Why, hello. Thanks for the click.
As you can tell from the title, I am looking for someone with whom I can dig into a rather intricate intergalactic empire. I built up all the information about the society with three previous partners, but every time something came up and we never got to the actual storytelling. So, I'm looking to try again.
There are two parts to this. The first is a general understanding of the Empire, its laws and culture and races, and then there is the story we wish to follow. I'll go ahead and start with the Empire, since, if you don't like it, no plot line would be appealing to you.
Life Span: The Syastin will live indefinitely, until something kills them. The Syastin have a very high mortality rate among their youth because they do still follow an insect-like scheme, relying on a large number of offspring to protect their species from predation, disease, and the simple fragility of the youth until they grow large enough to protect themselves.
Height: Changes with age. They are born from eggs and hatch fully developed and about 6 inches tall. They then continue to grow as long as they live, although they grow faster when they are younger. At about 500 years of age they will be about 8 feet tall, at 1000 years they might be 9 and a half, and by 3000 years they would be around 10. The oldest member of their species is a little over 11 feet tall.
Weight: The Syastin always weigh less than their height would implicate, because they are incredibly thin creatures.
Skin Tone: The Syastin, male and female, have a pale, almost icy shade of blue or purple for skin, although tone varies between individuals.
Head: Syastin have an elfine head and face, with a thin jaw, high cheekbones, almond-shaped eyes, and a fine nose. However, their face is slightly flatter, with less socket for the eyes, and less defined nose and brow. Their eyes are always one solid color, and most have a muted earth tone, usually drawing close to black. A bright eye color is always considered exceptional among their species. Their hair starts at the crown of their head growing only back, giving them a broad “forehead”. Most of the Syastin tend to keep their hair short, but some choose to let it grow long. Hair color varies broadly, but is usually a very vivid color. They have two moth antennae growing from their brow and sweeping back along their head, and the area around the antennae, the forehead, eyes, and down along the cheeks, is decorated by a fine but strong black filament, which is also incredibly sensitive and can register minute changes in air pressure. The antennae are usually red, yellow, orange, or gold in color. Their neck is relatively long and slender by human standards, but wouldn’t look extremely out of place in a human society.
Torso: The Syastin are incredibly thin, with their ribcage narrowing down into an incredibly fine waist and narrow hips. Their arms are equally thin, but their bones are also thin and light, so they do not look anorexic. They have thin, long, three fingered hands, with sharp little nails. They have wings, which will get its own category later on. The fine black filament on their face also covers the tops of their shoulders, starting to run down the back of their arms, the elbow starting to run down onto the lower arm, and slightly on the outside of their wrists.
Legs: Incredibly long and fine, Syastin legs are almost as thin as their arms, even though most of their height comes from them. They have two joints in their leg, one acting similar to an ankle. However, their “foot” is very long, allowing them to walk easier on land on their tiptoes so that it always looks like they are dancing when they are walking, and the “ankle” has a second claw that acts as a latch, to grab onto things when they are flying. The same filament on their face and torso also covers much of the outside edge of their leg, especially around hip, knee, and ankle, allowing them to navigate their walking almost by air pressure alone.
Syastin Body Form
Wings: Syastin wings spring from just inside their shoulder blades, with the primary part of the wing going up above the shoulders, and a lower part coming down to act as a rudder when they are in flight. Because their wings are large enough to sustain them long term in flight, the upper and lower part of the wing are only partially connected. The top wing has a ball and socket joint that allows it to fold down so that it rests against their back . The tip of the top wing would fold down to about mid-thigh, making their wings look like a cape across their back. Their wings look semi-pleated, because, to keep their wings strong, there is an incredibly light but rigid filament that runs through both the upper and lower portion of the wings from the point where the wings attach to their back to many points along the edge of the wing, and a thin, cloth-like material connects the filaments. Because of this, there are many points on their wing, especially on the upper wing, because it is larger. To sit, the Syastin spread their wings out to the side of the chair, so, as long as the chair is taller than their thighs they can sit comfortably. However, in the presence of a significantly elder Syastin, most will choose to kneel, which requires them to force their wings backwards so that it doesn’t run into the ground. Because of the difficulty of this maneuver, it is considered a sign of respect, especially as it would then allow the elder Syastin to break their wings, which would have been a death sentence in their early evolution. Each wing is patterned uniquely, but most have an intricate, almost floral-like pattern, and the color of their wings usually matches the color of their hair. The filaments in the wings are made of the same thing as the small filaments that are present on their face, arms, and legs. Because of this, their wings are also incredibly sensitive, and, except in accident or punishment, contact with their wings is almost exclusively reserved for incredibly intimate interaction.
Senses: While a Syasti could almost perfectly navigate the world just by a sense of touch, they still have quite exceptional senses by human standards, especially as they start to get a little older. They have far-ranging sight, primarily so that they can relate distances better while in flight, and good hearing, so that, while in flight, they will still be able to distinguish the sound of a predator diving on them from above from the general rush of air. Compared to the rest of their senses, their smell is quite mediocre, but it would still be above that of a human. Their taste is comparable to smell, and they do indeed rely more on smell than taste to enjoy their food.
Society: To a human perspective, the Syastin are a very complicated and seemingly contradictory people. They are a “ruling class” that are in charge of government, and yet they are a people who have come to focus as a whole on harmony. When any Syastin is young, they are partnered with an older member of their species to learn about the way of their society. The partnership will often last for a hundred or more years, until the older Syastin feels that the “youth” has learned empathy. For that is how the Syastin have come to rule. They have the ability to completely empathize with any other species, come to learn their motivations, their desires, their fears, and understand them so completely that they will be able to speak as that other species. Because of this, they are able to bring the motivations of that other into their own greater plan. And their greater plan is that of harmony. When they come to understand that “enemy” so completely that they practically become a part of them, they can no longer stand to destroy them, for they do understand them, and can thus feel no true anger at their actions. Despite that, cohesion is also a large part of their race. There is a lot of room at a beginning to find the perfect balance between all members, but once they have found what works, they have an iron fist when controlling that balance. That is how such light and innocent seeming creatures could come to control something as massive and powerful as the Empire, because once they find harmony, they will do almost anything to maintain that harmony. And while they are not disinclined to rework the plan to find a deeper level of harmony, the Syastin will not allow it to slip backwards, into disunity. Because they know that harmony takes a certain level of conformity.
They rule the Empire on a mission to spread unity across the entire universe, and that was why they are still able to hold everything together. Because they did not conquer their galaxy to build the universe, they brought people in using the things that they longed for, and keep them there because there is a balance in the Empire. Everyone is heard in the area that concerns them, and if something is going to destroy them they know that the Empire will help them in any way that it can. There is very little use of force, except in those things that the Syasin know will cause the Empire to start to tear itself apart if they allow it to pass.
While the Syastin have spread to cover a massive part of the universe, they do not change the planet much, for they recognise when they arrive that the planet already has its own balance. Their original planet was a forest home, with a massive variety of plant and animal life. They seek these types of planets out, and settle them. Once a Syasin colonizes a planet as a birthing ground, it becomes a sacred place, and no other species are allowed onto it. This is so that they can raise their youth without any “polluting” influences, and teach them of empathy and harmony until they are ready to leave their home planet and become a part of the Empire. Once they leave, they are free to go wherever they wish, and do what they will. Some choose to continue the mission of the Empire, and join up with the government, coming to lead a council. Many, however, choose to simply live as they will, coming to settle on a planet, and simply live there. However, if they wish to have children, a Syastin must return to a nest planet, and remain there to help teach the youth as a community until their children have grown up, or they wish to leave again.
Family ties are rather complicated among the Syastin, primarily because there is little attachment between the parents and the newly born children. The deepest attachments actually form between the mentor and pupil, and most Syasin will stay in contact with their mentor, even after they leave the nest planet.
The Uetie are the third or fourth most common species in the universe. Their role will become more apparent when I go over the government system, but I decided to give you their species information first.
All Uetie are born male, however, every member of the species contains two sets of reproductive organs, one male, and one female. The Uetie live in a colony that revolves around a single female, whose only duty is to reproduce. When the female dies, she will release a hormone that will cause one of her attendants to go through a physical and gametic change, turning that male into the next female. Despite the fact that the females have no standing and are capable of little more than reproduction it is a great honor among their species to be chosen.
Because there were so many males and only one female, the males are not driven by a drive to reproduce. Instead, their species is driven by a desire to learn, and put that knowledge into practice for the good of their colony. Because the species survival is tied to the reproduction of an individual, they are very much bonded in a group mind. They have very little concept of self, and while they do work to learn because they love to learn, they do it for the good of their species. No scientific discovery will ever be “contained” for a personal benefit, and the range of "science" spreads to almost every topic in the universe, including politics, agriculture, mechanics, almost anything you can imagine. Because there is such a wide variety, no Uetie is ever forced to pursue something that isn't their passion, and because their passion is their lives the Uetie live in something very close to a communist system.
When the Uetie were finally able to locate and reproduce the hormone that caused the sex change in their species they were finally able to begin their space faring age. What they discovered was that all of the females were mentally tied together, which they had never known before, because, before that point, there had only ever been one female. Because of this, anything that is known by one colony will be known by all the others. This is still one of the most effective means of communication that the Empire has, because the communication is instantaneous, even across vast distances of space. The Uetie have still not figured to how this communication works, and it is one of their driving passions, along with the desire to come up with a way to effectively warp through space, without needing to return to a home base to “refuel” (This will be better explained later, but is very important). However, the Uetie hold an extremely worshipful attitude towards their current living queen, and will never do anything that might harm her, even though they fully understand that her death would simply result in a new queen. They instead preform incredibly regulated experiments, most of which take place miles away from the queen, in case any back wash of what they are doing might harm her.
Initially, population regulation was performed subconsciously by the “queen”, however, as the species grew, they figured out the hormones that controlled her reproduction as well. Now there are individuals who are responsible for ensuring that the right number of offspring are produced to maintain and increase the population, without overwhelming the natural resources of the planet.
Because the Uetie have no real concept of greed or personal motivation, they will always be incredibly loyal to those around them, even if they are not of the same species. They will never betray the ones they have allied themselves to, even if it results in their own death, because they believe that they are doing it for a greater good, and they know that they are replaceable.
The Uetie are also always consumed by a desire to return to the hive that they were born from, and return to care for their “queen”. They will leave to pursue their learning, but they are almost incapable of staying away from their hive for the rest of their lives. That is why, if convicted for something that would result in their imprisonment off planet, most Uetie will commit willful suicide rather than go through the torture of eternal separation.
There is a very heavy grey zone in Uetie culture about what they are allowed to do “in the pursuit of knowledge”. Before they joined the Empire, there was very little real law among them, because anything that was done clearly in pursuit of a greater understanding would be excused, unless the experiment resulted in harm to a queen. However, they have been put under more strict rules when they joined the Empire, so that their actions would not damage another species. When a Ueite’s actions are directed towards another Ueite, they leave the punishment up to the colony. However, if their actions involve harm to another species, the regulations become a lot harsher. There are still some extremist Uetie who will perform a harmful experiment, knowing that it will result in their death, but believing the sacrifice is worth it to pass that piece of knowledge onto the colony. However, their primary queen made an agreement with the Empire at the very beginning, and most of the Ueite are perfectly happy to follow her wishes in that regard, even if it makes their acquisition of knowledge slower.
Despite the queen’s control over the population, she has very little influence in the government of her people. Males make all decisions in terms of politics, law, and progression, but they are always driven to make rules that are in the best interest of the queen.
Their home planet, like the other three council species, is very close to the center of the galaxy, and has become a giant, civilized hive, dedicated to caring for their primary queen and researching the most sensitive and important scientific matters. Their home planet is called Haeibin, meaning Queen's Hive, and is an incredibly rugged planet with limited water. That is why the males developed into the shape they did, allowing them to easily cover the rocky and mountainous terrain that covers their planet. However, the Uetie have come to settle almost every type of planet in the universe that their species can survie on, and are very adaptable to living in different conditions, so long as those conditions remain consistent. They are also very adept at sculpting the planet to suit any of their more advanced needs. As the queen always lives in the largest mountain in the planet, if their new planet is completely flat, they will always sculpt a mountain for her first.
Males: Physical Appearance
Average Height: A little over 5 feet
Average Weight: Around 90 pounds
Head: Male Uetie have a sphere-like head that connects directly into their main body, and is only slightly smaller than the diameter of their widest point. Most of their head is covered by plates, which stick out, creating an almost thorny head-covering, which starts to descend down their spine. They have an ant-like mouthpart and large eyes, so that they are capable of clearly seeing in 180 degrees around them.
Torso: Uetie have very little real torso, which goes down to just beyond where the xyphoid process would be in a human.
Legs: Springing from the base of their torso are many incredibly muscular tentacle-like legs, which they use both to walk on and as arms. They are incredibly flexible, with an almost infinite range of motion. Most males have eight tentacles, although a few have only been born with six and some have been born with as many as ten.
Internal: Male Uetie have an open cavity as opposed to specific internal organs, making them more susceptible to crushing impact and changes in temperature and other things that would affect homeostatic regulation. They bleed a thin but sticky greed substance that is responsible not only for carrying nutrients around their body, but for digesting food, providing immune response, and bringing oxygen into the body. Many of their systems are similar to that of an ant or grasshopper.
Senses: For the most part, male Uetie have rather weak senses. They are most sensitive to touch, which makes up for their rather weak eyesight, since they can read currents and vibrations to navigate through tight or busy spaces. Their sense of hearing would be slightly above average to human standards, their sense of smell as well. They are also fairly sensitive to taste, and use the flavor of things along with its feel to identify most substances. They have very strong, positive reactions to sweet substances, although their first inclination is always to share it with anyone around them, since such sweet substances are the best food for their queen.
Needs: Male Uetie usually eat two to three times a day and are very pragmatic about their diet, focusing on giving their bodies the food that the brain needs to best function. However, they can go for several days before they start to have severe, negative reactions to the lack of food. They do require a very regular input of water, and will start to become weak after less than a day without water intake.
This is the closest picture I could find for what was in my head, for the visual learners. Male Uetie
Average Height: Above 15 feet
Average Weight: Over 1,500 pounds
Head: The female head is similar in proportion and appearance to that of the male, although the spines have extended outwards to create a much more vicious thorny crown.
Torso: The torso of a female is much larger in proportion than that of the male, as it needs to be able to produce offspring.
Legs: Despite the drastic increase in mass, a female's tentacle-like legs do not change much in proportion as a male develops into a female. They are much longer than a male’s, able to reach out in a fifty foot spread, however they do not have the width for her to be able to move on them. Once a male fully becomes the queen, she will be stationary for the rest of her life. Her tentacles are used more for controlling the area around her. They also migrate on her torso, coming up from the base of the torso to be spread out from the “neck” down, so that she will not be laying on them, and her male attendants will be able to access the birthing canal. However, she does have a much greater number of tentacles than the males do, and though it will vary depending on the development of the female there will always be at least twenty.
Internal: Female Uetie have an open internal cavity, like the males, and their blood is very similar, although much thicker than the male’s. She is designed to be able to lay thousands of eggs at a time, although hormones within her body or administered by her attendants usually keep the number much lower.
Senses: A female’s senses are very similar to that of the males, with her relying mostly on touch and taste to sense the world around her. She had slightly better hearing and smell than the males, and her sense of touch is even more heightened than that of the males.
Needs: When in a reproductive cycle, a female will need to eat five or six times daily, or her body will naturally abort the cycle, rendering her temporarily infertile until the food supply increases again. Because her main duty is to reproduce, her attendants will often feed her eight to ten times a day. The queen does not need water as regularly as her male attendants, and she can safely go a couple of days without water, but the attendants always keep her well hydrated along with supplying food.
The Vollori, like the Uetie, are a very important species, and are the second most common in the universe.
The Vollori species began on a planet in the center of the universe that was subject to harsh climate change. Every twenty years or so the climate would have changed so completely that all former life would no longer be able to survive in the conditions. Because of that, the Vollori are born in a neutral infant state, and the infant will then evolve to meet the current needs of that climate. All of the different versions of the species are close enough that they would still consider members of a different body type attractive.
Because of the changing conditions and the violent, quickly changing wildlife, it was also necessary for the Vollori to set up a strict chain of command to ensure that the villages would survive. They were a militaristic people, that would rely on the different forms of their species to care for the more specialized aspects of combat.
Nowadays, the Vollori have used the technology available to them from the empire to stabilize the climate on their home planet, remove all the deadly species, and create a society with a high living standard. However, they have never let go of the militaristic aspect of their society, and using the different forms of their species to create specialized troops. Therefore, when all infants are less than a year old, they are brought to the nearest “training planet”, where they will be put into a class, and subjected to the specific conditions that will allow them to evolve into the most effective form. There is no member of the Vollori race, male or female, that is not put through military training, and assigned to a troop. The Vollori rely heavily on imports from the other species across the universe, but in return they act as the police force of the galaxy, every soldier fighting for the “greater good” of the Empire. Of all the species, they are the ones who most stringently follow the rules of the Empire, and almost all Vollori believe in those rules to the extreme.
Most Vollori are not independent thinkers, for they have been raised since infancy to follow orders, however, there are always individuals who long to come up with their own rules. Rather than destroy anyone who doesn’t follow regulation, however, the generals of the Vollori government actually promote the creative strategists to a higher rank. If it is noticed soon enough, those creative thinkers will be redirected into the line of training for captains. If it is not caught before training is completed, and the soldier still exhibits a strong creative and imaginative ability, they are set a task that only has one “right” solution, but it is a solution that is either difficult to find, or difficult to obtain. If they fail in that task, they are executed. However, if they succeed, they are sent to the “behind the scenes” government, where they help to direct the general troops and ensure that the difficult challenges the government has to face on a weekly basis are handled properly.
Creative thinkers are very rare outside of the captaincy line of training, and, for the most part, the Vollori are satisfied to keep it that way.
There is very little ritual to mating among the Vollori. The captains and generals understand the needs of the Vollori body, and so copulation is a common thing, performed between any two soldiers who find each other attractive. Pregnancy is a relatively rare thing compared to how often copulation occurs, but the only reason that birth control exists is if a female soldier is on a mission, where pregnancy would interfere. Because the infant is taken to training before they even reach a month in age, there is no need to worry about caring for the infant. Soldiers have no ties of family, for their command unit is supposed to be their family.
Infant State: As Vollori are mostly humanoid in appearance, their infants are born looking similar to a human infant at about three months, except for size. the fingers are fully formed if short and indistinct, the head is bulbous and oddly formed, the legs are too short and the body too round. An infant Vollori’s skin is practically colorless, more white than creme, allowing for any level of melanin to be created. The plates, spines, and ridges that make the Vollori distinctive have yet to even begin to form.
The most common type of Vollori. The infantry soldiers are really simply the general population that is put through generic military training. They are always the lowest ranking, although they are trained to handle unexpected situations with efficiency, they usually have problems with things that go far beyond their training.
Average Height: Humanish. Around 5’10”
Average Weight: 130 ish
Head:Vollori have a human shaped head, although it is usually perfectly hairless. Their eyes are over-large to human standards, and shaped like teardrops, with the point facing in towards their nose, and can be a very wide variety of colors. Their eyes are usually one solid color, as opposed to having whites and a pupil. Their nose is smoothed into their face, and although it still bulges out there is no distinct ridge. Their mouths are also over-wide, allowing them to fit much more into their mouth. All infantry have a ridge that travels along their jaw, in front of their ears, and up over their forehead. The “decorations” on this ridge are often what will determine attractiveness to the opposite sex. Males will always have two “wings” coming up off of their temples, females will have fins along their jawline. This would be considered quite handsome among the species, although not drop-dead gorgeous. Such decorations usually only grow on those who have distinctive rank, infantry decoration is usually much simpler. A captain’s decorations will be even more elaborate than that. Like an infantries eye color, their skin tone can vary greatly, although the average tone is a fairly deep tan. Think a Hispanic tone. Their jaw line would also be incredibly distinct by human standards.
Torso: Like their face, Vollori have very distinct lines for their torso, which can also be “decorated”. These spines and ridges are usually more for self-defense than for appearance. Think a slightly softened version of this.
Legs: Vollori have very human-like legs, although the planes of bone and muscle are much more sharply defined, and the knee caps are often framed with horns or ridges.
Senses: For the species, infantry are considered to have very average senses, although, by human standards, they would still seem very advanced. They are, in proportion to each other, very similar to a human’s senses. They would have evolved in grassland or deciduous forest.
Needs: Infantry have very similar needs to that of a human.
Skills: Infantry are mostly considered to be the fodder of the species. They are generic soldiers.
Type: Close Combat Fighter
The largest and most muscular of all of the soldiers, close combat fighters are designed to be the “tanks” of the army. They are the second most common type of soldier.
Average Height: over 6’
Average Weight: 200+ pounds
Head: Close Combat soldiers have very little fin, frill, or wing decorations. Their decoration is usually only horns. Their eyes are usually a lighter and brighter color, and their skin is usually darker. They also usually have the second simplest decorations, followed only by the infantry.
Torso: Close Combat soldiers are incredibly muscular, with arms that can be as wide around as most normal soldiers’ legs. Just... incredibly physically powerful.
Legs: Again, overly muscular, with spurs on the outside of the leg, designed to be rammed into opponents’ legs.
Senses: Close Combat soldiers have senses slightly above that of the infantry, especially in relation to telling when something is getting close to them, but they have nothing extraordinary. Their prowess is solely physical.
Needs: Close Combat soldiers need to maintain a warm body temperature, as they start to slow down in exposure to the cold. They react best in heat, although they do not respond as well in direct sunlight. They need more water than infantry, and require substantially more animal protein. They would evolve in conditions similar to that of a rainforest.
Skills: Close Combat fighters are best at anything physical, requiring brute force and little finesse. On average, they are very straightforward in their thinking. They are usually considered quite intimidating, although they are also remarkably loyal to their captain.
A relatively common type of soldier, snipers are masters at anything that requires long range targeting. Because of that, they are often in charge of ship weaponry systems. They are also very quick thinkers, and have fast reflexes.
Average Height: 5’7”
Average Weight: 120 lbs
Head: Snipers typically have streamlined decorations, mostly fins and wings, with very little sharp decorations. Because of this, they can be considered less attractive even than infantry. Their eyes are usually a darker tone, but very distinctive in color.
Torso: Snipers are usually thinner and more elongated than infantry, even though they are shorter. Their muscles are dense rather than bulky, and while they are ranged fighters, they are still capable of lifting enormous loads, which is useful when firing incredibly long range guns. Their skin is usually very dark.
Senses: Snipers have remarkable eyesight. If a sniper says they see something, then no one doubts that it is really there, even if they say that there is a fly on top of a mountain five miles away. The rest of their senses are slightly weaker than that of the infantry.
Needs: Infantry require very little water, but require cool periods every day, or else they overheat. They would evolve in conditions similar to a desert.
Skills: Snipers are masters of weaponry and anything visual. They are also relatively good at repairing things, although that work is usually left to the infantry.
Despite the relative rarity of medics, more infants are recruited for medic training than any other except infantry. This is because the survival rate for medic training is very low.
Average Height: 5’5”
Average Weight: 140
Head: Medics have the second most intricate decorations of the forms. They would probably look similar to the picture I showed you. Their eyes are typically dark.
Torso: Medics are shorter and stockier than infantry, with an incredibly broad chest. A medic’s skin is almost always very pale.
Legs: Like the chest, Medics have shorter and stockier legs than infantry.
Senses: Medics have the most sensitive smell among the different forms, although their hearing is weaker than that of the infantry.
Needs: Medics function best in cooler temperatures, and will overheat quickly if exposed to intense heat. They need water relatively frequently, but can go for long periods of time on little food. They would evolve in conditions similar to the high alpine
Skills: What makes Medics truly unique is their ability to almost instantaneously regenerate from severe wounds. When they wound themselves right near a patient’s wounds, the “regeneration process” will encompass the wounded soldier as well and speed up their own healing. This process does take a large amount of energy, as the healing is only condensed and still takes the same amount of energy. Because of this, modern-day medics normally have to eat a lot of food to keep up with the needs of the military. That is why so many soldiers are put into medic training, but the harsh conditions of the alpine are often deadly to the young infants, but anything less drastic would not create a true medic.
Weak but incredibly fast, scouts are able to travel long distances without stopping. They are also capable of memorizing things to the most minute detail.
Average Height: 5’10”
Average Weight: 100 pounds
Head: Scouts look very similar to infantry in terms of decoration. Their eyes are usually a light color.
Torso: Scouts have a shorter torso and thinner waist than most infantry, but a larger chest. Their skin is usually a slightly tanned Caucasian.
Legs: Significantly longer than infantry, their legs are what give Scouts most of their height.
Senses: Scouts have strong hearing and good eyesight, everything else is comparable to infantry.
Needs: Scouts have needs very similar to those of infantry. They would evolve in savannah.
Skills: Scouts are phenomenal travelers, and also skilled at memorization.
Average Weight: 140 lbs
Head: Captains have a slightly larger forehead than infantry, giving them room for more decorations. Captains almost always have the most attractive decorations of their species. Their eyes are usually metallic colors.
Torso: Captain skin tones are usually similar to that of the average infantry. Their chest is slightly broader than that of the infantry, and they are also more muscular. The have full demonwings, and are the only form capable of long distance, sustained flight.
Legs: Slightly more muscular than that of the infantry.
Senses: Captains have high end senses spread out evenly. They cannot see as well as a sniper, smell as well as a Medic, or hear as well as a Scout, but all of their senses are notably better than that of both Infantry and Close Combat soldiers.
Needs: Captains have needs similar to that of the infantry, but they need it much less frequently than do infantry. They would evolve in a swamp or heavily watery environment.
Skills:Captains are the creative problem solvers, best at finding and executing a solution. Most captains are drawn from soldiers still early on in their respective training, although if the need is pressing some infants will be put into Captain training from birth.
Type: Covert Ops
Covert Ops are not an actual “form” of the Vollori, but are rather a form genetically created with the help of a small group of Uetie. They are able to undergo the complete evolution of any of the forms in a matter of minutes, although the process is quite painful. Their base form looks very similar to that of the infant Vollori, although grown up. They need to “shed” the evolution before they can assume a new one. They are also capable of piecemealing the different evolutions. Only very high level captains and generals know of the existence of the Covert Ops.
Internal: Due to a thin atmosphere on their planet of origin, all Vollori have large and very efficient lungs and heart, which is why their chest is so massive. Their blood is red.
Average Lifespan: 100-150 years
The Arak’un are a highly-sapient reptilian race originating from a tropical garden planet, Rai, in a yellow star system. Rai’s close proximity to the sun makes it almost unbearably hot for any non-Arak’un traveler, but it is perfectly suited to its native species. They are tri gendered, meaning that they have both male and female variants, but also a third gender is just as widespread, referred to as the Arak’un bigender, or bimale. For reproduction, all three genders are needed to conceive a clutch of eggs, with the male fertilizing the female egg, and the bimale neutralizing the clutch with a special antitoxin—if this antitoxin was not applied, then the clutch would be killed from their own toxicity. The Arak’un view breeding and reproduction as a sacred and almost spiritual process, and many social rituals and gatherings are dedicated to the selection of triad mating combinations. Despite this, concepts of love and romance are a lot rarer within the Arak’un, and most breeding trios part ways after the act.
The Arakun are gifted with a genius in predicting trends in the future. As a species, they are able to gather information in the present and predict what will happen in the future, often to a high level of accuracy. This tendency spreads over a very wide area, although nowadays it is most commonly applied into some sort of commerce.
Living in the rich environment of their home planet, the Arak’un were quickly able to improve their simple villages into gleaming cities, boasting their planet’s rich supplies of platinum and fuel. The Arak’un dominion thrived and flourished in a global free market economy within a capitalist state, and although many remained steadfast to cities, singular merchants traveled the entire planet to distribute exotic goods to various civilizations.
However, the Arak’un quickly became driven by greed, causing many of the leaders of the largest corporations to go to any measures to acquire more wealth. For many generations the Arak’un chose to ignore their actions and not look to the future, even as the catastrophic results of their greed began to tear their world apart. It was only when they saw that, before long, their actions would lead to the destruction of the species, that they began to come up with an alternative method.
By the time the Arak’un were able to work through their former methods and come up with a sustainable method over three-quarters of their species had starved, and only a small chunk of their once lush planet remained untouched. Many longed to look to space for more resources, so as to be able to continue their lavish lifestyle, but with so many consumed by more basic needs, that particular front was put off for later. In the end they came into a socialist system still primarily based off a free-market, but with restrictions placed on the larger companies to make sure that they would not come to once more dominate the world. Instead, the Arak’un put their focus into learning the production of goods, how to make the most out of the fewest resources, and how to make things so that they would last.
When they became a part of the Empire, they were first used primarily to help the Empire expand, oversees the fluctuating economies of encountered races, pinpointing advantages and weak points, and often taking advantage of those weak points. They quickly gained the budding Empire the wealth it needed to continue to grow.
Nowadays, their seat on the council is more perfunctory. Many of those who are seated on the council are used more for their ability to accurately asses events in the future, to see which course of action will least likely lead to ruin, than because of their skills in commerce. However, the individuals of the species are still driven by a small ember of greed, and it is not uncommon to find individual Arak’un traveling through space in their merchant ships, bringing extravagant items to other places, and taking advantage of trade to make themselves wealthy.
Although they are rather intimidating and violent in nature, many Arak’un are not apt in combat situations. The bimale antitoxin administered at birth was thought to once be a key to a deadly weapon, but the species has evolved to become focused on material matters rather than military ones.
A very large drug cartel exists around Rai, exporting one of the most potent hallucinogens known to the galaxy, called Nebuloc, which is a native plant that grows on the planet.
Close enough to this that I will use it and make small differentiations.
Their hands are significantly more dexterous, allowing them to craft many things, although they have come to use machines more. Their teeth are smaller, so that their mouth can close cleanly and easily, and their tongue is a little shorter, giving them the ability for human-ish speech. They are scaled, and their colors can vary from the natural earth tones through white, grey, brown, red, yellow, and black. However, their eyes are always copper. Their mane-like thing can also vary in color and appearance, and females and bimales often have longer hair than males.
The four species who make the primary council of the Empire are some of the oldest species in this particular galaxy. The first to gain space faring technology was the Uetie, for they were driven to discover more than what was in their own planet. They discovered the homeworld of the Vollori, who were more than a little terrified of these unexpected “invaders”, although their militaristic attitude would not allow them to show this fear. They tried to attack the visiting Uetie, and when the Uetie realized they had no way to communicate they quickly retreated back to their home planet, determined to create some sort of translation system, and then return and rectify their mistake.
But the Vollori were not going to sit still now that they knew there were other species in the universe, and, terrified of falling behind and becoming some other species’ slaves, they raced to develop their own space age ship, trying to use some of the things they had seen on the Uetie ship. They succeeded in building their ship before the Uetie returned with a working translator, and went out in search of the Uetie, ready to fight for their survival. However, they actually found the home planet of the Syastin, as it looked closer to the current shape of the Vollori homeworld. Once more, the Vollori were confronted by another unknown species, but were also somewhat bewitched by the slight Syastin. They Syastin had never dreamed of traveling beyond their home world, but were literally ripped away from it by the Vollori, who longed to take these “fairies” back home. Shortly after the questing Vollori returned, so too did the Uetie come back with a translation system. It was faulty at best, but was enough for the different species to come to understand each other.
The Syastin, finally able to communicate with their imprisoners, quickly came to put their own abilities to work, and found within each group a reason to spread their species. The Uetie longed to learn more about the universe, the Vollori dreamed of control, and the Syastin themselves, stunned by the angry, fearful actions of the other species, longed to spread their own harmony. It took many years for them to reach a satisfactory agreement, but with the Syastin to guide them and show them how those “hidden” desires could be fulfilled, the fledgling Empire was born.
It was a delegation of the Empire that found the rebuilding Rai, and offered the Arak’un the resources they needed to help rebuild their society, in exchange for their cooperation and assistance in spreading the Empire. And so the four joined together, protected by the Vollori, funded by the Arak’un, improved by the Uetie, and guided by the firm but gentle hand of the Syastin.
The government that mostly controls the system that this world is based in is semi-representative of the population that exists in it, but is mostly controlled by four species that have managed to take over most of the power. In a way, each species represents a "branch" of government, because one species is in charge of scientific development (Uetie), one is in charge of police action (Vollori), one controls production of agriculture and goods and predictions for the future (Arak’un), and then the final one, which is dominant over the other three, has final control in terms of negotiations, declaring war and peace treaties, and making decisions on who was "in the right"(Syastin). That sounds very simple, but is an overall species generalization. Each member of their species always has their own personal inclination, can become corrupted, etc. Look to the actual species information for a better understanding of the species as individuals.
The government itself is divided up into "councils" that are semi-representative, although primarily focused on those four aforementioned species. There are 9 "levels" of the council. The lowest level, the ninth level, is responsible for managing approximately two solar systems. Every system of government in those two solar systems gets a representative on the council, and then there are also the four dominant species. The representatives of the governments are advisers, who try and get negotiations to go their way whenever an event that requires the decision of the council comes up. Events on a planet, except for war, are almost always left to the discretion of the ruling government. It is only when the actions cross “territory” lines that the Council gets involved.
The eight level is responsible for caring for approximately ten ninth level courts, and any system of government that is represented in three or more of the ninth level courts will get a "seat" in the eighth level court. The eighth level is responsible for matters that cross out of the ninth court's jurisdiction, aka, between two different ninth level courts, that cannot reach a peaceful solution, or for matters in a single ninth level court that would strongly impact many other ninth level courts.
That general pattern proceeds up through the levels of councils, with seventh level caring for up to 100 eighth level councils, sixth level caring for up to 500 seventh level councils, fifth level caring for up to 100 sixth level councils, fourth level caring for approximately 10 fifth level councils, third level caring for approximately 10 fourth level, second level caring for exactly four third level, and the first, and highest level (of which there is only one) caring for exactly 10 second level councils. If every higher council cared for the maximum number of lower councils in their description, that would mean there was room for four hundred billion solar systems in the galaxy, which is the maximum estimation of stars for the milky way galaxy. (1*10*4*10*10*100*500*100*10*2 if you want to check my math).
Of course, every lower level council must unequivocally follow the orders given by a higher level council, which is why most lower level councils prefer to keep matters at their own council level, which is why some of those middle councils can handle such massive numbers of lower level councils. It is the councils at the highest level that are responsible for trickling down the orders for the "good of society", because they are the ones who manage things on a large scale. They are also the ones responsible for bringing the whole empire to bear against a potential opponent, although it would take about one earth year for the orders to trickle down the lines, and for all the fleets of warships to begin to respond to the orders. However, a single order can work its way down from the highest council to the lowest council in about a week. If some of the councils that have to care for large numbers of lower councils know exactly where to send the order to.
The police system of the empire follows a similar type of order, with them receiving orders directly from whatever council the police force's jurisdiction falls into. So, if a police ship was only responsible for maintaining order in two solar systems they would report to the ninth level council, but if they wanted to go outside those two systems they would have to get permission/orders from the eight level council or the other ninth level council, because now their jurisdiction crosses over a border. Most of the police is maintained by the seventh and sixth level councils (you can think of them as district police, if you like), with a small, more elite force controlled by the fifth and fourth levels (state police), and the third and second levels having an extremely elite force (FBI). Like the councils, any police ship must obey any orders given by a police ship under the authority of a higher council than their own. There are some rules in place to keep the higher level ships from abusing this power, but so long as nothing major is impacted, abuse of the system is mostly ignored. (I.E a higher level ship ordering another away from an asteroid so that the higher level ship can claim the "booty" would be ignored, but if a higher level ship orders a lower level ship to attack a military base of a different government would likely get the captain and crew of that ship removed from position, if not potentially executed).
Rank on most ships follows the same sort of system, with orders from the captain having to be obeyed, but a large amount of leniency is allowed for "interpretation" so long as it does not go against a direct order.
For the most part, the councils leave the individual governments to manage themselves, unless there is some sort of intervention needed. Larger peoples/governments usually get a bit more regulation, but so long as that government's actions don't go directly against the will/goals of the Empire, they are left alone.
This system of government is based around the center of the galaxy, where the "space anomaly" that holds the galaxy together is harnessed to give the empire's ships the ability to "warp" through space. (Yes, I am mostly pulling this part out of an empty hat). Higher level ships, I'll say fifth and higher, are granted this ability to warp, but they have to return to the center of the government occasionally to "recharge". If a ship does not make it back to the Center before they run out of warp power the ship will lose that ability, and a ship under more proficient captaincy is granted the ability in that ship's stead. Warp is limited to certain distances, and larger distances use more fuel. There is an "efficiency ratio" that most pilots learn, to determine what distance should be warped in a single jump to get the maximum warp distance out of a "tank". If a pilot is clever, there is enough "fuel" in one ship to get from one edge of the galaxy to the other on one "tank", although it would still take a couple of weeks, because there is a cool down period in-between warps. It is impossible to track where a ship goes when it warps, unless a second ship is able to follow through on the first ship's "ripple". That way, smaller ships can travel on a larger ship's warp without needing to generate warp themselves. Because of this, warp is also usually reserved for the largest ships, although a few small, elite ships also carry the warp. Because they have less mass to transport, they can actually go farther on a "tank" than the larger ships, even though they can carry less "fuel" (think motorcycle vs semi-truck). Most ships have a warp-ish technology that allows them to move faster than light (otherwise distances would simply be too massive to handle), but it isn't a direct warp, and doesn't need to be "refueled", and is also significantly slower.
Because the galaxy is simply so large, there are some "uncharted territories" towards the edge of the galaxy, where the Empire's influence has yet to extend. The Empire is not a "new" government, not by any means, but it takes time for them to be able to incorporate governments, especially larger, more well established governments, into the Empire. Usually many generations of whatever it is that lives in that government. Thus, their outward spread has slowed drastically at the current technology level, since they have to deal with a larger number of internal problems as they include more places into their Empire. Their current hope is that finding a way to warp without "refilling" so frequently, perhaps even able to warp an indefinite number of times on one "tank", will allow them to reach other parts of the universe more quickly to handle any problems that arise, and then get "back" before anything can change at home. One potential idea I have for a plot line revolves around a sentient ship that produces "fuel", and her running away from the Empire with a couple of convicts.
There is always small scale warfare going on between different governments within the Empire, but right now none of the largest governments are at war with another large government, and the Empire at large is not at war with any system of government. (Another analogy, if you want it. The Empire is like the UN, and the governments are the rest of the nations on Earth. Except it is much larger scale, and the UN can actually make decisions that people have to obey.) That can change at any point, though, if the plot is slowing down. War always adds interest, especially large scale war. Yes, I understand that is slightly unrealistic, a larger empire allowing the bodies in it to fight, but I think it would add enough interest that it is worthwhile to forgo that little bit of realism.
Speaking of war, I would say that there are some alliances between different systems of government outside of the fact that they are allied to the Empire. if one goes to war, it will probably drag a couple (or more) along with it. For the most part, the Empire does its best to stay out of wars, because they have so much to manage that they don't want to have to fight the governments under their control, but if the war gets large enough, the Empire will be forced to mediate. They try and do this in a way that is reasonable to all parties involved, but, when they make a decision, it is an unequivocal decision. There is no room for negotiations. Oftentimes their tactics involve distraction plus threat, for instance saying that the war can continue so long as all governments involved are able to give a certain (large) amount of ____ product as compensation for damage to the Empire, but if they don't meet that demand the Empire at large will intervene using force. When the governments fill that order it usually takes enough people that the war just kind of peters out, and then negotiations for peace are able to be made, because people have more level heads.
Another thing that the Empire has decided to make themselves responsible for is ensuring that any species (like us) that doesn't know about the presence of the Empire or other alien races stays that way, until they discover the Empire on their own terms. There are some pretty harsh punishments for governments that attack a species still bound to a single planet. This is partially so that, when that planet reaches space-age, they will have a debt of gratitude to the Empire for protecting them, and will be more willing to become a part of the Empire and follow the Empire's rules. However, exceptions have been made when a government needs a particular resource that a planet is rich with, but also has an "Unknowing Species" on or very close to it. Then they are forcibly, if politely, introduced to the rest of the universe. This is fairly rare, though, as most resources can be imported from somewhere else in the universe. It is very hard for the Empire to actually prevent all interaction, especially with individual ships, so when they do catch someone breaking that law the punishment is usually very severe and public.
The Uetie have developed a method of translation, and every infant who is a part of the Empire has an translator implanted upon birth. This translator connects with the translator in another's head, and then alters the signals coming to your brain so that you hear your own language. It is also able to access a cloud-like database that contains all recognized languages in the Empire, and can try and piece-meal a translation together if you encounter a species that does not have a translator. They will not be able to understand you, but you can understand them.
Time in the Empire does not follow Earth time. They have come up with a system that is easily calculated and measured, and since there is no sun to measure time in outer space they are free to use any system they want. Time has its own words on planet, but can always be easily converted to the outer space system for a foreign traveler.
The system has a base unit of approximately half a second (.5) which goes up in units of 100 (a "minute" would be .5*100 or approximately 50 earth seconds. An "hour" would be .5*100*100, approximately 83 earth minutes). There would be 50 "hours" in a "day" (.5*100*100/60*50 approximately 4150 earth minutes, or 2.8 earth days in a "day") and 500 "days" in a "year" (2.8*500/365 or 3.8 earth years in a "year"). There are 10 "days" to a "week" and therefore 50 "weeks" to a "year". There are 5 "weeks" to every "month", and therefore 10 "months" to a "year".
"Seconds" (half an Earth Second) = Ticks
"Minutes" (50 Earth Seconds) = Quicks
"Hours"(~85 Earth Minutes) = Delens
"Days" (~3 Earth Days) = Solors
"Weeks" (28 Earth Days)= Vars
"Months" (~4.5 Earth Months) = Luners
"Years" (3.8 Earth Years) = Ahns
This can be optional, but if you don't try and convert it back to earth time constantly, it can be fairly simple to follow. All fives and tens.
Whadaya think? Like it?
I could probably be convinced to set up almost any story within this world, as I really do want to dig a little deeper into it. However, one idea that I really want to work with, which I mentioned somewhere in the wall of text above, has to do with the ship. Since the Empire is so desperately trying to find a method of unlimited warp, they create a prototype ship who is sentient. She would be incredibly young, and while she feel some attachment to her handlers, like every rebellious young teenager, all she wants is to escape and find her one true love. And so, in an almost Romeo and Juliet-esque feel, she decides to run away with one of the prisoners that she is transporting to a distant high security prison planet. From there, it is simply life, our characters (which would not include the ship, she'd be an NPC we could both control) pursuing their own dreams and hopes, while trying to escape being arrested by the Empire again. I'll gladly go into more detail if you like the basics.
As far as expectations, I hate typing them all out. If you read everything above and were willing to click on an Advanced labeled thread, I'm sure we'd be a good pair. Use general Advanced common sense, and I'll be happy. I do prefer to do roleplays over thread, simply because I can keep track of those easier, but if you have good ideas and really want to go with this, I could probably be persuaded to do anything but IM.
If I forgot anything, or you would like something clarified, ask away. I do respond better to PM's, but I'll still notice if you reply here.
Have a good day!