Humans are a common species within Via Aylathiya and one of the primary colonizers of its Verpletter region. While other species such as the Vexlores were also prominent in the region at the time of its Seal-Off, they had mostly been integrated into the Human population (resulting in a species called Demi-Vexlores common outside of Verpletter).
The Aquasi (Homo Sapiens Hydros) are a Human mutant subspecies native to Fasia in the Verpletter region of Via Aylathiya. Like all mutant subspecies on Fasia, the Aquasi were subject to rapid evolution after settling on the planet due to Fasia's unique properties. Those who settled near the coastline on the equatorial region evolved into the Aquasi after around a thousand years. This speed is unprecedented and is considered impossible by normal evolutionary standards. As such, their sudden appearance is attributed to an as of yet unexplained anomalous phenomenon somewhat common in the Verpletter region.
Diverting from their Human ancestors, the Aquasi developed gills, double-jointed and webbed feet and hands, and a dorsal fin that runs the along the length of their spine. These adaptations allow them to swim much more efficiently than baseline Humans. They also adopted an organ in place of their spleen that, while also cleaning blood, stores oxygen-rich blood, allowing for longer dive times. Since sapient brains are incredibly oxygen inefficient, they can only dive for thirty minutes at a time without surfacing. The gills only serve to supplement their oxygenated blood storage as water cannot absorb enough oxygen to support a brain.
Usually living in shallow waters, the Aquasi were often attacked by the other Fasian species living in coastal cities, especially the Sürunen, who wanted to stop them from 'stealing' the fish from their territory. This resulted in many Aquasi cities being built around isolated islands and reefs far from the mainland. Over the centuries, many would build closer to the coastline. There are also some which braved the possibility of being attacked, and set up settlements in lakes within the Fasian mainland.
Perhaps due to their ability to breathe in both air and water, the Aquasi are defined in no small part by their natural curiosity of the universe around them. Many of them have a desire to explore the universe around them, which is why they were quick to come around to the idea of joining the Commune Federation when it arrived on Fasia.
The Aquasi have since been invaluable in the colonization and exploration of various ocean worlds. This unique role in the Federation has lead them to develop close ties with the Casorians. To escape persecution or conflict with the various fishing peoples across Fasia, they largely relocated to shallow ocean worlds.
The Dwanvo are a Human Mutant Sub-species, hailing from the planet Fasia. They are a short, stocky, resilient species, whom form their homes underneath the surface of the surface of their world, in an immense Under-Empire.
Like all the other Fasian sub-species, the Dwanvo were subject to a rapid evolution. In the case of the Dwanvo, they became shorter, but more padded with muscle. After having a series of conflicts with the Elaven and the Skyborne, the Dwanvo opted to craft their cities and empires under the surface of Fasia, creating their huge Under-Empire civilization over the next ten millennia. They became well known and respected for their craftsmanship, and their resilience to the many attacks that they would suffer over the next few centuries.
Until the arrival, and their subsequent admittance into The Commune Federation, the Dwanvo enforced a practice of a Caste based system, in which an individual would be born into a social caste, which would determine their opportunities in life. For example, a Dwanvo born into the mining caste would have only mining based opportunities, and could not, for example, do artistic work. This system was responsible for several Dwanvo civil wars, which was more common than conflicts with the other species. This social structure was phased out after The Commune Federation arrived, as Caste based systems were not permitted in the Federation.
Like many of the Fasian's, the Dwanvo did eventually begin the process of space colonization. They were most well known for the settling of various asteroids, which they were able to turn into thriving settlements.
Dwanvo are well known for their physical strength, resistance, craftsmanship, and determination. their skill as craftsmen have seen an incredible number of the sights of Fasia being made by them, as well as general commodity production. They are also well known for putting their efforts into ship production, creating a steady stream of Fasian ships, and acting as repair teams for various coming and going ships throughout the region.
Physical Appearance and Anatomy
The Dwanvo are a very short species, with an average height of about 1.2 meters. In spite of their short height, they are a very resistant and tough species, able to resist many heavy hits that would be devastating to other species, and deal out harder punches in equal measure. They are a naturally strong species, often being born with muscles, and those muscles are very easy for them to grow.
In spite of their short stature, however, they are the closest of the Fasian species to their Human ancestry. They do not possess any major mutations, varying hair colors, eye colors, or have any particular abilities outside of their enhanced strength.
The Dwanvo have become a widespread people, reaching various corners of the universe.
The Dwanvo are located all over Fasia, and have presences in just about every city on the world. they have walked just about every path of life, from soldier, to farmer, to academic, and so on and so forth. They are integrated into the wider Fasian culture well, and are respected throughout their home-world.
On Fasia, the Dwanvo are split into two referential groups - The Overs and the Unders. These terms have no real meaning, other than to differentiate which Dwanvo lives where.
The Overs is a term for those who live on the surface primarily. Typically it does not matter where these Dwanvo reside, for they are still surface-livers. The majority of Overs live in what are called Over-Cities, which are cities that have been built up around entrances to the Under-Empire. Overs often have a better understanding of other species and customs than Overs do.
The Unders is a term for those Dwanvo that live underground, in the Under-Empire. These Dwanvo are the majority of Dwanvo, though this does not mean that they do not travel to the surface regularly. They are often considered more abrasive than the Overs, as they do not interact with aliens and the other sub-species as cleanly as the Overs. They are still capable of working with them as needed, however.
Dwanvo that live in the orbit of Fasia are considered Overs, as as Dwanvo that live on other planets. However, if they live underground on other worlds, they become known as an "Under-[Planet name]".
Within the Commune Federation
The Dwanvo are a widespread species, as many took the opportunity to spread out throughout the Federation, often seeking to learn what the Federation had to offer them. Many were able to use the opportunity to escape the expectations of their Caste System, which had just been phased out, but societal expectations would remain for a long time,
Many Dwanvo were able to find various jobs throughout the entirety of the Federation. One of the most common fields that they were found in was that of construction work and architecture - Via cultural osmosis, many Dwanvo had skills that translated well into construction and architecture. Many began to work at repair yards, fixing up ships that were damaged either from battle, or from various anomalies or malfunction, or any other number of issues. Many also became engineers on dry-dock stations.
A large number also became crew-members of the Stellar Fleet, taking the opportunity to see as much of the galaxy as they could. Here, they were noted for their tenacity in the face of combat, and were often incredibly skilled at getting others to follow their orders, and making tactically sound decisions. After centuries of fighting on Fasia, many were well aware of the various dangers that awaited them in combat zones, and were able to lead and fight when necessary.
As the centuries passed, many Dwanvo were also responsible for the creation of various underground civilizations throughout the entirety of the Federation. Some were capable of settling new worlds on their own, and others were invaluable at helping set up underground networks for various transportation systems and goods passages.
Dwanvo are a common sight throughout the Federation, and are found on a great number of worlds. They have become a well integrated people, and are fund in just as many walks of life as any other species.
Some have been reported joining more openly hostile actions to the Federation however, such as the Liberty Empire, or the Vanguard Republic. There have even been reports of some attempting to join the Kreigsleute, though none have ever been reported as serving within the Kreigsleute ranks. It is assumed that any who attempted to join were killed on sight.
Within Via Aylathiya
The Dwanvo have been able to leave Verpletter in some cases. The cases vary wildly with how they were able to leave Verpletter region, and in the various locations that they would head to.
There have been a few cases of Dwanvo arriving in the wider Via Aylathiya outside of Verpletter, often seeking to start a life away from the constant wars and dangers of Verpletter. Many have also been reported throughout the wider Boreal Federacy.
There have also been those who have not left willingly, with some arriving on the world of Kreon as slaves.
Culture and Customs
Like every species, there is no singular unified Dwanvo culture, and it varies from location to location, and from planet to planet. However, there are some constants with Dwanvo.
The Dwanvo are well known for their immense underground cities. These cities can vary from narrow corridors with buildings excavated into the sides, or huge chasms with open air, and cities within those chasms.
While their caste system is officially abolished, there is still a degree of societal expectation placed upon Dwanvo to work within their previous Caste distinctions. No Dwanvo are punished for straying outside of their caste, nor is there any discrimination. It is merely an expectation that many have that has faded with time and seems will completely fade within a few more centuries.
The Elaven are a mutant sub-species of Humanity that are native to the world of Fasia. Like all the Human sub-species on Fasia, they evolved from Humans that settled the planet after being sealed off from the rest of the Universe, and were subject to the rapid evolutionary changes unique to the world of Fasia.
As Fasia is a member of The Commune Federation, many Elaven have found themselves in the stars, among more baseline Humans, and other alien species that have joined in the Federation. The Elaven are a well accomplished species in the Commune, holding down many respectable positions, such as Planetary Governors, Fleet Admirals, Sector Administrators, and at least seven Commune Federation Prime Ministers.
Historically, on Fasia, the Elaven were considered one of the most influential out of the Human mutant sub-species, next to the Sürunen and the Qar-Qar. They were considered to be particularly brutal to their enemies, the Orork in particular. Since their admission into The Commune Federation however, the Elaven governments have sought to improve conditions and relations throughout Fasia.
The Elaven are now a widespread species, being present on many worlds, and even possessing majorities on some. They were also a major proponent of the Fasian space program, settling at least two of Fasia's moons before the arrival of the Federation.
Appearance and Anatomy
The Elaven, for the most part, appear incredibly similar to baseline Humans, if not slightly taller on average. Some Elaven males can reach between 1.9 and 2.0 meters tall, while some female Elaven can reach between 1.8 and 1.9 meters tall. They also possess skin, have as many skin tones as Humans do, and are almost identical in terms of internal anatomy.
While there are some differences between Humans and Elaven, the vast majority of them are purely aesthetic differences. The only major difference between them are in their hearing abilities; Elaven are more capable of pinpointing the origins of sounds, but this is their only inherent difference.
Elaven ears are pointed, and their size can vary. Some can grow to reach the top of the skull, while others are smaller. One of their most notable features is their eyes - Elaven eyes have black sclera, which are normally white on Humans. They do possess irises, but these irises do not have pupils, and are instead just circles of color. These irises are usually bright colors of some kind, varying from red, to white, to yellow, pink, and other bright colors. It is thought that the Elaven evolved this adaptation to help them hunt in the forests that they resided in on Fasia.
Elaven hair colors are also noteworthy - The hair colors of the Elaven are essentially limitless, and can be any color. They can also vary from person to person ; For example, the roots or ends of an Elaven's hair can be a completely different color from the rest of their hair.
The Elaven structure their society into various 'Clans'.
Elaven Clan systems are not associated directly to bloodlines and are not necessarily families to the Elaven. Instead, the Clan structure is more based on various family units coming together under a single banner to some unified end. This means that people of the same family can be in two separate Clans, even if those Clans have opposing interests. This also means that relationships within the Clans are permitted.
Clans can range in size dramatically, some of the largest having hundreds of thousands of members, while the smallest can sometimes be as small as ten members.
In the past, Clans were a major part of Elaven society, as they were seen as symbols of allegiance and of loyalty. Loyalty to a Clan had to be absolute, and many were still considered a part of the Clan of their birth, even if they left it. Actions that harmed the Clan of ones birth or of their adoption were looked down upon, and those who did those actions were considered 'Blood Traitors'. These individuals were often deeply looked down on in Elaven society, and were all but exiled from the entirety of Elaven society.
In the modern age, Clans do not have a huge impact on the individual lives of the Elaven however, as it is merely a social structure. Individuals do not have any overtly special obligations to their Clan like they did in the past. Clans are considered a major political framework within Elaven society, often representing various interests throughout their communities.
There are hundreds of clans throughout the many Elaven cultures.
Customs and Culture
Like with most species, the culture of the Elaven is not homogeneous or singular, but varies dramatically from world to world, and in the case of the Elaven, Clan to Clan. There are some generalities that the species shares however, due to a unified society on Fasia during their pre-space-faring days.
The Elaven in particular tend to favor long hair, seeing it as attractive and as a symbol of ones maturity, as they see it as a symbol of a long life. Some Clans, such as the Olokrana Clan, will tie their hair up into particular patterns and styles, designed to be unique and attractive, and to keep their ears visible, whereas others, such as the Sylcaryn Clan, do not engage in this behavior, and allow their hair to simply flow freely.
The exact length of hair that is considered a "Mature" amount varies from Clan to Clan, but a fondness for long hair appears to be a constant among the majority of Elaven. However, it is important to note that this does not apply to every Clan or individual, as there are Elaven who prefer to keep their hair short.
Elaven naming conventions are fairly simple, though there are a few rules that the Elaven tend to follow.
Each Elaven is described of being "Of the clan [Clan name]" (in some areas opting to use "von" or "van" instead) at the ends of their names, and do not possess last names otherwise. Because of this convention, the Elaven do not allow any two members of a Clan to possess the same name, meaning that they have to check what names have been used. This has resulted in a wide variety of Elaven names. For example:
|Given Name||Clan Name||Full Name|
|Oranaren||Olokrana||Oranaren, Of The Clan Olokrana|
|Yumetu||Sylcaryn||Yumetu, Of The Clan Sylcaryn|
|Halueve||Dordove||Halueve, Of The Clan Dordove|
If an Elaven leaves a Clan and joins a new one, their name will change to that of the new Clan. If, in the unlikely event that a newcomer has the same name as an already existing member, they will then adopt the name of their former clan as a last name. For example:
|Given Name||Former Clan Name||Current Clan Name||Full Name|
|Haemir||Quistina||Xilgeiros||Haemir Quistina, Of The Clan Xilgeiros|
|Lymseia||Ysildea||Faestina||Lymseia Ysildea, Of The Clan Faestina|
|Ruvyn||Wranpetor||Shadan||Ruvyn Wranpetor, Of The Clan Shadan|
Ecology and Architecture
Due to their forest environments on Fasia, the Elaven have a particular fondness for ecological living - That is, creating communities and societies that integrate nature as much as possible. For example, the city of Arran Lenora on Fasia is integrated into giant trees which are known as Fasi Gigantus, or "Home Trees" to the Elaven, which they build towns and cities in, while ensuring that the tree does not die.
In more traditional cities, the Elaven tend to encorage for the integration of more plant-life. Considering that this is an important part of Commune Federation architecture, their suggestions are often met with enthusiasm, and many cities all over the Federation have several Elaven botanists and planners in place to ensure that the cities are kept as green as possible.
The Frugis are a Human sub-species that evolved on the moon of Cicero. Rather uniquely, the history of the Frugis is that of several Human nations meeting at a single world, and then devolving into conflict against one another. This lead to their Warrior and Feudal based society. It is for this reason that unlike many other Human offshoots, the Frugis were not able to revitalize themselves into a space-faring civilization, losing much of the technology after becoming stranded on Cicero, destroying much of it in combat against each other. They only reached a level of advanced technology after being rediscovered by the Commune Federation, who helped uplift them back to the stars.
Like several Human offshoots, the Frugis are considered an attractive people, the females of the species often being considered 'Cute'. However, they are still very capable warriors and anyone underestimating them has been met with a very brutal reminder of the Frugis culture.
Still, in the seven thousand years since they have joined The Commune Federation, they have been incredibly valuable members, helping in the settlement of Icy worlds, and providing military muscle to the Commune Militias and the Stellar Fleet.
The Frugis, uniquely, are not the descendent of any one singular nation. Instead, their moon of Cicero was home to several Human Nations, such as the Confederacy of Borealis, the Empire of Mankind, Drusidia, and dozens of other Human-majority nations. At this point however, none of them understood the situation that they were in, and all blamed one another for the situation. This lead to a series of conflicts which resulted in the destruction of most of their space faring equipment.
During their stay on Cicero, the conflicts continued. Over time, even their ranged weapons were lost, and they had to resort to the utilization of swords and knives, and other such primitive weaponry to kill one another. In these conflicts, more ambitious individuals sought to take land for themselves, and would set up mini empires with their followers, though some would pledge loyalty to various other fighting forces. Over the centuries this evolved into a form of Feudalism which dominated the landscape of Cicero, and would shape the culture of the Frugis in the coming millennia.
The Frugis as they exist now began to appear after about 1700 years, and were the majority of the world by 92,436 CE.
In 93,512, The Federation Commune was able to make first contact with them. The Frugis were able to understand the concept of spaceships as they understood the stories of their ancestors, and many quickly signed up to join the Federation. As a requirement, they were forced to stop all conflict amongst themselves, and that absolute feudal power was not acceptable. When the nobility resisted this, the common people slaughtered them, and accepted membership into the Commune Federation.
Physical Description and Anatomy
The most immediately noticeable feature of the Frugis is their blue skin, which tends to be more noticeable in females. This adaptation helps them to blend in with the ice of their home-world, as well as keep their blood safe - It has multiple layers, meaning not as much reachest the outer layers. This also occurred in a manner similar to that of Argyria in regular Humans - Their world Cicero is prominent in silver metals that they adapted to over time.
Frugis eyes are also noteworthy; they tend to be brightly colored. Their pupils are catlike, being slits along vertical cut down the middle of the iris, and are usually a darker shade of whatever the iris is. For example, a set of blue irises will usually produce a set of dark blue pupils. This has assisted them in seeing better in both the dark that their moon experiences when it orbits its parent planet, and in the brighter times when their world is exposed to the sun. The brighter irises help them see better in the dark, while their darker pupils help them filter the light and highly reflective ice when the sun shines on their world.
Internally, the Frugis have an extra layer of fat to help them to keep as much heat as is possible. This is one of the few adaptations to the cold they have, aside from their skin layers. they are also capable of developing muscles faster than regular Humans, which also helps them maintain heat.
There is even lesser sexual dimorphism in this subspecies than in Humans. Additionally, compared to Humans they are a bit smaller on average, reaching about 1 7 meters tall on average.
As with many species, there is no singular Frugis culture. However, there are broad generalities that can be extrapolated from them.
In no small part due to their history of combat, the Frugis have a history of conflict, and have developed a culture of warrior-dom as a result. Nearly all Frugis are taught basic self defense and armed combat, especially with swords and knives, which still play a role in their society. Physical fitness is encoraged and is a large focus within their educational systems, partly born out by their necessity to maintain body warmth.
Like all the other Fasian sub-species, the Ororks were Humans that were subject to rapid evolution due to the unique properties of Fasia. in the case of the Ororks, the Humans that settled near or within the jungles to harvest medical plants were subjected to rapid evolution into the Ororks within a couple of generations.
They are a green skinned species that inhabit the jungles of Fasia, forming tribal structures and cities within the depths of the Gheccarzurd, Krudkaz, Dudgad Og, and Medarkrog. They form their social structures into tribes, with Ororks being born into Tribal communities and remaining in them until death. These cities had been hidden until after their admission into The Commune Federation.
Throughout the history of Fasia, the Ororks have been the subject of many species' scapegoats, blaming the Ororks for a great many of their problems. As such, they have, more than any other of the Fasian peoples, been subjected to incredible persecution and prejudice by nearly every other group they encountered. In spite of this, they still possessed an incredibly compassionate and gentle culture, not seeking to fight with other groups if they were able to avoid doing so. However, this has not spared them from being attacked unjustly by a great number of other forces.
At the arrival of The Commune Federation, the Ororks were incredibly skeptical, as they had learn that in spite of their open and caring culture, they had to be careful to protect themselves. However, as they saw more and more of the Federation, they became more willing and open to accept membership, which they did shortly afterwards.
The Ororks have become an integral part of life within the Federation, dedicating themselves to both humanitarian and colonization efforts. They have been particularly noteworthy in war zones, assisting in medical extraction and the protection of civilians. They have become a welcome sight on nearly all planets in the Federation.
Appearence and Anatomy
The Ororks are a green skinned people, whom tend to have two tusks coming from the lower jaw and up above their upper lip. The size of these tusks can vary. Their green skin is designed to help them blend into the surroundings of their jungle habitats fairly easily. they are also capable of developing muscle easily, which they use to help them climb the trees of their jungle homes, allowing them to escape local wildlife and set ambushes for attackers.
They possess pointed ears, similar to those of the Elaven. They also possess larger lungs, which allows them to unleash loud roars. They use this too intimidate their foes, so they may not have to fight them.
Culture and Customs
As with all species, there is no single unified Orork culture. However, there are generalities that can be made.
The Ororks are based into a tribal system, in which they are a part of until death. They are divided into two types of tribes - The Stationary and the Mobile. Until the arrival of The Commune Federation, these mobile tribes would often travel around from city to city within the Orork jungles, contributing their various needs to the stationary tribes who inhabit the cities. In the modern day, the mobile tribes often work alongside the Commune Solar Militias or armed forces, acting as traders, traders, or preparing regions for colonization. This system was seen as mutually beneficial, As the mobile Ororks would be trading goods and helping their fellow Ororks, and the stationary Ororks would be defending their territory and providing the resources the mobile Ororks would need.
In spite of their appearences, a huge park of Orork culture is the compassion to those less fortunate or in need of help. It is considered a moral failing for an Orork to not offer assistance if it is within their power to provide said assistance. The Orork have been known to accept outsiders who ended up in their jungles, regardless of their sub-species. Many Elaven children, for example, who were orphaned by a conflict with the Skyborne in 91,250, were accepted into the Orork Bru Kraccen, Qan Razrur, Drurkriz, and Vurgrur Tribes, where their descendants still live as full Orork tribespeople.
The Qar-Qar are a Human mutant sub-species, evolving on the planet Fasia. They are a tall species, with more variety in their mutations than the other sub-species that evolved on Fasia. Members of the species, or objects coming from them, are referred to as Qar-Qari.
The most noticeable feature about the Qar-Qar are their horns - Each Qar-Qar has at least one set of horns that extend out of their skulls. The direction, thickness, and patterns on the horns can vary greatly from person to person. Qar-Qar also tend to be taller than regular Humans on average, and are even taller than their relatives, the Elaven.
In spite of an imposing appearance, the Qar-Qar have had a very compassionate culture towards one another, and towards the other Fasian species. In particular, they are noteworthy for treating the Orork with dignity and respect, and accepting those who sought to join their society as equals. This lead to a reputation on Fasia of the Qar-Qar being a naive people.
Qar-Qari way of life is best described as communal communism - No singular individual owns workplaces or benefits from the labor of others. Instead, they communally own workplaces, and the people who work those workplaces are responsible for running it. They also live in large communes, where entire communities are treated akin to large families. They refer to this system as Qazzanan-Qazenra.
This puts them directly in line with the philosophy and social structures of The Commune Federation. Upon First Contact with the Federation, the Qar-Qar were the first people on Fasia to support joining the Federation as a full member. Since then, the Qar-Qar have become a deeply respected part of the Federation, with many admirers saying that the Qar-Qar are the embodiment of everything that the Federation is supposed to stand for.
Appearance and Anatomy
The Qar-Qar are a rather tall Human subspecies, with an average height of 2 meters, of 6 Feet five Inches. They are able to develop muscles easily, giving them slightly more strength than the average Human.
Each Qar-Qar possesses a set of horns that come from their skulls. these horns will curl and set in often fairly unique ways. In some cases, a person can be born with multiple horns. While the horns appear similar to bone, they are actually made from tooth enamel, a far more resilient substance. this allows the Qar-Qar to use their horns as weapons if need be.
While rare, some Qar-Qar are known to have tails. It appears to be a semi-common condition to Qar-Qari anatomy, and is a trait that comes from their Human ancestry. The nature of Fasia has caused that mutation to stand out more commonly in the Qar-Qar and the Sürunen in particular, though the traits is more recessive in the Qar-Qar. It appears to be one out of every 50,000 Qar-Qar, while the Sürunen all possess tails. A similar trait occurs in the ears of a Qar-Qar - While many have pointed ears, round ears are still common. This trait is more akin to commonality in red hair in Humans.
There is a variance of skin colors when it comes to the Qar-Qar, ranging from pale, the grey, to light pink, and to blue. Their hair is normally red or white, though there is variance and other colors, such as blue, or black.
Culture and Customs
As with other Humans and species, the Qar-Qar do not have a single unified culture, and it varies from group to group and planet to planet. There are however, a few constants.
The Qar-qar have a strong sense of community, and live in giant communes that they call Kaqarka. These Kaqarka are akin to towns or cities in Human terms. These cities use a series of political systems such as direct democracy in order to determine what is done, and it considered a civic duty for each Qar-Qar to attend various meetings and understand the local politics of their Kaqarka. Debate and discourse are commonplace within these communities.
Other aspects of the Kaqarka include communal living - Resources are shared between the inhabitants, and collectivized resource management is commonplace. For example, A Kaqarka may have a communal garden or library, from which people can take as they need, and are encouraged to contribute to. Failing to contribute back after taking resources can often leave a Qar-Qar a social pariah until they do contribute.
Due in no small part to their communal lifestyles, the Qar-Qar are natural diplomats and political debaters. From a young age, they are often subject to debate and argumentation, and will quickly pick up various facts, statistics, and rhetorical styles from those around them. Many attend various Kaqarka meetings with their families, and will learn about local politics from these meetings.
The Qar-Qar do not have a concept of 'Civility Politics.' If the argument is sound, it doesn't matter how nicely it is presented. This leads to many Qar-Qar being very blunt, and many debates descend into yelling matches. However, this is considered more honest. The more passionate a person is, the more the Qar-Qar will see them as genuine and trustworthy.
It has often been said that an apolitical Qar-Qar does not exist.
A fundamental part of nearly all Qar-Qari communities is the principle of egalitarianism, the drive to assist those who need it, and to provide everything that they need to survive - From housing, to food, education and everything in between. This is a component of nearly all Qar-Qari settlements.
The Skyborne are a Human mutant sub-species that evolved on the planet Fasia, located in Verpletter. They are a mutant species that grow large wings from the backs of their shoulder blades, which are capable of granting them fly in 1G Gravity.
Like all of the Fasian sub-species, the Skyborne were subject to rapid evolutionary processes due to the environment and conditions of the planet. this evolutionary trait came from those on Fasia who settled higher latitudinal regions, primarily to gain access to raw materials, or to avoid the native fauna. This caused them to evolve large, sturgy wings, that would allow them to fly in the skies of Fasia.
On Fasia, the Skyborne were feared due to their abilities to strike from the skies against their enemies. It made them a very difficult enemy to fight, even with ranged weaponary, due to their speed and skill at flight. Though they originally had conflict with the Dwanvo, they eventually became close allies. Of the Fasian mutant sub-species, they had the most conflict with the Aquasi and the Ororks, as well as skirmishes with the Sürunen. They had reasonable relationships with the Qar-Qar, with many eventually deciding to join Qar-Qari society.
When The Commune Federation came to Fasia, the Skyborne were the second species to openly declare that they wished to become a part of the Federation. They are now considered invaluable members of the Federation.
Physical Appearence and Anatomy
The Skyborne are a humanoid mutant subspecies, which appear to be very similar to Humans in most respects.
Their primary distinction between them and Humans are large wings, which grow out of the back of the individual. These wings are particularly strong, and allow the individual to fly in gravitational conditions up to 1G, though various Skyborne travelling to other worlds have reported to being capable of flying in up to 1.2G conditions.
These wings are often varied in color, in a similar manner to hair colors. The wings can be a seperate color from the hair, meaning a person can have black hair and blue wings.
A Skyborne always had one set of wings, but some will develop two sets of wings. These additional wings will give their user a greater degree of speed and control over their movements while in flight.
The Sürunen are a Human Mutant Sub-Species, that evolved on the planet Fasia.
Perhaps the most distant from their Human ancestry, the Sürunen are a reptile-esque humanoid people who inhabit the deserts of Azresh and Kezkarzak around the equitorial regions of Fasia. Like all the Fasian sub-species, they underwent rapid evolution due to the unique properties of Fasia. In the case of the Sürunen, they evolved repitian charictaristics, including scaled skin, elongated snouts, and tails.
Sürunen civilization is based around various "Houses", which are akin to monopolies on certain aspects of society. For example, the House of War will raise soildiers, armies, navies and the likes, while the House of Hammer will be in charge of the construction of various cities and the likes. Overall ruler of their society is the House of the Electorate, which all the Houses elect several members of their House to join. This ensures that there is no favoritism to anyone House, and that all ranges of expertise are considered.
There are several dozen houses that a Sürunen is capable of joining. Each one of these Houses has tales of honor and glory, which makes joining any of them a valuable contribution to the Sürunen civilization.
One of the more isolationist of the Fasian species, the Sürunen kept to themselves, not intergrating very often with the other Fasian species, and being hostile to any who attempted to approach their vast desert empires.
In spite of this, they were not completely isolated, and would engage in trade from selected trading forts, such as Qarrash, Yatrash, Bakatan, Vokshar and Zanzmarsh. These were often handled by the House of Trade, who would also take control of the diplomatic measures with the other civilizations along Fasia.
The Sürunen were the most hesitant to join The Commune Federation when it arrived on Fasia of all the species on the planet. Indeed, the House of War at one point even launched what it called a "Defensive strike in the name of the Sürunen people" against the Federation delegation. This went against the wishes of the House of the Electorate, which did not seek to provoke a conflict with such an advanced foe. After the House of War's strike was defeated with only a handful of casualties, the House of the Electorate found itself impressed with the restraint and effectiveness of a united fighting force, and opted to join as an observer species. Several years later, they were inducted into the Federation as full members, and have been invaluable in many colonization processes, and conflicts that have faced the Federation.
Physical Appearence and Anatomy
The Sürunen are the most distinctly difference Human sub-species on Fasia, in both appearence and anatomy. they have evolved to a point where they don't even look quite Human. They have scales in place of skin, which are either red or blue. These scales both serve as living armor, and as protection from the sun in their deserts.
Sürunen also possess elongated snouts that make them look more reptilian. Their snouts are lined with sharp teeth and long thin tounges. Their eyes are capable of working independently of one another. Some Sürunen are capable of growing hair, a leftover trait of their Human ancestory. All Sürunen also have a tail. They are capable of controlling that tail as though it were a limb. The strtength of the tail varies from individual to individual.
They are not a cold blooded species like many lizard species are. Insteadm they are still warm blooded. This means that they must still take precautions when it comes to the heat.
Culture and Customs
As with all species, there is no singular Sürunen culture, and that culture varies from location to location, and from planet to planet. There are however, a few customs that are universal within the Sürunen.
The Sürunen base their society on their House system. House systems tend to be based on the skills that an individual Sürunen possesses. For example, if they demonstrate considerable intelligence, they will be refered to the House of Intellectuals. The Sürunen are raised communally in order to determine the charictaristics that they demonstrate, and in order to segment them into these Houses. In order to leave a House and join another they desire, they have to demonstrate considerable skill in the fields that their chosen House engages in. If this is done, they may be transfered to that House.
Honor and Glory
The Sürunen hold concepts of honor and glory, typically around the contributions that they have made to their Houses. For example, the publishing of an academic book may be seen as a sign of honor for someone in the House of Intellectuals, and that book being very pivotal in that field of research would be seen as an honor. This logic applies to most Houses, with many Sürunen competing with one another to attain individual honor and glory.
Conversely, hindering the progress or acheivements of the House is seen as dishoonorable. Due to the societal expectations within the Sürunen communities, these prevent a majority of Sürunen from outright sabotaging their competition.