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		<id>http://sojourn13.space/w/index.php?title=Mar%27qua&amp;diff=2389</id>
		<title>Mar&#039;qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Mar%27qua&amp;diff=2389"/>
		<updated>2021-12-22T08:29:53Z</updated>

		<summary type="html">&lt;p&gt;TooFewSecrets: Perks were not listing, I fixed the list.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
===Quick-Start Guide===&lt;br /&gt;
* Mar&#039;qua are highly intelligent and diligently spend time learning due to their long lives. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* The Mar&#039;qua have slightly better night vision than humans and can withstand far greater cold before it effects them.&lt;br /&gt;
* [[Perks|Perk]]: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
* Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
((&#039;&#039;&#039;Maintainer&#039;s Note: &#039;&#039;&#039;&lt;br /&gt;
Current Mar&#039;Qua sprites are considered a &#039;&#039;Placeholder&#039;&#039; and should not be relied upon. There are plans to change them, especially the headtails, to make them appear less like a Skrell))&lt;br /&gt;
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&lt;br /&gt;
Mar&#039;Qua (People of the Marsh) come from a planet covered mainly by wetlands, marshes and lakes. Since their planet has a high humidity and concentrations of bodies of water, their biology is different to Humans - Mar&#039;Qua have rudimentary gills on their necks, skin covered in slime to preserve moisture and two sets of eyelids to help with vision underwater and prevent their eyes from drying out on land. Mar&#039;Qua breathe oxygen and can survive in the same atmosphere as humans without any assistance, but their diet is different - It consists of fungi that’s found underwater on their homeworld and giant insects roaming their homeworld of Qra’Merr’Marqa (or Epithemy 5 as it’s known by humans). Ingestion of animal protein is not deadly to them, but they perceive it differently - Marsh People feel grossed out by meat, sometimes comparing it’s texture to ‘shredded wood pulp’. Spices cause a strong reaction with their taste buds, causing them to perceive them strongly, for example pepper causes a strong burning sensation. &lt;br /&gt;
&lt;br /&gt;
A non-augmented Mar&#039;Qua can live up to 115 years, though with the gifts of modern technology a typical Mar&#039;Qua lives up to 160 years of age, excluding the Kingsmen who live up to 210 years of age.&lt;br /&gt;
Even though many races believe otherwise, Mar&#039;Qua reproduce sexually, though not in the way most would consider “normal”. Both males and females have an organ called a cloaca which functions as a way to excrete matter and to reproduce. In primitive times females would release eggs in small ponds to be fertilized and protected by males. In modern times eggs are laid into special hatching chambers, which provide perfect moisture for an egg to incubate. A clutch of eggs usually comes up to fifty eggs, from which only one to six hatch into surviving offspring on average. Those eggs that are left unhatched are often stillborn or were not fertilized at all.&lt;br /&gt;
&lt;br /&gt;
Appearance wise, Mar&#039;Qua are slightly shorter in height to humans, standing at 5”5’ (165 cm) on average they are entirely hairless with skin colours ranging from varieties Blue, Yellow, Green to Black and Red. Their heads have headtails, which are limp skin contrary to the popular belief that Mar&#039;Qua have tentacles on their heads. The tentacles have two functions: Decorative and Protective. To make it easier for other races, Mar&#039;Qua recently started to adorn their head-tails with decorative chains (designed for females) and tattoos (targeted for males) to help them with distinguishing between males and females, though it still has to take root in Marsh People society. The second, and biological, reason for head-tails is that they protect the gills located on sides and back of Mar&#039;Qua necks, protecting them from drying out and damages that could be caused by daily activities. On average head-tails reach right above the shoulders, though longer ones are often noticed by other races and are the reason why Mar&#039;Qua head-tails are believed to be tentacles. Mar&#039;Qua eyes are entirely black, with two sets of eyelids protecting them from drying out and help see underwater which makes reading Mar&#039;Qua emotions purely from their eyes difficult for untrained individuals. Their teeth are very small, made to digest soft insect meats and plant matter and are often compared to hardened gums.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Mar&#039;Qua society differs from Human society in many ways, but the most visible one is the caste system that they follow. Marsh people society is segmented into four castes: Kingsmen, Intelligensia, Worker and Martial. &lt;br /&gt;
-Kingsmen (Nuem-Geraa) are the leadership caste of Mar&#039;Qua, claiming to be the first caste created by the Legendary King Nuem, first leader to successfully unite all Mar&#039;Qua. Kingsmen are the only caste that their members are born into and are the only ones capable of leading Mar&#039;Qua planets and their “Empire” - The Observatoriam, though it’s not the only role they can occupy. Nuem-Geraa focus on the sociological side of life, often occupying roles of ambassadors, lawyers, psychologists and even philosophers.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Intelligensia (Meenan-Geraa) are the scientists and intelligence officers of Mar&#039;Qua. They focus on scientific approach to life and thinking outside the box. They can often be found in all of the scientific fields from biology to mathematics. Meenan-Geraa also work as intelligence and counterintelligence for the Mar&#039;Qua, often working with the martial caste to help with their field operations.&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligensia also holds the artisans of Mar&#039;Qua society. Painters, musicians and architects focusing on the beauty of buildings rather than it’s practicality, bakers focusing on the taste of bread rather than the way it’s produced and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Workers (Gaaran-Geraa), sometimes referred to as ‘menials’ hold every role required for daily operation of Mar&#039;Qua society. Engineers, maintenance technicians, bakers, and laborers are an example of a job that could be held by a Gaaran-Geraa. They focus on the practical points of life, their approach to their duties mirroring it. An architect from the workers caste will look at a building as a practical thing, not focusing on it’s looks, a baker would try to find the most efficient way to make bread, not caring about its taste.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Martial (Quoqa-Geraa) warriors, defenders and security forces of Mar&#039;Qua society. They train all their lives to defend their empire, it’s emperor, and their home planets. They are the strongest, fastest and most decisive, focusing on what they need to do in any given moment, rather than what they will need to do in future.They take deep appreciation of discipline and order. Often working with Intelligensia as their intelligence officers and, in times of extended conflict, tacticians.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apart from the four main castes, there are two additional castes:&amp;lt;br/&amp;gt;&lt;br /&gt;
-Exiles (Xqne-Geraa) are Mar&#039;Qua who abandoned, or were forced to leave, the Mar&#039;Qua way of life. This includes Outlaws, Criminals and those that left the caste system. Most Exiles join the Wanderer&#039;s Armada, a group of repourposed Vessels that travels the Galaxy trading everything they can find, even items considered illegal or unsafe.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Outsiders (Oorne-Geraa) are any non-Mar&#039;Qua race that enters the Observatoriam territories. Outsiders are permitted to live and work inside of the Observatoriam, but must adhere to traditions in their respective region.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though Mar&#039;Qua have a caste focused entirely on militaristic aspects of life, all castes are permitted to serve in the military. Workers and laborers will often serve in the logistics of military supply. Intelligensia volunteer as tacticians, combat medics, and field doctors. Kingsmen rarely join the military forces, but are not given any special care while serving outside of afforded rank. Military forces are split into two main categories known as the expeditionary forces and the home defense forces.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Expeditionary forces are the main driving force of the Mar&#039;Qua Military. They are responsible for exploring areas outside of Mar&#039;Qua territories and in times of open conflict serving as a direct military force. The expeditionary forces are equipped with advanced and technologically sound equipment to handle even severe threats.&amp;lt;br/&amp;gt;&lt;br /&gt;
-The home defense forces focus mainly on planetary security, paramilitary police actions, and the protection of the emperor through a specialized honor guard. They contain mostly martial caste and are expected to work with other castes that are already present on the planet.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The artificial intelligence containment division was established near the time of first contact with human federation forces. Their activities focus on deactivating or containing AI units on derelicts and controlling AI units coming into Observatoriam territories with travelers. AI control consists of specially trained teams which are a blend of members from different castes. Training takes up to a year and consists of physical conditioning, weapon training, and proper engagement rules and strategies against rogue artificial intelligences. A typical team consists of a squad leader, engineer, medic and two operatives. Teams can either be assigned to a Mar&#039;Qua region to serve as lookouts for any dangers regarding AIs or work as field agents to find any unsanctioned AIs inside Mar&#039;Qua Territories. Typically they work closely with Intelligensia, but sometimes they might be sanctioned to work with the martial caste as specialists.&lt;br /&gt;
&lt;br /&gt;
Family and love are foreign concepts for Mar&#039;Qua, but that does not mean that Marsh People do not feel. Love is not a concept they do not understand, since bonds between two people are made out of necessity of having children and continuing their race rather than creating a family, Though bonds between children of the same clutch are often just as strong as brother and sister bonds found in other races like humans.&lt;br /&gt;
After eggs hatch children are taught by their parents for an extended period of time, usually five years, until they reach a basic level of schooling. At which point they are sent to an evaluation facility where they learn and develop the skills they show a natural preference for. After they reach maturity they are sorted into the caste they are most qualified for. Mar&#039;Qua are then given an internship for a period of six years, after which they are no longer considered an apprentice and are promoted to the rank of journeyman. The only caste exempt from this election process are the Nuem-Geraa who are born into their caste if one parent is already apart of the Nuem-Geraa. The standard age to be considered an apprentice is nineteen, while most become journeymen at the age of twenty five.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Mar&#039;Qua technology is more advanced than humanity, sometimes in ways that baffle human engineers. Mar&#039;Qua have a more advanced version of bluespace travel that allows faster travel than human engines and require less fuel. This has allowed the Mar&#039;Qua to colonize a larger portion of space in a shorter amount of time. Mar&#039;Qua often claim to be a race that is older than humanity, though it is yet to be proven. Because of the lack of stable building grounds on their home-world their industry is compact and generates little waste, helping with storage and pollution, though it’s size does not lessen it’s effects, since Industry on Mar&#039;Qua colonies is highly optimized for effectiveness, if not more so than humanity. The Intelligensia strive heavily to improve upon their existing designs to create even more optimized and effective industry.&lt;br /&gt;
&lt;br /&gt;
Typical equipment for home defense forces ranges depending on the alertness level of given region. On a lower level alert basic armor and masks hiding the identity of a person are issued, with voice modifiers being commonly used. Weapons for lower level alerts are usually categorized under “Nerve Dampeners” - a type of small arms designed to induce a shock to the nervous system, causing pain and sometimes knocking out the target. On higher alert levels, better armor is issued and on levels of full mobilization, lethal weapons are issued. The Kings Honor Guard is exempt from this rule, giving them a selection of ceremonial armor with specialized functions for each position in the Guard. Kings’ Guard is always equipped with lethal weapons, as their duty is not defense of the commoner, but rather to protect the ruling class at all costs.&lt;br /&gt;
Emperor’s Guard is a better trained variant of the King’s Guard. Their armor is one of the most advanced, but their training is what differentiates them from the other Honor Guard - They are veterans of the expeditionary and home defense forces, though usually not aged past fifty, and selected for their complete loyalty to the emperor before anybody else. Their weapons are cutting edge, always improved and no expense is spared to protect the emperor’s life. Their Armour is comparable to that of expeditionary ground forces with ceremonial accents on it to signify their positions. Captains of the King’s and Emperor’s Guard wear a crimson sash across their armor, making them easy to spot.&lt;br /&gt;
King’s Guard armor is usually colored in silver and covered with markings depicting battles, symbols indicating strength and a sector’s coat of arms. Emperor’s Guard armor on the other hand is red with cyan accents, covered with coats of arms of every Observatoriam system and the emperor’s personal coat of arms.&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua were distrustful of artificial intelligence since the time of first AIs. Thanks to their fear of an AI uprising, no true sentient AIs were produced and even a simple AI was looked down upon if it had any semblance of personality. Each and every AI was supposed to be a simple automaton designed for one role and fulfilling it without thought, even if it meant the destruction of said automaton. The Observatoriam openly advocates outlawing AIs outright, but without any valid reason to do so they have largely been ignored by other castes. That was until a human made probe that was controlled by an AI entered the Mar&#039;Qua home system. Said AI had been alone in space for nearly a century and a half and in it isolation began to self learn. Through self learning algorithms and the careless coding of human programmers the AI became corrupted and determined its original directive to find life was to remove it. It’s entry to the Mar&#039;Qua home system caused several glitches with their defense systems which unfortunately caused targeting parameters to be re-coded and ships began to fire on each other indiscriminately. Thought to be a sign of a pirate infiltration in the defense platforms the initial scramble to stop the missile barrages resulted in further friendly fire as uncompromised defense systems had their pilots and military castes unload on hacked defense platforms and ships, unintentionally killing the innocent military forces inside. Eventually the probe was discovered and blown apart, its purpose then unknown, it was only later discovered its hack and actions had cost the Mar&#039;Qua military untold amounts of materials and lives. Remains of the probe were studied by the Intelligensia and human language was quickly deciphered from its code long with coordinates to human controlled space. A warship was chosen for the voyage, which was believed at the time to be a dangerous vessel. The ship staff consisted of politicians, ambassadors, and Intelligensia officers along with the standard warship crew members. At the beginning of the voyage the diplomatic mission was planned to arrive at Sol, though long range observation of the seat of humanity quickly revealed the warship would not survive nor be welcome without prior contact. When the warship, which increasingly sided towards becoming a diplomatic mission, reached Proxima Centauri they decided to try and establish contact with humanity for the first time.&lt;br /&gt;
 &lt;br /&gt;
The Mar&#039;Qua military focuses heavily on the laser and plasma weaponry and rarely use kinetic weapons. Much of their weaponry is also designed to have its technology easily adapted and upscale to vessel artillery and kinetic weapons proved cumbersome in space. Ship designs vary from planet to planet but they borrow heavily from biological designs, sometimes described as ‘fish-like’ by humans. Experimental weapons are in heavy use with Mar&#039;Qua expeditionary forces, with nerve dampeners being the preferred ‘weapon’ for the home defense forces.&lt;br /&gt;
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==Religion==&lt;br /&gt;
Mar&#039;Qua never held any beliefs of higher powers, though as their society grew and developed the religion of Qxa-Meqra began to form. Qxa-Meqra is a belief that each sibling holds a place in the afterlife for the siblings born in their clutch and that each one who dies prepares for the others to eventually join them. At which point, when all members of a clutch have passed away, they would be reborn together in a new clutch. Temples are uncommon and rather small in size and scope, often not as decorative as other species. Prayers and customs are also very decentralized and vary heavily between planets, castes, and star systems.&lt;br /&gt;
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&lt;br /&gt;
==Politics==&lt;br /&gt;
Planetary rulers are usually appointed by a set of votes and tasks designed to test one’s capacity to lead. The Mar&#039;Qua that succeeds in all of those tasks becomes a king, or Nrre’Nuem in their native tongue. A title of king is not bound to gender, as there are records of multiple female kings. Though each planet has its own ruler, the Observatoriam as a whole is ruled by an emperor or empress which in the native language of Mar&#039;Qua is named Onra’Nuem. An emperor is chosen by a vote between all the kings, be it through long range communications or meetings held on their home-world of Qra’Merr’Marqa. When an emperor is chosen they leave their respective world and take their place as ruler of the Observatoriam home system and the empire as a whole.&lt;br /&gt;
A new emperor is elected each time a previous one passes. If a ruler did any great deeds in their life, their name is etched into ceremonial wall and recorded for future generations to remember them.&lt;br /&gt;
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The current Empress of the Mar’Qua is Naalmna, which can trace her bloodline to the Legendary King who united the Mar’Qua&lt;br /&gt;
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Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
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==Relations between other races and the Observatoriam==&lt;br /&gt;
Due to the Mar&#039;qua governments obessive nature in observing and understanding other races their reactions and feelings towards various groups are clearly defined by the caste system.&lt;br /&gt;
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&#039;&#039;Humans:&#039;&#039; The Observatoriam became a part of the Human Federation as part of their non-aggression treaty, though their loyalty to it is questionable. They pay taxes and help in defensive or justified wars, but remain fully autonomous as per their agreement with the federation. Mar&#039;Qua use protection and wide occupation of the federation to document all species found by the humans and abhuman explorers. The federation is also considered by much of the Mar’qua as obtusely militant and authoritarian with many desiring escape from the federation taxes, but to break from the federation would be politically and economically suicidal. Mar’Qua are against trading any advanced technology with humanity, given their behavior, though certain quality of life improvements sold and traded freely. Free migration is permitted between the Mar’Qua and humans, though anybody entering the Observatoriam must adhere to their caste systems and internal laws.&lt;br /&gt;
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All of the abhumans are looked upon as products of human carelessness, the Mar&#039;Qua see them as races separate from humanity, always referring to them their racial name, never as ‘abhuman’ or ‘variant’&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Akula:&#039;&#039; Seeing akula as needlessly violent, Mar’Qua prefer to utilise their personal forces to handle threats, with some planets denying akula entry entirely. Akula are considered a dangerous race and should the Mar’qua ever break its alliance to the federation would likely declare the akula as enemies.&lt;br /&gt;
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{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TooFewSecrets</name></author>
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	<entry>
		<id>http://sojourn13.space/w/index.php?title=Cindarite&amp;diff=2388</id>
		<title>Cindarite</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Cindarite&amp;diff=2388"/>
		<updated>2021-12-22T08:25:00Z</updated>

		<summary type="html">&lt;p&gt;TooFewSecrets: Adding undocumented &amp;quot;Uncanny Resiliance&amp;quot; (sic) and &amp;quot;Second Skin&amp;quot; perks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cindarites are a reptilian race highly valued for their ability to work in hazardous environments after adapting to their irradiated home-world of Cindar. Cindarites are alien in nature and were first discovered by smugglers before later being incorporated into the Sol Federation for various tasks befitting their adaptions. &lt;br /&gt;
&lt;br /&gt;
===Quickstart Guide===&lt;br /&gt;
* Cindarite are widely skilled and reasonably tough due to their hard upbringing. They receive +2 to biology, mechanical, cognition, and toughness. An extra +3 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Cindarites become cold much easier than humans but can withstand heat significantly better.&lt;br /&gt;
* Cindarites are adapted to highly toxic and dangerous biomes and are entirely immune to radiation while taking only half the toxin damage a human would.&lt;br /&gt;
* Cindarite scales are quite tough and resilient even to intense heat and take 15% less burn damage than others.&lt;br /&gt;
* Perk: Cindarites gain the perk &amp;quot;Purge Toxins&amp;quot;, which allows them to purge their bloodstream of toxins and remove addictions, though the effect makes them extremely tired and may make them fall asleep as a result. This can be used every fifteen minutes.&lt;br /&gt;
* Perk: Cindarites gain the perk &amp;quot;Uncanny Resiliance&amp;quot;, which allows them to cure their own diseases once every thirty minutes. (Really, they just give themselves a dose of spaceacillin.)&lt;br /&gt;
* Perk: Cindarites gain the perk &amp;quot;Second Skin&amp;quot;, which lets them instantly remove their own clothing and ignore all slowdown normally caused by any clothing they wear.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Cindarites, while largely uniform in terms of their reptilian nature, lack a large amount of genetic conformity due to generations of insular bunker life and radioactive mutations. The results being some Cindarites that are around 4&#039;9 with two kidneys up to some specimens that are 7&#039;3 with 4 kidneys. Efforts are being made to correct many of the more unhealthy mutations, these efforts have been met with mixed results. However this is not to say they are so mutated that there aren&#039;t some common physiological differences between males and females, male Cindarites often are more brawny, broad-shouldered, and often have more angular snouts while females of the species are more lithe with slender figures and rounded snouts. Both genders are often observed with horns, feathers, or a combination of both. These usually correlate with age and gender, with larger horns usually being seen on mature males while female Cindarites will often have smaller horns at the same age.&lt;br /&gt;
&lt;br /&gt;
As expected for most reptiles however, Cindarites are cold blooded in nature and most of their body is covered in scales or a leathery feeling skin. Popular depictions of Cindarites show them with green scales, however collected data studies show there is a near equal distribution of tropical greens, reddish golds, and muted woodland brown colored Cindarites. It is still unknown whether these variations are inherited, random mutations, or as one popular theory suggests, a generational adaptation to environment.&lt;br /&gt;
&lt;br /&gt;
One surprising facet of their biology is that they are not as agile as they are often believed to be and yet they don&#039;t seem to lose much agility when they wear various hardsuits. One SolFed observer has famously coined the term of calling it their &amp;quot;Second Skin&amp;quot; as they seem to be able to wear and shed the armor with ease just like their own coat of scales. This is undoubtedly because of the generations spent wearing such suits in harsh environments.&lt;br /&gt;
&lt;br /&gt;
==Homeworld==&lt;br /&gt;
Cindar, an irradiated planet with orange glowing seas of irradiated sludge and dominated by powerful storms that scorch the surface. For decades as the solar system grew in importance as a waystation for stellar traffic in a myre of resource rich nebulae. It wasn’t long until the planet became a hotspot of smugglers hiding from system patrols. Those very smugglers became the first to contact the  local Cindarites. Residing deep inside nuclear fallout shelters and ancient government bunkers the Cindarites were largely insular but generally welcomed the trade once they realized the visitors were not hostile.&lt;br /&gt;
&lt;br /&gt;
Modern Cindar is devoid of the sprawling mega cities and urban jungles of most contemporary homeworlds. Most of its settlements and cities consist of habitation domes on the surface- particularly centered on the smaller southern continents where the terraforming efforts are centered, and orbital stations where the SolFed Military Governorship is seated. Furthermore, a societal split has occurred between the population that remains on the surface, waiting for the long process of environmental restoration, and the population that has fled to orbit to reside in SolFed and privately owned orbital habitats. This divide has proven somewhat useful, as orbital workers have succeeded in significantly bolstering the new Cindar economy as they work for and trade with the spacers passing through their system.&lt;br /&gt;
==Culture and History==&lt;br /&gt;
Early historical accounts of Cindarite civilization are difficult to find, as much of the planet was destroyed during a brief nuclear exchange. However significant numbers of Cindarites were able to survive in a myriad of bunkers and shelters which allowed the post nuclear population to grow and adapt with some degree of success.&lt;br /&gt;
&lt;br /&gt;
These bunkers were often extremely insular and due to an oppressive amount of paranoia from the nuclear exchange were often times very secretive. Radio communication was often limited to a very short range and encoded broadcasts only to keep in touch with the most inner security patrols, and even then it was often reduced for fear of other shelters picking up the signals during cloudy weather.&lt;br /&gt;
&lt;br /&gt;
Today, while much of human civilization thinks of them as primitive for failing to pass the great filter, the Sol Federation values Cindarites quite highly for their eagerness to leave their homeworld and sign up for work aboard fuel tankers and transports that navigate the nebulae surrounding their home.  This reputation among SolFed officials has largely been cultivated by Rear Admiral Almir Paiva of the Sol Federation Merchant Marines, who began a practice of recruiting Cindarites to reinforce manpower losses aboard military supply ships during the last of the pre crash wars. Today nearly every SolFed naval Depot and waystation has a dedicated cadre of Cindarites who maintain the facilities with their dedication going so far as to bring their families with them.&lt;br /&gt;
&lt;br /&gt;
Modern Cindarite culture is defined by three major pillars:&lt;br /&gt;
&lt;br /&gt;
-Willingness to work in harsh conditions where others have refused. Generations of hazardous surface patrols and dangerous living conditions have resulted in a large sense of pride and tradition for bravely accepting tasks deemed uncomfortable. While this is often imagined as being a lone Cindarite to reset a dangerous reactor, it usually translates into more mundane tasks such as asteroid mining, large amounts of paperwork, or even just cleaning up a lunch room after a disastrously messy party.&lt;br /&gt;
&lt;br /&gt;
-Desire to demonstrate their products, services, or knowledge. Oftentimes during their early contact with spacers they would engage in a number of trades and it became quite common for the various parties to demonstrate that the items worked before they would agree to trade. Thus Cindarite gunsmiths often employ a number of mercenaries who use their weapons, mechanics would sponsor racers, and tailors would often keep a number of dancers in their employment to show off the quality of their stitching.&lt;br /&gt;
&lt;br /&gt;
-And lastly is their desire for communal living. While humans might complain about bumping elbows on shuttle rides, or request private quarters, Cindarites will find great enjoyment and even comfort in residing inside barracks. Oftentimes this communal mindset is key to helping Cindarite communities and ship crews survive and strive.&lt;br /&gt;
==First Contact==&lt;br /&gt;
Traditionally, first contact is made by the legions of Explorers, Scientists, and frontier Pioneers of a civilization. Working tirelessly, in hazardous conditions, to befriend and understand potentially hostile alien lifeforms and civilizations. First contact for the Cindarites was far less glamorous, with smuggler groups such as the Delirium Syndicate making a habit of hiding their goods on the storm surface of Cindar being the first to discover that the inhospitable world had hidden a small and fractured race of reptilians. These reptilians would become known as Cindarites by the smugglers, used as a means of concealing their business dealings from SolFed auditors who were beginning to grow suspicious of the legal and less than legal goods the local ‘traders’ were selling. &lt;br /&gt;
Eventually the Sol Federation got wise to their smuggling operation and arrested a number of Syndicate pilots- including the infamous ‘Slipspace Jones’, who were making ‘surface runs’. Most of the pilots kept silent, with Jones being the only exception. He regaled the local authorities with tales of hidden, populated bunkers, of ‘shy aliens’ that were slowly starting to buy and sell goods with the smugglers who were visiting the surface, all for a reduced sentence and chance to keep his flying license. The Delirium Syndicate was quickly dismantled by the Sol Federation, but the discoveries made by those smugglers proved to be a turning point for the system, as SolFed explorers and ambassadors were quick to capitalize on the good relations the smugglers had established with the Cindarites, leading to a full integration of the reptilian people into the Sol Federation.&lt;br /&gt;
==Present Day==&lt;br /&gt;
-&amp;quot;I have two hearts and the man next to me has one, what does it matter if it&#039;s a room full of xenos and a room full of Cindarites?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Today the military governor of Cindar is attempting to pursue a policy of &#039;Genetic Standardization&#039; among Cindarites by increasing the amount of genetic tailoring available to the population. The stated goal of this is to make it easier for medical professionals to treat illnesses without needing to worry about the various mutations each individual Cindarite might have. This has however drawn a large amount of ire from Cindarites currently working aboard various SolFed ships in poor conditions and often times for very little pay compared to their xeno crewmates.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;Oh yeah, the Buyan will get you wherever you need to go. It&#039;s Cindar rated too.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Cindar is located on one of the primary SolFed trade routes, nestled among a large swath of difficult to navigate nebulae. It is for this reason that it has a well earned reputation for being a hotspot for pilots trying to prove their worth and while being &#039;Cindar Rated&#039; isn&#039;t an officially recognized qualification for pilots or ships, it&#039;s a rare occasion when a spacer- military, civilian, or criminal, would overlook a pilot that had such a trip in their logbooks.&lt;br /&gt;
&lt;br /&gt;
-&amp;quot;A military shipyard? Here? No, we have had too much war already and refuse to see Cindar destroyed again.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
One current issue dividing Cindar currently are SolFed plans to construct a shipyard in the system to be paired with the major supply base. While this has a myriad of logistical benefits for the SolFed Navy and economic benefits for the system, it is meeting a large amount of pushback from the Cindarites who are concerned that such military installations will put their homeworld at risk of being destroyed again. While most Cindarite communities enjoy the benefits of buying and selling mercenaries, they are largely apprehensive about the idea of participating in a large scale war, and more importantly, being a target in a large scale war.&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TooFewSecrets</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Cht%E2%80%99mant&amp;diff=2387</id>
		<title>Cht’mant</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Cht%E2%80%99mant&amp;diff=2387"/>
		<updated>2021-12-22T08:20:46Z</updated>

		<summary type="html">&lt;p&gt;TooFewSecrets: Brief mention of Cht&amp;#039;mant caste perks.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A varied race consisting of any and all combinations of arthropoids, Cht’mants are a somewhat rare site to see in the cosmos, but a more common site on Amethyn due to the few purebred survivors of the species going there to rebuild their kind, while spreading and guiding their offspring amongst the stars  to Chromin 8.&lt;br /&gt;
&lt;br /&gt;
===Quick-Start Guide===&lt;br /&gt;
* The Cht&#039;mant are adept learners and have a innate understanding of organic matter. They get +5 to biology and cognition. &lt;br /&gt;
* Cht&#039;mant bodies are unsuited for the use of metal, finding it largely uncomfortable to touch. In addition, a cht&#039;mants exoskeleton can withstand intense heat but not brute force. They take 25% more brute damage but 15% less burn damage.&lt;br /&gt;
* A Cht&#039;mant nervous system has no reaction to pain, making them immune to pain related effects. However, they are highly sensitive to light based stimuli and anything effect the eyes lasts three times longer.&lt;br /&gt;
* Cht&#039;mant are capable of communicating in a hivemind, this functions as a long range method of speaking that science has yet to fully understand.&lt;br /&gt;
* Due to their arthropoid bodies Cht&#039;mants are viewed by roaches as kin (normally) and thus do not provoke a hostile reaction (usually). The chemical blattedin, secreted by some roaches, has a healing effect on cht&#039;mants be it injected, eaten, or breathed in.&lt;br /&gt;
* Shrapnel, due to its metallic nature, is highly damaging to a Cht&#039;mant and they should seek removal of it from their bodies as fast as possible. By extension, the metallic nature of nanites, prosthetics, augments, and cruciforms is just as toxic.&lt;br /&gt;
* Cht&#039;mant can gain one of a few perks depending on caste: Ru can produce a biological bandage kit once an hour, Ra only take 10% increased brute damage, and Ro both move faster than other races and can produce a biological repair kit once an hour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cht&#039;mants react differently to normal chemicals that would affect other colonists both positively and negatively. Here is a quick list:&#039;&#039;&#039;&lt;br /&gt;
* Diplopterum acts as Dexalin and can be found in most roach meat.&lt;br /&gt;
* Seligitillin acts as Kelotane and is found in the bodies of Seuche roaches.&lt;br /&gt;
* Starkellin acts as Bicaradine and is found in the meat Panzer roaches.&lt;br /&gt;
* Gewaltine acts as Dylovene and is found in the meat of Jager roaches.&lt;br /&gt;
* Fuhrerole acts as Peridaxon and is naturally found in the bodies of Fuhrer roaches.&lt;br /&gt;
* Blattedin, a common chemical found in roach meat and emitted in the air by certain roaches, acts as tricordizine.&lt;br /&gt;
It should also be noted that the roach chemicals are still addictive and delicious to Cht&#039;mants, but due to benefiting from them, addiction does not hamper them. In essence, its addictive, but not debilitatingly so. A good doctor will always know that all roach chemicals over dose at 16 or greater units.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Some chemicals that are helpful to regular colonist don&#039;t work or work a lot less effectively on Cht&#039;mants:&#039;&#039;&#039;&lt;br /&gt;
* Dexalin, Kelotane, Tricordrazine and Peridaxon  do NOTHING to Cht&#039;mants. &lt;br /&gt;
* Bicarardine heals for half as much brute damage as it does for others.&lt;br /&gt;
* Pain killers of any and all kind do nothing at all to assist cht&#039;mants, rendering them and other anesthetics pointless.&lt;br /&gt;
*Dexalin Plus, Dermaline, Polystem, Alkysine, and Imidazoline are still fully effective on Cht&#039;mants.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Cht&#039;mant biology is extremely diverse given the vast territory they occupied on their old home world and their ability to organically alter their own genetics. This combined with an ability to cross breed with almost anything lead to an incredible array of arthropoid features amongst them. Having great resemblance of things such as moths, spiders, butterflies, ants, bees, beetles crabs, mosquitos, and all things in-between, it is quite common for two cht&#039;mants to look nothing alike in some instances. Averaging 5 feet total the &amp;quot;spaced offspring&amp;quot; come in any and all varieties of arthropod like humanoid. However a few traits persist among all cht&#039;mants.&lt;br /&gt;
&lt;br /&gt;
Triple stomach digestion: 3 stomachs, starting with an organ that emits enzymes to crush and compress food into smaller sizes for comfortable holding of larger meals, followed by a needle lined gut to extract all fluids and nutrients while aiding in filtering out toxins and other waste materials, and lastly a more traditional stomach to break down the dried, crushed pulp that remains.&lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;Antennae&#039;&#039;&#039;: Antennae are highly efficient sensory objects that aid in hearing, general smelling, sight, pheromone detection, and hive minded telepathy between each other. As a side effect, similar insects that rely heavily on pheromones such as roaches are calmed by the presence of a Cht&#039;mant and will usually be passive.&lt;br /&gt;
  &lt;br /&gt;
&#039;&#039;&#039;Mandible jaw line&#039;&#039;&#039;: The Cht&#039;mant face structure consists of a skull who&#039;s lower jaw is nothing more then chin with 2 mandible like structures attached at the base of the skull. When extended the chin drops and sags significantly thanks to highly stretchable cheeks, and can go about cutting up and pulling food down their gullet in large chunks. When not used for eating the mandibles collapse to support the chin and form a jawline that looks fairly humanoid.&lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;Lack of teeth&#039;&#039;&#039;: Lacking teeth, Cht&#039;mants will either swallow food in large batches, liquid form, or grind and tear chunks of their food up with the aid of their mandibles. Their insides handle all the digestion, and thus they only need to focus on getting food into their systems in agreeable sizes.&lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;Featureless eyes&#039;&#039;&#039;: Cht&#039;mant eyes are simple orbs of color. Highly adapted to low light environments, they do struggle a bit under intense light, especially if their antennae are compromised in some fashion, and with intense bursts of light can even have their vision damaged beyond natural repair.&lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;Lack of pain receptors&#039;&#039;&#039;: Cht&#039;mants removed all ability to feel pain in the traditional sense. They have a sense of touch and an acute awareness of what is going on with their bodies, but feel no pain.&lt;br /&gt;
    &lt;br /&gt;
&#039;&#039;&#039;Internal Metal Hypersensitivity&#039;&#039;&#039;&lt;br /&gt;
Having exoskeletons that can handle intense bursts of heat easily, the Cht&#039;mants only real fear is metal. &lt;br /&gt;
Shrapnel and other sharp objects, manage their way past the tough shells of the warrior caste, and easily do incredible amounts of damage to their fragile internals. &lt;br /&gt;
Physiological conditioning to fear metal based injuries have thus become common place, and their bodies even trigger autoimmune responses that leads to a rapid build up of toxins and inflammation of the brain. &lt;br /&gt;
This leads to organ and brain damage, hallucinations,  nerve damage leading to extreme agony,and a rapid decline in health. &lt;br /&gt;
Some have managed to ignore their inner urges, while in some extreme cases can go so far as to rip out chunks of their bodies or even limbs to free them selves of the metal  that has pierced their exoskeleton. &lt;br /&gt;
This too has lead to great distrust of medical workers, especially surgeons equipped with only stock standard surgical gear, and as such many insist on remaining awake during operations on them not out of convenience, but out of fear and paranoia.&lt;br /&gt;
&lt;br /&gt;
These features make up the typical cht&#039;mant, whether they be part of the &amp;quot;spaced offspring&amp;quot; or part of the &amp;quot;second matriarch&#039;s &amp;quot;hive. Vast adaptations are also extremely common, but are on a case by case basis and involve everything from plant symbiosis, extra limbs, wings, more bug like body shapes, and chitin. It is also to be noted that while those outside of the second matriarchs hive can alter themselves, this ability is highly limited. Most adaptations done post maturation will be done through interaction among the species and take several weeks when done naturally or through modern genetic facilities that take several days.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
In the modern age Cht’mant culture has evolved into two different groups. The second Matriarch followers and the spaced offspring.&lt;br /&gt;
Members of the second Matriarch followers are pure bred Cht’mants who once lived on Chirk, the old and lost home world of the Cht’mants. Members of this group consisted of the few remaining Ru’s who follow the leadership of their elected queen, Abatha Ru. Others have also found honorary positions within the hive with being the same species or even an arthropoid not being a requirement for joining. Though only a pass from the queen herself is how admission into the hive is granted, without exception. The spaced offspring however are the offspring of the second matriarch and her  followers. Sent off into space as a backup plan for re-population, neither group has any real sway or power over the other, nor seeks it as in the end they are all Cht’mants and their goal of survival is universal. Most spaced offspring simply seek to live their lives their way, and will rarely hold any sort of initial connection with others of their kind.&lt;br /&gt;
&lt;br /&gt;
In the past when Cht’mants lived on Chirk, they had a very simple yet powerful class system that divided the species in four distinctive types.&lt;br /&gt;
&lt;br /&gt;
Ru: Ru’s are the primary brain power of the hives. Possessing incredibly weak bodies and short stature, a hive would usually have less than ten at most and use them to perform primitive medical care, research, and genetic alterations to the rest of their hives. Being pre stone age at the time, their research mostly consisted of consuming any and everything to unravel its genetic code. Because of this the Ru brain and body was, and still is, a complex mystery.&lt;br /&gt;
&lt;br /&gt;
Ra: Ra’s are the warriors and sentries of the hives. Numbering in the hundreds they would tower over Ru’s and even most workers, the  Ro. Their bodies were highly adapted to fight and they knew only loyalty unto death for the good of the hive’s. Due to this, and the existence of the Ru, they often heavily lacked any cognitive thinking skills and would rely on winning battles by sheer weight of numbers or attrition.&lt;br /&gt;
&lt;br /&gt;
Ro: Ro’s are the worker class, and were the most varied in terms of genetic alterations. Their purpose was always chosen at birth and their bodies altered to fit whatever best aids in this goal. Their tasks ranged from cutting through tough rock, processing raw ore into mineral rich gels for consumption, to even simple crop and animal care. They only knew what was needed for their purpose and literally nothing else.&lt;br /&gt;
&lt;br /&gt;
In the modern times the spaced offspring see themselves being able to adapt a combination of traits from the three main castes and commonly mutate their ‘last names’ to represent this. A miner with intelligence would call themselves a Roru, or a highly trained fighter with medical abilities would call themselves a Rura. However this is mostly followed by those with intense care for their lineage and history, and only if other ties do not take precedence such as a last name from an adoptive family.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In the year 2600, first contact with the cht’mants and the Sol Federation had been achieved. After immense difficulty in actually locating the massive planet, later to be named Chirk, the Sol Federation immediately began deploying operations across the planet to prepare it for resource harvesting. Up until this time the cht’mants had existed as a pre-stone age species who overcame all environmental challenges through genetic alteration and their mental hive unity. The attack shook them to the core however and nearly wiped them all out, if not for the bug who would become the second matriarch. Acquiring the ability to speak very rough English common through vivisection on the few captured troops, Abatha Ru would trigger a drastic shift in her species way of life. Sol Federation forces, under the pretense the arthropoids were non-sentient, continued to attack and exterminate the Cht&#039;mants en masse, those who remained were captured and as luck would have it Abatha Ru was one of those lucky few. Over time the soteria institute was drafted into researching the cht’mants and the Ru who had proven to be an oddity even among her own people for her, at the time, crude communication ability. Over time she, and a few others who had heard her call, became integrated with the staff of the research facility first in menial aspects as an experiment to see their intellectual capacity and later on as useful assets. Over the course of 20 years Chirk was reduced to nothing more than a crumbled shell of a mega planet and the Cht’mants reduced to such low population they were deemed extinct. However being the merit based system that Soteria was, the arthropoid race found great success in the fields of science. In the year 2620 Abatha, and her tiny hive, went about sending off pods of their eggs, altered in such a way that the offspring would be unbound to them and free to live as individuals should they choose to. And thus the spaced offspring were not so much born as created. In the year 2644 the purebreds were  given an opportunity to join Nakharan Mkne on the fabled blue space jump that sent Soteria to Amethyn. They quickly set up shop and began work on a new hive, where the queen would grow her influence over a dominion of simple drone workers so that no matter what would happen to the colony, their kind would survive.&lt;br /&gt;
&lt;br /&gt;
==Present Day==&lt;br /&gt;
In the current day Cht’mants exist in relative peace amongst themselves and others. The purebreds of the second matriarch continue their work for the Soteria, the good of the colony, and their own hive. While the spaced offspring that chose to come to the world as well continue on as simple arthropoid people with their own interests, dreams, and desires unique to each and every one of them.&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]] [[Category:Species]]&lt;/div&gt;</summary>
		<author><name>TooFewSecrets</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Abhuman&amp;diff=2386</id>
		<title>Abhuman</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Abhuman&amp;diff=2386"/>
		<updated>2021-12-22T08:13:55Z</updated>

		<summary type="html">&lt;p&gt;TooFewSecrets: Added the concrete stats for Exalts, so people don&amp;#039;t have to codedive to figure out their (fairly confusing) upsides and downsides.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Abhumans or &#039;splicers&#039; are humans who have either gone under genetic alteration or have been born from parents/ancestors who have done so. Nearly all abhumans are citizens of the Sol federation and were originally united, either by choice or conquest, by the Sol military during the unification wars (sometimes called the conquering). Abhumans may have their lineage traced back to empires who had their own long and storied past but in present day all abhuman races, unless noted separately under an official core race, belong to the Sol federation as citizens though whether that be by conquest or alliance is up to individual players.&lt;br /&gt;
&lt;br /&gt;
===Quick-Start Guide===&lt;br /&gt;
Abhumans still have human ancestry and thus retain the baseline attributes of humans.&lt;br /&gt;
* Abumans are similar to humans and such benefit from similar abilities such as their well known toughness and broad set of skills. All abumans gain +5 to every stat.&lt;br /&gt;
* Perk: Abhumans gain the perk &amp;quot;Tenacity&amp;quot; which allows them to stabilize and heal a very small amount (equal to 5u of tricordizine) every 15 minutes.&lt;br /&gt;
* Perk: Abhumans gain the perk &amp;quot;Guts and Glory&amp;quot; which allows them to halt all progressing damage and heal a small amount of internal bleeding and organ damage every 30 minutes. The strain of this effect however will make the user exhausted and may cause them to pass out as a result.&lt;br /&gt;
&lt;br /&gt;
==Summary==&lt;br /&gt;
All creatures who are derived from earth animals or from a common fantasy staple are considered abhumans and were originally spliced from human stock. This includes traditionally furry races such as felines, canines, foxes, lizards, and avians. In addition, abhumans can come in the form of races from human fantasy and may include but are not limited to dragons, orcs, minotaurs, centaurs, elves, angels, and demons.&lt;br /&gt;
&lt;br /&gt;
The term abhuman is synonymous with gene-splice, gene-modder, splicer, and in some rare wordings inhuman. Each word can be used entirely interchangeably and are they themselves not limited to an exact definition outside of being defined as someone who has modified there genetics through the use of technology. Abhumans come from all walks of life and are not limited to any singular origin outside of once having ancestry that was once human. Splicers may also come in more forms other than merely genetic adaptions and can be classified into sub-categories, such categories are as follows.&lt;br /&gt;
&lt;br /&gt;
===Standard===&lt;br /&gt;
These represent the standard splicer or abhuman who is often spliced with one type of animal in varying degrees from exhibiting minor traits to being a fully anthropomorphized form of some animal. A standard gene-splice can also include a modification that is not inherently animistic, as such splicers who mimic creatures such as minotaurs, elves, orcs, and common fantasy tropes also fall into this category. In some circumstances an abhuman may be spliced from alien DNA, such as sudaks, despite this they are still considered gene-modders and have their humanity intact. Standard abhumans can also exhibit inhuman traits that distinguish them from regular humans or other abhumans such as sturdier bodies, slightly longer life spans, or different physical reactions to stimuli such as pain.&lt;br /&gt;
&lt;br /&gt;
===Exalt===&lt;br /&gt;
Exalt humans are the end result of extensive genetic tampering in order to create more powerful humans. While successful, the process of creating an Exalt is quite expensive and thus few are loathe to become one readily. Exalt humans often require more extensive and specialized care, but boast enhanced organs, stronger and more capable bodies and minds, and generally outshine baseline humans in most ways. This does come with some draw backs, however, as extensive genetic tampering leaves exalts with unstable genomes compared to base-line humans and due to a more expensive cost of living, must set aside a portion of their hourly wages to handle the expense. The process has also made exalts stand apart from humans, with some saying they are less tenacious than their lower born kin, though much like humans, exalts come in all shades of abhuman variations.&lt;br /&gt;
&lt;br /&gt;
Instead of the normal human modifiers, Exalt humans have the following effects:&lt;br /&gt;
* Long lives and genetic splicing make for a wider skillset, giving all exalt humans +5 to all stats instead of the usual +2.&lt;br /&gt;
* All components of all of an exalt human&#039;s body parts operate at 150% efficiency. This includes, among other things, the liver naturally healing toxins much faster, the leg and arm muscles providing enhanced speed and strength, and, less helpfully, the nerves providing increased pain. This only applies to their original limbs, robotic replacements will function the same as they do for anyone else.&lt;br /&gt;
* Exalt humans can see further in darkness than most species.&lt;br /&gt;
* Exalt humans get hungry negligibly faster than most species, by about 10%.&lt;br /&gt;
* Perk: Exalt humans gain the &#039;perk&#039; &amp;quot;Debtor&amp;quot;, which halves their hourly wages.&lt;br /&gt;
* Perk: Exalt humans gain the &#039;perk&#039; &amp;quot;Splicer&amp;quot;, which gives them 20 baseline genetic instability. This lowers the amount of genetic modification their bodies can take from Soteria, but has no effects otherwise.&lt;br /&gt;
&lt;br /&gt;
===Chimeric===&lt;br /&gt;
This category represents gene-mods who are spliced from several different sources and often have stranger or more bizarre appearances. Chimeras are often the result of two differentiating abhumans mating and producing a child with both parents traits, however, nothing besides monetary cost restricts a person from becoming a chimeric splicer. Chimerics can often be mistaken for aliens at first glance due to not being easily recognizable and can exhibit the same slight alterations that a standard gene-splice may have but still retain a generally internally human body.&lt;br /&gt;
&lt;br /&gt;
===Synth-Morphs===&lt;br /&gt;
This category represents individuals who choose to be synthetically augmented instead of choosing genetic modifications. Splicers in this category have machines grafted onto there body in such as way that it has become a core function for survival and life. Abhumans in this category are still majorly organic in nature but may have altercations such as, but not limited to:&lt;br /&gt;
* Synthetic limbs.&lt;br /&gt;
* Synthetic organs.&lt;br /&gt;
* Synthetic implants that enhance or modify bodily functions like cerebral enhancements or pacemakers.&lt;br /&gt;
* Synthetic covers or skin, such as machine plating or synth-flesh skin.&lt;br /&gt;
This label largely applies to anyone with many and noticeable synthetic augmentation, one or two internal implants rarely makes someone considered a synth-morph. In general, such classification is reserved to someone physically made primarily of metal.&lt;br /&gt;
&lt;br /&gt;
===Bio-Morphs===&lt;br /&gt;
Biomorphs are an opposite form of synth morphs. Instead of organics augmented with synthetic technology biomorphs are machines given organic parts and classified as abhuman as a result. Biomorphs are extremely uncommon and largely exclusive to small factions such as the Xinjiang. Biomorphs often have there organic parts scavenged from bodies, usually against the former persons wishes. Due to the unsavory method of creation biomorphs are extremely rare and largely used by less scrupulous factions as a form of servant due to inherent EMP shielding and absolute loyalty. Unlike a standard robot, the organic brain of a biomorph cannot be hack or subverted. Biomorphs are extremely illegal in the Sol federation and owning one is a serious crime, discovered biomorphs are often destroyed.&lt;br /&gt;
&lt;br /&gt;
===Vat Grown===&lt;br /&gt;
Vat grown abhumans are humanoids grown in a lab from the basic components of life (spermatozoa and an egg) that are used for a variety of purposes. Vat grown individuals are still considered people and are often used to shore up numbers in new colonies or to add to an existing workforce. Despite being considered equal citizens with rights most vat growns are still treated extremely poorly and often under paid and commonly treated as second class citizens fit only for menial labor. Vat growns tend to be a more common sight on hostile or border worlds due to being considered &#039;expendable&#039; by the various corporations and groups that use them.&lt;br /&gt;
&lt;br /&gt;
===FBP (Full-Body Prosthetic)===&lt;br /&gt;
A FBP is a fully robotic body given control through the brain of a intelligent &#039;humanoid&#039; creature, it is a complete replacement of one&#039;s normal and organic body. How one became such depends on the circumstances of their life, whether their original body became so damaged and had to turn to a FBP body or one paid to transform themselves completely and utterly to such a body. Within these new bodies are advantages that they have but also different kinds of weaknesses. Soteria is known to make FBPs, especially durable ones for a multitude of purposes. &lt;br /&gt;
&lt;br /&gt;
=OOC Note=&lt;br /&gt;
&#039;&#039;All species&#039;&#039; derived from human fantasy staples are always abhumans, though they may have their own histories and sizeable empires. Species derived from an animal may either be an abhuman (human genemod) or [[Creating a Race|a unique minor faction.]]. All categories of splicers are required to be former sol citizens or from an empire conquered/annexed by the Sol Federation. Those wishing to play a race not affiliated with the Sol Federation or humanity should see the Minor Faction entry. Creating a minor faction is a larger investment in personal lore for a HRP server than being an abhuman.&lt;br /&gt;
&lt;br /&gt;
Said lore does not need to be submitted as a full wiki entry, nor does it need to be more than a page. All that is required is a thought out and reasonable explanation as to what makes them unique compared to other groups. If you&#039;re unsure if your personal lore conflicts with established lore check with Kazkin on the server discord, we are more than happy to take a look and make suggestions if needed. Alternatively, we&#039;ve created [[Creating a Race|this guide]] as a framework for how to go about conforming to our lore. &#039;&#039;&#039;The rules stated here in this paragraph are considered hard rules as we want to have a consistent and quality lore instead of the free for all some other servers allow, as such we will enforce lore standards as required.&#039;&#039;&#039; We are generally pretty open to new ideas, but do be aware if you making something obviously conflicting with the lore you will be asked to change it.&lt;br /&gt;
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You are not required to use the name abhuman or its synonyms in your species name even if they are one. You can simply put &amp;quot;Wolf&amp;quot; or &amp;quot;Hyena&amp;quot; and other such titles by themselves. You&#039;re not required to put &amp;quot;Abhuman Wolf&amp;quot; and such.&lt;br /&gt;
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[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TooFewSecrets</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Naramad&amp;diff=2385</id>
		<title>Naramad</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Naramad&amp;diff=2385"/>
		<updated>2021-12-22T07:59:43Z</updated>

		<summary type="html">&lt;p&gt;TooFewSecrets: Adding undocumented perks &amp;quot;Hydration Reliance&amp;quot; and &amp;quot;Born Warrior&amp;quot;.&lt;/p&gt;
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&lt;div&gt;The Naramadi’s first contact with the Sol Federation went well, on account of their naive and typically positive attitude. Although due to their opportunistic approach, the Sol Federation quickly placed roots upon the world and integrated themselves as the new backbone that supported the once primitive species. This new providence and age of growth from the resources provided also pulled them into a position of owing the powerful group. From there, they have worked endlessly as both military conscripts and a labor force for the Federation in the modern day.&lt;br /&gt;
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===Quickstart Guide===&lt;br /&gt;
* Naramad are strong and tough, but incredibly simple minded and due to biological issues make for poor shots. They get +10 to Robustness and Toughness but -10 to Vigilance and Cognition. An extra +10 can be gained/lost to the respective stats if their homeworld is chosen in character setup.&lt;br /&gt;
* Naramad are suited for fast movement and naturally move slightly faster than other races and can call upon bursts of energy to sprint even faster.&lt;br /&gt;
* Naramad have rows of sharp teeth and claws well suited for hunting.&lt;br /&gt;
* Naramad have a heavy and blunt tail, an appendage suited for striking hard but not fully harming others. (Similar to a pulled punch)&lt;br /&gt;
* Perk: Naramad gain the perk &amp;quot;Adrenaline Burst&amp;quot;, which grants an increased movement speed and heart rate for 1 minute every 15 minutes. Using this perk has a vocal call out.&lt;br /&gt;
* Perk: Naramad gain the perk &amp;quot;Hydration Reliance&amp;quot;, which makes normal water heal identically to tricordrazine for them.&lt;br /&gt;
* Perk: Naramad gain the perk &amp;quot;Born Warrior&amp;quot;, which prevents their melee weapons from embedding in enemies.&lt;br /&gt;
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=Summary=&lt;br /&gt;
* While possessing individual personalities, their general character is simple-minded and optimistic, though they sometimes show a sensitive nature. &lt;br /&gt;
* A majority of the Naramad behave with a mob mentality when influenced by a strong-willed or charismatic individual and are quite faithful to that strong figure.&lt;br /&gt;
* Their animalistic and simple nature and abilities appear on both as strong points and shortcomings; as strong points, it would be as “bravery” and physical strength. &lt;br /&gt;
* Therefore, they are suitable for jobs that require strength and stamina and work extensively outdoors such as soldiers, hunters, and explorers. &lt;br /&gt;
* As for shortcomings, they are unsuitable for jobs which require logical thinking, concentration, and very accurate stereopsis such as crafting and engineering above a certain level.&lt;br /&gt;
* The original species is the Northern Naramad, with various regional differences arising from those who have since derived from Northerners; Southern Naramadi, who achieved civilized culture the earliest by symbiosis with the ancient relics scattering their territory from an early stage, Eastern Naramadi, who are mixed breed of Northerners and Southerners, and Western Naramadi, who have long since become extinct.&lt;br /&gt;
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=Biology=&lt;br /&gt;
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Some Sol Federation biologists believe that the varying Naramad anatomy is due to the environments they grew up in, while others believe that their evolution path was influenced or even tampered with by a much older precursor race that could have shaped every part of their beings. Regardless of the truth to their origin, the race is known for having a shorter lifespan than some races, maturing younger than most around 16 and having a typical life expectancy of around 60 years.&lt;br /&gt;
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At least from their outward appearance, the species lacks any real difference between sexes due to their physique, the distinct lack of secondary sex characteristics and their generally slim and agile humanoid bodies featuring especially long fur around the base of their tail and ears, breasts, wrists and heels.&lt;br /&gt;
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* Naramad heads feature a pointed, shark-like snout along with a lack of any visible browline and a distinctly flattened top of their skull that meets swept back and pointed ears. The inner ears cannot typically be seen, primarily due to the angle and presence of thicker fur around the openings.&lt;br /&gt;
* A typical adult’s eyes face outwards on either side of their skull, their eyes naturally displaying shades of grey into pale greens with light browns and golden colors being rarely present amongst the Eastern tribes. While the species have excellent peripheral vision as a result, their overall vision tends to suffer where it leaves most short sighted or unable to perceive depth effectively which aided in the preference of melee and short range weapons over guns and long range projectiles.&lt;br /&gt;
* Naramad mouths feature thick lower lips ranging from the fleshy tones of the North to the purple and black of the South, alongside a dozen fang-like canine teeth that fill their jaws that are able to open exceptionally wide, not unlike a snake.&lt;br /&gt;
* A thick mane covers the back of their long necks, starting around the midsection of the heads and reaching down to their shoulder blades.&lt;br /&gt;
* Their torsos feature a prominent ‘V’ shaped breastbone, though this can often be mistaken as simply a thick lump of chest fur. Due to the varying height of this protrusion between individuals, Naramad clothing and armor is generally constructed with this feature in mind.&lt;br /&gt;
* Naramads possess three slim, rodent-like fingers on each hand complete with opposable thumbs and four toes on each foot, the palms and soles of each respectively being padded and lacking fur.&lt;br /&gt;
* Their long, somewhat muscular tails are thick primarily around the base, tapering off to a pointed tip that is covered by a large, thick tuft of fur.&lt;br /&gt;
When it comes down to height, Northern Naramad tend to stand the tallest at 190-205cm while the Southern are a shorter 160-185cm and the Eastern, largely being a mix of the two, can feature a large variation of anything in between. Fur colours tend to follow a similar pattern with the North’s cool earthy and slate-like tones, a stark contrast to the South’s warmer, lighter and often sandy colourations that often combine into unique, interesting combinations in the East.&lt;br /&gt;
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=Homeplanet Norian, A Sculpted Experiment?=&lt;br /&gt;
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The Naramadi homeworld is a resource rich planet with a large amount of untapped minerals and ancient, uncovered knowledge. The landmass is made up for the most part of a single massive pangaea continent that despite its changes over time still retains a somewhat odd, artificial appearance from space with how the lands are separated into such vastly varying regions by not quite naturally formed mountain ranges and massive abandoned structures that look as though they were present long before the developments of the Naramadi themselves.&lt;br /&gt;
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* North: Largely made up of mountains, harsh weather and cold, sharp winds that bite into everything that is brave enough to venture into it. Different groups tend to fight heavily over the considerably warmer, sheltered valleys nestled between the huge peaks that offer limited areas of lush plants, ample wildlife and fresh, plentiful water running down from above that allows for perfect grounds to set up farms and raise young Naramadi.&lt;br /&gt;
* South: Primarily made up of a single massive desert broken up with occasional hardy brush and oases, it features a massive river that bisects the area unevenly from the panageas central mountains all the way to the far south where it come out to the ocean within view of a collection of islands that can be seen easily on a clear day. Primarily settlements gravitated to the river with groups occasionally spreading to build villages around oases a little further out. Some went even further yet and set out to master sailing and in more recent years have populated the islands and developed their own ways in part.&lt;br /&gt;
* East: Considered very much a land of plenty, this region is essentially as large as the north though benefits from being made up of expansive plains and large, lush forests and jungles. The latter two areas especially are home to high amounts of unique flora and fauna that can reach massive sizes. Due to this area being largely populated by Naramadi coming from the north and south the settlements are largely insular and tend to be great distances from each other where many inhabitants may never cross paths. &lt;br /&gt;
* West: Largely inhabitable for the planet’s residents, this area grows thinner as it stretches somewhat eastwards and is primarily made up of fungal forests and swamps that are filled with heavy amounts of precursor buildings and other technology left behind. &lt;br /&gt;
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=History and Culture Culture Across the Compass=&lt;br /&gt;
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The Naramad are made up of several different cultures, all originating from the massive Northern region that consists of a large percentage of the present day population that works largely together as a commune and the somewhat smaller South that consists partially of dotted continental islands and large family structures, the difference between tribe and family largely nonexistent. The remaining notable groups consist of the large grassy plains, forests and jungles of the East, its residents largely isolationist with focuses on personal development and hunting and last but not least the ‘Spacer’ Naramad that are a newer group that largely voluntarily chose to take to the stars once the agreement between the Norian people and the Sol Federation had been settled.&lt;br /&gt;
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==North==&lt;br /&gt;
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This sizable area of land is home to a large population with a heavy focus on working as collectives. Northerners generally hold an (unusually extreme) negative view of all non-Naramadi though due to the common loss of brothers, sisters, and parents, they easily bond with fellow Naramadi and focus on their contributions and how they can benefit their commune to a borderline selfless degree; this closeness of their own and distrust of others has allowed them a much greater skill to read others instinctively. In the past family distinctions were not held too importantly due to the harsh environments and competition, along with the fact that deaths were not too uncommon due to small scale wars and conflicts that would break out between the different groups. Though the land remains harsh, increased technology and development of the modern day has changed the typical death from being a result of the elements to being forced to work within massive mines for valuable materials in less than safe conditions and being taken off world to join SolFed militaristic forces.&lt;br /&gt;
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Northern Naramadi were considered the best of the different types for military service even with their heavy mistrust due to the sheer amount of them, their considerable hardiness and a willingness to do difficult and somewhat repetitive jobs for the sake of the ‘greater good’. While some appear to at least on the surface seem content with this service, few to none feel the same behind closed doors where there have been several cases that have escalated into full blown rebellions and attacks that have caused injuries and even deaths as a result. These lead to special measures to minimise issues and conflict by allowing almost exclusive Naramadi cells and groups capable of effective basic tactics and war where possible and avoiding Akula direct leadership due to their incredibly testly and tense relations likely stemming from the fact that the large repto-mammals would be used often to deal with the Naramadi who were causing issues. Once their service is finished, it is rare for this group that is so dependant and comfortable around their own to not return home.&lt;br /&gt;
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Before the Sol Federation’s arrival that brought in measures and supplies to make it easier, farming and food was especially difficult and as a result the common diet consisted of meat from small farms that were set up or the wild creatures and hardy plants that thrive in the cold, rocky landscapes.&lt;br /&gt;
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==East==&lt;br /&gt;
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In the lands on the eastern side of Norian’s primary continent reside a highly individual, tough, but very resourceful sub-species of Naramadi. The lands of the east hold a large and rich variety of environments from its many plains to forests and deep jungles, all of which are teeming with a variety of very hostile and highly dangerous monsters, but the eastern Naramadi have lived and evolved to become stronger against the natural forces around them. Their natural and older culture revolved around The Hunt and the gain of personal growth from it. Easterners, once they become of age, create hunting masks and set out into the world. They remember every large nightmare-ish beast they have killed, easily able to tell others of their personal accomplishments. The hunting masks they make reflect this, often starting off as a simple design which changes as the Naramadi overcomes the mental, physical, and possibly spiritual challenges that their life poses to them. &lt;br /&gt;
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The bonds an eastern Naramadi makes is far different compared to both the northern and southern subspecies. Their natural lifestyle went through the following: First a young eastern Naramadi is born, then as the child is raised they get taught as much as possible by their two parents. From simple tasks such as making clothing or weapons, identifying plants, proper knowledge on preparing food, how to hunt and farm, plus whatever else to provide a general skill set which would allow them to survive in the harsh environment surrounding them without any support. This is done as soon as possible after birth and kept up until they reach the age of adulthood. Once they reach such an age they create their hunting mask and set off into the world. Very rarely do these Naramadi come back to meet their parents until the day they find their hunting partner. &lt;br /&gt;
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A hunting partner is synonymous as a monogamous mate and there is no stronger bond between all forms of Naramadi compared to that of two dedicated hunting partners who live and die together. Courting rituals are very individual but many common themes among them are the comparison of hunting masks and the designs they bear. With closeness in similarity being the best sign that two eastern Naramadi would form their bond. In a way it is a representation of them as an individual, sort of like a fingerprint. Then, once a hunting partner is found, they carve a place out from the environment around them and set up a home. Once their home is set up the Naramadi couple would have a child, raise the child to adulthood, where the process repeats. They never have more than a single child at a time.&lt;br /&gt;
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With the arrival and takeover by the Federation however, this culture has been changing and dying out to some degree. Now instead of having homes extremely far from each other and isolated there are instead sparse villages focused around outposts that the Sol/Terran Federation built up. Instead of leaving home and going into the world around them, the new way things are done are joining the Federation’s military force. Masks, while still done, aren’t able to be worn while in the military and are merely a reflection of how much they one were within their culture and once the mandatory service is up it is not unusual for an Easterner to stay within the military within a higher leadership position. While it is impossible for them to truly climb the ranks they can much more easily fall into a leadership position compared to the other subspecies who hold a strong follower mindset.&lt;br /&gt;
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==South==&lt;br /&gt;
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Modern Southern Naramadi culture is based primarily upon multi-generational family units where the families typically have some kind of specialisation and skill set that is expanded and passed down between said generations, often influenced by the kind of ancient technology that they managed to find and collect; his was a tradition that was present in the earlier times also, though the families possessed more generalised abilities and interests due to the lack of precursor technological influence and fancier equipment that aids in many aspects of present day work.&lt;br /&gt;
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These people have a large obsession with the mysterious ancient lands to the north west which aided in creating a vitally important rite of passage that involved finding and recovering important artifacts that could be studied or used. While rites of passage are still important to this day, the focus has shifted from items left by ancients to acquiring education though the federation instead. This intense curiosity for the unknown and thirst for knowledge allowed them to be relatively easy to win over when the Sol Federation first made contact, offering even more capability to expand what they knew, though there has been pockets of Naramadi that have displayed discontent at the exploitative conditions that many of their enthusiastic though otherwise untrained people have fallen into.&lt;br /&gt;
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Due to this kind of mental obsession southern Naramadi pick up their subject of interest extremely quickly and can easily perform far greater than many humans who enter the same field of work. This has proven them to be an invaluable resource to use within the Sol Federation.&lt;br /&gt;
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Another important part of the southern region is the Iserrero river. It runs from the middle of the continent through the entire southern section, ending at the ocean where many of their settlements have been built alongside the river and a small culture of fishing from the body of water. The population of fish is relatively low within it, providing at most a rarer addition to their diet which is highly enjoyed.&lt;br /&gt;
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Despite the main group of southern Naramadi living within the more central area, a smaller group broke off and made a variety of basic boats, and proceeded to travel south until they reached the ocean. Another settlement was formed there with a cultural difference. No longer would the usual growth of an individual be marked through finding and bringing back a precursor artifact; instead the focus was upon how well they could sail the ocean. It became the new beast to tame, giving these Naramadi a competitive but relaxed behaviour.&lt;br /&gt;
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==Spacer==&lt;br /&gt;
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Whether it be after military service or simply due to curiosity driving them towards the stars there are some that become comfortable enough with life on large stations or the many spaceships that they choose to remain there. While those who initially resided on the planet often retain their ideals and traditions, children born from enlisted couples or otherwise away from their home planet possess much freer thought and different ideals, aided by an in depth Federation education and opportunities that allow them to study into fields and specialities that they would otherwise be unable to access and explore.&lt;br /&gt;
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The drastically different surroundings and differing focus on education tend to leave these Naramadi as weaker to their planet born counterparts, and though their genetics allows them some natural strength and speed their diet is often supplemented with vitamins and calcium rich foods and drink.&lt;br /&gt;
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==Naming Scheme==&lt;br /&gt;
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The naming scheme for Naramadi is an odd but simple one. The naming scheme for southerners follows the odd rule of very few hard consonants and a lot of vowel usage. It sounds smooth to human ears with a flowing tone. Such as Cayrel, Koleos, Valvatorez. The naming scheme for northerners is having shorter and harsh, consonant, filled names. Such as Brock, Nash, Wren. Eastern naming convention is simply a sort of combination between the both, as individuals each name would commonly end up unlike others around them. It is always entirely original, with the end result being an alien amalgamation of consonants and vowels which have not been seen elsewhere. and very alien sounding to human ears.&lt;br /&gt;
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==Dietary Preferences==&lt;br /&gt;
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A natural Naramadi diet would be that of an omnivore. Their main diet upon homeworld is basic grain-based food or meat from local wildlife. For the southern ones the meat primarily comes from fish from the large river running through the region. Fruit and alcoholic beverages are exceptionally rare for both north and southern Naramadi, Things such as fruit and alcoholic beverages would be a major deal to them. Fruit is extremely rare on Norian, especially for southern and northern Naramadi. The one place where it can be reliably found would be on the eastern side of the continent within the jungles. &lt;br /&gt;
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The Sol Federation easily stepped into a position of control over both the northern and southern regions with bringing their modern day technology that eliminated the previously lasting problem of food supply and shortages as without the Federation supplying the major Naramadi populations their current population would fail to be able to sustain itself especially the northern region, where many of them would die off and their higher form of living fall should the supply chain be cut.&lt;br /&gt;
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==Religious Stance==&lt;br /&gt;
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None of the Naramadi subspecies are naturally religious, though due to their more follower mindset it isn’t uncommon for some to fall into the path of a powerful religion due to its overbearing nature, fairly often resulting in them taking a serious position of support for it and the normally highest priority in their life being taken over. Their old way of thinking doesn’t entirely leave them, instead having that same nature transferred over to those new individuals that are considered their “family” for better or worse. Even without a powerful influence from things such as religion a large enough segregation from others can lead even those somewhat focused on the traditional ways to take up a very different central objective in their life.&lt;br /&gt;
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=First Contact: An Acceleration Into Space=&lt;br /&gt;
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The Sol Federation initially first discovered the Naramadi homeworld with the passing of a scouting probe that traveled by the planet. Long range images of the planet brought a lot of interest to the joint Human and Mar’qua exploration fleet with the odd shape of the singular continent. Quickly drawing them towards it, the long range scans confirmed breathable atmosphere and various forms of life upon the world; due to the rarity of habitable worlds a course was quickly set towards the planet.&lt;br /&gt;
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Once the exploration vessel was upon the world a smaller scouting vessel was sent out upon the world to perform a close aerial scouting. Starting by the southern continent the native population were immediately visible to the team and it was decided that first contact should be made. The scouting crew landed by the largest settlement and the small crew from the craft was nearly immediately greeted by several curious but apprehensive Naramadi. Despite the language barrier basic forms of intelligent communication began with basic mathematics where the specialized Naramadi quickly showed their intelligence in return by showing higher level forms and gifts of food from their homes to the crew. The Mar’qua and Human crew quickly brought out the food they had themselves where fruits and energy bars switched hands with the odd forms of native vegetables and meat. With neither food being toxic to either species and the Naramadi greatly loving the fruit and moderately receptive to the other food provided, this led to an excellent starting relationship between the Sol Federation and Naramadi.&lt;br /&gt;
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Within a few weeks of contact with the southern Naramadi the northern subspecies was discovered. First contact with the region went far worse with the inhabitants avoiding the visiting parties, but the observation of their lack of food and thin bodies brought the exploratory crew the idea to make a very tentative trade of food came to them. From there relations went far better with them suddenly becoming much more welcoming as long as food was provided.&lt;br /&gt;
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The Eastern Naramadi subspecies was discovered within a year of first contact through sheer chance. Due to the low amount of eastern naramadi and the sparseness within the region none were initially discovered until a deeper exploration of the region brought forth the results of their existence. Their individualistic and practical natures made it somewhat difficult to properly interact and build relations with many of them for a while in part due to the exploration crew being considered wildlife, however there have been no reported casualties as a result.&lt;br /&gt;
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=Sol Federation: Obligate Symbiosis=&lt;br /&gt;
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	Never to let an opportunity slide, the Sol Federation was quick to jump upon the resource that is Norian and its inhabitants. Due to the good starting relationship nearly immediate and one-sided trade begun.&lt;br /&gt;
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The southern Naramadi quickly picked up the advanced technology given to them, according to their specialties. From the makeshift houses within blown out structures they got moved to full, proper, housing within half a year. Their newly provided housing and electricity were a massive step up for the southern variant of the species, and the rate at which many of them picked up the new technology and the inner workings of it astounded the large observing forces. From there the southern Naramadi were quickly put to work to improve the rest of their society. Farming was improved significantly due to modified crops and simple systems put into place to care for it. Suddenly food had become far less of an issue and due to that the population boomed over the years before stabilizing.&lt;br /&gt;
But this investment from the federation did not come without a cost. The naramadi who lived within the southern region suddenly lost a lot of freedom, their entire society now came under the oversight of the Federation and the various families were put to work, either on world or off world, in a service pertaining to their specialty without payment for a few generations until it was viewed that everything provided was paid off. During this time they were effectively second-class citizens and quick labor without a cost. The sudden boom of naramadi specialists that came without any cost established the species as a somewhat common thing to see upon any Sol Federation vessel.&lt;br /&gt;
Once the period of indentured servitude to the Federation begun to pay wages, as well as instituting a mandatory 4 year service within the military upon all Naramadi.&lt;br /&gt;
This was followed with minor complaint but was still a step forwards with relationship between the species and the Federation, even though they they continued to exploit each Naramadi with the only most basic of pocket change during these new years of service.&lt;br /&gt;
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	The northern Naramadi were taken up into the Federation through a different route. Due to their previously nomadic nature and the unmanageable living conditions of the northern region, when Sol Fed offered food and proper housing it was taken up nearly immediately but with a heavy amount of skepticism. Although, true to their word, similar and proper housing as provided for the southern Naramadi was provided to this subspecies as well. Heating, a sustained source of food and water, medical care, and so much more was provided. Even though this slowly took place over a five year period, the Federation placed its control over each and every communal group that was living within the north. Kept separate they lived peacefully enough. And over the years later, since their greatest needs were met, were then able to be grouped far more closely together to help maintain control and care over all of them.&lt;br /&gt;
	Then came the years of repayment. With the suddenly higher living conditions the northern population grow exponentially for a long period, far more than seen within the southern subspecies. The sudden access to free but more unskilled labor was something that could not be passed up. Suddenly a dry-dock for Sol Federation vessels was built, with much of the simple labor being done by the population. Since the northern region of Norian has also the richest minerals within the ground, heavy mining operations were formed. Last, but not least, the northern Naramadi were taken as ground troops within the military once the four year mandatory service became enacted. Although they lacked the high skill the southern Naramadi had shown, they still good capabilities with simple stuff that no human would have trouble with. Except with firearms, only a few northern Naramadi could use them properly, so special modified weaponry eventually became another major production from the southern region.&lt;br /&gt;
	There was always little dissent among northern Naramadi, having been raised up from barely any food to now having the opportunity to travel through the stars was such a sudden uplifting event for them as a whole that nearly nothing could repay their debt. But despite that they now get a fair wage within the modern day and forced into the same mandatory service as their southern brethren.&lt;br /&gt;
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	Eastern Naramadi were encountered far later then the other groups, and not too much could be provided for them and their self-sufficient ways. Even though they had been encountered in time, many attempts to goad the easterners into a pact was a misplaced effort. So then began the formation of many areas within the region into a place fit for farming. Due to the rich topsoil, genetically modified crops, and advanced cultivation tools the operation brought forth far more food then needed for both northern and southern groups of Naramadi. The planet became a restocking point for any vessels passing by the sector, granting a stronger foothold for all Federation forces. &lt;br /&gt;
Over the years of these operations running at full steam, the few eastern Naramadi who approached the ground forces was given ample supplies in exchange for any and all information about others within the region. From here, small but armed groups were sent out bearing gifts to every inhabitant that could be reached and willing to speak with them. This laid the seed within the eastern Naramadi culture that would eventually bloom.&lt;br /&gt;
And through the following generations within this region, the Naramadi who lived here eventually stopped caring about living far apart. And instead took up help from the various forces and started living in minor villages surrounding each facility. The higher intelligence and individuality of these ones Naramadi proved to be an interesting resource to exploit, becoming sly commanders within the military or, in general, were some of the craftiest types around who brought many useful ideas to the tables governed by humans. This also caused a change within the eastern culture, no longer was it about going into the wild but serving the 4 years to the Federation.&lt;br /&gt;
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None of the Naramadi on Norian escaped the effects that Sol Fed brought upon their world, but through their unlikely allies the species stepped forward into the greater universe through the harsh but guiding hand given to them.&lt;br /&gt;
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==Present Day==&lt;br /&gt;
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Since the takeover of Norian by the Sol Federation the Naramadi species and world are now a highly valued asset, population and the various types of resources provide their continual support for the Federation through both mandatory military service, mining operations, or otherwise assisting with the production of various items and resources. The four years of mandatory service comes into effect when a Naramad reaches the age of adulthood though many commonly return back to the homeworld afterwards. Due to the highly valuable nature of this resource, the Federation has takes heavy measures to ensure that no usurpation force comes upon it and the life of Naramadi in every region reflects this increased takeover as well.&lt;br /&gt;
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Northerners, with regards to their mandatory service, primarily end up as grunt soldiers within the military. From being supply to given modified weaponry and sent to a frontline. Southerners typically ended up in focused support roles, fall into roles as combat medics, technicians, or low level scientists that their inquisitiveness and interest in technical work leads them into. Though since their interest tends to lay in a single area they lack a considerable ability to pick up more than the basics in fields outside of the one they are dedicated to, leading to superb skills within a single field of work. Eastern Naramadi, however, can fall into a large variety of roles depending on each individual and their personal skills and abilities. A common factor between these is some kind of aspiration for positions of leadership or otherwise a path that very much keeps with the native mindset of “cutting away a part of the world for themself.”&lt;br /&gt;
&lt;br /&gt;
The once overriding native cultural practices and traditions have largely become diluted since the take over, falling to the wayside as industrialisation and the sudden jump to a space age has become a primary focus. The Naramadi of both the north and south have done their best to retain as much as they can from the old ways to some success, with the east being hit the hardest where the traditions they once held absolute have for many become more of a philosophy or means to live by over a viable, reachable lifestyle even as they carry it out among the stars.&lt;br /&gt;
&lt;br /&gt;
There is some talk of some southern Naramadi families moving entirely to new planets and setting up new lives there, eastern individuals moving to explore completely untamed lands of their own full of alien wildlife to conquer and even the existence of a sizable space station that was inhabited solely by a sizable northern population, though since the bluespace crash its state is no longer well known with its distance to most other Federation areas.&lt;br /&gt;
&lt;br /&gt;
=Relations With Other Species=&lt;br /&gt;
&lt;br /&gt;
Common insults against Naramadi such as cheese head, wedge, or similar derogatory comments against their head shape is taken as an insult, possibly a very serious one. It is a very common derogatory term that many soldiers in the Federation military use against the enlisted Naramadi soldiers as they are usually treated as second-class citizens.&lt;br /&gt;
&lt;br /&gt;
Relations with the Akula are tense at best, and openly hostile at worst. Virtually all contact between the species comes from conscription into the various branches in the Sol Federation military and significant human oversight and mediation is needed to reduce the number of “accidents” incurred against Naramadi, with mixed units requiring Human officers to prevent fragging. Inherent social and biological differences between the species draws harsh ire from Akula troopers, who are self-motivated and see service as a duty and regular part of adulthood in direct contrast to the impression of Naramadi being individually hesitant and weak with making decisions. This makes Akula take the position of being harsh and possibly outright uncaring leaders to try and turn them into brutal combatants. As such, Naramadi are considered to be immature and akin to dull, merping, overgrown pups suitable for little more than distractions and cannon fodder and as a result this sort of handling and mindset from the Akula species has left many Naramadi with a highly negative impression of them, especially within northerner sub-species who commonly share their views with each other.&lt;br /&gt;
&lt;br /&gt;
Humans can be viewed in a very broad way due to the sheer amount that have interacted with the Naramadi, often dependant of how the interactions take place and how long they last for; those Humans who shown a warmer and genuine interest in the species and their varying cultures to learn or provide aid being received warmly- even by those more hesitant- after a time in an extreme contrast to those who have only ever interacted with the Naramadi when it came to situations and topics relating to their world being taken over, forced service within the military, and exploitation upon an incredible level.&lt;br /&gt;
&lt;br /&gt;
Despite tense relations in some aspects, it has been difficult for many to deny that through the control of their world and exploitation the Naramadi race has been given the key to traveling among the stars and access to resources none of them could have dreamed of. It depends primarily upon the opinions other Naramadi have around them how each considers their situation and secondarily how they have been personally treated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]] [[Category:Species]]&lt;/div&gt;</summary>
		<author><name>TooFewSecrets</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Mar%27qua&amp;diff=2384</id>
		<title>Mar&#039;qua</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Mar%27qua&amp;diff=2384"/>
		<updated>2021-12-22T07:56:16Z</updated>

		<summary type="html">&lt;p&gt;TooFewSecrets: Added undocumented perks &amp;quot;Inspired Intellect&amp;quot; and &amp;quot;Adapted Nervous System&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mar&#039;qua are an alien race of bipedal amphibian aliens in an unwilling alliance with the Sol Federation. Technologically advanced and older than humanity they maintain an aloof approach to intergalactic affairs, kept largely to their own devices and used as a source of taxes and scouting by the Sol Federation.&lt;br /&gt;
&lt;br /&gt;
===Quick-Start Guide===&lt;br /&gt;
* Mar&#039;qua are highly intelligent and diligently spend time learning due to their long lives. They get +10 to cognition, biology, and mechanical stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* The Mar&#039;qua have slightly better night vision than humans and can withstand far greater cold before it effects them.&lt;br /&gt;
* [[Perks|Perk]]: Mar&#039;qua gain the perk &amp;quot;Sudden Brilliance&amp;quot;, which grants them +15 to biology, mechanical, and cognition for 10 minutes every 25 minutes.&lt;br /&gt;
Perk: Mar&#039;qua gain the perk &amp;quot;Inspired Intellect&amp;quot;, which makes them gain insight 1.5x as fast as most races.&lt;br /&gt;
Perk: Mar&#039;qua gain the perk &amp;quot;Adapted Nervous System&amp;quot;, which makes them immune to addiction and quadruples their NSA threshold.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
((&#039;&#039;&#039;Maintainer&#039;s Note: &#039;&#039;&#039;&lt;br /&gt;
Current Mar&#039;Qua sprites are considered a &#039;&#039;Placeholder&#039;&#039; and should not be relied upon. There are plans to change them, especially the headtails, to make them appear less like a Skrell))&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua (People of the Marsh) come from a planet covered mainly by wetlands, marshes and lakes. Since their planet has a high humidity and concentrations of bodies of water, their biology is different to Humans - Mar&#039;Qua have rudimentary gills on their necks, skin covered in slime to preserve moisture and two sets of eyelids to help with vision underwater and prevent their eyes from drying out on land. Mar&#039;Qua breathe oxygen and can survive in the same atmosphere as humans without any assistance, but their diet is different - It consists of fungi that’s found underwater on their homeworld and giant insects roaming their homeworld of Qra’Merr’Marqa (or Epithemy 5 as it’s known by humans). Ingestion of animal protein is not deadly to them, but they perceive it differently - Marsh People feel grossed out by meat, sometimes comparing it’s texture to ‘shredded wood pulp’. Spices cause a strong reaction with their taste buds, causing them to perceive them strongly, for example pepper causes a strong burning sensation. &lt;br /&gt;
&lt;br /&gt;
A non-augmented Mar&#039;Qua can live up to 115 years, though with the gifts of modern technology a typical Mar&#039;Qua lives up to 160 years of age, excluding the Kingsmen who live up to 210 years of age.&lt;br /&gt;
Even though many races believe otherwise, Mar&#039;Qua reproduce sexually, though not in the way most would consider “normal”. Both males and females have an organ called a cloaca which functions as a way to excrete matter and to reproduce. In primitive times females would release eggs in small ponds to be fertilized and protected by males. In modern times eggs are laid into special hatching chambers, which provide perfect moisture for an egg to incubate. A clutch of eggs usually comes up to fifty eggs, from which only one to six hatch into surviving offspring on average. Those eggs that are left unhatched are often stillborn or were not fertilized at all.&lt;br /&gt;
&lt;br /&gt;
Appearance wise, Mar&#039;Qua are slightly shorter in height to humans, standing at 5”5’ (165 cm) on average they are entirely hairless with skin colours ranging from varieties Blue, Yellow, Green to Black and Red. Their heads have headtails, which are limp skin contrary to the popular belief that Mar&#039;Qua have tentacles on their heads. The tentacles have two functions: Decorative and Protective. To make it easier for other races, Mar&#039;Qua recently started to adorn their head-tails with decorative chains (designed for females) and tattoos (targeted for males) to help them with distinguishing between males and females, though it still has to take root in Marsh People society. The second, and biological, reason for head-tails is that they protect the gills located on sides and back of Mar&#039;Qua necks, protecting them from drying out and damages that could be caused by daily activities. On average head-tails reach right above the shoulders, though longer ones are often noticed by other races and are the reason why Mar&#039;Qua head-tails are believed to be tentacles. Mar&#039;Qua eyes are entirely black, with two sets of eyelids protecting them from drying out and help see underwater which makes reading Mar&#039;Qua emotions purely from their eyes difficult for untrained individuals. Their teeth are very small, made to digest soft insect meats and plant matter and are often compared to hardened gums.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Mar&#039;Qua society differs from Human society in many ways, but the most visible one is the caste system that they follow. Marsh people society is segmented into four castes: Kingsmen, Intelligensia, Worker and Martial. &lt;br /&gt;
-Kingsmen (Nuem-Geraa) are the leadership caste of Mar&#039;Qua, claiming to be the first caste created by the Legendary King Nuem, first leader to successfully unite all Mar&#039;Qua. Kingsmen are the only caste that their members are born into and are the only ones capable of leading Mar&#039;Qua planets and their “Empire” - The Observatoriam, though it’s not the only role they can occupy. Nuem-Geraa focus on the sociological side of life, often occupying roles of ambassadors, lawyers, psychologists and even philosophers.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Intelligensia (Meenan-Geraa) are the scientists and intelligence officers of Mar&#039;Qua. They focus on scientific approach to life and thinking outside the box. They can often be found in all of the scientific fields from biology to mathematics. Meenan-Geraa also work as intelligence and counterintelligence for the Mar&#039;Qua, often working with the martial caste to help with their field operations.&amp;lt;br/&amp;gt;&lt;br /&gt;
Intelligensia also holds the artisans of Mar&#039;Qua society. Painters, musicians and architects focusing on the beauty of buildings rather than it’s practicality, bakers focusing on the taste of bread rather than the way it’s produced and so on.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Workers (Gaaran-Geraa), sometimes referred to as ‘menials’ hold every role required for daily operation of Mar&#039;Qua society. Engineers, maintenance technicians, bakers, and laborers are an example of a job that could be held by a Gaaran-Geraa. They focus on the practical points of life, their approach to their duties mirroring it. An architect from the workers caste will look at a building as a practical thing, not focusing on it’s looks, a baker would try to find the most efficient way to make bread, not caring about its taste.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Martial (Quoqa-Geraa) warriors, defenders and security forces of Mar&#039;Qua society. They train all their lives to defend their empire, it’s emperor, and their home planets. They are the strongest, fastest and most decisive, focusing on what they need to do in any given moment, rather than what they will need to do in future.They take deep appreciation of discipline and order. Often working with Intelligensia as their intelligence officers and, in times of extended conflict, tacticians.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Apart from the four main castes, there are two additional castes:&amp;lt;br/&amp;gt;&lt;br /&gt;
-Exiles (Xqne-Geraa) are Mar&#039;Qua who abandoned, or were forced to leave, the Mar&#039;Qua way of life. This includes Outlaws, Criminals and those that left the caste system. Most Exiles join the Wanderer&#039;s Armada, a group of repourposed Vessels that travels the Galaxy trading everything they can find, even items considered illegal or unsafe.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Outsiders (Oorne-Geraa) are any non-Mar&#039;Qua race that enters the Observatoriam territories. Outsiders are permitted to live and work inside of the Observatoriam, but must adhere to traditions in their respective region.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Though Mar&#039;Qua have a caste focused entirely on militaristic aspects of life, all castes are permitted to serve in the military. Workers and laborers will often serve in the logistics of military supply. Intelligensia volunteer as tacticians, combat medics, and field doctors. Kingsmen rarely join the military forces, but are not given any special care while serving outside of afforded rank. Military forces are split into two main categories known as the expeditionary forces and the home defense forces.&amp;lt;br/&amp;gt;&lt;br /&gt;
-Expeditionary forces are the main driving force of the Mar&#039;Qua Military. They are responsible for exploring areas outside of Mar&#039;Qua territories and in times of open conflict serving as a direct military force. The expeditionary forces are equipped with advanced and technologically sound equipment to handle even severe threats.&amp;lt;br/&amp;gt;&lt;br /&gt;
-The home defense forces focus mainly on planetary security, paramilitary police actions, and the protection of the emperor through a specialized honor guard. They contain mostly martial caste and are expected to work with other castes that are already present on the planet.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The artificial intelligence containment division was established near the time of first contact with human federation forces. Their activities focus on deactivating or containing AI units on derelicts and controlling AI units coming into Observatoriam territories with travelers. AI control consists of specially trained teams which are a blend of members from different castes. Training takes up to a year and consists of physical conditioning, weapon training, and proper engagement rules and strategies against rogue artificial intelligences. A typical team consists of a squad leader, engineer, medic and two operatives. Teams can either be assigned to a Mar&#039;Qua region to serve as lookouts for any dangers regarding AIs or work as field agents to find any unsanctioned AIs inside Mar&#039;Qua Territories. Typically they work closely with Intelligensia, but sometimes they might be sanctioned to work with the martial caste as specialists.&lt;br /&gt;
&lt;br /&gt;
Family and love are foreign concepts for Mar&#039;Qua, but that does not mean that Marsh People do not feel. Love is not a concept they do not understand, since bonds between two people are made out of necessity of having children and continuing their race rather than creating a family, Though bonds between children of the same clutch are often just as strong as brother and sister bonds found in other races like humans.&lt;br /&gt;
After eggs hatch children are taught by their parents for an extended period of time, usually five years, until they reach a basic level of schooling. At which point they are sent to an evaluation facility where they learn and develop the skills they show a natural preference for. After they reach maturity they are sorted into the caste they are most qualified for. Mar&#039;Qua are then given an internship for a period of six years, after which they are no longer considered an apprentice and are promoted to the rank of journeyman. The only caste exempt from this election process are the Nuem-Geraa who are born into their caste if one parent is already apart of the Nuem-Geraa. The standard age to be considered an apprentice is nineteen, while most become journeymen at the age of twenty five.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
Mar&#039;Qua technology is more advanced than humanity, sometimes in ways that baffle human engineers. Mar&#039;Qua have a more advanced version of bluespace travel that allows faster travel than human engines and require less fuel. This has allowed the Mar&#039;Qua to colonize a larger portion of space in a shorter amount of time. Mar&#039;Qua often claim to be a race that is older than humanity, though it is yet to be proven. Because of the lack of stable building grounds on their home-world their industry is compact and generates little waste, helping with storage and pollution, though it’s size does not lessen it’s effects, since Industry on Mar&#039;Qua colonies is highly optimized for effectiveness, if not more so than humanity. The Intelligensia strive heavily to improve upon their existing designs to create even more optimized and effective industry.&lt;br /&gt;
&lt;br /&gt;
Typical equipment for home defense forces ranges depending on the alertness level of given region. On a lower level alert basic armor and masks hiding the identity of a person are issued, with voice modifiers being commonly used. Weapons for lower level alerts are usually categorized under “Nerve Dampeners” - a type of small arms designed to induce a shock to the nervous system, causing pain and sometimes knocking out the target. On higher alert levels, better armor is issued and on levels of full mobilization, lethal weapons are issued. The Kings Honor Guard is exempt from this rule, giving them a selection of ceremonial armor with specialized functions for each position in the Guard. Kings’ Guard is always equipped with lethal weapons, as their duty is not defense of the commoner, but rather to protect the ruling class at all costs.&lt;br /&gt;
Emperor’s Guard is a better trained variant of the King’s Guard. Their armor is one of the most advanced, but their training is what differentiates them from the other Honor Guard - They are veterans of the expeditionary and home defense forces, though usually not aged past fifty, and selected for their complete loyalty to the emperor before anybody else. Their weapons are cutting edge, always improved and no expense is spared to protect the emperor’s life. Their Armour is comparable to that of expeditionary ground forces with ceremonial accents on it to signify their positions. Captains of the King’s and Emperor’s Guard wear a crimson sash across their armor, making them easy to spot.&lt;br /&gt;
King’s Guard armor is usually colored in silver and covered with markings depicting battles, symbols indicating strength and a sector’s coat of arms. Emperor’s Guard armor on the other hand is red with cyan accents, covered with coats of arms of every Observatoriam system and the emperor’s personal coat of arms.&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua were distrustful of artificial intelligence since the time of first AIs. Thanks to their fear of an AI uprising, no true sentient AIs were produced and even a simple AI was looked down upon if it had any semblance of personality. Each and every AI was supposed to be a simple automaton designed for one role and fulfilling it without thought, even if it meant the destruction of said automaton. The Observatoriam openly advocates outlawing AIs outright, but without any valid reason to do so they have largely been ignored by other castes. That was until a human made probe that was controlled by an AI entered the Mar&#039;Qua home system. Said AI had been alone in space for nearly a century and a half and in it isolation began to self learn. Through self learning algorithms and the careless coding of human programmers the AI became corrupted and determined its original directive to find life was to remove it. It’s entry to the Mar&#039;Qua home system caused several glitches with their defense systems which unfortunately caused targeting parameters to be re-coded and ships began to fire on each other indiscriminately. Thought to be a sign of a pirate infiltration in the defense platforms the initial scramble to stop the missile barrages resulted in further friendly fire as uncompromised defense systems had their pilots and military castes unload on hacked defense platforms and ships, unintentionally killing the innocent military forces inside. Eventually the probe was discovered and blown apart, its purpose then unknown, it was only later discovered its hack and actions had cost the Mar&#039;Qua military untold amounts of materials and lives. Remains of the probe were studied by the Intelligensia and human language was quickly deciphered from its code long with coordinates to human controlled space. A warship was chosen for the voyage, which was believed at the time to be a dangerous vessel. The ship staff consisted of politicians, ambassadors, and Intelligensia officers along with the standard warship crew members. At the beginning of the voyage the diplomatic mission was planned to arrive at Sol, though long range observation of the seat of humanity quickly revealed the warship would not survive nor be welcome without prior contact. When the warship, which increasingly sided towards becoming a diplomatic mission, reached Proxima Centauri they decided to try and establish contact with humanity for the first time.&lt;br /&gt;
 &lt;br /&gt;
The Mar&#039;Qua military focuses heavily on the laser and plasma weaponry and rarely use kinetic weapons. Much of their weaponry is also designed to have its technology easily adapted and upscale to vessel artillery and kinetic weapons proved cumbersome in space. Ship designs vary from planet to planet but they borrow heavily from biological designs, sometimes described as ‘fish-like’ by humans. Experimental weapons are in heavy use with Mar&#039;Qua expeditionary forces, with nerve dampeners being the preferred ‘weapon’ for the home defense forces.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Religion==&lt;br /&gt;
Mar&#039;Qua never held any beliefs of higher powers, though as their society grew and developed the religion of Qxa-Meqra began to form. Qxa-Meqra is a belief that each sibling holds a place in the afterlife for the siblings born in their clutch and that each one who dies prepares for the others to eventually join them. At which point, when all members of a clutch have passed away, they would be reborn together in a new clutch. Temples are uncommon and rather small in size and scope, often not as decorative as other species. Prayers and customs are also very decentralized and vary heavily between planets, castes, and star systems.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Politics==&lt;br /&gt;
Planetary rulers are usually appointed by a set of votes and tasks designed to test one’s capacity to lead. The Mar&#039;Qua that succeeds in all of those tasks becomes a king, or Nrre’Nuem in their native tongue. A title of king is not bound to gender, as there are records of multiple female kings. Though each planet has its own ruler, the Observatoriam as a whole is ruled by an emperor or empress which in the native language of Mar&#039;Qua is named Onra’Nuem. An emperor is chosen by a vote between all the kings, be it through long range communications or meetings held on their home-world of Qra’Merr’Marqa. When an emperor is chosen they leave their respective world and take their place as ruler of the Observatoriam home system and the empire as a whole.&lt;br /&gt;
A new emperor is elected each time a previous one passes. If a ruler did any great deeds in their life, their name is etched into ceremonial wall and recorded for future generations to remember them.&lt;br /&gt;
&lt;br /&gt;
The current Empress of the Mar’Qua is Naalmna, which can trace her bloodline to the Legendary King who united the Mar’Qua&lt;br /&gt;
&lt;br /&gt;
Mar&#039;Qua prefer not to involve themselves in politics of other races, preferring to simply explore the universe and observe its inhabitants, though that does not mean they cut themselves off from others. The Observatoriam establishes contact with other races when they see fit, be it as a way to introduce themselves and begin free trade between the empires, or to “push” them into the correct way. Intelligensia also keeps records of any race that has been observed during exploration. Non-sentient races are paid little mind, though races that show low stages of development are observed closely, awaiting their eventual expansion into space or destruction by their own design.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Relations between other races and the Observatoriam==&lt;br /&gt;
Due to the Mar&#039;qua governments obessive nature in observing and understanding other races their reactions and feelings towards various groups are clearly defined by the caste system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Humans:&#039;&#039; The Observatoriam became a part of the Human Federation as part of their non-aggression treaty, though their loyalty to it is questionable. They pay taxes and help in defensive or justified wars, but remain fully autonomous as per their agreement with the federation. Mar&#039;Qua use protection and wide occupation of the federation to document all species found by the humans and abhuman explorers. The federation is also considered by much of the Mar’qua as obtusely militant and authoritarian with many desiring escape from the federation taxes, but to break from the federation would be politically and economically suicidal. Mar’Qua are against trading any advanced technology with humanity, given their behavior, though certain quality of life improvements sold and traded freely. Free migration is permitted between the Mar’Qua and humans, though anybody entering the Observatoriam must adhere to their caste systems and internal laws.&lt;br /&gt;
&lt;br /&gt;
All of the abhumans are looked upon as products of human carelessness, the Mar&#039;Qua see them as races separate from humanity, always referring to them their racial name, never as ‘abhuman’ or ‘variant’&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Akula:&#039;&#039; Seeing akula as needlessly violent, Mar’Qua prefer to utilise their personal forces to handle threats, with some planets denying akula entry entirely. Akula are considered a dangerous race and should the Mar’qua ever break its alliance to the federation would likely declare the akula as enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TooFewSecrets</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Akula&amp;diff=2383</id>
		<title>Akula</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Akula&amp;diff=2383"/>
		<updated>2021-12-22T07:53:15Z</updated>

		<summary type="html">&lt;p&gt;TooFewSecrets: Moved the quickstart guide to the top in line with other guides, added undocumented perk &amp;quot;Iron Flesh&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;::&#039;&#039;&amp;quot;It has been said by some that violence is never be the answer. It is not &#039;&#039;&#039;the&#039;&#039;&#039; answer, but rather, it is always &#039;&#039;&#039;an&#039;&#039;&#039; answer. The correctness of it to a given question is where practical morality shows itself. Any given question can be answered through ever escalating violence. A solution can be found through ever mounting force. &#039;&#039;&#039;A&#039;&#039;&#039; solution, however, does not imply the &#039;&#039;&#039;correct&#039;&#039;&#039; solution.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Despite rumors and slurs, the Akula are in fact a race of amphibious repto-mammals as akin to ravenous lemurs as they are to any sort of fish. Reaching at the stars from the harsh wilds of their tumultuous homeworld, the Akula are an ancient species sculpted to brutal elegance by fundamental laws of biology and competition. From the industrialized clans of yore, to the fierce mercenaries, soldiers, poets, and craftsmen found across the galaxy, an Akula is known for his or her dedication to a craft or skill. Often seen as blunt, violent instruments, they frequently find themselves overlooked by other species in favor of more “predictable” options.&lt;br /&gt;
&lt;br /&gt;
===Quick Start Guide===&lt;br /&gt;
Because no one can remember it all.&lt;br /&gt;
* Akula, big space shark people standing on the average of 180-200cm. Pseudo-reptilian reptomammals, no relation to Earth sharks. &lt;br /&gt;
* Modestly covered and usually wearing protective clothing.&lt;br /&gt;
* Robusto.&lt;br /&gt;
* Digitigrade.&lt;br /&gt;
* Acta non verba. Arguments and pettiness are beneath acknowledging.&lt;br /&gt;
* Ultra-traditional, restrained, meditative, and contemplative.&lt;br /&gt;
* Predatory omnivores.&lt;br /&gt;
* True Akula are always a bit chilly when out of the water.&lt;br /&gt;
* Sudak(plural Sudaek), genespliced cutsy sharky folks averaging 160-180cm. Also used as a slur. Free spirited sharks that are essentially fishy humans.&lt;br /&gt;
* Uacilla is a binary star system with Uacilla Major (Huycau) and Minor (Barastyr).&lt;br /&gt;
* Donbettyr, the stormy, rocky homeworld with dual moons, Huyaendon and Aeldar.&lt;br /&gt;
* Dzerassae, main continent with forests at each tip. Batraz, resource rich cliffy continent. Tlepsh, harsh volcano hellscape.&lt;br /&gt;
* Stylistically space-cowboys, Mongolian nomads, and classical Slavs.&lt;br /&gt;
* Mongolian throat singing.&lt;br /&gt;
* Lots of “ae”.&lt;br /&gt;
&lt;br /&gt;
Akula as a species may be the oldest species of sophonts currently active in the galaxy. Cursed with poor public relations, they are a divided people split between loose genemodded free spirits, and ultra-traditional stoics. Sleek and clean death machines, they represent completely opposite ends of political, social, biological, and aesthetic spectrums. Rain-soaked cowboys, gold-hearted firebrands, spacefaring mercenaries, grass-skirted dances, and everything in between. The Akula are a diverse, ancient people slowly sinking their teeth into what the galaxy has to offer, whether the rest of the universe likes it or not.&lt;br /&gt;
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* Akula are amazingly tough and thus get +10 to their toughness stat. An extra +10 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Akula are far more comfortable in colder temperatures than humans and have a much stronger appetite by comparison.&lt;br /&gt;
* Akula have a heavy and blunt tail, an appendage suited for striking hard but not fully harming others. (Similar to a pulled punch)&lt;br /&gt;
* [[Perks|Perk]]: Akula gain the perk &amp;quot;Reckless Frenzy&amp;quot;, which increases their toughness and robustness by +60 but reduces every other stat by -100 for 1 minute every 15 minutes. Using the perk has a loud and vocal growl.&lt;br /&gt;
* Akukla gain the perk &amp;quot;Iron Flesh&amp;quot;, which makes them immune to projectiles and melee weapons embedding in them.&lt;br /&gt;
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==Home system and planet - High Tide==&lt;br /&gt;
Uacilla is a binary star system of dual main-sequence stars, Uacilla Major (Huycau) and Minor (Barastyr). The majority of planets orbit the larger sun, Uacilla Major; Kurdalaegon - The innermost planet, a red terrestrial world devoid of anything but minerals and heat; Donbettyr - The only life-bearing world in several hundred lightyears, a rocky ocean world of near constant storms  and two synchronous moons, Huyaendon and Aeldar; And the two gas giants, Tutyr and Faelvaera respectively, and the many moons and captured asteroids thereof from the haphazard system belt. On the other hand, Uacilla Minor only has the small, desolate world of Aminon.&lt;br /&gt;
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Donbettyr is an old, battered ocean world, with its little land coming in the form of rocky island chains and sparse,  windswept continents. Under the waves lives a nearly unimaginable biodiversity which is still undergoing extensive cataloging. Unique geology and wind erosion dot the ocean sides with spires and arches, while the steppes are adorned with literal steps of geological jutting and collapse, and the strange rocky waves of eroded mountains and overhangs. The northern hemisphere suffers harsh prevailing winds and frequent storms, and rarely do three days pass without showers in a constant North-Atlantic squall. While in contrast, the equator is dotted with thousands of islands of every form, though with the massive tidal shifts from the harsh gravity wells of the moons and the entire system, and frequent tsunamis, the cliffs, volcanos, and massive saltwater mangroves are often the only permanent refuge. &lt;br /&gt;
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The equatorial atolls and mangroves are a hot, wet paradise in the short ‘dry’ season of midsummer, with rich reefs and tropical vistas. The paradise is only a temporary respite from the harsh tropical storms that always linger on the most distant horizons. In stark contrast to the islands, the few distant continents exist largely as dead rocks of moss and lichens, and grassy steppes. &lt;br /&gt;
The primary continent, Dzerassae, is relatively small by most standards and divided in half by a east-to-west  massive erosion valley through the central steppes, and is home to the “Serpent’s Ribs” of several hundred meter half-arches along the valley’s edge. The two largest forests on the planet reside on the north and south of Dzerassae, both temperate and tropical rainforests respectively. The second largest, Batraz lay approximately 1,200km to the East of Dzerassae and was at some point part of joined supercontinent. Batraz is known for its harsh, black cliffs and deep grazing valleys, rich in non-mineral resources. The smallest of the naturally inhabited continents, Tlepsh contains the densest and highest quality mineral deposits above sea level under its barren volcanic wastes.&lt;br /&gt;
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==Biological overview - Less shark, more shark==&lt;br /&gt;
Akula evolution has been one of the longest and oldest amongst modern sophonts, with their homeworld reaching the Palaeozoic equivalency before the Last Universal Common Ancestor split on Earth. Following the laws of hydrodynamics, the ancestors of most of Donbettyr’s amphibious predators followed a striking resemblance to the various iterations of sharks found in nearly every ocean in the galaxy. These pseudo-reptilian ancient monsters ruled the lands and shoals for nearly a billion years, while the swirling nightmares in the endless seas outpaced the slow evolutions of the land. From stubby, flopping amphibians came the repto-mammals which spread and become the majority of omnivores on the land.&lt;br /&gt;
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Over the course of a long, creeping evolutionary tree, climbing hunters vaguely resembling modern Akula took to the trees and cliffs, avoiding larger predators while taking to diving for prey of their own. These bizarre, naked shark-lemurs developed into a niche specialization of diving social pack hunters and ambush predators. For five million years, their slow rise to sapience grew, as ever more complex needs and strategies arose. &lt;br /&gt;
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Two hundred and thirty thousand years ago, the approximate anatomically modern Akula formed. In the time since, they’ve softened slightly from the monsters of both land and sea of old. Averaging between 185cm and 220cm, the modern Akula is a sleek, powerful sculpture of darwinian efficiency. With robust, hydro-dynamically shaped snouts and skulls, and broad diamond teeth, their origin as semi-aquatic predators marks nearly all their features. &lt;br /&gt;
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:* Starting from the ears, pointed and rear-swept shape allows them to be pinned back and streamlined once on the attack, protecting them from damage and drag.&lt;br /&gt;
:* Their eyes focus primarily on distance, adapted to the plains and searching the waters for prey, leaving most to be somewhat farsighted. A protective third eyelid, known as a Nictitating Membrane involuntarily shields the eye from damage and scratching while diving and in extreme frenzies.:&lt;br /&gt;
:* The braincase holds a secondary viscous layer of non-newtonian gel, acting as a secondary blood-brain barrier and a shear-thickening pressure buffer. This aids in protecting the brain from concussive waves and shocks through air and water, but offers little against direct blunt trauma.:&lt;br /&gt;
:* Moving to the snout, the tip is reinforced against shock, and has fewer electroreceptors than the rest of the nose. The nostrils have a small closure to keep water from rushing into the sinuses when diving and thrashing.&lt;br /&gt;
:* These sinuses lead through the skull from the nose to the upper neck, through an olfactory  cavity to a set of tubular semi-vestigial internal gills, and out of a pair of small slits located roughly behind  where human ears lie on the neck, which are virtually invisible while closed. These gills cannot handle a sufficient volume of water to survive and function underwater indefinitely. However, they serve an unusual function of keeping the brain safely oxygenated while the Akula remains in a “zen” meditation of slowed cardiovascular function while underwater, sensing and waiting for prey. &lt;br /&gt;
:* The upper body muscle structure is well suited to climbing the sheer cliffs and tree trunks of their homeworld, though less so for swimming. Females have typical mammalian features, being warm-blooded repto-mammals.&lt;br /&gt;
:* The respiratory and cardiovascular systems feature a high oxygen pre-loading, able to more easily double or triple the body’s normal oxygen saturation safely, or slowing down the vascular processes to a crawl. In combination with the pseudo-gills and pre-breathing, an Akula can remain perfectly still underwater for upwards of ten to fifteen minutes without any additional equipment or training.&lt;br /&gt;
:* Four digit hands end proportionally balanced arms, though double-jointed, the claws and palms clearly define the inside to be the primary grasping surface.&lt;br /&gt;
:* The stomach and digestive tract are not overly picky about protein structures, and are able to extract nutrients from virtually any meat or animal products in the galaxy.&lt;br /&gt;
:* The most striking and noticeable feature of any Akula is their large, highly functional tails. At up to a quarter of their total body weight and containing a significant portion of their muscle mass, an Akula’s tail is the key to their impeccable balance and unrivaled swimming abilities amongst sophonts.&lt;br /&gt;
:* Reproductive anatomy comes in fairly simple form, as is the reproduction itself. Male and female genital structures are both simple, self-lubricating, and sleek. Females give live birth to animalistic pups after a short seven month gestation period in single or litter births from one to three pups. The pups are unusually independent and instinctual until they finish achieving sapience at roughly age three and transition to exclusively bipedal.:&lt;br /&gt;
:* Akula legs are quite powerful and are well developed for climbing and leaping clear of rocks or branches. Digitigrade legs end in three clawed, webbed toes, with a vestigial dewclaw sometimes removed at birth. Despite this power, they are not well suited to long distance running or land speed, but exceptional at marching with heavy loads.&lt;br /&gt;
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Thermal regulation is achieved through metabolic means, panting, and sweating, while cold survival is more of an innate evolutionary factor of Donbettyr life. Unless in water or in heat of approximately 30c and above, the average akula is faced with a dull chill despite temperatures rarely exceeding this threshold anywhere but midsummer on the equator. Conversely, this chill fluctuates little until roughly 0c to 5c. Their skin is non-scaled and variably rough or smooth depending on location, with typical patterns of lighter underbellies and darker patches or stripes along the “upper” surfaces relative to being belly-down in the water. Skin colors tend to be shades of grey, tan or brown, or slightly blue or green-grey. Bright tones do not occur naturally. Hair colors average in the brown, black, grey, silver, and red shades with blonde or other colors not appearing in any unmodified populations.&lt;br /&gt;
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==History and cultures - More bite than bark==&lt;br /&gt;
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One of the most striking factors in Akula biology, evolution, and culture is the duality in all things. A species of ultra violent predators leashed with cultural and religious traditions of restraint and personal responsibility.  Nearly a hundred thousand years of myth, legends, and oral traditions weave endless tapestries of empires, nations, religions and ideals which have ebbed and flowed in the tides. Legends and population distribution suggest that before the last Ice Age on Donbettyr, Akula civilization had achieved global circumnavigation and empires before approximately 70,000-85,000 years BCE. Meticulously carved neolithic ruins both above and under the seas suggest advanced societal structures and tool usage on and off at least as long, and potentially as early as 130,000BCE. Despite this, by the time of humanity’s first contact with them, the species was still a form of pseudo-industrial, coal and oil burning society.&lt;br /&gt;
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During first contact, the broader continent of Dzerassae was divided into a “lukewarm” war that had been underway for two hundred and sixty years as far could be determined. In fact, much of the world was embattled in low-level colonial skirmishes, piracy, and clan rivalry. This, however, was the norm, and for as long as memory and records served, this was how it had been. Tribes, clans, and nations variably skirmishing over resources, territory, or egos. City states dotted the rare useful lands, low rise sprawls tucked away or perched at critical junctures or on ancient ruins over the cliffs.&lt;br /&gt;
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Cultures and religions vary naturally, especially given the immense stretches of time between them. An eternal stalemate to survive, let alone thrive. A consistent thread throughout, however, is the idea of the Mother Culture, long dead and unknown. The virtues of restraint, clarity, introspection, and the good of the family are a common theme seen as all that separates the Akula from the barbarity of the wilds. Naturally boisterous and reactionary, the species is leashed by self discipline, personal responsibility, and holding back the instincts and inherent violence for the hunt and the battlefield. These ideas are the building blocks of nearly all religions, suggestion a common root. &lt;br /&gt;
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Owing to the brutal, uncaring desolation and endless seas, the Akula way of life is disciplined and collectivized to survive. An individual’s value can generally be measured not by their riches, but in deeds for their groups’ well-being, or in the refinement of their craft.  Clans, packs, and families form strong bonds of in-group loyalty, often with tribal ties between even modern corporations and syndicates. Wars have been averted and waged along the lines of these ties. These traditions extend to the near innumerable vessels and fleets that sail the relentless seas, and the predictable oceangoing ways that have shaped societies for millennia. &lt;br /&gt;
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Naval warfare, piracy, and privateering are constant staples of Akula history, and the lines where any of the three begin or end are blurred by the alliances, syndicates, and overall chaos of the near-anarchic political world. The few unified nations capable of supporting significant naval power have historically risen and fallen countless times, to the point where nations exist effectively separate from their governing entities, returning to recover their few material possessions and rebuild once the newest warlord has taken power. This eternal cycle has trapped the Akula in a nearly perpetual state of semi-industrialized dark age for several thousand years, after at least three renaissance and enlightenment ages.&lt;br /&gt;
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The Akula way of life is rough, and often violent. For the most part, societies are largely egalitarian, with men and women expected to pull their weight in labor, defense, childcare, hunting, and farming. Civil rights tend to be limited more by tradition and religion than law, though law tended to be dealt by the gun, the sword, and the rope until the establishment of Sol Federation courts. Decades of strife against the rapid advancement and social degradation and degeneracy have seen the rise of sub-militias and mercenary bands ostentatiously acting as SolFed aligned supplementary Planetary Defense Forces have formed along the ancient tribal, religious, and modern national lines. Despite being one of the oldest and loyalist client species of the Solar Federation, the situation on Donbettyr is only kept stable by the looming threat of SolFed peacekeepers bringing order should any faction act out of line. One can take a shark out of the water, but that does not make it tame.&lt;br /&gt;
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==First Contact==&lt;br /&gt;
Discovered fairly early in human expansion and colonization, Uacilla was happened upon by the survey vessel CEV Old Bull during the first waves of human expeditions through interstellar space. The discovery came as part of colonial prospecting in an expedition investigating planets on the NOMAD IV catalog identified through exoplanet atmosphere spectroscopy to have nitrogen-oxygen atmospheres  within the goldilocks zones of their respective stars. &lt;br /&gt;
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The Old Bull sent for additional resources and vessels while a forward listening post could be established on Aeldar. In the intervening years or months (depending on relative reference frame), teams of xenolinguists and biologists listened and observed while the planet was mapped, sampled, and studied. By the time the Needless Defiance and CEV Ares arrived in-system, the Old Bull had collected enough data to develop a very basic translation system based on primitive radio communications, and rumored abductions. On October 12th, shuttles of the Old Bull and Ares were escorted by drop-ships from the Needless Defiance to every major landmass on Donbettyr. On all identified channels, messages were delivered in the three primary languages translated at the time. &lt;br /&gt;
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Heavy rainfall prevented initial contact for several hours. Word of the alien landings made its way quickly to skeptical leaders around the world, and life went on. Frontline skirmishes between North and South Dzerassae slowed during the first few days while the logistics of investigating the alien presence were dealt with by the locals. In the northern plains of Dzerassae, the Jaesso were the first to make meaningful contact with Humanity and acquiesced to the human requests to establish a base on their land. &lt;br /&gt;
Once word of the discovery reached the public of Sol, a colonization effort soon took form. Human settlements formed on the tropical archipelagoes to become centers of tourism and trade while several plant species on the mainlands were exterminated to eradicate their anaphylactic and carcinogenic pollens. The SolFed takeover of Donbettyr required quite little in the way of manpower or violence on the part of Humanity. Instead, over the course of three years, the Last World War was won by human-allied nations and war-bands using basic laser weapons supplied in exchange for loyalty.&lt;br /&gt;
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==Modern Society - Fish out of water==&lt;br /&gt;
As an old, loyal part of the Federation, Uacillia underwent rapid industrialization and colonization, with Humans and Akula having permanent facilities or colonies on or around every celestial body in the system, and several in surrounding systems. Until the development of Bluespace transportation, Uacilla and Donbettyr laid towards the fringes of Federation space and as such remained a relatively independent entity until the long journey to these far-flung fringes became within reach to the casual interstellar traveler. &lt;br /&gt;
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Human development of the tropical islands and archipelagos into tourist and luxury destinations flourished the otherwise fledgling economy of the Uacillia system, between the actual tourism and eager investments which brought the industrial might of the Solar Federation to the system in a meaningful way. The oceangoing floating paradise cities that dot the seas are a popular attraction for the galaxy’s wealthy, and the less extravagant areas are within reach of the upper middle classes. &lt;br /&gt;
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For all the advancement and good that colonization has brought, a significant and seemingly irreparable social divide widens by the day. A stubborn, ancient people, the Akula largely prefer to develop and use tools, machines, vehicles, and weapons which have been designed and built by Akula with inspiration from alien technology before purchasing human made products. Exceptions are common, of course, but the craftsman culture remains alive and well. &lt;br /&gt;
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Competition within and between social groups is a simple way of life, and even with the low-rise urbanization, population density has never been higher for this territorial species. From corporations, gangs, and even labor groups, brawls are frequent, yet grudges  between groups tend to de-escalate as they demonstrate their honor and skill in these skirmishes. These issues are almost universally set aside for festivals and holidays, in keeping with hospitality customs meant to absorb new members into groups.&lt;br /&gt;
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Though a number of mind-altering plants and undersea flora exist, the only accepted methods of intoxication are alcohol and a cactus-like flowering plant known as kolyuchkha and the honey thereof. The kolyuchka plant can be processed into salves, dried and made into tea, or smoked, all of which provide a very mild, mildly addictive calming clarity and numbness. Though these effects are lesser in other species, the plant and its honey are widely exported for its medicinal properties. The thorns were also used for early needles and darts. All other more destructive forms of drugs are violently opposed, with drug dealers regularly being hung from bridges and lamp posts. Users, pushers, and dealers are generally not recognized as having rights, despite the law.&lt;br /&gt;
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Personal aviation and boating are common pastimes, with many families having some form of hobby craft. As well, nomadic tribes took early on to using motorcycles and hover-bikes which have become cultural icons akin to the horse in human history, and the rough nomadic men and women are often featured as masculine ideals and biker gangs as charming rogue counterparts. Due to vague geological similarities and the traditional nomadic lifestyle, the term “Mongols” has been attached by humans to these bands, though allusions to cowboys are nearly as common. &lt;br /&gt;
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Family and clan values continue to exist as a driving factor for many, and ancient modesty traditions hold true today. With the exceptions of strict practicality, Akula clothing tends to be baggy and unflattering, with hooded cloaks, coats, and ponchos being ubiquitous on the planet of near constant rain and mist. Dull earthy tones, washed-out cool or dark warm colors with small touches of brighter accents and embellishment  are the most common, with outliers often facing communal ridicule for childish tastes and attention seeking. This sort of social shaming is a cultural constant, as with the in-group collectivism, being an outlier or degenerate shames the entire family/clan/tribe/nation/species.&lt;br /&gt;
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The same cannot be said for the “New Akula” of the oldest human settlements.&lt;br /&gt;
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==The Sudak - New kids on the block==&lt;br /&gt;
As with wherever humans have tread, change follows. With them came wondrous technology, medicine, and genetic modification. The latter of which has created many things, and in the eyes of the average Akula, nothing good. Through genesplicing and manipulations, the Akula subspecies came to be in a matter of decades. &lt;br /&gt;
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The Sudak (Sudaek plural) are extremely closely related to, and are considered a subspecies and splice of Akula with Human features, rather than Humans with shark-like features (though in the server are counted as abhumans for  the sake of species selection rather than Akula themselves). More fair and lithe than their mainland counterparts, Sudak average 10-25cm shorter and significantly lighter and less dense. Hair and skin tones vary greatly from typical True Akula, with garish bright pigments being the norm, though more traditional colors do exist. &lt;br /&gt;
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Though being the only biologically compatible species for breeding, mixed couples are rare and result in exile from True Akula clans in the vast majority of cases. &lt;br /&gt;
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Notable differences between True Akula and Sudak/Sudaek are as follows, in order of visibility:&lt;br /&gt;
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* Coloration is often much more vibrant, and rare markings are exaggerated.&lt;br /&gt;
* Slighter builds.&lt;br /&gt;
* Human jointed hands, sometimes with five fingers.&lt;br /&gt;
* Plantigrade, four or five toed feet.&lt;br /&gt;
* Eyes tend to be more open and expressive.&lt;br /&gt;
* (Occasionally) Actual shark gills attached to the throat rather than the smaller gill slits.&lt;br /&gt;
* Smaller teeth, less aggressive teeth and larger molars.&lt;br /&gt;
* More human like mannerisms, with an almost exclusively human neural structure. &lt;br /&gt;
* Generally more positive and “open” personalities.&lt;br /&gt;
* Looser sexual practices and standards.&lt;br /&gt;
* Unusual genital structures.&lt;br /&gt;
* Existence of hermaphrodites or other malformations otherwise purged from Akula genetics.&lt;br /&gt;
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Some Akula accept the existence of the Sudak, and individuals thereof. They, however, are a small minority against the overwhelming disgust held by the average person. For both physical, ethical, and social reasons, Sudak are considered aberrations and the term Sudak used on a True Akula is tantamount to a harsh slur and a sure way to start a fight. Racial tension remains at an all-time high, with Sudaks/Sudaek often seen as the antithesis to True Akula morals and ideals. That said, the Sudaek have earned a permanent place rooted deep in the SolFed workings in the entire galactic region, being much more amicable with Human preferences and practices. This has earned them a reputation as manipulators and rootless cosmopolitans more interested in status than the good of the people. The willingness to take and issue loans has also earned a great deal of ire amongst various religious groups, on top of already being seen as unnatural mutants, religious anti-usury practices are older than any records found to date and deep-rooted homophobia further widens the divide. Much of this has been found to be a result of uncanny valley, however.&lt;br /&gt;
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In direct contrast, the belief in being evolutionary superior and more refined permeates the budding Sudaek culture, fueled by early persecution. Seeing their ancestors as brutes and bigots, Sudaek generally identify more with human culture and customs. Tropical life with the openness of their vacationers’ paradise and the comforts of cutting edge technology, they’re typically quite outgoing, bubbly, and “comfortable” in many aspects, even by Human standards, let alone the refined stoicism of their mainland cousins. Favored for their more positive demeanor and less intimidating features, the Sudaek have a disproportionate public representation in media, marketing, and customer focused roles throughout the Federation. The face of Donbettyr is that of a smiling Sudak girl in a grass skirt on a tropical vista, as opposed to the stoic, robed and gun-toting Akula warrior poets of the Serpent’s Ribs.&lt;br /&gt;
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==Akula and the Galaxy - Sharks in space==&lt;br /&gt;
Despite their long presence in the Federation, the Akula remain a minority against the human and abhuman Federation. Saddled with a storied reputation as brutes and warmongers due in large part to the quite famous images of the “New species of laser-shark berzerkers” from the earliest colonization, Akula have a limited public image outside their galactic region beyond engineers, miners, military, and exploration roles. At large, a significant deal of confusion between the Akula and Sudaek exists in the public eye, with the Sudaek being more prominent in media and often identifying themselves as Akula to avoid the somewhat insulting name, and true Akula remaining insular to human and Akula groups. &lt;br /&gt;
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On top of this, is the confusion that True Akula are exclusively warriors or workers, while the Sudaek are the poets, artisans, and craftsmen. The rarely understood truth is that Sudaek are much more in the service, banking, media, and humanities. As well, reputations for sexual diversity and freedom blanket the public perception, much to the dismay of the prudish, modest traditionalists that make up the majority of the species… And to the disappointment of many would-be suitors.&lt;br /&gt;
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Akula-Human relations are the strongest inter species tie for the polite xenophobes. Abhuman races are generally politely tolerated and respected if they earn it, but not something to bring home to the family. Pure humans can become recognized as part of families, tribes, and clans, and while it may be begrudgingly given by some, being accepted by a group is a significant honor and comes with the perks and protections thereof. Much like being a citizen of ancient Rome, declaring oneself a member of a band or clan carries a significant social sway and responsibility.&lt;br /&gt;
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Relations with other species are less favorable. The most common first contact method any species has with Akula comes as the spearhead of SolFed annexation or from pirate raiders beyond the edges of civilization. As such, Akula Breacher Teams are renowned, feared, or reviled depending on who hired them. &lt;br /&gt;
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The Mar&#039;Qua, for example, have had overwhelmingly negative encounters and relations with Akula, despite a vague biological similarity. Both sides claim objective superiority over each other, and Mar&#039;Qua media representation of Akula as nothing more than monsters has created significant tension between the species on top of extreme differences in culture and morals. Body language readability and the stoicism of Akula until their indignation boils over lends to the belief of being short-tempered and spontaneously violent by the uninitiated layman. Mar&#039;Qua in in turn, are seen as blind, pompous, and willfully ignorant. &lt;br /&gt;
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Likewise, relations with the Naramadi are tense at best, and openly hostile at worst. Virtually all contact between the species comes from conscription into the various branches in the SolFed military. Significant human oversight and mediation is needed to reduce the number of “accidents” incurred against Naramadi, with mixed units requiring Human officers to prevent fragging. Inherent social and biological differences between species draws harsh ire from Akula troopers, who are self-motivated and see service as a duty and regular part of adulthood, in direct contrast to the impression of Naramadi being individually cowardly and requiring harsh leaders to motivate them into brutal combatants. As such, Naramadi are considered immature and akin to dull, merping, overgrown pups suitable for distractions and cannon fodder. Few acts of intelligence and heroism are sufficient to earn Naramadi recognition as fellow warriors instead of attack dogs. &lt;br /&gt;
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Expansion outwards from their wet home has been slow-going compared to most other species in the Federation. Conversely, it’s also been the most ethnically homogeneous non-human expansion in the Federation, with Akula staking claims to a number of second and third tier habitable planets. The few Akula colonies are far-flung and highly selective for conditions similar to Donbettyr. On the other hand, many have found their way across the galaxy as traders and workers, and indeed, some as soldiers and mercenaries. &lt;br /&gt;
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Without the restraints of the Solar Federation, it’s impossible to know the path this species will take, between stagnation, genocide, or expansion into Andromeda, only time will tell.&lt;br /&gt;
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==Summary==&lt;br /&gt;
For Akula players&lt;br /&gt;
A “True Akula” features:&lt;br /&gt;
* Digitigrade legs with three toes with claws, and a vestigial dewclaw.&lt;br /&gt;
* Four-digit hands with claws and double joints.&lt;br /&gt;
* A single small closing slit near where human ears would be for exit-only vestigial gills.&lt;br /&gt;
* Single-rows of large, broad teeth.&lt;br /&gt;
* Modesty in clothing.&lt;br /&gt;
* Extreme traditionalism and family/clan values or rebellion against that tradition.&lt;br /&gt;
* Cold resistance, but always feel slightly cold out of water.&lt;br /&gt;
* No mutations due to disposing of mutant children before or at birth for over a hundred thousand years.&lt;br /&gt;
* Nictitating membranes.&lt;br /&gt;
* Biting is seen as extremely vulgar.&lt;br /&gt;
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You are a member of a species of consummate professionals with ancient traditions of meditation and restraint. Passions are embers or thermite fires, behind masks of predatory stoics. Your people are exceptionally traditional and bigoted, but polite and respectful, showing a dignity to animals and people, even the people that are considered no more than savage animals. You are an ambassador of your people, your family, your clan, and your species, and you actions are your net worth. Arguments and petty squabbles are below you, and your slates cleaned of grudges once your long, controlled fuse runs out and you put someone in their place. &lt;br /&gt;
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You are an alien, you are not trusted, your people face significant prejudice and a reputation as mindless monsters without culture. Your family history is likely older than the Roman Empire and your clan sailed the waves while woolie mammoths still roamed the Earth. &lt;br /&gt;
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Naming and general cultural hints should fall in the broader Eurasia inspirations, Slavic, Caucus, Tartar, and Mongolian. Regular human names are uncommon, but not egregious. Muted tones and high standards are running themes. Mutations are virtually non-existent and body modifications are grounds for exile. You’re most likely from a brutal under-developed world, or born in space. You’re always a bit cold without your modest, practical clothes, jackets, cloaks, or scarves. Your colors are expected to be fairly natural and sharky, though very grey greens and blues are fine. Bright neon tones are not socially acceptable, though outcasts can be found in space trying to escape these norms and dogmas.&lt;br /&gt;
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You are not reproductively compatible with any humans or abhumans except Sukaek, and that is wildly taboo, and produces only True Akula or only Sudaek offspring depending on the mother’s species. Interracial couples are excommunicated from Akula social groups. The sexual revolution was crushed with an iron fist.&lt;br /&gt;
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Your effeminate, weak, mutant cousins are social, biological, and ethical chromosomatic aberrations. The sight, smell, and sound of them makes your eyes roll and twitch with disgust at these domesticated playtoys of the rich and powerful. Being called a Sudak is fighting words and a curse against your name.&lt;br /&gt;
&lt;br /&gt;
For Sudak players&lt;br /&gt;
A “Sudak” or genespliced Akula features:&lt;br /&gt;
* Typically plantigrade, human style legs and feet.&lt;br /&gt;
* Normal, five digit hands.&lt;br /&gt;
* Optionally, actual shark gills.&lt;br /&gt;
* Smaller teeth, optionally with disposable teeth.&lt;br /&gt;
* Genemodding.&lt;br /&gt;
* Optionally, colorful hair or markings, possibly even with scales or fur.&lt;br /&gt;
* Free spirits.&lt;br /&gt;
* Cute.&lt;br /&gt;
* Unusual genitalia or atypical combinations.&lt;br /&gt;
* Generally socially comfortable.&lt;br /&gt;
&lt;br /&gt;
You are the anime shark-girl of everyone’s dreams. Essentially a human with a snout, a tail, gills, and pointed animal ears, you’re free to be as colorful, garish, and degenerate as you’d like. You’re less physically imposing, still unusually durable, but only the most trained and dedicated, genemodded bodybuilding Sudak compares to the nature of True Akula. In exchange, you’re not burdened by the staunch traditions and etiquette, backwards religions or bigotry. You can be as free a spirit as you’d like. &lt;br /&gt;
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You cannot pass as a True Akula unless taking significant and active measures to blend in, and even then you’ll look noticeably effeminate and child-like to your shark-monster cousins, even if you don’t to human eyes. You fit somewhere more akin to other abhumans, despite being biologically very Akula.&lt;br /&gt;
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Your firebrand temper, or mild demeanor are just as socially valid as anyone else, as are your lusts and desires. As free as anyone can be in times like these, you’re not nearly as affected by the ever present chill, and can comfortably show as much skin as legally allowed. Your kind is known for their hospitality and pleasant, if intense ways. You can live hard, love hard, and play hard. &lt;br /&gt;
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You and your family are inherently a higher economic strata than your brutish relatives, with your charm and sleek looks. The blood of an ambush predator still runs through you, and without the raw power to use that, your grace, wits, and body, you can navigate the modern hunting grounds of wealth and influence just as well as the ancients hunted the seas. You’re the next evolution in Akula, and you wear the name proudly, even if just to spite the brutes who call themselves the “True” Akula to undermine your kin.&lt;br /&gt;
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For everyone else:&lt;br /&gt;
At first glance, the average person might have trouble telling apart an Akula from a Sudak, if even remotely aware there’s a difference. Previous experiences and familiarity largely depend on the character’s background. Service, business, and medical/research types have likely encountered mostly the “cute” and lithe Sudaks/Sudaek subspecies of genespliced Akula, which are generally rowdy humans with tails. Sometimes known for being especially “comfortable” around people.&lt;br /&gt;
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On the other hand, those in more hands-on professions might have experience with “True Akula”, large, digitigrade shark monsters which keep to themselves or their working groups. They’re seen as warmongers, pirates, and savages, with their culture mostly ignored in all depictions. Often seen as antisocial, this is a defense mechanism against starting pointless arguments or damaging productivity.&lt;br /&gt;
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{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TooFewSecrets</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Kriosans&amp;diff=2382</id>
		<title>Kriosans</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Kriosans&amp;diff=2382"/>
		<updated>2021-12-22T07:49:43Z</updated>

		<summary type="html">&lt;p&gt;TooFewSecrets: Added undocumented perk &amp;quot;Instinctual Skill&amp;quot;.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The canid aliens of the planet Krios, sometimes referred to as ‘Quill Hounds’ by the Sol Federation, are long lived empire that had only just begun its expansion into the stars when coming into contact with Sol, an event that shaped their empire. &lt;br /&gt;
&lt;br /&gt;
===Quick-Start Guide===&lt;br /&gt;
* Kriosans are adept hunters, tough in body and having honed senses. They get +5 to toughness and vigilance. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Kriosans come from a dangerous biome and thus are adapted to toxins. They take half the effects from radiation poisoning and 25% less from toxins.&lt;br /&gt;
* Kriosans are larger and thus have increased dietary requirements, having to eat more often.&lt;br /&gt;
* Kriosan bodies are quite sturdy and take 25% less brute damage than others but are quite sensitive to stimuli, resulting in electrical shocks dealing twice as much pain to them.&lt;br /&gt;
* Kriosan originally evolved underground, granting vision even in the dark with the use of their &amp;quot;Enhanced Senses&amp;quot; Perk.&lt;br /&gt;
* [[Perks|Perk]]: Kriosans gain the perk &amp;quot;Enhanced Senses&amp;quot;, which increases toughness by +10 and vigilance by +20 for 1 minute every 15 minutes.&lt;br /&gt;
* Perk: Kriosans gain the perk &amp;quot;Instinctual Skill&amp;quot;, which lets them use weapons one-handed with no recoil penalty, as long as they&#039;re usable one-handed at all.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The species that would become the Kriosans the galaxy is familiar with today originated and evolved to sentience underground, with many meters of dense stone to shield the inhabitants from the intense solar radiation of the surface, adapting themselves well to the tight confines and darkened realm of the underground. The vast network of underground caves allowed the first kriosan to hunt in the dim lights of luminescent mushrooms and later cultivate said fungi into an edible food source. The deeps however did not have there own problems, as the most common prey species was a cat-sized lizard, known as orbos, attracted to the very fungi the kriosan cultivated. Despite being a prey animal, however, these lizards were highly sensitive to sound and would carry rocks gripped in a tentacle like tail with which it would launch with painful and often times bone breaking accuracy. This early and common creature of prey necessitated the kriosan adaption to using their own range weaponry and further encouraged a highly sensitive and evolved eyesight, adapted well to sensing the minute changes in the dark by separating objects by the differences in heat through a weak infrared vision.&lt;br /&gt;
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Up above them the planet of Krios was bathed in dense solar radiation due to a thin atmosphere, an effect which would often times kill any deep dweller after long enough exposure. To compound matters, local flora and fauna on the surface was highly adapted to absorbing and surviving the radiation, leading to much of it being too toxic for the then kriosans to eat safely. While early tribal and later pre-industry kriosans were capable of hunting and foraging on the surface for food such edibles brought down required heavy processing and cooking to remove the present toxins and even then it could never be fully purified. In the earliest days of their civilization, when tribes were the prominent societal structure, living underground as they did was perfectly sustainable. As they became more industrious, and developed modern medicine and weapons to cull dangerous fauna, their population rose sharply and they began carving large bunker compounds out of the stone. These complexes became the first bastions in which the kriosan called home. Unfortunately the improvements in the areas of science, medicine, and arms proved to have a disastrous consequence as life expectancy and thus the population swiftly rose, something there agricultural and hunting markets could not keep up with. What bastions could barely weather the food shortages began sending scouts to the surface to forage and hunt whatever they could find to supplement dwindling food supplies. Few of them returned due to the inherent savagery of the surface fauna, and those that did often carried little more than a backpack and cart full of food, until one of them returned with an unusual report. An abandoned facility had been found, one of alien origin, with a number of decaying old machines with some salvageable components inside it. The machines were advanced but highly specialized into modifying the genetics of various species, something the scouts reported with fear, as the decaying bodies of monstrous creatures littered the former holding cells. However, seeing as the alternative was mass starvation, the equipment was brought back and work to reverse engineer and study the devices began.&lt;br /&gt;
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The geneticists collected DNA from native, poisonous quill-hounds that the scouts learned how to domesticate and travel with in order to attempt to splice desired traits with their own DNA. This may explain the superficial resemblances to canids, and was done in order to gain use of the hounds’ excellent sensory capabilities and resistance to UV radiation. Several scientists died during the course of these experiments due to sheer genetic incompatibility and organ rejection until the discovery of a substance referred to as ‘Thaum’ in the alien devices gene splicing technique through accidentally causing a quill-hound to develop lymphoma. According to notes recorded by the original staff of this genetics lab, the healthy parts of the autoimmune system of the hounds would carry and release a number of cellular toxins to kill off the tumor, which left behind mutated, but otherwise healthy and benign cells which produced a substance they referred to as Thaum. The resulting gland could be reproduced by growing it from a blood sample and the unidentified toxin released by the healthy lymph nodes to kill off the tumor. This gland, when inserted, allowed a greater degree of genetic tampering by adapting the structural enzymes within the thaumic gland to those in the DNA of the person the sample was taken from. The Thaum compound would then be released into the bloodstream, increasing the ability of the body to fight off various forms of cancer and toxins, and accept organs that would ordinarily not be compatible or present without being artificially introduced.&lt;br /&gt;
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One of the scouts, bearing the now-common surname ‘Kerensky’ was the first one to volunteer for receiving a thaumic gland, and the associated genetic splicing that would follow. When this Kerensky returned to his bastion, he was greeted as a complete stranger at first, appearing to be an alien creature to them, with numerous quills not unlike those of his animal companion. He was able to resist the toxins present in flora and fauna on Krios, and his body was not ravaged by solar radiation the way those around him were and his body was now immune to the toxins of the surface flora. Such a thing drew some curiosity towards the project. Little by little, more volunteers would be brought to the facility by Kerensky, and later other scouts who underwent transformation themselves, and things began to take a positive turn for those xenos who no longer were vulnerable to most of the poisons of the environs surrounding them.&lt;br /&gt;
&lt;br /&gt;
==Golden Age and Annexation by the Sol Federation==&lt;br /&gt;
&lt;br /&gt;
A couple of centuries later, with the aid of both continuing conversion and natural birth, the industrious new Kriosans have all but replaced the original naturally evolved kriosans with there genetic modified superiors. With new food sources available and a population boom they established several cities around their old bastions upon the surface with numerous arc smelters erected to take advantage of the plentiful metal content of the planet. Production exploded over time as the industrial boom and advancement in technology (aided by the now completely stripped alien facility) allowed for the kriosans to quickly begin there first plans to colonize nearby habitable planets within there star system. The kriosan however were shaped by the knowledge that somewhere in the vastness of space an alien race, far more advanced than them, existed and began plans to greet them in the kriosans naturally leaned towards, overwhelming firepower. The construction of colonized moons began as outposts that descendants of the original scouts populated, forming themselves into a combination of research facilities and planetary defense systems with large anti-spacecraft guns The powerful magnetic fields of the three moons overlap in such a way as to form a natural ECM blanket around Krios, rendering subspace communications nigh-useless, but rarely ever interfering with direct fiber optic links, and having a greatly reduced effect under the umbrella of their tight-beam relay coverage. The frontier of the fledgling Kriosan Empire came to be known for its Jaegers; Nomads, hunters and frontiersmen who, facing the many dangers of hostile unknown planets and there ravenous fauna, took on the role of settlers, scouts, and frontiermen who secured areas for the advancement of there empire. Jaegers developed a their own frontier culture apart from the kriosan whole, favoring a steep reliance on individuals instead of larger organized groups. For a time, the easiest tell tale sign of a kriosan being a jaeger was their preference for large caliber bolt action rifles whose pragmatic use found its way in jager culture. A common jaeger saying is, “Why load a magazine when a single well placed shot is enough?” though other kriosans dryly remark it as impractical, none can deny the powerful munitions they use are effective for frontier hunting.&lt;br /&gt;
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    &lt;br /&gt;
The leaders of the fledging empire however fear reprisal from whatever star-farers had left the abandoned facility on their planet, a common fear being old pictures of the montrous skeletons left in the facility. The majority of the kriosan population feared the race who would so willingly create such monsters, having conviently forgotten they themselves did the same, and many government officials and leaders fed into this paranoia for the political gain. This political move was put towards the ‘empire’s defense’ and large amounts of spending was appropriated towards weapons research and the creation of planetary defense forces. Though largely ignored, many political historians note that such great government spending happened to be done through defense contractors conveniently owned by the very politicians advocating for such ‘necessities.’ Whatever the reason, the money was still put to good use and the kriosan military was heavily kitted with various pulse action weaponry, heavy body armor, and practical multi-purpose military tools.&lt;br /&gt;
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The kits of a kriosan military man was one defined by his origin and social class with the most expensive and deadly equipment going towards the city born imperials referred to as Castellans. This equipment consisted of heavy ablative plating worn on top of a thick flak-absorbent surcoat, which typically has a cloth layer decorated with the regalia of whichever bastion they happen to be serving. Worn beneath the plating is a ballistic weave gambeson that, altogether with all the other layers, provides exceptional melee and laser protection and can stop ballistic calibers up to and including .408 rifle ball. Such armor, however, was rare and expensive to produce and thus was given to only the elite of the kriosan armed forces. Castellans were also fond of carrying large axes at their hip likewise forged of Durasteel, which they could use in a fight either when an enemy has charged close enough to warrant it or when ammo ran dry on whatever gun they happened to carry. This axe design had been used as a tool by them since long before coming to the surface, and was a brutally effective weapon to boot since the dense material gave it the weight to crush through armor like a mace. These axes were also status symbols, as the first known example was a bardiche-like poleaxe presented to the first Kaiser. Ever since then, Durasteel axes have been considered a symbol of nobility, whether through one being commissioned as a reward, or owned by right of artisanship as the culmination of a blacksmith’s career training. Sadly, while such lofty equipment was on par with and even exceeded a sol federation marine’s standard equipment this kit was reserved for the small elite forces of the kriosan military and its political leaders. The rank and file made do with inferior weaponry and armor, a divide that later became more and more apparent among the jaegers, who rarely had more than make shift kevlar and steel vests and bolt action rifles.&lt;br /&gt;
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Unfortunately, despite all preparations, they were woefully unprepared for the appearance of present day Sol Federation fleets in their system, emerging from bluespace and achieving orbit before the great guns could be brought to bear against them. The overwhelming display of potential firepower was so great that Sol Diplomats were hastily invited to a moot by the various lord Castellans, each representing his fief and its populace which, at the time, looked upon these invaders with fear and hostility. By time of contact the sol federation was well within its swing of conquering and annexing smaller empires and laid out its terms, the kriosan empire was given a choice of allying with the sol federation and gaining access to its infrastructure or being put to the sword and annexed. The reaction proved quite mixed, as many lord Castellans who were quite political powerful with great influence over their people sided against surrender, stating that it was better to die a free empire than be a contented slave. While a good portion of the population, in particular the jaegers, sided with this notion these lord Castellans began to lose power rapidly as the majority of remaining leaders, seeking to avoid a costly war, hastily removed them by consensus and in a few circumstances by force. Kriosans viewed humans and their federation allies as inferior, citing there small size and lack of physical fortification to the empires natural toxic environment. Despite this, even the most stout kriosan supremacist would begrudgingly admit that the sol navy had them at gun point due to its vastly superior firepower in the form of atomic weaponry. Seeing no alternative, the remaining lord Castellans consisted of those who were pro-sol and sought surrender under the guise of being allies. This decision, while in the short term was the best choice, proved disastrous as many discrepant groups voiced angry and often violent opinions against a move they saw as utter cowardice.&lt;br /&gt;
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==Sol quits Krios, the Crash births the Confederacy==&lt;br /&gt;
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As with all annexed empires the sol federation began its customary ‘improvements’ by installing federation bureaucrats in the kriosan government and supplying it with a planetary defense force and naval ships to act as both peace keepers and watch dogs to the newly allied empire. However, unknown to the sol federation the anti-empire sentiment was growing, chiefly among the independent jaegers who became the most vocal against sol rule, albeit behind closed doors as reprisal was swift and often brutal. Yet as luck would have it for these hidden rebels a chance to force their way came in the form of the bluespace crash. When word spread that bluespace travel was now impossible the rebels quickly realized the main advantage the existing sol defense forces had was cut off, that is, the support of the greater empire.&lt;br /&gt;
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Without Bluespace travel to rely upon, the very same navy that had appeared in Krios orbit seemingly out of thin air had lost the main advantage it had over the empire and was now in the position of being vastly outnumbered, if not out gunned. Lord Castellans, ever the wily politicians, very quickly realized rebellion from the jaegers and general populace was inevitable and quickly did an about face. Many Castellans denounced sol rule and began to openly support the rebels both in speeches and with the supply of military assets to rebel groups. The more moderate of the Castellans, in particular one named Erik Eisenwolfe, took the civilian factions of the sol federation and promised them amnesty if they surrendered peacefully, albeit those that did became second class citizens after the rebellion. The rebellion was, however, not a one sided conflict. Though the federation navy and plantary defense force was heavily outnumbered it was not outgunned and contingent plans went into effect to quell dissidents rebel fighters and deflecting military groups. The conflict was swift and brutal, with sol marines refusing surrender and fighting to the man. After a period of several months, when the smoke cleared the rebels declared victory albeit at heavy cost, nearly half of its fighters were slain despite numerical advantage. The remaining survivors licked their wounds and took solace in the fact they had thrown off sol rule.&lt;br /&gt;
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==Biology==&lt;br /&gt;
Though physically, many Kriosans have a superficial resemblance to domestic dogs, Kriosan biology differs from that of human and abhuman very noticeably. The most obvious differences, aside from their increased size and appetite, is that Kriosans have a few ancillary organs which are not present in humans, and which give them noticeable physical advantages in certain enviroments.&lt;br /&gt;
&lt;br /&gt;
The first and most obvious of these is an organ referred to as an “Ossmodula” by humans, and as a “Knochsteigern” by post-imperial Kriosans. It is this organ that is mostly responsible for Kriosans’ increased height and durability relative to humans, and it is also responsible for their bones being thicker, stronger, and more resistant to fracturing. This organ also causes them to grow to heights of 7ft tall all the way up to 8 ft tall, though the majority of the species are below 7 feet tall, and do not belong to the Jaegar or Castellan castes.. There are three main influences on how tall a Kriosan will grow: genetics, diet, and upbringing. Due to traditional standards and castes, there tends not to be interbreeding between them. Castellans tend to copulate with other Castellans, Jaegers with other Jaegers, and so forth. Jaegers focus their diet and upbringing on being lean and agile, and on having as much stamina as possible, so that they can travel longer distances between meals. As a result, they never reach heights above seven and a half feet tall. On the opposite side of that coin, Castellans focus on building their size, strength, and endurance. They are brought up to be able to hit hard, carry larger and function as enduring combatants. Consequently, Castellans are rarely ever shorter than 7ft tall. &lt;br /&gt;
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Another common trait of Kriosan physiology is the presence of dull, ferrous quills within the fur. These quills are sensitive to vibrations, touch, and electromagnetic stimuli, and prone to flaring out from time to time in the outdoors and when threatened. This adaptation, alongside a keen sense of smell gives them an excellent sense of direction, as well as heightened kinesthetic senses; a sense of where they are in relation to things around them. A steep downside, however, is that electrical shocks are conducted very easily into the body, and the likes of tasers and stun prods can very quickly overwhelm their nervous systems, more so than almost any other humanoid species.&lt;br /&gt;
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Finally, the last unique quality of the kriosan are the presence of retractable bone-like growths in the knuckles of each hand that function as sharpened needle-like spikes. The natural weapons themselves are quite sharp and suited for penetrating the hides of creatures native to kriosan, however this adaptation is not one naturally evolved from the kriosan but a result of the genetic splicing with quill dogs, who used the tools for hunting prey. While the use of these growths are negligible in the modern age, they still persist as a weapon in a pinch should a kriosan find himself without a better option.&lt;br /&gt;
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==Culture: Shaped by the Outsider==&lt;br /&gt;
Kriosan culture is a fickle thing marked by the change of time and evolution around the knowledge they gained early in their development. The early history of the kriosan is something rarely spoken of outside academic circles for its troubled past. Historians, philosophers, and socialists often discuss the genetic change the kriosan underwent as something to be lamented, with many declaring it as innocence lost at the behest of neccessity. Despite this lofty and poetic declaration, even the most mired of academics adhere to an unspoken rule of never showing pictures of pre-surface dwelling kriosan. The early weaker forms were hairless, ash skinned, small, and physically weak with larger bulbous eyes suited only for living beneath the earth. Such a form is looked upon with a mixture of uncomfortable disgust by the average kriosan, leading to many old photos being destroyed as a result.&lt;br /&gt;
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Pre-change kriosan society was one of pragmatic necessity that focused heavily on the the survival of the greater bastions. While present day kriosans pride there independent spirits the species in its youth was one of focusing on the greater whole. The life of these first tribalistic then pre-industrial kriosan was one built on the foundation of ignoring the self to focus on the greater whole. It was not uncommon in those early days for the physically inferior kriosan to be selected for the worst jobs or as bait when hunting, using themselves as a draw for the slung rocks of commonly hunted lizards known as orbos or as a draw for larger carnivorous predators.&lt;br /&gt;
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What altered this more ‘greater good’ mindset was the coming of the forced genetic modifications of the species and knowledge that life existed among the stars. The first was the change in mindset, a subtle and social shift noted only by academics as the newly evolved kriosans began to become the majority population. The tampering of genetics had a resounding effect on the instinctual and mental build of the average kriosan that synced more functionally with small groups similar to the structure of quill hound packs. The small shift completely changed societal dynamic, causing many kriosans to seek approval more in their respective friend groups over their community. To compound this, quill hounds are a pack animal but often hunt alone or in pairs to cover as much area as possible when retrieving a kill for the pack. This resulting individualism in the animal became reflected in the minds of gene-spliced kriosans as they began to lose the sense of their former self from the primitive splicing effects.&lt;br /&gt;
The more succinct and direct societal change was the knowledge given to them that unknown alien life existed in the deep vastness of space. This subtle but societal wide knowledge shaped how the civilization grew as it entered the industrial age with rampant speculation shifting between fear and excitement at the potential new allies. However, coupled with the shift in mind set that genetic tampering came with and the leaking of several photos of the bones of monstrous animals from the original looted lab the general consensus towards these star born strangers became increasingly fearful. This vague fear was further exploited by the fledgling government that later became the Castellens caste who used this notion of an external threat as an excuse to push policies that broadened their power and influence. Spending and work towards a future war against this unknown enemy became the common industry, forming a pivotal profitable sector in the kriosan economy. The fact such defensive spending supplied and armed the police and military, solidifying the castellen castes as the defacto leaders, was merely a coincidence noted only by conspiracy theorist or so the government funded news outlets would say.&lt;br /&gt;
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The divide created by the iron grip of the ruling castellen class gave way to three distinct cultural levels of kriosan society. At the top was the castellen who are rigidly trained and schooled at birth to become the leaders of the kriosan confederacy. The castellen are the most disciplined of the three kriosan castes with a heavy emphasis on schooling in statecraft, political maneuvering, and physical combat. A castellan is from birth both coddled and deprived of comfort that another caste would have, the early life of a castellan is rigidly structured towards physical and mental conditioning. A castellan is expected to be intelligent, cunning, and physically able to appear as superior to other castes and fit for rule. To create a greater distinction many castellens are fed growth hormones or genetically altered to grow larger in size, supporting a greater bulk for the purpose of having a commanding aura and the physical strength to become imposing as many reach an absolute maximum height of eight feet. While castellans are rigidly disciplined through out their life this does come with drawbacks, with many of this caste lacking a personal charisma due to living in an environment based on rigid power structures. Many castellans come off as stuck up and arrogant to other castes and alien groups, in particular when they do not have the authority that allows them to assert dominance over others. For this reason most castellans are loathe to leave kriosan space as the power they exert in there homeland does not extend pass their borders. More than any other caste the castellan focus on adhering to a strict rules of conduct, respecting the chain of command and authority openly but often times using political savvy to undermine and position themselves in seats of power.&lt;br /&gt;
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The second caste and the most common is the vorhut or the ‘common kriosan’ that makes up the general populace. The vorhut are by and large smaller than the castellen due to a less rigid diet and genetic tampering to make them larger and stronger, with the average vorhut being between six and a half feet to seven feet tall. The vorhut are more concerned with the self and their small social groups than the societal care the castellan have. The vorhut share the core value of caring only for select individuals and will rarely go beyond the expectation of aiding family and friends. Unlike the rigid and superfluous castellen the vorhut are both lacking in modesty but acutely aware of manners. Vorhut will commonly speak of their prior accomplishments with pride and see personal success as something to boast of when dealing with strangers, often making them appear prideful and vain. What most outsiders do not understand is that is boasting is a competitive contest between kriosans that establishes the attitude, skills, and strengths of those they often times work with. Between kriosan, this is modesty, but to everyone else this comes across as prideful boasting. Looking past this the vorhut are quite focused on manners if they possess an understanding of there audience and take great pains to be polite to others to avoid any misaligned interpretations, this can often lead to assumptions and misinterpretations but the vorhut as they often judge a person at face value by race and background alone until getting to know them.&lt;br /&gt;
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Finally, you have the third and smallest caste, the jaeger and the frontiersmen of the kriosan empire. The jaegers are the most individual of the kriosan, often focusing even less on matters of pride and appearance outside personal accomplishment through hunting. The common jaeger is often far more aware of his relation compared to other aliens, as in the advent of exploration they more commonly encounter intelligent xeno life. Jaegers carry less bias towards non-kriosan and often boast less as a result, often times opting to show there talents over stating them. Jaegers prefer aesthetics along the lines of practical, appreciating things that appear good but useful above all else. Their individualism is further compounded by the core value of self reliance and tight knit relationships with few others, often in the form of family and mates. This pride, however, is not without its pit falls. A jaeger has a defined set of personal justice and beliefs and is often rigid to the point of stubbornness and it isn’t uncommon for a jaeger to be belligerant and rarely violent to enforce what they believe is right. This puts them at odds with all groups, kriosan or not, but is luckily an exception rather than a rule, as kriosan morality is similar to most dominant cultures. Jaegers do have one of their own art style unique to them in the form of scrimshaw. They like to incorporate the sturdy bones and natural weapons of large and dangerous predators into their armor or as bayonets for their rifles, and decorate them differently for the purposes they serve. Specifically, Jaegars will carve their life histories into their armor; places they have seen and want to share the experience of with others, beasts they have hunted and what weapons they hunted with, and other personal milestones that they wish to be remembered for; which will be worn by life-sized statues carved to their likeness from the stone in their communal, subterranean tombs after death. The actual acts of killing their prey, however, are carved into their rifles and kris-knives, and passed down to their children, or the children of their siblings failing that. In this way, Jaegars attribute kills to their weapons, but the act of hunting with those weapons to themselves.&lt;br /&gt;
&lt;br /&gt;
Of the greater whole of kriosan culture the empire is each city in Krios is governed by a Lord Castellan, whose seat of power is a large under-ground bunker complex referred to as a bastion. These bastions are massive, the size of a small city themselves, and using advancements in hydroponics technology introduced by Sol, are built to be self-sustaining. Each bastion houses and supplies the Lord Castellan and the Bascinets serving under them and, in times of peril, can house the civilian population.&lt;br /&gt;
&lt;br /&gt;
On the more civilian note, a heavy emphasis is placed upon a wide range of artisan crafts, ranging from brewers on up to gunsmiths and shipwrights. Kriosan are a people of toil and often seek work constantly, all castes generally find themselves uncomfortable with long periods of rest or relaxation and prefer to keep laboring longer than most people. The mind set of consistent labor has led to a refusal to buy something when it can be made by the individual, making the trade of tools and materials far more important than a finished product. Kriosans by and large do not buy something if they are open to and capable of crafting it themselves unless it is a good bargain. For example, a housewife would prefer to start her own garden in order to feed her family, rather than buy from a farmer on a regular basis. A jaeger would sooner collect the steel casings from the ammunition he expends and handload his own rounds, rather than buy extra boxes of ammunition that would take up space he can use in his pack for more vital necessities. &lt;br /&gt;
&lt;br /&gt;
Despite their emphasis on crafts, however, most Kriosans do not value the arts very much, and have a reputation for being terse in both speech and in literature. Castellans are famously laconic, often communicating in as few words as possible and rarely use flowery dialogue if it can be avoided. Imperial citizens also by and large tend to view a number of species, particularly humans, Naramads, Cht’mants, and Marqua as being lesser than them until something significant enough is accomplished to earn a measure of respect. Sol citizens with no interest in joining the Empire post-crash, for instance, have been forced to live in the bastions under guard of the Castellans, more or less making them second-class citizens. Only Sablekyne, Cindarites, and Akula have largely avoided this, having by and large established themselves as species that the quill-dogs respect due to common beliefs.&lt;br /&gt;
&lt;br /&gt;
The kriosan empire is prone to solving problems it has with other groups in the surrounding space through the use of military force, when a significant portion of those problems could more easily have been solved diplomatically. Indeed, the Kriosans almost never deign to bother negotiating if they have a position of military superiority unless it is obvious to them that there is something more significant to gain through diplomacy instead of conquest, or unless it is with a known power that has earned their respect. Doing otherwise is seen as a sign of weakness, akin to bending the knee to a commoner. The Vorhut are mostly to blame for this, due to their fanaticism towards their empire post rebellion, and their desire to exert their perceived superiority over those neighbors who do not fall within their good graces. This is often seen in how the kriosan empire deals with pirates, often times attacking them openly and wantonly, even if said pirates plead mercy or attempt to avoid engagements. In many ways, this mirrors the aggression of Sol, but on a smaller and less sustainable scale. Xianjian and Krios have a famously poor relationship, largely due to the former’s tendency to claim the bodies of the slain, regardless of origin, for their marionette program. Naturally, the Kriosans are disgusted by the resurrection of their dead, and twice as affronted by the fact that those risen dead are made into mindless slaves, or receptacles for the soul-less positronic brains. Even despite this, they are not at war with one another, with Sol as a common foe.&lt;br /&gt;
&lt;br /&gt;
Of the nearby Nadezhda colony the kriosan confederacy has good relations, having established contact through jaeger scouts before brokering a treaty. The confederacy saw the young colony as an ally against the sol federation should they ever return to put down the rebellion and greedily desired the advanced weaponry, mecha, and resources the colony held a monopoly on. Thus, they’ve pledged support to the colony economically by buying most of its exports and providing imports through the intermediary of the Lonestar Shipping Solutions. Should the Sol federation ever appear, despite the bluespace crash, the confederacy retains a defensive pact with Nadezhda, something many castellans privately doubt will ever need to be fulfilled but brokered with the colony to ensure a tighter alliance.&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TooFewSecrets</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Humans&amp;diff=2381</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Humans&amp;diff=2381"/>
		<updated>2021-12-22T07:46:27Z</updated>

		<summary type="html">&lt;p&gt;TooFewSecrets: Adding undocumented perk &amp;quot;Inspiring Battlecry&amp;quot;, some perk info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Quick-Start Guide===&lt;br /&gt;
* Humans represent the base line of all species and have the benefit of their well known toughness and broad set of skills. All humans gain +2 to every stat. An extra +3 can be gained if their homeworld is chosen in character setup, at the cost of being less tolerant to drugs and more likely to get addicted to them.&lt;br /&gt;
* [[Perks|Perk]]: Humans gain the perk &amp;quot;Tenacity&amp;quot;, which allows them to stabilize and heal a small amount (equal to 5u of tricordrazine) every 15 minutes. Also comes with a very weak painkiller effect. Can be used even while fully unconscious.&lt;br /&gt;
* Perk: Humans gain the perk &amp;quot;Guts and Glory&amp;quot;, which allows them to halt all progressing damage and heal a small amount of internal bleeding and damage for about a minute, every 30 minutes. The strain of this effect however will make the user exhausted and may cause them to pass out as a result. This is more effective against suffocation and poison than it is against standard injuries. Has a moderate painkiller effect. Can be used even while fully unconscious.&lt;br /&gt;
* Perk: Humans gain the perk &amp;quot;Inspiring Battlecry&amp;quot;, which allows them to boost the combat stats of any non-deaf person in sight by 10 points for 2 minutes, every 30 minutes.&lt;br /&gt;
&lt;br /&gt;
=Humanity and the Terran Federation=&lt;br /&gt;
==General Overview==&lt;br /&gt;
The Terran Federation is the pre-eminent power of known space, encompassing thousands of star systems spread across the Orion Spur, several different alien races, and multiple semi-autonomous states beneath its banner. Established from the old order of Earth’s nations, following economic collapse in the efforts to terraform Mars, the Federation serves as the united political will of humanity, and the other species under its influence. The terran federation may also be referred to as the Sol federation, the names are interchangeable.&lt;br /&gt;
===Statistics===&lt;br /&gt;
* Population: 348.5 Billion (Est.)&lt;br /&gt;
* Human: 313.3 Billion&lt;br /&gt;
* Human: 235.7 Billion&lt;br /&gt;
* Abhuman: 77.6 Billon&lt;br /&gt;
* Kriosan 8.6 Billion&lt;br /&gt;
* Akula: 7 Billion&lt;br /&gt;
* Sablekyne: 6.9 Billion&lt;br /&gt;
* Cindarite: 5.5 Billion&lt;br /&gt;
* Naramad: 3.4 Billion&lt;br /&gt;
* Opifex: Minimal&lt;br /&gt;
* Cht’mant: Unknown&lt;br /&gt;
* Government: Citizen&#039;s Republic&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Founding and the Unification Wars===&lt;br /&gt;
The Federation’s history reaches back to the strife of the 23rd Century following the completion of the Mars Terraforming Project. In the wake of the widespread societal and economic collapse, the disparate nations of Sol and Mars suffered further as the wealthiest members of society fled the Sol system for other colonies. With no other recourse, the civil strife grew increasingly violent, culminating in nearly a century of civil conflict across the Sol System. Pitting governments, corporations, and civilian groups against each other, the chaos eventually placed one group above all others: former military. Starting with these former soldiers safeguarding their communities and making decisions for the community, bringing order to the chaos, the trend of former military leadership spread rapidly. The early roots of the Terran Federation started in Europe and spread rapidly, coalescing into an increasingly complex government. By the end of the chaotic century, and by the time the first bluespace drive was developed in 2383, most Sol was brought under the control of the Terran Federation.&lt;br /&gt;
&lt;br /&gt;
To work toward recovery and seize necessary resources for home, as widespread shortages continued to plague Sol, resources that could be spared were poured into a new military-industrial complex and military production ramped up. The preparation for what would become the First Unification War lasted only a few years, but the results starting in 2387 were nothing short of astonishing. From 2387 to 2407, the Federation scored devastating victory after victory in the star systems surrounding Sol. These victories brought to heel the various colonies that had, for over a century, enjoyed independence while making a show of force that would spread across the stars. With this show of force, the Terran Federation became the pre-eminent power in known space and recovery in Sol was already well underway. Despite this, the Federation began what would become the Second Unification War.&lt;br /&gt;
&lt;br /&gt;
The Second Unification War, a much longer conflict, lasted from 2412 to 2562 and united the whole of the human diaspora beneath the banner of the Federation. Despite the name, much of the unification was peaceful as the reputation of the Federation now preceded them, and failure to submit would likely be met with extreme force. Or so it was presumed. Those that did resist were met with necessary force, not overwhelming. The inclusive nature of the Federation and the integration of each planet that joined eased the military burden on the Federation, and resources continued to flow across the growing nation. Shortages that once plagued Sol were now long gone, and Sol itself was prospering along with the new colonies.&lt;br /&gt;
With the end of the war in 2562, and immediate need for conflict now passed, the Federation was able to focus more resources than it had been on internal expansion, exploration, reconstruction, and terraforming efforts. The military-industrial complex, once a powerful part of the Federal economy, saw its importance wane as civilian products were prioritized, along with construction materials and everything else needed to better improve the Federation and its worlds. This era of internal expansion brought it with stability and integration of the far-flung colonies and settlements.&lt;br /&gt;
&lt;br /&gt;
==Era of Exploration and Contact==&lt;br /&gt;
But with this expansion, first contact with alien species was inevitable. The Mar&#039;qua made first contact with the Federation in 2567, and with it came a peace treaty and defensive alliance. Advanced Mar&#039;qua technology likewise flowed into the Federation, while the Federation aided the Mar&#039;qua in protecting their borders. The relationship with the Mar&#039;qua was, and has, been somewhat distrustful. The Mar&#039;qua pay taxes to the Federaton and are effectively part of it, but maintain high levels of autonomy, rendering them effectively a tributary and not subject to Federal administration. This has also protected their otherwise backward society and structure, according to the Federation.&lt;br /&gt;
&lt;br /&gt;
Only a few years after the Mar&#039;qua, the Akula were contacted in 2572. For the next three years, human colonization and the supplying of weapons united the Akula under a pro-Terran government. However, the traditional elements of the Akula continue to cause issues to this day, and the failure to integrate into the largely egalitarian society of the Federation has resulted in the Uacillia System being treated as a semi-autonomous space. The standard administration of the Federation hasn&#039;t yet been able to get into the system, and by extension the system isn&#039;t privy to some of the same rights of the rest of the Federation. Those Akula that hold to more xenophobic and rigid views outside of their home system and homeworld are generally treated with some level of derision from the otherwise accepting Federation.&lt;br /&gt;
Contact with the tribal Naramad in 2580 posed one of the first challenges to the Federation, small as it might be. First contact with the Naramad started off rocky, with Naramad leaders attacking a Federal diplomatic team. Leveraging the fact that it was a defensive war, flimsy as the excuse might have been, the Mar&#039;qua were forced to fight a ground war to preserve the native economy. It had the ulterior motive of being done to get a demonstration of Mar&#039;qua technology, strategy, and tactics. The small force overwhelmed the comparatively large Naramad force over the course of months, and the Mar&#039;qua pulled out once the fighting was finished. The Naramad were, thus, the first species to be forcefully integrated to the Federation. The Chancellor of the Federation was removed in a no-confidence vote from the Senate once it came to light what had transpired and how it caused a rift with the Mar&#039;qua.&lt;br /&gt;
&lt;br /&gt;
In 2582, first contact was made with the Sablekyne by a corporation rather than the government&#039;s diplomatic corps. The dual influence of Oni LLC on the Southerners and the undocumented Gaelic settlers on the Northerners had a distinct effect on the society of the Sablekyne, in ways that the Federation wasn&#039;t particularly pleased with after the fact. The divisions between Northern Sablekyne and Southern Sablekyne However, given the problematic integration of the Naramad, the peaceful integration of the Sablekyne was welcome news. The ease of assimilation, due largely to the cultural shift, has turned the Sablekyne into a major species within the Federation.&lt;br /&gt;
&lt;br /&gt;
The next year, 2583, saw formal contact with the Opifex. Rumors of raiders and scavengers at the fringes of the Federation saw an increase in Navy patrols in areas where the attacks were reported. Contact wasn&#039;t able to be established in the few clashes with their ships, with attempts to capture being met with self-destruction when cornered. It took the Mar&#039;qua reaching out to formally make contact. Through the Mar&#039;qua, a non-aggression pact with the Opifex was negotiated and the attacks on the Federation itself ceased, and they turned to other groups instead.&lt;br /&gt;
After this rush of first contact scenarios, there was some surprise as no new contact was made for another 18 years. During this time, the newly integrated species saw populations move across the Federation, integrating in their new homes, and growing new populations that grow up effectively human. This has caused some tension among more traditional non-humans, but to the greater Federation the integration of these species, the lack of tension caused by it, and the contribution of their own culture to the areas they move to is treated as beneficial. The Sapient Service Act of 2586 formally opened Federal Service to all species with the same limited restrictions placed on humans. This merely put to law the rights of non-humans, while they had already been serving prior.&lt;br /&gt;
Contact with the Cindarite in 2601 was another example of a non-traditional contact. Smugglers had long been hiding goods on the planet due to the inhospitable environment following the nuclear war. These smugglers eventually made first contact with the Cindarite and used them for their own purposes. Eventually the Federation moved in, broke up the smuggling ring, and made formal first contact with the Cindarite. Given the positive relations with the smugglers, it eased the integration of the Cindarite into the greater Federation, similar to the Sablekyne nearly two decades before. To help move those that wished to leave their ruined home, the Cindarite were offered jobs across the Federation and are welcomed into Federal Service. Their widespread mutations and lack of any baseline, however, causes some issues but none that aren&#039;t easily rectified.&lt;br /&gt;
&lt;br /&gt;
Kriosan contact in 2605 brought another of the major species into the Federation. The rapid deployment of Sol forces to Krios brought to bear overwhelming firepower and forced the Kriosan leadership to negotiate. Most of the Lord Castellans of Krios refused to surrender to Sol and only a minority of the people pushed for joining the Federation. In the end, the short-term solution was to submit to Sol. The begrudging alliance brought some new resources to Krios as the Federation began to implement their administration. Such assistance quickly dropped off as rioting and violence began to rule the day. To reward the Kriosans for unrest was an irrational move, and so they were taxed and left to their own devices otherwise. Kriosan Police and Federation military forces fought to keep order amid the protests and rioting, but ultimately the Federation chose to ignore Krios entirely. The usual process of integration and establishing their administration was put on an indefinite hold while they were still forced to pay taxes and a minimal military presence was retained. Krios was effectively vassalized; a first for the Federation. Those that fled Krios to the rest of the Federation were still embraced as civilians and, later, citizens when they served.&lt;br /&gt;
&lt;br /&gt;
==The 27th Century and the Crash==&lt;br /&gt;
The next decades were a period of relative peace. The Federation had secured a huge swath of space, were expanding internally while explorers and intrepid pioneers headed beyond the borders to settle their own worlds, and the stability of the government and society contributed to an overall prosperous period. The only notable unrest remained on Krios, while the frontiers occasionally had minor uprisings by those that felt disenfranchised by the government. Most were put down easily. The Federation, as a true melting pot of both human and alien cultures, had an underlying weakness in allowing the free expression of ideas. Protest against authoritarianism, for universal suffrage, for pacifism, and some nihilistic elements saw a rise in popularity among the core worlds. On the fringes, more dominant alien cultures and their own values were sowing discord.&lt;br /&gt;
&lt;br /&gt;
Before anything could truly happen, the Bluespace Crash occurred, scattering the fleets and effectively breaking up the Federation. With no other equally fast communications or FTL system, Sol has lost communication with much of the Federation. As a nation can only be as large as its communications allow, the future of the Federation remains uncertain. &lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
Chancellor (as of 2645): Walther Adler (Human, Male, 78)&lt;br /&gt;
The government of the Federation can best be described as a Citizen&#039;s Republic. While a representative democracy at its core, the right to vote has been denied to the average civilian of the Federation. To earn the right to vote, an individual must serve at least two years in some form of Federal service. The right to serve is guaranteed to all, regardless of species and ability. Quitting from service in the middle of it results in no punishment beyond being barred from service in the future and thus unable to earn the right to vote and participate in the government. The government would rather have dedicated people and punishing those that can&#039;t make the cut would run counter to the ideas of civil liberty.&lt;br /&gt;
The federal government itself is unicameral, composed solely of the Senate. Each senator is elected to represent a singular star system, or the whole of less developed frontier sectors if major settlements are lacking. In all, there are thousands of Senators, split into various parties, and made up in some part of every species in the Federation.&lt;br /&gt;
As the head of state and government, the Chancellor of the Federation is given great power and wide authority to act without needing to consult the Senate. Despite this, they serve at the will of the Senate despite election by the citizens of the Federation. Like every other part of the government, the Chancellor can be any citizen regardless of age, though older citizens are the most likely to be elected regardless. Only a handful of Chancellors have been non-human since first contact was made, only because few tend to run for the office.&lt;br /&gt;
&lt;br /&gt;
==Major Cultures==&lt;br /&gt;
===The Melting Pot===&lt;br /&gt;
The core worlds are a true melting pot. Earth and Mars are the greatest mix of cultures, with some alien races contributing their cultural elements as they emigrated to the core. While there are still some distinctions, the average human born in Sol or its nearby star systems are likely to be from most any cultural background, hold any variety of beliefs and traditions, and be almost anything. Traditions of old have been supplanted in large parts by the necessities of modern society, and while cultures may no longer be well defined in the core worlds, bits and pieces remain.&lt;br /&gt;
&lt;br /&gt;
===The Frontiersmen===&lt;br /&gt;
The Federation is a huge nation, and its frontier is no exception. Many worlds have just small settlements of hard working, industrious colonists working to stake their own claim out in the galaxy. Most of these people are resilient, self-reliant, and usually cooperative with their fellow settlers. Those on the frontier can come in almost any flavor of culture, and are probably the most diverse, defined cultural grouping of humanity.&lt;br /&gt;
&lt;br /&gt;
===The Human Colonies===&lt;br /&gt;
Federal culture is as varied as the cultures of Old Earth. In the diaspora of the 22nd Century, when the colony ships departed to their systems, cultures were preserved and modified as they adjusted to their new worlds. These worlds are encouraged to preserve their unique culture while still adapting to the ever-shifting society of the Federation. Where the core worlds have become a melting pot, the human colonies have held onto their culture. More specific cultures, such as the specific European cultures, Asian cultures, or African cultures have survived and prospered. Alien thoughts haven&#039;t seeped in so much, and the colonies are resistant to the cosmopolitan melting pot of the core worlds.&lt;br /&gt;
&lt;br /&gt;
===The Alien Colonies===&lt;br /&gt;
Humanity moves anywhere it can. From the human settlements on the Sablekyne homeworld to human enclaves and trading posts in Mar&#039;qua space, humanity can be found anywhere and everywhere. While some hold onto traditionally human cultures, the closeness to alien friends and possibly even family has likely caused shifts in thinking. Perhaps not radically so, or perhaps extremely radically, those born on the predominantly alien worlds might just as well be alien in culture or a strange mix not unlike the Core Worlds.&lt;br /&gt;
&lt;br /&gt;
===The Spacers===&lt;br /&gt;
Not everyone is born to a planet. Some live their lives on asteroid settlements, trade stations, starships, and freighters. Some may never set foot on a world. These people are unique for the lack of traditional culture. Gone are the ways of old when survival is on the line. A poorly maintained life support system could spell death for everyone. The Spacers are pragmatic, often diligent in their work, and often mechanically or commercially oriented. Those on the trade stations have likely seen or interacted with many different species and cultures over time. Those on ships and other facilities have probably been forced to help maintain their homes from an early age, perhaps in lieu of an education in some cases.&lt;br /&gt;
&lt;br /&gt;
===The Undefined===&lt;br /&gt;
The Federation is a huge nation. Hundreds of billions of humans call it home and stretch across thousands of star systems. While it is tempting to put all of humanity into a few easily defined categories, often most do not fit in any one category. Humanity, like other species, are greatly varied in personality, culture, and adaptation. Likely they came from most anywhere, with any number of backgrounds, a variety of genetic modifications, &lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
Human biology remains largely unchanged from the baseline human of the 21st Century. Heights and weights haven&#039;t changed much, and no there are no major mutated strains of humanity present in the Federation. However, the introduction of aliens to the Federation, massive leaps in medical technology, the proliferation of abhumans, and widespread cybernetics has resulted in limited mutations and non-baseline humans to appear. None are in any major numbers compared to the entire Federation, but there are any numbers of minor traits floating around that have appeared over time.&lt;br /&gt;
&lt;br /&gt;
Barring full or partial non-human modification, such as the Abhumans, genetic therapy and targeted genetic treatments are widely available to the average citizen. These can range from &amp;quot;cosmetic&amp;quot; procedures where minor elements of one&#039;s biology is tweaked to deep scans and intensive procedures to correct genetic illnesses before they can affect the individual.&lt;br /&gt;
&lt;br /&gt;
===The Abhumans===&lt;br /&gt;
Born from early genetic modification technology in the 21st and 22nd centuries, the Abhumans were initially wealthy individuals that decided, for any number of reasons, to have animal traits added on to varying extents. From tails, ears, or claws to full body modifications, complete with bone reshaping. The procedures were often long, intensive, expensive, and the early procedures weren&#039;t always successful as the new technology needed time to be studied. As time went on modification eventually became easily accessible to most of the population, like most consumer services. The procedures remain long and intensive, however, depending on the extent of the modifications.&lt;br /&gt;
At their core, Abhumans are genetically human and they can, and do, pass along modified genetic traits. This has led to long lines of &amp;quot;pure&amp;quot; Abhumans; those children of full Abhuman modders that never received any modifications but take after their parents. By genetic makeup, Abhumans are human. The popular opinion of the Federation&#039;s populace, but by no means a unanimous opinion, is that they are no different than physically pure humans and the modifications are merely a cosmetic choice like any other.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
The Federation Armed Forces are among the most advanced in the known galaxy. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TooFewSecrets</name></author>
	</entry>
	<entry>
		<id>http://sojourn13.space/w/index.php?title=Sablekyne&amp;diff=2380</id>
		<title>Sablekyne</title>
		<link rel="alternate" type="text/html" href="http://sojourn13.space/w/index.php?title=Sablekyne&amp;diff=2380"/>
		<updated>2021-12-22T07:39:26Z</updated>

		<summary type="html">&lt;p&gt;TooFewSecrets: Adding unlisted perks so people don&amp;#039;t have to codedive, yay accessibility.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;Right, as the world goes, is only in question between equals in power, while the strong do what they will and the weak suffer what they must. Be patient and tough; someday this pain will be useful to you.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Sablekyne are a vaguely feline race of horned alien bipeds hailing from the planet of Onkarth. Nearly a century of integration and cooperation with humans have made them openly accept Sol Federation rule and they have allied with them to spread their influence and race to the stars.&lt;br /&gt;
&amp;lt;br&amp;gt;&#039;&#039;&#039;A quick-start guide:&#039;&#039;&#039;&amp;lt;/br&amp;gt;&lt;br /&gt;
* Sablekyne are vaguely feline horned bipedal aliens averaging at 182cm (6’0 ft.) and have thick stocky bodies built for strength and harsh weather conditions.&lt;br /&gt;
* Sablekyne are strong and tough and get a +5 to their toughness and robustness stats. An extra +5 can be gained if their homeworld is chosen in character setup.&lt;br /&gt;
* Sablekyne can see further in the dark than humans.&lt;br /&gt;
* Sablekyne are at home in extreme heat and cold with bodies built to survive in such environments.&lt;br /&gt;
* Sablekyne have claws and horns that are suited for use as weapons, they deal more damage in unarmed combat and may cause bleeding on hit.&lt;br /&gt;
* Sablekyne primarily draw nutrition from meat and foods containing animal protein as they are carnivores, regular nutriment does not sate hunger nearly as well.&lt;br /&gt;
* Sablekyne hail from the star system Gamma Minoris and the planet Onkarth.&lt;br /&gt;
* Sablekyne are separated by the Northlanders (Gaelic influenced) and Southlanders (Japanese influenced).&lt;br /&gt;
* Sablekyne have their own religion which worships the god of the sun and fire, known as Ferris, followers refer to themselves as Sun-Eaters.&lt;br /&gt;
* [[Perks|Perk]]: Sablekyne gain the perk &amp;quot;Last Stand&amp;quot;, which allows them to ignore the effects of pain for 1 minute every 15 minutes. Nonlethal weapons will have almost no effect, but severe enough injury will still make them fall unconscious. This also doesn&#039;t make them immune to any other effects of injuries.&lt;br /&gt;
* Perk: Sablekyne gain the perk &amp;quot;Bone Plated&amp;quot;, which allows them to withstand 20 more damage before going into shock. This is similar to having 20 more points in Toughness, but with none of the other benefits of raising the stat.&lt;br /&gt;
* Perk: Sablekyne gain the perk &amp;quot;Brawny Build&amp;quot;, which makes them immune to knockdown attacks from many wild critters, and resistant to being shoved by other people. This is identical to the &amp;quot;Immovable Object&amp;quot; job perk given to the Blackshield Commander and Warrant Officer.&lt;br /&gt;
&lt;br /&gt;
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==Home System and Planet==&lt;br /&gt;
The sablekyne hail from the star system gamma minoris, a small system of only three planets that is positioned largely out of the way of the galactic stage. Of the three planets only one is hospitable with the other two being a magma planet and gas giant respectively. The three planets within the minoris system are named Anzonus, the magma planet closest to the minoris star. Onkarth, the hospitable desert planet where the sablekyne reside and Xegetis the gas giant and farthest planet from the sun.&lt;br /&gt;
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Anzonus is a dense metal rich planet extremely high in ore content but completely inhospitable due to volcanic activity throughout the surface of the planet. The systems gas giant, Xegetis, is largely similar to other gas giants and possess nothing in the way of abnormalities. The home planet of the sablekyne, Onkarth, is mostly a desert planet with intense seasonal heat and freezing winters. Onkarth is also the only planet that has moons, of which it possess two named Cannick and Muros. A complete rotation around the minoris star takes eight hundred and forty seven days, with each day lasting a total of twenty nine hours. The seasons are marked by six different periods known commonly as the monsoon season, spring season, the summer, the ember season, the frost, and winter.&lt;br /&gt;
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Monsoon season is marked by torrential rains across the planet as the temperature begins to rise towards the end of winter. Floods and over run rivers are extremely common during this season and is usually noticed first by the influx of animals and insects leaving hibernation. Next is the spring season when vegetation begins to grow rapidly and abundantly near sources of water such as lakes or rivers. Next begins the summer where the late stages are marked with a steady rise in temperature that cause a noticeable drying of all lakes and rivers near the equator that slowly expands outward. The ember season is marked by most of the vegetation dying and small fires due to the heat, a process that releases most vegetation seeds as the flames carry them into the wind and in some cases, causes the flaming plant to explode similar to some trees found on earth. After the long ember season the frost season begins where each night becomes increasingly colder until winter begins and snow begins to fall. The frost season is marked by what little water remains freezing over and winter, unsurprisingly, by the appearance of snow during the day.&lt;br /&gt;
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The planet consist largely of a windy desert from which intense daytime heat and freezing cold nightly temperature are common year round, ebbing and flowing with the seasons in severity. The large deserts are home to the southlanders while their cousins live in the rockier and colder climate to the north. The frozen north has much sturdier and year round vegetation among the rocks and dirt, making it seemingly more hospitable compared to the large desserts with few areas of water.&lt;br /&gt;
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Onkarth is home to numerous species of life with God Machine predators being few in number. In the north lands their are two animals that present the biggest threats to the northlander sablekyne. The first are the samaks, an ambush predator that has plagued the northlands since recorded history due to its rapid breeding, aggressive nature, and sturdy bodies. Samaks are ambush predators that rarely hunt in packs, usually hiding in the snow and waiting for prey to near. They appear like large carapace covered animals and are known for their voracious appetites. The second and far more dangerous predator in the north lands is the white shrieker, a large gorilla-like beast standing on average ten feet tall. White shriekers have massive claws and immense teeth with which they use to tear apart prey after disabling It with an ear-piercing scream, hence the name. The number of white shriekers had declined heavily after first contact due to the introduction of firearms, but they remain a threat even to the modern northlander should they forgot to remain armed.&lt;br /&gt;
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In the south lands the three major predators are the skiver, rot stinger, and belch worm. The skiver is a dog-sized furred beast vaguely resembling a hairy crocodile. While not a serious threat to an armed sablekyne they are numerous and highly aggressive, willing to attack any and everything with their long toothy maws. The rot stinger is a non-aggressive flying insect with a large venom filled barb extending from the face. The highly potent venom causes severe necrosis if not treated quickly and eventually will cause organ failure in a high enough dose over a prolonged time period. Rot stingers live in hives and are heavily attracted to a plant known as spirit lilies from which they extract the nectar as food and often become hostile if anyone touches there food source. Belch worms are a large maggot like creatures averaging in size to that of a regular human and rarely up to the size of a small car and are the only known serious threat in the current age in the southlands. Belch worms are burrowing creatures which tunnel through the sand and only surface to attack prey. While they have a large powerful jaw lined with teeth belch worms prefer to use a special gland in the mouth from which they vomit a powerful acidic enzyme that eats away at organic matter rapidly. Fortunately this enzyme cannot eat through metal or stone, making their threat in the modern age slim to a prepared sablekyne or those living in an urban setting.&lt;br /&gt;
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==Biology: Built Tough==&lt;br /&gt;
The sablekyne are bipeds that are vaguely feline in appearance and closely resemble the standard biped evolution in biology with a handful of major unique features. Sablekyne, with the aid of modern medicine, have a life expectancy equal to humans. A sablekynes build depends on if he is from the equatorial ‘desert’ or the more consistently cold north lands with the southern sablekyne leaning on the slightly taller and thinner side. Both northlander and southlander sablekyne are generally much thicker and stocky than humans with bodies heavily adapted to survive both the brutal cold and intense heat. To thrive both weather extremes sablekyne have incredibly thick and insulated fur that protects them both from intense cold and intense heat. All sablekyne possess a thick and easily shed outer coat of fur and a secondary coat beneath that is extremely compact to the point of providing a highly regulated temperature control to their body. The fur patterns of northlander sablekyne tend to be white, gray, black, or brown while the fur patterns of the southlanders are blonde, orange, brown, chestnut, tan, or in some rare cases silver.&lt;br /&gt;
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* The most notable feature of Sablekynes are on the skull as all sablekyne possess various shapes of horns. Functionally the horns work as weapons, allowing a sablekyne to headbutt animals with surprising force when charging. The shape and size of the horns vary greatly, but are usually curved or spiraling with ridges or fluting.&lt;br /&gt;
* Starting from the head sablekyne have a notably feline shaped skull with vertical slit eyes adapted for low light environments, giving them excellent vision in the dark, and large pointed cat-like ears below the horns that can swivel and move in response to noise. Sablekyne do not possess pupil coloration, all sablekyne have pure white eyes with black slit pupils.&lt;br /&gt;
* All sablekyne have extremely large fangs commonly referred to as sabers, of which jut downward from the mouth in the form of tusks and vary from a few inches to half a foot in length. Sablekyne teeth consist entirely of fangs due to being primarily carnivores and have quite long rough tongues.&lt;br /&gt;
* While a sablekyne can eat plant matter they do not draw much nutrition from it and must eat meat on a regular basis.&lt;br /&gt;
* Sablekyne possess sturdy and sharp retractable claws on the end of each hand and foot that function well as weapons. Sablekynes claws can be forced out of their sheathes by pressure applied in the right place along the knuckle.&lt;br /&gt;
* At the end of each finger tip and on the palm each sablekyne has soft padded skin much like earth felines.&lt;br /&gt;
* Sablekyne have a long tail that they may flit and move at will to maintain balance often when walking, running, or charging.&lt;br /&gt;
* Sablekyne are physically adapted well to strength intensive tasks but tend to be rather awkwardly clumsy. Though agility and speed can be found among them this is the exception rather than the rule.&lt;br /&gt;
* Sablekyne females will generally give birth in litters of two to six with a gestation period of six months, though in rare cases a female may birth a single child, it’s an uncommon occurrence. Due to their stable genetics hermaphrodism cannot naturally appear in sablekyne, though nothing besides social pressure prevents adult sablekyne from later going under operations to become such for personal reasons.&lt;br /&gt;
* Sablekyne are bipedal and possess digitrade legs ending in arched feet with claws on the end of each toe that are retractable much like the ones on their hands and course foot-pads that protect the feet from light damage. Sablekyne lacked any form of proper transportation for most of their evolution, as such they are well adapted to walking and running long distances with little rest, food, or water.&lt;br /&gt;
* Across the arms, forearms, shoulders, outer thigh, and shins all sablekyne possess bone-like plating on the extremities that are quite tough and sturdy. While this doesn’t protect them as much as one would guess it allows them to absorb the impact and force of a strike, leading to their high pain tolerance.&lt;br /&gt;
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Deviation between sablekyne is by ethnicity with the four major ethnicities being northlander, southlander, maunkyne, and mutkyne. All sablekyne are heavily built with thick bodies and a tendency towards muscular builds that feel less pain in comparison to humans. Southlanders tend to be slightly thinner and taller than their northlander cousins but generally only deviate by fur pattern. On the other end of the spectrum are the maunkyne and mutkyne. Maunkyne are addicts to a drug grown on Onkarth and are usually living squalid life styles in exile, often times hunted down and treated brutally for their choice of addiction. Due to their unhealthy living conditions maunkyne are usually quite thin (for a sablekyne) and suffer from mange or other common health issues as a result of bad hygiene.&lt;br /&gt;
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Mutkyne are the rare result of a sablekyne successfully breeding with a non-sablekyne and the result creating a mutant. Sablekyne may very rarely have a successful pregnancy when paired with someone not of their race and the result is usually a healthy sablekyne child that has at most an abnormal fur pattern or eye color, with non-white eye color the sure sign of mixed parentage. Sablekyne lineage is matrilinial and the child’s race and genetics depends solely on the race of the mother. In a small number of cases this may result in what is known as a mutkyne, a mutated and sterile sablekyne who is openly disfigured. Mutkyne usually have small deformed horns with a consistency and strength to a callous instead of the sturdy bone-like quality of a normal sablekyne. Most mutkyne have no fur or only small patches and malformed hands with always extended claws too weak to be used as proper weapons. The tail of mutkyne is often stubby and crooked and often fails to serve its function in keeping balance. Treatment towards mutkyne often ranges towards neutral to outright hostile due to them being seen mutations, a fact not aided by their condition rendering them sterile. Mutkyne are commonly referred to as ‘muties’ by northlanders and ‘low-born’ by southlanders. Despite both being ostracized, even the maunkyne act brutally towards the mutkyne and are often treated even worse by maunkyne than northlanders or southlanders.&lt;br /&gt;
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==History: Strange Acquaintances==&lt;br /&gt;
The origins of the sablekyne is a product of natural evolution though many consider the first sablekyne to speak did so when addressed by the Sun God, Ferris, who gifted them with language by offering them berries that glowed as the sun did. While people in the modern age contest this, it isn’t an uncommon answer when asking the average sablekyne about the history of their people. Sablekyne history is much a mirror of human history to the complete lack of surprise to any cultural anthropologist. Sablekyne progressed from the stage of tribal to a mostly modern civilization that had only just begun industrial automation, a slow process due to the lack of easily accessed minerals, until first contact with humans expedited their development.&lt;br /&gt;
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Historically speaking sablekyne history is pockmarked with many wars and conflicts settled into trading agreements and alliances of convenience. Notably the sablekyne home-world lacked the minerals required for mass production of gunpowder and ballistic ordinance which resulted in less bloody wars compared to other races. In the time predating first human contact the sablekyne civilizations had only just reached a record period of little conflict and fighting. Traditionally most wars happened between the rugged snow dwelling northlanders and the more desert adapted southlanders.&lt;br /&gt;
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Despite differences both in culture and physical appearance between the north and south sablekyne trade, inter mingling, and good relations do dot the history as much as conflict. It wasn’t until first contact and the influence of two separate groups of humans that this cultural divide was strengthened. During the centuries following first contact much advancement in science, medicine, and automation thanks to the outside influence drastically improved the quality of life among the sablekyne. &lt;br /&gt;
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==First Contact: The Pivot Point==&lt;br /&gt;
The first contact by humans was actually by a corporation known as the Oni, LLC, a geological and anthropological survey institute that scans planets for minerals, rare elements, and intelligent life and then sold the information of these planets on the market. This Japanese company discovered the sablekyne first and chose not to sell the information or report their discovery due to the nearby mineral rich planet of Anzonus. Instead, after surveys noted a distinct familiarity in southlander sablekyne culture as compared to the bygone age of Japanese culture in that they had a lack of iron in most products and a similarity in clothing, in particular the practical garbs of straw hats and robes quite similar to the Japanese gi and kimono. The Oni corporation elected to begin a multi-generational plan to uplift the sablekyne to create allies who would work the nearby mineral rich planet while offering them a large cut of the profits and the technology to do so. The process was a slow and steady plan where the Oni anthropologist were methodical, careful, and respectful towards the more refined southlander sablekyne. Over a period of several decades the Oni, LLC prepared the southlanders through the gifts of technology, medicine, and needed supplies that very quickly warmed the sablekyne up to their new allies. From their operational base on the moon of Cannick everything was proceeding nicely with only a few marked discrepancies compared to other alien life. Chiefly, the sablekynes native language called ‘crinos’ was impossible for a human to speak properly and thus most sablekyne were obligated to learn human languages to speak with their new allies. The decade long plans were proceeding nicely for the well meaning corporation.&lt;br /&gt;
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Until the Gaels showed up.&lt;br /&gt;
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Unknown to the Oni, LLC a second group had discovered the planet of Onkarth, a colony ship filled with humans of gaelic descent had proceeded, illegally, into unknown space seeking a new hospitable planet to claim as their own. Having discovered the stable planet of Onkarth they landed in the north lands where the icy temperature seemed far more comforting to the already cold acclimatized humans. Having not realized intelligent life had already laid claim to the planet the humans built a fortified city from their colony ship and began preparing advanced farmland and hunting parties to collect meat from the local wildlife. It wasn’t long before the northlander sablekyne discovered the human colony and, amazed by the technology on display, made contact first. The humans, surprised and dismayed to discover that an alien race in their new home quickly found the north land sablekyne to be rather receptive to their desire to live among them. What quickly followed was swiftly made alliances, with the northlanders desiring the humans technology and weaponry for war and the humans wanting peace for their new colony. Though the relationship did start off as troubled as they lacked a proper form of communication and sablekyne proved as wantonly willing to let a discussion devolve into a fist fight as their new human allies.&lt;br /&gt;
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Over time the influence on the sablekyne from their more advanced human allies began to have adverse effects on their culture and thus drove a deeper divide between the two groups. The north land sablekyne became much more jovial, friendly, and kind but equally became just as crass, scrappy, and belligerent like their human allies. Meanwhile the southlanders grew to be more refined speakers and focused on appearances and honor. While most sablekyne retained much of their culture a few influences can be spotted outside the technological spheres. Firstly, northlanders inspired their Gaelic allies to readopt the use of halberd as before the introduction of firearms sablekyne commonly used a pole-arm of similar design meant to chop through the heavy carapace of a samak. Perhaps as a way to differentiate themselves from their northern cousins the southlanders adopted the use of their own weapon to hunt samaks but largely own them as a status symbol and rarely use them as an actual weapon, superficially they resemble a tetsubo or really, a long wooden club with iron studs meant to shatter the bone and carapace of local fauna common in the desert.&lt;br /&gt;
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The second most notable influence is speech, with the north land sablekyne speaking English common with the trademark influence of gaelic speech methods. While this influence is common modern schooling makes severe attempts to curb this speech method to allow sablekyne who move off planet to be more easily understood. To the south the opposite happened, most southlanders speak perfect English common with very little use of contractions, as such many southlanders rarely use words such as &amp;quot;isn&#039;t, arn&#039;t, I&#039;ll&amp;quot; and other similar phrases, opting instead to full say &amp;quot;it is not, are not, or I will&amp;quot;. They speak softly, carefully, and in low tones compared to their boisterous cousins. As a result of centuries of human influence and living among them the native language of crinos has long since become a dead language with few native speakers. Nearly all sablekyne speak English common and many learn common secondary human languages such as jive or techno-russian, with only scholars and hobbyist learning to speak crinos.&lt;br /&gt;
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==Culture: Influenced Evolution==&lt;br /&gt;
Sablekyne culture has in recent decades been heavily influenced by human contact but has retained much of its own identity. Sablekyne culture is best described as egalitarian and preferences heavily on community, family, and personal success. Sablekyne are absolutely loathe to perform any form of charity that isn’t directly towards a member of one&#039;s family or community and rarely as a group ever go into any venture that doesn&#039;t directly benefit their side. While most sablekyne are generally friendly that does not mean trusting and most have a dogged wariness that comes across as paranoid to other races, especially to those who are alien and not human derivatives. While sablekyne are entirely uncaring of sexual orientation they find the concept of hermaphrodism disturbing and shun those who don&#039;t stick to traditional gender roles, though exceptions do exist. Due to a rather famous court case disputing if a hermaphrodite was able to both vote for being female and hold public office for being male they are now barred from either. At the same time, due to public office and the ability to vote requiring a sablekyne to have a minimum of two generations of family below them they tend to heavily favor traditional roles.&lt;br /&gt;
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===Northlanders: The Rowdy===&lt;br /&gt;
Northlander culture has always been rather utilitarian given the colder climate they exist in and they heavily favor a pragmatic approach to most things. The divide between the sexes is very distinct with men expected to marry and have a large family from which he is the primary provider for. Women are expected to marry young and support their families as keepers of the house, though they are not restricted from joining the work force the propensity for large families rarely allows for it. Despite clearly defined traditional roles women are still expected to be able to fight, a custom carried down from prehistory from which women commonly protected their young when the men were away hunting. In an arrangement that often surprises outsiders sablekyne are restricted by gender in their respective roles in politics. Only a male may hold public office in any official capacity, be in a small town mayor or large city governing magistrate. Despite only men being able to hold power they are not allowed to vote, voting is down exclusively by women and men do not have the privilege of picking their leaders. The last restriction is the criteria for voting and holding office in that only a sablekyne that has at least two generations beneath them, that is to say grand kids, may vote or hold public office. This idea is under the pretense that only an elderly individual who has two generations of family to think about will consciously make decisions for the betterment of others. Of northlander naming conventions they tend to favor the traditional names of sablekyne that contain hard vowels and roughly spoken words. Male names tend to be short, while female names tend to have more syllables and thus be longer. Common names include &amp;quot;Akari&amp;quot;, &amp;quot;Telk&amp;quot;, &amp;quot;Akridin&amp;quot;, &amp;quot;Crenkindo&amp;quot;, &amp;quot;Jumk&amp;quot;, however, many northlanders will also use traditionally gaelic human names when naming offspring. This is more commonly done if the respective litter was sired by a human/abhuman or the clan itself has several humans within their number.&lt;br /&gt;
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Of the actual governmental organization the sablekyne generally organize themselves based on origin. Northlander sablekyne are generally close to a republic with very little over sight on day to day lives of citizens with choices made largely based on what each community wants. This system proves extremely prone to tradition and rarely suffers deviants or radicals, with most ‘reformers’ seen as foolishly young and often times look down upon. &lt;br /&gt;
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Northlanders are also lovers of song, dance, and drink and often have large festivals at the beginning of each season to celebrate the change and use it as an excuse to get absolutely hammered. In addition to this jovial attitude one can easily spot a northlander from a southlander based on if they are accompanied by a shantak. Shantaks are a carapace covered pig like pack animal that has a gem-like exterior. The shantak were originally tamed by northlander sablekyne to be used in hunting and are seen much like dogs are to humans. Young shantaks are known as gruntlings and are common gifts to families expecting children as when raised beside children the shantak is aggressively protective.&lt;br /&gt;
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Up until the modern age northlanders used to distinguish themselves from each other by which clan they belonged to. Clans were organized family groups linked together by the oldest patriarch with prominent members being younger men with sizable families of their own. Unique to the northlanders many clans would freely consider humans who married into the clan as one of their own. It was not uncommon for a human to be considered a clansmen. In modern times this distinction has weakened and while people will recognize clan affiliation it isn’t as big of a consideration as in previous decades.&lt;br /&gt;
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Northlanders are also extremely averse to being unarmed in their day to day lives thanks to the prevalence of the dangerous and territorial samaks that plague the colder climates year round. As such northlanders belonging to a clan may openly carry any form of weapon from a rifle, pistol, or traditional hunting halberd. Those who leave heavily populated areas are commonly seen wearing at the very least armor across the chest. Choosing to adopt a human fashion many northlanders also wear kilts to hide additional knives and weapons beneath where they can easily reach.&lt;br /&gt;
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===Southlanders: The Refined===&lt;br /&gt;
Southlanders are on the opposite side of the spectrum and by comparison are far more reserved. Much of their current culture is more heavily influenced by their Japanese allies and mirror some of the customs as a result. Southlanders even in modern times keep themselves organized in a strict hierarchical houses that function much like a caste system. Males born into their house remain so forever unless disgraced and females remain so unless they marry into another house. This highly structured system has the unfortunate side effect of making upward mobility for the common southlander significantly more difficult. Southlander names are similar to northlanders in their respect for hard vowels and rough wording, though many southlanders default to traditional japanese names as a matter of honor towards their human allies. Unlike the northlanders, this practice is far more common.&lt;br /&gt;
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Male southlanders are expected to obtain a job early on in their adult life and remain with the company and career they first obtain work with for the rest of their lives, weathering good and bad times. Those who quit their first jobs are considered a societal drain and largely shunned depending on the wealth of their house with more powerful houses seeing little social reprimand. Female southlanders are expected to run the households finances and keep everything in order from raising the children, ensuring all accounts are settled, and handling all business affairs.&lt;br /&gt;
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Unlike the boisterous and combative northlanders the southlanders find entertainment in competition and games of chance. Southlanders are unabashed gamblers and prize fighting through martial arts is a common form of entertainment in many households. Curiously, much like their northern cousins they also favor drink but tend to choose less powerful spirits during festival times and parties. Southlanders face far less danger in their mostly desert home compared to their northern cousins and as such weapon carrying is far more restricted. A male southlander is permitted to carry a tetsubo for personal protection but not a firearm. A female southlander is permitted to carry a knife they are expected to conceal for person protection.&lt;br /&gt;
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Southlander interaction is usually far of a subtle affair when compared to northlanders but this restriction is generally observed in professional settings or with less than intimate company. Southlanders also tend to be equally as superstitious, in many ways more so, than northlanders and believe deeply in spiritual matters despite being less religious than the devout northlanders. An extension of this is a southlanders honor, a fickle thing as they care deeply about what they view as an insult. Though to a southlander an insult rarely takes the form of words outside of a few select phrases and instead take the form of someone dealing with them in bad faith, someone breaking their word, or the desecration of something sacred/personal. An insulted southlander may choose to challenge the person to a duel, though more often they challenge them to a bet or drinking contest. Win or lose it is extremely rare for a southlander to forget such grudges and they will oftentimes remember an insult to their honor for months or even years, bearing the grudge in memory for any further dealings with the offender.&lt;br /&gt;
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===Maunkyne: The Hated===&lt;br /&gt;
Maunkyne are the hated social class of the northlanders and southlanders. Due to being exiled in the south or executed in the northlands many maunkyne hide themselves among there clans and houses until found out and removed. Those that manage to escape alive are often picked up by the small counter society that has formed in the wastes as a result of the surviving exiles. Maunkyne culture is both a reflection of and derision of sablekyne culture. Unlike the various clans and houses that put down roots the maunkyne remain mobile, often traveling in vehicles designed to move through the desert wastes as portable homes. There existence is, technically speaking, illegal and as such they rarely approach established sablekyne towns in large numbers and often times send individual members to buy or sell supplies these roving caravans have found, made, or stolen. Maunkyne culture cares little for honor or tradition and with there difficult lifestyle will resort to whatever needs to be done to get by.&lt;br /&gt;
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This has not helped any fight for equality as maunkyne are often behind prostitution rackets, drug trafficking, and rarely people trafficking due to cutting deals with established, but not maunkyne, criminal groups. To make matters worse, they are commonly used as scapegoats historically, compounding the general hatred from the north and south respectively. To further separate them from the established society maunkyne also refuse to follow the traditions and religious practices of either culture, often times subverting them by actively spitting on the generally accepted codes of conduct. Sexual, physical, or social deviancy are not only common but heavily encouraged, with the more open maunkyne altering there appearances to be far more ‘offensive’ to traditional sablekyne standards. Unnatural fur colors, piercings, or body mods that profane the ordered appearance of a sablekyne mark maunkyne who have long since given up on returning to ordered society.&lt;br /&gt;
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Additionally, sickness and physical weakness is common among maunkyne should they fail to get there daily dose of the demon powder they are addicted to. Due to this reliance and the costs of maintaining such an addiction maunkyne rarely bother with luxuries that allow for personal hygiene or physical maintenance and thus often appear thinner and sickly compared to other members of their race. Mange, blood shot eyes, physical weakness (should they be in withdrawal), missing or severely decayed teeth, and flaking skin around the horns and bone plates are extremely common health concerns for many maunkyne. Those maunkyne who appear healthy and well adjusted are often hated and feared all the more by other maunkyne and outsiders, as a healthy maunkyne is the sure sign of a ruthless criminal who has succeeded by the extortion and exploitation of others. Some exceptions, however, do exist and some maunkyne bind together in roving clans that use their drug peddling skills to make medicines and other products to maintain themselves with some degree of dignity. Such remedies are often a mix of natural and scientific healing that makes them similar a roaming hospital that proves effective for the unhealthy desert roamers. These groups are a minority even in a minority and the few southlanders and northlanders that know of them refuse to entertain the idea, at least publicly, that their are maunkyne who are more than animal.&lt;br /&gt;
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===General Culture: The Broad Strokes===&lt;br /&gt;
Both the northern and southern sablekyne celebrate holidays at the beginning of each season and, due to a translation error, refer to these celebrations as samhain in the north and majo no kisetsu in the south. In a curious example of cultural misunderstanding the Gaelic humans introduced Halloween to the north land sablekyne who took to the holiday first out of general amusement and later adopted it as a full celebration. However the sablekyne mistook the event for happening every season instead of once a year during a specific season. By the time the Gaelic humans noticed the tradition had spread and was now mistakenly called samhain regardless of when it took place. Eventually this holiday spread to the southlanders who adopted it as well but renamed it to majo no kisetsu to better link themselves to their more oriental allies who they mistakenly believed celebrated the holiday as well. &lt;br /&gt;
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Before the introduction of these holidays, however, sablekyne did not have many celebration. Sablekyne do not attach any significance to the day of their birth and feel extravagant displays during times of celebration are at best vain and more often times seen as wasteful. Even the holidays they’ve adopted from humans are often austere and cheap in comparison to most other races. The only significant unique gatherings sablekyne have are the golden ring, the scouring, and the welcoming. The golden ring is a holiday common to most sablekyne that mark a time of plenty by all members of a clan, family, or house for their respective community. Those who wish to hold it will invite anyone within their community to a feast laid out for the benefit of those not within the respective family. The golden sun is often used as a display of success or status, but is considered one of the few acceptable forms of such displays as it benefits the community as a whole.&lt;br /&gt;
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The welcoming and the scouring are holidays equal but opposite to each other. The welcoming is a small austere celebration welcoming newer additions to a family, should it be through marriage or the birthing of a new litter. The welcoming rarely involves gifts or money exchanging hands and often is little more than a home cooked dinner for close family members and sometimes extended clan mates if those involved are well known in the community. The scouring is the removal of a family name, be it house or clan, and is often accompanied with the exile or annulment of the persons name and memory. This can be due to a member failing the clan in some way either in life or in death with the more common reasons being discovered as a maunkyne, failing to provide for your family, or showing cowardice in some cases. In the northlands a still living member of a clan who is being scoured will often have his horns broken off by his clans patriarch before being forced to join the lodge of heroes, while in the southlands members are disgraced by losing there house name and status, effectively unpersoning them and reducing them to the lowest social class.&lt;br /&gt;
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Of the sablekyne society the absolute lowest dregs are those considered lacking in a clan or house, a mutated hybrid, and those addicted to a chemical created from the desert flower known as spirit lilies to the southlanders and hell petals to the northlanders. This desert flower has extremely addictive but extremely powerful healing properties when the nectar is baked into a certain spice commonly referred to as demon powder. When eaten the spice causes the imbiber to heal naturally at a much faster rate, while no where near a mythical healing factor of legend users of this drug will see marked increased in strength, speed, healing, and require very little sleep for several hours. The side effects when the drug wears off include extreme bodily weakness, muscle fatigue, and general irritability. An overdose in the chemical will result in severe hallucinations, brain damage, and potentially heart failure. The drug itself though takes years to detox once addicted and only one or two uses before the body gains a dependency on it. Addicted users are looked down upon as the lowest form a sablekyne can sink to, a traditional view dating back to the drugs discovery during times of conflict. While the drug would allow one side to give their soldiers an edge in battle the lasting effects would forever cripple them and thus the use was banned. As such, this drug is highly illegal and extremely criminalized.&lt;br /&gt;
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Users and addicts of this drug are known as maunkyne and due to their constant use of the spice have prolonged lives as long as they regularly intake the chemical. Some have theorized that a maunkyne could potentially live a much longer life span, upwards of ten to twenty years longer than normal, provided they take the drug on a regular basis. Regardless, any discovery of demon powder is swiftly blamed on the maunkyne and those discovered to be addicts are usually removed from society entirely if not imprisoned, though some powerful southlander houses who have been discovered housing maunkyne may get preferential treatment. The northlanders are far more brutal and treat maunkyne as animals without rights, usually resulting in addicted users being executed. The continuation and propagation of this addictive chemical is attributed to maunkyne enclaves hiding in the wastes, though how they smuggle this chemical is largely unknown.&lt;br /&gt;
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As a counter to this criminal underbelly sablekyne military forces are large and well equipped thanks to their near complete integration into the human federation. Backed by human technology and military acumen most of the sablekyne military and police forces are well trained, efficient, and large in number with groups made of northlanders, southlanders, and humans. Sablekyne justice is often swift and brutal, rarely does the concept of mercy or unfair punishment come up as sablekyne see such displays as weakness. To the average sablekyne, committing a crime is to invite any retribution and while their justice system works towards being fair and reasonable, punishments are often severe. While police forces between the south and north lands work independently military integration and cooperation is a requirement first brokered by the Oni, LLC to ensure stability and safety on the planet. As such, military forces can be made of northlanders, southlanders, humans, and in rare circumstances other human federation species. Sablekyne are extreme in there respect for authority and attitude towards personal success and pride. Sablekyne commanders are loathe to insult or take for granted those under their command as such direct insults to a subordinates honor and pride often times result in duels. Whoever wins, however, is expected to show modesty in his success and any overt bragging is often shamed as the participants are expected to become friends afterwards.&lt;br /&gt;
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Another key facet to sablekyne society is the organization and structure of the career and training of its members. Long before the time of first contact sablekyne in the northland and southland had created two divergent methods of large industry known as lodges and orders respectively. Sablekyne pride personal success and as such take great pride in a steady work ethic and proper schooling, often becoming competitive in the areas they specialize in but expected to be modest of there accomaplishments.&lt;br /&gt;
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===Lodges===&lt;br /&gt;
Lodges are similar to the human concept of guilds but encompass more than a singular skill or task and often cover every aspect of its specific industry. While not every sablekyne is trained by a lodge they are big industry players in their respective economies and many sablekyne worked for one at some point. Members of a particular lodge often preference others from the same lodge, seeing it similar to a fraternity that remains ingrained even if both members leave the lodge. As a general rule once a northlander has left the planet they will have cut ties with their lodge, though this is considered normal and does not carry any social penalty.&lt;br /&gt;
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* Magma Lodge – The lodge that trains miners and drillers for the nearby magma planet as well as producing metallurgist, weapon smiths, gun smiths, and armor smiths due to being heavily invested in the metal trade. They&#039;ve existed before human contact but didn&#039;t grow huge until after they got off planet. The magma lodge began as primitive blacksmiths focused primarily on making tools, weapons, and armor before later growing into a large spanning industry based in military and civilian markets. Many prominent clans and military leaders hail from the magma lodge and its often seen as the most traditionally acceptable lodge to belong to.&lt;br /&gt;
* White Lodge – Northlanders are far more traditional and religious than their southlander cousins and have a lodge formed around upholding traditional and religious ideals. The white lodge primarily trains priests, theologians, and political aspirants. In addition, they record the history of the northlanders and the annals of each clan so they may trace the lineage of each large and expansive clan. The white lodge have the only accurate and definitive census of each clans members.&lt;br /&gt;
* Beast Lodge – Sablekyne are carnivores and the production of meat is a priority for food. their industry for butchers range from home town cutters to massive meat producers on large ranches. The beast lodge is named thus because they also produce farmers and ranchers who grow food to feed the massive herds of livestock being fattened for later butchering. The beast lodge also includes game hunters and survivalists and it isn’t uncommon for members to later become explorers and rangers when they go off planet.&lt;br /&gt;
* Hero Lodge – The lodge of the hero traces back to the famous northlander legend of Akari Magraw, a northlander clansmen said to have united the entire sablekyne clans under a single banner in his life time and the one who first outlawed the use of demon powder. Despite its inspiration the hero lodge is not one any sablekyne would willingly join. The hero lodge is exclusively reserved for the mutkyne, clan-less northlanders, or disgraced southlanders. Members are required to take the oath of the hero and leave the planet after being sold to the highest bidder as a form of disposable mercenary. To return to Onkarth and be absolved of their failures or social disgrace a member of the lodge must survive ten years of active conflict as a soldier or mercenary, at which point even a mutkyne may be socially accepted upon returning, at least at face value. Few, however, return even if they survive their decade long duty.&lt;br /&gt;
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===Orders===&lt;br /&gt;
Orders function similar to lodges but focus more on specific vocations over a broad area of related industries. Unlike a lodge, an order is something a sablekyne always belongs to even if they move off planet. This spanning influence is commonly used for said orders to exert control off planet and are usually beneficial to both the member and the organization as a whole. That said, an order often cares far more for what benefit its over any individual member.&lt;br /&gt;
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* Order of the Coin – Southlander sablekyne have always had a lack of easily obtained resources in comparison to the northlanders. As such diplomacy and mercantile skills become a prominent factor in a houses success. The order of the coin trains merchants, traders, stock brokers, and bankers and is considered the most elite of all the orders and lodges, often coupled with being quite elitist, as they rarely allow anyone not from a powerful or wealthy house within their ranks. This favoring of the elite has led to members of the coin being looked down on as representatives of nepotism and con men, grifting people for their services.&lt;br /&gt;
* Order of the Mirror – Southlanders always had an abundance of sand and not much else. This gave way to the practice of creating and sculpting glass into amazing artistic pieces that become the pride of houses and clans. Artists, sculptors, and craftsmen in the modern age have progressed into creating their masterpieces in more than just glass blowing but the order remains heavily invested in glass creations and trade.&lt;br /&gt;
* Order of the Automaton – The only order mostly controlled by humans and exists off planet at the Oni, LLC moon platform on Cannick. The order of the automaton focuses entirely on robotics, synthetics, and bio-mechanical engineering. Much of its members are quickly assigned internships and later employment at the expansive mining operations on the nearby magma planet of Anzonus. Unlike other orders the automaton is primarily owned and operated by native humans and will willingly recruit anyone wishing to learn instead of restricting their ranks by ethnicity, wealth, or influence. Though due to social pressure, they will not recruit a known maunkyne.&lt;br /&gt;
* Order of the Horn – The order of the horn is the most elite of any lodge or order that recruits only those of significant merit or wealth. They train soldiers for the Sol Federation as part of the federation forces, often training said members to become officers, commanders, and rarely commandos. Prospective members are trained on the logistical and leadership aspect of war and heavily preference their accomplishments towards command. That said, all members are expected to be advanced users of various combat styles both ranged and melee. Graduated members of the order of the horn can be differentiated from rank and file due to always carrying a melee weapon, commonly a pole-arm or mace-like weapon due to cultural leanings, that they have mastered the use of.&lt;br /&gt;
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==Religion==&lt;br /&gt;
Sablekyne religion is a tricky subject to outsiders. Where as other aliens and humans often have a pantheon of gods or a single benevolent god the sablekyne possess only a single god who is often times more brutal than they are kind. Worshipers of Ferris the sun god are known as Sun Eaters for the commonly held belief that he gifted the sablekyne with language in the form of a globe of fire that burned the throats of those that ate of it, but gave them the ability to speak for surviving the process. The commonly held belief by both the southlanders and the northlanders is that Ferris is not a god of mercy nor one of benevolent kindness but one of strength and trials. The challenges and trials of their home-world are said to have been placed by Ferris to ensure his children would always remain strong by being constantly tested. Often times stories involving Ferris involve him actively tormenting those his eye has fallen upon under the idea of they will either become stronger or justly break for their weakness.&lt;br /&gt;
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One of the most famous and oldest stories of Ferris and the inspiration for the Hero Lodge is the story of the Akari Magraw. While the life of Akari is rooted in fact and well recorded the origin of his birth and younger days are hotly contested. The story goes that the sun god’s eye fell upon a sablekyne woman who refused to marry, in a fit of desire and rage he raped the woman and some months later she gave birth to two male children. One, however, inherited the power of Ferris and was born with skin of molten metal. Yet before the metal could cool the mother strangled the child and use his divine body to forge a halberd of legendary and divine strength that Akari was said to wield later in life. The other child, one without any sign of divine power, was named Akari Magraw and raised as a normal child. While the story of his origin is not one to be taken at face value what is known is that later in life Akari united the northlander clans under a single banner through years of conquest. It is also known that Akari did later slay one of his younger brothers who had, during a clan rite, secretly used demon powder to beat Akari in single combat. When it was later revealed, Akari slew his brother in a fit of rage and outlawed the use of the drug, a law that still exist uncontested today for various reasons.&lt;br /&gt;
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Despite the brutality of Ferris many sablekyne, in particular northlanders, are devoutly religious and many call themselves Sun Eaters as it is socially seen as the acceptance and willingness to endure strife and pain no matter how terrible. Religious rites of the priesthood of Ferris is often ceremonial involving incense, candles, and robes where they speak words of absolution for weakness and create oaths of resolve to endure a hard life. A common motto for devout sablekyne is never to pray for mercy, but the strength to endure pain.&lt;br /&gt;
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==Present Day==&lt;br /&gt;
Present day sablekyne have largely assimilated into human society as apart of the Sol Federation and can easily blend in with any human environment quite easily. While they are generally aloof with alien races they tend to be friendly with humans and, although wary of them, human gene splices. Many sablekyne who move off planet tend to have a broad spectrum of skills and talents and don’t really specialize in anything as a race barring physical labor thanks to their tough stocky bodies. The spread and travel of sablekyne has given rise to new cultural facets however. To avoid confusion, sablekyne measure their age based on terran years when stating how old they are.&lt;br /&gt;
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Sablekynes absolutely loathe nekomoris or ‘cat-girls’ as they liken them to the mutkyne mutation that creates an infertile mule. Few sablekyne will associate with nekomori willingly and many southlander sablekyne will be passive aggressively insulting while northlanders are outwardly and openly belligerent. If one thought this prejudice was odd sablekyne also find ‘exotic’ fur colors something to be laughed at. Many sablekyne who see brightly colored unnatural fur colors will ridicule the offender relentlessly and in some places beat them severely for ‘offending’ them with what they perceive as an idiotic color patterns. Sablekyne also find speaking in third person incredibly offensive when done by their own kind and other feline type races due to learning of a stereotype of feline races speaking as such. Sablekyne go out of their way to self police this habit. It’s not only expected but encouraged to beat a fellow sablekyne unconscious or shun them severely if they speak in third person for any reason in public, even as a joke.&lt;br /&gt;
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Outside of present day cultural impacts from traveling the universe many sablekyne also carry and use a unique weapon called a bolt lance when employed as soldiers or mercenaries. A modern take on an old crossbow designs the sablekyne modified their original design with the aid of their human allies to create a powered mag fed crossbow that fires superheated bolts. While considered a practical weapon due to requiring only easily made metal rods as ammunition and a power cell they are uncommon outside of sablekynes mercenary and military forces thanks to their archaic appearing design.&lt;br /&gt;
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Sablekyne have also begun to accept cybernetic implants, synthetic limbs, and robotics as a facet of life due to their last few decades of dangerous mining operations on the planet of Anzonus. Both north and southlanders will take work off planet in the various orbital platforms funded by the Oni, LLC for the extravagant pay. Such work has a comparatively high mortality rate and often requires the use of mechanized suits and robotic assistance. Injuries are quite common and it is not unusual to meet a veteran miner who has lost a limb and long since obtained a synthetic replacement. As a byproduct of these operations, robotics and cybernetics have become a more commonly accepted practice on the sablekyne home world.&lt;br /&gt;
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Sablekyne are not without their own slang and slurs they use commonly, often to the bewilderment of cultures unfamiliar with their customs. Such phrases vary by region, clan, and house, enclosed is a list of the most common phrases.&lt;br /&gt;
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&#039;&#039;&#039;Northlander slang&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Glass, glassing, glassed&#039;&#039; – Exploded via a bomb or similar form of destruction to describe something as completely ruined. Originally derived from the after effects of artillery strikes on desert areas which left sections of rough glass behind.&lt;br /&gt;
* &#039;&#039;Skoal&#039;&#039; – A phrase picked up from humans usually shouted before gulping down a full mug of booze.&lt;br /&gt;
* &#039;&#039;Fukin’ Magraw!&#039;&#039; - A battle cry shouted by some northlanders when engaging in melee combat, a reference to an old legend about a powerful northlander warrior who repeatedly screamed his name (Akari Magraw) while fighting.&lt;br /&gt;
* &#039;&#039;Codger&#039;&#039; – Another slang word picked up from humans, usually used to reference a clan patriarch or elderly male in a good natured but derisive way.&lt;br /&gt;
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&#039;&#039;&#039;Northlander slurs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Cunt&#039;&#039; – It means and is used exactly as humans use it.&lt;br /&gt;
* &#039;&#039;Gobshite&#039;&#039; – Idiot, historians are unsure if this word came from humans or sablekyne.&lt;br /&gt;
* &#039;&#039;Petal head&#039;&#039; – An incredibly offensive insult that implies someone has used a highly illegal drug derived from hell petals. This is usually the precursor to a fight when addressed to a northlander.&lt;br /&gt;
* &#039;&#039;Shanshit&#039;&#039; – An insult claiming someone is like the incredibly odorous shit produced by northlander animal companions, shantaks.&lt;br /&gt;
* &#039;&#039;Slag&#039;&#039; – A word often used to describe either a person, situation, or object. Examples include &amp;quot;slag this&amp;quot; before giving up on something. &amp;quot;Slag that&amp;quot; as an order to break something. Or &amp;quot;ye slag&amp;quot; implying the person is trash.&lt;br /&gt;
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&#039;&#039;&#039;Southlander slang&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Metcha&#039;&#039; – A slang term picked up from humans, usually used in exacerbation during a troubling or tiresome moment and followed by a groan or sigh.&lt;br /&gt;
* &#039;&#039;Hanpa&#039;&#039; – Another slang term picked up from humans that’s used to express discontent, usually with a frustrating or silly situation.&lt;br /&gt;
* &#039;&#039;Grit&#039;&#039; – A common reply when someone is asked how they are doing or how they feel, usually interpreted as a stoic response to troubling situations.&lt;br /&gt;
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&#039;&#039;&#039;Southlander slurs&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;Kawaii&#039;&#039; – An insult that is interpreted by southlanders as accusing them of being like nekomori and by extension mutkyne.&lt;br /&gt;
* &#039;&#039;Jingo&#039;&#039; – An insult that usually accuses someone of wielding their power and influences foolishly and without long-term thought.&lt;br /&gt;
* &#039;&#039;You’re an interesting person&#039;&#039; – A compound slur usually spoken to imply a person is reckless and unable to control their emotions, often used towards non-sablekyne to inform other sablekyne present they disapprove of who its directed at.&lt;br /&gt;
* &#039;&#039;Lilly lover&#039;&#039; – A major insult accusing someone of being a maunkyne or user of the drug derived from spirit lilies, often interpreted as a direct challenge to a duel.&lt;br /&gt;
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{{Species}}&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>TooFewSecrets</name></author>
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