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Post by TiJiL on Jan 22, 2004 21:08:15 GMT -5
Species: ("The good guys") Species name: Twassecc Average height: 6'2" (m), 6' (f) Average weight: 175 lbs (m), 145 lbs (f) Intelligence and Technology: Post space age, very high. Naming Rules: Twasseccs have, in almost all cases, a first and last name, but no middle. Some of the higher ranking militant twasseccs may drop their last name, following an ancient tradition. Twassecc names focus on the letters S, K, J, X, Q, T, V, and Y. Their names usually have non-accented vowels. Example Names: Andress Malstolf, Iko, Rajixa Quiinax, Tobar, Ytron Whaj, Miphon Vallani. General Disposition: Twasseccs are extremely violent beings, but very rational. They exercize their militant and economic might to hunt down their hated enemies, the Ure, and their allies. They are usually gruff and rude, but their intelligence, loyalty, diligence, and respect are invaluable in a combat environment. Aside from this, they are very affinative with mechanical items of all types. Picture: #nosmileys#nosmileys#nosmileys#nosmileys
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Post by TiJiL on Jan 22, 2004 21:14:44 GMT -5
Species name: Hurk Average height: 14'10" Average weight: 2300+ lbs (m), 2000+ lbs (f) Intelligence and Technology: Primitive, fairly low intelligence. Naming Rules: Hurk names are the same for females and males. Hurk names focus more on pronunciation, rather than letters. Their names always are very guttural and accented in sound, much like their language. Hurks, however, have fairly rigid accenting rules. The name 'Ultor' for instance, cannot be pronounced as it is spelled. The 'U' must be practically roared to sound right to a hurk. Hurks have no problem with these 'rules', but other races often lack the vocal skill to produce satisfactory volume. Example Names: Ultor, Janthor, Nehed, Medde, Yuulted, Wamm-Jemm, Uundek, Badeg, Morossk General Disposition: Hurks act like enormous children, always seeking a new game to play or a new test of their mighty strength. They love nature, animals, food, and sports. Their fairly simple, stubborn mentality is expressed in great courage and apparent wisdom. They are, at heart, very peaceful creatures that hate war and death. Their thick bodies are so durable, however, that what would simply glance off one of them would often kill a smaller species, and hurks have a hard time realizing this. It is very rare for a hurk to murder another person out of rage, though accidental killings do happen from time to time. Picture:
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Post by TiJiL on Jan 22, 2004 21:20:05 GMT -5
Species name: Sigwar Average height: 7'6" Average weight: 340 lbs Intelligence and Technology: Space age, very high. Naming Rules: Sigwar names follow, in almost all cases, one of two phonetic patters. They are either named Cvvcv (where c=consonant and v=vowels, and the first two vowels are the same) or Cvvc, where the two vowels differ. Some Sigwar, since their alliance with the twasseccs, have taken to adopting last names to ease communication between the species. Female names often end in A, though there is no definative rule for this. Example Names: Kinthor, Beiv Theescotkh, Viel, Reena Weish, Deela, Mion, Soik, Teexa. General Disposition: Sigwar are extremely serious and calculating at all times, and very very religious. Their strict belief systems impose morals and ethics on them, which they spend their lives attempting to uphold. Sigwar are particularly prone to contemplating philosophy and life when given the chance, and few are ever truly happy with their understanding of the Gods. The sigwar, while very religious, view their exposure to new worlds as a chance to understand and spread the splendor of 'The Gods'. Picture:
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Post by TiJiL on Jan 22, 2004 21:29:11 GMT -5
Species name: Choeroed Average height: 4' Average weight: 65 lbs. Intelligence and Technology: Post space age, very high. Naming Rules: Choeroed speech, and thus their names as well, is very guttural and trilly. Their names often include letters that can be pronounced with a gurgly purr. (Like the 'aal' in Trigaal). Choeroeds use three different uses of the letters 'CH'. Ch, when left alone, is pronounced as normally, as in 'church'. Ch' is pronounced like sh, as in 'Ship'. Finally, Ch` is pronounced as a k, as in 'castle'. Example Names: Trigaal, Oro, Brix, Nabis, Bereen, Mawale, Askerv, Massol, Snikpoh, Razir General Disposition: Choeroeds live in a constant state of hyperactivity. They are swift thinkers and ruthless, arrogant combatants. They are prideful, but fairly rational. Much like the twasseccs, their pecking order is strict, and they are usually very disciplined. Choeroeds are, as juveniles, very prone to playing practical jokes and engaging in contests to vent their energy. As adults, many opt to join a dueling division to do the same. Choeroeds are amazingly swift and agile, and possess superior eyesight and the ability to change their skin color to some degree. Picture:
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Post by TiJiL on Jan 22, 2004 21:29:27 GMT -5
Species name: Norkid Average height: 2'2" Average weight: 10 lbs Intelligence and Technology: Fairly low, though rising. Naming Rules: Norkid naming rules focus on the sound of the word, as well as on templates like the Sigwar. For males, the names are often Cvln (where c=consonant and v=vowel). Females usually are a single syllable, followed by an I (pronounced 'ee'). Norkid names, though, never exceed two syllables and almost always are very short and unaccented. (No U's or O's, for the most part) Example Names: Kitter, Jeln, Nakki, Harkol, Alsi, Kaln General Disposition: Norkids are highly religious, but are on a more fanatic scale than the sigwar. While the sigwar take the exposure to other species as a blessing, the norkids are generally afraid of it, refusing to budge from their idea that Uiiq was the only inhabited planet in the universe. Norkids are meticulous and intelligent, and coupled with their great senses, speed, and stealth, they make great scouts, spies, and guerilla warriors. Picture:
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Post by TiJiL on Jan 22, 2004 21:29:41 GMT -5
Species name: Nogan Average height: 6'6" Average weight: 400 lbs. Intelligence and Technology: Computer age, moderate. Naming Rules: The nogan names follow one of two general templates. Names may either be two three-letter, one-syllable words separated by an apostrophe, or may be five-letter words. Nogan names often use the letters N, G, K, V, F, and D. Nogan never take additional names. Example Names: Aggan, Gun'Fan, Bovik, Ran'Nir, Nen'Yul, Nagga, Cul'Den. General Disposition: Nogan are obsessively diligent workers. Their culture has degraded, over many years of treachery in the Nogan Holocaust, into a simple farming community. Most nogan are so void of courage and self-worth that they simply work their lives away, and are extremely uncomfortable being idle. However, with the help of their new allies, the nogan are slowly reclaiming their ancient culture. A normal nogan is a peaceful, benevolent farmer, with great compassion, wisdom, and bravery. With their shamanistic religion and love of nature, the nogan never start fights, and emphasize understanding and patience. While the nogan may not be the smartest of species, their mechanical ability, great strength, understanding of nature, and great insight and wisdom serve any well. Nogan are very compassionate, and will prove to be loyal and steadfast friends for life. Picture:
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Post by Arreck on Jan 22, 2004 21:32:54 GMT -5
("The bad guys") Species name: Ure Average height: 6'2" (m), 6' (f) Average weight: 150 lbs (m), 135 lbs (f) Intelligence and Technology: Post space age, very high, though not in the same areas as the Twasseccs. Naming Rules: The Ure have, in general, similar sounding names to Twasseccs, as they came from the same planet, but they do not use last names in any cases. See Twassecc naming rules for reference. Example Names: Torvin, Urad, Dylar, Kelvess, Harlav General Disposition: The Ure, in general, are very intelligent. They are less violent, but perhaps more sinister than the Twasseccs. Rather than use guns to a huge extent, the Ure tend to focus more on using their psychic powers, which developed over millions of years due to a now-dead religion. Ure psychic abilities include, but aren't limited to, telekenesis, pyrokenesis, and mind influence. (Pyrokenesis seems to be quite difficult) Complete mind control is a talent a great number of Ure have aquired. Picture: #nosmileys
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Post by Arreck on Jan 22, 2004 21:41:43 GMT -5
Species name: Thelsic Average height: 5' (m/f) Average weight: 250 lbs (m/f) Intelligence and Technology: Post space age, very high; technology focuses on 'artistic' weaponry rather than pure function. Naming Rules: The thelsic naming system is beyond most computers. Your best bet would be to slap some consonates down and hope for the best. Of course, your name might also mean 'your mother is a vegetarian', if you aren't careful. (Not a phrase you want to say to a thelsic) There does seem to be heavy use of the letter 's', however. Example Names: Skrllls, Qttlssaa, Jssikktrf, Rppsslsss General Disposition: The Thelsic, as a species, are largely unfamiliar. It could be that they are vicious beings, as they appear to be, or they could be following honorable practices as they deem on their planet (wherever that may be). By our rating system, however, the Thelsic are barbaric squid-things, rushing into battle with the sole desire of hacking their enemies into chunks. A common Thelsic practice is to eat their enemies (either as an attack or after the fact), making them a greusome sight to behold on the battlefield: tentacles waving, blood dripping from all of them. Thelsic can speak other languages, but their native tongue is far too complex to be adequately deciphered even by high-tech computer systems. A slight change in a gutteral belch can change the entire meaning of the sentence.
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Post by Arreck on Jan 22, 2004 21:57:24 GMT -5
Species name: Flispian Average height: 9' (m), 9'6" (f) Average weight: 600 lbs (m), 650 lbs (f) Intelligence and Technology: Space age, very high, focusing mainly on flight. Indeed, Flispians have the most efficient, beautiful, and powerful airships known (surpassed only by the Ees, and even then not in all fields). Naming Rules: Flispians always have an apostrophe in their names, seperating them into what can be considered their 'first and last names', though they are rarely shortened. Flispians take on names with a very 'clicky' sound, as their beaks make this easy to pronounce. Example Names: K'ekkta, Tal'kenn, H'krakk General Disposition: The Flispians are by far the most tolerated of the Twassecc's enemies. This is because they are peaceful by nature, fighting only because they are bribed, forced, or 'persuaded' by other means to by the Ure. They have a high code of honor, and will not strike an enemy at a disatvantage. Frequently made the brunt of 'fat' jokes because of their thick folds of leathery skin, their strength, impervity to heat, and loyalty make a Flispian a valuable ally. LORE FACT: Flispians and Choeroeds refuse to do battle against one another, prefering to stay on trading terms. Picture:
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Post by TiJiL on Jan 22, 2004 21:57:38 GMT -5
Species name: Vimp Average wingspan: 8' Average weight: 0 lbs. Intelligence and Technology: Post space age, very high. Naming Rules: Vimp, if they happen to be lucky enough to have names, follow a very strict pattern. Vimp use no vowels, and as they have no genders, there is no gender difference. Their names are always 3 letters, and always one consonant followed by two of a second. Usually vimp give each other names, but they just use them to discern individuals. Nobody's name matters. Example Names: Nkk, Btt, Hll, Tdd, Knn General Disposition: Vimp are the most crudely violent, uncompassionate creatures in existence. They love blood, gore, violence, dolor, torture, death, injury, pestilence, disease, horror, sorrow, pain, agony, and disembowlment. They have no sense of honor, and only the tiniest bit of loyalty. (Loyalty as in they work as a species, there are no traitor vimp) They care not for one another, and have no love, compassion, or pity. The universe exists for their sport. Vimp only live to kill off other creatures, drink Keepa, and rise through the ranks so that they can do more of the former two. Vimp care not for casualties, and make no attempt to heal their wounded. In vimp society, only the fittest survive, so those so unfit and genetically weak as to be injured in battle are better off dead. Picture:
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Post by Arreck on Jan 22, 2004 22:08:37 GMT -5
(Non-Player "Bad Guys") Species name: Greadean Average height: N/A (Queens- 5'5") Average weight: N/A (Queens- 700-800 lbs) Intelligence and Technology: None to both. Queens, however, are highly intelligent, being as smart as Twasseccs and Ure, if not even more so. Naming Rules: Greadeans have no names. Queens are sometimes named by other parties so they can more easily refer to the hive, but the Greadeans themselves never require this formality. Example Names: N/A General Disposition: In general, the Greadean disposition is "SERVE THE QUEEN". There is no loyalty, hatred, jealousy, or any other emotion for that matter within the Greadean ranks. Being tremendous arthropods, most Greadeans are easily distracted and will take to eating on the battlefield if not whipped into shape by the proper hormone command. Queens are generally clever, but as they do not understand technology, they are not clever enough to be more than a moderate threat. (If you thought Flispians got a bad rap for being fat, you should hear some of the Greadean Queen jokes I heard the other day!) Picture: #nosmileys#nosmileys (Player 'Nablas Guys') Species name: Snodeck Average height: 5'5" Average weight: 200 lbs Intelligence and Technology: Space age, high. Naming Rules: Snodeck often have bestowed on them enormously long names, which include numerals and titles in them. While they use their full names as intimidation devices, in casual conversation they often reduce it to their title and first name. Example Names: Sir Joll Kin Nigh Forre Gonnal Finn-Dere Senn XVII, Duke Minn Uoo Medwar Charmagn Gheng Dor VI General Disposition: Snodeck, while not violent by any means, are arguably one of the evillist, nastiest creatures in the war. They are without loyalty to either side, though the Ure forcibly maintain their trade routes, so they might be considered 'bad guys'. They do not care for who wins the war, they are just interested in getting personal glory and riches. Snodeck familes are always waging ideological war with one another, seeking to become the dominant faction among their race. Snodeck are amazingly good at swindling people. They serve as excellent mathematicians, staticians, tacticians, and diplomats. They are very charismatic, but indeed rather moral-less. Picture: Species name: Tockneff Average height: 4'6" (resting), 11' (standing) Average weight: 60 lbs Intelligence and Technology: Industrial age, moderate. Naming Rules: Tockneff society has degraded to such a point that they no longer use their actual names. They adopt frightening titles and pseudonyms to intimidate one another and try to attract a Snodeck's eye. Example Names: 'The Ripper', 'Dead-eye', 'Syntar', 'Vivisect', 'Doom on legs' General Disposition: Tockneff are violent and desperate. They are submissive and seek recognition at every turn. Their planet has driven itself into disarray and the tockneff lack the organization to save the planet. The species' only chance of survival now is through the aid of the Snodeck. The Tockneff, through youth, seek to survive on their hostile planet and prove themselves a talented gangster and hardy individual, with hopes to attract a Snodeck. Each Snodeck house (and many of the richer Snodeck) will collect their own little mob of Tockneff, for use in 'business transactions'. While the Snodeck insist the relationship is a 'partnership', they are clearly the masters, ordering around the rather stupider and easily manipulated Tockneff to do whatever suits their devious needs. Picture: #nosmileys#nosmileys#nosmileys#nosmileys#nosmileys#nosmileys
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Post by TiJiL on Jan 22, 2004 22:12:04 GMT -5
(Non-player "Good Guys")
Species name: Ees Average height: 8'6" Average weight: 900-1200 lbs Intelligence and Technology: Post space age, very high. Regarded as the best engineers in the universe, they are very artistic and careful with their creations. Naming Rules: There aren't really enough Ees to have much knowledge on their naming rules (There are only 6) However, the Ees have spoken of their traditions for learning. A gigantic computer deep within their planet is constantly streaming data from all manner of events happening anywhere on Polon II. If the climate changes slightly in one area, the computer detects it. If a ship lands, the computer detects it. This data is saved for future reference, but also converted into a code of letters which is displayed on brilliant and artistic machines in many cities. Thus, a constant stream of letters floats about the air. At the moment of an Ees child's birth, the floating code is stopped, revealing the 20 letters of code at that moment. The parents then choose a name using any number of those letters, in order. At this, the code movement is resumed. Example Names: Talon, Etic, Talsa General Disposition: Ees are amazing artists and engineers, capable of creating super-efficient machines that outdo all others. While they specialize in spacecraft and field technologies, they excel in whatever mechanical venture they pursue. An ees mechanic willingly spends erkers on a single tiny piece of a machine, making some of their creations take many years to complete. Luckily, they have time, as Ees don't have a recorded lifespan. They simply live forever. The Ees also make fantastic pilots. A single Hurricane fighter can take out squadrons of enemy fighters, and the Ees are willing to lend this destructive potential, for a price. While all in all they are noble and do not feel it is acceptable to take life, their species is nearly extinct, and they need money and materials to help resurrect their ancient and powerful empire. The twasseccs are happy to oblige, and send ever-increasing amounts of money and aid, anxious to breed more of these super-pilots/mechanics. Picture:
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Post by Arreck on Jan 22, 2004 22:27:09 GMT -5
(Neutral or otherwise uncategorized species) Species name: Graakk (Familiar) Average height: 5'2" (m/f) Average weight: 500 lbs (m/f) Intelligence and Technology: Sentient. As for technology, whatever their owner has, if they were kind enough not to eat him. Naming Rules: Graakks don't care about names, and will thus accept any name an owner or even a non-owner suggests. Example Names: N/A General Disposition: Graakks, despite appearances, are actually quite mild mannered. They are predators, and thus will hunt and kill for food, but they are not needless murderers. They tend to be extremely tolerant, which is unexpected of a creature that looks like this (Hence letting another sentient creature keep it as a pet). When roused, however, the Graakk can be death on two legs for those who dare to oppose. Picture: Species name: Graakk (Hunter) Average height: 5' (m/f) Average weight: 400 lbs (m/f) Intelligence and Technology: Sentient. As for technology, whatever their owner has, if they were kind enough not to eat him. Naming Rules: Graakks don't care about names, and will thus accept any name an owner or even a non-owner suggests. Example Names: N/A General Disposition: Hunter Graakks are similar to Graakks in their disposition, being very tolerant. However, they tend to be more 'rowdy' than familiar Graakks, and hence there are more accidental deaths because of them. Hunter Graakks, however, are named thusly due to their amazing senses. It is not possible to hide from one of these, should it wish to find you, save by leaving the planet. Even then, watch out. Picture: Species name: Graakk (Heavy) Average height: 20' (m), 22' (f) Average weight: ~ 7 tons (m/f) Intelligence and Technology: Sentient. No technology. Naming Rules: Heavy Graakks don't care about naming rules, but unlike the other species, will not accept names. Nobody knows why. Example Names: N/A General Disposition: Heavy Graakks are a whole lot less tolerant than normal Graakks. They tend to be reclusive on the Flagship, and social to a degree (pack animals) in the wild. When an adult male becomes the Alpha Male of the pack, it will transform into a Sentinel Graakk over a few years. When an adult female becomes the Alpha Female, it too will turn into a Sentinel Graakk. These two will then become life partners and lord over their pack. Picture:
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