Species
Species
General Lore
The Adrizoid are reptilian humanoids who naturally produce pheromones that work on any species except other reptiles and non-carbon based life forms. Simply being around them will have you breathing in the pheromones. It makes convincing people of things very easy for them. If you ingested a large amount of their pheromones you would have a hallucinogenic trip, and there is a large black market for Adrizoid Pheromone drugs as well as cologne that many politicians and businessmen use.
Society
Their home planet Adrinn sits in the Inner Heg nearing the Outer Territories. In the early days of their species the Adrizoids evolved to utilize many other animals to do their work. Early in their life cycle the Adrizoids were discovered by the Hegemony.
They allied themselves with the Heg. Who aided their species and shared their technology. The society of the Adrizoids has evolved a lot since their assimilation with the Heg. The formation of the Adrinn Media Guild would further that change. A joint venture between Sahti, Gurnn of Entertainment and Pleasure, and many powerful Adrizoids; the guild would control the Hegemony's entertainment, media and tourism industries. The Adrinn Media Guild has many resort planets that are gorgeous garden worlds thanks to their close workings with the Ariex. Many Adrizoids see the Media Guild as the worst thing that's happened to their people; exploiting them and making life worse. But the guild's effects on the majority of Adrizoid culture within the Hegemony have been massive. Leading many Adrizoids to work for the guild.
Their home planet of Adrinn is almost entirely urban with giant cities sprawling across it. With a few nature reserves that are maintained by the Ariex. The Adrinn Media Guild is the largest entertainment empire in the galaxy with 3-4 different conglomerates producing most of the Hegemony's media producing Films, TV Series, News, Simulations and more. Adrizoids can be found in all walks of life though not just the media guild. Some face prejudice from those who would judge their whole species on the actions of the few. The truth is many Adrizoids use their gifts of persuasion for good things and many don't care about those gifts at all. Some have even been known to get their pheromone glands removed; others get them enhanced.
The Bilects
Due to their two brains when playing as a Bilect you start with +5 Intellect, and +1 in all other stats.
The Bilects have a max starting Mnvr of 6.
Unstable Psyche: When playing a Bilect you'll choose two distinct ideals to live by. Once a day, as well as any time your two ideals come into conflict you have to roll a psychology check as your character grapples with the two brains within them. Any allies near you can also perform this check for you. If you fail you will roll with disadvantage for the rest of the day. The next day you may try the check again. Everytime you pass this check it becomes harder, and resets upon failure. Starting at (your character level + D20), then getting an additional +2 modifier per success.
Physical Description
The Bilects, like many of the species recognized as persons by the Pantheon, are bipedal humanoids. Very similar to humans in many ways: primate-like, standing upright, with two arms, hands with 5 fingers and opposable thumbs. Biology works in patterns of course, but the universe is an erratic place; a random
integer thrown into the equation of life can get you miraculous results. The biggest difference between the Bilects and humanity is that they are naturally born with two brains in one body connected at the stem. Their heads are large and dip down in the center with a brain occupying each side of the skull. The center of a Bilects skull is extremely dense. The Bilects are pretty short naturally at around 4-5ft tall fully grown. They are proportioned to fit these large heads, with thick necks, and wide bodies. Bilects have 3 parents, 2 Father's and a Mother each brain belongs to a specific father with the mother's genes going into both.
Society and Ideals
The Bilects were one of the original founders of the Hegemony. Most can be found in Inner Heg systems but many have spread to the Territories and the frontier. They originate from the planet Ori near the heart of Inner Heg space. The main bulk of Bilect culture is focused on balancing two core ideals Prosperity and Civility. Politicians on Bilect run world's are often viewed as either more prosperous focused or civility focused. The more prosperous are focused on pushing industry to create new technologies, take over new worlds, and explore the galaxy. The more Civil are focused on fixing the issues that are present on worlds that are already claimed, and increasing the quality of life.
Their political races are very focused on debate and the candidates discussing their personal mental state and their beliefs of how to work on and better the "National Mental State" as well as discussing what the ideal "National Mental State" is. The debates can be extremely long. Bilect politicians are notoriously long-winded and can take awhile to get things done; although, the more prosperous often get things done quicker.
Psychology is their biggest focus because a psychologically stable Bilect can do absolutely amazing things. This focus on mental stability and the power of their dual brains has enabled them to be one of the most advanced species in the Hegemony. They are the original founders of the Hegemony's Exploration and Expansion Bureau and Bilect philosophers wrote the Treaty of True Civility that would guide the Inner Heg.
“Bilect love, twice the love but twice the problems. Bilect love, not even a psychomancer could solve ‘em” - Gilly Bilmesh in his hit song Bilect Love
Vaihmarian
Beast-Lord: +3 Presence to creatures (not People)
Start with a Novice rank tamed animal companion
Or
Bioengineer: +3 Biology, Can only have a max starting Strength of 8.
Physical Description
The Vaihmarians are a species of amphibious humanoids originating from the planet Udrion. They usually come in many shades of pink, usually with bands of darker hues on their forearms, thighs, calves, and cheeks. Their stature and proportions are very similar to humans but naturally shorter with leaner muscle. Their noses are nearly flat to their faces, and rather than hair they have a large and loose frill that drapes down their head to about shoulder length although this varies from person to person.
Bioengineering
While technology is still highly common throughout Vaihmarian worlds; plenty of mechanical machines are replaced by bioengineered creatures that act as machines. Designed to do specific tasks as efficiently as possible with no concern for biological normality. For example: one of these bioengineered tools are large space fairing creatures they use to traverse the galaxy. These creatures are outfitted with a large harness-like structure that acts as the crew’s ship with buildings being built off of it to fulfill all their needs. The large space fairing creatures “eat” the various gasses found in some gas giants and nebulae. Some of these are designated feeding grounds for these ship creatures.
Most Vaihmarian weaponry is bioengineered such as the Vaihmarian Shotgun: A shotgun made of red flesh and cartilage. It's loaded like most Vaihmarian weapons by feeding it a food pellet. The shotgun is muzzle-loaded dropping the food pellet down the barrel of the weapon which is the mouth of the creature. When fed a stomach, on the underside of the gun, fills with acid. This stomach contracts when the "trigger" is pulled and vomits corrosive acid out of the barrel.
Even recreational tech is often replaced with bioengineered organisms such as the Nulron a creature made of translucent flesh with a bioluminescent fluid running through it. Its used as a light source by Vaihmarians; Lamps, Street lights, lanterns, different variants of Nulron are used for many of these.
The most controversial creature created by Vaihmarian Biomancers is the Obedient Klables a butler species that's mental power sits just below the galactic standard for being considered an intelligent being and are used as slaves throughout Vaihmarian space. Though this practice is looked down upon by most of the Heg.
Society
The majority of Vaihmarian society is a feudal house-based culture revolving around prestige. This prestige is specifically determined by the most valuable creature that the head of the house owns. The value of these creatures is determined by beauty, strength, domestication, rarity, and expensiveness. Job offers, business partnerships, court positions, and even certain rights can hinge on the prestige of their house. This was originally about capturing the most exquisite creatures in the galaxy and asserting dominance over them, but nowadays it's become a measuring contest for the most prestigious house's bioengineering prowess. Exotic creatures are still often caught, but are usually harvested for their DNA which is then used to forge a designer creature that is shown off at House Summits.
The larger and more powerful houses usually control many smaller houses which may even control houses smaller than themselves. These levels of control are usually decided based on the prestige of these houses. This leads to political assassination targeting a house’s most valuable creatures, bioengineers, or DNA databases rather than the heads of houses themselves. This keeps the house from creating beings worth high prestige; while killing the head of the house would just result in another member taking his place.
Prestige in the Vaihmarian society is quite the complex thing since so much can be subjective. Prestige like stated before is based on the value of the best creature owned by the house but it can also be secondarily gauged on wealth and fame as well. Vaihmarians also make sure not to restrict smaller houses from procuring more valuable creatures since leveraging their governmental power can reflect poorly on them as a sign of weakness or insecurity and a general sense of deregulation is common within Vaihmarian culture. This is one reason why the ban on captive/subservient intelligent species has been so controversial since it has always been a practice looked down upon throughout Vaihmarian history.
The Systems of the Vaihmarian Houses are almost all considered to be Territories of the Hegemony. Together the Houses control a large number of systems they are very involved in the interstellar community even having a number of Ambassadors to the Pantheon who attend meetings aboard the Elysia and bring Vaihmarian issues to the Pantheon's attention. Its greatest Houses have been petitioning to become members of the Inner Heg for hundreds of years but the questionable ethics of their bioengineered machinations have kept them from achieving this. While respected they are seen as a bit strange to the other societies of the Heg mainly for their Bioengineering, but also due to their feudal government.
Ariex
Ariex Mucus (Passive): Ariex have mucus that stores complicated information and experience allowing the transfer of memories through soaking in the mucus. This ability gives +5 to speech actions with other Ariex and -3 to all Speech actions with other species
Concentrated Ariex Mucus: Once a day you can use your mucus offensively on other species causing them to have to roll a hard Adaptability check equal to your rank. If they fail they will be stunned and receive the Confused debuff which gives disadvantage to all rolls.
Any Armor or shield will protect against this.
Physical Description
A bipedal carbon based humanoid that is tall and wide. They're flesh is very similar to a slug. They have a layer of thick skin under this that somewhat protects them from the elements and biological hazards. Underneath there is a decent layer of muscle, and unlike a slug they have a skeleton. They speak to each other through transfer of their mucus which transfers information and experience.
Ariex Mucus
The Ariex have a unique form of communication instead of using language they naturally produce mucus that holds information. If another Ariex ingests the mucus through their skin they will be able to process this information. Experiencing the other’s memories and thoughts as their own. Other species have issues understanding and decoding the information given by the mucus. Ingesting it causes "hallucinations" of cobbled together bits of information that can be hard to understand, as non-Ariex cannot compute the information fast enough or in the same way.
They have integrated/translated their mucus based language into the Universal Translators as best as they could, but some nuances can still only be understood by them. Different levels of contact can share different amounts of information, the location on their bodies where they receive the mucus offers different sensations.
Taking mucus into their hand is a relatively formal exchange but shows respect for that individual, the torso is for close friends and family, the face is a parental feeling, and the crotch is a sexual feeling.
They have many different technologies that allow for the storage and transferring of this mucus. There are massive "data storage centers" that are large containers full of mucus with massive pipe systems to get the information to different places. The Ariex still understand verbal and written language but see it as much less useful, more complicated, and causes massive amounts of misunderstanding.
Society
Due to their unique form of communication the Ariex have a much better understanding of the experiences and desires of others. This led to most Ariex developing very communal lifestyles living to serve the group more than themselves. This selflessness and greater ability to understand the "will of the community" allows their communities to be brought together in a way unreachable by other species. The Ariex's home world has been transformed by their advanced weather control technology and the integration of their informational mucus deep into the planet's ecosystem. You'd be hard-pressed to find water on this planet whether in the oceans, rivers, lakes, or clouds, that doesn't contain the mucus. The mucus is from thousands of generations of Areix both living and dead.
The planet is run by the Shreve Communion, a religious organization that believes that in this mucus lies not only physical information and experiences but pieces of the soul that are passed on. The traditional burial of an Ariex is to give his body to the home world allowing his ideas and experiences to be passed on.
Many Ariex who die off world are brought to the home planet to be buried. This community focus led them to becoming a formidable power in the galaxy, allowing them to join the Hegemony in its earlier years. For Ariex who were born and raised in strong communities, long term isolation can be quite mentally straining.
The Ariex are rarely seen in the frontier. They create a lot of tech based on their species Informational Mucus but sadly they've been unable to develop any technology to let other species understand their mucus by simple touch. They're main export is agriculture and agricultural tech due to their homeworlds environment. The Communion helped form the Hegemony funded associations: the E.E.B. (Exploration and Expansion Bureau) and Hearth; a humanitarian association focused on helping Frontier worlds and species.
Cir'ik
Males get +2 Adaptability, but max
starting Intellect of 6. Immunity to Radiation
Females get +2 Perception and Immunity
to Radiation but have a max starting Adaptability of 6
General Lore
Bipedal bugmen that originate from the frontier planet Gellix. A planet that is extremely irradiated and has some of the worst storms of any "habitable" world. As such they are immune to radiation. Because of this hazard though only very select species can go to the Cir'iks home world. Each Cir'ik exists as an individual and not in a hive mind.
They are birthed in egg sacs of 10-20 and only 1 in 30 is a female. Females are expected to be able to produce 5-10 egg sacs in their lifetime. The males live for 25-30 years and are fully grown by 3-5 years old. This causes them to be quick to make decisions and improve themselves, but it also leads to much less fear of death for their species. That coupled with their heavy resistance to radiation has made Nuclear weapons a particular favorite of theirs.
The females live for 30-80 years because of their longer life, rarity, value to the species, and superior intellect the Cir'ik women usually take leadership positions and are guarded well.
Society
The Cir'iks culture started as many Clans that grew into great nations covering the entirety of Gellix. Due to their radiation resistance once they developed nuclear technology their society heavily focused on it. The Cir'ik are one of the only Frontier Species to garner the interest of the Inner Hegemony, but for all the wrong reasons.
The Hegemony keeps a watchful eye on them as Nuclear weapons are banned by interstellar law. They've mostly been cut off from the Hegemony with huge taxes and restrictions on trading with the Cir'ik and although Cir'ik Women are seen as relatively respectable people it is very difficult for even a female Cir'ik to travel to a system in the Territories. Many Frontier Systems will accept or deal with Cir'ik Women, but a male Cir'ik (or group of males) are almost never accepted without a Female escort.
They mostly live in large underground cities known as Hives to protect themselves from the Nuclear bombardment of their enemies
The Queendom of True Cir'ik
Made of a thousand Cir'ik clans, the Queendom is a monarchical system led by Queen J’chaya. It is the largest of the Cir'ik factions; they control the largest Hive on Gellix and have tunnels leading all across the planet with speedy underground bullet trains.
They control almost all of their home planet and system; though Gellix is the only livable planet the other planets in their system offer a number of resources.
They've somewhat spread into neighboring systems although, The Hegemony has made it difficult for them to expand as they fear their Nuclear Arsenal. Because of this they somewhat dislike outworlders although they deal with many black markets, crime syndicates and other factions that dislike the rules of the Hegemony. They've focused heavily on nuclear technology and continue to work in this direction.
Republic of Tik
A Cir'ik Faction that was founded by Tik’ji'lux a few hundred years ago. The Republic of Tik is a collection of the most influential Duchesses from all of the downtrodden Cir'ik clans who were tired of serving the Queen. It mostly exists on the Planet Etigus Minor. A garden world that contained no people, only wild animals.
The Queendom found this planet and sought to use it as an agricultural world since it would be much easier than the hydroponics farms they used on Gellix. But as tensions between the offworld clans and The Queendom rose, war broke out, and as anyone who knows anything about the Cir'ik would've guessed. This was a full scale Nuclear War.
The Clans came together to fight off the tyranny, but knowing that The Queendom had many tactics for dealing with underground cities and bunkers they used their innovative Cir'ik minds to change their tactics. Through means unknown they made contact with alien factions to get help against their enemies, and although it put the Republic in great debt. They secured their sovereignty from the Queendom. But the war turned Etigus Minor into a nuclear wasteland similar to Gellix. Since then the war rages on but has remained at a relative stalemate
The Gurnn
Gets access to Mutations and Bio-Hacking ability from the start.
Gurnnish Reputation: Enemies are more likely to target you in combat due to the Gurnn reputation as powerful beings.
General Lore
One of the rarest, strangest, and most influential species in Eradonis. Hailing from the planet Zanylon; the Gurnn are a particularly rare monogendered and asexual species that have the ability to alter the DNA of other living beings. They have a retractable tentacle that usually comes out of the wrist called a gorsham.
A gorsham is a fleshy moist appendage that doesn't look like it belongs on the outside of a body, this tentacle has what looks like a spine running through it, the narrow end sticking out of the tentacle with a sharp point like a surgeon's needle. By inserting this “needle” into a being they can insert enzymes that remove specific genes and they can then insert whatever base chemicals the Gurnn desires allowing them to rewrite genetic code.
They can also use the gorsham to “suck” the enzymes out of organic beings. The Gurnn themselves are quite genetically malleable; because of this they can look like nearly anything and change form as they please. Most choose a humanoid form of some kind to allow them to use technology more easily. They have seen a fertilization crisis for centuries that has dwindled their numbers. Altering their genes has done nothing to help the problem.
Society
There are only around 1,000 Gurnn in the known galaxy but you can find Gurnn in many different walks of life. The Gurnn Royal Family is one of the most group of Gurnn in the galaxy, possibly the most influential of any species. The Royal Family founded The Hegemony by signing the Virtuous Vassalage Agreement with The Republic of Lorix. The Family is made up of 6 Gurnn. Their most valuable resource is The Great Library: a massive complex that stores millions of hours of memories from Gurnn from the past millennia.
This allows them to change bodies while still retaining all their memories. They proclaim they are responsible for intelligent life across the galaxy. Those who see them as great beings who should be served are called Gurnnists their belief called Gurnnism. While they do not rule The Hegemony they remain one of its most powerful leaders. Even the Symposia has continuously failed to solve the problem of Gurnn reproduction or crack the secrets of their unique genes.
Luxcite
+3 Intellect, +3 Hardlight Skill
Arms and Legs only have 5 max health when injured
General Lore:
One of the most technologically advanced species in Eradonis is known as the Luxcite. Co-Founders of the Hegemony. They are a species of silvery, shiny skinned humanoids, with elongated limbs, and large eyes. The elongation of their limbs without added mass has led to them having slightly weaker bones and less strength, but they have overcome this with their intelligence. They are the inventors of hardlight. Creating combat shields, buildings, and spaceships out of these solidified photons.
Origins:
Their home planet of Triuuq orbits a blue star. Due to this it emits a higher amount of UV rays. This has led to the Luxcite gaining a silvery skin to help reflect these UV rays. Other than the UV rays, Triuuq always had docile weather. Life evolved slightly out of the ordinary on Triuuq with fewer predators per prey than the usual distribution seen on most habitable planets.
This led to the upright postured ancestor of the Luxcite evolving high intelligence over high strength to become the apex predator of the planet. Due to their high intelligence the Luxcite were one of the first species to make it into outer space.
Society:
As space technology began evolving the majority of Luxcite governments began subsidizing a major institute of learning to be at the forefront of space tech development. This institute was called Quazix University. Quazix began to collect large amounts of materials in space which led to them controlling a large portion of the Luxcite economy. The institute used this economic strength to forward the intellectual betterment of many Luxcite. This led to Quazix being viewed as a glorious force for good amongst most Luxcite citizens.
At some point a major consolidation of power occurred as Quazix University had become the most powerful and trusted political entity in Luxcite civilization. At a certain point Quazix began ruling most countries on Triuuq as proxy states. Most saw Quazix's rule as fair and good for the Luxcite as a whole, but many Luxcite governments were unhappy with the level of control held by Quazix.
Luxcite religions have varied in the past but the largest religion currently in Luxcite culture is ancient, consisting of the idea that the universe is conscious and its soul is in all living beings. The main philosophy of this religion is that it's the duty of intelligent beings to attempt to understand the universe and live by its will.
Once the Hegemony was formed the Luxcite began developing many of the major inventions that made the Hegemony so technologically superior. Quazix started to have to focus so much on politics and expansion that they couldn’t keep up with controlling the education system themselves and therefore began giving the colleges and schools over to privatized companies. Around the year 1,000 of the Hegemony, Quazix was able to begin saving up its resources once again and began collecting the greatest minds in all of the Hegemony and pooled most of its resources into making the Symposia Mancarah a board of the smartest people in the galaxy who could regulate education.
Soon it began establishing locations on nearly every Hegemony planet. Triuuq to this day is locally run by Quazix along with some other Luxcite planets but they make sure each planet has individual elections. Luxcite are the most abundant species you'll find in the Symposia Alumni, a species that biologically has always relied on intelligence.
Hardlight Lore:
After developing sufficient space tech the Luxcite also began the development of hardlight tech. This caught on very quickly once it was made practical since it could make a small and lightweight device temporarily create nearly any object. The Luxcite quickly began building structures with this hardlight, buildings, vehicles, tools, weapons, and even clothes. Their hard light can look like solid colors or be transparent if they feel like it.
This allowed them to construct large cities in only weeks rather than years. Their ships are mainly giant batteries hooked to a computer that runs the hard light projectors and magnetic field projectors.
This allows their ships to change variation and layout with a command given to the computer. While the computer makes sure to change the layout in a way to not crush or expel any of its passengers or solid cargo with the correct hacking skill one may override these safeties to kill the whole crew. Buildings may also have electricity cut and result in the deaths of any on higher floors as the building disappears. Thanks to the Luxcite Hardlight is now used across the galaxy for many purposes.
Female:
Okkot Femininity: Physical damage resistance on health while limb is uninjured
+2 Strength
Can only have a max starting Perception of 6
Male:
Small worms in human sized Robot suits. Start with Journeyman level Cybernetic Arms, Legs, and Torso. The Male Okkots “Head” is the worm inside of the robot suit. The Head can only be attacked if the Torso is injured.
If the enemy rolls a headshot and the torso isn't injured you take double damage to your torso. The Male Okkot can't have any armor specifically for their head. Starting Cybernetics don’t add to Augment Points.
Start with STR 5, MNVR 5, and PER 5. The only way to upgrade STR, MNVR and PER is by upgrading your robot suit. You then get 15 stat points to spend on other stats. Start with -5 Augment Points.
When outside your suit, all Stats except ADPT and INT change to 1
General Lore:
A species where females are large, armored, and brutish; while males are small, armored slug creatures about a foot in length. Before the development of modern technology the male would find a female and bite on to her eventually growing into her skin and becoming a parasite (like all men am I right ladies?). In return they would provide the DNA needed to reproduce. The planet they evolved on was rocky with high winds, so the female Okkot evolved to be stout, heavy, armored, and keep a low stance. Okkot tend to live for about 130 years.
Society:
The Okkot homeworld is called Hakkti. A rocky and windy planet where only low brush type plants grow, and the atmosphere makes their star look gray. Most Okkot cities are made in low areas to avoid the high winds. These areas include between mountains, in ravines, in caves, and in hills. For most of their history they were very nomadic since farming was so difficult but a few small and isolated communities that managed to settle wind blocked areas developed. As their technology grew they were able to develop ways of farming in buildings and underground.
For a long period of time before and after their integration into the Hegemony the females farmed the men and sold the DNA themselves; while the men had no rights. This was until the Hegemony was able to test and confirm that the males of the species were capable of higher brain functions. This secret many of the females of the species already knew. This led to a large rights movement and heavy pressure from the Hegemony for them to change their ways. At one time a very high production of these robot suits was commissioned and funded for the males until the rights movement was all but forgotten by the Hegemony’s high-class society. Now if the males are born into a poor family or a morally dubious all female family they may once again go back to only being a slug with no hope of ever having complex interactions with the world. Many males are still DNA farmed in secret.
Pantheon Ambassador Grelor Lere When questioned by the Hegemony News about why the Okkot refused to allow their species to receive genetic improvements from the Gurnn or even the Vaihmarians she stated, "While the 'upgrades' given by genetic enhancements are clearly substantial you have no idea what kind of hidden defects the Gurnn may be putting into your people. It may be generations before you see how they've dismantled your genetic code."
Many members of the Pantheon stated that the Okkot’s fear of hidden genetic tampering by the Gurnn and Vaihmarians is baseless conspiracy without any evidence to back it up.
Okkot society has been militarized for most of their post-iron age history with the military generally acting as the government until recently. Okkot have a warrior culture where it is expected for everyone to serve in a combat role at least once in their lives no matter the military that they join. Kill counts of other combatants are traditionally kept and they regularly regale one another with tales of past victories.
Okkot regularly have melees and duels for sport and sometimes use these to settle disputes. A duel of dispute or Okk’haffii are legally binding and are often used to settle small legal disputes and arguments in rank. An old gunpowder age law was established to stop these fights from ending in death due to loss in talent and expertise from these Okk’haffiis. The challenged party of an Okk’haffii must accept or concede and a challenged party is given a grace period of 3 months between challenges to recuperate but may waive this grace period if they so choose. A neutral witness or one witness for each side must be present.
Some legal disputes that Okkhaffiis may be used for are: trespassing, petty theft (under 1,000 vex), property damage, property value assessment, property line assessment (within 5ft), custody disputes, petty debt disputes (under 5,000 vex), assault not resulting in critical injury, divorce settlements, and any crime that would only result in a fine (under 10,000 vex) or under 1 month in jail. Okk’haffiis are banned during active duty but are sometimes still accepted and carried out off the record. Within the Okkot military Okk’haffiis may only be used against those of one rank above your own or anyone of a lower rank than that. Okk’haffiis are banned on Okkot Prosperity Party space.
For more involved justice the Okkot justice system is done by a military tribunal of military personnel who are of sergeant rank or above who must also exceed your own rank. In Okkot Prosperity Party space the tribunal may not be military and are rather local politicians. Sentencing in Okkot Liberation Party space will usually be forced conscription if one is not already in the military.
When the Okkot were annexed by the Hegemony they were forced to adopt a democratic republic rather than being under complete military rule. There are no term limits. Currently there are 2 major Okkot political factions. The Okkot Liberation Party and the Okkot Prosperity Party. These two differ on most things. The Okkot Liberation party wants to break free of the Hegemony, doesn’t want bioengineering from other species, is against the equal rights for male Okkot, and wants a larger military. The Okkot Liberation Party always has the Okkot military commander as its candidate and she has won all but 3 elections in her lifetime. The Okkot Prosperity Party is for creating stronger ties with the Hegemony, wants to legalize and normalize bioengineering from other species, wants equal rights for male Okkot, and wants to completely abolish the Okkot military. Support for the Okkot Prosperity Party is voiced by the Pantheon every election cycle.
The Okkot Prosperity Party regularly has Entropy’s Visage assassins kill their important politicians and has Jahnis constantly hacking their networks to steal information and cause their stuff to malfunction. Jahnis also regularly fabricates controversies to make them look bad. The Okkot Liberation Party strangely gets a large amount of donations each election cycle in amounts that aren’t generally seen.
Ryketh:
Ryketh Mobility: Get +5ft to movement, +2 to any checks that are based on climbing
Ryketh Ram: An Unarmed Charge Attack that deals +5 physical damage for every space you move.
Ryketh Feet: grab/hold things with their feet
Max starting Presence 6
Physical Description
The Ryketh are very human-esque in many ways. Bipedal mammals similar to primates. The Ryketh have horns on their heads, and their feet have articulated fingers allowing for them to be used much like hands. The Ryketh are also usually bald on their heads with pointed ridges made from cartilage going across the center in-between their horns. Helmets for Ryketh have a front and back piece, locking around their horns. Space Helmets have an airlock level tightness around the horns
Land and Void
Some Ryketh who end up spending their lives in the void of space decide to remove their horns and have them replaced with hardlight horns. They can turn these horns off when they need to put a helmet or hazard suit on.
Society
The Ryketh Oligarchy: The Ryketh home planet is run by a group of Oligarchs who own the mining rights to rare minerals found on their planet. They've basically sold out their entire people to Azure Corp who've turned the planet into what's effectively a massive company town. This caused many Ryketh to tire of the Oligarchy and seek a life off world in the stars.
The Ryketh have always had many nomadic groups among them even before they discovered interstellar travel. Due to their history most Ryketh have either a general distrust of all authority figures or a blind obedience to a certain figure or group of authority. You'll find them in most walks of life although the majority seem to enjoy more "blue collar" work whether it be for themselves, a group, or company. Many are quite mechanically minded, and the common Ryketh seems to have a spirit of constant work and improvement.
This workmanship spirit has led to a massive Ryketh workforce on the frontier and even some Territories, but many Ryketh think that they're being taken advantage of. Always being employees and never controlling their own fate. That is why many choose to be Nomads or form independent communities or companies. But even many Nomadic Ryketh seek a tribe to help and give them direction. This is how the massive Dohlet Nomad Clan was formed, the largest fleet of nomads in the known galaxy. The Dohlet Clan is made up of mostly Ryketh and Travok. They are constantly moving and upgrading/maintaining their fleet.
Travok:
Travok Lungs: When playing as a Travok you gain the ability Fill Lungs. You can use Fill Lungs inside any oxygen rich environments or if you have an oxygen tank. After using it
you can now survive for:
No O2: 24 Hours, Very Low O2: 1 week, Low O2: 1 month
If your Torso is critically injured while your lungs are full you will explode. After having Full Lungs you can use Empty Lungs as a Main Action; they will be empty the next round.
Flesh of the Vok: Heat and Cold Resistance, Weakness to Energy Damage
General Lore:
A species of aliens that have a super-efficient lung that compresses oxygen after the air goes through a “filter” organ so that they don’t need oxygen for very long periods of time. This species is also very resistant to heat and cold. For these reasons this species doesn’t have life support systems on their ships and for long journeys may only have a few oxygen tanks to refill their lungs after weeks. Another side effect of having super compressed oxygen in their lung is that if they are shot in that organ they will explode and if they are set on fire or shot with a laser in their lung they will explode in a fiery explosion.
Physical Description:
Travok have rough skin that is purple in color with rough streaks of black across their bodies and limbs. Their short-beaked faces have beady black eyes. Travok have pointed ears, and their upper to mid torso is much wider than their waist and their hips don’t widen much.
Society:
The Travok come from a cluster of planets within a system. While they have no definitive records of how they got on more than one planet in the system it is theorized that they came in colony ships and landed on multiple planets that fall within the habitable zone of their home star, Gresjervok or “Home of the People”. By the time that the Travok reached spacefaring technology they had already known for over a century that people lived on their neighboring planets.
They were quite shocked when they were first able to recognize that they were all the same species, give or take some slight evolved differences. For some time plenty of theories were thought of and their main religion of Vrenvok had taken hold as the accepted explanation. Once reaching this system wide spacefaring technology the Travok technological development slowed down to focus on cultural pursuits. When they were first encountered by other intelligent species quite a lot of doubt was cast on their main religion but it in large prevailed with the belief that it is unique to Travok.
Many of this species are very poor and looked down upon, so they are regularly hired as mercenaries or pirates which has only further ruined their image. Because of their ability to store extra oxygen for long periods of time and their general resistance to the elements, Travok space crews are usually very cheap to hire.
This lack of expenses in using their ships and crew has also led to them being the cheapest yet least reliable shipping and mining companies. It has also led to many taking up interstellar nomadic lifestyles. The largest interstellar nomadic fleet is the Dohlet Clan and it is mostly made up of Ryketh and Travok. Most Inner Hegemony citizens have likely never seen Travok in person and generally don’t know much about them. Travok are fairly common in the frontier and take on many low level jobs. Travok tend to have a very familial based culture where they live with most of their extended family.
Their government is known as the Vok Republic. This is a democratic republic made up of the Gresjervok system and ten surrounding colonies. The Republic is a part of The Inner Spur Trade Coaliton giving it some interstellar influence. Its seen as a relatively poor nation when comes to interstellar GDP, but its people are hardy and honorable.
While Travok may have many different religions, the most common one is called Vrenvok. Vrenvok is named to mean, “One Are the People”. Followers of Vrenvok believe in ancestor worship and connections between the souls of all Travok which generally results in Travok having friendly dispositions with each other. This connection that binds the Travok is celebrated through the rite of Drassivok. Drassivok is a once every 14 and a half standard galactic year event where all able Vrenvok believers will attempt to visit each planet from which the Travok originate. These followers then undergo many festivities and rituals that relate to the beliefs that each of these planets had before the Travok were able to reunite.