Telluric Race Compendium

Villains

My dear sweet nothing, let's start anew.
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. Slow As Molasses
Online Availability
Evenings.
Writing Levels
  1. Advanced
  2. Prestige
  3. Adaptable
Preferred Character Gender
  1. Primarily Prefer Female
Genres
Modern Dark Fantasy, Urban Fantasy, Far Future Deep Space Science Fiction, Cyberpunk, Historical Horror, Alternate History Horror, Greek Mythology, Post-Apocalyptic, and so forth. I really think I can play in any setting if the plot and the cast are interesting to me.
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Resource for an up-and-coming RP project.
I'd appreciate if no one posted here.
Thanks in advance. o/
 
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A Q U U A D A
The Aquuada are an amphibious race located on the planet Riskan. They were the first extraterrestrial race to make contact with Humanity, as well as the first alien race to go to war with Humanity. Since their loss, the Aquuada were longstanding members of the United Galactic Embassy, choosing peace over potential rehashing of arguments, but when the Embassy unraveled in recent years, the Aquuada chose to remain factionless. The Aquuadian government is a monarchy under the guidance of inherited kings and queens, as well as spiritually attuned advisers. The Aquuada are polytheistic and believe in reincarnation.

Outstanding physical features of the Aquuada include nictating eyelids, glossy skin in tones of blue, green and brown, facial fins on the males, long hair-like appendages on the heads of females, and webbed fingers and toes on both sexes. The Aquuada live roughly 100-120 years. Males and females average a height of 152 cm (5 ft).

Riskan primarily exports minerals, fish, and fresh water. The planet itself is more than 94% water, allowing great deals of the natural resources to be traded and sold. Their possession of key resources also puts the Aquuada in a precarious situation where all neighboring galactic races want Riskan for themselves. The Aquuadian military is a small operation, barely large enough to be considered a threat, but they are in good standing with both the NGR and the FGA, allowing them to stay neutral in the current major conflict between the two.

The Aquuada have one satellite - Riskan's moon, Kyiut. Most of their military operations are housed on Kyiut.

Pros: Exceptional eyesight gives the Aquuada an advantage at a distance, and when in swimmable water, there is no equal to the speed and agility of the race. The Aquuada are excellent psionic users. Also, an educated Aquuada could fill any position required of them on a space-faring vessel.
Cons: Clumsy out of water, the Aquuada can live perfectly normal lives away from Riskan, but they are not suited for hand-to-hand combat or fast responses. An Aquuadian also requires frequent baths/showers to stay hydrated.






1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 1-2
Long ranged combat: 3-5
Physical strength: 2-3
Mental strength: 3-4
Psionic Aptitude: 3-4
Cybernetic augmentation capability: 5
 
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A U R O U N
The Auroun are a humanoid race originally located on the planet Ixxin'lo. The planet itself is a mystery even in present times, but the Auroun satellite of Cariot'lo is accessible to non-Auroun, thus considered their homeworld. Since the renewed conflict between the NGR and the FGA, the Auroun government has stated they wish to have no involvement with the disputing parties. Even with their self-imposed alienation from the war, Auroun living in multicultural hubs such as the Euphrates space station have thrown up allegiance for both factions. The choice has been left to the individual.

The Auroun government, though uninvolved with much of the Auroun activity outside of Ixxin'lo, is a ruling oligarchy of psions trusted to keep the floating cities from falling into the vast, acidic sea covering most of the planet.

Outstanding physical features of the Auroun include fair pigmentation of the skin, hair and eyes. Male Auroun have horizontal powder blue half stripes along their inner thighs and inner arms while Auroun females have pastel pink 'fawn' spots encircling their areola, navel, and labia. Auroun born on Cariot'lo have distinctly red irises - a phenomenon that happens nowhere else in the known galaxy. The Auroun live roughly 325-340 years. Males and females average a height of 165-175 cm (5'4"-5'8").

Cariot'lo primarily exports leisure commodities and is classified as a pleasure planet. Much of the planet has been industrialized. The cityscape encompasses most of the landmass available, feeding into the tourist culture of Auroun society. With nothing in the way of natural resources, they instead sell their genes to genetic splicing companies to create hybrids for military and recreational use. The Auroun military installment on Cariot'lo is comparative to a security company, paid by the resorts and casinos on the planet. Mercenary outfits are available to purchase, and in the current conflicts between Humanity and the Orsen, both parties have purchased their fair share of contracts.


Pros: The Auroun are a highly intelligent race best known for their psionic capabilities. They have healthy physiques capable of hard labor and physical combat.
Cons: Disconnected from the main government on Ixxin'lo, Auroun in the galaxy often have little to no control of their own lives. Many are bought on contract, made from genetic materials to be slaves of any imaginable fashion, or they are thought to be untrustworthy due to their inherent mental capabilities.



1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 3-4
Long ranged combat: 1-3
Physical strength: 2-4
Mental strength: 5
Psionic Aptitude: 4-5
Cybernetic augmentation capability: 5
 
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A V I A N
The Crrrrrekssschesssteeeek, known colloquially as the Avians, are a humanoid race sharing a physical likeness with that of bird species native to Earth. They are the dominant species on the planet Herata IV, sharing their homeworld with the Foa. The planet is a dense jungle biome, leaving very little open sky for the races unable to fly, but the Avians have thrived above and below the heavy canopies. As a race known to remain peaceful even when caught in minor galactic conflicts, the recent destruction of the gate found on Herata IV propelled Avians into the galactic spotlight as experts, historians, and gate worshippers all scrutinized the self-imposed detachment. Avians, while not willing to pledge allegiance to either the NGR or the FGA, are heavily involved with the GTG due to the heavy amount of imported goods the natives of Herata IV require to function.

The Avian government is a monarchy with a high King and Queen who are aided by Barons, Dukes, and Lords possessing the political weight to ensure healthy checks and balances.

Outstanding physical features of Avians are their birdlike appearances. Male Avians tend to have brighter, more defined plumage than their female counterparts. Avians have large sets of wings located attached to armlike appendages, or in the expanse of their upper torso on their back, connected to their shoulder blades. Avians can live anywhere from 30 years to 80 years depending on the breed. Avian heights vary, with some being as small as 35 cm (1'1.5") and others reaching upwards of 250 cm (8'2").

Herata IV primarily exports lumber, vegetation, and textiles. The planet's biggest accomplishment in recent history was the signing of treaties between the predator inclined Foa and the prey inclined Avians in hopes of avoiding civil strife.


Pros: Avians are known to be quick thinkers with excellent long range eyesight, and it is said their memory is second only to the most advanced computers. Several avian breeds can fly.
Cons: Most ships aren't prepared to carry Avian passengers for prolonged periods of time. Likewise, most weapons aren't made for Avian usage. Outside of the GTG and Avian run companies, their physical attributes are considered a liability. Otherwise, Avians have issues with darkness, being as close to night-blind as anything can be. Very few Avian breeds want anything to do with nocturnal activities.



1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 2-3
Long ranged combat: 3-4
Physical strength: 2-3
Mental strength: 2-4
Psionic Aptitude: 1
Cybernetic augmentation capability: 1
 
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C Y B O R G
Cyborg is a classification of robotic humanoids first designed by Humanity. Initially, the use of cybernetics was for medical purposes only, but over several centuries, Cyborgs have become a sizeable population across the galaxy, encompassing numerous compatible races such as the Auroun, the Ku'rhom, and the Orsen. Any race can be cybernetically enhanced, but only those with brains similar in function to Humans can be fully cybernetic. Only individuals with completely reconstructed bodies are considered a cyborg, and only so long as their brain is in complete control of their actions, thoughts, emotions, and general automation. Races with animalistic brains can only have parts of their bodies replaced such as limbs or organs.

A cyborg falls under the rules and regulations of the civilization they belong to, capable of free will and uninhibited actions as any sentient being would be.

Commonly, cyborgs are similar in appearance to the race they belong to. Human cyborgs look human, Auroun cyborgs look like an Auroun, and so forth. Less common are cyborgs without skinsuits, known among their kind as true cyborgs. Their mechanical parts are open and presented, viewable and accessible as a sign of acceptance of their new body. Gender is optional for cyborgs, given that they are built to look the way they do. It isn't uncommon for a cyborg to remain genderless, or to swap their presenting gender based on their wants and desires. Cyborgs have been known to live hundreds of years.


Pros: Cyborgs are durable and, depending on their personal schematics, are easily capable of taking on multiple tasks at once.
Cons: With so many working parts, there can be complications. If issues arise with the neurological link between the chassis and the brain, the cyborg can go offline for extended periods of time. It is suggested that cyborgs remain in close proximity to a mechanic/specialist and frequent check-ups are standard.






1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 4-5
Long ranged combat: 4-5
Physical strength: 4-5
Mental strength: 2-3
Psionic Aptitude: 1
Cybernetic augmentation capability: 5
 
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F O A
The Foa are a humanoid race that inhabits Herata IV who have feline and canine traits. Once the dominant race of their planet due to their predatory habits, they have fallen into the secondary race category due to civil war and disease. On Herata IV, fewer than 50,000 Foa remain. The destruction of the Herata IV gate by the Avians is said to have been an act of aggression against the Foa due to their worship of the relic, though the Avians deny that their reasons for demolishing the structure had anything to do with the Foa. Still, the two major tribes of the Foa (The Al'jaua and the Khalo) resent the ruling race because of the act.

The feline Foa belong to the Al'jaua, a nomadic people covering the extensive jungles of Herata IV, while the canine tribe of Khalo lives as far north as they can, taking the tundra areas farthest from the equator.

The distinguishing features of the Foa include fur coats covering the majority of their bodies, vestigial dewclaws on their rear legs, upright ears, lengthy tails, and snout-like noses. Male and female coloration varies based on the region the Foa hails from as well as the tribe. Al'jaua Foa usually have spots of stipes to help them blend into their environment, while the Khalo Foa have subtler coloration to their coats due to their thicker fur. Male Foa are taller and broader than their female counterparts. The Foa can live anywhere from 65 years to 90 years depending on the tribe. Foa heights vary, with the Al'jaua males averaging 200 cm (6'5") and the Al'jaua females averaging 165 cm(5'4"). The Khalo males average 250 cm (8'2") and the Khalo females average 220 cm (7'2").

Herata IV primarily exports lumber, vegetation, and textiles. The planet's biggest accomplishment in recent history was the signing of treaties between the predator inclined Foa and the prey inclined Avians in hopes of avoiding civil strife.


Pros: The Foa are fiercely loyal and dedicated to any cause they pledge themselves to. They will not stop until they have accomplished their goals.
Cons: The two tribes live very different lifestyles, and because of this, don't get along. Al'jaua prefer to live more solitary lifestyles, making them difficult to recruit into off-world causes. Khalo, more willing to travel, need guidance from a figure they acknowledge as their Alpha because, without a pack, they resign themselves to base living measures.



1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 4-5
Long ranged combat: 2-3
Physical strength: 4-5
Mental strength: 2-3
Psionic Aptitude: 1
Cybernetic augmentation capability: 1
 
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H U M A N
Humans, also known as Terrans, are a bipedal race originally from the planet Earth. Humans are the most populous of the major galactic races and have spread through most of the known galaxy, including foreign spaceports, space stations, and cities. Their government was one of the first galactic powers to suggest the implementation of a United Galactic Embassy, and when the Embassy system ceased to work, they were the driving force behind the forming of the New Galactic Republic. Terran territories spread through the Milky Way, from Earth to Europa. The newest Terran addition to the galactic community is the Euphrates space station, though it remains unaffiliated with the NGR and the current Gate conflict.

There is three distinct variety of Human colonists: Martians, Europons, and Euphers. While the term Terran traditionally covers humans born on Earth, Martians are Mars born, Europons are Europa born, and Euphers are humans born on the Euphrates space station.

The distinguishing features of Humanity include having two arms, two legs, and an upright posture, as well as opposable thumbs, and sweat glands and pores on their entire skin surface. Martian humans have uniquely bright red hair due to their time on Mars' surface. Europon Humans have longer limbs and torsos than other types of humans. Eupher humans, due to their lack of exposure to direct sunlight, tend to be paler in complexion than planet born humans. Human height and weight vary. Humans live an average of 75-90 years.

Earth, the Terran capital, primarily exports weapons and electronics. Mars exports iron, steel, copper, and other metal ores. Europa exports crops, cattle, and textiles.


Pros: Humans can live anywhere, and in most cases, are acceptable in foreign ports. They are hearty, capable of living extended lives in space and can be entirely rebuilt with cybernetics.
Cons: Compared to some of their galactic neighbors, Humans are considered to be not only weak but expendable. They aren't the best at anything they do, and foreign governments see the Human government as a nuisance rather than a genuine threat.




1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 2-3
Long ranged combat: 2-4
Physical strength: 3-4
Mental strength: 2-4
Psionic Aptitude: 2-3
Cybernetic augmentation capability: 5
 
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K U ' R H O M
The Ku'rhom are a humanoid race originally from Arc Ku'harhom. The Ku'rhom were once the governing race of the Sirius Planetary cluster but lost much of their control after the Izkah virus spread through their population. The race split into two sects - the galactic emissary sect known as the Quai and the planet born, virus infected sect known as the Ku'rhom. While the Quai reconstructed their bodies through newly discovered cybernetic means, the infected Ku'rhom adapted to live through the degenerative properties of the disease. In recent years, they have shared their schools of Psionics with outside races in an exchange for medical assistance and information pertaining to their condition, but as of present, there is no cure.

The Ku'rhom recognize the Quai as a race of their own due to their immunity to the Izkah virus. Due to this decision, the Quai were officially given sovereign status by the Ku'rhom in 2697.

Notable characteristics of the Ku'rhom include long and slender appendages, darkened skin, large eyes, and long ears with distinctive tips. Despite living with the Izkah virus, the Ku'rhom rarely need their bodies for physical labor, and their evolutionary path had more to do with their current body type than the disease did. Ku'rhom brains, much like those of the Zydrosi, are significantly larger than that of most humanoids. This is believed to be caused by the abundance of psionic energies present on their homeworld of Arc Ku'harhom, allowing them to control their environment psionically rather than through manual labor. Ku'rhom stand, on average, 274 cm (9'). They live an average of 140-150 years.

Arc Ku'harhom offers several psionic academies as well as historical information available to the public, but the planet itself is considered unsafe to export goods from because of the potential spreading of the virus.


Pros: With vastly superior control of psionic energy, few races can boast being better at the art.
Cons: Ku'rhom suffer from a degenerative disease that slowly eats away at their body, leaving them sickly and appearing older than they are. Though not a fatal disease, it had altered the Ku'rhom way of life drastically.






1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 1
Long ranged combat: 1-2
Physical strength: 1-2
Mental strength: 4-5
Psionic Aptitude: 5
Cybernetic augmentation capability: 2-3
 
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N A K I
The Naki are a humanoid race whose homeworld is on the tidally locked planet of Tallist-3c. The galaxy generally sees them as the default lizardman species. They are the dominant race within their solar system, having killed off or enslaved any other sentient creatures on the surrounding worlds, and as such, there is much infighting between the various tribes of the Naki people. Tallist is a brutal world with a livable patch along the equator between scorched sands and frozen oceans; the Naki as a whole are a resilient race bred to survive the harshest conditions with as few resources as possible.

With such a small strip of livable land, once the Naki people were able to spread to the stars, they built up colonies on the surrounding worlds in their system. Not that the tribal infighting ceased with the added room - such conflict was in their kind's nature. The Naki as a whole are impartial to the gate conflict, but they do see the prospect of selling their military services and exporting precious resources as a valuable endeavor.

There are two varieties of the Naki physical structure: those that have smooth scales such as snakes, and their counterparts which possess rigged scales. As Naki lack any sort of hair or skin, their scales are the primary distinguishing features from one to the other. Scale coloration is typically between shades of green and brown, though different coloration has been known to occur to those born off of the homeworld. Naki have an extended facial structure similar to snouts, their noses being narrow vertical slits. Lacking protruding ears, the Naki instead have small holes, not dissimilar from their nostrils. All Naki have razor-sharp talons on their hands and feet, but also a full set of carnivore teeth; in addition, the Naki have a flexible tail that they can maneuver about. Naki have two normal arms and two digitigrade legs with dewclaws on each. Naki can live anywhere from 75 years to 85 years depending on the lifestyle one lives. Naki males are built broader and taller than their female counterparts, the men averaging 202 cm (6'6") and the females averaging 180 cm(5'11").

Tallist-3c primarily deals in military exports and physical labor. Several of its surrounding worlds are rich in precious metals gemstones which are regularly traded in exchange for food and water as their own worlds are severely lacking in renewable resources to provide for their swelling population.

Pros: The Naki are a physically adept race; their scales act as a natural body armor and their body will regenerate from damage at a pace quicker than most, even going as far to regrow limbs over an extended period of time. With instinctive survival skills and rigorous training on their homeworld, the Naki are fearsome warriors.
Cons: The Naki have relatively weak immune systems and unique physiology, and are susceptible not only to foreign disease but are greatly affected by severe changes in temperatures. As such, any Naki traveling off-world is all but required to wear full body enclosures in order to survive or risk the perils of not doing so. Their eyesight while excellent in close quarters is diminished at a distance.

1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 4-5
Long ranged combat: 2-3
Physical strength: 4-5
Mental strength: 3
Psionic Aptitude: 1
Cybernetic augmentation capability: 1
 
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O R S E N
The Orsen are a humanoid race originating from the planet Shersurhai. Their presence in the galaxy is a hostile one, and the Orsen themselves admit that they see it as advantageous progress when it comes to conquering smaller civilizations than their own. Their government is little more than a glorified war council, with Krullaht (chieftains) holding positions based on their ability to remove the previous holders of a Krullaht position. The strongest of the Orsen are known as the Fesk (Elite) class, highest in a Darwinian style ladder of rights and privileges. Beneath the Fesk of the Orsen is the Irotiatoh (Wise), and beneath the Irotiatoh is the Chuntauk (Worker) class. The lowest class in the Orsen totem pole is the Nohpauk (Slave) class, comprised of the prisoners the Orsen take in times of conflict.

The Orsen strongly believe it was their Khun (ancestors) who constructed the original gates, and that the gates are not meant for travel, but as a means to control an extended galactic empire. To the Orsen, the gates are a weapon they have every right to own.

The Orsen are heavily muscled, bipedal, and in shades of earthy browns, blues, and greens. Orsen born on Shersurhai have short tipped ears and elongated canines. Orsen born on the satellite Trejoro Alpha lack these characteristics, and their Shersurhai brethren will often consider them of weaker or impure blood. Both male and female Orsen widen due to muscle density, and the average height for an Orsen is 243 cm (8'). The Orsen live an average of 100-110 years.

Trejoro Alpha exports weapons, ammo, vehicles, and bulk materials for the creation of these assets. Shersurhai does more pillaging than it does trading, but they've sold their fair share of slaves since the Embassay system fell apart.


Pros: The Orsen are a physically inclined race full of raw power. The angrier they get, the more carnage they create. The Orsen have adapted to make themselves capable of ignoring great amounts of pain in the heat of battle.
Cons: In matters of the mind, the Orsen do poorly. They are not unintelligent, but they lack the focus it takes to learn any extensive version of a psionic path.





1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 4-5
Long ranged combat: 2-3
Physical strength: 5
Mental strength: 2-3
Psionic Aptitude: 1-2
Cybernetic augmentation capability: 4-5
 
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Q U A I
The Quai are a humanoid race originally from Arc Ku'harhom, now inhabiting Ang Rah Prime. The Quai were once part of the Ku'rhom, who were the governing race of the Sirius Planetary cluster before losing much of their control after the Izkah virus weakened their population. At this point, the Quai were offworld Ku'rhom monks, spread through the galaxy due to their order's work with psionics and teaching. When the virus was determined uncontainable, the Quai gathered on Ang Rah Prime to live and establish temples for their religion. While still under the influence of the Ku'rhom's government, the Quai structured the paths of Psionics, and when threats of the Izkah virus spread to Ang Rah Prime, the Quai willingly began experimentation with cybernetics to upgrade and replace the parts of their bodies most vulnerable.

The Quai are recognized as a race of their own due to their immunity to the Izkah virus. Due to this decision, the Quai have officially been given sovereign status by the Ku'rhom, making them the sole controllers of Ang Rah Prime.

Similar to the Ku'rhom, the Quai have long and slender appendages, darkened skin, large eyes, and long ears with distinctive tips. The parts of the Quai replaced because of the Izkah virus usually include internal organs, but sometimes extend to limbs and sections of the torso. Quai brains, much like their Ku'rhom counterparts, are significantly larger than that of most humanoids. This is believed to be caused by the abundance of psionic energies present on their original homeworld of Arc Ku'harhom, allowing them to control their environment psionically rather than through manual labor. The Quai stand, on average, 274 cm (9'). They live an average of 180-250 years.

Ang Rah Prime is a planet dedicated to the teachings of the Paths of Psionics and much of the industry there exists only to support the monks and tourists. Vast portions of Ang Rah Prime are entirely uninhabited.

Pros: Strong psionic users, the Quai have the added benefit of partially cybernetic bodies, leaving them less vulnerable to physical harm.
Cons: The Quai are not meant to overexert their bodies, even with the addition of cybernetics, and have lengthy sleep cycles to balance their altered figures.






1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 1
Long ranged combat: 1-2
Physical strength: 1-2
Mental strength: 4-5
Psionic Aptitude: 3-5
Cybernetic augmentation capability: 5
 
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T A A S I
The Taasi are a humanoid race hailing from the planet Leuck. The Taasi control large portions of the Vega solar system, with notable mention being Leuck and Xeii'yaw II. While Leuck has slowly pulled back from galactic trade during the Gates conflict, Xeii'yaw continues providing much of the fuel used for FTL travel. Their mining of key ores for the production of star fuel has made the Taasi a wealthy and revered species, known far and wide for their economic contributions. This has also made the Taasi weary of outsiders, and though they are distributors to all the races due to galactic trade standards on scarce materials, their allegiances lean heavily toward the galactic powers who pay in not only credits, but in slaves who can contribute to their mining operations. With this in mind, the Taasi have had issues with the Human government in the past because of their opposing stances on slavery and indentured servitude.

The Taasi government is an overseeing council elected to control a provincial representative system. Each province has representation in the form of an elected official, and all elected officials attend to matters of the Taasi under the guidance of the council.

Considered exotic because of the wide array of their bright coloration, the Taasi are best known for their luminous skin, hair, and eyes. Like the Auroun, the Taasi show traces of their psionic capabilities with vibrant markings in shades contrasting with their skin, though the location and design of these patterns is unique to each Taasi. Both male and female Taasi have slender figures with little muscle mass, making physical labor difficult for them. The Taasi stand, on average, 180 cm (5'9") to 190 cm (6'2"). They live an average of 260-280 years.

While Xeii'yaw II is best known for its fuel exporting, Leuck is known for galactic theaters, art exhibits, and a constant cultural sweep of fashion and media influence.

Pros: Capable of using psionics, the Taasi also garner a great deal of influence because of their extended lineages. If not financially wealthy, a Taasi is socially wealthy, and usually able to barter for information, answers, and other secret bits of knowledge.
Cons: The Taasi are resented by many races, specifically Aquuadians and Foa, because of their ownership of slaves. The Taasi are also physically vulnerable, meant to be seen but not touched, given their delicate frames.






1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 1
Long ranged combat: 1-3
Physical strength: 1
Mental strength: 2-3
Psionic Aptitude: 2-3
Cybernetic augmentation capability: 5
 
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Z Y D R O S I
The Zydrosi are a bipedal race from the planet Kii Kaynah Adoneh, known throughout the galactic community as the oldest of the sentient races. In addition to being the oldest sentient race, the Zydrosi can also boast being the farthest technologically advanced race in recent times. While the Gates are still a mystery to the known universe, the Zydrosi are the most informed on the subject because they control hundreds of planets with documented Gates, as well as other signs of ancient life. Through their research, most of the information relating to the Gates has been documented and released, but some scientists disagree with the purpose the Zydrosi believe the Gates to have, stating such a massive project with countless energy receptors wouldn't be used on "traveling". Even so, the Zydrosi boast advanced technology because of the methods they learned from studying the Ancients, and that is enough to give the race a wide berth in their home sector.

The Zydrosi, being a scientifically inclined civilization, have a government comprised of their most competent and educated minds. Positions are earned by the credentials of the position holder, and the citizenship have the power to demand an official be removed from their office if the need arises.

Unlike many of the other intelligent races intimately involved in the Gates conflict, the Zydrosi do not appear to share humanoid traits such as hair, pores or non-nictating eyelids. Zydrosi vary in size and shape, though distinguishing factors include large craniums, wide eyes, and smooth skin lacking in blemishes or holes (aside from their biologically constructed orifices). The Zydrosi average heights between 120 cm (3'9") to 210 cm (6'8"). They live an average of 800-950 years, making them the naturally longest living sentient race.

Tii Phie exports stone, clay, various ores, wood, and textiles. Kii Kaynah Adoneh is known for their universities, science outpost, and galactic seed bank.

Pros: Like humans, Zydrosi are comfortable in most walks of life and are versatile in what they can do. Unlike humans, the Zydrosi can live hundreds of years without issue.
Cons: The Zydrosi are often more interested in the intellectual perspective to things, rather than the emotional one, which makes their choices questionable to others. They are unable to express themselves emotionally, relying heavily on the reasoning behind their thoughts.






1-5 scale (1 being poor, 5 being outstanding)

Hand-to-hand combat: 2-3
Long ranged combat: 2-4
Physical strength: 2-3
Mental strength: 3-4
Psionic Aptitude: 2-3
Cybernetic augmentation capability: 2-3
 
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