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Alien Species: Aliens Friendly to the Federation
Topic Started: Saturday, 7. July 2007, 13:05 (551 Views)
Moose
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Rakurai, Alice, Ael and Olivia

Androssi

Native to: Alpha Quadrant, Androssia Prime (Inexia system)
Class: M (70 % Arctic) Oxygen/Carbon Dioxide Atmosphere (Gravity Comparable to Earth. Planet has warmer habitation conditions closer to Equator)

Appearance
Height: 1.6 to 2 meters
Weight: Similar to Klingon
Skin Colour: Light Sepia (Brown)
Hair Colour: Golden hair, long brown beards
Eye Colour: Blue or Green

Among the officer and worker classes, the males generally have untrimmed beards, and both genders wear their hair long and tied back.

Technology:
- Androssi generally communicate with each other over distances through devices in their ears. They never use visual communication. Androssi ships are rectangular in shape, and tend toward the functional rather than the aesthetic.

- Androssi have acquired much interesting technologies in their businesses and transactions with others, in a way they are related to the Pakleds. Most of their research is oriented in dimensional shifts, which they use to shunt items into an alternate dimension, which can serve to disguise technology that is actually present or to dispose of it or store it for later retrieval.. One of these is Androssi security device, also know as panshar for Androssi. It employs dimensional shifts. When activated, the device fires electrical bursts at opponents that causes damage to the central nervous system. Adrossi also use the Triovar field, which works as a web like booby trap, trapping an object and pulling it into a dimensional shift. The latest Anril torpedo is a type of weapon capable of completely disrupting shields, making it impossible to restore immediately to full strength. The torpedo effect lasts about two hours, in the meanwhile shields will have gaps in them, not fully capable of protecting the ship from weapons' fire and transporters.

Society: Members of the officer and worker classes are not particularly emotional, and focus on their work. Regard for life is low in Androssi society, at least when it comes to the worker class and alien life. Their only goal is to achieve mission at hand and please their sponsors. Whenever an officer gives away orders to the workers, he never names the worker, that is supposed to do it, it is only expected to be done. Androssi define their rank with nose rings. Five represent Overseer, four Sub- Overseer, three Master.

The Androssi society is class like. The Elite are the ruling class, who hold most of the economical base of the race. Elite finances individual ships, with mandate to acquire technology for their Elite sponsors. Members of the Officer class run the ships, and members of the Worker class do most of the work in the society. When Androssi Officers give away orders, they always state what, when, how and for how long something will be worked on. If the task is not performed in the given time, the worker is simply removed and replaced. The CO´s are called Overseer and XO´s Sub-Overseer, while all other officers are called Engine Master, Weapons Master, and so on. Workers can only speak when given permission to, when asked by the higher classes, or needed to report.

History: The Androssi first appeared in the Alpha Quadrant in the Demilitarized Zone (DMZ) between Cardassian and Federation space, offering to give technological aid to the Maquis rebels in the DMZ in 2372. They have made several appearances since the Dominion war ended, offering to provide technological aid, but often at a high price.

****

Algolians

Native to: Beta Persei, Alpha Quadrant
Algol 4. The fourth planet from its sun, Planet Ice is a world of snow, ice, and glaciers. The inhabitants have carved into the ice, creating low cavern complexes dug into the solid ice of the planet.

Nearly a thousand years ago, the Ice People had been on the verge of FTL travel, their spaceships poised to initiate a new age of space travel, when so-called "Judgement Day" occurred. During the Chaos Years that followed, established religions fell, cults blossomed and died by the hundreds, and morals and ethics were swept away in the waves of fear and hatred which rushed in to fill the void.

Anyone who was different was suspect. The strong, though not necessarily the smart, rose to pre-eminence within small groups that had banded together for mutual support. The survivalists had had a field day. They had long been prepared for this descent into chaos and reveled in their position and preparedness. They set up tribes, villages where they gathered together with like-minded individuals to defend their meager possessions and their women and children.

Feudal states evolved. Anyone not allied with a stronger group succumbed to the raping, looting, and murder that occurred on a daily basis. The Ice People was angry and fearful, and it was looking for someone to blame.

After The Fall, Algol had entered into not only an age of barbarism but also an age of ignorance, in which vital technical information was lost and science both deteriorated and moved forward with deadly intent. Small groups of scientists, isolated on various secret projects, had locked themselves away in Enclaves, dedicated to keeping the old sciences alive.

Unfortunately, some of these scientists decided that, in the ethical vacuum which followed The Fall, they had become godlike in their ability to manipulate genetics and remake the world. Their attempts to do so led to the Mutagenics Disaster, in which scientists had gleefully created new and sometimes fanciful species of the Ice People by splicing their genes to have appearances and biological functions similiar to those of select animals. Their intent was to create a new breed of slaves to do the menial work for the Ice People. Suma were created to work the fields, Tenseaga to be the hunters, and Cween to keep the vermin to a minimum. These were introduced slowly and carefully into the general population, which was told that they were from another, unexplored part of the world. The Ice People treated them with both suspicion and the inherent arrogance of the Ice People when presented with an 'inferior' species.

However, the scientists had not counted on one thing: accelerated evolution. The new races, created through the use of mutable genes, rapidly developed advanced intelligence and rudimentary cultures of their own. Dissatisfied with their place in the scheme of things and increasingly aware of their own intrinsic worth, they demanded to be treated as equals and given the same rights as Normals, as they referred to the Ice People.

Their demands were met with brutal resistance by the average folk and led to decades of bloody revolution and violence. Unlike other historical struggles for equality on Algol, there had been no moderating voices within the new races. They often fought like animals, showing no mercy to those who had enslaved them or treated them like inferiors. They eventually recogize that peace is more desirable.

Physical Description of aliens: Most inhabitants of Algol 3, "Planet Ice" resemble insects. They have faceted eyes, antennae, and a non-humanoid head. They have 6 limbs, but usually keep their extra pair of arms folded up behind them. The inhabitants of Ice have small tusks around their mouths; these grow with age. Inhabitants of Ice never actually stop growing, though their growth slows with age.

Inhabitants of a frigid world, the Ice people are generally wiser than most other members of their planet due to life spans of 350 years, and their light build allows them superb balance.

Their leader
Dif Nei Pieris is the young Prince of Algol 5, Planet Ice. Thrust into the role prematurely after his mother's untimely death, Pyrus is a teenaged boy struggling with his responsibilities. He is quick to act, sometimes without thinking things through. He suffers many hardships and losses - including the loss of his entire family and the city his palace was located. Dif Nei Pieris still struggles to represent his people amidst their frustration and despair.

The Cween
Physical Description: The Cween resemble bipedal lizards, with two flexible frills running from the top of the head all the way down to their tail. They have a wide variety of body proportions, broader than any other known species. Their hands are clawed, and their faces are capable of a greater range of motion than most other beings.

Their leader
Femur: Vizier of Ice, Femur is a short, fat, obnoxious ruler with an uncanny ability to escape danger. He is a deceitful, arrogant schemer, always looking out for himself first. He is canny though, and never bothers to consider nobility as a reason for a course of action. In this regard, he is quite well-suited for rulership of Cween. Femur is not a fighter; he frequently finds something (or someone) to hide behind in a fire fight. However, he is not above teasing or manipulating other people into action, and enjoys needling Jade (despite the physical danger involved).

Femur's leadership has faced several tests. When he abandoned the rest of the Alliance in the middle of the battle against Remora, he lost a great deal of face with the Sternum Warriors, who pride themselves on their fearlessness. In danger of losing his throne (and his life), Femur realized his mistake, and responsibly managed to get Cween (and himself) reinstated into the Alliance.

Inhabitants of Cween can be either charismatic or manipulative (or both), and they are resilient as well. They are not particularly dexterous.

Prime aide Li Ptie: Young and opportunistic, Li Ptie is Femur's aide and second-in-command. However, he frequently tries to assassinate Femur, since that would be the only way he could rise to be Emperor himself. While opportunistic, Li Ptie finds that Femur's wiliness is more than a match for him time and again. Li Ptie is also quite willing to make deals to get the throne. However, Li Ptie' schemes ultimately fail, as Femur is always a step or two ahead of his aide.

Li Ptie is a coward, even more than Femur is. Sternum absolutely terrifies him. He will avoid a fair fight whenever possible, and will only defend himself unless absolutely necessary. He prefers to have something up his sleeve. Fortunately, Li Ptie carries quite a few concealed weapons on him.

Tenseaga
Physical Description: The inhabitants of Tenseaga are generally humanoid in appearance. Their ears resemble a set of three fingers, which grow as they mature. Young Tenseaga inhabitants have a rounded face, but their face elongates and narrows as they age. Citizens of Tenseaga are fond of wearing jewelry. Many men - particularly warriors - wear earrings, or bob their ears with golden ear-caps.

Inhabitants of Tenseaga are quick to act and quick thinking, however, they frequently jump into things without thinking things through, and they can be rather unpleasant to deal with.

Their leader
Bliksem: 5 years ago, just a lowly Granite Class miner, Bliksem takes up the job of uniting the warring factions. Noble, courageous, and charismatic, he a commoner among kings. Once a quarrior, he left Mar Roo Ga's military after he failed to save his younger brother and Mother, who was killed in a raid on Planet Tenseaga. Unable to forgive himself, Bliksem had serious doubts about his own leadership abilities. He thought of himself as "just a miner". Now, angry at fate, he is not mentally stable anymore. Bliksem prefers to attack with brute force and overwhelming odds, and lives for destruction. If given free reign, he would continuously launch attack after attack against his enemies. Bliksem is easily excited, and easily gets carried away in his appetite for carnage. He has a nervous habit of jittering.

Mar Roo Grai
Physical Description: Inhabitants of Mar Roo Graire resemble humans. Their homeworld a rugged land of high peaks, badlands, and mesas. Its inhabitants live mostly in caves carved from the rock, high atop the cliffs of the planet. Violent windstorms near ground level force the inhabitants to live high up, and they almost constantly wear protective armor. The world is very rugged and spartan.

Armor is worn by almost all of Mar Roo Ga's inhabitants, so much that it seems like normal clothing to them. After years of wearing armor continuously, the people of Mar Roo Graican move in it quite admirably. If wearing armor that is designed (or modified) for them, they can move at full speed, regardless of the armor's weight.

Their leader
A tough, competent warrior, Jaitate serves Mar Roo Graias its Captain of the Guard and acting diplomat. She is hard and uncompromising, and lacks patience for foolishness or cowardice.

Suma
Physical Description: The Suma people resemble large, bulky, furry humanoids with a pair of horns. They have a segmented shell on their back, and their fingers resemble spades. They move slowly but deliberately, and have a lumbering gait. Despite their size, the Suma are slow and ponderous.

Kaia Cryos is the leader of the Suma. Admired by his people, he maintains a quiet dignity, and rules by his strong code of ethics and reason. He truly hopes for peace between all of the peoples of the Algol. With considerable dignity, he provides counsel to others, helping his friends to triumph over obstacles. Kaia Cryos firmly believes that a ruler's duty is to his people. When he chooses to save his daughter rather than help defend his people, he abdicates his throne to his captain of the guard. Yet his people gladly returned his scepter to him later, forgiving his weakness.

Cryos is a capable tactician and able statesman. His only real weakness is his overwhelming devotion to his beloved "little snowflake", his daughter Zera.

They cannot speak (they grunt), but communicate telepathically to any sentient race. Suma People are pacifistic - they will not directly harm another being. However, they have no problems about manipulating their enemies into another's blaster range, and they can eventually overcome their reluctance to directly harm another being. Suma People rely upon outsmarting their foes.

Algol 2 remnants
Welia: Welia is one of the leaders of the escaped prisoners on the Prison Planet (the remains of Algol 2). A member of an unknown race, Welia is vindictive and manipulative. She has a natural charisma, and demands total devotion from her warriors - something she gets without much effort. She is very power-hungry and obsessive. A proud but nasty woman, she uses everything at her disposal - including her own beauty and charm - in her goal of winning control of the Prison Planet.

Welia apparently belongs to a race of crystal-based beings. She claims to have crashed onto the planetoid, probably during one of Qernum's raids of other planets. She was able to create a credible opposition to Qernum's control of the world from the dissidents among the Prison populace. Welia is currently hiding on Algol 1. What her activities will be remain to be seen. But her actions to date indicate that she will certainly be trouble.

Qernum's leadership was not to everyone's liking. A sizable number of the populace sided with Welia when she crashed on the planetoid. There is a continuous series of skirmishes between the Qernum and Welia's factions. Jewelia's forces were generally in poorer condition (many of her troops wear mismatched armor), but they control a major arsenal.

Four months ago, Qernum disappeared and Welia left the Prison Planet, so any surviving inhabitants may be leaderless or dissolve into continuous gang warfare, their status and fate are unknown.

****

Betazoids

Native to: Betazed, Alpha Quadrant
Betazed, is the 5th planet in a 8 planet solar system. Betazoids hail from the Federation member planet Betazed, nativelly called Cintaciel. Betazoid is Earth-like in appearance with large blue oceans. It is within a standard shuttlecraft's range of Starbase G-6.

A Federation race basically humanoid except for the solid-coloured dark pupils and mental power of telepathy within the race. They also have varying empathic links to other races. Their empathic/telepathic contact leads to a natural trait of complete honesty, somewhat troubling to outworlders when practiced fully. It can be viewed sometimes as brutal and unpolite honesty.

The Betazoid brain contains the paracortex, which is a lobe devoted specifically to telepathy.

Betazoids feel uncomfortable around species whose minds they cannot read, including the Ferengi (whose brain is different from most humanoids), Changelings, who don't have a distinct "brain" (ie- an organ constituting their mind and mental functions), Edenians and the Breen.

Betazoids are very flexible, and they can control many body functions. Their body functions (heart, respiratory, circulatory, excretory, endocrine) are very similiar to humans, with the exception of their skeletal system being close to that of a cat.

The Betazoid people appreciate fine arts, literature, and philosophy. As all Betazoids are telepathic, they usually do not need to vocalize their thoughts to one another in order to communicate, but can do so for the benefit of offworlders. It is a natural ability, and likewise the strength of the skill varies from one to another. Most develop the ability in adolescence, but a few have congenitally active telepathic abilities that may cause severe mental problems due to their inability to screen out other peoples minds.

Screening is a skill that is absolutely necessary for the well-being of a Betazoid, particularly for those with keen telepathic sensory skills. Externally, Betazoids are among the most humanoid species on record, and are indistinguishable from humans in every aspect.

Betazoids practice an old style of marriage arrangement called genetic bonding, wherein children are promised to each other for marriage later by their parents. On the same note, Betazoids are known for their ability to love more than one person without losing their ability to love their mate, nor are they bound by their marriage customs. Because marriage is a celebration of the act of love to Betazoids, the wedding ceremony itself is conducted in the nude. Some interesting courting methods are partner trances, and scenic watching and viewing.

Childbearing is similar to humans, except the normal gestation rate for Betazoid females is ten months rather than nine.

Betazoids start school early, and the earliest schooling is set up in a nurturing setting with many adults and positive influences. Strong artistic and mental skills are established at this time, and all younger Betazoids are subject to preliminary trances and methods of relaxation. At middle school, the earlier developers of telepathy are often sent to alternate schools to help them deal with their powers and often stronger influences. The norm of society, although, is taught at this time about their own minds and learn more complex functions. At later schooling, prior to the high school equivalent, they develop the first telepathic skills. They learn more and more, and eventually, they master most of their skills. During this time parents become more open to their children and often share strong bonding experiences with their kin.

Most children recieve some sort of pre-destined idea of what they are supposed to do with their lives. At the young ages, Betazoid children often bond with friends closely, making youthful relationships last a lifetime. Parents are open and honest towards their children, always encouraging total honesty. Older children develop telepathic skills, and they recieve training under strong encouragement of parents and peers alike. When the children come of age, a special occasion of age-marking takes place in which a parent 'passes on' their own telepathic energies, and bonding takes place and is finished.

Betazoid women are not considered to be "matured" until they at least reach their forties in equivalent human years, which coincides with the timing of the female Betazoid "Phase.", an otherwise 'calm' ten year countdown before their sexual drive quadruples.

Visitation
These are a series of rememberances that take place after the death of a family member and friend. Those that are closest to the dead person gather at a series of meetings, one held at six weeks after the death, another after the sixth month, and another for every three years afterwards. During the ceremony, the participants remember the deceased and share strong telepathic fields with each other.

Society
Betazoids love large crowds, and most banquets and socials held have large crowds. Food served at banquets and feasts are supposedly very sundry and varied, allowing for many choices and preferences.

Betazoid society tends toward more formal and elaborate traditions and ceremonies than most cultures in their present evolutionary stage. Some of the rites often make the more conservative Federation offworlder uneasy at first, most notably the traditional wedding ceremony in which no clothing is to be worn. Betazoids have an unoffical matriarchal social structure. There is no official gender-based restrictions in place within Betazoid society, women inherit family wealth, and they are often the head of households and families. Women also traditionally holds many positions of authority.

Types of Betazoid art include natural beauty art, abstract natural beauty, empathic abstract, and plain abstract. Natural abstract is a mixture of natural tones that make out a discernable picture intermixed with a theme. Empathic abstract is art that displays very abstractly emotions and strong empathic fields. Plain abstract is just a free-for-all abstract painting iscerning anything from life to trees. Sculptures are also there, and many of them are also abstract.

Betazoids in general appear quiet because of their telepathic nature, and most like to ponder, meditate, and study. Most seek personal understanding and hold enlightenment the highest goal. They also display total honesty, almost a phenonmenon. It is encouraged strongly even in young age, but it persists often throughout their last days. It can be viewed sometimes as brutal and unpolite honesty, but they mean no harm when they speak the blind truth.

Betazoids meditate a lot, and they often use a focal point to focus their energy. The benefits of this can be extreme immunity from pain or even death, and it allows for more bodily control.

Betazoids are a race of pacific philosophers who are more likely to observe than act, and consequently have little use for weapons or even defense systems. Their planetary defense system were outdated the moment they were finally in place and proved to be quite useless when the Dominion attacked. Nonetheless are considered a major world of the Federation and their fall during the Dominion war in 2374 struck home the devastation that had eaten away at the Federation's formerly secure borders.

****

Eurils

Native to: Alpha Quadrant

Fragile, stork-like beings from a low gravity world. The MSVK environment has dim lighting and a opaque fog for an atmosphere.

The race is driven by an intense curiosity and hampered by extreme caution. They are the galaxy's prime observers, and are content to look and learn and record through their long-probes and sensors without making their presence known. Eurilss have a low tolerance to radiation.

****

Naian-las strivs

Native to: Gamma Quadrant

A humanoid people that looks a lot like Klingons, native to the Gamma Quadrant.

22 000 years ago their entire society was genetically engineered in response to rising sea levels on their home planet. The males have crests on their heads. Their Leaders marks their subjects with tattoos.

100 years ago, Naian-las strivs become a danger to all, by asking to be absorbed into the Dominion. The Dominion use the Strivs to cripple planets by making a population dependant on drugs.

The Naian-las Strivs attempt to dominate planets and entire systems at any cost, willing to do anything to achieve their goals. Like the Dominion, they poison entire planets sometimes and give illicit drugs to children starting a chain of suffering. Divide and Conquer strategy.

Naian-las strivs run Slave Points, a market where they sell slaves even children as young as 7 years old. Naian-las strivs is hated by Edenians. The Edenian Federation of Worlds and the Guardian Collective is trying to wipe out these people, for they have no respect for life nor the freedom of others.
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Rakurai, Alice, Ael and Olivia

Sprites

Native to: Alpha Quadrant

A humanoid species, ruled by a matriarch. The home planet is called Torinco in their language, or Numar by the Federation. The homeworld is a class M planet, the second of three (formally four) planets in the Indi Meseta system, which is located in sector 227-g. It is generally accepted by the Federation science council that the three planets in this system were terraformed by an advanced alien race of unknown origin.

Sprites are a race of petite-sized humanoids well-known for their colourful (usually orange or blue) skin and child-like appearances. Their usual height at maturity (reached at age 35 - 40) is 4'2" to 4'10"

The Technology level of the Sprite people is early space age, having warp capability for almost ninety years ago. First contact was made just a decade ago by Captain Williams of the USS Pretoria (NCC 73918).

The homeworld has an unusual "feature". Dozens of hi-tech underground facilities, fully autonomous aerial vehicles, and orbital satellites have been found on the surface, below surface, in orbit and underwater -- all of alien design, estimated to be about 22 000 years old. As these are being 'recovered', Sprites have been studying the technologies and slowly implementing some of it into its own culture, which means their level of technology and understanding of it makes 'regular' advancements every few years. But refuse to share the information they gather to any other race, even the Federation. Even to the point where a large defense fleet is stationed in the system.

Sprite legend tells of an advanced people living in the first planet (Palma) that destroyed themselves and their planet leaving an asteroid field. More than a thousand years after its destruction of the first planet, its effects are slowly taking the toll of its absence. Lacking the planet on its inner extreme, the planetary system suffered a shift in its planets' respective orbits.

The first change experienced over a millennia was an increasing distancing process on the part of Torinco; with years of subtle distancing from its sun, Torinco's temperature gradually decreased world-wide, the planet's eco-system is slowly withering away, becoming a desert. More than 60% of the land surface is covered by desert as of today, a fact that only worsens the temperature conditions, having nights of down to zero (0°C) as the norm.

The remaining planet's orbits are decaying will eventually enter a permanent erratic state. Three years ago a series of violent earthquakes started erupting throughout the planet, a thread of telluric movements that hasn't finished. Even now, small telluric movements are observed on a weekly basis all around Torinco, Ladea and Sa-Lows (the second and third planet in the system). Whatsmore, the government's research point out that the earthquakes will slowly increase in intensity again over the course of the following decades; it is also estimated that before the next 120 years there is a very high possibility of the planet resuming most of the volcanic activity world-wide.

The planet is estimated to keep experimenting changes until a new state of acceptation arrives for the planets' orbits, a thing that may happen within the next 10,000 years more or less, but it is also estimated that Torinco's civilisation may prove unable to keep up with the constant changes before the next 200 years.

Following several decades without major conflicts, society has gotten along more or less well. Having to adapt to an increasingly colder climate, the average citizen carries on most activities indoors. While in the Equatorial regions temperature can still go up to a comfortable 18°C in summer, the rest of the inhabitants have to rely either on heavy clothing or thermal fibervests most of the year. However, most of the inhabitants have become increasingly tolerant to cold temperatures. Given the planet's actual conditions, most of the population has concentrated on the Equatorial regions of the planet.

One of the best perks since the discovery and full implementation of gravity induction was indeed the end to the need of nuclear power. Skycars made their appearance 77 years ago, but wheeled cars are still common (56%). Public transportation exists in all cities in the form of the Palmaen Subway, which connects every sector in a given city.

Deep space exploration trips became even more frequent as the temperature dropped even colder over the course of the years, the surface becoming more inhospitable for life with each passing year, all exploration gradually reduced to ore mining and otherwise resource gathering. However, the population managed to survive and prosper, most cities are now an enclosed dome-enclosed metropolises in their own right.

****

Vellorians

Native to: Alpha Quadrant

They are an off-shoot race of the exiled Romulans who left the Vulcan over 2,000 years ago. Vellorians are characterized by their telepathic abilities and often-flirtatious attitudes. They are a compassionate people, but at the same time they are driven by an excitement. They appear virtually identical to Vulcans, though the function and placement of their internal organs differs slightly. Vellorian skin tones range from pinkish to dark brown, much like Humans, but it is rare to find a Vellorian who does not have mauve coloured eyes.

Vellorians are a Matriarchal society. Males are typically limited to touch-telepathy (called mind brush) only. Technically the female gender is split into two groups. One is the normal (Beta) female, and generally limited to touch-telepathy as well.

Less than 10 % of Vellorian females are Alpha females, distinguished by pink skin, strong telepathy and natural aggression. Alpha females are always leaders in Vellorian society. They Psionic ability allow them a degree of mind control over other Vellorians (and races that are unable to mentally block out telepaths, i.e: almost every other race). The mind control has a maximum range of 65 meters, telepathy less than 200 meters.

To'ovaya is the last phase of overall physical change in the development of a young Vulcan or Vellorian. Its also quite painful. There is great variation among individuals in the severity of to'ovaya; some experience bones lengthening, hair texture changing, and weight re-distributing itself; while others experience only lesser developments. During the period, stress only aggravates the condition.


****

Wiee'lecs

Native to: Seraris Regions, Beta Quadrant

Wiee'lecs are usually tall, most adults are over 2 meters in height.

Wiee'lecs have skin that comes in a vast variety of colours, and two tentacles called meikku protruding from their heads. The name "Wiee'lec" means "twin meikku." Part of the brain grows into the base of the meikku, and the width of the tails is proportional to the girth of each Wiee'lec.

Meikku are often called "head-tails," or "worms". Meikku are used for thinking and communication as well as sensual pleasure. Although it is most common for Wiee'lecs to have two meikku, it is possible (although exceedingly rare) for a Wiee'lec to naturally have three or four meikku. They are naturally completely hairless. Known Wiee'lec skin colours include green, blue, gray, red, orange and purple. The rarest are the red, followed by the blue. Purple is the most common skin colour.

Their three homeworlds is close to its sun, one side of the planet always faces the sun (an example of tidal locking). This results in the temperatures on the day side being very high, and the night side the temperature is very cold. There is a habitable band around the planet where the day and night sides of the planet meet. The Twi'lek people live in a series of caverns that are located in the habitable band of the planet; each cavern is inhabited by a separate clan.

Every morning, adult Wiee'lecs start a ritual of painting their meikku, it is similiar to henna tattoos, and only lasts about 3 or 4 days before completely fading away. Their meikku can a pattern of spots, circles, or stripes in a different colour from that of their skin.

Any formal event where non-Wiee'lec are invited to, requires that their guests' upper body (head, neck, chest and stomach) be painted by their Wiee'lec hosts.

Wiee'lec females are prized for their natural beauty and gracefulness. Both males and females have human-like ears, but females typically wear elaborate caps or head-bindings fitted with ear coverings made of bone or other material, leading to the belief among some casual observers that the coverings are actually their ears. They understand most alien languages, but prefer to speak their own, which is a combination of speech and meikku gestures. Wiee'lecs live in a clan-based society.

Wiee'lecs structure their society around a five member "Head Clan." These five Wiee'lecs lead the society in all such matters until one member of the Head Clan dies. At that point, the remaining members of the Head Clan are cast out into the barren landscape on the day side of the planet to die. Then five new members of the Head Clan are chosen.

Wiee'lecs have a short life span, they usually die at the age of 30 to 35. You can easily tell their age as their tattoo painting ritual eventually turn the skin brown, which usually happens about the age of 25.

****

Yupello

Native to: Gamma Quadrant

Yupello are a docile, amphibious race. A colony ship carrying the last of their race crashlanded on Edenia Minor almost 200 years ago.

They have blue skin and a characteristic manner of speaking which makes most of their speech sound slurred. The Yupello live primarily in and around water or captains aboard the Edenian ferries. Extremely quick and agile swimmers. They have a strong dislike for sporting events, called having a "lackadaisical disposition draws them to less strenuous pastimes", or, put more simply, because of their laid-back nature and fragile bodies.

Many decades ago, Edenians found it hard to tell Yupello apart, male and female, so Yupello started to wear different clothing; Males: White and Red clothes. Females: Blue and Purple elegant clothes.
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