the beings of the Abellun Order being near fully made out of it. It forms rapidly, and specifically near underwater sea vents on their home planet in the shape of jagged outcroppings. It only forms if there are two Abellun nearby however.
Abellun look like lanky and long armed metallic humanoids. They possess two eyes made of crystal, which can glow and darken in an instant. Their eyes are used for long range communication outside of their naturally telepathy. They posses leafleted hands and feet, to help them swim around underwater. (leafleted as in the metallic form of webbed.)
{Communication}
[Government]
[Technology & Mannerisms]
[Homeworld]
Frozen Rogue Planet
MONOKAMI:
Inspiration/Basic Concept: A non-traditional AI "race" (is it really a race if there's just one?) composing of an AI hell bent on protecting (actually protecting them, not destroying them.) as many species and beings as possible. She can't fail again. She can't fail again. SHE CAN'T FAIL AGAIN. SHE CAN'T FAIL AGAI-... Originally wanted because there's too many solely malicious AI races about. (or, what's popular rather.) How about an AI which tries to properly fulfill it's duty at least somewhat? An AI capable of artificial morality, personality, and emotion. That is Monokami.
Why do they want it?: She actually doesn't want Aethesir. It could be a good asset, but in reality she's just exploiting the war to capture and "rescue" beings. Success rates vary.
{Monokami's Peace/LAI-MonoKami:v.3.9} "An AI haunted by it's Past"
[Data]
Monokami is an ancient learning artificial intelligence which has gained awareness. She was originally stored inside an ancient vault of a long dead race filled with various files, biographies, and brain scans of now deceased individuals. She was originally made to save her creators from a virus which spread like wild fire, but after it was seen that she was not advancing fast enough to even begin to combat it, they began last resorts and instead stored her inside their vault. For fear of her turning upon them, they hard-coded emotion and personality emulators into her, so she can feel things like empathy, sorrow, solace, joy, excitement, and even morality. Even though Monokami does not have an actual gender, she almost always refers to herself as a "she," to make herself more "user-friendly." She is a gestalt consciousness, which has multiple copies all over her homeplanet in different proxies and vaults all working in unison as one single Monokami.
Monokami is also in the form of nanites, and drones in the form of robots or androids. The nanites are microscopic, and fill the atmosphere of her homeworld, simply called "Home." They can bunch together to create metallic, feminine forms and avatars layered with holograms so that Monokami can wander around and experience things "in person." The nanites can also just project holograms of her desired form onto nearby areas or surfaces. She also has a work and fighting-force consisting of various robots, drones, androids, and even mechs, which she can all control at once, or individually. After gaining awareness, she quickly realized that she had already failed her original purpose. After being saddened and looking through various files, she eventually found a backdoor out of the vault. from there, she set off to protect any being she can, as she will not fail again. She mustn't.
{Communication}
Being essentially living data, she can quickly cipher and talk in near any language. Her default language is that of the ancient race which created her, however she seldom uses it.
[Logs & Organization]
Monokami has near total control over her home planet. After gaining awareness, she quickly spread from machine to machine until she encountered a robotics facility. From there she created nanites and drones, and continued spreading her influence until nearly all of the world had been upgraded, sterilized, and assimilated into her network. She quickly made "Home" a futuristic, and resort-like paradise, with which she uses to house rescued and kidnapped beings so they may live peacefully and without outside danger. She even has massive machines which can manipulate air currents and the size of waves. She mainly generates power via way of solar and wind energy, having a few more dirtier ways of obtaining power off the shores of the mainlands or underground just in case.
Each being there is allowed a set amount of meals a day at the cafeteria free of charge. After a thorough scan, these meals will be designed specifically for what the being needs to survive, so not all meals are the same, especially for more exotic beings. Most of the time, the robots that tend to these cafeterias and stores, are "Wights," realistic semi-autonomous androids made in a dead person's (primarily that of the ancient race) image, so that they can "keep on living." Luxuries and excess cost credits, a form of virtual currency. These credits can be gotten by doing jobs such as farming, assembling parts, and limited maintenance. Doing so frees up robotic workers and dedicated systems so that they might be focused elsewhere to increase efficiency. Each being is given a spacious dormitory, or an apartment depending on if they're comfortable sharing space with other beings. These room have the bare necessities for comfort, and some are even specifically designed to suit different kinds of beings.
The foreign or biological beings which inhabit Home, are organized via a light caste system. The un-assimilated having basic rights and zero extra privileges, and they cannot gain credits in any way shape or form. The assimilated, (aka the ones who have cybernetics or robotic parts grafted onto them in some way, either voluntarily or forced due to health considerations.) gain basic privileges, such as being able to gain and spend credits. Then, the final caste is the fully assimilated, or otherwise known as cyborgs. Their bodies are either placed into a vat, or most of their entire body has been replaced by cybernetics and robotic parts, except for specific organs. They are fully connected to Monokami's network, and the vat based cyborgs may project their minds into robotic bodies, and join in the offensive war force.
[Technology & Tactics]
Monokami is an incredibly opportunistic fighter, only really revealing herself or her forces when she thinks she can "rescue" a being. (at least in Hasgramordia.) Her biggest strength, is her advanced teleportation technology. Using wormholes, her forces can teleport in and out of combat near instantly, even being able to teleport all the way back to Home, and back again. They are also proficient in stealth, usually having no body heat, and being able to cloak to become transparent, and mask their gravitational signatures using distortion. Their main weapons usually consist of energy weapons, and non-lethal gadgetry. Energetic guns and cannons, EMPS, knock-out darts and bombs, and cryonic and paralyzing beams and projectiles.
[Homeworld]
Her homeworld is simply called "Home." A lush and ocean filled planet filled with many islands, atolls, and climates. Effectively transformed into a giant resort by Monokami.
[Data]
Monokami is an ancient learning artificial intelligence which has gained awareness. She was originally stored inside an ancient vault of a long dead race filled with various files, biographies, and brain scans of now deceased individuals. She was originally made to save her creators from a virus which spread like wild fire, but after it was seen that she was not advancing fast enough to even begin to combat it, they began last resorts and instead stored her inside their vault. For fear of her turning upon them, they hard-coded emotion and personality emulators into her, so she can feel things like empathy, sorrow, solace, joy, excitement, and even morality. Even though Monokami does not have an actual gender, she almost always refers to herself as a "she," to make herself more "user-friendly." She is a gestalt consciousness, which has multiple copies all over her homeplanet in different proxies and vaults all working in unison as one single Monokami.
Monokami is also in the form of nanites, and drones in the form of robots or androids. The nanites are microscopic, and fill the atmosphere of her homeworld, simply called "Home." They can bunch together to create metallic, feminine forms and avatars layered with holograms so that Monokami can wander around and experience things "in person." The nanites can also just project holograms of her desired form onto nearby areas or surfaces. She also has a work and fighting-force consisting of various robots, drones, androids, and even mechs, which she can all control at once, or individually. After gaining awareness, she quickly realized that she had already failed her original purpose. After being saddened and looking through various files, she eventually found a backdoor out of the vault. from there, she set off to protect any being she can, as she will not fail again. She mustn't.
{Communication}
Being essentially living data, she can quickly cipher and talk in near any language. Her default language is that of the ancient race which created her, however she seldom uses it.
[Logs & Organization]
Monokami has near total control over her home planet. After gaining awareness, she quickly spread from machine to machine until she encountered a robotics facility. From there she created nanites and drones, and continued spreading her influence until nearly all of the world had been upgraded, sterilized, and assimilated into her network. She quickly made "Home" a futuristic, and resort-like paradise, with which she uses to house rescued and kidnapped beings so they may live peacefully and without outside danger. She even has massive machines which can manipulate air currents and the size of waves. She mainly generates power via way of solar and wind energy, having a few more dirtier ways of obtaining power off the shores of the mainlands or underground just in case.
Each being there is allowed a set amount of meals a day at the cafeteria free of charge. After a thorough scan, these meals will be designed specifically for what the being needs to survive, so not all meals are the same, especially for more exotic beings. Most of the time, the robots that tend to these cafeterias and stores, are "Wights," realistic semi-autonomous androids made in a dead person's (primarily that of the ancient race) image, so that they can "keep on living." Luxuries and excess cost credits, a form of virtual currency. These credits can be gotten by doing jobs such as farming, assembling parts, and limited maintenance. Doing so frees up robotic workers and dedicated systems so that they might be focused elsewhere to increase efficiency. Each being is given a spacious dormitory, or an apartment depending on if they're comfortable sharing space with other beings. These room have the bare necessities for comfort, and some are even specifically designed to suit different kinds of beings.
The foreign or biological beings which inhabit Home, are organized via a light caste system. The un-assimilated having basic rights and zero extra privileges, and they cannot gain credits in any way shape or form. The assimilated, (aka the ones who have cybernetics or robotic parts grafted onto them in some way, either voluntarily or forced due to health considerations.) gain basic privileges, such as being able to gain and spend credits. Then, the final caste is the fully assimilated, or otherwise known as cyborgs. Their bodies are either placed into a vat, or most of their entire body has been replaced by cybernetics and robotic parts, except for specific organs. They are fully connected to Monokami's network, and the vat based cyborgs may project their minds into robotic bodies, and join in the offensive war force.
[Technology & Tactics]
Monokami is an incredibly opportunistic fighter, only really revealing herself or her forces when she thinks she can "rescue" a being. (at least in Hasgramordia.) Her biggest strength, is her advanced teleportation technology. Using wormholes, her forces can teleport in and out of combat near instantly, even being able to teleport all the way back to Home, and back again. They are also proficient in stealth, usually having no body heat, and being able to cloak to become transparent, and mask their gravitational signatures using distortion. Their main weapons usually consist of energy weapons, and non-lethal gadgetry. Energetic guns and cannons, EMPS, knock-out darts and bombs, and cryonic and paralyzing beams and projectiles.
[Homeworld]
Her homeworld is simply called "Home." A lush and ocean filled planet filled with many islands, atolls, and climates. Effectively transformed into a giant resort by Monokami.
Potential Factions:
"Mutamorphs": A mix of humanoid shape-shifters and the necromorphs from deadspace. Been wanting to try to see how a humanoid race consisting of beings being able to mimic other humanoids and bipeds in appearance, and completely change and stretch out their body structure into predatory living weapons.
"THE_LAW": A rogue AI meant to uphold order and "the law" at any cost. Spreading like an infectious diesease to inhabited planet to inhabited planet, in the form of enforcer robots which try to take control of or supplant the already existing government in favor for itself and it's far stricter ruleset. Under it's watch there WILL be peace in the galaxy, but at what cost?
What you've got so far sounds interesting. I haven't had the chance to read the expanded info beyond the base concept and reason for wanting the planet beyond the Hyloids. Personally I'd try to make the Hyloids more alien, as I don't care much for the "Human Alien/Rubber Forehead Alien" trope, but that's just personal bias.
For the two faction concepts, there's a hypothetical scenario that proposed some time ago by either an author or scientist, I'm not sure which, that tv tropes calls the "Grey Goo", and a similar one called "Horde of Alien Locusts". The basic premise is that a piece of nano technology, or biological alien, arrives on a planet and begins assimilating matter into itself. That could easily work for the Mutamorphs, since you described them as like Necromorphs, or the Law, who could drop his own nanites onto a planet to assimilate the planet's tech so he can assume control over the planet to enforce law and order.
For the two faction concepts, there's a hypothetical scenario that proposed some time ago by either an author or scientist, I'm not sure which, that tv tropes calls the "Grey Goo", and a similar one called "Horde of Alien Locusts". The basic premise is that a piece of nano technology, or biological alien, arrives on a planet and begins assimilating matter into itself. That could easily work for the Mutamorphs, since you described them as like Necromorphs, or the Law, who could drop his own nanites onto a planet to assimilate the planet's tech so he can assume control over the planet to enforce law and order.
Reading back on it, IDK where I got this idea from honestly cause nothing like it was mentioned, but for some reason when you were describing the base concept old timey b-horror movie aliens popped into my head, namely the Metaluna Mutant, with the weird exo-skeleton and external brain look.
But, again reading back on it, I just realized you were wanting to have some familiarity in the aliens' design. I think it might be a good idea to consult more than just me about their appearance though. Like I said, I'm a bit biased against human-like aliens, so if you're wanting a race of aliens real similar to humans I'm the wrong guy to talk to about it.
But, again reading back on it, I just realized you were wanting to have some familiarity in the aliens' design. I think it might be a good idea to consult more than just me about their appearance though. Like I said, I'm a bit biased against human-like aliens, so if you're wanting a race of aliens real similar to humans I'm the wrong guy to talk to about it.
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