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The Vurlix and Vurbris are the ancient progenitors of the Anthral species, each representing distinct paths of evolution and societal development. Originating from the fertile lands of Klamith and the nomadic landscapes of Veumand, these early races laid the foundations for civilization, spirituality, and cultural diversity. Over millennia, their descendants evolved into the Anthral species, comprising distinct races such as the strategic Brenin, the resilient Melyn, the strong Pren Mesur, and the spiritual Farciais. As the Anthral species expanded across the galaxy, they diversified into various groups, each with unique abilities, roles, and cultural identities. From the pure-blooded Puritanians to the adaptable Meumen, the Anthral species stands as a testament to the enduring legacy of their ancient ancestors.


==== Races & Origin ====
=== Vurlix and Vurbris: The Ancient Progenitors ===


===== Pre-Anthral Species: =====
==== Vurlix: The Founders of Civilization ====


====== Vurlix ======
* '''Summary:''' The Vurlix are believed to be among the earliest ancestors of the Anthral species, originating from the fertile lands of Klamith. As one of the first intelligent species to develop civilization, the Vurlix were instrumental in establishing the foundations of governance, agriculture, and social structure. They had a profound connection with nature and were pioneers in early scientific practices, striving to understand and manipulate the natural world. Their societies were characterized by a deep respect for the environment, which they revered as a source of life and spiritual guidance. The Vurlix also excelled in the arts, with a rich tradition of storytelling, music, and visual expression that celebrated their close relationship with the seasons and the land.
* '''Physical Description:''' Vurlix individuals were tall and robust, typically standing between 6 to 7 feet in height, with muscular builds that reflected their active and labor-intensive lifestyle. Their skin tones ranged from light tan to deep olive, depending on the region they inhabited. Facial features were broad and strong, with pronounced cheekbones, wide noses, and full lips. Their hair was thick and often wavy, with colors ranging from dark brown to black. The Vurlix had dark, expressive eyes that were predominantly shades of brown and hazel, giving them a grounded and wise appearance.


* '''Summary:''' The Vurlix are considered one of the ancient progenitors of the Anthral species, with their origins tracing back to the fertile lands of Klamith. As one of the earliest Pre-Species, the Vurlix played a crucial role in shaping the early development of civilization. Known for their innovative spirit and communal living, the Vurlix were adept at building complex social structures and were pioneers in agriculture and early forms of governance. Their societies were characterized by a deep respect for the natural world, which they sought to understand and manipulate through early scientific practices. The Vurlix were also known for their artistic achievements, with a rich tradition of storytelling, music, and visual arts that celebrated their connection to the land and the seasons.
==== Vurbris: The Nomadic Survivors ====
* '''Physical Description:''' The Vurlix were typically tall and robust, with a muscular build that reflected their active lifestyle. Their skin tones ranged from light tan to a deep olive, with variations depending on the region they inhabited. Facial features were generally broad and strong, with pronounced cheekbones, wide noses, and full lips. Hair was thick and often wavy, with colors ranging from dark brown to black. Eye colors were predominantly dark, with deep browns and occasional hazel tones. The Vurlix had a sturdy and grounded appearance, with a physical presence that conveyed both strength and wisdom.


====== Vurbris ======
* '''Summary:''' Emerging from the lush and diverse landscapes of Jörban, the Vurbris represent another early branch of the Anthral progenitors. Unlike the more settled Vurlix, the Vurbris were nomadic, living in societies that were highly adaptable and resourceful. Their exceptional hunting, gathering, and early trading skills allowed them to survive in diverse and often harsh environments. The Vurbris were deeply spiritual, interpreting natural events as signs from the spirits they revered. This spiritual focus led to the development of complex rituals and ceremonies that were central to Vurbris life. Their resilience, adaptability, and spiritual connection to the world made them formidable in both physical and mental endurance, traits that were passed down through the generations.
* '''Physical Description:''' Vurbris individuals were generally of medium height, around 5.5 to 6 feet tall, with lean and agile builds that suited their mobile lifestyle. Their skin tones ranged from light brown to deep mahogany, reflecting their adaptation to various climates. Facial features were typically sharp and defined, with high cheekbones, narrow noses, and almond-shaped eyes. Hair was usually straight or slightly wavy, with colors ranging from dark brown to black. Their dark eyes, often shades of brown or black, conveyed a deep, introspective nature. The Vurbris had a wiry and resilient appearance, reflecting their environment.


* '''Summary:''' The Vurbris, emerging from the lush landscapes of Veumand, represent the other branch of the early Anthral progenitors. Unlike the Vurlix, the Vurbris were more nomadic, with societies that were highly adaptable and resourceful. They were known for their exceptional skills in hunting, gathering, and early forms of trade. The Vurbris had a deep spiritual connection to the world around them, often interpreting natural events as signs from the spirits they revered. This spiritual focus led to the development of complex rituals and ceremonies, which were integral to Vurbris life. Their ability to survive in diverse and often harsh environments made them formidable in both physical and mental endurance, traits that were passed down through the generations.
----
* '''Physical Description:''' The Vurbris were generally of medium height with a lean and agile build, adapted to their nomadic lifestyle. Their skin tones ranged from light brown to deep mahogany, reflecting their adaptation to various climates. Facial features were typically sharp and defined, with high cheekbones, narrow noses, and almond-shaped eyes. Hair was usually straight or slightly wavy, with colors ranging from dark brown to black. Eye colors were dark, with shades of brown and black being the most common. The Vurbris had a wiry and resilient appearance, with a physical agility that made them well-suited for their mobile way of life.


===== Early Races of Anthrals =====
=== The Evolution into Anthral Races ===
During the [[Foreoudras]] and [[Foreopivi]] periods, the Anthral species was divided into four distinct races, each characterized by unique physical features and regional origins:
As the Vurlix and Vurbris evolved, they diversified into four distinct Anthral races during the Foreoudras and Foreopivi periods, each adapting to different environments.


====== Gwyn ======
* '''Gwyn''': The Strategic and Diplomatic Brenin
** ''Summary'': The Gwyn evolved from the Vurlix, inheriting their intellectual and diplomatic prowess. Known as the Brenin, this race values knowledge, wisdom, and social harmony. Their societies are characterized by complex political systems, a strong emphasis on education, and cultural achievements. Brenin are seen as natural leaders, often taking on roles that require negotiation and strategic planning. Their connection to the natural world is intellectual, focusing on understanding and manipulating the environment to their advantage.
** ''Physical Description'': Brenin are typically tall and slender, with fair skin ranging from pale to light olive. They have sharp, angular facial features, high cheekbones, and well-defined jawlines. Their hair colors vary from shades of blonde to brown, with occasional darker hues. Eye colors are often light, with blues, greens, and grays being most common. Brenin have a refined, almost aristocratic appearance, with an air of elegance in their movements and posture.
* '''Melyn''': The Innovative and Resilient
** ''Summary'': The Melyn, also evolving from the Vurlix, are known for their adaptability, resilience, and deep connection to their environment. Their societies are communal, with a strong emphasis on family, community, and collective well-being. The Melyn are highly resourceful, thriving in diverse environments, from urban to rural settings. They have a deep spiritual connection to the natural world, often seeing themselves as part of a greater whole.
**''Physical Description'': Melyn individuals typically have a medium build, with skin tones ranging from light to deep bronze. Their facial features are softer and rounder compared to the Brenin, with wide, expressive eyes and full lips. Hair colors range from dark brown to black, often straight or slightly wavy. Eye colors are typically dark, with shades of brown and black being most common. The Melyn carry themselves with a quiet strength and a calm demeanor, reflecting their inner balance and connection to their surroundings.
*'''Tywyll''': The Strong and Traditional Pren Mesur
** ''Summary'': The Tywyll, originating from the Vurbris, are known as the Pren Mesur. This race values physical strength, endurance, and cultural traditions. Their societies are organized around extended family units and clans, with a strong emphasis on heritage, honor, and respect for ancestors. The Pren Mesur have a deep connection to the land, with a profound understanding of agriculture, hunting, and natural medicine. They are seen as guardians of ancient knowledge and traditions, often serving as keepers of their people's history and cultural identity.
** ''Physical Description'': Pren Mesur individuals are robust and muscular, with skin tones ranging from deep brown to nearly black. Their facial features are strong and defined, with broad noses, full lips, and high cheekbones. Hair is often curly or coiled, with shades ranging from dark brown to black. Eye colors are usually dark brown or black, contributing to a penetrating and intense gaze. The Pren Mesur have a commanding presence, with a powerful and grounded demeanor that reflects their connection to the earth and their cultural heritage.
*'''Farciais''': The Agile and Spiritual
** ''Summary'': The Farciais, also evolving from the Vurbris, are known for their agility, sharp intellect, and deep spiritual connection to the world around them. Their societies are often nomadic or semi-nomadic, placing a strong emphasis on oral traditions, spirituality, and a close relationship with the natural elements. The Farciais are flexible, adaptable, and deeply respect the land and its creatures, serving as spiritual guides and protectors of the natural world.
** ''Physical Description'': Farciais individuals are typically of medium to shorter stature, with a lean and agile build. Their skin tones range from light tan to deep copper, with sharp and well-defined facial features. Hair is often dark, ranging from brown to black, and can be straight or wavy. Eye colors are usually dark, with rich browns and blacks being most common. The Farciais have a quick and graceful manner, with movements that reflect their deep connection to the rhythms and cycles of nature.


* '''Summary:''' The Brenin, known for their strategic intellect and diplomatic prowess, are a race that values knowledge, wisdom, and social harmony. They have a long history of structured societies, with a focus on governance, law, and cultural achievements. Their societies are often marked by complex political systems and a strong emphasis on education and the arts. Brenin are seen as natural leaders and mediators, often taking on roles that require negotiation and strategic planning. Their connection to the natural world is more intellectual, with a focus on understanding and manipulating the environment to their advantage.
----
* '''Physical Description:''' Brenin are typically tall and slender, with fair skin that ranges from pale to light olive. They often have sharp, angular facial features, with high cheekbones and well-defined jawlines. Their hair colors vary from shades of blonde to brown, with some darker hues occasionally present. Eye colors are often light, with blues, greens, and grays being most common. Brenin have a refined, almost aristocratic appearance, with an air of elegance in their movements and posture.


====== Melyn ======
=== Mid Races of Anthrals ===
As the Anthral races further diversified, three primary groups emerged during the Foreollontik period:


* '''Summary:''' The Melyn are known for their adaptability, resilience, and deep connection to their environment. They have a long history of innovation, with a particular focus on technology, medicine, and philosophy. Melyn societies are often characterized by their communal approach to life, with a strong emphasis on family, community, and collective well-being. Their ability to thrive in diverse environments has made them highly resourceful and versatile, capable of surviving and prospering in both urban and rural settings. The Melyn have a deep spiritual connection to the natural world, often seeing themselves as part of a greater whole.
==== Deuman ====
* '''Physical Description:''' Melyn typically have a medium build, with skin tones ranging from light to deep bronze. Their facial features are softer and rounder compared to the Brenin, with wide, expressive eyes and full lips. Hair colors range from dark brown to black, often straight or slightly wavy in texture. Eye colors are typically dark, with shades of brown and black being most common. The Melyn carry themselves with a quiet strength and a calm demeanor, reflecting their inner balance and connection to their surroundings.


====== Tywyll ======
* '''Summary:''' Deuman, a term originally derogatory, refers to non-powered Anthrals. It became synonymous with "person" or "Anthral" for those without supernatural abilities. However, the term was eventually outlawed in the Guitlaro Entente due to its disrespectful connotations.
* '''Physical Description:''' Deuman individuals retain a more "natural" Anthral appearance, without the enhancements or mutations seen in other groups.


* '''Summary:''' The Pren Mesur are a race known for their physical strength, endurance, and deep-rooted cultural traditions. They have a long history of oral storytelling, music, and dance, which are integral parts of their societal structure. Pren Mesur societies are often organized around extended family units and clans, with a strong emphasis on heritage, honor, and respect for ancestors. Their connection to the land is profound, with a deep understanding of agriculture, hunting, and natural medicine. The Pren Mesur are seen as guardians of ancient knowledge and traditions, often serving as keepers of their people's history and cultural identity.
==== Neuman ====
* '''Physical Description:''' Pren Mesur are typically robust and muscular, with skin tones ranging from deep brown to nearly black. Their facial features are strong and defined, with broad noses, full lips, and high cheekbones. Hair is often curly or coiled, with shades ranging from dark brown to black. Eye colors are usually dark brown or black, contributing to a penetrating and intense gaze. The Pren Mesur have a commanding presence, with a powerful and grounded demeanor that reflects their connection to the earth and their cultural heritage.


====== Farciais ======
* '''Summary:''' Neuman are Anthrals with unique supernatural powers, believed to have spiritual origins. These abilities were initially gained through illegal experimentation, black market drugs, and later legal operations. After World War III, these abilities became dominant inheritable traits. Neuman are categorized into four subgroups based on their abilities:
** '''Cryotic Neuman:''' Powers over their own bodies, including Enhancement, Biokinesis, and Morphing.
** '''Diaotic Neuman:''' Powers influenced by their minds, including Communication, Cognition, and Physical Effect.
** '''Aemables Neuman:''' Powers over specific elements, categorized into 1st Element, 2nd Element, 3rd Element, and 4th Element.
** '''Bolabel Neuman:''' Powers over external factors, including Space, Time, and Concept.


* '''Summary:''' The Farciais are known for their agility, sharp intellect, and deep spiritual connection to the world around them. They have a long history of living in harmony with nature, with societies that are often nomadic or semi-nomadic. The Farciais place a strong emphasis on oral traditions, spirituality, and a close relationship with the natural elements. Their societies are often characterized by their flexibility, adaptability, and a deep respect for the land and its creatures. The Farciais are seen as the spiritual guides and protectors of the natural world, with a strong belief in the interconnectedness of all life.
==== Meuman ====
* '''Physical Description:''' Farciais are typically of medium to shorter stature, with a lean and agile build. Their skin tones range from light tan to deep copper, with facial features that are sharp and well-defined. Hair is often dark, ranging from brown to black, and can be straight or wavy. Eye colors are usually dark, with rich browns and blacks being most common. The Farciais have a quick and graceful manner, with movements that reflect their deep connection to the rhythms and cycles of nature.


===== Mid Races of Anthrals =====
* '''Summary:''' Meumen, originating from post-World War III Ceryniotsklesu, exhibit the most variety among Anthral races. Their bodies have undergone extensive mutations due to environmental factors. While genetic alteration can remedy these changes, such practices are often frowned upon within the higher Anthral community. Meumen are distinguished by traits such as extra limbs or extreme electrical production, which result from environmental adaptation rather than inheritance.
By the [[Foreollontik]] period, the differentiation of Anthral races had become so complex that most people found it simpler to categorize them into three primary groups:


====== Deuman ======
----
The term 'Deuman' emerged just before World War III as a derogatory term for non-powered Anthrals. Over time, it became synonymous with 'person' or 'Anthral' for those who lacked any supernatural abilities. However, within the Guitlaro Entente, the term was eventually outlawed as it was considered disrespectful to the Puritanians.


====== Neuman ======
=== Late Races of Anthrals ===
Neuman, also known simply as Anthrals with unique supernatural powers, are believed to possess abilities derived from spiritual origins. These powers were initially gained through illegal experimentation during the Foreopivi period, followed by black market drugs, and later, legal operations. After World War III, most Neuman inherited their powers from their parents, with these abilities becoming dominant inheritable traits. Neuman are categorized into four subgroups based on their abilities:
In the later stages of Anthral evolution, two distinct groups emerged, further solidifying the hierarchy within the species; the Puritanian, and the Khetki.


# '''Cryotic Neuman:'''
==== Puritanian ====
#* Powers over their own bodies, including Enhancement, Biokinesis, and Morphing.
# '''Diaotic Neuman:'''
#* Powers directly influenced by their minds, including Communication, Cognition, and Physical Effect.
# '''Aemables Neuman:'''
#* Powers over specific elements, categorized into 1st Element, 2nd Element, 3rd Element, and 4th Element.
# '''Bolabel Neuman:'''
#* Powers over external factors, including Space, Time, and Concept.


====== Meuman ======
* '''Summary:''' Puritanians are the pure-blooded natural race of Anthrals, taxonomically referred to as Homo sapiens. Originating from Ceryniotsklesu, they are known for their ingenuity, versatility, and strong-willed nature, which has propelled them to prominence in the galaxy's political landscape. Puritanians are considered the "royalty" among Anthrals, with no Clone, Neuman, Háthín, or Astralic ancestry. Most Puritanians were placed in stasis during the Cardory Epidemic and were not reawakened until a cure was developed in 1756 H.E., an event known as Project Atlas.
Originating from the post-World War III precipices of Ceryniotsklesu, Meumen exhibit the most variety among Anthral races. The Anthral body has undergone extensive mutations due to environmental factors, and while genetic alteration can remedy these changes, such practices are often frowned upon within the higher Anthral community.
The Clans:


Distinguishing between Meumen and Neuman can be challenging, as both may exhibit unnatural qualities such as extra limbs or extreme electrical production. However, there are key distinctions:
# '''Metro Clan'''
#* ''Description'': The Metro Clan is the most influential, overseeing the administrative functions of the Entente. They are known for their political acumen, diplomacy, and strategic governance. The Metro Clan is seen as the guiding force behind the Guitlaro Entente's unity and stability.
#* ''Primary Focus'': Governance and administration.
# '''Rector Clan'''
#* ''Description'': The Rector Clan focuses on education, knowledge preservation, and scientific research. They are the intellectual backbone of the Entente, responsible for advancements in technology and innovation.
#* ''Primary Focus'': Education and research.
# '''Caroli Clan'''
#* ''Description'': The Caroli Clan is responsible for defense and military operations. They are known for their discipline, martial prowess, and strategic defense initiatives that protect the Entente’s interests.
#* ''Primary Focus'': Military and defense.
# '''Hassia Clan'''
#* ''Description'': The Hassia Clan controls planets rich in natural resources and is the economic powerhouse of the Entente. They manage trade, industry, and resource extraction, ensuring the Entente’s economic prosperity.
#* ''Primary Focus'': Trade and industry.
# '''Aventinarius Clan'''
#* ''Description'': The Aventinarius Clan is known for their cultural contributions, including the arts, architecture, and diplomacy. They are the cultural leaders, fostering creativity and maintaining the Entente’s rich heritage.
#* ''Primary Focus'': Culture and diplomacy.
# '''Luminous Clan'''
#* ''Description'': The Luminous Clan is responsible for maintaining the spiritual and esoteric traditions of the Entente. They are shrouded in mystery, often dealing with ancient magi and otherworldly entities.
#* ''Primary Focus'': Spirituality and esoterica.
# '''Ortega Clan'''
#* ''Description'': The Ortega Clan oversees agriculture and ecological sustainability. They are stewards of the planets under their control, ensuring a stable food supply and environmental balance.
#* ''Primary Focus'': Agriculture and ecology.
# '''Ramos Clan'''
#* ''Description'': The Ramos Clan operates in the shadows, specializing in intelligence gathering, covert operations, and espionage. They are the secret keepers of the Entente, often dealing with sensitive and classified information.
#* ''Primary Focus'': Intelligence and covert operations.
# '''Alba Clan'''
#* ''Description'': The Alba Clan is known for their advanced medical knowledge and healing techniques. They are the primary caregivers within the Entente, focusing on the health and well-being of its citizens.
#* ''Primary Focus'': Medicine and healthcare.
# '''Tarn Clan'''
#* ''Description'': The Tarn Clan is a clan of explorers and innovators, known for pushing the boundaries of space travel and colonization. They are often the first to venture into uncharted territories.
#* ''Primary Focus'': Exploration and colonization.
# '''Vittorio Clan'''
#* ''Description'': The Vittorio Clan specializes in the management of energy resources, including solar, nuclear, and magi-based energies. They ensure that the Entente has a steady supply of power for all its operations.
#* ''Primary Focus'': Energy management and distribution.
# '''Mendoza Clan'''
#* ''Description'': The Mendoza Clan is focused on the development and maintenance of infrastructure. They are responsible for the construction of space stations, planetary habitats, and transportation networks.
#* ''Primary Focus'': Infrastructure and construction.
# '''Valencia Clan'''
#* ''Description'': The Valencia Clan is involved in legal affairs and the enforcement of law and order within the Entente. They are the judges, lawyers, and enforcers who uphold the Entente’s legal system.
#* ''Primary Focus'': Law and justice.
# '''Ferraro Clan'''
#* ''Description'': The Ferraro Clan is known for their expertise in robotics and artificial intelligence. They develop and manage the robotic workforce that supports the Entente’s industries and services.
#* ''Primary Focus'': Robotics and AI.
# '''Verdugo Clan'''
#* ''Description'': The Verdugo Clan is dedicated to the study and application of ancient magi and alchemical sciences. They are responsible for maintaining the balance between technology and the arcane.
#* ''Primary Focus'': Magi and alchemy.
# '''Cortes Clan'''
#* ''Description'': The Cortes Clan oversees communication and information technology within the Entente. They ensure that all data, news, and communications are securely transmitted and properly managed.
#* ''Primary Focus'': Communication and IT.
# '''Exilus Clan'''
#* ''Description'': The Exilus Clan, known for their radical independence and desire for autonomy, chose to break away from the Guitlaro Entente due to ideological differences. They believed that true progress could only be achieved by exploring and establishing themselves in uncharted regions of the galaxy. The Exilus Clan is characterized by their pioneering spirit and willingness to take risks, often venturing into dangerous and unknown territories. They have established several outposts and colonies far from the Entente's influence, where they experiment with advanced technologies and new forms of governance.
#* ''Primary Focus'': Independence, exploration, and experimental governance.
#* ''Current Status'': The Exilus Clan operates as a loose confederation of independent colonies, each with its own unique culture and governance. They maintain contact with one another through a network of advanced communication systems, sharing knowledge and resources while maintaining their autonomy. The Exilus Clan is known for their innovation, having developed unique technologies and societal structures that are unlike anything within the Guitlaro Entente.
# '''Astralis Clan'''
#* ''Description'': The Astralis Clan was once one of the most spiritually inclined clans within the Guitlaro Entente. However, their increasing obsession with the mystical and esoteric led them to seek out the most remote and uncharted regions of the galaxy, far from the influence of the Entente. The Astralis Clan believed that the secrets of the universe could only be unlocked by isolating themselves from the distractions of the known galaxy. They embarked on a pilgrimage to discover ancient cosmic truths and uncover the mysteries of the universe. The Astralis Clan is deeply religious, with a focus on cosmic enlightenment and spiritual ascension.
#* ''Primary Focus'': Cosmic exploration, spiritual enlightenment, and the pursuit of ancient knowledge.
#* ''Current Status'': The Astralis Clan has established a network of hidden sanctuaries and temples across the galaxy, where they conduct rituals and study ancient cosmic artifacts. They are rarely seen by outsiders, and their society is shrouded in mystery. The Astralis Clan is rumored to have made contact with powerful otherworldly entities and possess knowledge that surpasses even the most advanced civilizations. Their ultimate goal is to achieve a higher state of existence, transcending the physical realm.
# '''Nocturna Clan'''
#* ''Description'': The Nocturna Clan, a secretive and enigmatic group, left the Guitlaro Entente in pursuit of knowledge hidden in the darkest and most obscure regions of the galaxy. Unlike the Exilus and Astralis Clans, the Nocturna were not driven by a desire for independence or spiritual enlightenment, but by a thirst for forbidden knowledge and the power it might bring. Known for their mastery of stealth, shadow manipulation, and covert operations, the Nocturna Clan has established itself as a shadowy force in the galaxy, often operating in the margins of known space where few dare to venture.
#* ''Primary Focus'': Forbidden knowledge, shadow manipulation, and covert operations.
#* ''Current Status'': The Nocturna Clan has become a powerful yet elusive presence in the galaxy's most remote and hidden sectors. They are known to have established secret bases on dark, inhospitable planets and within the depths of uncharted nebulae. The Nocturna are feared for their mastery of stealth technologies and shadow-based abilities, which allow them to strike unseen and disappear without a trace. Their ultimate goal is to uncover and control ancient, forbidden technologies and magics that could shift the balance of power in the galaxy. The Nocturna Clan operates with a strict code of silence, and its members are rarely seen, even by other Puritanians.


* If an Anthral develops extra-human traits due to environmental factors, they are classified as Meumen.
==== Khetki (Hūmānus Medianus) ====
* If an Anthral develops an 'eaftousia' (a unique trait) during puberty that is directly related to a similar trait in their parents or grandparents, they are classified as Neuman.
Also known as Medians, Normals, Mids, Avers, and Averages, Khetki are characters without significant psychic abilities, making up the majority of the population. They are scientifically termed Hūmānus Medianus.
* Additionally, Anthrals born on a Terrestrial Habitat are considered Meumen due to the toxic environments, while those born on a mostly sterile Celestial Habitat are classified as Neuman.
#'''Myrmidian''': A race of insectoid humanoids with chitinous exoskeletons and an affinity for hive-like social structures.
 
#'''Terragore''': Hulking, rock-skinned mutants with immense strength, capable of withstanding extreme physical punishment.
===== Late Races of Anthrals =====
#'''Solara''': Luminescent mutants with glowing skin and the ability to absorb and emit solar energy.
 
#'''Scarnyx''': Resilient mutants with hardened, scaly skin that blends with the red sands; they have a natural resistance to heat.
====== '''Puritanian''' ======
#'''Duskara''': Shadowy mutants capable of blending into the twilight, with elongated limbs and heightened agility.
Taxonomically referred to as ''Homo sapiens'', Puritanians are the pure-blooded natural race of Anthrals who pioneered cloning and genetic manipulation across the galaxy. Originating from Ceryniotsklesu in the Cherinoski system, they are known for their ingenuity, versatility, and strong-willed nature, which has propelled them to prominence in the galaxy's political landscape.
#'''Pyroclast''': Fire-resistant mutants with the ability to exhale superheated air.
 
#'''Photalis''': Mutants with skin resembling tree bark that glows faintly in the dark; they have a deep connection to the planet’s flora.
Puritanians are considered the 'royalty' among Anthrals, with no Clone, Neuman, Háthín, or Astralic ancestry, earning them the epithet 'pure-blood.' Most Puritanians were placed in stasis during in 1236 H.E. due to the Cardory Epidemic and were not reawakened until 1756 H.E., when a cure was developed. This event became known as [[Project Atlas]].
#'''Eclipture''': Mutants with the ability to manipulate light and shadows, often used for espionage and stealth missions.
 
#'''Aqualis''': Aquatic mutants with bioluminescent scales and the ability to communicate with marine life.
=== History ===
#'''Cryogore''': Ice-skinned mutants who can survive sub-zero temperatures and even generate ice from their bodies.
 
# '''Aetheris''': Mutants capable of controlling wind currents, often seen flying through the frozen skies.
==== Discovery of Anthral Species Divergence ====
#'''Glaciom''': Pale-skinned mutants with heightened senses that compensate for their complete blindness.
In 2024, groundbreaking scientific evidence revealed that the Anthral species, previously thought to be a single lineage, actually comprised two distinct species that evolved separately into the beings we recognize today. These species exhibit nearly identical genetic make-ups, with one lineage forming the northern races of the world and the other the southern races. The publication of this discovery sparked global outrage, with some governments even resorting to censorship to suppress the information. Although the topic occasionally surfaces in public discourse, most people have either forgotten, dismissed, or simply lost interest in the subject. However, the information has found its way into the educational system of Euboris, though it remains largely absent from curricula in other continents.
#'''Sylvanex''': Mutants with plant-like qualities, including the ability to photosynthesize and control vegetation.
 
#'''Predakor''': Feline-like mutants with sharp claws and heightened senses, perfectly adapted for hunting in dense forests.
==== New Calendar Era (2940-4960 C.S.Y.) ====
#'''Mossian''': Green-skinned mutants covered in mossy growths that allow them to blend seamlessly into their surroundings.
Finally creating an engine that allows comfortable solar system travel, new calendars were created and adopted, eventually coming into contact with the Adrophontic League.
#'''Nyctaron''': Mutants with superior night vision and the ability to move silently in the dark.
 
#'''Umbrage''': Shadowy mutants who can phase through solid objects, often used in covert operations.
===== Hathern Engine =====
#'''Tenebrax''': Reptilian mutants with scales that absorb and dissipate light, rendering them nearly invisible.
Lt. Nount Hather created an engine that allowed ships to attain fast enough travel to get to neighboring solar systems.
#'''Igneon''': Mutants with internal heat sources that allow them to withstand extreme temperatures and generate flames.
 
#'''Ashvor''': Ghostly mutants who can transform into smoke and ash, making them difficult to capture.
===== Starscream War =====
#'''Pyroclasm''': Mutants with skin as hard as cooled lava, capable of withstanding immense heat and pressure.
Originally an operation that turned into a war.
#'''Granitear''': Mutants with rocky skin and incredible strength, capable of shattering stone with their bare hands.
 
#'''Nimrikan''': Mutants who can manipulate clouds and fog, often seen gliding through the misty skies.
====== The Colonial Wave ======
# '''Seismon''': Mutants who can cause localized earthquakes and tremors with a single stomp.
It was during the Starscream War that a great many colony ships were sent out into space, hoping to start new lives and to set up a new world for humanity.
#'''Necridan''': Mutants with decayed, leathery skin and heightened physical resilience. They have adapted to be incredibly resistant to extreme environments like radiation and toxic gases. Despite their rugged and disfigured appearance, Necridan possess heightened senses and an impressive immune system, making them formidable survivors in hazardous conditions. Their bodies regenerate damaged tissue at an accelerated rate, allowing them to survive injuries that would kill most other Anthrals. They are often shunned by society for their appearance but are invaluable in high-risk environmental missions.
 
#'''Hydronis''': Amphibious mutants with webbed limbs and the ability to breathe underwater.
===== Planet Fall War =====
#'''Krakenar''': Tentacled mutants with incredible strength and the ability to generate powerful whirlpools.
The planet fall war was directly caused by the Starscream, and resulted in the creation of the Guitlaro Entente.
#'''Corallite''': Mutants with coral-like exoskeletons that provide natural armor against predators.
 
#'''Ferronix''': Mutants with metal-infused skin that makes them resistant to toxins and capable of withstanding heavy industrial work.
==== Cardory Epidemic Era (4960-6980 C.S.Y.) ====
#'''Toxivor''': Mutants who can transform into a cloud of toxic gas, often used in sabotage missions.
Sometime during the 4960s, Cherinski Sol Year, a deadly unknown disease began infecting the human species.
#'''Mechanoform''': Mutants with mechanical enhancements that allow them to interface directly with machines.
 
#'''Auroracite''': Mutants with skin that changes color like the northern lights, often used for distraction and camouflage.
===== Project Atlas =====
# '''Cryonex''': Mutants with the ability to manipulate cold air and freeze their surroundings.
With the Cardory Epidemic on a constant raise, killing humans at an alarming rate, they place their royal pure-blooded deumen into a stasis to keep them alive and safe from this in the 5020s Cerinoski Sol Year, or 1236 H.E. This stasis event is titled 'Project Atlas'.
#'''Electrum''': Mutants who can generate and control electrical currents, often used to power devices or as a weapon.
 
#'''Lyvharen''': Mutants with elongated features and ethereal beauty. Having adapted to life in high-altitude or low-gravity environments, they have become known for their swift and elegant agility. Their skin glows faintly in darkness. They hold heightened senses, including night vision and an extraordinary sense of balace. Their life-span is also typically longer than most other Anthrals, giving them a wealth of knowledge and wisdom.
===== Cardory Cures =====
#'''Silicor''': Mutants with tough, sand-colored skin that blends into the desert environment.
While it didn't take too long to find cures, hundreds of thousands of strains of the Cardory disease seemed to continue to pop up, eventually being discovered to be occuring due to humanity's eaftousian genetics, which caused not only it's variants, but it's difficulty to cure, it took many years to find a good cure that would keep most Puritarians safe.
#'''Cavernox''': Mutants who thrive in darkness, with heightened senses that allow them to navigate the underground world.
 
#'''Geodrax''': Mutants with crystalline growths on their bodies, often used as a source of valuable minerals.
==== Revan's War Era (6980-??? C.S.Y.) ====
#'''Neuralis''': Mutants with enhanced brains that can interface directly with technology, often used as living computers.
After finding cures and with many of the Puritarians coming out of stasis, many of the species that held respect for Humanity began aiding it, as well as their reemergence causing a long awaited plan to go into effect, leading to their take over of the Adrophontic League, referred to as Revan's War, coming from the word Revenant.
#'''Magnetron''': Mutants who can manipulate electromagnetic fields, allowing them to disrupt communications and power sources.
 
#'''Cyberon''': Mutants with cybernetic enhancements that allow them to merge with machinery.
Discovering that the death of Ceryniotsklesu, which took place during Project Atlas, was the direct action of the Adrphonic League and that many of humanity's Klons had given loyalty to the League lead to the 'Klon Extinction' event, in which the failsafe for the klon was triggered, killing billions of Klons across the galaxy, placing the Guitlaro Entent in everyone's vision once again only to witness them, along with the rest of the Teirna Coalition begin a civil war with the galactic League, which was titled the 'Sakti Balance' war, in which they sought to strip the League of their power.
#'''Cryosaur''': Mutants with ice-cold breath and the ability to withstand freezing temperatures.
 
#'''Sonicron''': Mutants with the ability to generate sonic booms and thunderous roars that can incapacitate enemies.
It was also during this event that entities from neighboring galaxies began to attack [[Bima Sakti|Bima-Sakti]]. One of the main forces that attack Bima-Sakti, are the [[Hominis (1.31.99.:2-897)|Hominis]], another species who are physiologically identical to humans.
#'''Venomex''': Mutants with toxic skin that can secrete venomous substances to paralyze or kill their prey.
 
#'''Stellarion''': Mutants with glowing skin and the ability to harness the energy of the stars for various mystical powers.
==== The Cluster Compass Era (???-??? C.S.Y.) ====
#'''Voidscar''': Mutants who can manipulate the fabric of space and time, often seen disappearing and reappearing at will.
After the end of the Revan's War Era, humanity, with control over the Adrophontic League, now holds friends and enemies with neighboring galaxies, and attempts to explore further into space, finally achieving true F.T.L. technology. The era is named after the tool that Humanity is the first to create; The Galactic Cluster Compass, which reads the coordinates of a cluster of galaxies that can range from the hundreds to the thousands.
#'''Onirix''': Mutants with the ability to enter and control the dreams of others, often used as spies or interrogators.
[[Category:Life (1.31.99.:2-897)]]
#'''Gorathians:'''
#* ''Physical Traits:'' Gorathians are robust and muscular, standing taller than average Khetki, with skin tones ranging from deep green to earthy browns. They possess pronounced tusks and a formidable presence.
#* ''Cultural Traits:'' Valuing strength and honor, Gorathian society is organized into clans led by chieftains. They are renowned for their warrior culture and craftsmanship in weaponry.
#* ''Abilities:'' Enhanced physical strength and resilience, excelling in combat and endurance tasks.
# '''Skrizziks:'''
#* ''Physical Traits:'' Skrizziks are smaller in stature, with wiry frames, sharp features, and skin tones of muted greens or grays. Their eyes are large and luminous, adapted for low-light environments.
#* ''Cultural Traits:'' Ingenious and resourceful, Skrizziks thrive in urban settings, often forming tight-knit communities. They are skilled in trade, stealth, and alchemy.
#* ''Abilities:'' Exceptional agility, stealth capabilities, and proficiency with intricate mechanisms and traps.
# '''Aeloria:'''
#* ''Physical Traits:'' Aelorians are delicate and graceful, with slender builds and an ethereal aura. Some possess translucent wings, and their skin tones vary from pale hues to light pastels.
#* ''Cultural Traits:'' Deeply connected to nature, Aelorians inhabit lush forests and meadows, practicing ancient magics and maintaining harmony with the environment.
#* ''Abilities:'' Affinity for elemental magic, limited flight capabilities, and heightened senses attuned to natural surroundings.
[[Category:Life (2-897)]][[Category:Sapient Life]][[Category:Life in Stygian Grove]][[Category:Life in Krelmic Skein]][[Category:Life in Orensakino]][[Category:Life in Stellar Ambitions]]

Latest revision as of 13:00, 18 December 2024

The Vurlix and Vurbris are the ancient progenitors of the Anthral species, each representing distinct paths of evolution and societal development. Originating from the fertile lands of Klamith and the nomadic landscapes of Veumand, these early races laid the foundations for civilization, spirituality, and cultural diversity. Over millennia, their descendants evolved into the Anthral species, comprising distinct races such as the strategic Brenin, the resilient Melyn, the strong Pren Mesur, and the spiritual Farciais. As the Anthral species expanded across the galaxy, they diversified into various groups, each with unique abilities, roles, and cultural identities. From the pure-blooded Puritanians to the adaptable Meumen, the Anthral species stands as a testament to the enduring legacy of their ancient ancestors.

Vurlix and Vurbris: The Ancient Progenitors

Vurlix: The Founders of Civilization

  • Summary: The Vurlix are believed to be among the earliest ancestors of the Anthral species, originating from the fertile lands of Klamith. As one of the first intelligent species to develop civilization, the Vurlix were instrumental in establishing the foundations of governance, agriculture, and social structure. They had a profound connection with nature and were pioneers in early scientific practices, striving to understand and manipulate the natural world. Their societies were characterized by a deep respect for the environment, which they revered as a source of life and spiritual guidance. The Vurlix also excelled in the arts, with a rich tradition of storytelling, music, and visual expression that celebrated their close relationship with the seasons and the land.
  • Physical Description: Vurlix individuals were tall and robust, typically standing between 6 to 7 feet in height, with muscular builds that reflected their active and labor-intensive lifestyle. Their skin tones ranged from light tan to deep olive, depending on the region they inhabited. Facial features were broad and strong, with pronounced cheekbones, wide noses, and full lips. Their hair was thick and often wavy, with colors ranging from dark brown to black. The Vurlix had dark, expressive eyes that were predominantly shades of brown and hazel, giving them a grounded and wise appearance.

Vurbris: The Nomadic Survivors

  • Summary: Emerging from the lush and diverse landscapes of Jörban, the Vurbris represent another early branch of the Anthral progenitors. Unlike the more settled Vurlix, the Vurbris were nomadic, living in societies that were highly adaptable and resourceful. Their exceptional hunting, gathering, and early trading skills allowed them to survive in diverse and often harsh environments. The Vurbris were deeply spiritual, interpreting natural events as signs from the spirits they revered. This spiritual focus led to the development of complex rituals and ceremonies that were central to Vurbris life. Their resilience, adaptability, and spiritual connection to the world made them formidable in both physical and mental endurance, traits that were passed down through the generations.
  • Physical Description: Vurbris individuals were generally of medium height, around 5.5 to 6 feet tall, with lean and agile builds that suited their mobile lifestyle. Their skin tones ranged from light brown to deep mahogany, reflecting their adaptation to various climates. Facial features were typically sharp and defined, with high cheekbones, narrow noses, and almond-shaped eyes. Hair was usually straight or slightly wavy, with colors ranging from dark brown to black. Their dark eyes, often shades of brown or black, conveyed a deep, introspective nature. The Vurbris had a wiry and resilient appearance, reflecting their environment.

The Evolution into Anthral Races

As the Vurlix and Vurbris evolved, they diversified into four distinct Anthral races during the Foreoudras and Foreopivi periods, each adapting to different environments.

  • Gwyn: The Strategic and Diplomatic Brenin
    • Summary: The Gwyn evolved from the Vurlix, inheriting their intellectual and diplomatic prowess. Known as the Brenin, this race values knowledge, wisdom, and social harmony. Their societies are characterized by complex political systems, a strong emphasis on education, and cultural achievements. Brenin are seen as natural leaders, often taking on roles that require negotiation and strategic planning. Their connection to the natural world is intellectual, focusing on understanding and manipulating the environment to their advantage.
    • Physical Description: Brenin are typically tall and slender, with fair skin ranging from pale to light olive. They have sharp, angular facial features, high cheekbones, and well-defined jawlines. Their hair colors vary from shades of blonde to brown, with occasional darker hues. Eye colors are often light, with blues, greens, and grays being most common. Brenin have a refined, almost aristocratic appearance, with an air of elegance in their movements and posture.
  • Melyn: The Innovative and Resilient
    • Summary: The Melyn, also evolving from the Vurlix, are known for their adaptability, resilience, and deep connection to their environment. Their societies are communal, with a strong emphasis on family, community, and collective well-being. The Melyn are highly resourceful, thriving in diverse environments, from urban to rural settings. They have a deep spiritual connection to the natural world, often seeing themselves as part of a greater whole.
    • Physical Description: Melyn individuals typically have a medium build, with skin tones ranging from light to deep bronze. Their facial features are softer and rounder compared to the Brenin, with wide, expressive eyes and full lips. Hair colors range from dark brown to black, often straight or slightly wavy. Eye colors are typically dark, with shades of brown and black being most common. The Melyn carry themselves with a quiet strength and a calm demeanor, reflecting their inner balance and connection to their surroundings.
  • Tywyll: The Strong and Traditional Pren Mesur
    • Summary: The Tywyll, originating from the Vurbris, are known as the Pren Mesur. This race values physical strength, endurance, and cultural traditions. Their societies are organized around extended family units and clans, with a strong emphasis on heritage, honor, and respect for ancestors. The Pren Mesur have a deep connection to the land, with a profound understanding of agriculture, hunting, and natural medicine. They are seen as guardians of ancient knowledge and traditions, often serving as keepers of their people's history and cultural identity.
    • Physical Description: Pren Mesur individuals are robust and muscular, with skin tones ranging from deep brown to nearly black. Their facial features are strong and defined, with broad noses, full lips, and high cheekbones. Hair is often curly or coiled, with shades ranging from dark brown to black. Eye colors are usually dark brown or black, contributing to a penetrating and intense gaze. The Pren Mesur have a commanding presence, with a powerful and grounded demeanor that reflects their connection to the earth and their cultural heritage.
  • Farciais: The Agile and Spiritual
    • Summary: The Farciais, also evolving from the Vurbris, are known for their agility, sharp intellect, and deep spiritual connection to the world around them. Their societies are often nomadic or semi-nomadic, placing a strong emphasis on oral traditions, spirituality, and a close relationship with the natural elements. The Farciais are flexible, adaptable, and deeply respect the land and its creatures, serving as spiritual guides and protectors of the natural world.
    • Physical Description: Farciais individuals are typically of medium to shorter stature, with a lean and agile build. Their skin tones range from light tan to deep copper, with sharp and well-defined facial features. Hair is often dark, ranging from brown to black, and can be straight or wavy. Eye colors are usually dark, with rich browns and blacks being most common. The Farciais have a quick and graceful manner, with movements that reflect their deep connection to the rhythms and cycles of nature.

Mid Races of Anthrals

As the Anthral races further diversified, three primary groups emerged during the Foreollontik period:

Deuman

  • Summary: Deuman, a term originally derogatory, refers to non-powered Anthrals. It became synonymous with "person" or "Anthral" for those without supernatural abilities. However, the term was eventually outlawed in the Guitlaro Entente due to its disrespectful connotations.
  • Physical Description: Deuman individuals retain a more "natural" Anthral appearance, without the enhancements or mutations seen in other groups.

Neuman

  • Summary: Neuman are Anthrals with unique supernatural powers, believed to have spiritual origins. These abilities were initially gained through illegal experimentation, black market drugs, and later legal operations. After World War III, these abilities became dominant inheritable traits. Neuman are categorized into four subgroups based on their abilities:
    • Cryotic Neuman: Powers over their own bodies, including Enhancement, Biokinesis, and Morphing.
    • Diaotic Neuman: Powers influenced by their minds, including Communication, Cognition, and Physical Effect.
    • Aemables Neuman: Powers over specific elements, categorized into 1st Element, 2nd Element, 3rd Element, and 4th Element.
    • Bolabel Neuman: Powers over external factors, including Space, Time, and Concept.

Meuman

  • Summary: Meumen, originating from post-World War III Ceryniotsklesu, exhibit the most variety among Anthral races. Their bodies have undergone extensive mutations due to environmental factors. While genetic alteration can remedy these changes, such practices are often frowned upon within the higher Anthral community. Meumen are distinguished by traits such as extra limbs or extreme electrical production, which result from environmental adaptation rather than inheritance.

Late Races of Anthrals

In the later stages of Anthral evolution, two distinct groups emerged, further solidifying the hierarchy within the species; the Puritanian, and the Khetki.

Puritanian

  • Summary: Puritanians are the pure-blooded natural race of Anthrals, taxonomically referred to as Homo sapiens. Originating from Ceryniotsklesu, they are known for their ingenuity, versatility, and strong-willed nature, which has propelled them to prominence in the galaxy's political landscape. Puritanians are considered the "royalty" among Anthrals, with no Clone, Neuman, Háthín, or Astralic ancestry. Most Puritanians were placed in stasis during the Cardory Epidemic and were not reawakened until a cure was developed in 1756 H.E., an event known as Project Atlas.

The Clans:

  1. Metro Clan
    • Description: The Metro Clan is the most influential, overseeing the administrative functions of the Entente. They are known for their political acumen, diplomacy, and strategic governance. The Metro Clan is seen as the guiding force behind the Guitlaro Entente's unity and stability.
    • Primary Focus: Governance and administration.
  2. Rector Clan
    • Description: The Rector Clan focuses on education, knowledge preservation, and scientific research. They are the intellectual backbone of the Entente, responsible for advancements in technology and innovation.
    • Primary Focus: Education and research.
  3. Caroli Clan
    • Description: The Caroli Clan is responsible for defense and military operations. They are known for their discipline, martial prowess, and strategic defense initiatives that protect the Entente’s interests.
    • Primary Focus: Military and defense.
  4. Hassia Clan
    • Description: The Hassia Clan controls planets rich in natural resources and is the economic powerhouse of the Entente. They manage trade, industry, and resource extraction, ensuring the Entente’s economic prosperity.
    • Primary Focus: Trade and industry.
  5. Aventinarius Clan
    • Description: The Aventinarius Clan is known for their cultural contributions, including the arts, architecture, and diplomacy. They are the cultural leaders, fostering creativity and maintaining the Entente’s rich heritage.
    • Primary Focus: Culture and diplomacy.
  6. Luminous Clan
    • Description: The Luminous Clan is responsible for maintaining the spiritual and esoteric traditions of the Entente. They are shrouded in mystery, often dealing with ancient magi and otherworldly entities.
    • Primary Focus: Spirituality and esoterica.
  7. Ortega Clan
    • Description: The Ortega Clan oversees agriculture and ecological sustainability. They are stewards of the planets under their control, ensuring a stable food supply and environmental balance.
    • Primary Focus: Agriculture and ecology.
  8. Ramos Clan
    • Description: The Ramos Clan operates in the shadows, specializing in intelligence gathering, covert operations, and espionage. They are the secret keepers of the Entente, often dealing with sensitive and classified information.
    • Primary Focus: Intelligence and covert operations.
  9. Alba Clan
    • Description: The Alba Clan is known for their advanced medical knowledge and healing techniques. They are the primary caregivers within the Entente, focusing on the health and well-being of its citizens.
    • Primary Focus: Medicine and healthcare.
  10. Tarn Clan
    • Description: The Tarn Clan is a clan of explorers and innovators, known for pushing the boundaries of space travel and colonization. They are often the first to venture into uncharted territories.
    • Primary Focus: Exploration and colonization.
  11. Vittorio Clan
    • Description: The Vittorio Clan specializes in the management of energy resources, including solar, nuclear, and magi-based energies. They ensure that the Entente has a steady supply of power for all its operations.
    • Primary Focus: Energy management and distribution.
  12. Mendoza Clan
    • Description: The Mendoza Clan is focused on the development and maintenance of infrastructure. They are responsible for the construction of space stations, planetary habitats, and transportation networks.
    • Primary Focus: Infrastructure and construction.
  13. Valencia Clan
    • Description: The Valencia Clan is involved in legal affairs and the enforcement of law and order within the Entente. They are the judges, lawyers, and enforcers who uphold the Entente’s legal system.
    • Primary Focus: Law and justice.
  14. Ferraro Clan
    • Description: The Ferraro Clan is known for their expertise in robotics and artificial intelligence. They develop and manage the robotic workforce that supports the Entente’s industries and services.
    • Primary Focus: Robotics and AI.
  15. Verdugo Clan
    • Description: The Verdugo Clan is dedicated to the study and application of ancient magi and alchemical sciences. They are responsible for maintaining the balance between technology and the arcane.
    • Primary Focus: Magi and alchemy.
  16. Cortes Clan
    • Description: The Cortes Clan oversees communication and information technology within the Entente. They ensure that all data, news, and communications are securely transmitted and properly managed.
    • Primary Focus: Communication and IT.
  17. Exilus Clan
    • Description: The Exilus Clan, known for their radical independence and desire for autonomy, chose to break away from the Guitlaro Entente due to ideological differences. They believed that true progress could only be achieved by exploring and establishing themselves in uncharted regions of the galaxy. The Exilus Clan is characterized by their pioneering spirit and willingness to take risks, often venturing into dangerous and unknown territories. They have established several outposts and colonies far from the Entente's influence, where they experiment with advanced technologies and new forms of governance.
    • Primary Focus: Independence, exploration, and experimental governance.
    • Current Status: The Exilus Clan operates as a loose confederation of independent colonies, each with its own unique culture and governance. They maintain contact with one another through a network of advanced communication systems, sharing knowledge and resources while maintaining their autonomy. The Exilus Clan is known for their innovation, having developed unique technologies and societal structures that are unlike anything within the Guitlaro Entente.
  18. Astralis Clan
    • Description: The Astralis Clan was once one of the most spiritually inclined clans within the Guitlaro Entente. However, their increasing obsession with the mystical and esoteric led them to seek out the most remote and uncharted regions of the galaxy, far from the influence of the Entente. The Astralis Clan believed that the secrets of the universe could only be unlocked by isolating themselves from the distractions of the known galaxy. They embarked on a pilgrimage to discover ancient cosmic truths and uncover the mysteries of the universe. The Astralis Clan is deeply religious, with a focus on cosmic enlightenment and spiritual ascension.
    • Primary Focus: Cosmic exploration, spiritual enlightenment, and the pursuit of ancient knowledge.
    • Current Status: The Astralis Clan has established a network of hidden sanctuaries and temples across the galaxy, where they conduct rituals and study ancient cosmic artifacts. They are rarely seen by outsiders, and their society is shrouded in mystery. The Astralis Clan is rumored to have made contact with powerful otherworldly entities and possess knowledge that surpasses even the most advanced civilizations. Their ultimate goal is to achieve a higher state of existence, transcending the physical realm.
  19. Nocturna Clan
    • Description: The Nocturna Clan, a secretive and enigmatic group, left the Guitlaro Entente in pursuit of knowledge hidden in the darkest and most obscure regions of the galaxy. Unlike the Exilus and Astralis Clans, the Nocturna were not driven by a desire for independence or spiritual enlightenment, but by a thirst for forbidden knowledge and the power it might bring. Known for their mastery of stealth, shadow manipulation, and covert operations, the Nocturna Clan has established itself as a shadowy force in the galaxy, often operating in the margins of known space where few dare to venture.
    • Primary Focus: Forbidden knowledge, shadow manipulation, and covert operations.
    • Current Status: The Nocturna Clan has become a powerful yet elusive presence in the galaxy's most remote and hidden sectors. They are known to have established secret bases on dark, inhospitable planets and within the depths of uncharted nebulae. The Nocturna are feared for their mastery of stealth technologies and shadow-based abilities, which allow them to strike unseen and disappear without a trace. Their ultimate goal is to uncover and control ancient, forbidden technologies and magics that could shift the balance of power in the galaxy. The Nocturna Clan operates with a strict code of silence, and its members are rarely seen, even by other Puritanians.

Khetki (Hūmānus Medianus)

Also known as Medians, Normals, Mids, Avers, and Averages, Khetki are characters without significant psychic abilities, making up the majority of the population. They are scientifically termed Hūmānus Medianus.

  1. Myrmidian: A race of insectoid humanoids with chitinous exoskeletons and an affinity for hive-like social structures.
  2. Terragore: Hulking, rock-skinned mutants with immense strength, capable of withstanding extreme physical punishment.
  3. Solara: Luminescent mutants with glowing skin and the ability to absorb and emit solar energy.
  4. Scarnyx: Resilient mutants with hardened, scaly skin that blends with the red sands; they have a natural resistance to heat.
  5. Duskara: Shadowy mutants capable of blending into the twilight, with elongated limbs and heightened agility.
  6. Pyroclast: Fire-resistant mutants with the ability to exhale superheated air.
  7. Photalis: Mutants with skin resembling tree bark that glows faintly in the dark; they have a deep connection to the planet’s flora.
  8. Eclipture: Mutants with the ability to manipulate light and shadows, often used for espionage and stealth missions.
  9. Aqualis: Aquatic mutants with bioluminescent scales and the ability to communicate with marine life.
  10. Cryogore: Ice-skinned mutants who can survive sub-zero temperatures and even generate ice from their bodies.
  11. Aetheris: Mutants capable of controlling wind currents, often seen flying through the frozen skies.
  12. Glaciom: Pale-skinned mutants with heightened senses that compensate for their complete blindness.
  13. Sylvanex: Mutants with plant-like qualities, including the ability to photosynthesize and control vegetation.
  14. Predakor: Feline-like mutants with sharp claws and heightened senses, perfectly adapted for hunting in dense forests.
  15. Mossian: Green-skinned mutants covered in mossy growths that allow them to blend seamlessly into their surroundings.
  16. Nyctaron: Mutants with superior night vision and the ability to move silently in the dark.
  17. Umbrage: Shadowy mutants who can phase through solid objects, often used in covert operations.
  18. Tenebrax: Reptilian mutants with scales that absorb and dissipate light, rendering them nearly invisible.
  19. Igneon: Mutants with internal heat sources that allow them to withstand extreme temperatures and generate flames.
  20. Ashvor: Ghostly mutants who can transform into smoke and ash, making them difficult to capture.
  21. Pyroclasm: Mutants with skin as hard as cooled lava, capable of withstanding immense heat and pressure.
  22. Granitear: Mutants with rocky skin and incredible strength, capable of shattering stone with their bare hands.
  23. Nimrikan: Mutants who can manipulate clouds and fog, often seen gliding through the misty skies.
  24. Seismon: Mutants who can cause localized earthquakes and tremors with a single stomp.
  25. Necridan: Mutants with decayed, leathery skin and heightened physical resilience. They have adapted to be incredibly resistant to extreme environments like radiation and toxic gases. Despite their rugged and disfigured appearance, Necridan possess heightened senses and an impressive immune system, making them formidable survivors in hazardous conditions. Their bodies regenerate damaged tissue at an accelerated rate, allowing them to survive injuries that would kill most other Anthrals. They are often shunned by society for their appearance but are invaluable in high-risk environmental missions.
  26. Hydronis: Amphibious mutants with webbed limbs and the ability to breathe underwater.
  27. Krakenar: Tentacled mutants with incredible strength and the ability to generate powerful whirlpools.
  28. Corallite: Mutants with coral-like exoskeletons that provide natural armor against predators.
  29. Ferronix: Mutants with metal-infused skin that makes them resistant to toxins and capable of withstanding heavy industrial work.
  30. Toxivor: Mutants who can transform into a cloud of toxic gas, often used in sabotage missions.
  31. Mechanoform: Mutants with mechanical enhancements that allow them to interface directly with machines.
  32. Auroracite: Mutants with skin that changes color like the northern lights, often used for distraction and camouflage.
  33. Cryonex: Mutants with the ability to manipulate cold air and freeze their surroundings.
  34. Electrum: Mutants who can generate and control electrical currents, often used to power devices or as a weapon.
  35. Lyvharen: Mutants with elongated features and ethereal beauty. Having adapted to life in high-altitude or low-gravity environments, they have become known for their swift and elegant agility. Their skin glows faintly in darkness. They hold heightened senses, including night vision and an extraordinary sense of balace. Their life-span is also typically longer than most other Anthrals, giving them a wealth of knowledge and wisdom.
  36. Silicor: Mutants with tough, sand-colored skin that blends into the desert environment.
  37. Cavernox: Mutants who thrive in darkness, with heightened senses that allow them to navigate the underground world.
  38. Geodrax: Mutants with crystalline growths on their bodies, often used as a source of valuable minerals.
  39. Neuralis: Mutants with enhanced brains that can interface directly with technology, often used as living computers.
  40. Magnetron: Mutants who can manipulate electromagnetic fields, allowing them to disrupt communications and power sources.
  41. Cyberon: Mutants with cybernetic enhancements that allow them to merge with machinery.
  42. Cryosaur: Mutants with ice-cold breath and the ability to withstand freezing temperatures.
  43. Sonicron: Mutants with the ability to generate sonic booms and thunderous roars that can incapacitate enemies.
  44. Venomex: Mutants with toxic skin that can secrete venomous substances to paralyze or kill their prey.
  45. Stellarion: Mutants with glowing skin and the ability to harness the energy of the stars for various mystical powers.
  46. Voidscar: Mutants who can manipulate the fabric of space and time, often seen disappearing and reappearing at will.
  47. Onirix: Mutants with the ability to enter and control the dreams of others, often used as spies or interrogators.
  48. Gorathians:
    • Physical Traits: Gorathians are robust and muscular, standing taller than average Khetki, with skin tones ranging from deep green to earthy browns. They possess pronounced tusks and a formidable presence.
    • Cultural Traits: Valuing strength and honor, Gorathian society is organized into clans led by chieftains. They are renowned for their warrior culture and craftsmanship in weaponry.
    • Abilities: Enhanced physical strength and resilience, excelling in combat and endurance tasks.
  49. Skrizziks:
    • Physical Traits: Skrizziks are smaller in stature, with wiry frames, sharp features, and skin tones of muted greens or grays. Their eyes are large and luminous, adapted for low-light environments.
    • Cultural Traits: Ingenious and resourceful, Skrizziks thrive in urban settings, often forming tight-knit communities. They are skilled in trade, stealth, and alchemy.
    • Abilities: Exceptional agility, stealth capabilities, and proficiency with intricate mechanisms and traps.
  50. Aeloria:
    • Physical Traits: Aelorians are delicate and graceful, with slender builds and an ethereal aura. Some possess translucent wings, and their skin tones vary from pale hues to light pastels.
    • Cultural Traits: Deeply connected to nature, Aelorians inhabit lush forests and meadows, practicing ancient magics and maintaining harmony with the environment.
    • Abilities: Affinity for elemental magic, limited flight capabilities, and heightened senses attuned to natural surroundings.