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Races and Groups
Topic Started: Jan 9 2008, 12:03 PM (1,193 Views)
~Lt. Jessie~
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Silent Sniper Huntress

This topic is meant for clarification of different Races and Groups (such as military groups) in this universe. If you have a specific race you're RPing that you've made up, then please, list some information on them here. This will not only help people to understand your character better, but also give a general idea of what their capabilities are. Also, any Groups you've made up should also have their description placed here also.

Keep in mind that these races should be able to be used by other people, and that one-time races aren't exactly the best thing here. If you need help developing a race, or have questions on a particular race, feel free to ask around. I'm sure there are people who are willing to help you out.

Here are two templates for use in terms of the information. The first is for races and the second is for groups and factions.

Code:
 
[color=white][b]Name of Race:[/b][/color]

[color=white][b]Homeworld:[/b][/color]

[color=white][b]Physical Characteristics:[/b][/color]

[color=white][b]History:[/b][/color]

[color=white][b]Culture:[/b][/color]

[color=white][b]Language:[/b][/color]

[color=white][b]Technology:[/b][/color]

[color=white][b]Relations/Alliances:[/b][/color]

[color=white][b]Notable Members:[/b]


Code:
 
[color=white][b]Name of Group/Organization:[/b][/color]

[color=white][b]Head Leader/Founder:[/b][/color]

[color=white][b]History:[/b][/color]

[color=white][b]Relations/Alliances:[/b][/color]

[color=white][b]Notable Members:[/b][/color]

If a post seems way too long, then please use the spoiler tags, as this will collapse the information put within the code. If a moderator feels that it is too long, then they will do so to help curb the long load time.
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~Lt. Jessie~
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Silent Sniper Huntress

Name of Race: Kerichoan

Homeworld: Zou

Physical Characteristics:
Humanoid felines with traits that are very similar to those of the feline species on Earth, some with seemingly crossbreeding variants to produce unique characteristics, such as manes and fur markings. Very agile and flexible, they are known for their somewhat peaceful attitude but will lash out when greatly agitated

History:
The Kerichoan were once from the planet Zou, where they had lived peacefully for many centuries until a war had broken out between the Takorans and Tyrannos.

The planet of Zou is a lush planet, somewhat like Green Plant and Aether, making it ideal for these giant cats to call this their home. However, this planet is also right in between the two warring ones, making the battle of the two other races choose this planet as the battlefield. After the war, many of the younger ones had left the planet to find jobs to make money to support what was left of their war-torn planet after the Federation had stepped in and forced peace on to the Takorans and the Tyrannos.

The some-what peaceful creatures are currently rebuilding their civilization at a slow pace, but they will eventually reach their goal when the can, especially with some of their younger generations participating in competitions all over the universe to bring back food, supplies, and money to bring Zou back to the former glory.

Culture:
The Kerichoan are known for their hunting and tracking abilities, as well as for their keen senses and the ability to learn very quickly. Because of this, many animal hunters who seek apprentices will first seek out those who are or of Kerichoan blood.

Family-wise, they live in clans of 3 families, where as in the past, they have lived in larger clans. But because of the war and fewer resources, they have had to decrease it and thus clan size was decreased. A clan typically had an Alpha male and Alpha female. These two were chosen by their ability to lead and strengths, and are in charge of keeping order within the group. Under them were the other adults of the clan, who help take care of their establishment and the young. They teach the young as well as help raise them. A clan will always hunt together (save for the young adult females and the young) when there are no conveniences in the vicinity. The spoils are divided evenly amongst the group, no more and no less.

Language:
Most Kerichoan communicate by a series of calls, from roars to purrs. However, when coming in contact with other races, they resort to hand gestures to get their messages across. Occasionally, there are those who are fluent in the universal standard language while others have the ‘broken’ variant. There are no true translators that can decipher what a Kerichoan is saying, but rather can only get the bare meaning behind it.

Body language is also quite important, from the subtle twitches of the tail and whiskers to the sudden standing of the fur. Each of these movements has their own meanings and should not be taken lightly, especially of those who are classified as warriors.

Technology:
Most of the weaponry a typical Kerichoan carries is their body. They have extremely sharp teeth as well as a set of claws to match (Some variations also have to enlarged canines). Their soft ears are highly sensitive, able to distinguish different sounds even though they are jumbled. Their eyes are able to see in the dark, and their whiskers (although some variations of Kerichoan trim them) help them adapt and move about in very close quarter. The tail helps them keep their balance while leaping and running, which they prefer to be on all four when in hot pursuit. They are quick in both movement and mind, yet able to keep calm as needed.

Relations/Alliances: Federation, Watawara, Lunamorph

Notable Members:
  • Leon – Pilot of the F-Zero machine Space Angler; adopted son of the Arrows
  • Sonja – High Orbit Data Manager and pilot of the F-Zero machine Fire Tiger; older twin of Sasha; rescued by the Falcon Siblings during a Federation raid
  • Sasha – High Orbit Mechanic and younger twin of Sonja; rescued by the Falcon Siblings during a Federation raid
  • Idole "Titus" Darkwater – Oldest known active animal hunter; participated in the events of Corruption: The Aftermath
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~Lt. Jessie~
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Silent Sniper Huntress

Name of Group/Organization: Galaxy Police

Head Leader/Founder: Chief Mariah Oakley (Current - during the Metroid series)

History:
Spoiler: click to toggle


Divisions
  • High Orbit Racing Division
    • F-Zero racing unit
    • Teams of 3 ~ 5 pilots competing in each race to make sure rules are adhered to
    • Works closely with the Racing and Gaming Committee
    • Crime fighters of the racing realm
    • Director of the HORD is Director John Tanaka
    • Two main group leaders of HORD are Lt. Jessie Jay Falcon of Team Silver Falcon and Captain Jody Summer of Team White Cat
    • Known pilots in this division
      Spoiler: click to toggle

  • Elite K9 Division
    • K9 training division
    • Uses dogs for their abilities
    • Head leader is Xiao-Goh “Logan” Chang
    • Head dogs are Kilik and Maxi of Team Pack, and Bruiser of Team Brawl
    • Known to take on various tasks, mostly rescue and tracking missions
    • Known dogs in this division
      Spoiler: click to toggle

  • Mobile Elite Task Force Division
    • Team from various divisions put together, depending on the mission, to work on an assignment
    • Usually called upon by local groups or the Federation before they step in
    • Will work closely with the Federation

Relations/Alliances: Federation

Notable Members: See Divisions section
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~Scout~
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[ *  *  *  *  *  *  *  *  * ]
Name: Garlings

Homeworld: Zilnor

Physical Characteristics: Reptilian. They resemble lizards on two legs, with spines on their back and a bony venomous stinger in their tail, which is retractable. Skin color on Garlings varies from brown to dark red. The eye color of Garlings can be pretty much anything, although yellow to red to black usually prevails, along with blue and green. The spines and skin of females are softer than on males, and females breast feed their young. They have three fingered hands with opposable thumbs, and three toed feet. Garlings live for about three-hundred years.

History: For over ten-thousand years, the Garlings have been recording history. During the beginning of Garling civilization, there were many cults worshipping gods. The two biggest cults were those of Der`Tharith and Krak`Tharth, each a polar oppisite of the other. Krak`Tharth was the god of death and destruction and Der`Tharith was the god of life and protection, or renewal. Thus the two cults were hostile toward each other. They gathered other cults to join them on each side.

There were two neutral cults. Ifsen`Orlia and Zirthi`Haras. Ifsen`Orlia was the god of absolute balance, so its cult attempted to keep the cults siding with the warring gods from participating. Slowly, they managed to get most of the cults to leave their "masters". Eventually there were only a couple devoted cults left warring. Then Ifsen`Orlia made its move of diplomacy to stop the fighting. Krak`Tharth assaulted their temple as they were about to leave. The majority of the cult was destroyed, and the rest became unaccounted for. Zirthi`Haras' cult was always in hiding, so they were safe from assault. Thus the two gods Der`Tharith and Krak`Tharth began the longest war in Garling history.

In the year 10,000, an unknown Garling approached Der`Tharith's high priest. His name was Zeer, and he managed to pacify both the warring gods, somehow. He led the Garlings into a golden age, where much rebuilding was done. The ancient gods were banned, and worship of them was punished by a lifetime of imprisonment. Zeer established a code for the Garlings to follow. The first and most important rule was "No Garling may kill another Garling." This applied to punishment as well, so no executions have occurred on Zilnor for over a thousand years.

Culture: The Garlings as a whole are a friendly species, and they have embraced the Galactic Federation with almost open arms. They are also very compassionate about other species, and they can't stand to watch people being taken advantage of, neglected, or abused. They don't generally start wars, but if they believe it is necessary, they will join a war on the side that they believe is right.

Language: The Garlings have learned to speak Galactic Common, but they are also skilled in speaking the Garling language, which they learn first.

Technology: The Garlings love plasma. They have plasma reactors, plasma weaponry, plasma shielding, plasma engines... the list goes on and on. They also delight in the use of charged particle beam cannons, dubbed "ion cannons".

Relations/Alliances: The Garlings are allied with the rest of GNK, the Federation, and the Zalamath.

Notable Members: Queen Arquil Shorena, her mother Hasena Shorena, Commander-General Katok "Scout" Haredni, Commander-in-Chief Skrolek Menskar, Saken Tordel.
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Shadowfiend
[ *  *  *  *  *  *  *  *  * ]
Name: Sar Kerith

Homeworld: Varies. The Sar Kerith are divided into forty distinct nations, although they all loosely fall under one nation, the capital of which is Sar Kerith Alphareth.

Physical Characteristics: Like humans, but with the following exceptions. Most Sar Kerith have midnight black skin, shiny silver, gold or white hair, piercing red eyes, and feathery wings matching their hair color.

History: The Sar Kerith began expanding from their homeworld about two-hundred and fifty years ago, after discovering how to build the hyperdrive. (Important note: not a jump drive. See my technology.) Even from the beginning, they have devoted themselves to neutrality, although a notable exception to this is the Zalamath-Terran War, where the Sar Kerith lent a hand for the Zalamath. No hard feelings are felt, however.

Culture: The Sar Kerith are a race of free traders, so most of them have a profession of being a trader, among other things. Many are also mercenaries, and some are tasked with guarding Sar Kerith space.

The Sar Kerith have no religion of their own. If they’re religious, the Sar Kerith usually adopt the religion of other races.

Language: The Sar Kerith speak Galactic Common with almost perfect fluency, and their native language.

Technology: The common ground weapons used by the Sar Kerith are whips, two pronged daggers, and a pistol-like gun which fires super heated exploding bullets. A sharp spike is attached on the bottom of the pistol, facing outwards, so that one can stab an enemy or parry an enemy’s sword.

In space, the Sar Kerith like to use rail guns, coil guns, chain guns and missiles.

The Sar Kerith have somewhat primitive technology in comparison to other species, and it shows a lot. Their ships are bulky, and not really aerodynamic at all. They all look like they've been in use for years (and some of them have, since some models haven't been upgraded since the Sar Kerith originally left their planet). Their technology is very durable, however, so they make up for their lack up shielding in the strength of their armor. Sar Kerith ships also require a surprisingly low amount of maintenance.

Relations/Alliances: The Sar Kerith are allies with nobody (except maybe the Zalamath), but they are enemies with nobody (even if others consider them enemies). Thus, all Sar Kerith planets and stations are designated "Free Ports", so all races can go there without fear of being attacked by the other races (unless they attack a race themselves, in which case the individual is banned from Sar Kerith ports, and/or removed by force of violence).

Notable Members: Commander Serlas Pasifis, and the forty members of the Ruling Council.

Edited by Scout, Mar 28 2008, 09:05 AM.
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Shadowfiend
[ *  *  *  *  *  *  *  *  * ]
Name: Zaan

Homeworld: Gathay

Physical Characteristics: Zaan look somewhat like trilobites or opabinia. They grow to be about two feet long. Their bodies are slightly thicker near the front than at the back. They have four eyes at the apparent front of their body. They have four antennae, with two at the front and two at the back. They have a large amount of flap-like appendages along each side of the body which they move to swim. There is a pair of these for each segment of their body. There is also a pair of gills under each pair of flaps. On the ventral side of their body, they have four short, strong legs. Each one has twelve longer, thinner "fingers" on the end which can rotate their position on the leg. These are normally kept under the body. The dorsal side of their body is well-armored, in contrast to the ventral side of their body.

The Zaan are totally aquatic. They need water to breath. They can survive outside of water, but their gills need to be kept wet or they will suffocate. Specifically, the gills need to be kept wet with salt water. Fresh water will smother them.

Zaan have the ability to use echolocation to see. Zaan can hear each other using echolocation, so if one starts using it more than the others, they all know that it means something is approaching and they scatter.

The Zaan live to be up to thirty years old and mature at the age of one.

History: The Zaan were recently discovered by the Zalamath. They were at first very scared of them, but after they realized that the Zalamath meant no harm they formed an alliance with them. The Zalamath built a jump gate in the Gathay system in exchange for a complete monopoly over their trade (which was perfectly fine by them). So now cute little space ships are looking around the Galactic Federation to see what it's like.

Culture: The Zaan, as a prey species, are very timid, and anything that may possibly threaten them causes them to panic, fire ink jets (see below), and run away. Even the sight of a nuclear weapon going off might set them to completely close off their borders. Due to their nature as a prey animal in their ecosystem, Zaan do not have much of a sense of violence and competition. As such, they don't have many weapons, and what weapons they do have are not very harmful so much as annoying.

The Zaan as a whole do not really want to leave the relative safety of Gathay. However, some Zaan are a bit more courageous, and about 200 Zaan ships can be found outside of Gathay at any given time.

The Zaan are heavily divided into separate groups, basically different countries, which are known as sect. While the Zaan share their technology somewhat globally, each sect has a very different outlook on life (although they are all timid when it comes to other species).

The Zaan count in base 12.

Language: Zaan communicate using a highly fine-tuned organ, which is simply a very elaborate muscle. The Zaan have electro-receptors which allow them to detect electricity in the bodies of animals, so they read the electricity coming off the organ. They also brush antennae to relay messages.

The Zalamath have developed some technology which, when attached to the communication organ of a Zaan, will translate the electrical signals into Galactic Common.

Technology: The Zaan do not have jump technology.

This is a point I like to stress to myself. This species is designed as a naïve, young species of technologically primitive creatures. They can't jump, so they therefore do not have access to some of the liberties that other species have.

The Zaan use steam power. They have a way of creating immensely high pressure steam, which I am not quite sure how it works yet. But they use the steam to get their nuclear reactors started up, which allows their ship to run. They also use steam for one of their space weapons, which is just a cannon that uses high pressure steam to fire a bullet. The Zaan also have missiles, but there are practically no Zaan warships, so don't expect to see those.

The Zaan do, however, have something called an ink jet. Most, if not all, of their ships contain an amount of an adhesive, opaque liquid mixed with anti-freeze, which they have just in case they ever need to make a quick getaway. The Zaan developed this weapon after observing the defense mechanism of some squid-like mollusks in their native ocean. They fire a spray of the "ink" at enemy ships, which clogs weapons, renders sensors ineffective and makes it impossible to see out of any viewport or window that is covered.

The Zaan have sonic cannons, but they are exclusively used in the atmosphere. Sonic cannons are used to deter predators from Zaan cities. They are normally not used at a very high frequency, but Zaan have the capacity to make them into very potent weapons. The sonic waves are not focused, so they effect an area around the generator. Zaan ships have these on board, but they are hardly ever used.

Due to a lack of being able to weld metal underwater, all Zaan ships are made primarily out of carbon fiber.

Relations/Alliances: The Zaan like to think that they are completely allied with the Zalamath, and only them. They do not wish for other species to enter their system unless the Zalamath give them a permit. They are not xenophobic, though; just scared.

Notable Members:
Edited by Scout, Mar 27 2008, 09:48 AM.
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~Lt. Jessie~
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Silent Sniper Huntress

Name of Race: Watawara

Homeworld: Jenaias

Physical Characteristics:
Humanoid avians with traits that are similar to the various avian species of Earth, ranging from the colorful peacocks to the earthy grouse. Depending on their type, some are very quick while others take their time in doing things. Their beaks reflect their diet, from the ‘toothed’ beaks of raptors to the short and blunt beaks of finches. They have been mistaken for the thought-to-be-extinct Chozo due to their appearance, but this is quickly banished when they find that unlike the ancient race, the Watawara have the ability to fly.

History:
Spoiler: click to toggle


Culture:
Spoiler: click to toggle


Language:
They use a series of trills and chirps to communicate with each other, but many have learned the universal language to relay their messages to others. Their written language is that of a multitude of dots and curls, each with their own meanings.

They also rely heavily on body language, especially during the mating season, when those of age begin to look for a mate for life. Even the tiniest of gestures speak the loudest.

Technology:
Most of the Watawara depend on nature to thrive, save those of the City Watawara. They are considered to be very old, but they are very wise, and tend to hold the oldest of known medicines in their vast library in Aviwara. All Zokuchou and Sentinels are equipped with a ceremonial shaman spear, as well as several tempered steel spears, blow darts, and various poisons for a multitude of effects. Shamans, Priests, and Prophets do not have spears, but rather ornamental staffs as their only means of defense. Shamans are also equipped with bone claws and their poisoned darts.

Each tribe has their own large ship, which allows them to migrate from place to place. Usually, they will have one or two City Watawara traveling with them to help maintain these machines. It is not the best in terms of modernizing, but it is just enough for them to wander as pleased.

Relations/Alliances: Lunamorph, Kerichoan

Notable Members:
  • Xsomru-Okkuo 'Tina' Moonhymn – Animal hunter enlisted by Admiral Doyle Sandoval for the Aftermath mission
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Don't Blink.
[ *  *  *  *  *  *  *  *  * ]
Name of Race: Zalamath

Homeworld: Zalamar

Physical Characteristics: Humanoid, with a pair of shorter but still operable arms protruding from the center of the torso. The Zalamath are quite a bit taller and thinner than humans, with the result being that average weight is more or less the same. Zalamath faces are remarkably different from human ones; the eyes are located quite a bit lower than human ones, towards the horizontal center of the face, and are perfectly round, the mouth is a vertical slit in the center of the face, and the nostrils are located in the forehead area.

History: The Zalamath species originated in the deserts of their native planet about 50,000 years ago, and developed at a steady pace until they completely controlled Zalamar. Their first extraterrestrial contact came with the Sar Kerith, and the species seemed almost ready to accept interstellar trade and politics when the human invasion occurred.

It was a stupid misunderstanding - the Zalamath attacked an unidentified aircraft, which turned out to be a GF ambassadorial transport. The GF retaliated, and it led to a huge war, which left the GF smarting economically due to the combined war and the Zebes crisis, and a lot of Zalamar on fire. The Zalamath surrendered, eventually, and signed a non-aggression and trade treaty. This suits them just fine. They have rebuilt remarkably well, merged all the nations into a blanket world government, terraformed a few planets of their own, and built up a massive defense fleet.

Culture: The Zalamath are extremely xenophobic. They do not like to admit other races into their space unless they have had contact with them for an extremely long time. This has put them at odds with other races over the issue of domestic trade, but they don't really care.

The Zalamath are not religious. The species followed an animistic spirituality in their primitive state, but in the present nearly all Zalamath are at least secular, if not fully atheistic.

Language: The Unified Zalamath language is constructed - it an interlingual tongue used to unify all the disparate nations of Zalamar after the war. It is impossible to replicate in human terms. An intricate system of rasps, sibilants, and clicks, it is made all the more difficult by the fact that the Zalamath have two larynxes, one large and low and one small and high.

Most Zalamath who make contact with the outside world can speak Galactic Common fluently, though this is made harder by the fact that the Zalamath have less-maneuverable lips than humans.

Technology: The Zalamath use fusion as a power source, usually, although nuclear fission is also popular in the empty dunes of Zalamar, where there is no chance of fallout drifting towards the populated valleys. They make heavy use of railguns as spaceship weaponry, as well as a reliance on missiles and, to a lesser extent, lasers. The Zalamath do not usually use energy weapons beyond lasers. One of the most interesting facets of Zalamath weapons technology is the use of gaisa-samvar, a strong corrosive acid that increases its surface tension as more pressure and heat is put on it. This means it has almost the puncturing power of bullets when heated and pressurized to a certain extent, and its acidity makes it deadly.

Relations/Alliances: The Zalamath have a trade and mutual defense treaty with the Sar Kerith, and a trade treaty with the Garlings.

Notable Members: Solethen Tequryol, Ai-Risak Yurogasta.
"Existence is random. Has no pattern save what we imagine after staring at it for too long. No meaning save what we choose to impose. This rudderless world is not shaped by vague metaphysical forces. It is not God who kills the children. Not fate that butchers them or destiny that feeds them to the dogs. It's us. Only us."

-Walter Kovacs
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G.A.T.E.
[ *  *  *  *  *  *  *  * ]
(Hey, I'm probably gonna rework this stuff a little, and I also don't feel like putting it all down at once. But don't worry, I'll put everything up. Eventually.)

Name: Marrelkian

Homeworld: New Marrelkia (originated on Earth)

Physical Characteristics: They are descended from genetically modified humans, and consider themselves as a subspecies of human. Most differences are superficial. They are generally taller than humans, with adults usually standing between 6' 4" and 7' 9", though occasionally one grows taller than most. Though rare, it is possible for an adult marrelkian without a human ancestor (within a few generations) to be as short as 5' 6". In humans, the only natural pigment the body contains is brown (even in the eyes; different concentrations create the different colors), but this is not the case with marrelkians. Because of this, there is a much wider range of hair and eye colors. Blue and green eyes are more common in marrelkians, and purple, while not seen to occur much in humans (if at all), is somewhat uncommon.

History: The Marrelkians were originally from Earth, on Antarctica before it was covered with ice. Their civilization was more advanced than any other, however, they did not openly interact with the rest of the world, believing the rest of mankind to be barbaric. Eventually, they learned that their continent, because of the direction it was drifting, would one day become buried in ice, but because of their pride, they would not associate with the rest of humanity. They began to devote whatever effort they could on developing a spacecraft capable of holding and sustaining much of their population for an indefinate amount of time. Since such a craft had to be incredibly large, they had determined rather early that taking the required amount of resources from the planet would decrease Earth's mass to the point that its ability to sustain life would likely be lost. So, they harvested materials from the asteroid belt and the moons of other planets, already known (to them) to be incapable of sustaining life.

The ship itself was constructed in orbit above Mars, where it could not be determined from another star in the night sky by ancient man. The construction took many decades, and it was not ready for habitation until much later. The ship's internal atmosphere was made from gases taken from Jupiter and processed to match that of Earth. Soil was processed from asteroids, and carefully calibrated to be able to raise stronger crops than what was possible on Earth, and various life forms neccessary to maintain a healthy ecosystem on the ship were taken aboard. Finally, the people boarded the ship, and to keep their population from growing faster than they could build onto the ship, the population entered rotational stasis, with eighty percent of the population remaining in stasis at any given time.

After a considerable amount of time spent seaching the stars with various instruments on their ship, they found a star very similar to Sol (our sun), and immediately set a course for it, developing faster-than-light technology (something involving moving in more than three dimensions) along the way. The only solid planet in the system wasn't exactly ideal, so moved it closer, where the warmth could allow the planet to be hospitable, and began to build onto it using materials from the nearest asteroid field, and synthesized an atmosphere and oceans from the other, larger gaseous planets in the system. They transplanted the ship's ecosystem to the planet, then began to create new lifeforms through genetic manipulation and cloning. A few centuries later, the planet was deemed suitable for habitation, and they began to colonize the planet, which they dubbed New Marrelkia, naming it for the continent they once called home.

It would be almost two thousand years before any event of major historical significance would occur. An unknown race had started a war with the marrelkians, the reasons for which are still not known. This war raged on for more than a century, and while the marrelkians had managed to eliminate all traces of their enemies, roughly a quarter of the entire marrelkian population had suvived the war. A significant amount of their technology was also lost, including their FTL capabilities, and it took another five centuries for the marrelkians to fully recover from the war. It should be noted that a different method of FTL travel was developed during this time. About ten years after the recovery, they formed the Marrelkian Union, which at that time consited of just two planets, New Marrelkia and Xiriss. Union historians refer to everything after the formation of the Union as the Fourth Age or the Modern Age.

Fifty years into the Fourth Age, the name Marckus Kerlin appears for the first time. While genetics was virtually an art form by the beginning of the Fourth Age, Marckus Kerlin is considered important to the field of genetics for not only the tampering done for military purposes, but for the fact that he was born to a human mother on Earth. For the first twenty-nine years of his life, he believed he was a human, and had served in the United States Army for the duration of WWII, taking part in the D-Day invasion of Normandy. After the war had ended, he met his father's people for the first time, and was brought to the Union for genetic augmentation and further training as a soldier, eventually becoming part of a special forces unit nicknamed the "Helldogs". Shortly after joining this unit, the Union had entered a brief war against Nerimskrili Confederation that lasted only two years thanks to his unit, all of whom had special genetic augmentation.

In the years following that war, Marckus Kerlin became a general, and used his influence to become an activist for peaceful coexistence with their neighbors, using video footage of various battles and what the war could do to the lives of people on both sides of a conflict. While he eventually managed to persuade the highest leaders in the government that a peaceful existence was ideal, he wasn't able to prevent them from adopting isolationist policies.

Culture:

Language: Marrelkian, though some individuals (aside from anyone working in the diplomacy department) speak some of the languages spoken in the Galactic Federation.

Technology: Marrelkian technology is noticably more advanced than the Federation in many areas, and most things are designed to be pleasing to the eye. Marrelkian military vehicles are much more streamlined than Federation vehicles. Their most well known creations are their synthetic planets, which differ from natural planets only in age.

Relations/Alliances: The Marrelkian Union has kept itself hidden from the rest of the galaxy relatively well, though they have had an ongoing war with the Nerimskrili Confederation. They are in the process of creating an alliance with the Galactic Federation, though negotiations are somewhat shaky because the Union does not fully trust the Federation, and they do not really agree with the way the Federation handles some situations.

Notable Members: General Marckus Kerlin,



NOTE: In my absence, I've revised the info on this species. Marrelkian is no longer a species, only a nationality. I've given them a new name, and I also created a new chronometry. When I can get off my lazy ass and finish all the profiles I'm working on, I'll burn it to a disk and send it to Rip so she can post it here.
Edited by Alkarii, Sep 26 2009, 07:07 PM.
I wanted to put something interesting down here, but I can't think of anything. Does anyone read sigs?
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Shadowfiend
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Name: Xorian Raiders

Homeworld: Xoria

Physical Characteristics: Xorian raiders are small, black creatures that look vaguely insectoid, but this is only because of their carapace. The resemblance ends there, as they have four legs, each sporting three-toed claws and a fourth, thumb-like claw. They have a three-segmented tail and a round body. Their head is also round, with no visible mouth. Their eyes are usually red, black, white or grey. Their lower leg segments have pointed edges that look very sharp. Xorians of the warrior caste have particle guns fused to small arms on their belly, which can retract into the body.

History: Nobody really knows how the Xorian Raiders originated. They live on a planet in the furthest of three systems which, ten years before, Garling scientists could have sworn were completely uninhabitable. Since the three systems only contained rocky moons, Garlings had plans to deploy mining ships into the systems. However, as the mining ships were en route, they were destroyed by black, menacing ships that were unrecognized in the Garling database of ships. They sent a scout team into the systems to find it bustling with the ships. The Xorians were too heavily entrenched to remove, the Garlings realized, so they cancelled all plans to move into the systems.

Xorians have been raiding the border worlds intensely for the past three years. They are feared on a level that nearly no other pirate is feared at, save the zebethians. They are quick, strong, and deadly in combat, as that is all they have been bred to do.

Culture: Xorians do not have a complex culture. They do, however, have a caste system. There are two major castes: the warrior caste and the worker caste. Each of these is divided into sub-castes. The warrior caste deals mainly with raiding and the art of war. The worker caste deals with all of the construction, repairs, mining and manual labor of the Xorians.

However, all Xorians report back to the hive mind in the end. The hive mind links all of the Xorians together in one big network. The hive mind can communicate with any one Xorian, or even a large group, and give them orders. However, Xorians can't communicate between each other in this way, so the legitimacy of the hive mind as an actual hive mind is disputed.

Language: Xorians speak their native language. Xorians that bother to go to places such as the Pirate Gathering Posts constructed by the Zorga and Hogrogs must learn Galactic Common to do so.

Technology: The Xorians employ heavy use of particle weaponry and fusion pulse cannons.

Relations/Alliances: The Xorians attack anything that they believe would supply them with resources. This puts them heavily at odds with any species that trades, especially the Kimeans and Garlings. They are neutral with the Zorga and Hogrogs.

Notable Members: Drakershra, Kraven.
Edited by Scout, Mar 5 2008, 04:38 PM.
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