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Humans

According to Nexus Law, all beings of human appearance are full humans. Cosmetic and minor differences in physiology barely receive consideration and if anything are seen as attractive in their diversity.
 
 
 
Acamarian Brekkian Kriosian
Angelian Deltan Ligonian
Angosian Edo Mangrel
Bajoran El Aurian Rutian
Bandi Iotian Sebacean
Betazan J'naii Trill
  Koblian Ullian


Acamarian

Bloody clan wars ruled Acamarian society for many generations, until peace was achieved over a century ago. However, some clans would not accept this peace, known as the Gatherers, they broke off and became pirates, preying on local towns and trade routes. They rejected all attempts at reconciliation, until they petitioned the Empire for memership and Ambassador Pitcairn helped force the sides into negotiations. Human in appearance, they have a distinguishing vertical crease in their forehead above the nose and wear identifying clan tattoos on one cheek.


Angelian

Ruled by a constitutionally run, elected matriarchy, the society treated males as second class citizens. Angelian females are the larger of the sexes, being tall and stronger of build (although still attractive as many men will attest to) while the men are shorter and slight of build. Angelian is located fairly close to the Aurelian Elf Neutral Zone.



Angosian

The Angosians are humanoids from the planet Angosia III. During the mid-24th century the Angosians fought in the Tarsian War. During this war the Angosian government used geneticically engineered 'super-warriors' to fight for them, as most Angosians thought that fighting was inherently wrong. These warriors had better tactical and intellectual capabilites than the average Angosian, but were claimed to have inherent mental instability. For this 'reason' the warriors were imprisoned at the end of the war. The real reason for the incarceration of these people was the general Angosian populace's revulsion to violence. Many of the warriors were sent to the Lunar-V penal colony.
 


Bajoran
Bajorans are human in form and function with the exception of a ridged nose. Slight deviations from human physiology can be discerned through different reactions to body change. During pregnancy Bajoran females do not nauseate instead they react by sneezing. Bajoran fetuses are also irremovable due to the high degree of vascularization in the placental/uterine interface.

Society and Religion
Bajoran is a flourishing culture. The Bajorans are a people of master artisans, architects, and scholars whose lives are centered on faith. Their deeply religious culture honors the 'Prophets' who guide the Bajorans. They believe in guidance from the prophecies revealed to ancient religious men much in the same way as the Greeks believed in Delphi Oracles.

Prophets
The Prophets are the central figures of the Bajoran faith. Bajoran faith believes the Prophets to be the embodiment of truth, who reveals their wisdom through visions given by the Orbs. The Prophets are also the ones who replenish the life force of Bajorans, the 'Pagh' that allows existence.

Orbs
Millenia ago, the first Orb, with eight others to follow, appeared in the skies of Bajor. Taken as a gift from the Prophets to endow their followers with wisdom and insight, the Orbs are traditionally housed in four sacred shrines at temples and monasteries in Bajoran land. Each Orb has a different function. The Orbs are:

* The Orb of Rhynn: Green energy form. It places the user into a vivid distant memory.
* The Orb of Siron: Blue energy form. It presents the user with a surrealist projection of the future, open to
   interpretation but usually correct in some way.
* The Orb of Mayra: Pink energy form.  It forces overseen knowledge into the user's attention.
* The Orb of Danar: Purple energy form. It can transfer users back or forwards in time.

The five lost orbs that were lost to thieves and war. Divine artifacts, the orbs are incapable of being destroyed but their current location is unknown.

Emissary
The title given to the person who would speak with the Prophets, then unify the Bajoran people. Ro Laan was declared the Emissary when the Prophets transported him two centuries from his lifetime in the past to the present. After reinstating the unpopular D'jarra caste system, Ro Laan led the Bajoran people to join the Empire.

D'jarra Caste
Bajorans live their lives according to the d'jarra caste system. A Bajoran's social status and vocation is dictated by the d'jarra at birth and usually indicated in part within the design of the earring.

Earring
The identity of Bajorans is intrinsically connected to their earring. The designs is often deeply connected to family lineage and the d'jarra, but some religious figures and Militia officers are known to change their earrings to better adapt to their line of work. The earring is most often worn on the right ear, and is usually platinum in substance.

Name
Bajoran custom places the family name before an individual name. Ro Laan is therefore correctly addressed as Emissary Ro while his familiar name is Laan. The titles of Bajoran rank also are tied to their religious rank. The Kai is the spiritual leader of Bajoran faithful, and a new Kai is named only when the preceding Kai dies or is incapacitated. The Vedek assembly of 112 influential spiritual leaders is lower than the Kai and acts as assistant and preacher to the masses. The political leadership of Bajor is given to the First Minister, who can be any Bajoran national chosen by democratic election.


Bandi

Once fantastic architects,  the Bandi suffered the destruction of their Capitol city during the Godwars. They then resorted to their old ways of nomadic wandering in clans in search of food and resorces. In the past 50 years the Bandi have found the Empire and more and more clans see the Empire as a symbol of hope where they can again regain their once greatness.

The Bandi are known for their stringy, white and grey hair.
 
 
 
 
 
 


Betazan

Betazans have characteristic black irises and mental power of telepathy within the race.
They also have varying empathic links to other races. Their empathic/telepathic contact leads to a natural trait of complete honesty, somewhat troubling to outworlders when practiced fully. The telepathy is not inborn but almost always comes on with adolescence. The few individuals that are born with their telepathic ability intact generally lack the ability to protect themselves from unwanted thoughts of others. This usually results in extreme irritability or even insanity if therapy is not provided.

Betazans are actually uncomfortable around those, whose minds they cannot read. Similarly, the minds of large animals can be a bit frightening to them, and they tend to prefer smaller animals. Their mind contains the paracortex, their telepathic lobe, which is highly capable of recovery from injury, and includes the "metaconsciousness," or a trauma filter. Betazans practice an old style of marriage arrangement called bonding, wherein children are promised to each other for marriage later by their parents. On the same note, Betazoids are known for their ability to love more than one person without losing their ability to love their mate, nor are they bound by their marriage customs. Because marriage is a celebration of the act of love to Betazans, the wedding ceremony itself is traditionally conducted in the nude. Childbearing is similar to humans, except the normal gestation rate for Betazoid females is 10 months rather than 9. Betazoid women are not considered to be "matured" until they at least reach their 40s in equivalent human years, which coincides with the timing of the female Betazoid "Phase" in which time, they experience a quadrupling of their sex drive.

Betazans of Nexus refer to themselves as The Fifth House, Holders of the Sacred Chalice of Rixx, heir to the Holy Rings of Betazan. The Sacred Chalice and Holy Rings are not however in the possession of the Betazan people. Their location is unknown.


Brekkian

Brekkians have an extra cartridge bridge on the nose and the unique ability to provide a limited electrical discharge from the hands, while produced at great strain to the Brekkian, it can incapacitate the unwary. Until induction into the Empire, the entire Brekkian economy was entirely built around supplying narcotics, when their last supply convoy was raided by bandits, their economy failed. The Brekkian economy was in a depression at the time and the Empire chose to step in, absorbing the people and saving the Brekkian people from total collapse.

Brekkians are talented with unusually good development in the refinement of narcotics.
 
 


Deltan

The Deltans themselves are closely related to the human norm. The primary differences are neurochemical, including a complex pheromone system which effects other humanoids. In appearance, they have only a small range of pigmentation, which tends to have a pale blue tinge. They have very little hair, with little to no facial or body hair, and baldness being quite common (although not universal). By human standards, Deltans tend to an overwhelming beauty. Known for their highly developed sexuality. Some are telepathic, most are empathic. Deltans have an inherent talent for magic.

The Deltan pheromone system causes many problems in contact with other humanoids, because they uncontrollably release a erotic attraction pheromone. Alchemical applications can reduce that effect, which is virtually neccessary for interactions in enclosed spaces. At great intensities, such as during intercourse, exposure can be damaging or even fatal to other humanoids.

Deltans also have an extra pheremone control system in thier bodies which allows them to produce pheremonal chemicals naturally. It is assumed that this system is used during normal courtship rituals between Deltans, but they can also control other pheremones besides the erotic enhancing ones. Among the pheremonal abilities of a trained Deltan is the ability to produce a pheremonal chemical which seems to reduce pain in most humanoid races.

The Deltans had established two large towns (Seyalia, and Cinera) and were actively seeking contact with other races when a Nexan exploration corp entered their lands.


Edo

A strange mixture of  hedonistic sexuality and puritanical respect for a draconian legal code. In the distant past,  the Edo were a lawless and chaotic people,  through time they developed a legal system where a small number of "mediators" patrol randomly selected "punishment zones" where any infraction, even if accidental, results in immediate execution without appeal. Since the "punishment zones" are randomly chosen and rapidly changing, the system is a powerful incentive to obey all laws. The Edo welcome visitors openly as long as they conform to their system of justice. The Edo have two major temples to Rhynn and Alia.
 


El Aurian

El Aurians are a very rare and mysterious race of about whom very little is known. In form they are standard humanoids who display a broad range of racial phenotypes, comparable to Humans. Their homeland was destroyed by the metallic species called the Sheen. The few surviving displaced El Aurians have found their way to the Empire, although seldom if ever in positions of importance. They seem to prefer to operate quietly in support positions. Much of this seeming reticence comes from the El Aurian racial character. They appear to be natural lore-keepers, and use their phenomenal lifespans and memories to collect the stories and life experiences of various sentient beings. They are a highly personably and empathic race, and as such are very willing to help other sentients work out their problems, especially if the end result is a good story for the "good listener"! Possibly as an offshoot of their prodigious memories, El Aurians are extraordinarily sensitive to disturbances in the space/time continuum, and will usually remember the original version of history if a change is made in time. Although they can fight when necessary, El Aurians are by and large a docile people. They are actually capable of ageing, but with lifespans akin to Elves, not in any meaningful human sense.


Iotian

The Iotians are very intelligent and have a habit of imitating anything they see from outsiders. When first met by the Empire, the Io had no culture or civilzation, living as primitive tribesmen. Within 10 years the Iotian population had doubled and they lived within a town of their own making. One day an absent minded travelling Mage left his spellbook in the Iotian town and in a year there were 10 full fledged Iotian mages.

They are now virtually indistinguishable from the Empires people


J'naii

The J’nali have suppressed the differences between genders and now appear to be one androgynous gender. They procreate in a highly secretive ritual by means of a fibrous husk, inseminated by each parent. The J'naii had no interest in becoming members of the Empire, as the Empire principles of tolerance and understanding run contrary to the J'naii laws requiring rigid enforcement of a code that requires all J'naii from exhibiting any sign of gender specific behavior. Violators are subjected to a psionic brainwashing without appeal.

J'nalians that do escape from their lands and culture find a freedom to express long denied desires but however they are hunted down to be brought back for gender re-education.
 
 
 
 
 


Koblian
Koblian humans have brown or black hair, brown eyes and a vertical ridge from the top of their nose to the base of the skull. Koblians have short lifespans on the the order of 25-30 years. The Koblian are known to have a major crime problem related to theft or fraud of life extending magic such as potions of longevity or elixers of youth. Fortunate for the few Kobliads that do buy or steal these things is the fact that they have a doubled efficiency.
 
 
 
 
 
 
 


Kriosian
Kriosians are tall, slender humans that share similarities in their skin pigments -- a dark-spotted, skin pattern along the hairline and down the neck and spine -- with the Trill. However they are not viable hosts for the Symbiont.
 
 
 
 
 
 
 
 
 
 


Ligonian

Ligonian; (left) Dark skinned humans. They lack advanced magics but possess significant agricultural and Druidical abilities. They hold ritual honor highly and have a strong and stable social structure. In Ligonian culture the females posses the land and property but allow the males to rule in their name. Thus giving women a certain degree of equality in an otherwise patriarchal society.
 
 
 
 
 
 
 


Mangrel

Mangrel Humans are an evolutionary subset of humanity. Whatever factors precipitated this change are unknown. They are indistinguishable from humanity until they start changing their body parts. They seem to have a natural urge and affinity towards gaining new body parts. They may switch body parts without the need of a Mangrel Cleric, doing so solely by surgery. Unless it is a case of absolute emergency, they tend to carefully choose the parts they will use and may plan for years to obtain the perfect part. They tend to change strictly as a matter of aesthetics, looking for the most beautiful parts.  Mangrel Humans are the favored of their God and are the natural leaders of their race.

Mangrels are more commonly known as Mongrels.


Rutian

Rutian; (left) Humans from the lands of Rutia. Very similar to Humans and distinguished by their hair. Their males are marked by a distinctive white streak and females usually have red hair. Rutia is politically neutral in most aspects but it sought Imperial help against an insurgency movement called the Ansata.

They have made significant alchemical discoveries and operate commercial ships with a long history of trading.
 
 
 


Sebacean

Sebaceans are human but have a weakness to heat. Warm temperatures that most other lifeforms can tolerate can be deadly to Sebaceans: delirium sets in, followed by what they term the "Living Death" -- a comatose state from which there is no return.

The Peacekeepers are mercenary soldier/warriors. Not content with exercising dominion over their own people within the Empire, the Peacekeepers have branched out to many other sectors as well. For a  price, they will serve as the military force for those that lack one, though this arrangement is usually more advantageous to the Peacekeepers than to their "clients."
Peacekeepers are tenacious fighters with overwhelming weaponry. They have a talent for, and frequently do, capture large beasts for use in seige and transport.

Farming and commerce are the principal pursuits of non-Peacekeeper Sebaceans.
 
 


Trill

Trills are humans capable of hosting a small vermiform symbiont within their abdominal cavity. The process of joining links the minds of both host and symbiont, thus intermingling the previous experiences from other hosts with the new host to form a new unique identity. Trills themselves are easily recognized by the twin columns of spots that run from the forehead all the way down to the feet. Otherwise, they look completely Human. That and their tendency to overlap the memory of past lives with the present set Trills apart. The symbiont roughly resembles a slug and is bred in the Trill caves in the vast interconnected breeding pools underneath the surface. They are tended, even pampered, by the Guardians, unjoined Trills who devote their lives to tending the pools and tracking the symbionts after joining. Symbionts live for thousands of years, but Trills are considerably shorter-lived. So symbionts are often transferred from one host to another when the host dies. The knowledge and experiences of each host is retained by the symbiont, who share it with a new host. Trill hosts voluntarily join with a symbiont, but once joined, both Trill and symbiont become biologically interdependent. After some 83 hours, neither Trill nor symbiont can survive without the other. The preservation of the symbiont's health is of paramount importance to the Trill, and if one must be sacrificed to save another, the Trill will invariably save the symbiont's life.

Society
Trill society regards a joining with a symbiont as a very high honor. The Trill Symbiosis Ministry has been the only Trill government agency mentioned frequently, an indication of its powerful influence. The commission was set up to determine which Trill could receive the honor of joining, and tended to the medical needs of the symbionts. Trill hosts are selected only after rigorous training as an initiate under the close scrutiny of the Symbiosis trainers. The memories and lifetime of a previous host should not interfere with the duties and obligations of the new host.This is known as reassociation, a retrograde link strictly forbidden by the Symbiosis Ministry. For once every personal obligation is carried on to the next host, there'd be no end to the debts and pledged from previous lifetimes. If such a disregard of Trill society occurs, both hosts will be banished from Trill for life, and the symbiont will die. Since nothing is as paramount to a Trill as the safety of the symbiont, the risks involved in reassociation make occurrences few and far between.


Ullia

A race of telepaths characterized by skin involutions in the temporal region of the cranium. Barbaric until being conquered by the Empire two centuries ago, Ullians have since evolved a modern advanced culture, even though their use of magic lags far behind modern standards. The Ullians are renowned historians and are conducting a grand project combining their historical research with their telepathic skills. They are  creating an archive of the memories of various races. Their memory reading abilities can be used to commit a form of telepathic rape, although rare, it is dangerous and severely punished. It is an oddity that while the Ullians can read the minds of most humanoids, telepaths of other races cannot read Ullians.