Species name - Kaarme-ihmisen
Appearance -
The Kaarme-ihmisen are large evolved snakes with arms .In general, Kaarme-ihmisen range from your common greens, tans, reds, and black to stranger colors like blue, purple, and teal among others. They also range from 6-15 feet. Because of how their body system works, the most comfortable with 1/3 of their body in the air while the other 2/3 is on the ground. Still, they can raise to full height, or very near it, or in desire of greater speed, flat on the ground.
An individual Kaarme-ihmisen can look quite different from each other due to their uncommon, if not unique, breeding and evolution process. Individual Kaarme-ihmisen can also look different based on what type of snake the individual’s family evolved from, such as hoods for the cobra-based family, longer fangs and possibly rattles from the viper based family, or even larger size from the boa/python based family.
//Recap// Kaarme-ihmisen are big snakes which may or may not have genetic modifications from other races.
Powers - The main power of the Kaarme-ihmisen is their ability to evolve with every generation. Kaarme-ihmisen can breed with any other living organism through an odd and barbaric form of breeding that kills any creature that is not another Kaarme-ihmisen. Basically, Kaarme-ihmisen have a receptacle sex organ on their tail and an external sex organ in their mouth. When breeding among their own race, the sex organ on the tail is placed over the sex organ in the mouth. The Kaarme-ihmisen who is acting as the female (the one who placed its tail in the other's mouth) will then wait 3-4 days and basically lay eggs from their mouth. There are normally 5-10 eggs in a batch. When breeding with another life form, the Kaarme-ihmisen will stick its tail down the throat of the creature and suck life substance, preferably blood, through the sex organ on the tail. This results in the offspring gaining some form of genetic mutation from the non-Kaarme-ihmisen parent. For example, if a Kaarme-ihmisen would breed with an armadillo, the scales on the offspring may be replaced by the sort of body armor an armadillo normally has. Kaarme-ihmisen can pass particularly helpful genetic traits onto future generations through government-run breeding programs.
//Recap// Kaarme-ihmisen can evolve over a generation through cross-breeding with another species.
Strengths - The main strength of the Kaarme-ihmisen is their ability to adapt through genetic mutation. After that, they are quite skilled in warfare, whether that is handheld weapons or their genetic mutations. They also have a hive-like mentality which causes them to put the good of the race before the good of the individual, making them as loyal as possible. They have no positive emotions, leaving no room for emotional persuasion or distraction.
//Recap// Kaarme-ihmisen are skilled fighters who have genetic modifications passed on based on practicality, normally warfare or survival. Also have no form of emotional distraction.
Weaknesses - Kaarme-ihmisen have never developed their own technology and have no drive to increase upon the technology they currently have in their possession. The only thing that drives them is racial preservation, revenge, and gaining new mutations for the good of the race. This makes their technological skills, outside of personal weapons, quite obsolete or inadequate. Due to their lack of emotions, they are not skilled in diplomacy. They often act superior, due to the honest belief every other organism is just genetic fodder, which causes tension. Some Kaarme-ihmisen also possess unfavorable genetic traits. These Kaarme-ihmisen are often killed or banished, making the bottom-tier Kaarme-ihmisen the most common outside of the home planet. The Kaarme-ihmisen are also especially susceptible to disease due to the many genetic mutations, simply, if one individual breeds with a sick individual of another race, that disease can be transferred to many other Kaarme-ihmisen, since the mutation process changes the source DNA into a “compatible format”.
//Recap// Terrible personal skills, bad technology skills, and a large portion of the population is banished or killed, resulting in factions of outsiders who want vengeance. Susceptible to disease.
Age scale - The lifespan of a Kaarme-ihmisen is somewhat short, normally 25-40 years, although this is often due to the high-violence lifestyle. An outsider who has become non-violent (there are few) can live to be roughly 70-75 years old, but this rarely happens. Kaarme-ihmisen also fully mature in about 3 years, which can also be sped up to about two weeks by some of the genetic mutations stored in the main city.
Culture - While the majority of Kaarme-ihmisen believe that belief in a higher power, especially one that is more powerful than themselves, is folly, there is a rather large sect that is currently rapidly growing that believes in an all-powerful deity. Of course, such a thing does not exist, but most of the members of this cult would throw their lives away for the honor of this deity. This can be a relatively strong fighting motive, as the main command of this deity is to go out and multiply, especially with other races. Because of this, the Pomo and a representative from each of the 4 Original Families has decided not only to use this religion, but to add to it. There has since been a release of recently 'found' documents that states that the Pomo of the Kaarme-ihmisen is the physical manifestation of this deity, Jumala. It is also said that the spirit of Jumala can fully manifest inside of the Pomo's body. This effectively made an uprising of the religious sect impossible and made the Pomo's word absolute, written by a god, at least in the eyes of the people.
As a whole, the Kaarme-ihmisen treat other races as inferior genetic fodder, only as good as the sum of its parts. In fact, whenever they come across another race, unless for a reason that would benefit the race more than genetic mutations (normally revenge), the Kaarme-ihmisen will take a large number of the more “genetically favorable” individuals of the race and steal the race’s genetic material to implement into the Kaarme-ihmisen genetic sequence.
Homeworld - Maailma. This is the rather large home world of the Kaarme-ihmisen. This world has many different regions each with different climates. There are large mountain ranges, endless plains with spots of rolling hills, large freshwater lakes, even larger saltwater oceans, deserts, ice covered continents, tropical jungles, dense woodlands, and heavy marshes and swamps. The major differences in climate and terrain types have allowed for many different variations of Kaarma-ihmisen to evolve, thus creating the race as its whole and diversified self.
A large city had been built near the edge of the plains, the desert a mere 40 miles away and the biggest freshwater lake only 3, by some race that had lived on the planet in the past but had long since died off. When the Kaarma-ihmisen were finally evolved enough to rebuild it, it had already been reduced to a pile of ruins. Instead of attempting to rebuild the once great city, the Kaarme-ihmisen decided to build under it. Using their own skills and tools found within the city (today's version construction tools) they successfully built a small infrastructure that was to serve as the start of the great city of Kaupunki.
In time, more evolved Kaarma-ihmisen came to the site of the future city, most by accident, but a few because of heralds sent out to known snake tribes. Within a few years, the ever-expanding city was livable for a great number of beings. The city was completely held underground and the main entrance was right in the middle of the ruins of the past city. There are also entrances from different area types in the surrounding area, including the desert and the fresh water lake, which is also how the city gets the water it needs. Near the center of the city, there is a large building which holds the most useful genetic material captured from other races. This is kept in case of emergency where the populace of Kaupunki would be “impregnated” with this genetic material to create a large number of soldiers.
Rarity - The home planet of Kaarme-ihmisen is actually over-populated, with nearly 10-billion living Kaarme-ihmisen roaming on the planet. Close to 3 billion live in the home city of Kaupunki, while the rest are spread out through villages on the surface of the planet. There are also a large number of “unuseful” Kaarme-ihmisen that have been cast off that live as space-nomads. Some of these have been trapped into slavery by the Rahq, forced to breed super-soldiers and super-workers. Overall, they aren’t a rare race, but often don’t interact with other races.
Government type - Tribal. The Kaarme-ihmisen is ruled by a tribal system based on the systems that were held in place for long periods of time before the different clans unified and created the empire with Kaupunki as its seat. Each time a Pomo (chief) dies, a small council composed of one member of each of the 4 Original Families holds a tournament. Any living immediate family (siblings and children only) of the deceased Pomo are automatically entered in the tournament and each of the representatives from the Families can then nominate one Kaarme-ihmisen to compete in the tournament. The competitors fight to the death. They are given a knife and the use of their natural mutations to attempt to destroy their opponent. This stops all question of claim to the throne and makes sure that the 'true' leader is ruling Imperiumi.
Strength - The main strength of the Kaarme-ihmisen as a whole is their diverse numbers. They have many individuals with different mutations which allows them to defend their planet well or expand if necessary. It also helps in their genetic material gathering missions.
Backstory - The Kaarme-ihmisen were quite happy on their planet, that is, until they ran out of species to crossbreed with. Due to the breeding process killing the donor, the planet was sucked dry of new genetic material. Not long after this, another race, unknown by now, landed on the planet in exploration. The Kaarme-ihmisen stole their genetics and their space ship. It didn’t take long after that before the Kaarme-ihmisen had stolen a large number of space ships through raids, along with many species to add to the gene pool. Along with more breeding came overpopulation. This lead to the exile of many of the “undesirables”. After learning some of these undesirables had been taken captive as slaves by the Rahq, even though they had been shunned, the Kaarme-ihmisen felt a sense of racial duty, and, have since, declared a war on the Rahq. After declaring war on the Rahq, the Kaarme-ihmisen slowly realized they were not only vastly outnumbered, but vastly outgunned. Not having much technology and, as a race, specializing in hand-to-hand combat, the Kaarme-ihmisen were nowhere near equipped to fend off a threat such as the Rahq. As a result, when scouting parties heard the call for help from the E.S.C., the Kaarme-ihmisen decided to put their general hostility and superiority complex as a race to the side and join forces with the humans and any other race that would help them defeat the Rahq and the Prime. Secretly, they wanted to gather some high-end Rahq genetic material and were basically salivating about getting Prime genetic material, but signed a treaty with the E.S.C. that said they would take no samples without prior permission, a contract the Kaarme-ihmisen decided they would keep once they saw the human’s weapons and technology.