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Alien Species
1. Izumrudnyi
Mostly humanoid aliens, distinguished by bodily markings and green skin.
Inexplicably russian accents when run through the translator.
2. Bacer
A race consisting of one entity split across multiple subdivisons, or perhaps
multiple parts that make up one whole; made up of thousands of single-celled
organisms working in concert, they inhabit pressurised suits to operate
machinery and tools.
3. Pyrexi
Silicon-based life containing a radioactive core that keeps their internals at
hundreds of degrees, permitting speedy chemical reactions. Naturally, this
gives them the appearance of humanoids made of near-molten rock.
4. 4) Dathri
The Dathri took to space in such a way to make Terrans look "gun shy". They
can be found in small numbers in and around every space port in Known
Space.
Full Description
The Dathri are just about everywhere in Known Space. If you are near a
space port or in a cosmopolitan region, you will probably see a few in the
crowd.
They are of humanoid stock with fairly standard proportions. They are shorter
than EarthStock (Humans) 165 cms +/-10 cm (55" +/-3") on average.
Their complexion is a pale green to a medium one due to symbiotic
cytoplasts that live in their system. Both genders have quite sparse black hair
(as most species measure these things) on their heads and down to their mid
back. They tend to wear their hair (and their clothes) in something that
approximates local fashion. Sometimes they will wear hair pieces or wigs as
well. This effect can sometimes be comical, but it seems not to bother them.
Their faces appear that of a noseless human. The Dathri actually breath
through two tiny slits, covered in a membrane, on their face to either side of
their mouth between their mouth and their eyes. They have two fan ears on
the side of their head. These 10 cm/4" appendeges are excellent recievers of
sound.
Primary Habitat
The Dathri thrive in environments on the colder edge of the standard
habitable range. However, they actually prefer warmer temperatures. While
they are native to low presure environments, they are uniquely adapted to

function in a full variety of pressures. They can live just about anywhere with
no real discomfort.
In short, while they are comfortable in their home biorange, they actually like
to live in different conditions (unlike most races that simply refuse). This is
one of the reasons why they have dispersed to the eight directions into
space. They are somewhat comfortable just about anywhere.
Note: Humans need light enivro suits, or deep cold weather gear and atmo
enrichers to function in the median Dathri range for any length of time.
Additional Information
Their homeworld and primary colonies just happen to be energy resource rich
locations. Thus energy companies and work are very common occupations for
them.
Though they have dispersed to the eight directions of space, they have
brought most of their culture with them. While they will endevor to blend in
while at work or "outside", they will live like they were on the homeworld (or
as well as they can) when they are home. The details are unimportant but
think pillows, tapestries, and very salty and mushy food.
While the family is important, and one should concede to the elder, everyone
likes to be independents. It is fairly traditional to those who want some
independence to move away from their family when they can.
Their culture tends towards small organizations. They do not trust or like
corporations. They tend to have small businesses. The closest thing they
have to a large business is a trust, a number of small businesses that roughly
work together closely.
Culturally they dislike governments and any group larger than a local
merchants association. (They also dislike the guy in charge too). Their
independent streak and business savy, leads them to be small business
owners everywhere.
If they are not running or working in a small business, they tend to be in the
middle or lower end of every power structure, making things work, instead of
being in charge.
The steroetype is that they are always in charge of Fuel Depot or the local
market. It is a very accurate one. However they are as likely to be running
any small business that is not part of a chain.

They dislike strangers and those in power, but once they get to know you,
you become family. This dislike of people they dont already know is what
gives Dathri a reputation for being somewhat curt or "politely rude".
Oskar is the name of their ancient holy leader. The name holds a special
place in their culture, much like Jesus does in the Latin American one. Most
males have this first name. They seem to know who they are talking about,
even if you dont. This can lead to a little commedy. For example.
"You need to talk to Oskar. "
"The one that runs the Depot? "
"No, you need Oskar of the food cart. "
"That one?"
"No the one with the better food cart. "
5. Valorians. Bug-like, highly intelligent, amphibious. Thin tentacles, thick shell.
Short-range but wide-spectrum. Incredible hearing thanks to antennae.
Microwave bursts for self-defense. Entire non-mystical.
6. Sa'crontor. Snake-folks (non-poisonous). Tiny t-rex arms that fold up into their
torso for fast slithering. Mercantile tendencies.
7. Budetug. Another bug-like species, 10 arms/legs, thin shell. Good low-light
vision, excellent crafters. Stubborn. Paranoid about genetic mutation, but only
within their own species - they lived in radioactive environments and
mutations are more often harmful than not, so mutated children were put to
death for millennia.
8. Inuueliting. Elfin, thin, tall, hollow bones, very old species. Several subspecies: one is gold with four arms, one has butterfly wings, one has lightabsorbing skin (mystical), one looks very human with silver skin. If your
setting has room for treeships and genetic engineers, these folks fit the bill.
9. Archangels. Humanoid, golden metallic armor-carapaces, terrible sharp
wings, claws on hands. Strong moral code. Mystical, but in a different and
limited manner.
10.Caractingessen. Ten-meter-long serpents of great strength and power
(mystical and physical). Highly intelligent, but slow, and fairly aggressive
without much staying power. Not many of them in space, simply because
their life support requirements are large.
11.Halla. Short and wrinkly, good UV vision. Creative and quick-witted, fit in
easily, prone to in-fighting. Known for the quality of their starships, especially
the FTL drives.
12.A species with no name for themselves. Dumb as posts, strong, large,
humaniod. Signs of definite genetic tampering by other species - they were
altered to be bodyguards and shock troops by several different empires over
the years.
13.Nesti. Plant-based, with red and gold tendrils and a dozen little eyes. Strong,
fast, belligerent, and stubborn. Creative but stupid - they'll come up with a
dozen unworkable ways to do something and try them all before they find
one that works.

14.Valnorians
These lovely people had the unfortunate luck of living adjacent to a
zenophobic bug race and a species that would defend their colonies .
Appearance
They are fairly "classic" protosimian humanoids. Descriptively they are of
medium build, which means they seem quite stocky for lower gee people. In
fact, they are only 160-165 cms tall (53"-55"). Their coloration is that of a
light tan with orange hints, like a Taldaran (Mediterranean tan). Their hair
ranges from white to medium browns. Culturally both genders wear it long
and with a top knot or bun. The knots use to signify Kale or region of their
family, but that tradition has fallen to the wayside. Their eyes are in the
green to yellow ranges and can be quite vibrant. Their ears slightly pointed as
most species are. Their notable difference is their nose. They are small, to the
point of being nearly non existent. Some might call it a button nose, but
really it is nothing but a small bump where the nostrils are. These nostrils can
close internally, which was developed as a protection from the grand pollens
that existed on their homeworld.
While they usually wear local clothing, or local clothing for the winter as they
find most world cold, their native garb are thin robes and layers of robes,
overrobes, split leg pants, and tunics. They tend toward stylish and colorful
dress.
Home Environment
They evolved upon a .96G, 20 amino acid ecology, from the solar side of the
lifeband. (A smaller than Earth sized, Earth like planet where spring and
autumn temps are summer temps from the same latitudes on Earth).
Their world was quite lush with a high hydrographic percentage. The air was
full of humidity and pollen (some of it quite large and virulent, as pollen
goes). While the insect life was quite varied and robust, the animal life was
less pronounced as ecologies go.
Culture Overview
Their culture is mostly broken by the ravages of the war that occurred in their
systems. These lovely people had the unfortunate luck of living adjacent to a
zenophobic bug race and a species, Humans, that would defend their
colonies. Their homeworld and five colonies were all ravaged by the
confrontation.
The Valnorians are mostly dispersed to the eight stellar directions. Most have
migrated into their "allies" space (read Human/ Confederation space). Much

of their culture has been lost to them, but they keep bits and pieces. The two
strongest pieces, since they never developed the concept of religion, are the
Two Pillars of Thought.

Polquor
-The Moral System is a philosophy emphasizing personal and governmental
morality, correctness of social relationships, justice and sincerity. Polquors
principles, as set down by the 4 Great Thinkers, include strong familial
loyalty, ancestor worship, respect of elders by their children (and, according
to later interpreters, of husbands by their wives), and the family as a basis for
an ideal government.
The key to the Moral system is simple well-known principle, "Do not do to
others what you do not want done to yourself" .

Beelsh or Legalism
is actually rather a pragmatic political philosophy, with maxims like "when
the epoch changed, legalism is the act of following all laws", and its essential
principle is one of jurisprudence. "Legalism" here can bear the meaning of
"political philosophy that upholds the rule of law". There is a trinity of key
beliefs.
Principle: The law code must be clearly written and made public. All people
under the ruler were equal before the law. Laws should reward those who
obey them and punish accordingly those who dare to break them. Thus it is
guaranteed that actions taken are systemically predictable. In addition, the
system of law ran the state, not the ruler. If the law is successfully enforced,
even a weak ruler will be strong.
Method: Special tactics and "secrets" are to be employed by the ruler to
make sure others dont take over control of the state. Especially important is
that no one can fathom the rulers motivations, and thus no one can know
which behavior might help them getting ahead; except for following the laws.
Legitimacy: It is the position of the ruler, not the ruler himself, that holds the
power. Therefore, analysis of the trends, the context, and the facts are
essential for a real ruler.
The Valnorians apply these philosophies towards every government they are
under. They like a good discussion. Most of the time, things work; but there
are times when it causes extreme issues. Since the Two Pillars are all they
have left, they hold on to them rigidly.

The Restaurants
That is not completely true. The true key to their cultural survival is Cuisine.
Now since they have dispersed to the 8 stellar points, there are now
Valnorians restaurants everywhere. They are patronized by Valnorians,
Servicebeings who came back from The War with a taste for their food, and
new neighbors who have find the cuisine delightful.
The Restaurant has taken the place of the "Community Pits" that were the
social and political center of the Valnorian life. Here all the Weddings,
Funerals, Coming of age rituals, and community discussions take place.
The decor in the Restaurants are always classic Valnorian: earth tone yellows
and green, soft lighting, low tables, sitting pillows, and a warm temperature.
There is often a waterfall in the background, creating a gentle white noise.
The restaurants are often "rented out" for special social events for the
Valnorians community (for a tiny fee). They are used for classes in Bailen
(Valnorian standard), cultural dancing, and other events between lunch and
dinner.
15.Qwards
History:
The Qwards were just another humanoid race on one of those seeded
planets. YOu know the type, Humans, Elventi, and some modified other races,
that some elder species wanted to see in one place at one time. The Qwards
are a small humanoid race. A bit more odd than most, living in the cramped
dark spaces. While durable and intelligent, they could achieve no level of
dominance. They are relatively weak. Upon the advent of Star Contact and
Technology, their natural aptitudes came forth. They are technically inclined.
Their ancestors odd lifestyle has given them an impressive three dimensional
memory, an instinct for vibration/ forces and the ability to climb inside
machines. They have moved out into space (while the rest of their planet
wants to stay in their Feudal Mode).
Appearance:
They are humanoids are between one foot to two feet fall. They are greenish
in hue, with oversized eyes, maniacal grins, and long limbs. Their feet and
hands are identical, allowing them to manipulate with all four limbs. Their
skin is damp. With the correct pressure applied, it allows them to stick to
almost any surface.
Their bones, if they can be called that, are flexible almost unbreakable. This
not only allows them to take a great deal of impact trauma, but it allows them
to contort in a number of unnatural positions. They can also be stretched to
unnatural positions. With these abilities, they can squeeze themselves in

almost any space.


Mentality:
Their personality has been likened to that of a Jackal. They are scavengers,
pack oriented, and vicious (when they think they can get away with it). In
more civilized packs, vicious is more social - insults and taunts- than
aggressive. They are instinctively cowardly unless they are in large numbers,
generations of being "low beings on the totem pole" has breed that into
them.
They have been poor for so many generations, they are almost more
comfortable scavenging than earning a passible living in a machine shop or
engine. A task which they are infinitely suited.
They dislike wide open spaces. Their eyes dislike full sunlight as well. They
are most happy in dark, cramped spaces, preferably with moist steam.
(Steam Works are ideal.)
Their unique gifts were unappreciated until the advent of Technology. Their
durability, flexibility, and mechanical aptitude makes them exceptional
mechanics. They can repair many devices and engines from the inside and
while the machine is still running. Many will use this talent to help people
build machines, while others will use it to strip them bare so they can sell the
parts (or re-use them in their own machines).
They have a little in the way of psionic gifts. This is not enough for them to be
full talents, but enough to work tech synching crystal tech.
This race was born to be engineers.
16.The Genligra
This species has two homeplanets.
Verden is the point of origin. The Genligra are standard chemistry and
proportion humanoids with slightly longer legs and shorter arms than normal.
Their avataristic ancestors were avian-saurian mixes. They descended from
larger fliers that opted to run and walk to avoid the megaflyiers and survive a
meteor strike that descimated the early life population.
If one is aware of such things, one can see their ancestory in them. They are
light stepping digigrade (toe walking) feet. They are alert and graceful in their
motions. They have a crest (where head hair is) of downey soft
psuedofeathers of a creme range coloration. (Think a mass of cremey brown
fluffy flyway hair that both genders keep quite long.) This crest runs along

their shoulders as well, leading to a lot of off the shoulder draping clothing for
them. Their plain skin is a variety of darker browns (lighter if they are from
Otraverden stock). They are quite striking to most species' asthetic.
Their face is dominated by their two main features. The first is there large
and wide eyes. The are quite dark in coloration, but quite expresive. The
second is there large but narrow nose that runs from just above their eyes to
just above their narrow lips. They have no beak like protofeature.
Yes, they are human's in bird suits. Take a human, put them in lifts, and give
them cool costumes, prosthetic hair, and large narrow latex noses. Blame my
upbringing on Dr. Who and Star Trek Origina series.
The Genligra hold the record for fastest advance from protocivilization to
spaceflight. The secret of their success is obvious to those who know their
homesystem; they have another planet that is close enough to see details of
with the naked eye most of the year. This other land or sky land inspired them
to reach for it. While they bypassed certain technologies along the way, they
shifted from rock chippers to civilization, achieved airflight (and were quite
adept at it) and spaceflight, in a mere 5000 cycles. They had explored their
entire system by the time starflight contact was made.
As a species they are not any more technically capable than any other, they
simply have more motivation than most. Their specialties tend towards
vehicles, construction, and song, as do most proto-avians. They tend to be
gregarious and adapt well to aliens.
As for the two home planets....
There are few systems that have ideally habitable planets. It is fewer yet that
have two. Armarilyo III and IV are sister planets. Both in close orbits and both
well within the standard life range.
Verden developed full sentient life. The Genligra hold the record for fastest
advance from protocivilization to spaceflight. The secret of their success is
obvious. They have another planet that is close enough to see details of with
the naked eye most of the year. This other land or sky land inspired them to
reach for it. While they bypassed certain technologies along the way, they
shifted from rock chippers to civilization and achieved airflight (and were
quite adept at it) and spaceflight in a mere 5000 cycles.
Otraverden is a lovely and wild world even to date. It's most intelligent
lifeforms are proto-sentients of the aquatic nature (Psuedowhales that are
dolphin-esk). The Genligra were able to quickly explored and colonized

Otraverden. The trade and travel between the worlds created a vibrant
culture. They had explored their entire system (and were totally stymied on
how to go ftl) when first contact was made.
17.Aven
Aven are roughly humanoid form, with a shape similar to a terrestrial gorilla.
They are about 75% the size of a terrestiral gorilla. They have boney/shell
plates along all their major muscle groups, on their forearms, chest, back up
their neck to the head, knees, and feet. They are bithermal, requiring external
temperatures to moderate and control their metabolism (not quite cold
blooded, but not completely warm blooded eitehr). Under their plates (which
will come off and eventually regrow) is a thick pliant pink skin. It is
completely waterproof. Their eye stalks give them broad spectrum vision into
infrared and the lower ultraviolet. Their native habitat is low shallows, usually
along the coasts... so they can utilize their amphibeous nature. While they
prefer easy to access wet and dry environments, they can handle more
extreme (from their point of view) without too much trouble for days at a time
without adverse medical issues.
Culturally, Aven are fairly social, working well with large groups and aliens.
They prefer natural and modified natural materials to straight synthetics and
metal finishes. They are a very vocal species, constantly talking or using sublanguage communication. They can speak Standard without too much of an
accent. Unlike most species, they don't have a skill cluster specialty. They are
generically adapted to just about any skill set. Statistically in terms of
performance they are fairly standard/average as well. (No Stat Mods, No Skill
Mods, Amphibeous with extra sight and shell armor, with a non standard
shape and sensitive to temperature extremes)
18.Klerex
The Klerex are an exotic chemistry species (chlorine/florine). They look like a
classic Jello mold, with dark blue green semi-translucent Jello and a few
random bits of fruit in middle. (This makes them about 25 cms in diamter
(10")). They are capable of movement both by manipulating their form
slightly or creating a chemical interaction that provides expansion (mini-jets
of less liquid gas). They can manipulate object by simply contracting or
expanding their skin. They have 9 sexes, each one combining a component of
the eventual new member of their species, bringing new meaning to "it takes
a tribe to raise a child." The new member develops relative quickly taking
less than a year to become a full mature adult (150 terran years or so). They
will live for about 10 years or so, 1700 terran years.
Their lifeband is outer systems, with ideal planets being liquid slushy balls
with tiny rocky centers (Uranus and Neptune). They communicate with a low

power em broadcast. (And utilize "voice control" over most of their


technology). Their native technologies are biotech and fluid dynamics
(plumbing), utilizing their exotic chemistries, magnetic harmonics, and
pressure controls. The biotech tools tend to have more "fruit" in them and are
either much smaller or vastly larger than the Klerex. Once they achieved
spaceflight, they were able to utilize more metals and various carbon forms
(which are all exotic in their habitats of choice.)
It is because of their electromagnetic sensitivity that they are able to
communicate with "inbanders" or those from more "conventional" biosystems
of carbon and some metal, and liquid water. The ship's local network just was
on the outside of the EM range they used for communication. Careful
manipulation of the network, including its power level, allowed both sides to
realize intelligence and lifestuff, rather than just alien machinery.
Most Exotic Chemistry being have difficulty dealing with inbander concepts.
However, Klerex had a cultural skill based on the harmonics of magnetics,
which we can liken to music and painting (silmultaneously... kind of like the
graphics that respond to music on a computer player). Once the exchange of
information gave them a piano scale, a common ground point was
established. While both sides are somewhat alien to each other in anything
beyond basic motivations, they have found a common expression in musical
arts and mathematics. The Klerex are one of the few Exotic Species that can
have meaningful dialogs with inbanders and are part of the Greater
Federation of Intelligences, often acting as the envoy for other even more
alien exotics when they have issues to be brought before the GFI council.
19.Deinosapian
Type: Modified Avian/Reptilian Humanoid
Homeworld: Perfection. Few worlds are has heavily terraformed as Perfection.
With two suns beating down on it, this formally desert world is now covered in
seas from water coaxed from the atmosphere, hidden in the crust, and from
several comets broken up and dropped at key points on the planet. It is now a
lush world, covered in jungles, savannas and fresh water seas. The heat and
humidity is high and the Deinosapians like it that way. Should the
terraforming plants ever be shut down, the world would return to its previous
state within a century.
Physical: Deinosapians come in many different forms. Some are quite large
with heavy skin and others are small and lithe. They all have feathers, the
size of which can range from small downy ones to large frills decorating their
skulls. The coloration of the feathers covers the rainbow. Their face may have
a large or small mouth, but typically has large eyes. Most Deinosapians can
live for up over a century.
Social: Deinosapians have a true meritocracy. All of an individuals
achievements and failures are recorded and made public for anyone to check

on. Those that do well do very well, those that do badly risk becoming
outcasts. Because making mistakes is part of being sapient and even a minor
one from far into someones past can be a huge issue, fraud is rampant. This
can range from padding an achievements document to outright lying.
History: The Reborn are gigantic creatures of the past that have died out and
then reborn through advanced genetic research. Only the one factor that
wasnt expected is they turned out to have far more intelligence than anyone
could have guessed and escaped. They vanished from the lab and then the
world. Centuries later they reappeared in the Frontier and set up colonies and
established themselves as a minor power.
20.Karhuk
Type: Insectoid
Homeworld: Karhuk. This world still recovering from some unknown
cataclysm in its far past. There is evidence of another sapient species that
wiped itself out. The world is one of craters and shattered mountains, slowly
being reclaimed by nature and the Karhuk themselves.
Physical: Karhuk have a heavy beetle-like carapace, horned limbs and head,
and glittering eyes. They usually live up to about half a century.
Social: Karhuk do not differentiate between themselves individually or as a
group or the planet even. This makes it difficult for most of them to grasp
space travel or the idea of colonization. While this leads to a collective
society where the individual works for the good of the group, the Karhuk still
show distinct preferences among its members. Recoloring shells and other
personal decorations are popular and they show a love of art and of music.
The music tends to be headache-inducing for non-Karhuk, however.
History: At some point in the far past the sapient race that existed before the
Karhuk wiped itself out. The Karhuk evolved from this shattered landscape
and learned quickly that the ancient technology was quite dangerous and to
be left alone. There is little in the way of war, however. Karhuk are loathe to
fight though if combat is called on they are implacable and dangerous foes.
21.Neusann Vol
Affiliation: Neusann Vol
Type: True Artificial Intelligence
Homeworld: Tertiary Resource Sphere, Star Blue Zero. This is the remains of
the planet the Neusaan Vol had been created on, now reduced to little more
than the core of the planet from almost a millennium of being stripped bare.
It holds only a thin atmosphere, the rest having been bled away. It is currently
orbited by numerous memory spheres that hold hundreds of intelligences.
Physical: A general physical description is impossible to give. N. Vol have a
nearly infinite variety of forms. The most commonly encountered true
intelligences have often adopted a humanoid body to better interact with
other species. While they can appear as another species they generally do
not as avoid the appearance of trying to infiltrate or otherwise hide who they
are. Being artificial, the N. Vol have no true limit to their life span.

Social: N. Vol doesnt have a society as most would understand it. Most of the
machines that make up the race simply lack the ability to participate in any
meaningful way. Those that have the ability rarely interact with other
sapients and avoid doing so because they are aware they do not understand
the drives of others. The ones that are capable of dealing with other sapients
are elevated in importance because their insight can be used to facilitate
understanding and avoid the disastrous mistakes of the past. N. Vol usually
take names form other sapients as their designations are usually hundreds of
thousands of characters long and contain characters from multiple alphabets
including several that are thought long since extinct.
History: The Neusann Vol are former construction devices programmed to
overcome any obstacle to whatever task they have been set on.
Unfortunately for the builders, that included circumventing any attempt to
control the primitive N. Vol. These building machines became a scourge,
wiping their creators completely from history and becoming unwitting
marauders and a nightmare for the rest of the galaxy. Only a chance
evolution brought forth the current wave of intelligences that stopped the
mindless destruction. This is event referred to as the Awakening.
22.Asi
Physical Description: The Asi are an armor plated race who resemble delicate
bipedal dinosaurs with colorful integuments of scales covering their bodies.
They shed these scales two or three times during their lives. During their
times of shedding, they retire from society and live almost hermit-like lives.
The first shedding marks physical and sexual maturity. Few Asi reach their
third shedding, but those that do are traditionally considered wise and
somewhat transcendent beings.
Asi are strict herbivores, and are vaguely repulsed by such things as hunting
and keeping cattle for meat.
Society: At one point, approximately a millenium ago, the Asi had a vast
empire, spanning two solar systems. It expanded largely by peaceful means
of cultural saturation and trade, rather than through military force. Their
sprawling empire became an ungainly bureaucratic entity, and when
suffering a crushing defeat at the hands of the Keross, it started unravelling.
Today, the Asi control only three planets, and they have abandoned their
expansionist ways in favor of building a 'beautiful society'. This society is
based on the idea that adult life has three parts, the Individualistic (where the
Asi is self-centered and primarily seeks pleasure for its own sake), the Nesting
(where the Asi focuses on breeding, care-giving and creating a home) and the
Societal (the Asi directs her energy at society and seeks to improve it). It is
up to the individual Asi to decide in which order she wants to live these three
'lives'. There are schools of thought on the subject of which order is the best
for the individual, for the family unit, and for the larger society. Only
individuals in the Societal phase may hold political office. The means of

government is a rather ineffectual representative democracy, full of idealists


and demagogues railing against each other.
Asi have two genders, who enjoy full equality. Child-rearing is done by
whichever parent is in the Nesting phase. If neither parent is in the 'proper'
phase, childcare institution have been established. Here Nesting Asi take care
of large groups of children until they reach puberty.
23.Tropians
Not every Dwarf is a fantasy characters, posted here...
Topians are one of several variations on Earthstock adapted to heavy gravity
(1.5 to 3g). Their own homeworld is a 3G, neo jewel planet. They are 5 feet
tall +/-3" (150cm +/-10), very broad in the shoulder, and of sturdy mass
(170-220 lbs (72-100Kgs)). Their bone density is great than any other
variation on Earthstock (so they seldom break bones). For strong looking and
well muscled beings they are deceptively fast in lower gravities (between less
resistance and their reflexes are develope to catch things dropping off tables
and such at 3xs the speed of normal).
The secret of the Tropian's success is that they use their muscles as
secondary cardiac pumps. As they move, the motion helps push the blood
along. In fact, they will some times have microtwitches to help push blood up
out of their legs while standing still. This allows them to avoid the cardiac
problems common with most heavy worlders.
Mentally they follow Earthstock norms, except for a noted tendency to be
grumpy, especially if awoken. They are slow to start as it takes a while for
their blood to get flowing. This steroetype is so comical, and made more so
by a number of videos, because it is so very true.
Costmetically, Tropian are fairly plain by Earth Standards. While they have the
full variations of coloration, their features tend to be quite blockish and squat.
Females are all "big boned" but recognizable as Human females. Beards for
males are common for those that live in space, like submarriners of old.
Because of the Ursine Zenogenes that was used to grant Tropians their
circulation and strength, Tropians tend to have a great deal of fast growing
body hair. They do not have fur by any stretch of the imagination, just more
body hair than common in Earthstock. They also have nominally elongated
canines and very sharp senses of taste and smell.
They also have large hands and feet as well. The size of their hands and feet
are not an ursoid gene trait. They are adaption to higher gravities, to disperse
pressure more broadly when they stand and carry things.
Note: In lower G they are super strong, but they do not have their normal

endurance. It has to do with the lower atmosphere pressure (thus lower


Oxygen density) of the air they are in. Think mountain top for a normal
human and you will get the idea.
They will also be quite clumsy in lower gravities until they learn how to
adjust. With a little time and effort, they can take to microgravity like a duck
to water. They like the artificial microgravities environments because they
can adjust atmos suits to their O2 pressure; in a space habitat, they can
adjust the gravity rings in their quarters to a full 3 Gs.
Tropians have fame because it is the homeworld of The Barnum Show, a
Circus complex that moves from world to world. The Tropians function as
virtual super athletes in most lower gravities.
The Show, which actually has 8 troupes travelling the galaxy, is often a cover
for the Galactic Intelligence Agency.
24.Hexeg
Imagine a large terran octipus (about 50 kg) with only five tenticles. They are
bilaterally symetrical, with the back tenticle is thicker and stronger (with
extendable fins), allowing it for more efficient swimming and "rooting" to a
rock or location. It has four eyes, two on the side of the head for 360 viewing
and two close together for "focus".
Hexeg have distributed neural networks for brains. Half of an Hexeg's
neurons are found in the nerve cords of its arms, granting them a remarkable
amount of autonomy. It has two neural clusters that function as their brain.
One is for general functioning, the second one being for processing the two
focus eyes and some of the higher thought functions.
Hexeg have two hearts. Each one pumps blood through each of the two gills
and through through half the body. Hexeg blood contains the copper-rich
protein hemocyanin for transporting oxygen. Although less efficient under
normal conditions than the iron-rich hemoglobin of vertebrates, in cold
conditions with low oxygen pressure, hemocyanin oxygen transportation is
more efficient than hemoglobin oxygen transportation. The hemocyanin is
bonded to the blood cells giving their blood a blue green color.
Hexeg can swim normally with their fifth limb (and use the limb normally as
they need to.) They can also draw water into their mantle cavity where it
passes through its gills. Expelling it out, they can "jet" through the water at
high speeds.
An Hexeg have exceptional camouflage and communication abilities. They all

possess certain specialized skin cells (Chromatophores) which can change the
apparent color, opacity, and reflectiveness of the epidermis. Hexeg have
reflective iridophores, glowing lumataphores (able to produce light like a
glowstick... and with the chromatophores change its color) and leucophores
(white). The proportions of these extras are determined by their ethnicity. The
color-changing abilities forms the core of their non-verbal language. Hexeg
can use muscles in the skin to change the texture of their mantle in order to
achieve a greater camouflage, appearing asseaweed, or the scraggly, bumpy
texture of a rock, sand, and so on.
Manipulation of their beak pouch allows them to produced a wide variety of
verbal clicks, clacks, and clooks. There language resembles loosely a spacer's
morse code. Their communication channels actually have 8 comm lines
allowing all the data required for full language production to be sent.
Culturally they moved from mid range ocean creatures into shallows, when
temperature changes set deep predators to the higher levels in search for
food. It was in the shallows and near the coasts there they learned wet
agriculture and domestication/ranching (originally started with tidepools, then
artificially enhanced tidepools). Being able to stay outside of the water for up
to 30 minutes, they explored the surface. The invention of the sled allowed
them to carry more underwater and by dragging water on a sled overland,
extended their range. The creation of enclosed sleds called parmar allowed
them to safely enter deeper ocean ranges (and other oceanic parts) by
stopping predators. The invention of skinak (umbrella), the pump (for
oxengenating water or moving water, which they consider as important as
most land species do the wheel) and the domestication of fire, sent them on
the path of conventional technical development, utilizing the advantages of
both environments.
As a predatory creature by nature, Hexeg are highly competative (in a
friendly way) always betting or challanging each other. This bothka or "Ledger
of Challanges" has helped to propell their species to a more sophisticated
level both socially and technically (as well as created a social heirarchy). Art
or Way Creative is the only thing that can never be challanged, as quantity
over quality is detrimental. They are cunning folk, only taking risks they
believe they can succeed, and often concealing what they can do until it is
advantagous to let other know they can do it.
Once the concepts of playing cards/tiles were shown to them, they have
taken to the games of skilled chance like Hexeg to a shallow mating pool.
Note: Though they do like to compete with each other, competition should
never get in the way of getting the job done. They never compete for status

or position in times of crisis or mid process. This concept is what allows them
to work together. (Of course, work groups will sometimes compete... to get
more done.)
In space, they utilize low g, intertia dampers, and water mists to function in a
mixed habitat with other species. If other environments they are often in a
spherical ball device, which has four tenticles for manipulation. The device
rolls on wheels or in areas with more energy available, anti-grav.
25.The planetoid dubbed "Olympus" by its human discoverers circles a black
hole dubbed "Tartarus" by the same. After detailed investigation of the
planetoid, data reinterpreted from the radiation of the quantum firewall, and
surrounding space debris, it has been hypothesized that Tartarus was once a
stupendously dense and enormous sphere of computronium of unknown
origin. Olympus seems to be a complex and fantastical biomechanical
ecosystem giving life to a now-lost virtual world, possibly the last of many. At
some point, Tartarus reached a certain critical mass and collapsed under its
own weight. The drones on the planet, cut off from the original signal, have
become garbled and unpredictable. The drones feed off the radiation and
informational static given off by Tartarus's firewall to supply new, emergent
forms of consciousness.
On Olympus, the BioDrones come in many startling flavors and varieties, and
the very functions of the earth and wind are governed by sentient, embodied
programs. These constructions are highly mutable and do not feature strict
speciation and physical sex so much as general trends in behavior. For the
most part there's a comprehensive hierarchy of biopower, with massive
beings holding ultimate say over the motions and urges of the mountains and
oceans. A litany of successfully smaller god-monsters roam the globe, in
small enough number to stimulate the environment more than overwhelm it.
These vary from living nuclear power-plants with wings made of crystal to the
relatively minor "Nymph-Morphs" that bond with trees, streams and boulders.
A variety of sentient civilized species live, with varying levels of technology
and agricultural methods.
BioDrones can find their jankety code entangled in unexpected ways, leading
to bizarre events like otherwise-normal humanoids spontaneously developing
the ability to turn vast volumes of matter into cobalt with a touch, and crossbreedings or transformations occurring after sexual contact with everything
from statues to cattle to the sky itself. In general, the greater the intensity of
contact and the potency of the entities involved, the more likely it is that
information will become garbled in some way.
BioDrones cease to function beyond the radiation of the Tartaran Firewall and
quickly die, as they not only require its radiation for physical life, their minds

exist only on the cloud. Olympians can immediately detect outsiders, due to
their lack of presence on the cloud; they cannot fully comprehend a conscious
being that has no Cloud-Presence. How exactly they react to this varies
culturally, but they pretty much all find it at least a little creepy. The residents
of Olympus seem to recognize that they are remnants of a thing that once
was, but again, expressions and reactions to this condition vary.
26.Roooshen
Fairly large and stocky, even for a proto-ursoid stock, The Roooshen are
herbevores that slide into insectivore, rather than the expected carnivore or
omnivore of most proto-ursoids. Their dark fur (as compared to their white
fur) is colonized with a plastid rich symbiote, so they have the advantages of
photosynthesis and assistance in enzyme production (and symbiote
spreading).
One theory for their large size (and large food reserves) is that they need that
size to provide more surface area for the symbiotes.
This theory is mostly discounted for the fuel theory, that they will not have
their plant advantages to help them at times where plant fuel is scarce (i.e. if
plants won't grow, then their symbiotes will not help), and will have to draw
deeply upon reserves.
They are a fairly placid peoples. They place a strong emphasis on family,
bloodlines, and "places you are from". While technically capable, they did not
generate much in the way of material technology on their culture. Their way
is more of philosophy and eating, rather than building and striving.
if you need a catch phrase for them, Giant Green Space Pandas, who may or
may not know Kung Fu (or yoga).
27.The Manorr
ManOrnna is the home of a spiritual society of Manorr.
The Manorr are another humanoid species with phyloplastic symbiotes. They
have broad flat faces (large eyes), no discernable nose, but two gill slits on
the side of their face, and large mouths full of omniverous teeth. (Imagine
humans with no noses, big green eyes, and
light green skin).
Their planet basks in natural beauty, architecture that borders on art, and
gentle agriculture. Their society is idylic, akin to the
Classical Greek, if the Greek had access to Synthetic Stones, GlassSteel,
Broadcast Power, and Information networks (wireless
internet & computers).

There culture is possible only because of Weather Tranduction Towers used to


manipulate the weather by controlling solar exposure and
ambient temps. This keeps things a comfortable temperature almost all the
time and keeps weather towards the pleasant and rainfall when and where it
is needed.
Though they do not liked to talk about it, they had a "confused" and
"disturbed" culture, much like Humans do. It is only through the use
of logic, willpower, and willingness to give up upon the material, that they
were able to make a transcendent culture - working together
to make a paradise.
If you dig archeologically in the wrong places, you will discover that they did
have a wild culture. That culture was then destroyed by mad
weather, allegedly wielded by a mad genius (called Manorr) wanting world
domination. It seems the current Manorr are descendents of those that lived
in the Mad Genius's biodomes, to create a perfect future society. So they
killed off 98% of the population, then succeeded in creating a perfect society.
28.Galec
The Galec are humanoids with digigrade feet and elongated hands. They
have broad noses with distinctly-shaped nostrils (facing left and right, rather
than down), Their skin was a yellowish-brown color. Their foreheads have a
slight ridge-like protrusion, with wavey brown hair that flows away from the
ridge. Hair loss is innevitable as they grow older, so they are in varying
degrees of bald depending on their age (thus older Galec often have mullet
like haircuts).
They are known to be serious traders and treat interpersonal relationships as
business deals. They always are fair and extreme in making sure that gifts
are returned in kind.
29.Nomonodoshio
Appearance:
Physically, nomonodoshio appear similar in form to the demon in the movie
Pumpkinhead, which gives most humans pause when they encounter them.
They're roughly 7ft (2+m) tall, but walk with a slight hunch or crouch. Their
skin is mottled grey and appears reptilian and tough, like alligator hide. Their
limbs are gangly, and their legs bend "backwards" at the knees, like a
grasshopper. Their fingers are long and have four joints, while their feet
appear much like a raptor dinosaur's; clawed and triple-toed. They have four
small holes or gills where their nose would be, openings low on the sides of
their heads for ears, and their eyes are oval and completely black. Their
mouths are wide, and their sharp serrated teeth lie in multiple rows, like a

shark's. When they bite, their jaw juts forward, thrusting the first rows of
teeth unnervingly out beyond the mouth by about three inches to grasp
whatever they would consume. (Even more unnervingly to humans, this
seems to be the sum total of the nomonodoshios' facial expressions, and it's
often unclear whether the 'doshios do this when amused, angry, confused,
happy, or all of the above.) If they wear clothing at all, they tend to favor only
loose, flowing robes of silk or fine linen, simply draped over their shoulders.
Background:
Every galaxy needs an ancient, enigmatic and entirely alien race, and the
nomonodoshios are it. They're not xenophobic, and will indeed interact with
almost any other species... but they are frustratingly vague when talking
about themselves. However, it's obvious that the 'doshios are an extremely
ancient and advanced race, as every one of them so far encountered has had
some bionic enhancements that are seamlessly integrated into their bodies,
even though it's most often impossible to tell exactly what the grafts do.
Their technology is largely organic, and it's assumed that they are proficient
with nanotech, so much of these enhancements are hard to discern unless
one knows what to look for in nomonodoshio anatomy. It's also theorized that
much of their technology is run via biochemical or even psychic means, since
they often appear to communicate with each other, operate their machinery,
or access data files without actually carrying any sort of equipment on them.
This has lead to the prominent belief that the 'doshio actually have
biochemical nanocomputers integrated into their physical bodies, which they
operate just by thinking about it. This allows these beings to silently and
instantly share information amongst any others of their race, or with any of
their organic computers, within their mental range. Even their space craft
seem to be piloted and operated via this mental connection. So far, it has
been impossible for 'doshio organic technology to directly interact with any
other races' tech, such as computer linking, unless the aliens specifically
modify their equipment to do so (which they have no difficulties doing). Their
nanotech also seems to allow for rapid healing of even grievous injuries, and
vague references dropped by some of the aliens indicates that they live
naturally for hundreds, if not thousands, of years.
Their high-tech mastery also gives them what no other race in the galaxy
has: No Time Transit. This FTL drive allows a 'doshio starship to instantly
transport itself to any other destination within range. The drives take some
time to power up, but a journey covering hundreds of light years is then
completed in a blink.
Culture:
No one knows. 'Doshios interact with other races either as individuals, or in
small groups of three to five, and they have never given the location of their

home system or planet. No one knows what government system they might
have, or what their family structures may be. No one can even tell if the
individuals that meet with other races are military, civilian, ambassadors,
clergy, or anything else. Mostly they ask questions about other species, but
tend to ignore questions about their own origins, abilities, or society. They all
seem distant and almost dismissive (in fact, a bit rude) during conversations,
but most open-minded xeno-sociologists believe this simply stems from the
nomonodoshios' alien mindset, not from a true feeling of superiority of an
intent to be annoying as all hell. When they do speak, they seem to have
translator programs, because they tend to speak fluently in the language of
whomever they're chatting with, albeit with an odd accent, and with strange
turns of phrase. Most linguists believe this is because if the 'doshios do
indeed communicate mentally with each other, it may be difficult for them to
put their expansive thoughts into orderly sentences for the other races. It's
believed that not all 'doshio senses can be conveyed into spoken language.
For example, sometimes a 'doshio will be silent for some time, then suddenly
say, "Your technician is wispy." A confused human will try to kindly correct the
alien, explaining that the word 'wispy' doesn't make sense in that context. To
which the alien will reply, "Your technician has wisps. They are evident.
Therefore, she is wispy." And then the 'doshio will wander off, finished with
the exchange. This is how many conversations go with this race, with
seeming non-sequitors scattered throughout an otherwise coherent
discourse.
Their attitudes are Zen-like. No 'doshio has ever seemed excited, irritated,
hurried, or enthusiastic. They all exude a baffling, if somewhat contagious,
sense of serenity and easy-goingness. When they speak, they use measured,
even tones. Sometimes, they will ponder a question for many minutes before
answering with a simple, "Yes."
No one has ever seen a 'doshio with a weapon.
30.Korren - People of Claw and Den
Kooren are a broad shouldered stout humanoid of proto-Ursoid stock. Their
planet has three intelligent species. The Wizzen enslaves the Kooren, using
them as building slaves and warriors in their armies (usually by holding their
family's hostage). "The Firsts" escaped the WizzenKing of Thallan, bringing
with them knowledge of Civilization which the Kooren did not have until their
enslavement. The firsts headed into the mountain. They dug new Dens and
raised their number. The WizzenKing of Thallan eventually came for his lost
Kooren. Realizing that an independent and allied Kooren could be helpful, he
declared them "good" and treatied with them as he would Wizzen of lower
status. They became the bulkward of the Thallan armies, in return for food,

beer, and gold. Oh and the ability to "adopt" any other Kooren a King might
have and throw against the Thallan Forces.
Contact occured, a bit by accident on this world. Still it was approved by the
council (ante-event), so the culture was contacted in an Early Imperial Phase.
There are eight clans of Kooren now. While there is some interbreeding of
lines, each clan has a distinctive look and certain features that came from its
origin. They have various fur and hair colors, and some are more hairsuite
than others. Most Kooren are shorter than humans in their normal "forward"
stance. (Built like Gorillas, with long arms and shorter legs. They can easily
rest on all fours and can often move on all). When they stand tall, most are
taller than man. They all have massive and strong hands. Only six clans still
have true claws.
There is a ninth clan of Kooren. It is those of DiLoric. Some call them just
Orics, as they are the only creatures in that land. They are an offshoot of the
Kooren base line. They are massive creatures of madness, muscle, and claw.
These Dark Monsterous Kooren rebell, killing all the forces of the DiLoric
WizzenKing and all other Wizzen on Kooren in their land. The Orics hate all
that are not Oric, and they will destroy everything so they will never be
enslaved again.
Kooren make for excellent "slightly Barbaric" companions. Once taught
technology, they are reasonable capable in its use. They have joined the
Confederation Military in droves to see the universe.
31.Octopi, Kisi, or Hexapi
These aliens are a friendly sort. They have six tubular arms, four of which can
extend the central part. If not extended, they are folded like a pair of dropped
trousers. The four top arms have three 'fingers' each with which they can
manipulate quipment. They have bird-like beaks set below eyes on stalks.
They eat mostly 'vegetables' which on their home planet has more in
common with earth meat than earth plants. Their forms of plants are more
rubbery and have much in common with the Kisi themselves. The Kisi are
amphibious and use their mouth for feeding, defecating, talking and sex
alike. Therefore their mouthes are not only their most important part but also
nothing is allowed to touch their mouth. Their fashions have found extreme
measures of not-quite-touching the beak.
32.The 'Hunters'
The first thing you need to know about hunters is that they are deaf. Though
they seem insectoid, they have three vertical slits for eyes, four insect-like
legs and a head on a segmented neck. The hunters communicate in three
ways: By vibrations, for their legs are quite sensitive, by coloration, for they
can shift the colors of their shells and by manipulation of their surroundings.

Very soon in their development this species learned writing and many nonsapients species on their home planet know how to write, albeit very basic
messages. The hunters themselves use eight 2-segment mouthparts and two
many segmented mouthparts to manipulate their surroundings, including
technology.
The hunter basic unit of society is the family. They are untrusting of anyone
outside their families and very agressive. Among the families, strict
hierarchies exist. The stronger families rule over a 'superfamily' of weaker
families. This goes on until the imperial family which can pick and choose
their mates from lower families to keep their family strong. Much infighting
exists in hunter society as families continue to struggle for dominance.
Technologies spread very slowly through hunter society as distrust and
infighting keep families from sharing with others, even with those lower than
them. They are however highly innovative and a family will breed scientists to
keep the honor of the family high by having the best tech in their realm.
The name 'hunter' is derived from the fact that they hunt in packs for newer
technology and since the knowledge that other species exist, new slaves or
food sources. They have no scrupules about eating other sentients as they
believe they are the ultimate creatures.
33.Beige Men
Beige Men are 100% recyclable worker androids. They look like human-sized
gingerbread men, blocky humanoids with depressions where their eyes would
be, and are formed out of a homogeneous mass of smart polymer. They do
not need to eat or drink, though they do absorb oxygen through their skins.
They have a life cycle of about 12 hours before they need to be recycled.
Typically, a Beige Man Unit consists of a dispenser/recycler the size of an
8'x8'x16' cargo container. This unit can dispense up to a dozen Beige Men
from one end. When the work shift is over, the beige men cheerily feed
themselves headfirst into the shredder at the other end (hooray!), and their
component polymer is recycled and recharged to be used for new Beige Men.
Beige men are not very bright, and are useless for work that requires any
level of math or abstract thinking. They can operate basic tools and
equipment, but are not usually used to operate vehicles or construction
machines. They have very little sense of identity, and no memory of their
previous work shifts. They do have a pleasant demeanor, however.
Beige Men are imprinted with behavioral laws that prevent them from
harming humans (or other sentients), or through inaction allowing humans to
come to harm. They have no real sense of self-preservation, however. If a
Beige Man is damaged in an industrial accident, the other Beige Men will
happily scoop the bits up for recycling.

34.Nayygen
An intelligent Humanoid species who homeworld has been destroyed. They
now live on ships of various types, looking for a homeworld. Physically they
are 6-7 feet tall (2 to 2.2 meters), with an orange tinged skin. Facially, they
have equine features and featureless eyes. They have three digits at the end
of each limb. Their knees are reversed from mostly humanoids. They produce
a strong body odor, which helps Nayygen determine who is "on top" in the
social order.
They are begining a program of genetic engineering on themselves. They are
appearings with flatter or no facial features and more neutral skin tones.
They are becoming smaller and less distinct. There are several reasons for
these changes, most of which have to deal with ship board life. They are
moving away from their chemical heirarchy, and moving towards one of body
markings.
35.T'kli
Their homeworld is one of many moons of a gas giant, having almost no
tectonic activity it is covered with extremely shallow seas and plains. Tidal
action from the gas giant and other moons cause random flooding and drying
all over the world...you may wake up in the morning carried hundreds of
miles by a retreating ocean, or find your boat in the middle of a plain that
was underwater an hour ago.
As a result, the T'kli, an birdlike race, have adapted both for both swimming
and running, resembling brightly colored penguins with ostrich like legs.
The tendency to have their social groups scattered about by rapidly changing
environments has lead them to be fairly xenofriendly, with an excellent ability
to pick up languages and cultural ideas...if you suddenly are separated from
your family by a flood, getting along with and understanding these people
you just met is a survival trait.
The T'kli make good explorers, they actually enjoy meeting other races and
frankly aren't bothered by different environments and cultures...finding
yourself among strangers is what they are evolved for.
36.Bavooon
These are tall gaunt humanoids with a taupish leathery skin in most
humidities. Their facial cheeks are always sagging, as their jaw and mouth is
quite small (and with razor sharp teeth). These folds came from their ancient
ancestors who used them to hold food and water. These days they are just
ancillary features. Their eyes are small in comparison to the standard faces,
but their eyes can see into the IR spectrum and have high resolution at great
distances.
The skin on the rest of their body is tight and gaunt, giving them a bony

appearance. They tend to wear cloaks/ robes, often with hydrometric devices
to keep themselves more comfortably moist. They have over sized feet in
comparison to most humanoids.
Bavooon are a trading species. They are sharp of tongue and quick of wit.
Their culture enjoys mental puzzles, and the laws of a thousand worlds
provide them the greatest puzzles. They will follow the letter of every
carefully worded agreement. They may follow the spirit as well, if it costs
them nothing (or very little).
37.Whill

The Whill are proto-Jella, softbodied creatures which mostly float in a


medium, trailing limbs to filter and collect food. (They look like Terrestrial
jellies.) Unlike most Jella, they are more derived and have additional features.
The most notable ones are: optical and electrical senses, a defined semicentralized brain and neural net, as well as more active control over their
tenticles and bodies. Whill are also bioluminus and have the ability to send
and receive in higher electromagentic spectrums (such as anachronistically
named radio frequencies.) With acquired skill, they can discharge a minor
charge to shock small targets.
Whill culture over the millenia have developed a number of adaptative
strategies. Early on, they would insert themselves into crustation shells for
protection. From there they learned how to puppet or proxy these shells. Proxi
has continuously played a large part in their technical development.
One isolated group learned how to trap gas in their "bells" allowing them to
rise up and even float limitedly above water surfaces (only in their native
higher temp, lower g... high hydroscopic rating world). This cultural group
also perfected their martial art. It allows them to focus their electrical charge
abilities into more formitable offensive abilities. (their default is to
electrocasting in defense only). In addition, the meditative and martial
techniques also taught them to be more perceptive of radio band spectrum.
They could learn to broadcast via these. In addition, they mastered the use of
other materials to create artificial shells to proxy. The isolated group soon
became the center of the powerful Tonan empire. Eventually the hidden
techniques were dispersed to almost all the Whill.
One thing they did do was "domesticate" other aquatic creatures. More
accurately, they learend to ride other creatures, attaching themselves closely
with their tenticles and even guiding the creatures via subtle electrical
impulses. This is a variation on their puppetting theme.

The use of their electrical generation abilities allowed them to produce higher
levels of technology, seemingly skipping some intermediary steps. They are
able to be the power source for their electrical engines, and developing series
and parallel channeling. Their own native technologies had "poxi" or proxies.
These were "mannequins" or more solid forms that they could manipulate
with their tenticles or empower small motors to move. These mannequins
were in the shapes of various animals in their environments - notably Pethel
(fish) and a variety of crustations (whos living versions were the shells they
had originally used (after eating the crustation inside).
After First Contact, their horizons expanded. They then learned about
humanoid shapes, which were much easier to use in atmo environments.
When confronted with more advanced and developed versions, they simply
adopted them. Whills have taken to driving remotes and mechas like a Hexeg
to a shallow mating pool. Ones designed specifically for Whills are
hyperefficient as the Whill can easily interface with electrical devices on so
many levels.
38."Smocks"
The Smocks (a lip smacking/popping noise) are a proto-Testudinidae/ species
sans a shell (though they do have faux-bony plates (cartilage zones) on their
chests, upper back, and covering every joint). (Some would improperly call
them proto-saurians). They have a greenish hue to their skin. Their faces are
broad and flat. They do not have teeth, but bony plates in their mouth to
assist in chewing greens and the occasional insect. They have broad hands
and feet, on arms and legs that are the same length (with a boxy torso). They
have equal dexterity with the clawed digits on both, handy when they are in
the water... less handy on land. The Smock are actually Land derrived
creatures, who adapted to a wetter world over the last two thousand years
after three cometary near misses dumped nearly twice the planet's surface
water upon it.
Smock are fairly human in temperment, that is to say widly varying and a bit
crazy. They have a knack for medical and neotic technologies.
39.Rajiin
A basic thin humanoid with a stooped posture. Their forearms can reach the
ground and are used for locomotion upon occasions. Rajiin hands featured a
ridge of flesh just above the knuckles. Mostly, they stand erect and walk on
their lower legs. They have a bat-like ear set which molds into their forehead
and oversized nose. Their eyes are large and expressive, but of only a single
coloration with a small pupil (relative to the size of the eye).
They are another carbon/copper based biochemisty. This explains their green

tinged skin, and unique hair coloration. Their bronze/copper metallic colored
hair is normally worn long down the back... part of it loose... part of it
braided.
Rajiin are another species that were contacted too early in their development
by an overzealous would be interstellar empire of the Bokon. Since they have
simply adopted the superior and common culture of every space fairing
species that has come their way. Given that they have become "lost in the
world of technology and space", they tend towards technological and space
jobs. Not preferring long hauls (or long times in synthetic Gravity), they tend
to be in system pilots, space tug operators, and work in and around starports
and systemports.
40.Vipers
(one of the goofier races for my G-verse setting)
Vipers evolved on a large, icy-rocky moon of a vast and dark gas giant (black,
with hints of angry red beneath the coal-colored cloud-layer). The surface of
the world is blasted with radiation, but beneath the crust of ice and rock are
large oceans and cavern after cavern. Within these caverns, the highly
geologically active world has vents that bubble into isolated cavern pools and
lacks, where chemosynthesis has created a complete ecosystem.
In these isolated pools, Vipers are born. A viper starts his life as a small
tadpole-like creature, one of thousands from a given spawning, and it will
eventually mature, over the course of a year, into a small salamander-like
creature with large, spiney-teeth, a flat face, inky, black eyes and
bioluminescent patterns on its body. It preys on the many creatures in and
around the pool, and after that first year, it returns to the pool to spawn
again. And that is the whole of the viper reproductive cycle... but not the
whole of their life.
By a quirk of evolution, vipers do not die with old age... they simply keep
growing. And eating. And growing. The nature of the pools that Vipers tend to
occupy pushes a growing Viper further and further afield, ensuring that larger
vipers do not overconsume the food supply around their spawning pool. None
the less, the vipers are compelled to stay near their pools because Vipers are
cannibalistic: They eat their own young, and they're designed to love it.
Devouring a young Viper creates a reaction in a Viper similar to a cat around
catnip: Extreme delight and happiness and intense fascination, followed by a
period of complete satiety. The Viper can eat a few of its young, and then it
loses interest, but that "resets" every few days. Thus, a Viper will linger close
to its birth place to chow down on a few little spawnlings that wander too far
afield... and this has a net effect of keeping other, more rapacious predators

away.
As vipers increase in size, their brain naturally increases in size and
complexity as well, until they reach human size, at which point they are fully
sapient (though not as bright as humans). They have long, lean limbs, long
tails, and thin bodies. They generally travel on all fours, but are more than
dextrous and agile enough to rise up on two legs and manipulate things with
their fore-limbs. Vipers generally hunt in one of two ways: they either climb
onto a rooftop and wait for hours and then drop upon a prey, or they "dance,"
rising to their full height and swaying while their bioluminescent patterns
warp and shift, drawing their prey with fascination, whereupon the viper
pounces.
Vipers are not a social species. They only really grasp three concepts well:
Eating, fascination with beautiful things, and a sort of cold anger they often
describe as "the intent to kill." They are natural loners: Too many vipers in an
area will quickly overwhelm the ecosystem, so they tend to be naturally
territorial. When they decide they dislike something, there is a mounting,
sociopathic urge to destroy it, and vipers can be extraordinarily cold as they
plan the murder of another. They do not taste with their tongues, but with
their gums, like sharks, and thus the only way to taste new food is to take a
bite of it, and Vipers are insatiably curious and thus often taking a bite out of
everything. Finally, Vipers are fascinated by colorful, moving things, which
are often food, and will often collect things like "flowers" and small, colorful
bit of stones, creating beautiful "gardens" to tempt their prey to come closer.
But vipers continue to grow. As they reach their 40s, they begin to bulk out
and their limbs begin to grow smaller by comparison, and they come closer to
human intellect. But they continue to grow, and eventually lose their vestigal
limbs and become long, vast serpents, too large for the caverns and only fit
for the sub-arctic oceans just beneath the icy crust of the world. Here, very
little food resides, and most Vipers die of starvation long before they reach
their serpent stage, but a serpent viper can continue to live, continue to
grown and continue to gain intellect, becoming diabolical geniuses.
Successful elder vipers whisper into the caves, tempting the younger vipers
out to be their prey. The most successful instead demand the worship of
younger vipers and regular offerings of food, and offer in return their intellect
and genius. The few, abortive civilizations of the world have always had a
great viper serpent at their heart, an ancient and dark god begging for food
and coldly manipulating his kin to get it.
Vipers lack the psychology necessary to create a full, technological
civilization. The farthest they've ever achieved on their own was the bronze
age before their natural territoriality tears them apart. But their fascination

for others meant that when other races made contact, they naturally grew
curious (and hungry). The would offer to trade their tasty young to the aliens
in exchange for some of the aliens' tasty young. They explore places like Las
Vegas with ecstatic fascination. And they often serve as mercenaries and
hunters, exploring the universe and randomly murdering those who push
them too far in the wrong directions before slinking back into the night. And
the elder vipers naturally saw the power of things like replicated food and
starships, tempting their cultists to build or steal vast ships and to create
huge pools at their center to hold the leviathan, and then explore the stars
with a crew of vipers and a terrifying, centuries old super-genius being at the
heart of their crew.
41.Bulu-bulu got their name from some species' mythology. They have none for
themselves, because they are unable to communicate - they are only
marginally sentient. Still, they are too smart by most people's thinking. They
are cleverer than they look - which is pretty clever - and they wear clothing
that enables them to pass freely in spaceports or dark alleys, where they can
thieve food and other needs. They are smart enough to mimic sapients, to
manipulate simple machines like doors and water access, and they will
deliberately hunt humanoids where they can get away with it. Dark alleys, old
maintenance shafts, back corridors, sewer tunnels are all favorite haunts for
predating and breeding.
Nobody knows where they came from, but they are everywhere. Clearly some
elder species liked them - or liked them as a joke.
Bulu-bulu have a wide range of appearance, but most common is a pale white
with violet eyes. A soft, fine russet hair covers most of the area humans have
body hair except the upper lip and their heads have thicker strands of varying
hue. They stand about human-sized and can pass for a human; up close, they
have shockingly large canines like a baboon and their small skulls betray
their lack of full sentience. Their faces are pulled forward such that their
noses are more of a snout, giving them a terrifying bite.
Bulu-bulu make only grunting and hooting sounds.
42.Balistaur
Black and beetle-like, somewhat smaller than Humans, Balistaur belong to
one great intersolar nation with a perplexingly elaborate, democratic,
collectivist form of government--a rarity in a universe of feudal societies led
by kings with the (actual, legitimate) mandate of heaven. This nation is small
in lands but vast in terms of population.
A typical Balistaur enclave is a titanic black cube-city squatting on some
inhospitable planet, inhabited by tens of millions. To a foreigner, one of these

cities is likely to be a disturbing place: dark, full of odd sounds and smells,
and covered in layers of its
people as they swarm upon one another. (Balistaur have an extremely high
tolerance for one another's company.) But, being courteous hosts, they
always set space aside for aliens to visit and even live in the relative
seclusion they prefer. And an individual Balistaur is really quite pleasant
company as enormous beetles go--as well as being very polite, they exude a
clean, pleasant, rather citric smell.
Like the Ruxamiyat, they were created by the goddess Issa Hatamza, whom
they know as Zero Zero, the Lady of Pearl Wings, Queen of All Realms. From
her, in days past, they won many boons for a harmonious existence. Their
most precious secrets tend toward the suppression of individual identity and
renown (even queendom--there's one queen per city, note--is a temporary
bureaucratic position). Or, put in another way, the embrace of one's
neighbor's identity as part of one's own.
43.Ruxamiyat
The Ruxamiyat are insect-people, tall, strong, shining in their armored skins
of bronze, purple, and gold. They are slightly Dayward, which manifests in
them as a tendency to a strong self-image and sense of social order. They are
known for their honor and courtesy; their Zero Queen oversees a large and
fertile kingdom, known for its fair laws and schools of knighthood. ("Zero" is a
satisfying number to both Balistaur and Ruxamiyat--round, complete in itself.
Some Ruxamiyat call Issa Hatamza "Zero Zero," in the Balistaur fashion.)
Second to the Zero Queen are the queens of individual planets, who are
chosen by (and from among) a Parliament of Women. As with the ants on
Human worlds, only queens are fertile: Ruxamiyat women only become fertile
after conducting certain rites. Ruxamiyat women are less martial than men,
and (except queens) are a great deal smaller. But, as well as rites to become
a queen, there are rights to change sex--a necessary adjunct to some social
transitions in this society.
44.Hasakauri
Slightly fox- or jackal-like to human eyes, the Hasakauri are essentially
planetless wanderers, known as traders and explorers. Somewhat Nightward,
they are swift-footed and swift-witted, less given than Humans to chivalry,
cruelty, pride, or righteousness.
Hasakauri have a means of space travel involving communion with the stars
themselves. They are the most prominent race--the only race most people
have heard of--not to possess the secret of fire. (If an individual Hasakauri
wishes to learn to make fires, he or she must undergo trials, training, and

initiation of the sort Humans haven't needed to do since the age of myth.)
Hasakauri machines and vessels tend to be intricately mechanical but not
clocklike: sails and membranes, springs and stretched tendon-like lines.
45.Kaiyyahii
The Kaiyyahii are huge gull- or albatross-like birds, as massive as a human
and thus a good bit larger. They are powerful, implacable, bright-eyed and
grim; they use less machinery and artisanry than most of the thinking races,
perhaps because they have sharp claws instead of hands. Their several
nations occupy a region next to the Ruxamiyat Queendom but remote from
other holdings.
In the past their kings and queens made war on each other and against the
Ruxamiyat, and Kaiyyahii raiders were feared much further afield. They are
such expert fliers that some of them can reach beyond the sky and into
space, and the best of them can fly between suns. To do the latter, they must
enter a deathlike trance and endure months, or years, in transit--in the old
days, a band of Kaiyyahii pirates would say goodbye to their families, rise on
the wind, and return home decades later, rich and scarred.
The Kaiyyahiis days of infamy are largely past, though: a few hundred years
ago a small band of Kaiyyahii spacefarers won the secret of the Archive, and
it transformed their society. They learned how to enter a dream-state that
was both lucid and swift-running in its associations, and also learned how to
share each others dreams. The result was--if not a pacifist revolution--at
least an alternate path for glory-seekers to take through life. To be an Archive,
or even to consult one, is to look outward at far-away alien things and see
them as familiar; in order to do their cruel deeds, Kaiyyahii pirates and
soldiers had always relied on a sense of cold isolation, aloneness in the void.
In its early years, the Archive became a politically powerful society with
membership from all Kaiyyahii nations. This brought peace between the
monarchs--and might have threatened their rule, but the phase passed.
Archives taught their secret to aliens, and (as the Kaiyyahii became providers
for the first time, rather than takers-by-force) the organization grew until it
wasnt an organization anymore.
Now the Archive has too many constituents to have any existence as a
cohesive political body, but the Kaiyyahii have continued to be good
neighbors. They have intersolar ships now, but the bravest among them still
travel the old-fashioned way: asleep for months between suns, eyes covered
in ice, dreaming of far-off souls.
46.Komandi

Komandi are ten to twenty cm tall crystals that are like the crystals that
frequently grow on outer slush planets. They are often harvested by certain
stellar societies and used as computer cores, as they are naturally semiconductive, self organizing, and receptive to and can broadcast out on certain
electromagnetic wavelengths. They provide powerful computing and
organizational templates.
The main society that uses them as computational device is an Outerband
gas bag species known as the Tone. They have a moderate interaction with
the Terran Confederation.
This all would of been fine until a Human (isn't it always a Human involved in
these things?) received a Komandi crystal as a gift. He didn't hook it up into a
shielded system to use as a computational device. He kept it out as a knick
knack. He brought his Komandi into the inner system of a Terran Colony
world. Soon his Komandi crystal was exposed to myrid signals. Humans don't
have one standard, they have dozens of formats over dozens of broadcast
lines, plus their wireless and wired datanets. Soon Kurt (the Human)
discovered that his rock was throwing off systematic interferences. He
hooked it up to an impromptu network line. After a few cycles, he managed to
not only get the signals aligned, he managed to communicated with the
unformatted crystal computer.
Unfortunately, it formatted itself. It is not a computer it seems.
The Komandi that the Human took to calling Fred had received more signals,
in more formats, than any Komandi before it. It also received more energy
than they are normally exposed to. It had enough energy to "develop". It
received enough signal input to gain an understanding of the world around it.
It uses its broadcast abilities to interface with the wireless system in Kurt's
apartment (which is why Kurt realized that something was up).
It seems Komandi are cystalmorphs. Given enough energy and variety of
signal that can "awaken". Fred became a sentient data after 44 cycles
(Humanity's standard 22 hour day/night ) of being exposed. Fred, once he
had a proper hook up set up and hooked to the network, developed into a full
a 10th level intelligence in a matter of 30 more cycles. (Humans are only a
4th).
It seems the universe has been enslaving unawakened Komandi for powerful
(but limited) computational devices.
In the defense of the other species, Humans are the only society that has
developed FTL but does not have a central standard for communication and

data, so no Komandi had ever been exposed to this much signal before. They
are seldom, if ever, taken into an inner system without being processed and
contain in harness. If someone had, perhaps that Komandi would of evolved.
This entire enslavement issues created quite a stir for a few stellar cycles.
Many races "freed" their Komandi (discovering that only about 30% would
actually awaken).
Fred and his peoples began to work for greater galactic good, forgiving the
other species that accidently enslaved them. A networked race of crystal
intelligences of the 10th order has done wonders for Galactice Civilization.
47.Aurpa
The Aurpa are practically a creature of legend. They had no great empire.
They did not destroy stars. Yet so many planets have stories of visitors or
other peoples who lived on their world for a time that match their description,
that they were a far flung set of travellers. The Elder Races acknowledged
that they existed, but are even more vague than usual about them.
Aurpa are bioluminous spindly humanoid beings with translucent skin. (There
are some reports of opalesence which could be a subspecies/ethnic trait)
They are known for their large soulful eyes. They have ears or some other
receptors that are large upon their heads. Most of their peoples had wing like
appendages on their back. Their size seems to range from 2 meters to nearly
2 cms. They are known for powerful psionic abilities, beyond the traditional
telepathy, telekinesis (on self and other things), forsight, and so on. It is said
that they are able to move between the astreal stars, allowing them to
journey along the flows, and reenter real space anywhere.
It is the problem of their psionics that might explain why they are "away"
(and why some elder species are quiet about them). Their psionics allegedly
produce crystaline growths in their body, most notably a central one in their
brain/skull. They are responsible for (or in response too) the species
incredible class 5 or 6 psionic powers. There are xeno-opalites found
throughout the universe which all amplify psionic abilities. Most of them are
quite small, pebble sized. (And no geologic process is known to have formed
them.) There is a large one that is the center of the X'ann Society. If the
legends are told, an Aurpa (or something like them) helped their society long,
long ago. When it died, it told its friends to take the crystal from its skull and
place it on their giant deity statue. The deity would them produce miracles if
properly prayed to. Indeed the X'ann society uses the prayers to focus psionic
energy to build and maintain their interplanetary society. (Just better than the
stone age, and they were able to have space flight via the psionic telekinetic
power). Alone, this is not such a strange story.

However, there are stories of vast powers being wielded by being who killed
luminous beings. Many stories. All around the Universe. For example, The
Aurrk Continuity (which really only lasted for a mere 2000 years) is said to be
based on a power stone wielded by the royal family. They are associated with
the destruction of an alien "who tried to control them". They took the alien's
heart and used it as their own talisman.
There are thousands of similar stories with species both living and dead.
The popular theory, that is these creatures exist, they are hiding from the rest
of the universe's people. They do not wished to be killed for the greed for
power of others.
48.Quortl
The Quortl are an old race. They have expanded into space, and contracted
back into their basic territories. They venture out now and again, just to see
what is out here.
The Quortl are small (9"/22 cm tall), flightless protoavians, with slick smooth
down (obviously they were semi-aquatic). Their limbs are marginal with
limited manipulative abilities. In anything approaching a real G environment,
their ground movement waddle is slumsy and almost comical.
If they weren't the most powerful psionic material species in the known
universe, they never would of survived or advanced.
Yet psionics is tiring for a material being. You can only TK or Telepathy or Mind
Search for so long. They can't rely on those talents for long term getting
around the universe. Being in large numbers is not a real option as it is only
"the odd ones" that come out into space anymore.
Of course it took a human to solve that problem. Putting together a "toy",
they created a "vehicle" for them that will transport them around in normal
areas. It has a grabbing hand with extending arm. Appropriate audio
translation and reception. It had a limited power generation ability, but they
always seem to upgrade it with one of their black boxes for unlimited power.
In short, it is an encounter vehicle for Quortl so they can get around in a
"standard" environment.
They do love humans who were so clever for making these things up. So they
decided to hang around... maybe help a bit.
The Humans are not as sure this is such a great idea, but hey when the most

powerful material species in the Known Space wants to stop by for Tea and
Biscuits... you don't say NO.
49.Wets
The Wets are a non corporal lifeform. Each Wet appear to be animated warm
water. This translucent pale blue form is fluid and warm to the touch. It is
animated, able to act against gravity (lift itself up) and take any shape. This
motion is slower than human motion. It can not float in the air, so it is subject
to gravity. However, it can appear to become steam. In this gaseous form, it
can float about. Each Wet seems to be about three gallons (10 liters) worth of
size. A Wet can expand and contract is apparent volume by a factor of nearly
10, allowing it best fit its environment or fulfill its needs.
Each Wet is physically comprises of billions upon billions of cellulates (cell like
structures that are not cells as we conventionally define them). Each being is
not actually a liquid, but comprised of nearly uncountable number of
microscopic beads that look and function much like water. These cellulates
absorb, store, and release stored heat energy while functioning. The
absorption and release of heat seems to be the main driving metabolic force
in a Wet. The cellulites can do the same for any energy form up or down the
electromagnetic, but these seem to require great effort on the Wet part.
The Wet intelligence seems to be contained in an energy matrix or spiritual
format. (Thus they can be considered non material, even though they are
anchored to a material form). This mode of existence allows them to share
thoughts as easy as they can share cellulites, allowing for total
communication and coordination of actions.
Wets seem to communicate by radiation or direct beaming either spiritual
energy or other EM to each other. They may be able to communicate by
vibrating cellulites if they are touching, but this is conjecture.
They tend to live together in pools or oceans, interacting with each other and
with minimal need for any material culture. Anything them seem to need,
they can usually form their material forms into. This includes space faring
form. The lack of material culture makes them the most alien of all the Major
Races.
Note: Wets are found on many different worlds and are considered a Major
Race by the three other Major Races. There may be other abilities (like
transwarping, dimensional phasing, or other more exotic abilities) that we are
unaware of that a Wet can perform.
Note: they can dominate any large amount of liquid, incorporating and

containing it in its own mass. They can also enter (in gaseous state usually)
and control any carbon based lifeform. They are mostly water after all, and
they can coopt must of the chemical functions as well.
Note II: It is hard to determine if this is the Wet's natural form or the product
of a transhuman technology program. Their form makes each Wet effectively
immortal and nearly indestructable (as they can seem to be able to move
between cellulates).
50.Kotchi
The Kotchi are another proto-suidae species. Facially, having the snuffling
noise and extended guard teeth which makes them easy to pigeonhole as a
suidae. Small yellow eyes, pale skin, sparse mammal hair, all paint the
picture as well. Their "hooves" are more like half hooves, more like giant nail
blocks at the end of their feet and their fingers. (many of them shape some of
their nails to make triggers and standard tech controls easier to manipulate.)
Kotchi are not "massive", but they are larger than standard. They are broader
in the shoulder than most species, and thinner in width and torso. They are
diverse eaters as are all suidae, though they prefer meat.
It is in their culture and personality that they are unlike most suidae. The
stereotype of argumentative and stubborn do not play here. They are herd
creatures, who prefer to be in groups and preferably groups of their own kind.
The Larger are always the socially dominant and instinctively take a
protective role. They are cooperative and friendly in nature. They have a
humans propensity for violence, that is to say... they are relatively peaceful
most of the time, but when they take on the role of the warrior they are
scary, dangerous, unpredictable. The only thing more scary than a Kotchi
pushed to defensive and violence is a young scared human with a 500
megapulse disrupter. With most "warrior races", you get the whole honor and
predictible violence ethos. Like Humans, they are can be suicidally brave, or
cunning like a colax, or cowardly and defensive, or rapidly cycling between all
three. Socially they have kept most of their own culture, though it had many
cultural threads and diversities in their balkanized world. Technologically,
they have given up on their own developments and have joined the Galactice
Civilization with no real skill specialty.
51.Delenti:
One of the twelve "exotic species" in Confederation Space. They defy "classic
categorization". One could force them into the Avataron category (not very
differentiated from their non-intelligent versions)., but they have exceeded
that. They are a class 3 species, one with innate "universal powers".
The Delenti are a long, thin, amphibious, avatarienti race with no

manipulatory limbs. They are three standard meters long and .3 standard
meters wide. They possess a broad snouted face and a broad tail that is used
for propulsion. They have six fin like ribbons that are used for physical
navigation. While they have sensitive senses of smell and sight, their primary
sense is hearing (which they can feel through their auditory chambers in their
head and along their body. They have innate complex sonic abilities for
communication and echolocation. They also have psionic channels. The
Delenti have two "ways" to utilize their psionic powers.
The first way is The Way of Song. They use their sonic abilities as a carrier for
their psionic energy. This allows them to expand their use to include powerful
offensive sonic pulses, vibratory shields, sonic illusions, enhanced perception
of the universe around them, and even sonic mimicry. This is the most
common way to utilize their psionic channels, as it is more "instinctive" and
comfortable use.
The second way is the Way of Mind. This opens their channels to telepathic
communication, telekinesis of themselves and things nearby, and in concert
with Way of Songs, creating powerful illusions in those within range.
Delenti culture has a non material emphasis. They have few tools or artifacts,
though buildings and pathways are material emphasis. Their culture deals
with math, music, feeling, and philosophy. They do not see these things as
separate, but part of the Way of Harmony. Everything is part of The Universal
One. (Each thing is separate, like a note in a song. However the individual
notes add to each other in their time and place, to create a greater whole - a
song.
Delenti are masters of the concept word. They are known poets and
composers. They have a knack for translation and lingual expression as well.
Seeing words as ideas with numeric values gives them a unique outlook upon
their use. In addition to being script writers, they are also advertising
wordsmiths.
Having a non material emphasis and a culture that has multiple uses of
continuous communication (before the use of technology), The Delenti have
the only a limited concept of private or personal property and
private/personal space. They do have the concepts, but they choose not to
exercise those concepts very often. "What is yours is mine and what is mine
is ours", is a good way to think of it.
Unless they are striving to be "direct" in their communication (since their own
language expresses multiple ideas and feelings at once), they fall into a
poetic cadence in their speech, full of metaphors and similes. This can make

them difficult to understand unless minor epiphanies keep occurring (or they
shift lingual modes).
They see the appeal of tools to the "handed" species. They also think that
their emphasis on the material is limiting to them, both intellectually and
spiritually. They try to enlighten their tool bound friends.
Recently Delenti culture has taken to sculpture as a new medium. The Way of
Poetry in Solids has created quite the stir in their own culture and other art
loving societies.
52.Porgen
Porgen are a proto-ursoid species. They have the typical proto-ursoid "hefty"
build (pear shaped) and broad swing shoulders. They come to be about 2
meters tall on average. They have a light pelt, that is normally well groomed
and very short. (In fact, thick, curly, or long fur is a sign of being a primitive
bumpkin or the equivalent of being a neanderthal.) They have full
manipulation in their broad hands. They still have an acute sense of smell
retaining their avataristic snout.
Porgen advanced when they learned to make "better dens" and learned how
to control their hibernation reflexes. This allowed them to make tools,
improve dens, and do art, over the long ice age winter months of their
evolutionary advancement.
They maintained "long sleep" as a learned skill over their cultural
development. The ability to extend themselves over lean time or be inactive
while waiting for duty became a component of their culture. It was a minor
thing to be sure, until the advent of spaceflight.
While Humans thought a 2 year mission would be hard (especially with 9
months of inactivity on the travel to and from), the Porgen thought it would
be easy. They colonized their system in under 30 years because the travel
restrictions that most species encounter were not there. (They also did not
advance to more powerful/ faster in system drives, because they did not need
them. They did develop a phase 1 stellar drive (3 standard years per light
year). Again, their ability for Long Sleep allowed them to overcome the
difficulties of phase 1 drives. They had expanded out to five stars when they
were contacted by a set of Humans who had gotten lost (Can Humans fly
anything without getting lost, crashing, or hitting some weird spacial
anomaly. (Actually the Humans did a rescue mission, then flew the injured
survivors "home" with their phase 2 FTL drive, taking 3 weeks... In the Human
tradition, they performed a backwards first contact and let the Porgen into
the interstellar community.)

53.Troden
Physically, the Troden are humanoids roughly 2 meters (+/-30 cms) tall. Their
base coloration is a light green, with eyes and recognition hair (head) ranging
from green to gold. They can have odd patches of hair on their body, but are
generally hairless. Their facial features are considered more bulbous than
most species, but are in the standard configuration. They have ears that
range from 4 cms to 16 cms in pointed length. Their ears allow for more than
hearing, their smell and thermal sensing abilities are present in them. They
have a non standard metabolism.
Troden are a sophisticated and stoic race. While not exemplars of intelligence,
they tend towards long term and wise thoughts (emphasis on language and
logic) rather than immediate problem solving and mathematics. They have an
enjoyment of music, but are notoriously unmusical. They are comfortable in
small groups, but are mostly solitary in nature.
Troden emerged from a "tough ecosystem" with Macrobiotic systems. That is
to say, all the lifeforms are made of underdifferentiated cells that can either
act in concert with similar cells, in a colony mode with other macrobiotic
orgiles, or as independent single cell organisms. This makes them difficult to
injure, as the macobiotic cells will remerge with each other and allow for
regeneration. Troden Colonies can live for 300 standard years with moderate
medical care, 150 in more primative conditions. They are capable of full
systemic restart if "killed", twenty to thirty times before they will disolve.
Like all Macrobiotic creatures, Troden are vunerable to fire and plasma. It
creates scaring that can not be easily healed and cleared by the Macrobiotic
colony.
While incredibly hardy beings, all macrobiotic lifeforms respond radically to
differences in the microbic sea, PH, and ambient chemical composition, of
most environments than most other biosystems. While a degree of mutation
can occur almost immediately, the long term effects in offspring are
pronounced. Most environments tend to bring out an avataristic response,
seemingly animalistic appearances and traits. The common results are
kerritin production for horns and claws, increased hair to the point of body
fur, increased carteligc flexability, increased muscularity, hanges in coloration
in all external features, and differences in general body shape, Additional
abilities such as stickiness, acid projection, "stink", and other hormonal
excretions.
54.Vohave
This Proto-Antilopinae species is highly developed. It is a humanoid species

with an ivory skin color. It is smooth of features, lean to minimal musculature,


and has developed the superior occularity of most next step species. The only
features that give away its ancestry are its mask horns (simple horns that
grow out from the nose along the forehead and out to the side of the head
roughly 12 to 18"), its hooked bill that extends from the face mask (suitable
for stripping leaves off plants), and its four jointed limbs. The first joint is
turned backward (elbow), the second is turned forward (wrist), the third (2nd
wrist) is also turned forward (creating the walking surface, but the alternate
side forms a more manipulative palm), and the fourth split is the digits (which
are three parts with a thumb). Their footing is nearly protoavian in nature. To
help one visualize, the second wrist flips forward to become the hands.
The species is graceful and poised in its body movements when compared to
the norms. In addition to still have exceptional sprinting speeds (when they
shift to a more quadrupedial gait), they have a long term endurance that
rivals even Humans. Though evolved from a herd beast, they are not
instinctively group oriented. They compensate with a strong family sense.
The Vohave do not have a skill specialty. They are an upstanding and
honorable species that are part of the Grand Council. They provided both
ships and personnel for The Fleet when The Darkness moved into Known
Space.
55.Kv'Mballan Spiral's People.
Spiral is an alien super being fighting crime while waiting for a pick up to
return him home. He is also a proto-simian who resembles an Earth Gorilla.
Spiral's homeworld is quite tectonically active, with many high mountains and
deep gorge valleys. It has been in an ice age for the history of the
Kv'Mballans. The Kv'Mballans are a humanoid species that can both walk on
two legs, but prefer nuckle walking (and use all fours when running). They are
narrower at the shoulder and torso than a terrestrial gorilla. They are much
more adept at climbing and leaping than a terrestial gorilla. Their features are
avataristic, but their culture has existed for nearly 12,000 years emphasizing art, stonework in all forms, spirtuality, meditation, and complex
weavings (fibercraft is an art and science there). When Galactic Culture
contacted them, they were able to maintain their own cultural identity and
adopt elements of advanced technology as needed. (Given their
metamorphic mineral wealth, they were able to buy much of what they
needed rather than be indebted to a species or organization). They still live in
buildings carved of stone and carved into mountainside (with deep tunnels
into the rocks), but now they use maser cutters and gravity lifters to build.

While there are black and brown Kv'Mballan's like Spiral, most of them are an
off white to cream coloration.
56.HE HE is some sort of super intelligent energy being from a pocket dimension
where only HE existed. When a species of techno-organic beings attempted
to penetrate into his universe and capture him into slavery, HE swept through
the species replacing their former A.I. with his own. HE stays in his own
universe extending his senses, using the techno-organic creatures as vessels,
through the hole the techno-organic beings created into his universe. HE is
the only thing that exists in his universe so our entire universe is a foreign
concept. HE has been exploring our universe for only about one Earth
century, so HE still has trouble grasping concepts like individualism, or life
and death. Other species encounter HE through the dominated technoorgaanic race, billions of the creatures are all spread out through the galaxy
trying to learn everything they can. HE is a mostly docile, and infinitely
curious being most who encounter HE's thralls find him akin to a toddler just
discovering the world around them. HE always refers to himself in the third
person, and can instantly learn any language his thralls hear.
57.People of the Tentacle No one is sure if these people are an actual race, a
genetic experiment/disease/mutation, or something else. These people are
humanoids with pink, or purplish skin who look like they have an up-sidedown squid for a head tentacles waving around where hair would be, their
fingers are also tentacles. They are unable to speak, and seem to
communicate with each other through a form of sign language using their
head tentacles. Even their written language is a mystery using odd forms of
hieroglyphics where words seem to be metaphors rather than directly
representing words. The People of the Tentacle have odd goals, from what
xeno-biologists can decipher they seek to waken their deity, an enigmatic
being known only as Kuh-thool-who.
58.Sprites/gremlins Many cultures throughout the galaxy even before recorded
histories have stories of trickster beings that torment worlds. Recent years
and new methods of detection have encountered, mostly by accident,
intelligent exotic matter creatures who are relatively benign, but gain a
perverse pleasure from teasing and tricking physical creatures. They often
hide in machinery causing problems in an otherwise working system. The
creatures don't care about the consequences of their actions and in fact may
not even realize their actions have consequences.
59.Brain slugs The brain slugs encountered so far have been peaceful however
many experts believe this is just temporary. Brain slugs inhabit the bodies of
dead humanoids, attached inside the body to the central nervous system is
located and easily accessible. On their own world they can survive outside of
a body indefinitely, as their atmosphere emits a peculiar kind of radiation
which the slugs feed on. However off planet they can only exist for about an
hour outside of a host without the exposure to the radiation, and must feed
on the radiation at least once per Earth week. They have portable generators

of the radiation that a ship often keeps handy. The host bodies themselves
deteriorate quickly, but with help of other species, the brain slugs managed
to build suits that prevent the degradation of the host body. The brain slugs
are a fledgling race having only attained space travel within the last 50 Earth
years, and this was accidental. A starship of another species crashed landed
on their planet killing the crew upon impact, but leaving the ship relatively
intact. If a body is inhabited quickly after death the brain slugs can access
the memories of the individual. Which is how they were able to repair the
ship and fly into space.
60.Irks Brutish creatures live only for war. They are part animal humanoid with
four arms and four bulbous frog-like eyes, who are also part plant giving
these creatures incredible regeneration qualities, the ability to reproduce by
spores, and partially photosynthetic. When an individual of this species dies it
emits millions of spores that extract nutrients from the surrounding planet
mass which quickly grow into tens or hundreds of thousands of pods. Out of
which baby Irks come. Baby Irks are playful and vicious right from birth, and
begin quarreling among themselves. Irks don't age like other creatures.
Instead of their bodies maturing and eventually degrading, Irks grow bigger
both in bulk and height, and ever more aggressive and bloodthirsty. They
seem to have mechanical skills built into their genetic structure and can
hodge podge machinery together in ways that leave even the best
technological minds baffled, leading many xenobiologists to think that they
are genetically engineered. However Irks have been traveling the stars since
before even the next oldest species achieved space travel so if they were
created by anyone they are long gone by now, perhaps the Irks themselves
were the cause of the downfall. Irks make war not to conquer or for
resources, but because it is written into their genetic code, as sort of a selfregulating checks and balances system. A spore family will grow to maturity
then war against the native creatures on whatever planet they are on, then if
they dominate those life forms they war amongst themselves until a leader,
whoever happens to fight the best, is established. The leader often organizes
a warparty, and if technology is available create ships and weapons to travel
to other planets where they war with the inhabitants there, where the Irks are
often slaughter and are slaughtered en masse in the process, all Irks fight to
death. And since millions of spores are released upon even a single Irk's
death the cycle continues, and has continued since before the earliest
recorded history. Irks are often seen as a natural disaster rather than an
invading force since they don't want anything, but the conflict itself. They
have no demands other than to fight. Diplomacy doesn't work as they have
no formal language other species can understand they just grunt and point a
lot, even if they did they wouldn't have a word for 'peace' or 'diplomacy'. Irks
have no concept of rules of war, innocents, or prisoners they will fight until
there is no one else but Irks, and then they will fight amongst each other until
there is nothing left alive. The worst thing that can happen to an Irk is for

them to be imprisoned with no one to fight. If their attempts to forcefully


escape fail, they will simply start beating themselves to death. Most civilized
species who have encountered the Irks have plans in place if they detect a
warparty approaching them, and that is to evacuate.
61.

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