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Aliens and Guildmembers from Auction


Drunva

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So your scans give you following info and you can find common info about each race easy enough on station.

 

Psilion

 

Devoted to unraveling of the mysteries of the universe, each Quantum investigates independently in order to contribute to the knowledge of the whole.

The Psilon are a peaceful race, and only keep fleets of highly advanced warships as defensive measures.

Brilliant researchers, they are often ahead technological race, yet seldom seem to take advantage of their superiority. Instead, they prefer to trade for new discoveries while shielding themselves from the rest of the galaxy in order to continue investigating in peace.
The Psilon is an intellectual race which value knowledge above all else. The Psilon priority on research and education has been so internalized that it is at the core of their physical evolution they gradually changed over time into the physically weak beings that they are today. They dedicate their entire lives to research and focus their energy on their work, often blinding themselves to the world around them. They are incapable of showing emotion on a biological level.

They have excellent manners and speak in relaxed tones. However, they do not understand the intricacies of nonverbal communication and most social cues, so the Psilons are a somewhat awkward race. Psilons take aptitude tests very early in their development stage that determines what their primary studies will be in life (results come in the form of suggested research specializations). Excellent engineering in Psilon society renders many menial jobs obsolete and delegated to robotic systems. Psilons operate a dictatorship style government called the Quanta, which is ruled over by the Controller.

Sillcold

Alone in their unique composition, the Sillcold are an ancient race of silicon-based life forms from the planet.

Their impressively long life spans and abysmally low birth rates have resulted in a civilization of relativity few individuals with lots experience. The oldest among them is known as the Keystone, ruler of the Silicoid and speaker of the Crag.

As outcasts among other alien races, they see other race’s as fleeting, temporary blurs that leave nothing behind but trouble for the Crag.

The Silicold are a mysterious and inorganic race with no emotion, sentimentality, or feelings. Other races find the Silicoids to be repulsive and creepy, shunning contact or conversation with the Silicoids unless it cannot be avoided. The Silicold people, referred to as the Crag, are led by a Keystone which acts as a dictator in their society. Silicolds run their society on an elder-respect basis, with the oldest of the Silicolds serving the Keystone.

Mrrshan

Ruthless and fearless, Mrrshan warriors loved nothing more than a good fight. Their hunting reflexes and instincts gave them tremendous accuracy in battle, and they almost always attacked first, even when facing the Alkari. Typically, the Mrrshan had one of the largest fleets in the galaxy. They were the only race ruled by empresses, who were usually ruthless and warlike. 

The blazing savannas of Fieras gave rise to the ruthless warriors known as the Mrrshan, but their hot temper almost proved their undoing.

After years on the brink of civil war, the Mrrshan Emperess rules over her Pride without question. Mrrshan are willful and independent, and their long history as hunters has shaped their culture fittingly.

They see themselves as the peak of predators, and any other life from who crosses their path is regarded as fair game.

They often strike out against even their closest allies just for the sport of battle. They are easily offended, and will pursue relentlessly anyone they feel has slighted them, heedless of the consequences.

The Mrrshan are elegant, rebellious, and independent creatures. They are a highly decorated race with beautiful art, architecture, and flawless personal style. Designs from Mrrshan culture often catch a high price in any market, as their products are exquisitely made and luxurious in nature. Fieras, the home world of the Mrrshan, is a sunny planet with spacious plains, dense jungles, and shining seas. The Mrrshan, while the most intelligent of life on Fieras, are not alone on their planet. They are surrounded by many vicious beasts and creatures, keeping the Mrrshan vigilant against attacks.

These natural predators are thought to be one reason why the Mrrshan became such excellent soldiers later in their evolution. While they are a feudal government, nothing about their laws or policies are oppressive. The Mrrshan as a whole value freedom from religious, creative, political, and personal oppression. They believe in living as they please, loving whoever they want, and above all being fearless in battle.

Meklars

The Meklars were a cybernetic race; their bodies were weak but their exoskeletons gave them incredible computer interface abilities. They were certainly the best race when it came to controlling and refitting factories. This resulted in very high planetary production. Meklars leaders were often quite unpredictable, but usually were more concerned with developing their infrastructures than with expansion. The Meklars fleet built large warships with cutting-edge computer systems.

Coexisting in a sprawling, jumbled network filled with incessant chattering voices and signals, the Meklar Combine is an artificial ecosystem of AIs from the planet Meklon.

While most Meklar have distinct cybernetic bodies to allow them to interact with their environment, many reside as programs and subroutines of the Main Combine Cycle.

Ruled by the Overseer Routine, they are industrious, capable of producing infrastructure and large fleets in a very short time, but the constant buzz of options and endless iterating cycles of application requests and updates makes them erratic and unpredictable.

The Meklar are hyper-logical machines which are all expansions of the same consciousness. The Meklar prioritize pursuits that are efficient, logical, and beneficial to the Combine. They do not have "values" that follow the same conventions as other races. As cybernetic computers, the Meklar have priorities and objectives which function to advance their own knowledge and capabilities. They only seem to "fear" losing power or memory, which means a loss of ideal operation standards and leaves the Meklar infrastructure at risk. The origins of the Meklar are unknown. While the Meklar appears to be entirely machine, they do still require organic materials such as food and water. The reason is unknown. Perhaps their creators gave them organic parts to create a similarity, but the Meklar's creators have been gone for a long time now and nothing remains of them but their machine legacy. It is unknown to what end the Meklar spread themselves across the galaxies - colonizing, watching, and updating their systems all the while. Some whisper that the Meklar search for Elder Race homeworld for the secret of upgrading themselves and accessing an endless and renewable power source so that they may monitor all corners of the universe.

Darloks

A race almost as enigmatic as the ancient Antarans, the Darloks are shape-shifters who can assume almost any humanoid form. As a result, Darlok spies are 20% more likely to be successful on any mission. Their early research has run along lines parallel to their evolution, and so Darlok pilots have the ability to render their ships invisible to long-range detection. These mesomorphs' government is a Dictatorship. You scans are blocked.

Bulrathi

he harsh Ursa System is home to the Bulrathi, a ferocious warrior race committed to the preservation of nature. Fearless and brutal in combat, they rely on their strength to overcome opponents while their heavily armored fleets withstand wave after wave after wave of enemy attacks.

Fiercely territorial, they are usually reluctant to strike the first blow, but they will go toe to toe with anyone who wanders into their domain.

Their rich spiritual life revolves around the Hag, an elder who speaks for nature itself. It was the will of the Hag that pushed the Bulrathi into space, as they sought to place the entire galaxy under their protection, by any means necessary.

While the Bulrathi may care for the welfare of lesser creatures and the well being of planets, they are still a hot-headed and aggressive race prone to starting intergalactic brawls. They are known as brutal conquerors throughout the galaxy, using their raw strength to get their way on the galactic stage. The reckless force behind their policies seems ironic when paired with the pure seeming intentions they promote. At the end of the day, the Bulrathi only respect those who can match them in battle and those who do not back away from adversity.

The Bulrathi Emperor exemplifies the contradictory nature of the Bulrathi: noble protector and ruthless destroyer. The Emperor is a dictator counseled by various political organizations which serve the military, economic, social, and other necessary needs of an empire. Thousands of years ago, the planet of Ursa, homeworld to the Bulrathi, was ravaged by warfare and disastrous environmental policies. A small band of Bulrathi scientists devoted their lives to developing rare machines that could breathe life back onto the damaged planet... bringing about one of the earliest known terraforming events in the modern universe. The process was a success and Ursa was successfully terraformed into a sustainable planet once more, but the technology was lost to the Bulrathi over many generations that made a mockery of "weak" scientists.

The terraforming was a major event in the collective psyche of the Bulrathi. The death and resurrection of their home planet is remembered primarily through their belief system. Their past mistakes have made them into protectors of the defenseless and champions of planetary protection policies. The wounds of time have not healed for the Bulrathi, and they will bring ruin to those who do not heed their warnings.

 

Those are the buyers, each is a rep from their race, as the costs involved in this auctions most private traders cannot afford.

The guild reps are as followed:

Alkari-Big Game Hunter

Hailing from the cloudy planet of Altair, the proud Alkari are an old race of Avian Hominids. Although well known for their peaceful disposition, they are fierce in combat, and will rarely back out of a fight if they believe they have just caused.

The Skylord rules over the Flock uncontested. He is the de facto commander of all Alkari Fleets, crewed by highly skilled and disciplined soldiers. Their pilots are among the finest in the galaxy.

Alkari religion permeates every aspect of their culture, and their zeal can often time be confused with fanaticism.

They believe that the God of Sky created the Alkari to gaze over every horizon, and have been driven into space to fulfill that calling.

The Alkari desire to be the greatest warriors in the galaxy, bringing pride and honor to their family. The Alkari refer to themselves as "one family under the guidance of Gods," referring to the pantheon of gods that Alkari society worships. The pantheon is led by the patriarchal God of Sky, Skree-Ak, often referred to as the Father of Alkari.

The gods resemble the various breeds of Alkari and watch over specific realms of Alkari life. Their homeworld, Altair, is rich in artifacts due to the ancient and well-documented history of the Alkari. However, long before the Alkari were the dominant race on their planet, Altair was a thriving Creator outpost. This contributes to the artifact world status that the Alkari benefit from, but also shows the guiding hand that pushed the Alkari from their earliest evolutionary development. The early centuries of Alkari civilization were dominated by vicious internal warfare between the great families of Altair.

Gnolams Explorer Guild

The Gnolams are a dwarf-like people from a Low-G home world whose society focuses almost exclusively on monetary gain as a measure of status. As a result, the Gnolams are Fantastic Traders, and thus receive greater benefit from trade treaties and higher than normal income from excess food and trade goods. The capitalistic nature of the Gnolam race is so intense that each citizen of Gnolam population generates 10000 per year they pay in tax(no matter where they are). The Gnolams Low-G roots put them at a  disadvantage in ground combat. To maximise the potential for profit, their government is a business-friendly Dictatorship. Somehow, these lucky creatures always manage to avoid the consequences of random natural disasters.

To underestimate the shrewd Gnolam race would be a naïve mistake. While not the brutal warriors or charming diplomats of the universe, the Gnolam are especially gifted when it comes to matters of trade and commerce. Their skills are suited for the shadowy brokers who rule with tendrils of wealth and connection spanning the stars. The Gnolams may humbly pin their success on good luck, but any sharp diplomat knows the Gnolam are clever traders who aggressively pursue favorable economic policies. They are paranoid and cautious about protecting what is theirs, unafraid to use unstable technologies or hire questionable mercenaries to defend their interests. While they revel in wealth and beauty, they are always looking for the next gain. Even as they walk through chambers of gold and dazzling gems, they dream of wealth unseen and treasures untold. Their fantastic wealth has made them the envy of the universe, making them the targets of many raids, yet they continue to persevere. The Gnolam look to the stars and see rolling numbers and yet-unfilled vaults calling their name.

Trilarians - Mage Guild

Trilarians are aquatic life forms. This race suffers none of the usual penalties associated with living on ocean and swamp worlds. In addition, there is a legend among the Trilarians that their race is descended from a long-lost Creator colony. Regardless of whether there is any truth to this, this race has proven to be Trans-Dimensional. Even without the aid of FTL drives, Trilarian pilots can move their ships from star to star, though slowly. Ships with FTL drives move more quickly than they should. The Trilarian government is a Dictatorship.

The water-born and faring Trilarians thrive in open seas and skies. Their tentacles and many eyes make them strangers in a humanoid seeming universe, but their strangeness sets them apart in more ways than one. The Trilarians take to the skies as naturally as they do to the seas, unafraid of unknown depths and heights. They are gifted pilots, diplomats, and educators in a savage and wild universe.

Their society was molded by an ancient race of Old Ones which they now regard as gods. These Old Ones gave them early technology and artifacts that set their society on track to reach the stars. The Trilarians now advocate the spread the goodwill and education across the universe, continuing the beneficial legacy that the gods bestowed on them.

Their affinity for peace and constructive dialog should never be interpreted as weakness, as the Trilarians are deadly when threatened. Once angered, they will strike out with the total confidence in their righteousness, answering to no one but the gods. Athletic, agile, and highly educated, they will fight to the death with the conviction that they are the chosen messengers of the Old Ones.

Klackons

The Klackons are an insectoid people from a large homeworld. Though they're not exactly a hive mind, the Klackon communications system is fast and efficient, and the population is completely satisfied with their lives. This is reflected in their extreme industriousness. Klackon produces more food each than those of other races, and their workers also give extra to production. The entire race communicates, thinks, and operates virtually as one. All this makes the Klackon practically, if not actually, a shared consciousness, and has paved the way for their successful Unification government. The downside to all this thinking alike is that the Klackons are rather Uncreative. 

A fully 80% of them are psionic, and most do not need to train to take Psionic classes. Any Klackon that share the knowledge of how to train in a class making them never need to train in class any one of them has learned.

Nyunyu - Tech Guild

Thes strange looking creatures are tech masters, just touching a piece of metal they can tell the properties of it, and know how to cast it. They get a +4 for any ID checks for tech they do not know and can ID 2 levels higher than their base tech level(which is 😎 with no penalties.

Thersonian - Holy Guild

A quick scan reveals the presence of an ancient, but primitive race, with a complex non-star-faring civilization that covers most of its surface. This race has 4 fully functional arms that can be used to wield weapons and cast spells at the same time. While a peaceful race it is one that can accept the existence of any god into their heart. 

 

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