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RE: [Cosmosdex] The great species migration
06-11-2016, 08:46 AM
Things that got done today
I went ahead and made a layout for planets as well as making a page for each and every single homeworld. You can see them all starting here and clicking the navigation.
Currently none of the entries but the one on Lairus is filled, and that's fine. Homeplanets are much more minor on the planet scale. (hench why they're in their own section and not attached to the normal planets) If someone does want to fill out the info for any planet though, just tell me and I'll tell you what needs to be filled out (As the submission link is currently dead.)
Now as for normal non homeplanets, I have to say this, we'll likely be scrapping old planet apps. The main reason being there aren't too many non home planet apps and sadly due to the mspa going down, I realized I didn't get to save quite a LOT of the planet, character, and fauna apps. That's my mistake, normally I'm very in to backing up everything twice but I completely forgot about backing up pms. As such it seems easier to just scrap everything past some of the bigger planets in the comic and make new planets and fauna.
Soon after fortuna starts updating again I will be semi-permanently reopening planet and fuana apps. I say semi because I'll likely close them if someone goes on and submits like 100 planets or something. Then they'd just open more then usual.
So yeah, that's what's going to be going down. Tomorrow I'll likely be working on improving the header and footer, as you can see both of them have some, rather interesting bugs.
TLDR; All homeplanets are added, tell me if you want to expand any info on them. Planet and fauna apps are getting a clean slate and will be semi-prema opening when I start updating. Also I know about the footer and header issue.
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RE: [Cosmosdex] The great species migration
06-11-2016, 07:51 PM
Sorry these took so long! I had to travel away for a week.
Plantolk:
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SpoilerQuote: "We live, we grow, we turn into giant silent trees. You know, the usual" -Plantolk Philosopher
Average Stats:
Strength: 6
Intelligence: 4
Charisma: 3
Endurance: 9
Agility: 1
Luck: 3
Common jobs: Explorer, Botanist, Tree
Likes: Rooting down, the forest, very long plays
Dislikes: Rooting down, dancing, tree puns
Common attack pattern: Get within reach of opponent, then use vines to grab and strangle them to death
Height: 6 to 8 feet
Common Traits: [Green Thumb] [Clumsy] [Stubborn]
Trivia:
- Despite their traditionalist nature, the settler Plantolk are just as excited about space travel as their roamer counterparts, if not more so. Finding the perfect planet in order to live on is very, very important for the settlers, and so you'll often see them as tourists or explorers.
- Plantolk are often despised by Prunus (another species that becomes trees), who have no choice whether or not to become trees. There is a deep rivalry between the two species, and it's often a bad idea for them to work together unless there is a mediator.
- One of the few, and most effective ways of stopping a settler-roamer argument is to yell a tree pun. If there's one thing the two groups can agree on it's that they HATE tree puns. This often results in broken bones for the punner.
Skarv:
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SpoilerQuote: "We're pals! Pals until the end, don't worry about that. And if you want the end to be a little sooner, well, I wouldn't mind that either..." -An unidentified Skarv
Average Stats:
Strength: 1
Intelligence: 8
Charisma: 8
Endurance: 2
Agility: 2
Luck: 5
Common jobs: Thrapist, Diplomat, Parasite
Likes: Loyalty, a strong host, stone
Dislikes: Traitors, long hikes, clothing more fashionable than them
Common attack pattern: Rely on host to take the enemy out.
Height: 4 to 9 feet
Common Traits: [Quick Thinker] [Loyal] [Unforgiving]
Trivia:
- Despite very few Skarfes actually being fashion experts, many of them claim to be. They are, coincidentally, always at the height of fashion.
- Skarv symbiotic relationships are outlawed on some planets for their possible negative side-effects and moral quandaries. Many of these planets only outlaw relationships with species other than the stone golems Skarfes often use, but it's been known for planets to imprison a Skarv feeding on the golem's brain waves for "animal abuse."
- Although the plethora of eyes on a Skarv function, they do so very poorly, and so a Skarv almost always relies on the eyesight of their host to see around them.
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RE: [Cosmosdex] The great species migration
06-14-2016, 07:11 AM
(This post was last modified: 06-14-2016, 07:12 AM by Spish.)
[Procrastinates] Whoops. Well anyway this is Gloopy from the old forums. Since I took too long to make up my mind, I'm just piping in to say the Volkronn stuff is pretty spot-on for the most part. Liking those new traits Gime.
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SpoilerThough I'd like to clarify that the Trump thing was more of a randumb jab than an analogy. Naming entire planets after him might be taking things a bit far, as funny as it is.
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RE: [Cosmosdex] The great species migration
06-14-2016, 07:14 AM
Sure thing! I think you did give me a real name for the planet, but sadly I never saved it. I jokingly put the trump name as a placeholder until I could think of something better. All I had for the name before was <Enter creative name here>. Feel free to resend that planet name!
Also I'll be adding your pages in a day or two Crim! I'm just working on some other pages and projects at the moment.
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RE: [Cosmosdex] The great species migration
06-22-2016, 03:45 AM
Things that got done
Sorry about the late update, this past 2 weeks have been way to tiring on me, I'm glad to get some work done now!
- Skarv have been added.
- Plantolk have been added.
- The trait section is now a 100% completed.
- The trait section has a randomizer for all your character creation needs.
- The trait now has a submit and a submission section. Please use this section when you want to add new traits now! It's fully working! The google traitdex will be locked sometime tomorrow (Though will still be viewable!)
Like I said I'm starting to work on the other sections of the dex. Here's my current plan for this.
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Spoiler
[Traits] - 100% Done
[Planets and Places] - Layout 50%, Submit section
0%, Homeworlds 100%, Non-homeworlds 0%
[Fauna] - Layout 0%, Submit section 0%, Faunas 0%
[AIs and Ships] - Layout 70%, AIs 10%
-One week notice for people who still have species held-
[Species] - Layout 100%, Species 60%
-Another week after finishing off species-
****LIVE UPDATE AND RAFFLE AND BACK TO UPDATING****
vvv Boring things that will be done later vvv
[Gods and Worship] - Layout 0%, Items 0%
[Achievements] - Layout 0%, Items 0%
[Items and Upgrades] - Layout 0%, Items 0%, Submit section
0%
[Timeline and History] - Layout 0%, Timeline 0%
I really want to get back to updating asap so this is like a warning, if you still got a redux app look out, because if I'm not too busy I'm going to be attempting to blaze through the other dexs.
Everything in that spoiler box will be in the OP later today so you can check how things are going.
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RE: [Cosmosdex] The great species migration
06-26-2016, 03:26 PM
I'm finally done, well technically I've been done a while, I'm just really lazy.
Vaeri
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SpoilerQuote: "Why stop at 20/20 vision, why not 50/50 why not shoot lasers or Cats, Cats with Lasers shooting out of your eyes!" -A Vaeri Optometrist
Stats:
-Strength: 4
-Intelligence: 10
-Charisma: 6
-Endurance: 3
-Agility: 2
-Luck 1
Common Jobs: Scientist, Engineer, Teacher, Doctor
Likes: SCIENCE!; Light; The Unknown
Dislikes: Luddites; Restraint; The Dark
Common Attack Pattern: From a distance with High-Power precision weaponry. Usually don't fight to kill, but to disable For SCIENCE!
Height: 6' 4"
Common Traits: [Telepathic] [Loud] [Megalomania]
Trivia:
-Vaeri occasionally get it in their Head to try and conquer the galaxy with Horrible Mutants and/or Doomsday Machines. They almost always fail, and also die, leaving behind plethora of dangerous devices to hazard the galaxy.
-Due to their Photosynthesis, Vaeri are considered by many to be a form of ambulatory plant. They are not, and such comparisons deeply annoy them.
-Many Vaeri have difficulty distinguishing between romantic and scientific attraction, and often end up experimenting on their mates, or mating with their experiments.
Religion: Vaeri are Atheistic as Heck, but some actually develop a religious obsession with 'Holy Science'
Personality (Revised)
The Vaeri are a bunch of Melodramatic, Boisterous, Loud, and Megalomaniacal B-Movie mad scientists. Calling them simply 'Mad' is a lot like calling a Car a metal box, sure it's accurate but it doesn't really get the point across properly. Beneath, or perhaps besides, this Demented exterior, lies an unparalleled intellect eager to advance whatever scientific cause it happens to be championing at the moment. Or perhaps more accurately, to determine what abomination unto the laws of nature they can get away with next before something kills them.
Their scientific dedication and intelligence are dutifully accompanied by a powerful ego, basically, very few, if any, Vaeri ever champion any sort of 'Quiet' Scientific cause, and they refuse to do things in a practical or sensible manner, after all, what is the point of science if you're not willing to go 500%? Even their attempts at subtlety and stealth, tend to be more than a little... excessive.
Of Course, even so, they are far from unreasonable, while most are averse to limitations, and scornful of restraint, when pressed (Generally with judicious application of force, physical or judicial) they will usually comply, at least until they are sufficiently moved by some manic whim to defy or subvert the notion of law.
History (Revised)
Long ago, before the Vaeri developed space travel, the Vaeri lived in balance and harmony with the land of Oerson, seemingly content to live in accordance to natural means and to never exceed that which nature had wrought. They quickly grew bored of this state of affairs, the natural world was so boring, so expected, so bit by bit they started experimenting with things, first just things to make their lives easier, but then they started messing with things just to see what would happen.
Things quickly got out of hand, and in a few short decades the land of Oerson was engulfed in Chaotic Anarchy of thousands of competing Mad Scientists, all eager to prove their superiority to both nature and their fellow Kin. The land suffered, the people suffered, and the world was on on the brink of destruction. On this, the eve of their doom, came Ugeniux, who united a Cabal of the most relatively stable of the Science-Lords, and formed an army to defeat the worst, most demented of the aggravators.
Thus did Ugeniux become 'The Great Unifier' and the Vaeri were free from the tyranny of demented psychopaths. The Vaeri being who they are, this state of peace did not last. The Vaeri thus spent the next few centuries in a state of vaguely directed Anarchy, reaching some sort of strange Equilibrium where they were not just constantly destroying their society every few months. And so, with great Hardship, the Vaeri were able to ascend to stars, to experiment and interlope with the natural order in a whole wide galaxy where such lines had yet to be crossed.
Some few decades later, a ship full of Vaeri pulled into a space station. History knows not what precisely happened on that fateful day, in the middle of nowhere, but it did nearly spark a some major tragedy, but thankfully, due to some quick diplomatic maneuvering, such a terrible tragedy was narrowly averted.
Oomn
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SpoilerQuote: "Really every day of my life is the worst day ever, every single one of them." -Qert
Stats:
-Strength: 6
-Intelligence: 4
-Charisma: 2
-Endurance: 10
-Agility: 4
-Luck 0
Common Jobs: Janitor, Courier, Clerk
Likes: Quietude, Rain, Hounds
Dislikes: Loud Noises, Sand, Pastels
Common attack pattern: Flop down, Hope death will be swift.
Height: 5' 4"
Common Traits: [Cooperative] [Cautious] [Depressed]
Trivia:
-Oomn poetry was rated as the Universe's No. 1 most depressing poetry by the Universal Poet's Society.
-Oomn were initially baffled by the concept of colors, they were all like "What, no, you made those up." And then they saw a planet that hade actual colors and were kind of upset by it.
Adun Toridas, Space Ninja...
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RE: [Cosmosdex] The great species migration
06-28-2016, 12:48 AM
Things that got done
-Vaeri are now finished.
-Oomn are now finished.
- Planetdex is a 100% done.
- You can now submit planets to the planetdex. Note the app rule sections aren't done but they basically contain the same rules we've always been doing.
- You can view people's submissions here. It automatically updates whenever someone adds a planet.
- As said before planets have been completely wiped past homeworlds. If you want to resubmit your planets or submit a new one you can be my guest. Planet submissions are now open. (And will likely be perma open.)
- The faunadex is now a 100% done.
- Like the planetdex all fauna has been wiped clean. Feel free to add fauna if you wish over at the submit section.
- Just like the planetdex you can view people's submissions here.
I am now starting work on the last Xdex until I go back to work on the speciesdex. As such be warned that in a few days I'm going to be giving out the 1 week warning.
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RE: [Cosmosdex] The great species migration
06-30-2016, 12:26 AM
(This post was last modified: 06-30-2016, 12:38 AM by awkwardcarapace.)
Ooooooops.
SPIRAJI
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Spoiler
Quote: "When life robs you, sometimes you have to rob it back." -Spiraji proverb
Stats:
Strength - 5
Intelligence - 9
Charisma - 6
Endurance - 2
Agility - 3
Luck - 1
Common Jobs: Thieves, mobsters, gangsters
Likes: Luxuries, The Finer Things in Life, the thrill of a steal, $$$ (cash), being sneaky
Dislikes: Being poor, being stolen from
Common attack pattern: Almost all Spiraji attack solo, viciously and expertly.
Height: 6' - 7'
Traits: [Motivated] [Nocturnal] [Kleptomaniac]
Trivia:
- The Spiraji's culture largely revolves around stealing and crime in general, meaning that anyone could be robbed at any time. When the Spiraji are robbed, they view it as an inconvenience instead of something to freak out about.
- The Spiraji also need to defend themselves from thieves, so many of them are proficient in some sort of martial art/self-defense technique.
- Since a lot of Spiraji go on large heists they are great at planning, forward thinking and improvisation.
History: Previously on the Spiraji's home planet, Manakan, the home species was blissfully unaware of their ability to become transparent for a short period of time until a political scandal (now popularly known as Transparentgate) happened where one of the members of the Spiraji Council discovered his hidden invisibility powers, and exploited the power to steal millions of dollars from the government. The uproar surrounding the act was huge, and it is now widely considered the most pivotal point in Spiraji history. People soon realized what they could do with their newly discovered powers, and robberies began to frequent citizens' daily lives. Fast-forward a couple decades, and crime is now the most popular activity on the planet.
NEXT UP: The Jerce!
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RE: [Cosmosdex] The great species migration
06-30-2016, 04:07 PM
(This post was last modified: 06-30-2016, 10:34 PM by Fellow.)
I think I'll take on the Strix.
Edit:
Strix:
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Spoiler
Quote: "I can see several fighters hiding in ambush, about a mile ahead of us. They're well equiped, too, so we'd better go around them." -A Strix guiding a platoon through the jungle.
Stats:
Strength: 5
Intelligence: 10
Charisma: 3
Endurance: 1
Agility: 6
Luck: 1
Common jobs: Meteorologist, Engineer, Doctor, Lookout, Burglar, Assasin.
Likes: Unity, Clockworks
Dislikes: Liars, Dividedness
Common attack pattern: Try to sneak up on the enemy before attacking and make use of anything in the environment they are unaware of.
Height: 7 ft
Traits: [High senses] [Patient] [Egostitical]
Trivia:
The Strix' senses allow them to guard the Ember extremely well. Pretending to have a plan to steal it has become a common joke among thieves.
To say the Kouninis dislike the Strix' cognitive abilities is an understatement. The Kounini make great efforts to befoul the Strix' reputation in the intergalactic community in an attempt to keep them from exposing their various tricks.
It's kind of odd how a lot of the Strix are assasins and pirates and at the same time a lot of them are doctors and engineers, avoiding combat and preaching about unity and protecting the weak. I feel like I could've given them more specific traits and (dis)likes if not for that.
For instance the unity focussed Strix might find a good fit with [Pacifist], whereas the scummy Strix would probably be [Manipulative].
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RE: [Cosmosdex] The great species migration
07-02-2016, 08:09 PM
(This post was last modified: 07-05-2016, 08:20 PM by Fellow.)
I will be claiming the Khraast now.
Edit:
Khraast:
Show Content
Spoiler
Quote: "I can't get in, boss. They put one of them rockfellas out front and he ain't budging no matter how I hard I hit em." - A mobster trying to get past a Khraast.
Stats:
Strength: 8
Intelligence: 5
Charisma: 1
Endurance: 10
Agility: 1
Luck: 1
Common jobs: Guard, Bodyguard, Anything that requires lots of waiting.
Likes: Patience, Solitude
Dislikes: Erosion, Crowds, Phonecalls
Common attack pattern: Tough out the opponent's attacks and fight back with heavy weaponry.
Height: 8'6 ft
Traits: [Never Panics] [Independent] [Mute]
Trivia:
Some Khraast amuse themselves by playing boardgames like Chess or Go with other Khraast via letters and more recently via email. Because they tend to be slow to write back, a single game might last several years.
The written language of the Khraast, in its complexity, allows for over a million rock puns. This has sparked great intrest in their literature among the Husses, even though there aren't actually a lot of puns in their books. A good number of Husses have taken up writing in the Kraast's language, providing a cultural exchange between the two races.
Also, I originally didn't mention this since the link was accompanied with a message that you were doing quick fixes, but there seems to be a slight formatting error in the Patrons section of the Catlas entry, the patrons' names are bolded whereas they aren't elsewhere.
Edit2:
I'm gonna claim the Goldorians now.
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RE: [Cosmosdex] The great species migration
07-07-2016, 07:27 PM
RINGING THE BELL, EVERYONE WHO HAS AN APP HELD HAS 1 WEEK TO DO IT.
Apps must be submitted by 7/14
Things that got done
- The AI layout is 100% finished as well as the page creator.
- Athena is done
- Eris is mostly done. I will be adding some "discord" elements later. Such as there being a chance that when you go on the page every element will spin. It will be horrible. (See has no placeholder image atm)
- Helios is done.
- Hermes is done (and has a lot of art)
- Mors is done, has art.
______________________________________
"Hey all the AI's aren't in yet, why is the bell being rung" you might be asking yourself. Well that's because I noticed that the AIs got a lot more sections then what I expected. (Godheads, the whole side bar, ect) and it turns out I didn't have as much of the AI dex then I thought I had. As such I'm just going to do the AI dex at my leisure. Hopefully finishing one AI a day.
As such it's time to ring the bell for anyone who hasn't finished their apps!
If your app isn't submitted by 5pm EST on July 14th then I cannot promise I won't do and submit the page for your held species with whatever info I find laying around. TECHNICALLY you will be able to submit the app if I still haven't gotten around to your species but I would not recommend relaying on this as I will be doing any non held species randomly.
I'll be inputting the other species above this post soon. Thank you guys for submitting them!
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RE: [Cosmosdex] Species migration: 7 MORE DAYS
07-08-2016, 09:09 AM
(This post was last modified: 07-08-2016, 09:30 AM by Fellow.)
A couple of inconsistencies with the patrons and consorts sections:
Athena: Athena is listed as a an Angel parton but Angels aren't listed as Athena consorts.
Eris: Eris is listed as a Helixian Parton but Helixians aren't listed as Eris consorts
Hermes: Hermes is listed as a Geptad, Tweep and Helixian Patron but these aren't listed as Hermes consorts. Kouninis are listed as a Hermes Consort but Hermes isn't listed as a Kounini patron.
Mors: Mors is listed as a Drakon Patron but Drakons aren't listed as Mors consorts. Geckrechauns are listed as a Mors consort but Mors isn't listed as a Geckrechaun patron.
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RE: [Cosmosdex] Species migration: 7 MORE DAYS
07-08-2016, 05:58 PM
Oh yeah don't mind the patron and consort sections right now. Most of the patrons for species are placeholders (though the ones you listed are correct) because I need all of the species done so I may divvy out things correctly. Basically all species have 1 main patron, and they can be sides to as many others as they want. I want to make sure I can split it nicely instead of like, Athena gets 10 sides but no main while the Notails are the main of 5 gods.
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RE: [Cosmosdex] Species migration: 7 MORE DAYS
07-08-2016, 06:09 PM
(This post was last modified: 07-09-2016, 10:42 AM by Fellow.)
All right, I won't mind those sections then.
I also just finished the info for the Goldorians
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Spoiler
Quote: "We wouldn't be poor if we could take the money off those Gecks, we wouldn't be hungry if those Bigtooths weren't around to eat everything and we wouldn't be losing if those Rats just gave us their beasts! We have every reason to go to war." -A Goldorian on the war they're waging.
Stats:
Strength: 10
Intelligence: 1
Charisma: 1
Endurance: 6
Agility: 7
Luck: 1
Common Jobs: Soldier, Policeman, Mercenary.
Likes: Fighting, Power over others
Dislikes: Servitude, Their goverment, Other species
Common attack pattern: Charge straight at the opponent with the biggest weapon available.
Height: 7 ft
Traits: [Schadenfreude] [Folksy] [Hothead]
Trivia:
Because it's likely that one of them will die soon anyway, Goldorian parents like to give the same name to multiple children so they don't have to come up with too many ones. Goldorian kids often think this means only one of the two will survive, causing tension between siblings of the same name. They are often rather hostile towards people with the same names or similar names as them.
Between the dictatorship that is their goverment and the dog-eats dog environment it creates, the Goldorians have no room for charity. They see the charity loving Baphometti as thieves that try to exploit them just like their goverment does, and commonly call them leaches.
I figure [Schadenfreude] would go a long way for keeping these guys sane in their crummy tyranical empire.(Plus, they probably hear a lot of bad news about the other races as propaganda.) I wasn't too sure about blue traits so I picked [Folksy] to maybe make them appear a little extra stupid.
I'm not sure if the Baphometti still run a lot charity organisations since they don't really have an entry at the moment but I could think up a new trivia for the second spot if they don't.
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RE: [Cosmosdex] Migration: 4 DAYS TILL APPOCALYPSE
07-11-2016, 03:06 AM
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RE: [Cosmosdex] Migration: 3 DAYS TILL APPOCALYPSE
07-12-2016, 07:54 AM
The Kraast seem to have a little typing error where they ough out instead of tough out.
Are the Pagepoh supposed to like the same things they dislike? Just checking.
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RE: [Cosmosdex] Migration: 3 DAYS TILL APPOCALYPSE
07-12-2016, 05:36 PM
Woops I am apparently very bad at copy and pasting. Thank you for staying on top of things Fellow!
Edit: I'll have to wait till I get home in a few hours to push fixes / updates to the server because apparently I can't connect from here.
- Apollo entry (1 of 3) is done. The other two Apollo entries will be randomly put in the dex and hidden (aka won't be on the main page or show up in the nav), both because they're spoilers and also to make things interesting. Anyone who knows the reason why there's a fake Apollo entry in the first place would be able to figure out how to get to the other two with a little thinking.
- Gondii now have really cute art in their gallery.
Artemis and Diana will likely be done today. Also 2 days left till I start gobbling up apps!
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RE: [Cosmosdex] Migration: 1 DAYS TILL APPOCALYPSE
07-14-2016, 06:24 AM
(This post was last modified: 07-14-2016, 06:25 AM by TangledAlmond.)
THEY'RE DONE
SORRY THIS TOOK SO LONG I AM BAD AT NOT PUTTING THINGS OFF. BUT HERE THEY ARE!!!!!
Scretsens
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Spoiler> Quote: "And when I discovered my talent, I knew then in my heart that I was going to become the world's greatest ornithologist." A scretsen, on her rise to greatness
> Stats:
Strength- 3
Intelligence- 5
Charisma- 5
Endurance- 6
Agility- 3
Luck- 4
> Common jobs: Anything and everything
> Likes: their career, using their talent to help others
> Dislikes: things that distract from their career, trying new things
> Common attack pattern: Primarily uses their stinger to try and pierce the foe
> Height: 8 to 9 feet
> Traits: [Resourceful] [Show-off] [Picky eater]
> Trivia:- Scretsens are a very practical-minded species and as such, they have may have a hard time understanding and adapting to social customs of other races that don’t make sense to them. It doesn’t help that social skills are skills and therefore something that most scretsens are bad at.
- Scretsens usually do not have opinions on things that don’t relate to their own talent, as they don’t trust themselves to make good opinions on issues they are not an expert on.
- Many scretsens will freak out and panic when seriously being asked to do something they don’t know how to do, and, if put in a situation where they are forced to do it, may become so overwhelmed that they shut down completely.
- Religion and spirituality is a funny subject for scretsens, as it doesn’t relate to any sort of “talent” a scretsen can have. Due to this, there are very few places of worship on Gorson, and scretsens just do not care too much about the concept in general, just saying they worship the Dragon because it aligns with their interests. While there are of course some who do practice worship, scretsens overall just do not see it as that big a deal, or see much of a point to worship, believing the best way to honor the Dragon is to just get out there and live life.
The Fog
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Spoiler> Quote: "But that night, our monitor became cloaked in a deep, murky shroud. We thought it was a hallucination precedin' the moment we finally keeled over from hunger... but just as suddenly as it had appeared, the strange mist had lifted, and before our very eyes lay, a planet! We set a course for it immediately, dizzy with joy. We thought what had happened was the work of the gods, but I discovered the true cause from a curious visitor I got that night..." - Excerpt from Captain Cojack's journal, on his encounter with The Fog
> Stats:
Strength- 5
Intelligence- 9
Charisma- 3
Endurance- 6
Agility- 2
Luck- 1
> Common jobs: bodyguard, scout, navigator, explorer
> Likes: learning and assimilating knowledge into the main Fog
> Dislikes: gravity, endangering themselves before being able to assimilate knowledge
> Common attack pattern: Tries to avoid fights for the most part, if made to fight will use self-defense tools built into the Fogborne
> Height: Varies by Fogborne
> Traits: [Observant] [Individualism] [Passive]
> Trivia:- Fog in Fogbornes are very individualistic, and value their own purposes and the knowledge they’ve collected over all else. As such, they will often try as hard as it can to not engage in a fight even to protect its fellow crewmembers.
- The Fog sees itself as higher than others, viewing the outside world as something they can learn from, and too lesser to be “of their concern.” The Fog has only involved itself to this extent because it seems to have a fascination with how “physical beings” work to survive, how they interact, and how they function overall and interact with the world around them. However, they are uncaring, and usually view problems had by others as amusing, more interested in seeing how it plays out than getting involved. While The Fog is far from mean, compassion is simply an alien concept to them.
- They are more sociable to hivemind species, as well as members of species who have devoted themselves to the pursuit of knowledge. They still view them as lesser, but they tend to show more respect towards them.
Show Content
SpoilerI struggled with the red trait for The Fog. At first I decided on [Cryptic] but then decided to choose something else after seeing how often [Cryptic] had been used. I toyed with [Insensitive] because of their lack of compassion but decided against that due to how [Insensitive]’s description made them sound harsher than they really were. I thought about how perfect [Unreadable] would be due to their mysterious nature and how their lack of compassion fits into that, before finding out that was actually a blue trait. I finally just decided to make my own trait, [Passive], which I have submitted.
And lastly, the big shebang, Tockhaus. For the Tockhaus I was so inspired that I pretty much ended up just rewriting the app. I talked to Gime and Gime gave me the go-ahead so HERE IT IS.
TOCKHAUS
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SpoilerPersonality and Traits
Music is a significant part of tockhau culture. The tockhau are very quiet, until they are asked to play music. The tockhau are very passionate about music as well as other types of art and will do everything in their power to make a perfect art piece. Many tockhaus fall into a depression-like state if they’re not allowed to make art or if the art they’re making isn’t good enough for them. Critics are a tockhau’s worst enemy as the art they create is very important to them, so they see critique as a personal affront. While they understand critique is important, it’s hard for a tockhau to ever be accepting of it.
While not all tockhau become musicians, all tockhau know how to play music, as it is a large part of their culture. Tockhaus are phenomenal musicians, and known as one of the best species at playing music. While they are usually not as smart as other species in general, their musical knowledge typically far exceeds that of other species, to the point where even an untrained average tockhau would be considered adept to other species. Due to this, tockhaus make fantastic conductors, as they know how music works. Some of the best bands in the universe are run by tockhau.
Tockhaus do not have a spoken language, instead communicating entirely musically, primarily through whistling. While tockhaus who leave their homeplanet are able to learn other languages such as Limlish, their first language continues to be their native one.
The tockhaus are very devoted to the Singer. They believe that the Singer blessed them with the gift of song when they were created, and see all musical performances as a way of honoring her and thanking her for her gift. Their religion inspires many tockhaus to be the best at music as they can be, in order to fully show how appreciative they are of her. They believe that the better the music, the more thankfulness you are showing to her, as you are using her gift to its fullest extent. Tockhaus become depressed after extended periods of not being able to play music partly because they believe this is squandering the Singer's gift.
Tockhaus, while excited about the potential of the universe, can also get very nervous and overwhelmed, not knowing what to do or say. Music, the universal language, is the best way they can express themselves, and so they enjoy performing it. While most tockhau are excited to explore the universe, many find it too daunting and choose to stay on their homeplanet of Wockle, leaving the tockhau culture there relatively unchanged.
The tockhaus who live on their homeworld are a modern tribe who are content with their tribal lifestyle, and have not colonized their planet, meaning there are no buildings or structures anywhere on the planet, other than the small huts the tockhau live in. The tockhau are opposed to colonization as they believe the balance of nature should not be disturbed. They admire species who have learned to live in harmony with nature.
Tockhaus tend to be better at private work away from the rest of the crew, and are great at working with robots and AIs.
Home Planet
The tockhau live on the homeplanet of Wockle. The entirety of the planet is a rainforest, with no colonization whatsoever. The tockhau tribes live in different settlements throughout the planet's forests. The planet is teeming with undisturbed wildlife and flora, as the tockhau believe in living in harmony with nature. There is a space station in orbit of the planet though, which sends small ships down to the planet to bring people back and forth.
The tockhaus have been able to prevent colonization on their planets by other species due to a peace treaty with the prunus. The prunus offered to protect the planet in exchange for being allowed to live there. The tockhau agreed on the grounds that the prunus were not allowed to disturb the environment. As such, the planet is also populated by rooted prunii. Wockle is a popular spot for prunii to take root due to the vast amount of rich untouched soil, as well as the constant stream of lively tockhau music.
History
On their home planet, the tockhau are a prey species on the lower end of the food chain, and as such are frequently concerned with avoiding their predators. While they are fast, this was often not enough to guarantee survival, and in the primitive days of their planet, it was often a big struggle to stay alive. However, this changed when the tockhau discovered a certain grass that, when strummed, produced a noise that repelled their predators. Over time, this technique became the tockhaus' main way of defending themselves and as such, the species eventually evolved to the point where tockhaus were naturally born with a very long "strumming finger".
Although they were a weak prey species, the tockhau were the most intelligent life on the planet, and as such, as they continued to defend themselves with strumming, they began to develop more sophisticated ways to produce music, and build a culture around it. As they developed, they found new ways to play music, and learned how to induce certain behaviors in the native fauna with specific songs. They also developed a music-based language.
Advancing as a species, they developed into a tribal lifestyle. While they became self-sufficient, they were not strong or skilled enough to colonize the land, nor did they want to, as they believed in living in harmony with nature. Their culture centered completely and totally around music, and the tockhau would revel in doing nothing but creating and performing music for entertainment.
It continued like this until their planet was discovered by a group of peaceful travelers. A small group of tockhaus decided to go off-planet with the travelers, to find out about what the universe had to offer. They were enthralled by all the new things they learned about, such as the religion, the instruments, and how it was like to live life free from the worry of predators. After their journey, the group of tockhau returned to their homeplanet to share their experiences. After hearing of it, worship of the Singer took on extremely quickly, and most of the tockhau were eager to leave the planet to experience it all for themselves. With the help of the travelers, a space station was built orbiting the tockhau homeplanet.
In modern times, the tockhaus of Wockle choose to continue living a tribal lifestyle. However, they are no stranger to technology, having assimilated solar-powered technology and modern inventions into their culture. While they don't produce it on the planet, as that would require factories, they import it from other planets and traders in exchange for exotic fruits and flora.
> Quote: “No no, that is the wrong song! How could I forget these most important of sounds?” --Macciu
> Stats:
Strength- 2
Intelligence- 4
Charisma- 3
Endurance- 2
Agility- 8
Luck- 7
> Common jobs: Musician, conductor, artist, designer
> Likes: music, art, nature
> Dislikes: criticism, confrontation
> Common attack pattern: Running away, or using music to soothe or repel the foe
> Height: 4 feet
> Traits: [Cooperative] [Musical] [Nervous]
> Trivia:- Other than music, the tockhaus are all about self-expression. While they usually use music to self-express, they are interested in all kinds of art for this reason, and while music is important to all tockhaus, some tockhaus may not pursue careers in music, instead leaning towards careers in other forms of art such as painting or design.
- Tockhaus have many short songs that they play as prayers to the Singer, which they believe will bless them with positive effects. They have songs for just about everything, such as the Song of Luck, the Song of Healing, the Song of Determination, the Song of Suns, and so on. Sometimes, tockhaus will hold ceremonies with orchestra performances of these songs to honor the Singer and amplify the song’s effects.
- Tockhaus especially enjoy the company of Hypnos AI's, and take delight in the songs they play. With practice, tockhaus are even able to teach Hypnos units their language, making them one of the only species able to effectively communicate with them. Many Hypnos AI's enjoy the tockhau culture and allow themselves to become immersed in it. Tockhaus usually take in Hypnos Ai's who have lost their Thanatos counterpart, as the tockhaus do not like the violent nature of Thanatos AI's. This is good for the Hypnos AI's as well, because it is a place for them to fit in after feeling lost from losing their sibling AI.
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RE: [Cosmosdex] Migration: 1 DAYS TILL APPOCALYPSE
07-14-2016, 07:09 AM
still aiming for fairies if they're not rolled tomorrow, (please rng gods please) but stress and school got in the way
throws this down
Oquinta Wrote:
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Spoiler > Quote
"Deal or no deal?"
> Stats based on a starting 26 system (Must have at least 1 in every stat but luck)
Strength 3
Intelligence 4
Charisma 5
Endurance 4
Agility 6
Luck 4
> Common jobs
Oquintas have varied skillsets, but most make good 'capturers' (hunters, fisherfolk, etc).
> Likes
High places, trade and collection.
> Dislikes
Inequality, excessively loud noise.
> Common attack pattern
Oquintas generally prefer things such as daggers and small throw-weapons, but can use their claws.
> Height (In feet because god knows why)
4'5" - 5'2"
> A Good, bad and neutral trait from the trait dex
[Organized] [Softie] [Collector]
> 1 - 3 trivia
- Their general community motto would be best described as "Have no regrets, have no secrets." Due to their communal, communist, clan-based culture, teamwork is of a higher priority and privacy often of a lower.
- Greed is considered a very bad thing in general oquinta culture, as it highlights taking what others could use with nothing or little in return. Oquintas are expected to work to the extent of their abilities and be rewarded in turn for what they deserve. Oquintas who desire to try to live in remarkably higher standards than their peers with less work usually go off-planet.
- Oquintas have a tendency to look for use in much anything, and thus many have a controlled collector/packrat habit. This may apply to everything, or it may be a general collector hobby focused on one thing. Someone once introduced trading cards to the oquinta home planet and nearly ended up causing a currency to form.
Other:
- Oquintas trade service and objects more often than they use currency, but they have accepted univeral currency.
- Two subspecies: A very uncommon 'dusk' one adapted to living on the ground and in the darkness, and an 'arctic' subspecies adapted to the cold biomes on their home planet.
- Add to Special: Oquintas have an ability to change the traits of items via touch. This can extend to things such as weight, texture, color, even things such as taste, but it doesn't often go very far. A weight oquinta cannot make a ship weigh a feather, for example.
- Remove info: The home world of oquintas is a planet called Jumanjia. There is nothing interesting about this planet.
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RE: [Cosmosdex] Migration: 1 DAYS TILL APPOCALYPSE
07-14-2016, 03:42 PM
(This post was last modified: 07-15-2016, 04:51 AM by Kíeros.)
Hyuran
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Spoiler> Quote "The chairs are trying to tell us something. I know it."
> Stats Strength-2 Endurance-6 Charisma-1 Intelligence-8 Agility-5 Luck-4
When in an AI, stats are similar to the inhabited AI. Generally will take a penalty to charisma, but that will be offset with a gain to endurance or intelligence.
> Common jobs Hyuran colonies outside of an AI do not usually take a job; instead preferring to search for an AI to live in. In an AI, they will normally do the same jobs the AI would do.
> Likes Similar to the inhabited AI
> Dislikes Similar to the inhabited AI
> Common attack pattern Hyurans normally do not attack outside of an AI, instead relying more on their microscopic size to not get hurt. Inside of an AI, they will attack similarly to the inhabited AI.
> Height Individual Hyurans are on the size of 10um. Size of inhabited AIs does not change.
> Traits Same as the inhabited AI, but will usually gain the following:
[Adaptive]
[Unnerving]
> 1 - 3 trivia- Hyurans were first discovered around the time of the first Clockwork, and some people believe that they originated from the same source. Of those who know the difference between the two, there is debate as to whether the Hyurans were failed Clockworks, or if it was the other way around.
- Hyurans are very trustworthy, and usually fail to pick up on everyone's discomfort around them, instead taking whatever anyone says around them and trying to come to conclusions why that doesn't match up with what they perceive.
- Some ships have started to purposefully used Hyuran infected AIs on board, citing the increased helpfulness. Usually these ships get stranded in space, because the planets which they head to refuse entry due to the infected AI, and similarly nobody will come to rescue them when they run out of fuel.
Zektron
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Spoiler> Quote "lol Liek wut up w/ @caesar? Hez a fukin cube just liek al da rest." - An unfortunate Tweep who did not notice the Zektron behind them.
> Stats Strength-8 Endurance-7 Charisma-1 Intelligence-5 Agility-4 Luck-1
> Common jobs Mercenary, Security, Builder
> Likes Caesar, Order, War, Honor
> Dislikes The unknown, Emotions, People who insult Caesar
> Common attack pattern Shoot at anything with their death laser. Or electro-spear. Or just crush them. Or whatever new method of destruction they come up with each week.
> Height 6'
> Traits [Devoted] [Built-in Weapons] [Auto-Attack]
> 1 - 3 trivia- There are no known jokes about the Zektron. Somehow, anyone who has ever come up with one fails to live long afterwards.
- Zektrons have a soft spot for cute things. Unfortunately, their definition of cute is cuboid robots capable of killing most anything without any hesitation. And they will check to see if something actually is their definition of cute. Violently.
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RE: [Cosmosdex] Migration: 1 DAYS TILL APPOCALYPSE
07-14-2016, 11:04 PM
Isments
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Spoiler
"What's an Isment?" - Someone who had just seen and had an engaged conversation with an Isment.
2str 8int 3agi 5cha 6end 2luc
Isments tend to be employed throughout a variety of occupations.
On settlements associated with the Ismentian Government,
Isments will tend to do any activity needed unless they are
assigned otherwise or busy with a business they run.
The Ismentian government tends to keep close tabs on how many
Isments exist so that they are the only ones able to fully use
Ismentian spies, assassins, or saboteurs.
As a species they are greatly suited to those jobs
for the reason that they can easily disappear.
Due to their short term ability to survive the depths of space,
they also make good engineers, as they are capable of leaving
the safety of a ship mid-flight for a space walk
(and magnetizing to the hull), and performing maitenance on the
outside of the ship, or even functioning as a gunner by launching scrap
as a living rail-gun.
Likes - Ferrous Instruments (musical or otherwise),
Hands made of ferrous metals,
Being given new hands, Conspiracies, Safety,
Getting others to /believe/, Meeting new people,
The Ascent, Launching objects with their magnetic field
Dislikes - Planets without a magnetic charge
(this causes their natural magnetic field to work harder than normal,
and causes fatigue in most Isments), Conspiracies,
Meeting people who aren't new but the person they are meeting
thinks they have never met said Isment, The Descent,
Skeptics who cannot /believe/
Common Attack Pattern:
Ismentian Military operates on a basis of high intensity hit and run, and long drawn out sabotage operations.
The common Ismentian is likely to carry ferrous poles with a spiked tip, and when the situation becomes necessary, they will rapidly shape a magnetic field around the pole so it is launched at their target like a rail gun's projectile.
Height - During the Descension an Isment is likely to be 4-6 feet tall. Bodies on average are 2-5 feet tall, whereas heads are around 2 feet tall/long. The means a very tall Isment could be 7 feet tall when their head floats, whereas a small Isment during Descension would be only 4 feet tall.
[Magnekinesis][Conspiracy Theorist][Slippery Slope]
Slippery Slope is a controller trait that operates from two scales, Pacifism and Omnicidal. The more violent acts an Isment commits, the more violent they will act in the future, unless they make concentrated effort to stop being violent.
Rarity - Normally Rare
Gods - Isments tend to worship "The Source", which is a source of all plots in the world in some way or form. They believe it is a network of entities that look similar to themselves, but with a singular glowing eye and wings atop their body. They will also worship Eris Godheads, seeing them as "Fonts", or lesser sources of these great machinations of existence.Limbo God worshipping Isments tend to worship The Mirage, The Unknown, The Known, and anything Gime finds fitting
subspecies:
-environmental: if an isment is born on non-heavilymetallic soil, they'll take on characteristics of the soil/environment. Examples nclude molten-shell'd isments, glass isments, mud isments, and more. Isments who have a low body metal content can still have magnekinesis, but it will be at minimum weak enough to where their head will float and they can use metal hands, but not much else.
-spaceborne: formed from two isments dying in space. a survival mechanism will kick in, and the isments will attempt to fuse, forming a child within the molten core of their combined corpse. the reaction that forms the child will keep them safe until a couple days after emerging from "gestation", and the gestation itself will form a natural 'distress signal' to passing ships these isments will be pure black in shell, a bit like vantablack, but with stars shining in the depths of their dark 'skin', and red eyes. Magnekinesis abilities will be the combination of both parent's total ability/aptitude, rather than half of each, or environment based.
Ismentian Ghosts are the same as Isments in that they can randomly teleport. However Ismentian Ghosts don't teleport by choice. It's entirely random when and how they do. All Isments do as ghosts is try to persuade those they meet that the conspiracies that Isment believed in when alive, are real Ismentian Conspiracies tend to range from simple to wild. The simpler/smaller scale the conspiracy is, the more personal and anxiety based it is. Such as the belief that there is a conspiracy plotted by the 14 generics they think are secretly living in their house, that is to just only take the 14th thing of food, whether it's an apple or a potato chip once the 14th becomes apparent, it disappears.
"I bet that kid from kindergarden is behind this too. Oh god I never should have cheated off him in space algebra, now he's slowly undoing my life and they'll kill me five days from now." - An Isment who's laptop bluescreened.
Ismentian conspiracies may be entirely true, or entirely false. They may have no evidence, or high amounts.
Often Isments will alter their daily behavior to fit these conspiracy theories so that they might be able to get in on them.
Special: Isments are forgotten once they are no longer present in a room, or out of sight due to a survival mechanic. Characters must make either a luck check or an intelligence check after seein an Isment.
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RE: [Cosmosdex] Migration: APPOCALYPSE TODAY
07-14-2016, 11:50 PM
Thanks for the submissions guys. All of those will be submitted tonight during my dinner break. So apps are now completely opened, here are the apps that now need to be done.
Jerce
If anyone wants to claim an app and can get it done by tomorrow you are absolutely free to do so. Just claim via the topic as normal but the app HAS to be finished sometime tomorrow.
Like I said I will start randomly taking unfinished apps, giving them random info and inputting them. I'll roll a dice for which apps I'm doing first after the others get in.
Once all the entries are in, I will be giving info on the raffle, the prizes, and the date of the livestream and raffle drawing.
Posts: 208
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RE: [Cosmosdex] Migration: APPOCALYPSE TODAY
07-15-2016, 04:37 AM
(This post was last modified: 07-15-2016, 04:49 AM by nonexistentPumpkin.)
Delphiks
Show Content
Spoiler> Quote:
> Stats
Strength- 3
Intelligence- 10
Charisma- 2
Endurance- 3
Agility- 5
Luck- 3
> Common jobs: Engineer, designer, artist, matchmaker
> Likes: Working together, combining things, sharing ideas.
> Dislikes: "Lone wolf" types, people who think multi-headed beings can't get along, that look people give them like the person is thinking about what they might have done to be stuck here listening to them talk. It's very rude also they've only been talking for 20 minutes.
> Common attack pattern: Flail and/or run away.
> Height: 6.5ft
> [Inventive] [Boring] [Collector]
And also the longest thing needed.
> trivia:
-Delphiks can "smell" the natural lifespan of most species, an ability originally developed to be able to tell the natural lifespans of other Delphiks and help find a merging partner. Few species are interested in knowing when they'll die, but this ability comes in handy when making new hybrids.
Kuppas
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Spoiler> Quote: "It's been a long day for me so I'll be winding down by filing some papers, doing some pull-ups, maybe even working on my tennis game." -Latta
> Stats
Strength- 3
Intelligence- 8
Charisma- 6
Endurance- 5
Agility- 3
Luck- 1
> Common jobs: Yes.
> Likes: Work, productivity, making other species happy.
> Dislikes: The concept of sleep, shaky spaces.
> Common attack pattern: Flinging hot coffee blood onto the enemy's face. And if that doesn't work... just run.
> Height: 4ft
> [Never Sleeps] [Yes-Man] [Realistic]
>Trivia:
-Kuppas give wonderful tours of their factories, which look like something out of a movie.
-One of the less well-known aspects of Kuppa culture is that they treat Tourist visitors to their planets very well, often gladly accommodating them and bringing them to the most astounding landmarks and spots available. Tourists are occasionally reported to have described this as the "best thing ever" shortly before the end of their natural life.
History: Before they met other species, their overproduction of blood was a serious problem. They had far more than they knew what to do with, so when they found out other species would DRINK it they started selling it, and got orders for it from all across the universe. There was a short period during which they couldn't keep up with the demand, but it seems they figured something out as they soon caught up.
Sorry I'm late with these, but I got 'em! ...Well, except for the Delphik quote. I hope that's okay!
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RE: [Cosmosdex] Migration: APPOCALYPSE TODAY
07-15-2016, 04:54 AM
FLOPS BACK INTO THE TOPIC OK OK I GUESS I'M ACTUALLY DOING MY SPECIES AFTER ALL
EVEN THOUGH I CLAIMED THEM FIRST BEFORE AND THEN DIDN'T TOUCH THEM AT ALL
MIALCSEM ARE MINE AGAIN
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RE: [Cosmosdex] Migration: APPOCALYPSE TODAY
07-15-2016, 08:35 AM
(This post was last modified: 07-16-2016, 08:34 AM by Apo11o.)
Mialcsem -
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Spoiler
> Quote: “Everything I have done to the few, everything I will do, is for the good of all my people. You cannot possibly understand, with strength like yours.” – Mialcsem leader Alaesea to arma Alvaryn prior to death, after Alvaryn mistakenly attacked them over the discovery of mialcsem farms.
> Stats:
Strength- 2
Intelligence- 7
Charisma- 6
Endurance- 2
Agility- 4
Luck- 5
> Common jobs: Artist, writer, explorer, alchemist, ‘farmer’
> Likes: Individuality, robots, artworks/masterpieces, strange items
> Dislikes: Blood, injustice, physical contact being made with their head
> Common attack pattern: Usually, if forced into battle, they tend to attack with bludgeoning and other blunt objects – the less blood spilt, the better. Most mialcsem prefer to flee or negotiate first, however.
> Height: 5’3”
> Traits: [Adaptive] [Collector] [Fears Head-touching]
> Trivia:
- Mialcsem are firm believers of being kind to strangers and gentle with belongings that aren’t theirs. Though they may not necessarily believe in or worship the god that initially encouraged these behaviours, the influence of the tales of Yhenang has stayed through the centuries.
- As mialcsem find robots and organics to be on equal footing, rather than lesser simply because robots are artificially created, any planets that they rule tend to have helixians, zuid’tians and all manner of other AIs thronging among them.
- Their entire culture revolves around change. Subsequently, most mialcsem tend to either adapt to sudden and extreme upheavals to their life well, or at least be open enough to accept it.
- Mialcsem architecture and museums have the go-to standard for classical, good art. As they were incapable of carrying out wars without extreme difficulty, the majority of time where any other species would have been constructing weapons was instead spent refining and expanding their creativity, aesthetics, and other such social and cultural ventures.
- Kuppas are very good, as a whole, at making mialcsem uncomfortable. As mialcsem reproduce via blood, the concept of drinking or fighting specifically with it is a few steps beyond uncanny, even knowing that other species have different societies and biology than they do.
> History:
Before mialcsem were integrated into the entirety of the universe, many followed a deity known as Yhenang. This god was said to be made of the same substance as them, but somehow even better refined; fully fluid save for their hard, plated tail, they were capable of changing their shape into anything and anyone they wished. Unlike the mialcsem and their singular opportunity of change, Yhenang needed no helming nor specific day, shifting without limitation, entirely at will.
The stories told of their deity hiding amongst them, a god among the mortals. Posing as anything from an injured wild beast to a box on the side of the road, tales always speak of how the mialcsem that treated strangers kindly were rewarded and those that treated them cruelly simply for appearance were punished.
Subsequently, when the notails came knocking on their doors and toting the Limbo Gods as their own religion, it was something of a cultural clash and shock to have deities that were said to loathe you pushed upon them. It was generally agreed that only the ‘face’ of the mialcsem, its political leaders, needed to make to make the sacrifice and at least put on a show of assimilating into this system; the rest of the populace would be allowed to continue believing in their Yhenang.
The fact that their government has genuinely taken on the Limbo Gods as their deities seems to keep the notails content, at least.
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