A foreword before posting races: Do not feel obligated to post your race here unless you would like to share them for others to play. Races mentioned briefly in connection with an NPC, etcetera, are not required to be documented.
This thread is for player-created races that exist within the Mobius Strip Galaxy only. Races posted here are open for other players to create characters in, but race-member creation can be restricted by the original creator. Discretion is entirely up to the creator.
If you need any help completing this form talk to the council on Furcadia or in Discord
Basics:
Race Name:
Appearance:
Homeworld:
Race Overview:
Biology: Are they a carbon based lifeform? Maybe a silicon-based lifeform? Do they have Haemoglobin-based blood, or hemocyanin-based blood? You can be as detailed or as general as you like.
Abilities/Advantages:
Limitations/Disadvantages:
Society Overview:
Population Numbers: A specific number is not required. They can be rare, near extinct, or very common in the MSG.
Known For: Do they have a specific export? Set of rumours? Any bit of information that comes to mind when their name is mentioned in polite society.
External Relations: How they interact with other races. Are they extremely xenophobic? Do they tend to keep to themselves, secretive and alienated? Or are they widespread and known to be very friendly, seen in all corners of the galaxy?
Internal Relations: Any information you choose to include about the internal structures of their society. Are they constantly at war with each other, or known to be peaceful?
Player Information:
Restrictions: If you would like to restrict the race to certain players, or would like people to contact you first for more information, please specify here.
Contact: Person to contact for more information... If you find it easier to be contacted on RPR under a username or player name, or on Furcadia or Discord. Please note this isn't required by any means!
This thread is for player-created races that exist within the Mobius Strip Galaxy only. Races posted here are open for other players to create characters in, but race-member creation can be restricted by the original creator. Discretion is entirely up to the creator.
If you need any help completing this form talk to the council on Furcadia or in Discord
Basics:
Race Name:
Appearance:
Homeworld:
Race Overview:
Biology: Are they a carbon based lifeform? Maybe a silicon-based lifeform? Do they have Haemoglobin-based blood, or hemocyanin-based blood? You can be as detailed or as general as you like.
Abilities/Advantages:
Limitations/Disadvantages:
Society Overview:
Population Numbers: A specific number is not required. They can be rare, near extinct, or very common in the MSG.
Known For: Do they have a specific export? Set of rumours? Any bit of information that comes to mind when their name is mentioned in polite society.
External Relations: How they interact with other races. Are they extremely xenophobic? Do they tend to keep to themselves, secretive and alienated? Or are they widespread and known to be very friendly, seen in all corners of the galaxy?
Internal Relations: Any information you choose to include about the internal structures of their society. Are they constantly at war with each other, or known to be peaceful?
Player Information:
Restrictions: If you would like to restrict the race to certain players, or would like people to contact you first for more information, please specify here.
Contact: Person to contact for more information... If you find it easier to be contacted on RPR under a username or player name, or on Furcadia or Discord. Please note this isn't required by any means!
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[size=5][b]Basics:[/b][/size]
[b]Race Name:[/b]
[b]Appearance:[/b]
[b]Homeworld:[/b]
[size=5][b]Race Overview:[/b][/size]
[b]Biology:[/b] Are they a carbon based lifeform? Maybe a silicon-based lifeform? Do they have Haemoglobin-based blood, or hemocyanin-based blood? You can be as detailed or as general as you like.
[b]Abilities/Advantages:[/b]
[b]Limitations/Disadvantages:[/b]
[size=5][b]Society Overview:[/b][/size]
[b]Population Numbers:[/b] A specific number is not required. They can be rare, near extinct, or very common in the MSG.
[b]Known For:[/b] Do they have a specific export? Set of rumours? Any bit of information that comes to mind when their name is mentioned in polite society.
[b]External Relations:[/b] How they interact with other races. Are they extremely xenophobic? Do they tend to keep to themselves, secretive and alienated? Or are they widespread and known to be very friendly, seen in all corners of the galaxy?
[b]Internal Relations:[/b] Any information you choose to include about the internal structures of their society. Are they constantly at war with each other, or known to be peaceful?
[size=5][b]Player Information:[/b][/size]
[b]Restrictions:[/b] If you would like to restrict the race to certain players, or would like people to contact you first for more information, please specify here.
[b]Contact:[/b] Person to contact for more information... If you find it easier to be contacted on RPR under a username or player name, or on Furcadia or Discord. Please note this isn't required by any means!
Basics:
Race Name: Qharian
Appearance: Spiderlike, vaguely humanoid creatures that stand anywhere between 6 ft to 12 ft tall. Six armed, four-eyed, and standing on two legs, they contain a hard exoskeleton. They are always seen wearing scrappy armor found across the Galaxy, which double as their space-suits, to protect them from harsh environments. They often wear an insignia or brand, like tattoos, to display their loyalty to Axtzal somewhere on their armor, cloaks, or bodies.
Homeworld: Qharians are non-native to the Mobius Strip Galaxy. They have originally hailed from an unknown galaxy, their planet destroyed by mysterious assailants that supposedly chased the original Qharian pioneers to Mobius. As the story goes, anyway.
Race Overview:
Biology:
Abilities/Advantages: Their sharp claws make Qharians excellent climbers. Lithe bodies and multiple limbs enable them to perform acrobatics. They are able to see in pitch darkness and have a heightened sense of smell. They can see in a wide range of colors, including impossible colors ('forbidden colors' like blue-green and yellow-blue, including ultraviolet light).
Limitations/Disadvantages: Without their armor, most Qharians are squishy--but no one Qharian is alike, so it largely depends. There are scrawny Qharians, and there are big fellas with more brawns than brain. Qharians require a breather filled with ethylene oxide, a highly flammable toxic gas to other organisms, to keep them alive. Their brains aren't understood well enough to create SIMs from, and therefore, cannot be made into androids, but their bodies can be heavily modified with cybernetics.
Society Overview:
Population Numbers: Uncommon
Known For: Piracy, thievery, being all around scum of the Galaxy.
External Relations: Extremely hostile, and spiteful of the Galaxy Federation. Qharians look out for themselves.
Internal Relations: Aside from occasional petty squabbling among themselves, Qharians are known to work together well when inspired to accomplish the same goal under the leadership of the infamous Pirate King, Axtzal the Malicious.
Qharians have a strict patriarchal caste system, ruled with an iron fist by a King, rarely by a Queen. It is common for a King to be challenged for his title, but rarely do his underlings survive to tell the tale. You can tell when a Qharian is King; they are the biggest and baddest of their rabble, and quite enjoy their thrones made from the bones and trophies of those they’ve slain.
Other:
Nomadic spacefaring pirates not native to Mobius, the scum of the Galaxy. They are crude, proud, stubborn, and live difficult lives. They are a tribal-like race that obsess over ‘honorable deaths’, and will often challenge each other to prove their worth, for nothing is more sacred to a Qharian than his strength. They live in their dreadnoughts, making a living primarily pirating and pillaging other ships and planets to survive. Most are extremely hostile to outsiders, and attempting to reason with one never ends well. They have a ravenous appetite for bloodshed and adventure.
That is not to say that all Qharians are unreasonable and violent. There are factions that strive for peace, but they are few and far between--and making themselves enemies of Axtzal does not bode well for them, who is known to hunt down defectors and make an example of them.
Qharians are feared and hated. Why would the Galaxy trust a race known for their trickery and deceit?
It is not known where the Qharians came from. With several newer generations of Qharians born after entering through the wormhole, their origins are largely speculation at this point; their ancient traditions, culture, and customs almost forgotten. Perhaps they were once noble and non-violent, as scraps of their nearly lost history might suggest.
Notable Qharians:
Axtzal the Malicious, who is known across the Galaxy as a ruthless, dangerous Pirate King, who supposedly has hoards of treasure hidden across the stars. It is he that the other Qharians look to as their leader.
Yozatzal the Would-Be King, Axtzal’s rival. Not much is known about Yozatzal, except that he is cunning and hides in the corners of the Galaxy with his own growing followers. It is unknown if his intentions are good or evil, but one thing is certain: he is hellbent on overthrowing Axtzal, and is biding his time in silence. GalFeds are actively trying to contact this group in an attempt to form an alliance, but have so far failed.
Alkereth the Assassin, infamous for his successful mercenary work and violent methods of killing, who was loyal to none. It was he who had evaded Peacekeepers for many years. He was caught thrice, and escaped successfully each time. Unfortunately, the last time he escaped, he was later found mysteriously dead with a stab wound to his heart. Rumor has it that his comrades that assisted in his escape betrayed him and killed him for the bounty, for no trace of the other escapees was to ever be found. Autopsy reports that Alkereth's brain is missing.
Notable factions:
Skireinnos: By far the largest and most dangerous of any other faction. Axtzal stylized himself as King, and takes his massive fleet of loyal followers to raze, pillage, and conquer the Mobius Strip Galaxy in the name of anarchy.
Terlalin: Yozatzal’s mysterious group.
There are several other smaller, roving factions led by de facto leaders. Their purposes vary; some are simply trying to survive.
Player Information:
Restrictions: No restrictions. Feel free to make a Qharian!
Contact: Aveilthe @ Furcadia, RPR. Ave#2019 on Discord.
Race Name: Qharian
Appearance: Spiderlike, vaguely humanoid creatures that stand anywhere between 6 ft to 12 ft tall. Six armed, four-eyed, and standing on two legs, they contain a hard exoskeleton. They are always seen wearing scrappy armor found across the Galaxy, which double as their space-suits, to protect them from harsh environments. They often wear an insignia or brand, like tattoos, to display their loyalty to Axtzal somewhere on their armor, cloaks, or bodies.
Homeworld: Qharians are non-native to the Mobius Strip Galaxy. They have originally hailed from an unknown galaxy, their planet destroyed by mysterious assailants that supposedly chased the original Qharian pioneers to Mobius. As the story goes, anyway.
Race Overview:
Biology:
Abilities/Advantages: Their sharp claws make Qharians excellent climbers. Lithe bodies and multiple limbs enable them to perform acrobatics. They are able to see in pitch darkness and have a heightened sense of smell. They can see in a wide range of colors, including impossible colors ('forbidden colors' like blue-green and yellow-blue, including ultraviolet light).
Limitations/Disadvantages: Without their armor, most Qharians are squishy--but no one Qharian is alike, so it largely depends. There are scrawny Qharians, and there are big fellas with more brawns than brain. Qharians require a breather filled with ethylene oxide, a highly flammable toxic gas to other organisms, to keep them alive. Their brains aren't understood well enough to create SIMs from, and therefore, cannot be made into androids, but their bodies can be heavily modified with cybernetics.
Society Overview:
Population Numbers: Uncommon
Known For: Piracy, thievery, being all around scum of the Galaxy.
External Relations: Extremely hostile, and spiteful of the Galaxy Federation. Qharians look out for themselves.
Internal Relations: Aside from occasional petty squabbling among themselves, Qharians are known to work together well when inspired to accomplish the same goal under the leadership of the infamous Pirate King, Axtzal the Malicious.
Qharians have a strict patriarchal caste system, ruled with an iron fist by a King, rarely by a Queen. It is common for a King to be challenged for his title, but rarely do his underlings survive to tell the tale. You can tell when a Qharian is King; they are the biggest and baddest of their rabble, and quite enjoy their thrones made from the bones and trophies of those they’ve slain.
Other:
Nomadic spacefaring pirates not native to Mobius, the scum of the Galaxy. They are crude, proud, stubborn, and live difficult lives. They are a tribal-like race that obsess over ‘honorable deaths’, and will often challenge each other to prove their worth, for nothing is more sacred to a Qharian than his strength. They live in their dreadnoughts, making a living primarily pirating and pillaging other ships and planets to survive. Most are extremely hostile to outsiders, and attempting to reason with one never ends well. They have a ravenous appetite for bloodshed and adventure.
That is not to say that all Qharians are unreasonable and violent. There are factions that strive for peace, but they are few and far between--and making themselves enemies of Axtzal does not bode well for them, who is known to hunt down defectors and make an example of them.
Qharians are feared and hated. Why would the Galaxy trust a race known for their trickery and deceit?
It is not known where the Qharians came from. With several newer generations of Qharians born after entering through the wormhole, their origins are largely speculation at this point; their ancient traditions, culture, and customs almost forgotten. Perhaps they were once noble and non-violent, as scraps of their nearly lost history might suggest.
Notable Qharians:
Axtzal the Malicious, who is known across the Galaxy as a ruthless, dangerous Pirate King, who supposedly has hoards of treasure hidden across the stars. It is he that the other Qharians look to as their leader.
Yozatzal the Would-Be King, Axtzal’s rival. Not much is known about Yozatzal, except that he is cunning and hides in the corners of the Galaxy with his own growing followers. It is unknown if his intentions are good or evil, but one thing is certain: he is hellbent on overthrowing Axtzal, and is biding his time in silence. GalFeds are actively trying to contact this group in an attempt to form an alliance, but have so far failed.
Alkereth the Assassin, infamous for his successful mercenary work and violent methods of killing, who was loyal to none. It was he who had evaded Peacekeepers for many years. He was caught thrice, and escaped successfully each time. Unfortunately, the last time he escaped, he was later found mysteriously dead with a stab wound to his heart. Rumor has it that his comrades that assisted in his escape betrayed him and killed him for the bounty, for no trace of the other escapees was to ever be found. Autopsy reports that Alkereth's brain is missing.
Notable factions:
Skireinnos: By far the largest and most dangerous of any other faction. Axtzal stylized himself as King, and takes his massive fleet of loyal followers to raze, pillage, and conquer the Mobius Strip Galaxy in the name of anarchy.
Terlalin: Yozatzal’s mysterious group.
There are several other smaller, roving factions led by de facto leaders. Their purposes vary; some are simply trying to survive.
Player Information:
Restrictions: No restrictions. Feel free to make a Qharian!
Contact: Aveilthe @ Furcadia, RPR. Ave#2019 on Discord.
WIP
Basics:
Race Name: Sorashi
Appearance: Known for their beauty, the Sorashi are a dark-skinned elflike people. They have pointed ears. Pupils are white, and the irises are generally pale, and have a soft glow. Their hair primarily has tight ringlets or simple curls, to which they wear long and often in elaborate braids. Hair colors range from most shades of blue, purple, and rarely, white. Less common, a Sorashi's hair can be straight.
Homeworld: A watery moon, Sorash, orbiting a ringed gas giant called Garuma. This moon is ethereal with vibrant flowers, with violet and cerulean vegetation, an intrigue that captures the attention of scientists. Sorash has 48% landmass, and contains a plethora of flora and fauna. There are smatterings of broken continents, formed into islands, covering the moon.
The Sorashi people live in peaceful tribes. They wear beautiful silk wraps, similar to the Indian saree. Mostly everything they wear is silk made from the Gaza um Beluna, or the Moth of the Moon. The silk worms and the moths that come from them are deeply revered by the Sorashi.
While the Sorashi may enjoy meat on occasion, they very much prefer fruits and vegetables as their main source of diet, as it's more accessible. They are known for riding their enormous eagles. The bond between a hunter and his eagle is unbreakable.
The Sorashi are a superstitious people and think those with red hair are unlucky demons.
Race Overview:
Biology: The Sorashi secrete a pheromone that ranges from calming to euphoric. This could explain why the people live generally in peace and non-violence. The reaction may vary among people, and some may even be immune to the Sorashi pheromone.
Abilities/Advantages: They are lithe and fast, making them excellent hunters.
Limitations/Disadvantages: Generally a physically weak race.
Society Overview:
Population Numbers: Prosperous, healthy
Known For: Physical beauty, their intoxicating scent, exquisite Sorash fruits sought after by chefs across the stars, and silk worms that produce the finest threads in the Galaxy. The Sorashi have a wonderful culture that attracts tourists.
External Relations: Peaceful
Internal Relations: Peaceful
Player Information:
Restrictions: No restrictions. Feel free to make a Sorashi!
Contact: Aveilthe @ Furcadia, RPR. Ave#2019 on Discord.
Basics:
Race Name: Sorashi
Appearance: Known for their beauty, the Sorashi are a dark-skinned elflike people. They have pointed ears. Pupils are white, and the irises are generally pale, and have a soft glow. Their hair primarily has tight ringlets or simple curls, to which they wear long and often in elaborate braids. Hair colors range from most shades of blue, purple, and rarely, white. Less common, a Sorashi's hair can be straight.
Homeworld: A watery moon, Sorash, orbiting a ringed gas giant called Garuma. This moon is ethereal with vibrant flowers, with violet and cerulean vegetation, an intrigue that captures the attention of scientists. Sorash has 48% landmass, and contains a plethora of flora and fauna. There are smatterings of broken continents, formed into islands, covering the moon.
The Sorashi people live in peaceful tribes. They wear beautiful silk wraps, similar to the Indian saree. Mostly everything they wear is silk made from the Gaza um Beluna, or the Moth of the Moon. The silk worms and the moths that come from them are deeply revered by the Sorashi.
While the Sorashi may enjoy meat on occasion, they very much prefer fruits and vegetables as their main source of diet, as it's more accessible. They are known for riding their enormous eagles. The bond between a hunter and his eagle is unbreakable.
The Sorashi are a superstitious people and think those with red hair are unlucky demons.
Race Overview:
Biology: The Sorashi secrete a pheromone that ranges from calming to euphoric. This could explain why the people live generally in peace and non-violence. The reaction may vary among people, and some may even be immune to the Sorashi pheromone.
Abilities/Advantages: They are lithe and fast, making them excellent hunters.
Limitations/Disadvantages: Generally a physically weak race.
Society Overview:
Population Numbers: Prosperous, healthy
Known For: Physical beauty, their intoxicating scent, exquisite Sorash fruits sought after by chefs across the stars, and silk worms that produce the finest threads in the Galaxy. The Sorashi have a wonderful culture that attracts tourists.
External Relations: Peaceful
Internal Relations: Peaceful
Player Information:
Restrictions: No restrictions. Feel free to make a Sorashi!
Contact: Aveilthe @ Furcadia, RPR. Ave#2019 on Discord.
Basics:
Race Name: Edasichians (Internally, 'Draak')
Appearance: Warm-blooded, reptilian-appearing sentients of often very vivid coloration, sometimes winged, incredibly dexterous and able to comfortably switch between two and fourlegged gaits with ease.
Homeworld: Edasich and its surrounding satellites
Race Overview:
Biology: Carnivorous - Warm-Blooded - Oviparous
Posses extreme longevity; in theory, natives max out at five-hundred Standard years. Radiation, low birth rates, violence and rapid deterioration (as well as the odd problem of identification of rogue, displaced natives) ensure few have been known to reach that marker.
Natural shape and color shifting abilities have been genetically augmented, historically in attempts to adapt to the planet's radiation. Extreme social castes based on these capabilities have formed in the wake of such developments.
MORE ON 'SKIN-SHIFTS'
Every sentient species of Edasich originates from the same primordial and colorful ancestor; this was one which naturally communicated visually rather than vocally, their native language comprised of a wide range of shifting signals both colorful and textural.
The present draconic sky-dwellers of Edasich have similarly followed in this mold, despite the adoption and eventual prioritization of a vocal language. From a very young age, this species learns to shift their flesh and coloration into vivid, psychedelic colors and patterns to convey meaning - the more complex and animated the patterns, the more nuanced the message. Age and practice brings experience; texture and mass follows with experience (and physical capability), with the general size, shape and amount of limbs remaining fairly constant between the shapes and mimicry of bipedal humanoids being a relatively easy shift. Sometimes close-fitting clothing and jewelry could be swept up in the imitation.
Even more can be found on Evren's profile.
The present draconic sky-dwellers of Edasich have similarly followed in this mold, despite the adoption and eventual prioritization of a vocal language. From a very young age, this species learns to shift their flesh and coloration into vivid, psychedelic colors and patterns to convey meaning - the more complex and animated the patterns, the more nuanced the message. Age and practice brings experience; texture and mass follows with experience (and physical capability), with the general size, shape and amount of limbs remaining fairly constant between the shapes and mimicry of bipedal humanoids being a relatively easy shift. Sometimes close-fitting clothing and jewelry could be swept up in the imitation.
Even more can be found on Evren's profile.
Abilities/Advantages: Longevity. Flight, for some. Dense and pliant; some species are capable of color-shifts, some enjoy color and texture shifts, and the rare few can manage complete shifts into something entirely humanoid - a full shift of body structure (with retained mass - though no Edasichian has yet willingly subjected themselves to study). The ability to shift eases and increases with age. Secondary kinetic abilities are rare, but recorded.
Limitations/Disadvantages: Mimicry is not a universal feat; often painful and difficult at young ages, and certainly dangerous when the scope widens beyond color and texture. Fatigue and incapacitation could cause reversion.
Socially, they are obviously alien among the Federated settlements, and those affected with the wanderlust that brings them out of their planet's space and exiles are treated with equal disdain and suspicion from their own people.
Society Overview:
Population Numbers: Rare (and often tend to enjoy a certain amount of mystery about that fact)
Known For: Edasichians are generally notable for their technological prowess and unique design - their aesthetic is as rounded, ethereal, twisting and gnarled as the trees and land-forms around them, with city and industrial architecture curling into endless multicolored fractals that burrow deep into the earth and reach spindly fingers towards the sky. (Human migrants have occasionally gone on record comparing them to the paintings of Roger Dean or Frank Kelly Freas)
Less tastefully among the Federated planets, their insistence at remaining unaffiliated with any major faction, alongside the color and skin-shifting capabilities of some varieties had often led to a suspicious reputation concerning spies and mercenaries.
External Relations: Perhaps due to being on the metaphorical outskirts of town, or perhaps due to a rather nasty streak of xenophobia on the part of the native sentients, Edasich remains relatively unexplored and unbothered by visitors, and truth frequently mingles with fiction as far as repute and capabilities are concerned, among outsiders.
Edasichians have refused formal entry into the Federation. Tourism is discouraged.
Internal Relations: Extremely stratified. There's a reason a few have gone 'rogue.'
Player Information:
Restrictions: Please contact me! (Generally I'd allow it, anyway - likely there will be plot-related talks beforehand)
Contact: Rigby // Rigby#3936 // Evren, Marc|Zhang, Raali, Zeta|Moreno
Basics:
Race Name: Mithorilin
Appearance: Humanoids will pale, off-shade/pastel skins in varying colors
Homeworld: Aurectate 13
Race Overview:
Biology: These beings boast an unnatural system despite being humanoid in appearance. Although they have flesh like humans, they quite literally sprout energy charged crystals from their bodies that are shed like a snake might shed its skin. Molted crystals have an abstract amount of energy and when several are placed together, its no small feat that they can power much larger machines such as weaponry, homes and mechs. Among the most notable traits, a Mithorilin's blood glows with the same unnatural energy that can be found in the crystals they shed; under interesting circumstances, it's been observed that this blood can crystalized when exposed to certain weather conditions. Aside from pastel-ish skin and glowing blood, a certain bioluminescence appears to the minor markings that a Mithorilin boasts (i.e. freckles, scars, birthmarks...) and many believe that their home-planet is to blame for this evolution in their biology.
Abilities/Advantages:
Supercharged: Electrical equiptment seems to just come alive around them and is never in short supply, the sheer aura of energy they exude sometimes enough to keep systems online.
Willful shedding: Most crystals are shed overtime, without thinking about it and without need to really think about it. However, its not a surprise to sometimes see a Mithorilin forcing the molt a bit early, often times its to alieve the discomfort of a crystal formation on a tender/sensitive part of their body.
Energy Sense: If there's a source of power nearby, a Mithorilin can find it. Their energy seeks other forms of energy, either to absorb it or add to it.
Limitations/Disadvantages:
Overload: Sometimes too much of something can be a bad thing. In areas that are high energy, a Mithorilin may not be thrilled. Their bodies, because they themselves can be a natural conduit, have been known to be over stimulated. This can cause them massive headaches, pain and ailments as well as short circuiting nearby electronics with the need to relieve the excess energy.
Crystal harvest: There are those who desire the crystals for personal gain and there have been many Mithorilin that suffered for it. The crystals are deep rooted within their bodies, fused to bone and flesh until molted and those who harvest the crystals more often than not end up seriously maiming and injuring their victims.
Society Overview:
Population Numbers: Aurectate 13 is a flourishing planet with numerous, massive cities superpowered by the crystals within the center of the planet that gave them life.
Known For: Besides their crystals, these beings are known to export rare animals that are constantly mutated due to the nature of the crystals that brought the Mithorilin into existence themselves.
External Relations: Mithorilin are fairly widespread through the universe but most tend to fluctuate to areas that are plush with technology. They tend to abhor low tech planets unless there's a chance to build it up and super advance the races there. Although friendly and rather open with their society, the species as a whole has been labeled an interstellar nuisance on more than one occasion due to their desire to resettle and interfere with the natural advancement of technology on under developed planets.
Internal Relations: The species as a whole runs on an ancient but well maintained 'royalty' chain that depends entirely on several separate families with crystals from 'each moon' surrounding the planet. This 'council' of representatives is lorded over by one Mithos, the figural Ruler of the planet. While there is a budding infrastructure within the planet that transcends across the cosmos, there is still the lingering threat of poverty in the lower reach of society in the cities.
Player Information:
Restrictions: N/A
Contact: Contact me on Philotes on Furcadia or Danna on discord!
Race Name: Mithorilin
Appearance: Humanoids will pale, off-shade/pastel skins in varying colors
Homeworld: Aurectate 13
Race Overview:
Biology: These beings boast an unnatural system despite being humanoid in appearance. Although they have flesh like humans, they quite literally sprout energy charged crystals from their bodies that are shed like a snake might shed its skin. Molted crystals have an abstract amount of energy and when several are placed together, its no small feat that they can power much larger machines such as weaponry, homes and mechs. Among the most notable traits, a Mithorilin's blood glows with the same unnatural energy that can be found in the crystals they shed; under interesting circumstances, it's been observed that this blood can crystalized when exposed to certain weather conditions. Aside from pastel-ish skin and glowing blood, a certain bioluminescence appears to the minor markings that a Mithorilin boasts (i.e. freckles, scars, birthmarks...) and many believe that their home-planet is to blame for this evolution in their biology.
Abilities/Advantages:
Supercharged: Electrical equiptment seems to just come alive around them and is never in short supply, the sheer aura of energy they exude sometimes enough to keep systems online.
Willful shedding: Most crystals are shed overtime, without thinking about it and without need to really think about it. However, its not a surprise to sometimes see a Mithorilin forcing the molt a bit early, often times its to alieve the discomfort of a crystal formation on a tender/sensitive part of their body.
Energy Sense: If there's a source of power nearby, a Mithorilin can find it. Their energy seeks other forms of energy, either to absorb it or add to it.
Limitations/Disadvantages:
Overload: Sometimes too much of something can be a bad thing. In areas that are high energy, a Mithorilin may not be thrilled. Their bodies, because they themselves can be a natural conduit, have been known to be over stimulated. This can cause them massive headaches, pain and ailments as well as short circuiting nearby electronics with the need to relieve the excess energy.
Crystal harvest: There are those who desire the crystals for personal gain and there have been many Mithorilin that suffered for it. The crystals are deep rooted within their bodies, fused to bone and flesh until molted and those who harvest the crystals more often than not end up seriously maiming and injuring their victims.
Society Overview:
Population Numbers: Aurectate 13 is a flourishing planet with numerous, massive cities superpowered by the crystals within the center of the planet that gave them life.
Known For: Besides their crystals, these beings are known to export rare animals that are constantly mutated due to the nature of the crystals that brought the Mithorilin into existence themselves.
External Relations: Mithorilin are fairly widespread through the universe but most tend to fluctuate to areas that are plush with technology. They tend to abhor low tech planets unless there's a chance to build it up and super advance the races there. Although friendly and rather open with their society, the species as a whole has been labeled an interstellar nuisance on more than one occasion due to their desire to resettle and interfere with the natural advancement of technology on under developed planets.
Internal Relations: The species as a whole runs on an ancient but well maintained 'royalty' chain that depends entirely on several separate families with crystals from 'each moon' surrounding the planet. This 'council' of representatives is lorded over by one Mithos, the figural Ruler of the planet. While there is a budding infrastructure within the planet that transcends across the cosmos, there is still the lingering threat of poverty in the lower reach of society in the cities.
Player Information:
Restrictions: N/A
Contact: Contact me on Philotes on Furcadia or Danna on discord!
Basics:
Race Name: Garou
Appearance: Towering bipedal-quadrupedal hairy humanoids, with long muzzles, ears and tails. Vaguely reminiscent of Earth canines and great apes.
Homeworld: Lonchai'nee; Habitability Scale: ◆◆◆◆◇; best known for an irradiated moon and a massive power station that converts the radiation into alternative energy.
Race Overview:
Biology: Omnivorous - Warm-Blooded - Nocturnal
While they are a protean species, Garou aren't quite capable of shifts to the extent of the famously-augmented Edasich dragons, or the various pliant jelly-species capable of complete shapechanging. Garou can change the color and texture of their skin and eyes, and mimic any other humanoid of similar size. This is augmented by a mild form of psychic suggestion (or a 'morphic illusion') to those susceptible. However, psychic suggestion and augmentation is increasingly useless in a world where cameras of all sorts are prevalent, and several notable Garou was involved in the development of holo-skin technology, rather unfortunately and most famously last used by spies of Lux Aeterna.
Abilities/Advantages: Camouflage. Historically resourceful. Natural forms are rather robust, yet to completely shed a predatory evolutionary history.
Limitations/Disadvantages: Shorter-lived than an average human; they reach maturity at roughly the same speed, but burn out much quicker. Shifters invoke distrust. Moon-sickness and general heightened vulnerability to chemical and radiation effects.
Society Overview:
Population Numbers: A flourishing planet, but Garou are relative homebodies, and sightings of (known) Garou are uncommon. Like many shifter species of the MSG, they have a way of hiding in plain sight, and gathering a true estimate of their numbers outside of their homeworld may be a fool's errand.
Known For:
External Relations: The Heads of State are the 'external' representatives, when called upon for trade or Federated affairs. They rather famously had a rocky induction into the Federation, and one may sense there's lingering strife and mistrust about the matter.
Internal Relations: Heads of State > Great Families > Vassal Families
Family is incredibly important to the Garou, and they often live together in groups that control large regions. All relatives by blood, marriage or choice are by default close family, and a distant cousin will be cared for to the same degree as a sibling.
Player Information:
Restrictions: None presently, but be sensible! Not exactly keen on corralling endless werewolf rampages through mysterious foggy alleyways.
Contact: Rigby // Rigby#3936 // Evren, Marc|Zhang, Raali, Zeta|Moreno
Race Name: Garou
Appearance: Towering bipedal-quadrupedal hairy humanoids, with long muzzles, ears and tails. Vaguely reminiscent of Earth canines and great apes.
Homeworld: Lonchai'nee; Habitability Scale: ◆◆◆◆◇; best known for an irradiated moon and a massive power station that converts the radiation into alternative energy.
Race Overview:
Biology: Omnivorous - Warm-Blooded - Nocturnal
While they are a protean species, Garou aren't quite capable of shifts to the extent of the famously-augmented Edasich dragons, or the various pliant jelly-species capable of complete shapechanging. Garou can change the color and texture of their skin and eyes, and mimic any other humanoid of similar size. This is augmented by a mild form of psychic suggestion (or a 'morphic illusion') to those susceptible. However, psychic suggestion and augmentation is increasingly useless in a world where cameras of all sorts are prevalent, and several notable Garou was involved in the development of holo-skin technology, rather unfortunately and most famously last used by spies of Lux Aeterna.
Abilities/Advantages: Camouflage. Historically resourceful. Natural forms are rather robust, yet to completely shed a predatory evolutionary history.
Limitations/Disadvantages: Shorter-lived than an average human; they reach maturity at roughly the same speed, but burn out much quicker. Shifters invoke distrust. Moon-sickness and general heightened vulnerability to chemical and radiation effects.
Society Overview:
Population Numbers: A flourishing planet, but Garou are relative homebodies, and sightings of (known) Garou are uncommon. Like many shifter species of the MSG, they have a way of hiding in plain sight, and gathering a true estimate of their numbers outside of their homeworld may be a fool's errand.
Known For:
- One of the usual shifter stereotypes about the galaxy, frequently perpetuated by Lux: a rather nasty reputation as assassins, thieves and spies, especially in territories in which the Federation still encounters conflict.
- A recent addition to the Federation; the decision was not a unanimous agreement among their heads of state. Their history had once been one of conflict and conquering; their native design is eschewed for practicality, and much of their historical advances and design cues are piecemeal and often nonsensical, stolen from conquered races and pasted over their own development. Consequently, native advances are supremely hastened in some areas - especially in regards to energy and cloaking technology - while other areas may be a bit 'backward' in comparison to the rest of the Federated worlds.
- Invention: The names of noted Garou are tied to giant strides in holo-tech and their renowned energy facilities supply the planet's main export, though the energy has yet to be adopted as a Federation standard.
- 'Moon-sickness': A debilitating madness affecting the entire central nervous system on prolonged exposure to the irradiated fragments of their planet's moon. Symptoms always include the dropping of any disguise they may be maintaining; short-term exposure includes marked behavioral changes, including irritability, apathy, or timidity. Prolonged exposure includes physical effects such as migraines, tremors, pain, and mental delirium, memory changes, and personality shifts.
- Being quite cute and fluffy.
External Relations: The Heads of State are the 'external' representatives, when called upon for trade or Federated affairs. They rather famously had a rocky induction into the Federation, and one may sense there's lingering strife and mistrust about the matter.
Internal Relations: Heads of State > Great Families > Vassal Families
Family is incredibly important to the Garou, and they often live together in groups that control large regions. All relatives by blood, marriage or choice are by default close family, and a distant cousin will be cared for to the same degree as a sibling.
Player Information:
Restrictions: None presently, but be sensible! Not exactly keen on corralling endless werewolf rampages through mysterious foggy alleyways.
Contact: Rigby // Rigby#3936 // Evren, Marc|Zhang, Raali, Zeta|Moreno
Basics:
Race Name: Tarlaxian (Previously known as The Modox but changed to show pride in their planet)
Appearance:
Features/Skin: Jagged facial features, cheekbones have spikes, sometimes the jaw too as beards or features. Skin is generally dark greys, reds, purples, blues and greens. Paler individuals are far rarer, but not unheard of. There is never white skin but a pale grey may come about as a result of a genetic defect at birth.
Hair: Their main body of hair on their heads are tendrils of varying widths and colours, tending to be dark blues, purples, greens or browns but on rare occasion these can be white due to a genetic defect that isn’t terribly uncommon. Tarlaxian’s can modify their hair with injections, for example; it used to be common practice to inject ones tendrils with a bioluminescent dye for raves or even as a casual style.
Whiskers: On the backs of their necks, sometimes their jaws, chests or pubic areas have tiny vibrissae (whiskers) made of skin, the tips of these can glow softly the same colour of the eyes/insides of the mouths.
Eyes/Insides of the mouth: Eyes can be any neon colour and in Tarlaxians are determined by very complex genetic gymnastics at embryogenesis. Sclera’s are normally a darker shade than the iris. The body’s internal tissues (including genitalia) match the colour of the eyes. Pupils are tiny slits.
Claws: Tarlaxian claws are exceptionally important to them. The heating of their claws happens via an exothermic reaction within them. They are composed of an organic, thick, thermo-conductive sheath and filled with a luminescent chemical similar to that throughout their bodies. A gland in each of their armpits is connected to these claws via vessels that rapidly provide each claw on each hand with a reactive chemical which initiates an exothermic reaction, enabling the claws to heat up immensely for periods of time, up to 10 minutes maximum, or repeatedly in small bouts over a period of time. – These claws are prehistoric remnants from a time when Tarlaxians were more primitive, less upright creatures. Competition among prehistoric Tarlaxians was a way of life and many of their evolutionary remnants are as a result of that.
Physique: Tarlaxians have very active metabolisms. Overweight Tarlaxians are rare but not unheard of, though many choose to stay in shape due to an instinctive draw to do so.
Tail: Tarlaxians typically have long, thin tails that are prehensile. These can have spikes at the tip, on the base, or both. Tail tips typically have some sort of spiked spade.
Feet: Three clawed feet, similar to the hands.
Genitals: Male genitals are internally housed as protection. If you really want to know more I guess talk to me but nothing I feel needs to be said here.
Homeworld: Tarlax (Extinct)
Race Overview:
Cultural: With their evolution, Tarlaxians became more peaceful and research focused, though remnants of their aggression remains among the population. Due to the rich generally being the only ones able to access higher education and opportunities in the fields of science, there is lot of rampant anti-intellectualism and aggression among the less educated public. The less fortunate find themselves living in slums and ghetto’s built to keep them within their class. Disease and homelessness is rife with the average lifespan of the public dropping from a maximum of 305 to barely even 40 years of life if one is lucky. Gangs and mobs are the authority in ghettos, often successful in paying officers on the planet to turn a blind eye. Street fights are a common way to settle disputes among the less fortunate, meanwhile the upper class lived far removed from the working class and pristine cities provide technology that often only they will see the use of.
The Extinction: Tarlaxian scientists were working on a colossal Hadron Collider (by a different name of course) on their planet. Cockiness, a lack of following due protocol and unfortunate events lead to them creating a ‘small’ black hole on their planets surface which rapidly heated the mantle and atmosphere. Within a few hours Tarlax was reduced to a fiery, burning halo surrounding a black hole and a multi-billion population had been wiped out. The small handful that escaped, unfortunately, were among the rich. Most of the Tarlaxian’s that exist today within Mobius (extremely rare as they are) exist only because they left the planet for personal reasons before its destruction. The system Tarlax once belonged to is now a quarantined wasteland that travellers are advised against visiting, as the black hole will continue to devour the planet for many millennia.
Biology: They have emerald-green blood and are carbon based life-forms. See ‘Claws’ above for details on the biology of their claws and luminescence.
Abilities/Advantages:
- Cunning/Intelligent by nature.
- Agile/Acrobatic.
- Keen accuracy.
- Senses – Vibrissae (whiskers) and tendrils are able to sense the slightest of changes in air pressure.
- Naturally equipped weapons: heated claws – This often means they’re good in hand to hand combat.
- Balance.
- Easy to maintain physique and metabolism.
Limitations/Disadvantages:
- Competitive.
- Aggressive tendencies.
- Arrogant.
- Claws – Damage to the claws can lead to severe anxiety, depression, and a sense of loss. It’s terrifying for them on a completely subconscious level and requires therapy or time usually. Subconsciously Tarlaxians see themselves as less of a Tarlaxian and incapable of defending themselves anymore.
- Sensitive ‘hair’ tendrils, these should NOT be cut but will slowly grow back if they are.
- Lacking a home planet or other members of their race, no home base.
Very weak to the cold or freezing.
Society Overview:
Population Numbers: near extinct.
Known For: Once known mainly for pharmaceutical exports and their development of new hyperdrives and thrusters for ships.
External Relations: Once very exclusive and arrogant, almost only ever used to be seen at galaxy board meetings or when patenting a drug or engine they’d developed. The galaxy never heard from more than the upper class among their society and so it painted a sunnier picture of Tarlax society than was the reality.
Internal Relations: They were ‘peaceful’ but only through their effectiveness in keeping the lower class separate from them. They had been on the brink of civil war when the world finally ended for them.
Player Information:
Restrictions: To make a Tarlaxian please contact the owner of the race.
Contact: Please contact me! (Degu) on discord preferably but RPR works too if you can’t access me there.
Basics:
Race Name: Erinyes
Appearance: The tallest of the species reaches the height of five foot five,
Homeworld: Asphodel
Race Overview:
Biology: The Erinyes are carbon-based lifeforms, that have enhanced physiology that is best-suited n higher gravity environments. With haemoglobin-based blood, these humanoids are typically feminine.
Abilities/Advantages: Due to the higher gravity of their homeworld, the Erinyes developed enhanced strength and durability. This durability grants them a better foundation in combat situations. Regardless of their views of the honour of death, the Erinyes has longevity, living about a few centuries longer than most humanoids do.
Limitations/Disadvantages: A honour code is taught to each young warrior, and when it comes to death, it is expected that the warrior seeks t to be honourable. Medical Invention is frowned on, preferring the warrior recovers naturally.
Society Overview:
Population Numbers:Their numbers aren't known throughout the galaxy, but they populate much of Ashophel, Tartarus, Erebus, and Elysium; as well as a portion of Olympus
Known For: They are known as elite warriors, that work in groups of three, and can get any job down, from taking out a target, to toppling governments.
External Relations: They interact with other races on a need to bases, and typically refrain from speaking about their home to outsiders. What rumors about their home that has been gleamed, as certainly never been released by an Erinyes.
Internal Relations: They are quite friendly with each other, and typically reproduce asexually. Sexual reproduction is a capability, but offspring this way is usually from other races as well, and not welcomed in Enrinyes society.
Player Information:
Restrictions:I dunno....
Contact: Gwendolyne on RPR, Yasha and the Orphanmakers#3073 on Discord
Race Name: Erinyes
Appearance: The tallest of the species reaches the height of five foot five,
Homeworld: Asphodel
Race Overview:
Biology: The Erinyes are carbon-based lifeforms, that have enhanced physiology that is best-suited n higher gravity environments. With haemoglobin-based blood, these humanoids are typically feminine.
Abilities/Advantages: Due to the higher gravity of their homeworld, the Erinyes developed enhanced strength and durability. This durability grants them a better foundation in combat situations. Regardless of their views of the honour of death, the Erinyes has longevity, living about a few centuries longer than most humanoids do.
Limitations/Disadvantages: A honour code is taught to each young warrior, and when it comes to death, it is expected that the warrior seeks t to be honourable. Medical Invention is frowned on, preferring the warrior recovers naturally.
Society Overview:
Population Numbers:Their numbers aren't known throughout the galaxy, but they populate much of Ashophel, Tartarus, Erebus, and Elysium; as well as a portion of Olympus
Known For: They are known as elite warriors, that work in groups of three, and can get any job down, from taking out a target, to toppling governments.
External Relations: They interact with other races on a need to bases, and typically refrain from speaking about their home to outsiders. What rumors about their home that has been gleamed, as certainly never been released by an Erinyes.
Internal Relations: They are quite friendly with each other, and typically reproduce asexually. Sexual reproduction is a capability, but offspring this way is usually from other races as well, and not welcomed in Enrinyes society.
Player Information:
Restrictions:I dunno....
Contact: Gwendolyne on RPR, Yasha and the Orphanmakers#3073 on Discord
Basics:
Race Name: Kirtak
Appearance: Similar to humanoid hyenas, with short, thin fur except for a mane running from the head down the back. They are technically bipedal, but have such large, powerful arms and short legs that it is easy for them to stand, walk or run on all fours without having to crouch or bend much. They are often considered quite ugly by other races, as they have strong jaws, often with protruding teeth, large noses and small eyes.
Homeworld: Krugriak, an inhospitable planet with a surface too hot to sustain complex life for long periods of time. The Kirtak spend most of their lives underground in hand dug tunnels and caverns of various sizes, most of which are dimly lit by bioluminescent fungus-like life.
Race Overview:
Biology: By pure coincidence, Kirtak are carbon based and their biology is (superficially) similar to earth creatures. The most notable thing about them is that they are a single gender race of only men. While Kirtak technically have two sexes, it's not really accurate to call them male and female, as they have absolutely no sexual dimorphism. A Kirtak will usually only know what sex he is if he has children, and even then it changes nothing. There are no female identifying Kirtak, with the exception of a tiny number living off planet who choose to transition. Gender identity has no correlation with biological sex in these cases.
Kirtak feed their young with pink 'blood' that seeps through the skin of their stomachs. This happens to the birth parents, but also to any other Kirtak tasked with looking after children.
Abilities/Advantages: Physically, Kirtak are extremely strong and muscular. They are resilient and difficult to tire, and are excellent diggers with long, sharp claws. A swipe from a Kirtak is even more powerful than that of a bear. They also have very keen senses of smell and hearing.
Limitations/Disadvantages: Kirtak have very poor eyesight, but can see to some extent in dim light conditions. Bright lights have the potential to cause them pain or even vision loss, and it's not unheard of for Kirtak living off planet to become blind over time. Due to the strength of their hearing and smell, blind Kirtak tend to manage well. Kirtak are also extremely top heavy. While not usually a problem as they can stabilise themselves easily with their hands, if fighting or carrying something it is very easy to tip or push them over.
Society Overview:
Population Numbers: Stable on their home planet, but rare off planet.
Known For: As a species who enjoy war and fighting, Kirtak have a reputation as aggressive muscleheads with a primitive society. While justified in some ways, this impression isn't entirely accurate. Kirtak are also seen as quite 'rough' and 'impolite' as they are very direct and honest with little need for etiquette in their society.
They are not very technologically advanced (having been found and contacted without developing their own space travel) and are new to trading with other species, but their glowing fungus is a popular export for use in various ways. Kirtak have no practical use for currency, but are attracted to shiny things so are sometimes paid with it anyway.
External Relations: Kirtak are not naturally hostile to other races, unless they intrude on personal or important burrows or desired resources. In neutral territory, Kirtak can be quite curious and keen to learn, though they can struggle to understand concepts such as currency, hierarchy and the workings of technology. They are also often baffled by gender, struggling to distinguish between the different genders of other species with many defaulting to male pronouns for everyone they meet. Gender roles are a completely absurd concept to them.
It is considered polite to refer to any Kirtak as 'he' unless told otherwise. However, Kirtak would not typically be offended by other pronouns, unless referred to as 'she' just for having children etc.
Internal Relations: Kirtak are an almost eusocial species, forming close knit tribes with no real leader. Most Kirtak serve as warriors, gatherers, hunters and diggers, while those raising children remain in a centralised 'town' to perform roles such as healing, crafting and tending to the few species of livestock they raise. Kirtak pair bond with no idea of the sex of either partner, so less than half of all Kirtak will have children in their lifetime.
Kirtak are under no obligation to raise their own children if they have them, though many choose to. (In most cases both parents.) Either way, children are raised communally. Likewise, those without children are allowed to remain in town to help out if they so choose.
Kirtak are very territorial and protective of food/water sources, so as burrows expand, conflicts are inevitable. Wars can be brutal, but oddly respectful. Once over, different Kirtak tribes return quickly to friendly or neutral relations. It could be said they approach war as other races approach sport- something to enjoy and take pride in. They believe in a single god, and an afterlife similar to valhalla.
Player Information:
Restrictions: Anyone can create a Kirtak, but I would love to hear about what you have in mind! I just don't really want too many people creating female Kirtak.
Contact: Discord: JammyTheBirb#3048
Race Name: Dobarr
Appearance: large, fur covered, resembles a seal or otter. They range between 6 and 8 feet tall, and usually between 500 to 1000 pounds, though exceptional individuals may be outside this range. Males tend to skew larger than females. Their fur is in shades of mottled grey but can be anything from pure white to pure black. They possess large paws, thick necks and long tails and are very dense and muscular.
Homeworld: Marr
Race Overview: The Dobarr are a sapient aquatic race and their society is built around their worlds largest ocean, Marr, for which the planet is also named. Their largest cities are built on the coast or on islands and archipelagos. Some live further inland in major river systems but these individuals are considered very "rural." Their economy and agriculture is all aquatic and they raise a variety of edible seaweeds, shellfish, fish and sea-cows. They are able to walk and work on land but are never found far from some kind of body of water.
Biology: Dobarr are mammalian, they are warm blooded and have red blood and flesh. They have dense fur and a thick layer of insulating fat to protect them from the cold water of Marr. Dobarr pair bond strongly, and will raise their children in a family unit. Same sex couples are not considered unusual. A dobarr will gestate for 8 months and usually give birth to a single pup, which is born with bright white fur that molts into adult coloration at around age 5. They have slow metabolism and long lives, and generally reach ages higher than humans but not by a lot- 120 is considered a good old age.
Abilities/Advantages: Dobarr are adapted for intense deep sea diving. They handle changes in atmospheric pressure very well and can hold their breath for an incredible 35 minutes. This is very useful on Marr where the major food staple is large deep sea clams. They tolerate cold very well and will happily swim in even icy water.
Limitations/Disadvantages: due to their size and aquatic nature it is often difficult for them to find accommodations off their home planet. They need a large amount of water and too much time spent "too ground" will have adverse health affects such as pressure sores and joint issues. It is rare they are comfortable somewhere that was not specifically built with them in mind, and this has hindered their travel in the galaxy. They do not tolerate heat well, and hot dry climates run a high risk of heatstroke.
Society Overview: Dobarr society is very egalitarian, and there is little notion of racism or sexism (though racism towards non dobarr people is more common.) Males and females alike will raise pups. Most ofndobarr society is low tech, and not more sophisticated than an outboard motor boat. Even textiles are still often woven by hand, and most dobarr are employed in some form of labor position.
They are trying to delicately navigate a recent industrial boom brought on by intergalactic trade, and there is a noticeable class divide. Most tech is used for commercial purposes only, and there is very little in the way of privately owned personal ships or computers. This analog society makes them fairly isolated from the rest of the galaxy.
While they are generally nude while in water, when they go 'to grounds they have a wide variety of different clothing and jewelry.
Population Numbers: Rare. On their home planet they number in the tens of millions, but it is very rare to see one away from home. Tourism isn't common, so the majority of off planet dobarr are laborers or tradesmen.
Known For: seafood. Dobarr seafood chefs are second to none in the galaxy, and fresh food exports are a major part of their economy. They also export Murex, a type of snail used for dyes and crafts, but whose blood is also useful in the production of pharmaceuticals.
External Relations: dobarr are not warlike, nor do they court visitors. They keep to themselves but are generally warm and friendly to outsiders. Dobarr sometimes have an unfortunate tendency to look down on other sapient races, especially ones that are smaller than they are, and can appear patronizing.
Internal Relations: They have some lingering territorial instincts, and may bark or roar or box with each other over seemingly minor slights. While this sounds terrifying to outsiders, it's all simple conversation and real fights are rare. There are a few different religions on Marr, and their arguments form most of the disagreements politically. Dobarr are social and have adapted well to city dwelling.
Restrictions: dobarr are uncommon off their home planet, it would be very difficult to find any kind of large group of them off of Marr. A lone laborer or even explorer is however possible.
Contact: ask CindarellaPop/zooophagous for more details if you have questions!
Appearance: large, fur covered, resembles a seal or otter. They range between 6 and 8 feet tall, and usually between 500 to 1000 pounds, though exceptional individuals may be outside this range. Males tend to skew larger than females. Their fur is in shades of mottled grey but can be anything from pure white to pure black. They possess large paws, thick necks and long tails and are very dense and muscular.
Homeworld: Marr
Race Overview: The Dobarr are a sapient aquatic race and their society is built around their worlds largest ocean, Marr, for which the planet is also named. Their largest cities are built on the coast or on islands and archipelagos. Some live further inland in major river systems but these individuals are considered very "rural." Their economy and agriculture is all aquatic and they raise a variety of edible seaweeds, shellfish, fish and sea-cows. They are able to walk and work on land but are never found far from some kind of body of water.
Biology: Dobarr are mammalian, they are warm blooded and have red blood and flesh. They have dense fur and a thick layer of insulating fat to protect them from the cold water of Marr. Dobarr pair bond strongly, and will raise their children in a family unit. Same sex couples are not considered unusual. A dobarr will gestate for 8 months and usually give birth to a single pup, which is born with bright white fur that molts into adult coloration at around age 5. They have slow metabolism and long lives, and generally reach ages higher than humans but not by a lot- 120 is considered a good old age.
Abilities/Advantages: Dobarr are adapted for intense deep sea diving. They handle changes in atmospheric pressure very well and can hold their breath for an incredible 35 minutes. This is very useful on Marr where the major food staple is large deep sea clams. They tolerate cold very well and will happily swim in even icy water.
Limitations/Disadvantages: due to their size and aquatic nature it is often difficult for them to find accommodations off their home planet. They need a large amount of water and too much time spent "too ground" will have adverse health affects such as pressure sores and joint issues. It is rare they are comfortable somewhere that was not specifically built with them in mind, and this has hindered their travel in the galaxy. They do not tolerate heat well, and hot dry climates run a high risk of heatstroke.
Society Overview: Dobarr society is very egalitarian, and there is little notion of racism or sexism (though racism towards non dobarr people is more common.) Males and females alike will raise pups. Most ofndobarr society is low tech, and not more sophisticated than an outboard motor boat. Even textiles are still often woven by hand, and most dobarr are employed in some form of labor position.
They are trying to delicately navigate a recent industrial boom brought on by intergalactic trade, and there is a noticeable class divide. Most tech is used for commercial purposes only, and there is very little in the way of privately owned personal ships or computers. This analog society makes them fairly isolated from the rest of the galaxy.
While they are generally nude while in water, when they go 'to grounds they have a wide variety of different clothing and jewelry.
Population Numbers: Rare. On their home planet they number in the tens of millions, but it is very rare to see one away from home. Tourism isn't common, so the majority of off planet dobarr are laborers or tradesmen.
Known For: seafood. Dobarr seafood chefs are second to none in the galaxy, and fresh food exports are a major part of their economy. They also export Murex, a type of snail used for dyes and crafts, but whose blood is also useful in the production of pharmaceuticals.
External Relations: dobarr are not warlike, nor do they court visitors. They keep to themselves but are generally warm and friendly to outsiders. Dobarr sometimes have an unfortunate tendency to look down on other sapient races, especially ones that are smaller than they are, and can appear patronizing.
Internal Relations: They have some lingering territorial instincts, and may bark or roar or box with each other over seemingly minor slights. While this sounds terrifying to outsiders, it's all simple conversation and real fights are rare. There are a few different religions on Marr, and their arguments form most of the disagreements politically. Dobarr are social and have adapted well to city dwelling.
Restrictions: dobarr are uncommon off their home planet, it would be very difficult to find any kind of large group of them off of Marr. A lone laborer or even explorer is however possible.
Contact: ask CindarellaPop/zooophagous for more details if you have questions!
Basics:
Race Name: Ununuenunua (un-un-ooen-un-wa) Like their personal names, it's a code made of syllables only they understand.
Appearance: Extremely variable. In their natural state they're invisible clouds of energy, but they are never encountered in this form. Each Ununuenunua constructs their physical form from one chemical element, and they can look like anything, provided it can be justified.
Homeworld: None. They form amongst the remains of dead and dying stars, and can typically be found in dust clouds
Race Overview:
Biology: Ununuenunua don't have any biology, as they're not biological creatures. They can however, be detected as a strong spike of energy.
They require incredible amounts of gravity to keep themselves from dissipating and dying, an issue they get around by attracting and holding onto matter, which offers some protection. They can range from visible and tangible, to intangible and barely visible at all.
They don't have sexes, and most go by it/it's pronouns.
Abilities/Advantages:Ununuenunua are hard to kill in the traditional ways. Blades or bullets either go right through them or bounce straight off, if they're made of something hard like a metal.
They can also take advantage of special abilities based on their element. For example, hydrogens can combust, heliums can go superfluid and run up walls, sulphurs can become stretchy and elastic etc. Ununuenunua cannot use the special ability of a different isotope, even if they are the correct element. They must change themselves first.
Finally, Ununuenunua can react together and temporarily merge their conciousnesses to form compounds or alloys.
Limitations/Disadvantages: Care must be used when using special abilities, or changing isotope or element. For a helium to become superfluid requires them to remove and transform a lot of heat energy from the surrounding area, which has the potential to cause a lot of unwanted damage. While a number of Ununuenunua can combust if they need to for whatever reason, this quickly results in a loss of mass, which can be life threatening.
Any Ununuenunua not in deep space and without elemental protection could die at any moment, and they can be put in this state through a variety of ways, from radiation to a simple creative use of chemical reactions. While all Ununuenunua have some extra resistance to normal oxidisation, it's not too difficult to overwhelm them. Even a change in temparature can sometimes be dangerous to an Ununuenunua.
Finally, switching isotope or element usually results in a huge output of energy which can be very dangerous, even to other Ununuenunua. Ununuenunua can only switch elements by taking what's availiable, they are not nuclear reactors. So if they're put in a situation they need to become a gas to escape and there's no gas around, too bad.
Except in rare cases and with extreme effort, they are unable to hold onto more than one element at a time.
Society Overview:
Population Numbers: Stable to common. However, this doesn't neccessarily mean they're common to encounter, as the universe has a lot of stars. Only a few will spawn Ununuenunua, but they always spawn in groups. Possibly by choice, as they are playful and sociable, and have somewhat 'flexible' individuality.
Hydrogen Ununuenunua are the most common, but other light elements are widespread too. Heavier elements are rare, and while individuals made of elements beyond iron are theoretically possible, none have been encountered.
Known For: Simply being around, usually as harmless or benevolent visitors. They don't typically produce any exports, and after a carbon Ununuenunua caused a planet's economy to collapse after gifting them too many diamonds, they know not to.
External Relations: They are friendly and playful, similar to dolphins or fairies. Though capable of great harm, there have been very few cases of this actually happening, because they're fascinated by other lifeforms and often seek them out just to observe. Ununuenunua are naturally drawn to areas rich with matter, so planets are appealing to them.
Internal Relations: Ununuenunua don't really have a society as we know it, but like to exist in groups. They have little conflict, because they don't 'need' much and can't physically hurt each other, so they exist without jealousy or violence. Most are familiar with these concepts by now from interacting with other races, as many of them are very old.
Player Information:
Restrictions: None, but I'd love to know about it!
Contact: Discord: JammyTheBirb#3048
Race Name: Ununuenunua (un-un-ooen-un-wa) Like their personal names, it's a code made of syllables only they understand.
Appearance: Extremely variable. In their natural state they're invisible clouds of energy, but they are never encountered in this form. Each Ununuenunua constructs their physical form from one chemical element, and they can look like anything, provided it can be justified.
Homeworld: None. They form amongst the remains of dead and dying stars, and can typically be found in dust clouds
Race Overview:
Biology: Ununuenunua don't have any biology, as they're not biological creatures. They can however, be detected as a strong spike of energy.
They require incredible amounts of gravity to keep themselves from dissipating and dying, an issue they get around by attracting and holding onto matter, which offers some protection. They can range from visible and tangible, to intangible and barely visible at all.
They don't have sexes, and most go by it/it's pronouns.
Abilities/Advantages:Ununuenunua are hard to kill in the traditional ways. Blades or bullets either go right through them or bounce straight off, if they're made of something hard like a metal.
They can also take advantage of special abilities based on their element. For example, hydrogens can combust, heliums can go superfluid and run up walls, sulphurs can become stretchy and elastic etc. Ununuenunua cannot use the special ability of a different isotope, even if they are the correct element. They must change themselves first.
Finally, Ununuenunua can react together and temporarily merge their conciousnesses to form compounds or alloys.
Limitations/Disadvantages: Care must be used when using special abilities, or changing isotope or element. For a helium to become superfluid requires them to remove and transform a lot of heat energy from the surrounding area, which has the potential to cause a lot of unwanted damage. While a number of Ununuenunua can combust if they need to for whatever reason, this quickly results in a loss of mass, which can be life threatening.
Any Ununuenunua not in deep space and without elemental protection could die at any moment, and they can be put in this state through a variety of ways, from radiation to a simple creative use of chemical reactions. While all Ununuenunua have some extra resistance to normal oxidisation, it's not too difficult to overwhelm them. Even a change in temparature can sometimes be dangerous to an Ununuenunua.
Finally, switching isotope or element usually results in a huge output of energy which can be very dangerous, even to other Ununuenunua. Ununuenunua can only switch elements by taking what's availiable, they are not nuclear reactors. So if they're put in a situation they need to become a gas to escape and there's no gas around, too bad.
Except in rare cases and with extreme effort, they are unable to hold onto more than one element at a time.
Society Overview:
Population Numbers: Stable to common. However, this doesn't neccessarily mean they're common to encounter, as the universe has a lot of stars. Only a few will spawn Ununuenunua, but they always spawn in groups. Possibly by choice, as they are playful and sociable, and have somewhat 'flexible' individuality.
Hydrogen Ununuenunua are the most common, but other light elements are widespread too. Heavier elements are rare, and while individuals made of elements beyond iron are theoretically possible, none have been encountered.
Known For: Simply being around, usually as harmless or benevolent visitors. They don't typically produce any exports, and after a carbon Ununuenunua caused a planet's economy to collapse after gifting them too many diamonds, they know not to.
External Relations: They are friendly and playful, similar to dolphins or fairies. Though capable of great harm, there have been very few cases of this actually happening, because they're fascinated by other lifeforms and often seek them out just to observe. Ununuenunua are naturally drawn to areas rich with matter, so planets are appealing to them.
Internal Relations: Ununuenunua don't really have a society as we know it, but like to exist in groups. They have little conflict, because they don't 'need' much and can't physically hurt each other, so they exist without jealousy or violence. Most are familiar with these concepts by now from interacting with other races, as many of them are very old.
Player Information:
Restrictions: None, but I'd love to know about it!
Contact: Discord: JammyTheBirb#3048
Basics:
Race Name: isswas (plural: isswasa, adjective: isswasi)
Appearance: Diminutive four-armed bipeds with color-changing skin and a peaceful nature.
Homeworld: Tapípipí, with scattered colonies on their moons, and two large orbiting cities.
Race Overview:
Biology: Isswasa have copper-based blood, resulting in a patina green tone. Their skin is full of chromatophores which allow them to change color. They are simultaneously hermaphroditic egg-layers with no gender roles. Isswasa are a highly expressive species, using color cues, facial expressions, and signals from their flexible triple-bulbed antennae.
Abilities/Advantages: Though their upper arms are dominant, they are excellent multitaskers and are capable of using their different limbs for separate things. Their color changing ability has some limited usefulness in camouflage. They are skilled swimmers and can hold their breath for hours underwater. Overall they are quite nimble, dexterous, and flexible, and rarely suffer from arthritis, even in old age. They have a propensity for teamwork that makes them valuable assets, and are fast learners.
Limitations/Disadvantages: Small-statured and physically weak compared to many races. Arguably, their peaceful nature could be seen as something to be exploited, and they tend not to have experience with weaponry or combat unless trained extensively outside their homeworld. The isswasi lifespan is a bit on the shorter side, usually ranging from 60 to 70 years.
Society Overview:
Population Numbers: Isswasa are the primary inhabitants of Tapípipí, numbering about four billion, though they tend to be homebodies and don't venture far from their system. That being said, there is a growing trend among isswasi youth to set out further and further from home.
Known For: Groups of isswasa occasionally are hired as "think tanks" to assist external organizations, where they can produce rapid progress very quickly in all sorts of fields, most often scientific.
External Relations: Extremely peaceful. When isswasa made it into space, they were lucky to first come into contact with a magnanimous species which took them under their wing--and taught them how not to be taken advantage of, including providing defensive technology. Though they tend to stick to their homeworld, they are very welcoming towards visitors and tourists.
Internal Relations: Due to low population density early in their evolution, isswasa generally never competed for resources, and have never known war on a large scale. Though there are various isswasi cultures and ethnicities, they aren't wildly different, and are almost always secondary to the primary isswasi world order. Isswasa never know their parents and are raised first in hatcheries, then school-like institutions called vuẘikt.
Player Information:
Restrictions: I would be down with people playing isswasa! Just contact me first and we can work out the details. You're total free to use them as NPCs or backstory characters here and there.
Contact: Sivwikkas on RPR, Gullintanni#3833 on Discord.
More details here, though I'm always workin' on it.
Race Name: isswas (plural: isswasa, adjective: isswasi)
Appearance: Diminutive four-armed bipeds with color-changing skin and a peaceful nature.
Homeworld: Tapípipí, with scattered colonies on their moons, and two large orbiting cities.
Race Overview:
Biology: Isswasa have copper-based blood, resulting in a patina green tone. Their skin is full of chromatophores which allow them to change color. They are simultaneously hermaphroditic egg-layers with no gender roles. Isswasa are a highly expressive species, using color cues, facial expressions, and signals from their flexible triple-bulbed antennae.
Abilities/Advantages: Though their upper arms are dominant, they are excellent multitaskers and are capable of using their different limbs for separate things. Their color changing ability has some limited usefulness in camouflage. They are skilled swimmers and can hold their breath for hours underwater. Overall they are quite nimble, dexterous, and flexible, and rarely suffer from arthritis, even in old age. They have a propensity for teamwork that makes them valuable assets, and are fast learners.
Limitations/Disadvantages: Small-statured and physically weak compared to many races. Arguably, their peaceful nature could be seen as something to be exploited, and they tend not to have experience with weaponry or combat unless trained extensively outside their homeworld. The isswasi lifespan is a bit on the shorter side, usually ranging from 60 to 70 years.
Society Overview:
Population Numbers: Isswasa are the primary inhabitants of Tapípipí, numbering about four billion, though they tend to be homebodies and don't venture far from their system. That being said, there is a growing trend among isswasi youth to set out further and further from home.
Known For: Groups of isswasa occasionally are hired as "think tanks" to assist external organizations, where they can produce rapid progress very quickly in all sorts of fields, most often scientific.
External Relations: Extremely peaceful. When isswasa made it into space, they were lucky to first come into contact with a magnanimous species which took them under their wing--and taught them how not to be taken advantage of, including providing defensive technology. Though they tend to stick to their homeworld, they are very welcoming towards visitors and tourists.
Internal Relations: Due to low population density early in their evolution, isswasa generally never competed for resources, and have never known war on a large scale. Though there are various isswasi cultures and ethnicities, they aren't wildly different, and are almost always secondary to the primary isswasi world order. Isswasa never know their parents and are raised first in hatcheries, then school-like institutions called vuẘikt.
Player Information:
Restrictions: I would be down with people playing isswasa! Just contact me first and we can work out the details. You're total free to use them as NPCs or backstory characters here and there.
Contact: Sivwikkas on RPR, Gullintanni#3833 on Discord.
More details here, though I'm always workin' on it.
Basics:
Race Name: Caprus (plural; Caprusi)
Appearance: Averaging between 5-6 feet in height, the Caprus look to be humanoid in appearance but with goatlike features, including horns and hooves with their horizontal, rectangular pupils. Their skin, fur, and hair colors are natural, ranging from browns, creams, blacks, and whites (any color beyond these are considered unnatural. They are more appropriate for the more modern Caprusi. Albino Caprusi are extremely rare). Eyes can be blue, brown, black, green, or any variation of these. Markings usually depend on tribal regions, like spots and stripes. Northern Caprusi have thicker fur and are usually a solid, white color. Southern Caprusi usually yield darker shades like brown and black.
Homeworld: Gabhara. A continental world made up of oceans, plains, hills, valleys, mountains, varied weather patterns, and other features found on an earthlike planet. This world is rich in minerals and gems, and have been coveted by many mining corporations.
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A Caprus Priestess, adorning her intricate garments and paints for the purpose of prayer. She is the leader of her tribe. Wearing the bones of animals is common, even encouraged, as a symbol of power. It is said to bring the Caprus closer to the spirit world. |
Race Overview:
Biology: Not your sweet and cuddly domestic goats. The Caprus are a goat-like carbon-based mammalian race notable for their horns, hooves, and horizontal, rectangular pupils. The Caprusi females fight for their mates and may create a harem where plenty of children are produced. The bigger the family, the more powerful the female is deemed in society. The children are considered precious (and are honestly adorable as heck). Despite having multiple partners, the families harness a close and loving network. The Caprus may live up to an average of sixty to eighty years. A Caprusi can eat literally anything, and contain incisors for cutting flesh, so they are largely omnivorous. Like the true goat, they can stomach whatever passes through their gullet. They do not maa or bleat, but they can roar. The females' roar is known to be quite intimidating.
Abilities/Advantages: Rapid-breeders, agile, fast
Limitations/Disadvantages: Weak, susceptible to illness
Society Overview:
Population Numbers: Averaging in the millions.
Known For: Primitive and tribal. They have suffered slavery by other more advanced races over the centuries and have acquired their freedom as a result of Galaxy Federation involvement. The ramifications of their subjugation led the Caprus to reject and loathe technology and have become isolationist, rarely welcoming and trusting outsiders. The Galaxy Federation has been attempting to improve relations with these people for many years in hopes the Caprus will annex their planet to the Federation domain, but so far this development has proven dismal at best.
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The contemporary Caprus. Her colors are unnatural and dyed for cosmetic purposes. These people could never return to Gabhara due to abandoning their homeworld and way of life. Androids and cybernetic enhance- ments, considered taboo among Caprus tribes, can be a thing of intrigue to the modern Caprus. |
Some Caprus ostracized themselves from their tribal life and happily live in modern times, scattered in the spatial winds. The indigenous Caprus view their progressive cousins with scorn, and would likely never invite them back into their world. A healthy population of Caprus (derogatively called 'Domesticated Goats' by some) have been born and raised outside of Gabhara, and may live in different worlds and cultures suited to their tastes.
There is a vein of rare stones called Gabharanite which is strangely luminous, said to run deep in the mountains. Such a mineral has never been found outside Gabhara. Geologists whom have studied Gabharanite have concluded that the stone itself is radioactive with a half-life of twelve thousand years, making it a precious and efficient source of energy. When exposed, the effects can be harmful, but strangely it does not effect the inhabitants of Gabhara. While beautiful, the stone is more valuable as source of immense energy to those able to get their hands on it. This stone is seen as sacred and otherwordly to the Caprus, and this, among their other minerals, frown deeply on their ore being mined for profit.
External Relations: Xenophobic and isolationist. They might be more open-minded if their views are shared.
Internal Relations: The Caprus are an isolationist matriarchal society that value internal peace and prosperity above all. The women have higher political power than their men.
These people worship death, the spirits, and their ancestors. The Priestess is a tribe's religious and political leader. It is believed that when the Caprus pass away, what they do in life determines their status in the afterlife. If a Caprus has done great and notable things in life, then they will become a god in the spirit world, and they are celebrated as such among the people.
Player Information:
Restrictions: Feel free to create a Caprus! You do not need my permission to make a tribal or modern Caprus.
Contact: Contact here on RPR, or my Discord, Ave#9907. Thank you!
Basics:
Race Name: Phalerians
Appearance: Winged people. Humanoid (Terranesque) in appearance.
Homeworld: Phalerus
High Prince Cassius, Commander of the Guard
Physical Attributes:
Physique: Winged. Feathers and hair tend to match, but it is not uncommon for them to be vastly different from one another as well--or for individuals to dye either their hair or their feathers for chosen aesthetics. Though not lightweight, their bones are significantly more fragile (and less dense) than that of a human’s. Unlike the birds of Earth, their bones are not hollow. Flight for them exists only on their home planet, where the strange mix of a low gravitational pull and high, ever-changing winds through the floating isles allows them this ability.
Race Overview:
Biology: Carbon based.
Abilities/Advantages: On their home planet, flight is not only possible but common.
Limitations/Disadvantages: Due to the lower gravity of their homeworld, Phalerians have somewhat fragile bones. When not on their home planet, their wings are ultimately useless except to potentially glide or slow a fall.
Diet: Mostly vegetarian diets due to their religious beliefs.
Society Overview:
Population Numbers: Very rare within the MSG except for on their homeworld. A very private people who hold great value in familial bonds, it is a rare thing for them to leave their planet--but also not unheard of.
Known For: Openly hostile with visitors and untrusting of the Galaxy Federation.
Government: Phalerians are a matriarchal society, following the leadership of the High Priestess and her Council of Elders.
Religion: They follow the teachings of the Sisters -- ethereal, angelic beings said to have been the First People, who believed in harmony between sapient beings and those with no audible voice.
Technology: In many ways, they are far superior with their technology than most Federation planets. With the many materials that are prevalent on their planet, their technology is both the same and yet different than their neighbors’. During a brief cohabitation when the Federation located Phalerus on the fringes of their known space, there was a sharing of knowledge. As a very private people, the Phalerians were not as forthcoming with their own knowledge, and because of that they have knowledge of Federation technology as well as their own. Due to the circumstances which surrounded the Federation’s visit, Phalerian knowledge stayed with the Phalerians.
Player Information:
Restrictions: There are no restrictions! Feel free to play a Phalerian if you'd like.
Contact: PM me here on RPR with questions, if you have them! I will happily answer any and all that you have.
Race Name: Phalerians
Appearance: Winged people. Humanoid (Terranesque) in appearance.
Homeworld: Phalerus
High Prince Cassius, Commander of the Guard
Physical Attributes:
Physique: Winged. Feathers and hair tend to match, but it is not uncommon for them to be vastly different from one another as well--or for individuals to dye either their hair or their feathers for chosen aesthetics. Though not lightweight, their bones are significantly more fragile (and less dense) than that of a human’s. Unlike the birds of Earth, their bones are not hollow. Flight for them exists only on their home planet, where the strange mix of a low gravitational pull and high, ever-changing winds through the floating isles allows them this ability.
- (As a side note) Flight is not possible on most other planets (unless similar environmental conditions are met), or in space. Gliding and using one’s wings to slow a descent (similar to a parachute) are possible, but outright flight is likely unobtainable on any planet with a higher gravitational pull.
- Wings are also *highly* sensitive. Due to the necessity for the Phalerians to be able to sense minute changes in air speed and wind directions, the skin underneath the feathers (extending to where the calamus connects to the dermis) is extremely sensitive to temperature changes, as well as touch.
- The wings are also a major communicative device for the Phalerian people. Two familiar Phalerians can tell another’s mental state and current emotion merely by the position and tension (or lack thereof) of the wings alone.
Race Overview:
Biology: Carbon based.
Abilities/Advantages: On their home planet, flight is not only possible but common.
Limitations/Disadvantages: Due to the lower gravity of their homeworld, Phalerians have somewhat fragile bones. When not on their home planet, their wings are ultimately useless except to potentially glide or slow a fall.
Diet: Mostly vegetarian diets due to their religious beliefs.
Society Overview:
Population Numbers: Very rare within the MSG except for on their homeworld. A very private people who hold great value in familial bonds, it is a rare thing for them to leave their planet--but also not unheard of.
Known For: Openly hostile with visitors and untrusting of the Galaxy Federation.
Government: Phalerians are a matriarchal society, following the leadership of the High Priestess and her Council of Elders.
Religion: They follow the teachings of the Sisters -- ethereal, angelic beings said to have been the First People, who believed in harmony between sapient beings and those with no audible voice.
- Harmony - Harmony between plant, animal, and peoples.
- Science - Incredibly science minded, they believe in the pursuit of all that is known.
- Knowledge - Similar to science, but all-encompassing.
Technology: In many ways, they are far superior with their technology than most Federation planets. With the many materials that are prevalent on their planet, their technology is both the same and yet different than their neighbors’. During a brief cohabitation when the Federation located Phalerus on the fringes of their known space, there was a sharing of knowledge. As a very private people, the Phalerians were not as forthcoming with their own knowledge, and because of that they have knowledge of Federation technology as well as their own. Due to the circumstances which surrounded the Federation’s visit, Phalerian knowledge stayed with the Phalerians.
- Space Travel - Phalerian ships have the ability to travel through space, but they often choose not to utilize the ability.
- Misc - It is often said that Phalerian technology has a more “futuristic” aesthetic to it. Even despite this, they did not venture into the field of artificial intelligence. Their superiority to most species lies in medicine, ship engineering, and weaponry--specifically shields.
Player Information:
Restrictions: There are no restrictions! Feel free to play a Phalerian if you'd like.
Contact: PM me here on RPR with questions, if you have them! I will happily answer any and all that you have.
Basics:
Race Name: Druin
Appearance: Monochrome grey-skinned elflike humanoids with dark or light hair and pointed ears, intense eyes, fangs, and claws.
Homeworld: The Druin have been asteroid dwellers as long as anyone can remember. They are so technologically advanced that they make their living conditions possible in their rock fields, gathering energy from nearby stars. Legend has it that they struggled for survival as they clutched to a dying star in their galaxy before theirs was fused to its twin as it became known for its namesake, the Mobius Strip Galaxy. They are, arguably, one of the oldest known races. They are run by a vast empire that still exists today, whom have once taken control of several star systems in the past, but have since relinquished some of their power to the Galaxy Federation.
The Druins are notably efficient energy producers, and farm them from stars with their immense rings.
Race Overview:
Biology: The Druin are a nocturnal race, preferring the underground or dark spaces to live in. Their fangs secrete venom that paralyzes their victim. Druins are typically resistant to most poisons. Their blood contains many intriguing properties to the science community (anti-inflammatory, anti-venom). Due to their proficiency in technology and medicine, Druins have evolved to become long-lived, some of the oldest being a thousand years old. Many who live to see a millennia pass may take an interest in history.
Abilities/Advantages: They are able to see in perfect darkness.
Limitations/Disadvantages: The Druin absolutely loathes bright, intense lights. Extended exposure to sunlight will result in potential blindness, and their skin does not process vitamin D well. They are prone to melanoma if they frequent exposure to the sun. Many Druins may choose to use appropriate wear and shades to combat this, or proper space gear.
Society Overview:
Population Numbers: Bountiful
Known For: Efficient energy-producers, advanced tech and medicine, master (and often clandestine) historians hoarding knowledge gathered over millennia. They are known to be among the oldest surviving races in the Mobius Strip Galaxy.
External Relations: Diplomatic
Internal Relations: Generally peaceful. More on this soon.
Player Information:
Restrictions: The Druins are plentiful. Please feel free to make one!
Contact: Either on here, or Discord! Ave#9907
Race Name: Druin
Appearance: Monochrome grey-skinned elflike humanoids with dark or light hair and pointed ears, intense eyes, fangs, and claws.
Homeworld: The Druin have been asteroid dwellers as long as anyone can remember. They are so technologically advanced that they make their living conditions possible in their rock fields, gathering energy from nearby stars. Legend has it that they struggled for survival as they clutched to a dying star in their galaxy before theirs was fused to its twin as it became known for its namesake, the Mobius Strip Galaxy. They are, arguably, one of the oldest known races. They are run by a vast empire that still exists today, whom have once taken control of several star systems in the past, but have since relinquished some of their power to the Galaxy Federation.
The Druins are notably efficient energy producers, and farm them from stars with their immense rings.
Race Overview:
Biology: The Druin are a nocturnal race, preferring the underground or dark spaces to live in. Their fangs secrete venom that paralyzes their victim. Druins are typically resistant to most poisons. Their blood contains many intriguing properties to the science community (anti-inflammatory, anti-venom). Due to their proficiency in technology and medicine, Druins have evolved to become long-lived, some of the oldest being a thousand years old. Many who live to see a millennia pass may take an interest in history.
Abilities/Advantages: They are able to see in perfect darkness.
Limitations/Disadvantages: The Druin absolutely loathes bright, intense lights. Extended exposure to sunlight will result in potential blindness, and their skin does not process vitamin D well. They are prone to melanoma if they frequent exposure to the sun. Many Druins may choose to use appropriate wear and shades to combat this, or proper space gear.
Society Overview:
Population Numbers: Bountiful
Known For: Efficient energy-producers, advanced tech and medicine, master (and often clandestine) historians hoarding knowledge gathered over millennia. They are known to be among the oldest surviving races in the Mobius Strip Galaxy.
External Relations: Diplomatic
Internal Relations: Generally peaceful. More on this soon.
Player Information:
Restrictions: The Druins are plentiful. Please feel free to make one!
Contact: Either on here, or Discord! Ave#9907