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#1 Maverick-Werewolf

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Posted 12 February 2017 - 04:23 PM

ADRIFT CUSTOM CONTENT THREAD

 

Welcome to the Adrift Custom Content thread! Just like the custom content thread for Errant, this is where players will post their own custom content that will be inserted into the RP.

 

This topic is used to both discuss custom content and list the custom content created by a player. An index of custom content can be found in this post, so that one can easily locate the info a player has posted about a particular creation.

 

PLEASE NOTE that this thread is NOT to be used for the creation of custom quests! That is done simply by making your own sign-up topic.

 

Custom content can fall into several categories: faction, planet, location, species, animal, technology, and possibly more.

 

A few rules must be followed:

  • Follow all standard forum and Adrift rules (of course)
  • Do not try to alter existing lore/history
  • Do not try to create something that is contrary to established lore
  • Your custom species cannot be a major intergalactic power and should be limited to one or just a few planets

If you have any questions, just ask!

 

Note that all listings are in alphabetical order according to the title of the custom content.

 

CUSTOM CONTENT INDEX:

 

 


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#2 Klaykid

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Posted 13 February 2017 - 02:07 AM

A good opportunity to expand upon Sofia's background. Could be a cool mission sooner or later involving the faction. If anything goes counter to Nova Refuge lore, let me know and I'll revise this.

 

Faction/Location

 

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Leader: Vice Admiral Tusco Fernandez
Garrison/HQ: None [Nomadic]
Origin: Zygbari Navy
Limited to: HUMANS [Zygbari, Victorian, Yavakarese]
 
The 9th Fleet “La Resistencia” was originally composed and purposed for the rebellion against Xarkon during the last years of the Zygbari resistance. Finally, in 305 PA when Zygbar had gained its independence, the 9th Fleet had changed its garrison to the Zygbari core world. However, once Chancellor Roscoe O'Donnell rose to power, the leaders of the various ships in the 9th Fleet had become disillusioned with the path their country had taken. Yet they remained loyal to Zygbar and her colonies. Soon, the 9th Fleet was scheduled to become decommissioned and forcibly retired. It was not until Zygbar's alliance with Xarkon and the upcoming disbanding of the 9th Fleet did their captains and vice admiral decided to go rogue. With growing fear that all personnel within the 9th Fleet were to be disposed of, all ships, commanders, and personnel defected from their home.
 
The 9th Fleet roams about space moving from port to port, avoiding both Zygbari and Xarkon space at all costs. It is unclear how the 9th Fleet manages to stay afloat or how they manage to survive by themselves. It has become speculated that members of the 9th Fleet perform services in exchange for good or cash. It is a common sight in many markets to see Zygbari travelers bartering for scrap or scavenging for parts related to outdated or discontinued vessels.
 
Due to the nature of the fleet, the 9th fleet has allowed both Victorians and Yavakarese travelers to live and work on the flotilla. As of now, the 9th Fleet operates as a separate body of government from Zygbar that houses its own legislative and executive branches. Due to the current state of the flotilla, the 9th Fleet never engages in direct combat with any force unless it is to defend itself.
 
Lawful: Due to the state of the 9th Fleet and the threat of collapse, the fleet has a strict set of rules that are enforced to the letter. On rare occasions has the law been questioned or disregarded for the greater good.
Peaceful: Since their desertion from the Zygbari Navy, the 9th Fleet is in no shape to engage in battle. The fleet's only combat action is against forces directly attacking them.
Defensive: The flotilla prefers to retreat and avoid conflict rather than take enemies head on. The fleet, if engaged with a strong foe, tends to prolong battle long enough for civilian ships to retreat before the combat vessels fall back to a safe point.
Dishonorable: When you lack the armaments and defenses to engage a foe head on, it is easier to perform sneak attacks and dirty tricks to stay alive.
 
Vessels
 
LRV Resguardar (BSC-0017) - A massive vessel that is the size of a small city. It is used as a colony vessel where the majority of the civilian population of the flotilla resides. The largest vessel in the fleet and houses major medical facilities.
 
LRV Conquistar (DS-9975) - The capital ship of the fleet that houses the largest weapon in the 9th Fleet.
 
LRV Entendimiento (CVS-09770) - A carrier that has been converted to serve as a legislative body.
 
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LRV Resguardar (BSC-0017) - The Resguardar is a massive vessel that once served as a mobile base for the Zygbari military to ferry an entire post's worth of troops and materials from point to point. Long after the 9th Fleet had defected from the Zygbari Navy, the Resguardar was converted to a colony vessel that houses hundreds of thousands of Zygbari civilians and military personnel. Though it has been years since the weapons upon the vessel had been used, sailors are trained to operate these old weapons. The Resguardar also houses the primary medical facility where the majority of 9th Fleet children are birthed.

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#3 Burger Warrior

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Posted 21 February 2017 - 03:41 AM

I... put way more effort into this than I meant to, I'll just say that much. Probably a mess, anyway, but I figured someone might want to at least take a look at what I've got. I'm planning on actually making a character that's a member of this species, in any case.

 

 

[IMAGE PENDING]

Species: Kaasnyshk

(Plural: Kaasnyshki)

‘Dridders’, ‘Spooks’, 'Spider-y Creeps', ‘OH GOD GET IT OFF ME!’

 

Formerly dwelling solely on the world of Kaasnysh, the Kaasnyshki have been slowly spreading into the rest of civilized space after explorers first discovered them and their more-or-less untouched homeworld. Those few who landed on the planet to get more accurate readings for their funders found their ships quickly infested by these three inch-tall, half-spider half-humanoid beings. Naturally - but nonetheless unfortunately - first contact involved a level of violence roughly equal to humanity’s dealings with the Skrakki.

 

Given the very arachnid appearance of the Kaasnyshk, this is hardly a surprise. Most humanoids find them unnerving, and their intelligence and agility does not help in this regard. One might take their eyes off one of these creatures for a moment only to find them somewhere else entirely.

 

Those few that have survived the trip off their homeworld have begun to realize it is this that causes the more violent reactions against their species, and they tend to move and act with exaggerated slowness to evade provoking such attacks. Beyond running or getting their hands on a large weapon, the Kaasnyshki really have no means to protect themselves from the vast majority of life in Nova Refuge. Thus, they have found themselves prone to using diplomacy and various devices to separate themselves from other humanoids in order to establish how little a threat they really are before risking being crushed.

 

This method has proved sound in getting a few of the Kaasnyshki integrated into various bands of often space-borne adventurers. Fewer still have actually made it to other planets and tried to get into larger organizations.

 

Needless to say, the galactic imprint of Kaasnyshki is as small as they are.

 

Homeworld: Kaasnysh

 

Average Lifespan: Equivalent to human

 

Average Height: Roughly 3 inches

 

Physiology: In brief, Kaasnyshki are half-spider, half-humanoid. From the waist under these beings have a wide variety of spider-like bodies, most surprisingly similar to species found back on Earth. However, regardless of what they look like, all Kaasynyshki have the same general biological characteristics, and it seems their spider-halves are as apt to change from generation to generation as hair color or any other genetic trait of that kind. As for their humanoid halves, they only differ from humans in the fact that they’re much smaller, can have a far wider range of skin colors to match their many different spider bodies, and possess between two and eight eyes. It's unclear what causes such an enormous difference between individual Kaasnyshki, but it is no surprise that the less eyes a Kaasnyshki has, the more likely they are to try farming or foraging rather than hunting. This is due to the fact the extra 2-6 eyes other Kaasnyshki get allow them to see through different spectrums of vision. For a Kaasnyshki with six eyes, for example, they would have two 'normal' eyes in proportion with a humanoid their size, along with two more pairs spread symmetrically on their forehead. One of these pairs could provide sight on the thermal spectrum while the other might give ultraviolet sight; both greatly facilitating hunting and hiding.

 

In general, the Kaasnyshki have a mixed biology between spiders and humans. Their human halves hold all the usual organs one would find from the waist up, though also the Kaasnyshki possess venom glands and fangs which secrete a paralytic mixture… which is all but useless on other sentient beings. It would take dozens of Kaasnyshki to stun a human for any meaningful amount of time: a single one might just numb a finger or toe at most. Arguably the silk they can produce from their spidery halves is more effective at restraining the movement of larger creatures, but even that is only on-par with fine silk and can be rent and torn without much difficulty by any ‘normal-sized’ species.

 

The only remotely threatening aspect of a Kaasnyshki is the digestive acids they can apply through a stinger near the silk glands at the bottom of their spider half. While Kaasnyshki can eat like any other humanoid, they are able to use this acidic stinger to reduce the insides of prey to drinkable mush, mostly to help feed the young or aging members of their species it seems. Fortunately, this venom is able to do little more than cause a great deal of pain for a brief period of time in larger sentient beings. A human might risk losing a finger tip to an especially violent Kaasnyshki with enough acidic stinging, but for the most part it will just hurt like hell for a minute; even less so if the offending alien is knocked off promptly, albeit a difficult feat thanks to their innate agility.

 

Technology: Being far too small to really affect their world all that much, Kaasnyshk technology failed to advance very far. Some societies managed to get as far as shaping metal before explorers arrived on their planet, and others figured out simple static societies and farming, but by and large these aliens have remained fairly primitive… barring those that left their homeworld and became immersed in the technology of other races. Given their surprisingly sharp intellect, traveling Kaasnyshki have proven to be extremely adaptable and many have quickly attained a surprisingly deep understanding of modern technology.

 

Culture: Kaasnyshki are a simple people with a simple language and simpler way of life. Survival is the key concern of a Kaasnyshk, albeit there seems to be an even divide in their population between those more dedicated to the survival of others and those who put their own lives above other beings. There does not seem to be any particular trend of gender or type of spider-half that coincides with this, but research on the species is sketchy. Hell, even the Kaasnyshki haven’t bothered looking into it that much.

 

That said, regardless of a Kaasnyshki stance on survival, their way of life is little more than hunting and sleeping, with sporadic bouts of socialization inbetween. Almost all Kaasnyshki mate, and typically with one partner for life… usually because they don’t see there being any time for trifling with anyone else. At least, so is the case with those that are still on their homeworld. Naturally, with the exposure to more radical, alien ideas (not to mention faster methods of gathering food than literally waiting for flies to get caught in their webs), traveling Kaasnyshki have far looser standards for mates and find themselves filling their newly-discovered free time with whatever they can find.

 

History and Religion: Needless to say, there is little to Kaasnyshk history - at least, as far as the rest of the galaxy knows. Albeit even then, Kaasnyshki have little in the way of legends, myths, or an actual timeline concerning their race and homeworld. Granted, each tribe has its own stories of how they came to be and what made them and what ought to be worshipped, but there is very little unifying their collective knowledge. Thus, traveling Kaasnyshki are fairly likely to believe in religions introduced by alien cultures, as well as other ideas about how planets come to be and how their race could have been formed.

 

Language: There is little to note about the Kaasnyshki language. It is partly a sign-language, with words pertaining to hunting generally being motioned out or mouthed rather than spoken. This seems to be trained into young Kaasnyshki to help them hunt without being noticed by larger beings, a habit passed from generation to generation on their homeworld. Barring this phenomenon, however, their tongue is simple to the point of making small talk so boring one can imagine that that is the point. Idle tongue-lolling gets Kaasnyski killed is evidently a deep belief, one that forms the very core of their language.


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#4 Sareth

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Posted 22 February 2017 - 06:13 PM

((I realize that these guys are a bit like the Mahlok, but I've had this idea for an alien race for a long time, so I figured 'why not'?))

 

Species: The Mirran

 

The Mirran are a somewhat-recently discovered alien species.

 

The Mirran homeworld was originally discovered by a Victory exploration team 60 years ago. After a cursory examination, they dismissed the world as being unlikely to contain intelligent life, and too difficult to mine for mineral resources, and named it Meruto —an amalgam of Mercury and Pluto, referring to the planet's highly variable environment resulting from its eccentric orbit— before leaving. In the latter, they were more-or-less correct —in the former, not so much.

 

The Mirran were not discovered for another 20 years, until Yavakaro sent an expedition to try and extract the world's mineral wealth, despite the difficulty, and discovered that the planet was inhabited. Trade was quickly established, and Meruto has since been a great —if somewhat unreliable— source of rare and valuable metals (Platinum, Iridium, and Osmium, among others) to the rest of the galaxy. Another of Meruto's exports has been its people, with many fleeing offworld, whether out of sheer adventurism, a simple desire to escape the planet's numerous internecine wars —or both. 

 

Thus, though still small in numbers among the general galactic population, the Mirran are somewhat widespread, joining in any society that will take them.

 

Homeworld

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Meruto's surface is bare and rocky, and generally looks inhospitable —which it very much is. Though larger than old Terra, it has a much higher concentration of heavy metals in it, and as such is much denser overall, resulting in a surface gravity 1.6x that of Earth. Although larger, Meruto also spins faster, resulting in only a 27-hour day. Despite its higher gravity, Meruto's atmosphere is fairly thin, and contains a mere 6% atmospheric oxygen on the surface (and that only part of the year).

 

Because of its highly eccentric orbit, the Meruto year (equivalent to 16 Earth-months) is divided into three 'seasons':

 

During the Bright Season (lasting a little over 4 months), Meruto is very close to its sun, and daytime temperatures can reach over 2400°C; nothing save a Mirran (or possibly a Mahlok) can survive on its (frequently molten) surface —and even Mirran for only brief stretches (maybe an hour at most) at a time, in direct sunlight.

 

The Twilight Seasons (which last about 1.5 months between each of the other two seasons) are the only time outsiders can survivably land on Meruto.

 

During the Dark Season (lasting about 7 months), Meruto is very far from its sun, the surface temperature drops to around -215°C, and most of the surface atmosphere liquifies or freezes. Nitrogen snow and puddles of liquid Oxygen cover the landscape.

 

Meruto's upper crust is swiss-cheesed with caves. The environment in these caves, while still quite  variable, is more insulated and consistent than the surface, and so it should be no surprise that this is where life evolved —and, on the whole, continues to live— on Meruto.

 

Physical Appearance

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The shockingly-human appearance of the Mirran is perhaps the best argument for convergent evolution (or, depending on ones' beliefs, a universal creator) that has ever been discovered. Aside from a few features which make them unmistakeable as anything but, Mirran look quite human: from their body-shape, to their facial features, to having five fingers/toes per hand/foot.

 

However, there are also some more minor differences. For one, Mirran muscles are more densely-layered than human ones, and so they tend to appear somewhat wiry. In addition, because of their biology, it is practically impossible for a Mirran to get fat.

 

Due to the higher gravity of their world, Mirran joints are slightly oversized compared to human ones. Also, as a consequence of the heightened gravity, and their cave-dwelling lifestyle, Mirran tend to be a little shorter on average than humans, adult Mirran tending to be between 5'4'' and 5'8'' in height, though an occasional few might reach 5'9'' or even 5'10'' —though these tend to be considered absurdly tall by their own kind; unlike humans, female Mirran tend to match the males in height, weight, and strength. In addition, MIrran ears are slightly larger than human ones, and somewhat pointed —resembling nothing so much as hairless cat ears; they are also capable of moving independently, to better pick up and pinpoint sounds (Meruto's thin atmosphere does not carry sound very well, requiring very good hearing to compensate).

 

Skin:

Mirran skin is the most obvious thing that marks them as something other than human. They are capable of changing the color and reflectivity of their skin in a manner somewhat akin to an earthly octopus or cuttlefish, but more dramatically and practically instantaneously. Their skin can change from a blinding mirror-like silver, to an absolute pitch blackness, to either reflect, or absorb, almost all incoming light, respectively. Colors between these two extremes —like various shades of gray, or even white— are also seen, but are prone to changing from moment to moment, reflecting the Mirran's mood and surrounding environmental conditions —mostly the level of light.

 

Eyes:

Mirran eyes look especially strange to humans. The 'white' of their eyes can shift colors like their skin, and almost always matches their skin tone. Their pupils are ellipsoid —something between round human pupils and slitted cat's-eye pupils in shape— and are highly variable in size; however, their pupils can also change color, and are typically only a little darker than their skin tone, making them difficult, or impossible to see (especially if the Mirran's skin is black at the time), creating the illusion that they have no pupils. Mirran eyes have no discernible irises.

 

Biology

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The very fact that life, much less intelligent life, managed to develop on Meruto is a scientific mystery, but Mirran's bodies are well-adapted to their world's extreme and variable environment. Reflecting the makeup of their homeworld, Mirran have a rather high concentration of metals in their bodies (in fact, a Mirran would probably set off a metal-detector stark naked), which play a variety of roles in their biology.

 

Blood:

Somewhat unusually, Mirran blood contains two oxygen-carrying compounds, utilizing both Hemerythrin cells, and free-floating Hemocyanin in the plasma. In addition, Mirran blood is rather thicker than human blood, containing a much greater density of oxygen carriers to make the best possible use of the limited oxygen on their world, despite the per-unit inefficiency of these carriers compared to Hemoglobin. Because of this improved oxygen transport and storage capacity, Mirran can hold their breaths for a very long time —up to half an hour— and, in higher oxygen environments (like any human world or ship) they basically never get out of breath no matter how much they exert themselves. Although, it has been discovered that Mirran born on higher-oxgen worlds tend to develop slightly thinner blood than those born on their homeworld, though they still well surpass humans in terms of respiratory endurance.

 

Because of this blood chemistry, Mirran are immune to Carbon Monoxide poisoning. In addition, they tend to stop bleeding quite quickly, and likewise heal faster than humans. 

 

When cut, Mirran blood appears blue-violet in color (it's clear when un-oxygenated).

 

Skeleton:

Mirran skeletons are composed primarily of Titanium and Nickel, with other metallo-organic compounds containing rarer and heavier metals layered into the composite structure. As such, their bones are quite a bit denser than humans', and far stronger. In fact, their bones are practically unbreakable (in a falling or hand-to-hand combat sense, anyways), being somewhat superelastic —capable of flexing under high stress, and springing back to shape the moment it's released.

 

These dense skeletons mean that Mirran weigh more than a human of equivalent height and bulk. And, because of this extra weight, compounded by the higher gravity of their homeworld, Mirran tend to be quite a bit stronger on average than humans —although, again, those born on human worlds are typically less so— and their tougher skeletons mean they can hit harder, proportionally.

 

Hair:

In both structure and purpose, Mirran hair is rather similar to fiber optic strands —albeit, far finer than the synthetic ones that humans created for communication purposes. The strands catch and direct light to special light-sensitive cells in a Mirran's scalp. While not literally possessed of 'eyes in the backs of their heads' as some people say, through their hair Mirran are able to sense even minute changes in light around themselves, and hence it is nearly impossible to sneak up on one.

 

Their hair is shiny, somewhat stiff, and, like the rest of them, tends to match their skin tone —appearing silvery when their skin is light, and black when their skin is. Unlike human hair, Mirran hair grows very slowly, and stops growing after a time unless it is cut; as such, you will never see a Mirran —male or female— with hair much longer than what would be considered medium-length for a human male. In addition, they have no body or facial hair.

 

Skin, Light Absorption, and Sustenance:

As light is one of the few things that is more than abundant on Meruto (part of the year, anyways) it is no surprise that Mirran evolved to take advantage of it. Their skin contains specialized cells which are capable of absorbing a wide range of the electromagnetic spectrum, including all visible light, as well as down into the microwave range, and up almost to the x-ray range. By some process which is not quite understood, this absorbed energy is then stored in what amount to biological batteries in their chests (just behind and below the lungs, against the back of the ribcage), where it is used to fuel their motions. 

 

This, likewise, makes them immune to most energy weapons, as they can simply absorb the beams. However, their skin can only absorb so much energy so fast, and if the rate is too high, they will shift their skin to a more reflective state. Because they can make their skin almost perfectly reflective, it would require an immensely powerful laser (which could only practically be mounted on a very large vehicle, or a starship) to injure a Mirran. 

 

Mirran skin is thicker and somewhat tougher than a human's (though not dramatically so) and, unusually —in addition to its light-absorbing/reflecting properties— is completely opaque, and a near-perfect insulator, rendering them nigh-immune to both the upper and lower extremes of temperature. Though their skin is extremely insulating, Mirran do not overheat under normal circumstances. Mirran are, in fact, technically cold-blooded, even though they will feel warm to the touch unless utterly starved of light.

 

If they do begin to overheat, Mirran can modulate their temperature in two ways: the first is to simply make their skin more reflective to take in less light (heat); the second is for them to 'dump' some of their heat into the environment in the form of light. Their skin also contains special photophores, which can be used to re-emit some of their absorbed light —whether as a general glow, or as a coherent beam (i.e., a laser). In addition to its use for modulating their body temperature, this ability makes a phenomenal natural weapon against most any non-Mirran (save a Mahlok). However, it does drain them fairly quickly, and so it typically is only used as a last resort. Also, their ability to focus the beam is limited, and so, likewise, is the effective range (50 meters, at most).

 

Because they primarily use light to sustain themselves, adults need to eat only occasionally, to provide material to replace dying cells; growing children, and injured or pregnant adults, need to eat quite a bit more, obviously. When deprived of sufficient light for long periods, Mirran tend to become sluggish. And, because the suns of most other worlds are rather dim compared to theirs at its height, offworld their skin tends to stay black or dark gray most of the time to absorb as much light as possible —lighter shades will only be seen if they are very full-up on light.

 

As water, especially liquid water, is a rare resource on Meruto (in fact, it is considered at least as valuable there as were gold, diamonds, or oil on old Earth —many wars were fought over sources) Mirran likewise can survive relatively long periods (over a week) without it —if nowhere as near as long as with food.

 

Vacuum Resistance:

Because of their tough, insulative skin, and unusual blood, Mirran are capable of surviving in hard vacuum, without a suit, for as long as they have air (again, up to half an hour, or more) with little to no ill effect. 

 

Reproduction:

Mirran are a two-gender species, and their reproduction is essentially the same as humans', although the gestation time for an infant Mirran is a bit longer —11 months. In addition, they mature  more slowly.

 

Because of the metallic content of their skeletons, Mirran children born on other worlds need special supplements so their bones will develop properly. The fact that some of these metals (which are naturally abundant on their homeworld and inundate all native foods), like iridium, are rare and expensive, even in trace amounts, has caused a group of enterprising (and charitably spirited) Mirran to form a small trading company —Metallo-Vite— which extracts these necessary metals from Meruto, and supplies them in supplement form fairly cheaply to prospective Mirran parents.

 

Lifespan:

Mirran live quite a bit longer than humans on average, up to 160 years, on average. In addition, for reasons not understood, they age rather differently than most other races, displaying almost no physical aging from the time they reach full adulthood (at around 30), until they reach well over 100, whereupon they begin to degrade in a similar manner to humans, if slightly faster.

 

Culture

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Isolated to their one world, before a Yavakaro ship looking to mine the planet's mineral resources discovered them and introduced them to the galaxy beyond, their society was rather stagnant. Their entire recorded history prior to contact could pretty much have been copied straight out of a history of the Middle Ages on Earth, the 'governments' a mix of feudal and tribal systems who were often at war with their neighbors. Since the contact, there have been some revolutions, and some republics/democracies have sprung up, while some of the feudal overlords retain their domains. Wars and oppression are still quite common, which is the main reason why those who can tend to buy their way offworld as soon as possible.

 

There really now exists two Mirran cultures: that of the warlike mess of various governments on their homeworld; and that of the Mirran who've made it offworld into the galaxy, who simply want a better life for themselves and their kind. The latter tend to do their best to blend in with whatever society they find themselves in. Many find work as miners —which they are much desired for, being suited to caves and hostile environments— and others take up the trade of mercenary, putting their kinds' warlike past (and their innate biological skills) to profit; however, there is generally little work a Mirran won't take to get off of their homeworld.

 

This willingness to do most any job, and their wide distribution amongst the various human and other factions, has garnered Mirran a fair amount of suspicion and distaste —as some wonder where there loyalties really lie.

 

Language:

The Mirran language is rather sophisticated, despite their cultural stagnation. Furthermore, a non-Mirran could never truly speak it (at least not without some form of very fancy prosthesis), as some of it is visual, involving subtle shifts in skin tone and patterning which are practically unnoticeable to the human eye.

 

Religion:

Mirran tend to be practical, and aren't very religious. The main deities —if they can really be called that— are a pair: one of light and one of darkness —not surprising given the nature of their world.

 

Technology

----------------------------------------------------

The Mirran never developed space travel (the surface of your world being borderline uninhabitable much of the time tends to discourage looking at the stars —not to mention the inability to make almost anything lasting on the surface).

 

Lacking much else for resources, the Mirran are highly adept at working with stone and metal —particularly superalloys resistant to the extremes of temperature.

 

Weapons:

Prior to contact, swords and knives were the primary weapons on Meruto. Due to the resilience of Mirran bones, these weapon designs focused on thrusting, so as to slip between the ribs, and tend to resemble either Roman gladii, or later rapiers, from Earth's past. Spears were also occasionally used; before contact, throwing spears were the only ranged weapon the Mirran knew. These weapons are typically solid metal, and a little shorter/slimmer than Terran equivalents to make up for the weight of the dense refractory metals (mostly tungsten and molybdenum) that they are made out of —the only things that can survive the temperatures on Meruto much of the time.

 

Armor, conversely, never really developed on Meruto; given the metals it would have to be made of, it would simply be too heavy to be practical.

 

Since contact, the introduction of HPG guns has caused some serious disturbance in Mirran warfare (and the balances of power amongst various states/tribes). However, these still see limited use on Meruto, as they are useless in the melting heat and freezing cold of the Bright and Dark seasons. Those Mirran who have left the homeworld, however, have taken quite well to more modern weapons, though many still retain a blade out of habit.

 

A weapon truly unique to the Mirran is the light-whip —though humans also refer to them as razor-whips: essentially a long chain —each link being a double-edged blade section— with a spear-tip-like point at the end. A core of flexible, light-reactive material runs down the center of the weapon, connecting each link; this material flexes in response to absorbing certain frequencies of light, allowing the wielder to, by pumping some of their light into the weapon through its grip, control the flexible weapon in ways that would be impossible by simple wrist or arm motion. An experienced light-whip wielder can selectively stiffen sections of the weapon to block attacks, or make it wrap around an opponent's weapon to wrench it from their hands, but It takes a lot of training, and a phenomenal amount of focus. Hence, the weapon is practically useless in the hands of a non-Mirran (or even an unskilled Mirran) —being little more than a clumsy, heavy whip with which they are at least as likely to injure themselves as the enemy.

 

Light-whips are rare, and difficult to make, and possession of one is considered a mark of great wealth, status, and skill amongst the Mirran. As a result, some Mirran who have left the homeworld have produced improved versions of the weapon: making them out of duranium, and incorporating blazer technology into the design as well.


"This means I will not have to regret sending back their envoy short a few limbs."

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