Post by badwolf on Mar 12, 2019 20:35:48 GMT
Races of the Black ocean
Gen mods: Also known as the children of expanse, Gen mods are humans that over many millenia developed unique growths in their brain. In the beginning these growths gave some slight inhuman abilities, some grew stronger, some could feel through others and so on and so forth. Long ago these folk were persecuted and vilified as heresy against the Celestial lord and chased from one system to another. During the time of the Ether wave when the light bane known as Quasar sought to seed war between the various lords and in the chaos assume control of the known universe. With empires crusading across the stars in the name of their lord the only folk who saw the true threat were the Gen mods. Using an ancient and extraordinarily powerful Relic machina one Gen mod held a legendary battle with Quasar ultimately losing and giving up his life. The battle was so grand every Celestial lord stopped their warring to watch in awe.
They’d also come to realise how truly powerful Quasar had become and his intentions to dominate every source of life he could find. Since those times Gen mods have become more widely accepted in the universe though prejudice remains. In the Red crown Gen mods are not officially unable to reach the status of Tenne-izent but none have to this date. Gen mods in the modern age have their own fledgling empire known as the Gen mod union or Kyre-Cel'atluk (Lands of the expanse in Solar tongue), they also have a lucrative business empire in the mercenary section. Many empires allow them to establish space colonies in their realm for the purpose of diplomacy and access to coveted Gen mod mercs. Gen mods have become significantly more powerful in recent decades due to advances in biological research. Compared to the Gen mods of the past the modern Gen mods are improved in every way and even come typically taller and more fit. The Gen mods pray to a variety of Solar lords as they come from all over the universe. The average lifespan of a human can be dramatically different depending on where they are from as health standards vary in the universe. Humans roughly live 120 years. Gen mod names vary greatly depending on what region of the Ocean they are from.
Cells: Depending on what region of space a Gen mod comes from the growth on the brain changes as does the power. These are all the documented types of Gen mod and their region. All Gen mods share an inherent blood weakness for the gift of their abilities though. One such failing is they cannot mate with their human cousins anymore, the blood of humans is like a toxin causing feverish outbreaks and crippling nausea. Furthermore a Gen mod is only at their full power off world, the radiance of the Solar lords is a key aspect of their abilities and is only fully felt in the Ocean.
-Grids: Grids have one of the more powerful and intricate abilities among Gen mods. Their brain chemistry along with augments allows them to slow down their perception of time as well as being able to predict the trajectory of any object in motion. This unique ability is activated consciously and subconsciously whenever danger is detected like an instinct and ability. Among Gen mods Grids are considered quite rare and usually found on the battlefield. Many Grids are sports competitors after their service in the military is complete, they’re one of the more popular Cells of Gen mod for this.
-Veilkin: Veilkin are a reclusive type of Gen mod that tend to have trouble forming bonds with other people. They have the power to manipulate their cellular structure and assume the form of any humanoid being who they have had physical contact with. They also change their voice to sound just like the subject, even going so far as to take their memories. Even among other Gen mods the Veilkin are outsiders mostly by their own choice though.
-Forged: The Forged are some of the heartiest people that there are living in environments most creatures would find inhospitable. The Forged are naturally strong and muscularly built even beyond what their physique suggests. A Forged can lift roughly 1-4 tons depending on their build, they can tolerate hotter and colder environments easier, can breathe easy at high altitudes and hold their breath for over 8 minutes. There are quite a few in the Crown military but most prefer to do manual labor work so they’re mostly engineers and construction workers, few soldiers. Forged are not inherently violent and tend to stay away from conflict not wanting to feed a stereotype. Despite their usual crude and blunt nature Forged are very friendly and welcoming to strangers. When the time comes though these people are fierce and powerful warriors devoid of fear and restraint.
-Wave reeds: Wave reeds are possibly some of the most dangerous Gen mods to exist, their abilities to read the minds of others, feel what they feel, force imagery into a mind as a memory and utterly render a person catatonic is a force to avoid. As such most empires tend to keep a very close watch on these people and lay down strict laws to ensure the safety of others and privacy. Some nations even go so far as to either force them to wear devices stopping their powers or selling devices to the public to prevent mind reading. Wave reeds are easily the most feared and loathed Gen mods which is why you will rarely find them outside of their own colonies. Those that work for the empire in the Willas Veah institute are given special badges and permission to operate without restraint in all worlds of the Empire. Their unique magical abilities can only be used on a being within their range of sight.
-Vessinites: These Gen mods have a unique mutation that changes their physical appearance dramatically, they take on the features of certain other animal like species. Some grow fangs, fur, scales, gills ect… The change is never a complete transition to animal but enough so that the animal presence is obvious. It appears depending on the creature these Gen mods develop different abilities. Canine like Gen mods develop a strong sense of smell, hearing, taste and seem to have an immense amount of energy and endurance. Feline Gen mods develop extremely agile reflexes and dexterity, there also seems to be an increase in speed and sight. Reptilian Gen mods have a toxic blood and saliva, they can also alter the color of their flesh and regenerate damage to their flesh.. There are many kinds of mutations and varying abilities to these Gen mods. Most people find these Cells to be off putting but in certain realms they are quite popular.
-Sentinels: Sentinels originally came from the Veah system and are the most common Gen mod in the Crown military. Sentinel powers are straight forward and practical in a combat sense, thought they do have civilian applications. Sentinels have magnified vision able to spot a target clearly from 2.5 kilometers as if it were 10 meters away. They can also release a chemical that calms their nerves and slows down their breathing. Obviously, this Cell of Gen mod is perfect for the roll of sniper but the reason they are so perfect in this roll is morally gray. These Cells endured the most augmentation and experimentation of all Gen mods Cells and this was even before Gen mods had rights and freedoms in the Empire. What the Empire maintains were fair and humane practices some Gen mods call forcible confinement and torture.
Humans: Since they were first conceived by Veah-Bere were a curious and inventive people manipulating their environment in ways that suited their needs. This was opposite to other beings that came into creation at the time and preferred to adapt to the environment rather than the opposite. Along with the guidance of Veah humans were ahead of many other races developing an advanced society in early ages. One of the uncanniest gifts humans are born with is a survival instinct that can be inspiring at times and dangerous at others. Humans though constructs of Veah were adopted by many Solar lords and thus they were spread far and wide coming in many varying appearances. Some came with darker flesh, some were pale. Indeed the environment they come from greatly affected the human appearance and condition. As with Gen mods human names can vary greatly and depend on region and nation.
Linked: The Linked are the children of the Nova lords, they usually appear as somewhat human though their skin is a dark blue and radiates a light blue aura and their entire head is a featureless ball of flame with a white core. The head and the body can be different colors sometimes (in about 40% of cases) and even the flames have their own unique look differentiating one from another. Linked as their name suggest have the natural ability to manipulate fire around them, when threatened they will instinctually create swirls of flame around them like a cocoon to protect themselves. They can also strike other beings with this fire ability though such an occurrence is uncommon. The children of the Nova lords are like their Gods peaceful and have a strong aversion to confrontation or violence. Indeed the Linked will often go far out of their way to avoid getting into any altercation with anyone. They also have the ability to move things by will alone, some Linked practice this technique their whole life eventually being able to move world sized objects. The Linked lifespan stretches over 1100 years. Names for Linked typically feature some minor form of reference to flame or Solar lord properties for example: Corontal Flaria, Halois Cordul, Imoliath Sola.
Tygians: The folk of Tygelia hail from her realm dubbed “The realm of wise word” or Wise word as most call it, they are the creation of Tygelia. Tygians are tall folk bearing no hair and with a very smooth looking skin that is quite tough like beast hide. Their eyes are large and black almost avian like, just a little bigger than a human. Male Tygians come in shades of blue and purple, women tend to be Yellow and orange. The Tygians bear another wisdom different from men, they are able to perceive the environment in ways that reveal alchemy to them. For all their gifts of wisdom however Tygians are not skilled warriors, they rely on their superior technology to help them. Indeed Tygians are naturally inept at combat using advanced AI in their machina. The Tygians by instinct can use any natural source available to make numerous chemicals for a variety of purposes. This knowledge has led the Tyge empire to prosper greatly. Typically a condescending people the Tygians are well known for their superiority complex and less than polite behavior to those they consider unintelligent. Though this can be understood as the majority of Tygians are expected by their parents to be greater than them as a tradition. The Tygian lifespan stretches to 140 years. Tygian first names all have three syllables and spaced apart with very gentle sounds ending with "urn", "ai" "del" "ki" "pa" or "es", they always use the name of their mothers as their last name. This due to the long tradition of taking the name of that which birthed you. Examples may be: Yulsei-Kurn Of Cepedbai.
Bellfr’uin: The Bellfr’uin are a small folk growing no taller than knee height to a human. They are composed of nothing but shadow with glowing white eyes. The shadowy flesh takes the form of a small humanoid usually, but they have the ability to become gaseous and change their form. The Bellfr’uin can see through pitch black as clear as day and even see a good distance into any stone. They detest water especially rain, it can dilute their form and melt them away which is why any Bellfr'uin not underground or on a world with no water wears a protective suit against the elements. These folk live underground in the worlds they inhabit in pitch black environments. They are miners and very good at their craft trading with other nations for better mining tools, food, other resources. They are also known to be craftsmen of fine Machina weaponry. Indeed they are a people very reliant on the trade agreements with other nations they hold. People of other nations do not often visit Bellfr’uin cities as they are not very hospitable to those without some means of procuring light. The cities themselves are separated into three section, that being the residents, the mine and the Keep. These sections are gigantic in area and in some cases near the core of some worlds. The keep is where all the military gather, and the ruling body resides. Bellfr’uin are immortal and live on forever discounting death by other means than age. They are also susceptible to illness and the blade. Their diet consists of fungi, most fungi. When travelling they carry dehydrated packages of these for nourishment, but they cannot eat anything else. The Bellfr'uin give worship to their Lord Scolgrag. The Bellfr'uin are telepathic beans only able to communicate through thought, they do not use language but send images and feelings. In this way a Bellfr'uin may send some feeling and an image to represent a name for example: Courage Iron, Funny Root, Rage Hammer, Calm Emerald.
The one and many/Kelail: The one and many or Kelail is a puppet mind being. The race of beings itself are somewhat humanoid though possess reverse joints in their legs and bare some avian like features. Their hair is replaced by feathers and their hands like raptor claws. They have slightly larger bird like eyes and slightly elongated faces. They are taller than humans and built quite strong easily reaching Six feet eight inches at the smallest. Kelail is the name of the mind that exists and controls all these beings as though they are one. There is no difference in speaking to one being or another for they are all Kelail, a whole species of one mind. There have been many questions asked but few answered of Kelail “Do you mate with yourself?” “If one feels pain do all?” “If you bear a child with another people do you control that child?”. The only answer Kelail has ever given is any child born of mixed race is out of his control nor would he/she want to. The most eerie thing people notice when visiting one of the world Kelail rules is the silence, no one ever truly speaks for they have no reason. Travellers sometimes call the Kingdom of Kelail “The dead roost” mocking the quiet nature of the avian like beings. Kelail and the beings he controls merely called Kelail folk are omnivores and can live off a diet of many things. The average lifespan of one of these folk is 80 years. One of the things the one and many is known for is the prowess for construction. When one has billions of hands and one mind tasks are done significantly faster and better. Kelail is a servant of the Solar lord Duom Tengal it’s creator.
Coded settlers: The Coded settlers are a race of metal, wood and circuitry in the form of man. Their features vary greatly from one being to another, but they all share the same basic features of wood, metal and circuitry. They are a creation of the Solar lord Battai, a people made with the fierceness of beast and a dutiful to a fault. The coded settlers are Paladins and zealots of the Solar lords. They carry the word of the Solar lords to every remote world as missionaries going to even the most dangerous pirate infested ends. Pirates, pirate guilds and mob organisations that do not follow a Solar lord are Excommunicated by the Solar lords and the Paladins of Battai are marshalled and sent against them. Coded settlers can reach heights of six feet and weigh more than their form suggest given the material that makes them. These folk have a very modest fashion sense garbing themselves in robes, tunics and long scarves. Their diet consists mostly of organic material and in that way they are herbivores though they can also consume unconventional things. Certain kinds of oil, acid, copper and clay has been known to be consumed by these people. Long ago before the Ether wave the Coded were barbaric in nature and in the name of Coruv'yal now Battai they invaded many realms of other Solar lords. When the Ether wave had passed and the Universe was recovering the reborn Battai gave an edict to his people. They were to stand as a bastion to the righteous order of the Solar lords. They were to act as the swift blade to any heresy and keep the Lords in high regard. Their society remains very similar as it has since they were reformed, a conscious effort to keep their ways pure as their lord intended has left their society a bit behind other developed Empires.
The Coded are machines however and face some limitations other beings cannot comprehend. Spending too long away from a Solar Lord may give another being sadness and longing, but for the Coded spending too long away from Battai causes programming errors and power cell failures. More than a region year (740 days) of absence and the Coded will cease function. One extraordinary ability Coded have is they can awaken machines, they have a method done by ceremony and some craft that imbues machines with life. There are some barriers to this ability, some machines will simply not respond to this gift and remain dormant. This mostly works with vehicle like machines but can be attempted on anything. This is not real life but a form of puppetry that lends some sentience. Coded settlers are technically immortal as long as they maintain themselves. Coded settler names always end in "tial" and feature a mechanical component and number according to their family order. They end in "tial" as reverence to the Celestial lords. Examples are: Gearatial 4, Chipatial 9, Engintial 1.
Null beasts: The enemy, the poison, the foul mockery. These creatures have been called many names but the one thing that is certain is that they are the enemy of every creature in existence. In appearance they are somewhat reptilian with scale like skin, reptilian eyes and long hands with claws. Their flesh is sickly grey, white and black covered everywhere with vile mutilations of the flesh. Their faces have chunks of metal, they stand like men, they have leathery skin, some have raven feathers for hair, they radiate an aura not of playful flame like the Linked but of dread and fear. They are a part of all and yet the opposite of all as the Wanderers like them, made to be joke on the Solar lords ability to create life. These creatures though they may look sick and weathered are very formidable and very dangerous. They come in many sizes from four feet to eight feet tall and weighing the most at 500 pounds. They are well versed in the ways of warfare and subterfuge, their combat abilities are competent but mostly rely on their vast numbers and exotic weaponry and creatures. Their society is not really a society, they make military strongholds and production centers for their war machines, they are entirely focused on making war and consuming. Very much like their fallen lords the Null beasts have an endless hunger for the beings under the Solar lords. The lifespan of these creatures is dramatically short lasting only 30 years, however they are easily bred by their Lord and quite replaceable. Null beast though savage do show intelligence and do have names for themselves. They take on names of dread, a unique arcane language that imbues words with devilry and darkness. Speaking these names or this language can feel painful to those beings not from the Wanderers and indeed hearing it affects the mind with dread. Examples of names are: Eternum, Druloc, Curup, Deavoid. The great weakness of these creatures however is their nature, they are only strong and bold when in great numbers or have some advantage. The second the tide turns against them most start to quiver and their fighting prowess decreases dramatically.