Geography: A rocky world, its an anomaly why its this big
Biology: Not much of the plantlife stands tall and prefers to just grow like moss around watery areas, there are some plants that live on oil instead. Most lifeforms live around the south and northpole because that is the only place that has liquid water above ground. There are underground rivers trough the entire planet. Most of these are unmapped by the Rag'Kor. Rag's gravity also is twice that of earths
Government/s: Democracy, leader that got picked leads cclan until death
Affiliation/s: Non yet
Religion/s: The Rag'Kor only believe in the passing of time. No gods of creation, just the god of time
Important Figures: Ka'To. The first space farer and leader of the Rag'kor, He set out to settle most other planets they have right now
History: Unknown to others as even if the rag'kor are fairly friendly. They dont let on about their science or history to other species. The Rag'kor first important event was them settling the other side of the planet, the south pole. This happened when the clans discovered the big body of water on the other side of the planet. They wanted to expand so settled there. These clans eventually started to create their very own culture. very different from the Rag'Kor on the northpole.
The first Rag'Kor that became sentient crawled out of the deep water of Tal'Sa. This is the sea at the northpole of rag. By evolving their land legs they left their cousins the Rag'Tal in the sea. They started forming families, then Clans. Their long lifespan helped them be more peacefull then some other sentient races. But this didnt prevent them from having 100 year long wars between indivudual clans. Until eventually they founded the Clan leader system. In wich one clan takes the lead each 1000 years. While each clan still strives for more power and more land, they do it in a political manner.
The Av'Ta'Ra the first leader clan whom got the Rag'Kor into space. Ka'To was from the Ta'Ra and the Ta'Ra are still early in their prime, being the leaders for only 250 years. The Ta'Ra might be the ones who set the Rag'Kor their name in the stars.
Combat style: The Rag'Kor while liking competitive friendly sports and friendly training. They fight small conflicts with pure physical strength. But all out wars they fight in a way that lots of others might condome, instead of fighting with fleets and ships. They use small teams to send deadly diseases that are genetically modified to quickly infect a species their population. Besides this disease they send in highly advanced computer virusses to defeat the opponents systems. So far no other species has seen the Rag'Kor at war yet, so even if they look weak. Their opponent might be in for a suprise
Last Edit: Jun 13, 2017 19:25:33 GMT by redhawk007
After the Pen'uin Great War ended in 104 BSE, the world started to settle down to a more peaceful place. Religious leader Ke'ta, embracing the sense of global harmony, decided to travel the major world powers, those which fought in the Great War. Her belief, and that of the globe, was to create reparations after the massive war. As the Pen'uin are biologically inclined to pacifism, it was only natural. As the young seeker departed with little but preserved fruits and a hover-cane, her native K'ioi temples were divided between peace and isolation. But it was the sense of morals and spiritual seeking that quieted the Sanct Temples. "May the winds take you on your journey." was the historical despediton that Fra'ata gave, but no different than other journey-calls. The first nations traveled to were none other than the P'etin Commonwealth and the Xer'an Order, the very agressors to the temples. The Xer'an Order has weakened by the time Ke'ta arrived, in part due to egalitarian revolts, and otherwise due to pacifist religious upheaval. Tou'uou the Despotic, due to excellent sentry arrangement, decided to intercept the United, with no friendly intent.
"Your frivolous values of submission and cowardice are not a method entire peoples can adopt and merely hope others will too." With that the young sage replied, "Yet unrelenting dominance is as stable as neither, for aggression is likely to cause retaliation and all will fall." The rebuttal of the seeker angered Tou'uou, and was at a loss for words. Ke'ta concluded, "We are no different, a common one who has spread our beliefs. But for you it is a ruse, for I am merely a prophet." With the sweet speech of the United, she floated into the city, seeing it collapsed and unlistful. But her intuition made her stay and organize a meeting, a platform for the prophet's speech. It was a call for a return to simple life, to give up the shackles of the last warlike society. News of this upheaval reached the Despotic in no time, but the United could not be found, for she is but a simple prophet and moves swiftly.
Species: Bloodsap Distribution: Native to Zonarch on Bemuge, introduced (often illegally) throughout Thyron Federation space
Description: Bloodsap is one of Bemuge’s “fern-trees.” What makes it both unique and infamous is its sap, which is blue (the same color as Thyron blood, hence its name). The color is due to a poison in vascular tissue meant to deter herbivores, which, when refined into a crystalline form, has an effect on Thyrons not unlike opium. Due to this, the cultivation of Bloodsap plants, and use of products thereof, is strictly regulated. This has not stopped illegal trafficking, however.
Due to its strict growing conditions, Bloodsap requires intensive cultivation practices (often with advanced hydroponics).
Faction: Twin Skull Cartel
The blue elixir is ours. With it, so are our chains.
Location: Thyron Federation space
Description: The Twin Skull Cartel is a notorious rogue Thyron faction that deals in drug smuggling, chiefly Bloodsap products. Its operations within established Thyron Federation space inevitably lead to conflict. Due to its firepower being vastly outmatched, the Cartel prefers to operate in secrecy.
Its insignia is an occult symbol in Thyron culture, and is associated with alchemical practices. The two Thyron skulls - one white, the other orange – represent the intellectual and physical selves, respectively, with the blue chain representing blood, life, and mortality. Due to ancient alchemical practices’ tendency towards exclusivity, the Twin Skull Cartel considers itself a sort of modern alchemy guild.
The Cartel is most at home in the Thyron Federation outer rim, usually with some degree of cooperation with fellow rogue groups.
Aplication; Sentient Species and Planet: You're allowed to use this species/planet in whatever you desire, but contact me beforehand if you do, thanks (: Planet: Úklarrk, being what it is, is the name of the planet, orbiting the Class-F main series star, named Ýarimar, translated from the Ýarkhannian language would be "Hot Body". Being about 1.2 AU from the sun, and the relatively weak atmosphere, has left the planet in a lush state, with a big equator(about 15%), with 55% of the land covered in water, and the rest being a very lust rainforesty environment. Because of the weaker atmosphere, the suns radiation is penetrating somewhat through it, leading to some radiationproblems on the surface. The wildlife has survivied, though, mainly the ones called the Ýarkhann. Location: Úklarrk is located withing the Ýarimar system, part of a bigger cluster of stars called the Ínjklar Cluster. Owner: Ýarkhann Astronomy: Class-F main series star, named Ýarimar, part of the celestial cluster of Ínjkar. Geography & Biology: The planet is a lust planet, full of vegetation north and south from the quite broad eqautor desert, which spands all the way around the planet. Beyond that, tho, the rainforests and oceans start popping up, giving life to thousand upon thousand of lifeforms, although only a few get to survive the radiation and survive against other potential obstacles. The planet having less of an atmosphere, the air density is low, and gravitation is somewhat about that of the Earth. The Planet itself is quite small, having a mass equal to that of Mars, but with 2 moons, each one on the opposite side of the planet in relativity to the other. The few species that survive, though, are constantly challenged further by oneanother, as for the means to expand and progres further. Sapients & Creatures There are two Sapients on the planet of Úklarrk, along a few other non-sentient ones, namely the Ýarkhann, which are by far the most advanced and spread-out of the two, and the Kla´Ran(Uncivilized Barbarians in the Ýarkhann tongue), which are much like how the Ýarkhann were before they united under a single Ýarl, efficient, but brutal in their ways, using deadly weapons to take out, not only the wilflife anymore, but also have an aggressive behaviour against the Ýarkhann.
Ýarkhann(Plural Ýarkhann, pronounced Jar'khan with a subtle J) Disposition:
Xenophobic of nature, as the world was, quite litteraly, an arena from the moment they had become part of it, until the very end, and anything they met was aggressive. Along with that, they are quite good at warfare, and their research in that area is generally greater than in others, take Society. Distribution & Est. Population: The Ýarkhann are big of numbers, but spread out, even so that the amount of people outside their planet is greater than what is present on Úklarrk. Úklarrk: ~4.750.000.000 Colonies(28): ~6.230.000.000 Total: ~10.980.000.000 Ýarkhann present overall. Tech Level:
The Ýarkhann were quite known by the other sentient species for deploying the flanking strikes and setting up traps. With the discovery of the FTL-drives, they now have plenty of stars and planets to obeserve and research on, the perk of being part of a Star Cluster. Homeworld: Úklarrk Biology(Description, with image in attachments):
The Ýarkhann are a tall bipedal species, with a carapace like armor, to protect against the radiation from the sun. During the years they evolved, they were constantly mutating, challenging the biology of the Ýarkhannian species, but nature managed to help them. The Ýarkhann are mostly known for having a extremely well-oriented cell system withing their body. The cells connect with oneanother, allowing a single enzyme(I hope this is the right terminology for it, I think an enzyme would be able to do this, please PM if you know more) to travel freely between the connected ones. The enzyme will check for mutated cells, which has not already commited apoptosis, and then initiate the destruction of the cell, by cutting the telomeres inside the cell, resulting in its apoptosis. The Ýarkhann also has an inner mouth, a natural part of them since their early history, since most animals on the planet had carapace like themselves, and since their claws on hand and feet were not enough, the inner mouth had come forth. Diet:
Other species, mainly the non-sentient Mjýl Lifespan:
A normal lifespan for the Ýarkhann are about the 80 years. They breed a lot, but are only able to lay eggs when they are around the 30. A typical Ýarkhann female will lay up to 6 eggs at once. Society:
The Ýarkhann live in an imperial state, where 3 different kings will lead simultaneously, each king has his own councel, but together they are the rulers of the Ýarkhann. The Society is build around that of trade, as the Ýarkhann are quite intelligent species, but due to planets biology and geography, unrest is impossible to avoid. Fights are regular, and have become part of a tradition during the years of uniting the Ýarkhann under 1 banner, which happened during the War of the Three, which ended up having the three kings, which are not the three kings present today, coming to the solution, that in cooperation, they could lead the Ýarkhann to a greater future. Government/s:
Three-sided Monarchy Affiliation/s:
Trying to affiliate the Kla'Ran to become part of their society, but only as labours and workers, without rights to a lot of things, including joining the fleet. Religion/s:
The Ýarkhann have never, and will probably never, believe in a greater being or any supernatural forces. They see only the way forward and what is here and now. Maybe if they make contact with another FTL capable species which has such things, some might see to adopt such beliefs Important Figures:
Ýarl Úkrar, Ýarl Inkrid and Ýarl Grúl(The three present kings) Ýarkhon(Scientist to lead the advancement of the FTL drive) History(brief)
200.000-50.000 years before TGU(The Great Uniting) - The Survival of the Ýarkhann and advancement into the age of steel 50.000-25.000 years before TGU - The Ýarkhann form under regiments of smaller Ýarls, leading them into the Age of Steel(Medieval Age) 25.000-0 years before TGU - A lot of wars, not only between the Ýarkhann, but also against the Kla'Ran. 0-250 years after TGU - The Great Uniting happens and the Empire is now under direct rule, with no wars to distract them. Technological advancement are bursting out the seams, and the empire is growing rapidly. 250-1000 TGU - Waging wars agains't the Kla'Ran and integrating smaller factions into the monarchy, all the while the FTL drives are being discovered. 1000-7500(present) years after TGU - The FTL drives have been discovered, and FTL travel has opened for vast options. Already have the Ýarkhann colonised 28 different planets in their cluster. They have yet to meet another Post-FTL species or one in a similar state.
Post by TheGraveKnight on May 7, 2017 23:33:01 GMT
Application Type: Sapient and Planet
Planet: Arrochs (Pronounced air-rocks) A desert world that consists primarily of large rocky formations with the occasional desert plain. The three largest bodies of water (which are actually enormous lakes), the Vohr, the Ariday and the Junall are the primary source of fresh water. In fact, there is no saltwater on Arrochs! Location: The Inner First- Third of the Scionoct Arm Astronomy: Two moons (Armas and Vormus), one gas giant near it Owners: Vurskael Sapients: Vurskael Creatures: Large herbivores, midsize to mid-large carnivores, small flying carnivores and omnivores, small to mid-size aquatic carnivores and herbivores, shrubs, small trees, ferns
Description: The Vurskael are a reptilian-esque species that stall around 7 feet tall. Their scaly skin is generally beige colored, but there have been cases of Vurskael with brown, gray and black scales. Their eyes lie near the front of their face and are usually reddish-brown. Their head has a crocodillian appearance but with prominent curved horns that resemble a ram's. The rest of their body is fairly muscular and incredibly tough (minus their stomach which is the only non-scaly part of their body). Their arms end in clawed, four-fingered hands while their feet end in three clawed toes. Their tails are thick to provide balance and are around the same length as their body. History: The Vurskael are actually quite unsure of their own past. Depending on which part of Vurskael society you ask, you'll either be told that they were created by the Vurskael gods or evolved from desert-dwelling reptiles. The origin of the species has been a source of infighting among Vurskael for several years. Government: Religious Hierarchy (The Primus is chosen by a group of priests who believe that the Primus-to-be has the best combination of religious devotion and charismatic personality) Diet: Omnivores Disposition: Depends on the type of Vurskael you come in contact with Biochemistry: Organic Estimated Population Size: 90,000,000,000 (Among the entire empire) Life Span: 150 to 160 Earth Years Important Figures: Primus Dokovan (Current Primus of the empire) High-Confessor Orkael (Head Priest of the Vurskaelan Grand Cathedral) Vekehs (Famous Bounty Hunter)
Phantom of the New Age, Amateur Spriter, Non-professional Gamer, Extreme Nerd, Scumbag Dovahkiin, Ace Pokemon Trainer, Hero of the Commonwealth, Monster Hunter Extraordinaire, Lord of the Legends and Creator of the Ionax.
Just so it's clear, I'll get back to this in June when I have time.
Moderator, Outreach Team Lead, Natural Historian of Ezta, Member of the Thrive Universe Council of Elders, The Banman, Colonel S. Style, A Wise Chicken, The Great Him, survivor of the Great Censorship of '17, survivor of the Great Robo Takeover of '17, survivor of the Great Goat Incident of '16, King of the Snake People, Emperor of Noricara, devoted member if the Society for Having David Attenborough Narrate the Opening.
Description: The Alakara are a non sentient species living on the deep ocean (1800-2000 meters of depth) that stands at 1.5 meters. They're in a symbiotic relationship with the multicellular species of kara, that have attached themselves to the Alakara for food and transport in change for excreting a paralysing toxin. They have a shell for protection and their proper skin is composed by 2 layers one composed of calcium based scales and the other made of fat. Other peculiar characterist is the bioluminiscent apparatus, located under one eye.
Distribution: Near the equatorial region of a planet I'm yet to come up with.
Status: Least Concern
Diet: Small invertebrates
Lifespan: 10 years
Behaviour: Usually travels in small groups of 2-4 individuals. When sleeping, they bury themselves in the nearing sand to avoid being seen. Follows prey and can go 2 days without having it, nevertheless runs from possible predators.
Eater of the powder that makes you say yes. Likes to say yes Yes
Post by BiologicalSomething on May 30, 2017 18:35:09 GMT
[boi o boi o boi]
Name: Manus Gladio (Or Swordie if you don't like scientific names.) Status: Least concern. Diet: Carnivore. Lifespan: 40 Earth Years. Domesticated use: Military Pets. Description: Manus Gladio are a unique species, in the fact that they have a sword-like structure in place of their left hand. The reason why it evolved is unknown, but it is implied that it was to have an evolutionary advantage against a predator. Other notable features include some sort of organic braces on its legs, and sails on its head and back. These traits were probably adapted to a mountainous, windy environment. Well, thanks to atmospheric pressure, everywhere on its home planet is considerably windy. It also has a counterweight on the end of its tail, thanks to most of its body being at the front. The majority of the body's exterior is a bony exoskeleton, which is both tough and doesn't interfere with movement. It also has two pairs of oversized teeth, a hand with three fingers made of bone and four thin legs. Behaviour- Aggressive towards prey, neutral towards newly encountered species. Image: (I know it's not the best drawing.)
Witnessed the first recorded bot infiltrator. Probably online right now. Zipper-Zapper.
History shows time and time again the fate of those who would lead our race down the path of weakness.
Location: Thyron Federation space
Description: The Birthright Syndicate is a dangerous militant faction of pirates that operates within Thyron Federation space. This makes it similar to the Twin Skull Cartel, which the Syndicate has friendly relations with.
However, where the Cartel operates in delicate secrecy to avoid its operations being thwarted by police activity, the Syndicate is much more blatant and forceful in its activities, and has the firepower to do so. Most notorious is its practice of intercepting civilian ships and holding them for ransom, threatening to destroy the ship (thus killing its passengers) should the relevant authorities fail to pay this ransom.
The Birthright Syndicate is run by a Warlord, with a kratocratic selection process; the Warlord may be challenged to a duel, with the victor either retaining or obtaining the title of Warlord. This is due to the Syndicate's "might is right" ideals that motivated its founding, and which it still revolves around to this day.
Distribution: around 20k lightyear area around the ragkor homeworld.
Description: The Relay system is a network of wormhole relays that allow ftl using wormhole tech safely. There is around 100 light years inbetween each relay and there are many of them, as the Rag'Kor have started on this system since 600 BSE. They allow other empires to use the system for a small fee as they do need to be charged. This system is still being expanded as they request other empires to let them continue building this system for easy travel
Species: Mainly Rag'Kor, but they accept whomever wants to assist them in their tasks.
Location: Within Relay stage.
Description: The Bor’Rak’Sarra group is a mercenary group as they assist any whom hires them. While small it is one of the most feared military groups that exist within relay space. They are able to deliver swift strikes to target but are also deffinitly able to fight a full scale battle.
This clan does ask for a significant amount of wealth for their business as its rumored that they have yet to fail a mission.
((Note, I assume what we talked about with wormhole drives has become cannon?))
Last Edit: Jun 13, 2017 19:26:27 GMT by redhawk007