These Galactopedia entries are up for review and updates (such as fixing grammatical errors in the Ulint article or removing the hybrid mention in the Sycha article as that was used for the Myodocks instead, as examples), being this early in the mod stage, so if anybody wishes to help me improve them, please, be my guest.
A large, bipedal plant-based species. Asexual in nature, all Ulints grow large red soil sacks on their backs at the onset of adulthood, from which several children are eventually conceived and raised inside until they reach a sufficient level of growth, at which point the sacks are dropped and the children emerge, living from the pubescent stage of their lives on as any other Ulint until reaching adulthood and starting the process once again. This leads to a large growth rate as each member of the species can be parent to several children.
Ulints are extremely sociable and often gather in large numbers to exchange pollen – their form of mating - and diversify the genetic pool, even making pilgrimages to distant planets just for this sake as different planets’ local flora influence Ulint physiology to a small extent.
The earth is held in high regard by Ulints and is seen as the great gift that gave them life, and to this end they often construct massive, sprawling garden complexes, attracting visitors the galaxy over to marvel at their beauty. They are critics of the way many species mess with flora in order to tap into the resources deep under the surface but generally accept the way others handle it, albeit begrudgingly and not without making known their complaints.
However, while they are generally a peaceful race, they have a very low tolerance for species that over-abuse and even outright destroy the soil and will fight against them to protect it, often against their better judgment or in the face of overwhelming odds. Understandably, this has been used against them by more sinister races seeking often-untapped resources located on their planets.
Known for their trustworthiness and being straightforward with their thoughts, Ulints aren’t afraid to speak their mind and express satisfaction- or dissatisfaction – with a situation or an empire. While valued by some, others see this as an annoyance, or even a danger, as they aren’t hesitant to reveal others’ secret plans if they don’t agree with them and have incited wars or brought about the downfall of empires through this.
Ulints are experts in alternative fuel, preferring to use bio-waste and natural components rather than oil and metals where possible to preserve as much of the earth as they can, leading to the development of the EcoThruster engine, faster and more efficient than normal engines, though not as fast nor efficient as the Sluken- or Ackdarian-specialized engines, respectively. Though their ships generally are faster than other races, they come at the cost of being less powerful and not as resilient due to the nonuse of metal-based armor plating. Their ground combat capabilities, however, are unmatched and their large numbers as well use of nature against their enemies makes planetary assaults difficult.
Ulints prefer the temperate and non-extreme climates of Continental planets and live in large communities mainly within the temperate zones where they build semi-underground homes to reach vital nutrients in the soil for various purposes, but can also be found in the drier areas of Marshy Swamp planets.
Ulints are glass cannons in space, suited for hit-and-run tactics due to their speedy but less powerful or protected ships, but can pose a serious roadblock to colonization as their ground forces are more powerful than any other species. Ulints want to colonize as many worlds – preferably continental - as they can as their high birth rate necessitates the constant need for new colonies to provide space for their ever-growing numbers, as well as make as many resort bases as possible.
A small, slightly stocky race of primates.
Madreleers are highly aggressive, motivated by a need to overwhelm their opponents through sheer force rather than strength, owing to their small stature. They are not, strictly speaking, “unfriendly”, but they are hotheads, quick to take offense at even the smallest of things, and frequently are seen being escorted out of public places by policing forces due to their volatile tendencies.
Due to their size and nature Madreleers are not very trustworthy, constantly seeking the upper hand in conflicts – and indeed in anything - using whatever and whoever they can to serve their own interests. They are clever individuals, attempting to manipulate others for their own benefit, though they are also full of themselves, often leading to an underestimating of their opponents or situation due to their own arrogance.
Madreleer society evolved through a system of familial clans, with the head of each family held responsible for his offspring and their actions. When the head dies, the male children compete against each other for the claim to the clanship, often leading to the death of several or more before a victor is appointed clan chief. This is considered acceptable by their culture and no hard feelings are kept by the living siblings.
Madreleer clans typically live in the treetops of Continental planets, though some prefer to live on the forest grounds.
A tall, bipedal primate species.
The Tleeni pose something of an intriguing mystery to other species. They value knowledge and seek to understand everything, yet they do not share much, if anything, about themselves. They are generally amiable beings, though, if not a bit reserved, and show courtesy towards other races’ customs when visiting – though they are naturally cautious around more unscrupulous individuals.
A favorite Tleeni pastime involves a sport known as Dragau Tleeni’chae (colloquially referred to as “Sherlock” by Humans), where an object – usually a spherical ball or a golden chalice – is hidden on a planet or even a specific city and those participating must compete against each other to seek out clues to discover its location via the knowledge said clues impart. Any number, from two to two hundred to two thousand, and any species is allowed to participate in any given game, and while the winner receives nothing more than the knowledge that they alone deciphered the clues, it is nonetheless favored by the Tleeni, and is also a reminder of their constant quest to decipher the clues of the universe and find the mythical Dragau, from which the legends say they originally came from in another life, long ago in the past.
Tleeni society is based around the concept of Time<Knowledge, meaning that all knowledge, whether something small learned by a young child, or a new mystery of the universe discovered by the greatest scientists, takes time and that time will eventually reveal all the knowledge of the universe. To this end, many Tleeni spend their entire lives seeking to become famous among their people for discovering something new or bringing forward the discoveries of another race, content with the fact that many will not succeed in this endeavor but will ultimately contribute through their actions towards a greater understanding even if they are not alive to see it achieved.
Tleeni are generally found in the warmer equator areas of Ice planets, where they can conduct scientific research in relative peace, though they can also be found living in the tundra of Contintenal and Marshy Swamp planets.
A short and stocky race of apparent primate-rodent hybrids.
Sycha are solicitors at heart, always trying to sell something to somebody, whether it is vital metals or superfluous pairs of shoes in bulk. They tend to haggle prices down to a low amount and then sell their newfound possessions to others at a higher price, having been jokingly referred to as “the pawn shop salesmen of the galaxy”, and are not generally considered trustworthy due to their tendency to lie and say anything to get a cheap bargain.
Personal wealth is considered the end goal of most Sycha, to the point where riches can weigh more important than family or one’s own personal health. It isn’t recommended to rely on Sycha individuals for help or confide in them - a sentiment agreed with and expressed by the Sycha themselves – as they are known for taking whatever info they receive and selling it to others, whether that be a cheated lover or the heads of empires.
Despite their shady nature, however, most Sycha are rather friendly, though some understandably confuse this as a pretense to a solicitation when that is not always the case.
Sycha prefer a comfortable lifestyle in the treetops of Continental planets, though they are often seen on Volcanic worlds attempting to unearth rare gems to sell at a premium.
A small, winged avio-mammalian species.
Thought to be the first avio-mammalian hybrid species in the history of the universe, Myodocks come from a mixed heritage, the combination of two extinct races. The avian influences are more dominant between the two, though their primate heritage still shows.
According to Myodock legends, in the distant past two races – the Myo, a race of warrior birds, and the Odock, an intelligent primate species - banded together in a mutual relationship to fend off a dangerous insectoid race that threatened the very survival of both species. The insectoids eventually disappeared mysteriously, but the two races continued to exist alongside each other peacefully to the point until they slowly began dying out. Their genetic codes were researched and over the course of a generation recoded to be compatible, giving birth to the Myodocks as a race through interbreeding and saving their species, though at the cost of their ancestors as the last generation of pure Myo and Odock individuals eventually died.
Myodocks are highly tolerant of other species, believing that just as their ancestors once were separate but then joined in peaceful unity, they, too, can coexist peacefully with others, though a bias against and suspicion of insectoid races is evident. Despite this, Myodocks are highly likable and enjoy contact and association with others.
Myodocks are experts in the field of aeronautics, leading to the development of the Loceurst StarFighter, a hardy and agile craft.
Most Myodocks live in small communities nestled high above the clouds in the mountains of Continental planets.
Myodocks are an interesting mix between the Avian and Primate families. Because the Avian influences are more dominant, however, if push comes to shove they are more likely side with their fellow birds in conflict, which is why they’re classified as belonging to the Avian race family.
Alkonosts, at first towering hulks of metal, were originally designed by the military of a pre-warp civilization as machines to help curb the damage of a super volcano eruption that had ravaged their homeworld long ago. The species was ill-equipped and unprepared for the natural disaster, however, and too few remained alive to recover the population, and as it was realized that the situation was irreversible, the Alkonosts were abandoned.
The Alkonosts as they are known today came about via the design of a brilliant young genius, then one of the last of her species. She had accepted her eventual fate but realized that others had not, and so while once giant and imposing, these Alkonosts were small, with a stony outside and shaped in the image of the species’ children. As the species passed on around them, the Alkonosts gave comfort and hope to individuals and helped them to accept their fates, until finally they all gathered around their creator, the last, as she peacefully passed on in death. Her last gift to her progeny was the blueprints to for creating more Alkonosts, giving the creations a chance to live on and prosper even if she and her race would not.
Alkonosts are incredibly curious about the universe around them and seek to bring comfort and peace to all they meet. They are incredibly well-liked by those who come into contact with them and are often find themselves assuming the role of therapist to other species, a position to which they fit well.
Often underestimated due to their diminutive stature and child-like personality, Alkonosts nonetheless pack a serious punch and are not afraid to defend themselves and others against those that would bring panic and chaos, though they would much rather prefer peaceful cooperation and do not try to cause conflict.
Alkonosts find their place at home with nature, typically settling next to forests on Continental planets, though the biggest cities are often found near mountains – or former mountains – as they mine the stone to create more Alkonosts.
A large, parasitic flowering vine with above-average intelligence.
Subservient to a large queen of the species known as the Matriarch, Tenctas are voracious carnivores, using a variety of pheromones to seduce and lure in unsuspecting creatures to consume. As they’ve grown on a galactic stage this attitude has changed somewhat, but they are content to feast on anything, sentient or not, to satiate their hunger, and use their pheromones to control non-Tencta species to do their bidding when deemed applicable.
Generally everything a Tencta does is towards the goal of eating, whether that be a common foe or an unfortunate partner, and caution should be taken when in contact with one.
Being vine-like, Tenctas spread like an infection through planets, leeching off of any flora they come in contact with. This makes them comparable to parasites, which brings them into great conflict with the Lipids as they believe that Tenctas give them a bad reputation because of the comparison.
Tenctas are capable of independent thought, but have a connection to the Matriarch, and her will can overrule those of her subjects. Tenctas society traditionally evolved around constant warfare between multiple Tencta Matriarchs, with the winning queen subjecting the losing side’s forces and feasting on the opposing Matriarch or Matriarchs.
Tenctas generally live under the control of a Matriarch on Marshy Swamp planets, but their reach extends to any habitable planet with flora or a food source.
Tenctas and Lipids are not going to get along at all, and even other Botanical species don’t really like the Tencta that much due to what they do. They’re going to play very aggressively, colonizing and taking over as many planets as they possibly can, though caution should be taken to avoid infuriating other races too much and starting a war they can’t win.
Tall, horned humanoid race with pale skin.
Evauclur children are typically born blind, eventually regaining sight in their left eye but almost never in their right. Hundreds of years of surviving with this “defect” have honed their other senses, most notably their ability to hear and their reflexes – both a result of the need of their pre-sentient ancestors to hear a predator coming and make several decisions in a snap.
Evauclurs are curious but also innately cautious and isolationist by nature, preferring to stay away from unnecessary trouble and always looking for all the exits and possible defense-offense strategies whenever they are in crowds. They are well-known for being experts in the field of espionage, though, and many who join a military, militia, or mercenary band are often excellent marksmen.
Evauclurs often make fine jewelry, hosting one of the biggest multi-planet storefront corporations in the galaxy, and commonly wear large, decorative plates of various materials – generally metals, though most anything is fair game according to individual tastes – over the right side of their face, held securely around their horns, when in contact with other species as a courtesy and also to avoid the embarrassment or annoyance of having their blind eye stared at constantly.
Evauclurs are commonly found in large, ornate dwelling complexes on Volcanic planets, predisposed to living apart from the rest of the galaxy.
Tall bipedal amphibian species with spiked gills on their necks.
A deeply religious race, Erujavian culture is centered around one’s connection with the balance between the three elements – water, earth, and sky – and is a founding basis for their beliefs. They maintain that a balance is required in all aspects of life in order to attain spiritual enlightenment.
Erujavs are commonly seen engaging in several counteracting tasks, such as espionage and charity work, believing that good things must be balanced with bad, and vice-versa, lest the balance of events shift unfavorably to one half of the spectrum. To this end, they can be friendly one minute and hostile the next, engaging in bloody warfare and then calling for peace once a comparably bad event is undertaken. They are understandably considered fickle and unreliable as their actions are dictated only by the good or bad it causes and whether it would balance out their current or previous actions.
Erujav individuals generally do a minimum of three things at any given time – one good, one bad, and one neutral - to balance the scales of their life just as water, earth and sky balance life itself.
To Erujavs, illicit actions are not seen as negative but as necessary components for ultimate harmony, but some Erujavian individuals manipulate the systems, scheming to eliminate political rivals, for example, and influencing events to come into a great fortune so that they can justify the counteracting of the good with the murder of a rival and his family, and diplomatic exchanges amongst other species are known, rather infamously, for the erratic and unpredictable behavior of the Erujav diplomats.
Erujavs live in semi-submerged bubble cities nestled along the coastlines of Marshy Swamp planets.
Playing the Erujav is all about balance. A lack of war or too much war, too much espionage or too many trade agreements, etc. – or, rather, a reputation score too far in either direction - will upset the scale in the eyes of the people and cause unhappiness, the amount increasing as you head closer to the end of either spectrum. Is this a little bit too ambitious to achieve? Perhaps, but it’s a neat idea nonetheless.
< Message edited by Inawordyes -- 6/7/2014 10:06:47 AM >