Star Wars Roleplay: Chaos

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Approved Species Ingr'Nysk

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This entry is taken from portions of the following articles. I am in the process of attempting to consolidate all of them into one article. If it is preferred that they are kept in their individual articles, I am fine with that as well. As always, feedback is appreciated!

Ingr
Forgotten
Xedael Empire


Name: Ingr'Nysk

Designation: Sentient
Homeworld: Ingr
Language: Basic, Ingr
Average height of adults:1.8 - 2 meters
Skin color: Blue to black; can change (see description)
Hair color: tera; Blue to black (see description)
Breathes: Oxygen

OVERVIEW

The Ingr’Nysk are a very technologically advanced race hailing from the Xedael Empire, a governmental entity located to the galactic south of the Jade Worlds.

STRENGTHS

The Ingr'Nysk species as a whole is physically more robust than the common Human race because of various physiological differences, including increased metal oxide deposits in the bones and more efficient energy transport systems. Additionally, because of the specie's general Force-sensitivity, most Ingr'Nysk possess some increased ability in some particular area, such as increased reflexes or stamina. This Force sensitivity also allows all members of the species to be able to sense the general mood or emotional state of those around them, which is perceived as a form of "life aura".

WEAKNESSES

Ingr'Nysk possess the same general weaknesses like the majority of organic creatures, such as vulnerability to extreme temperatures, radiation, etc. However, most distinct is their sensitivity to the Force and its effects on the race as a whole. The general population's inherent Force sensitivity leads to a general tendency towards the Dark Side, resulting in increased rates of corruption and predation on others. This does not mean the race is inherently evil; in fact, all Ingr'Nysk are fairly altruistic. However, an Ingr'Nysk is far susceptible to the calls of the Dark Side compared to the average Galactic citizen.

DISTINCTIONS/DESCRIPTION

At first glance, the Ingr’Nysk are roughly humanoid in appearance. They possess a pair of legs and arms, as well as a human-like face, and body proportions are equivalent to those found among average humanoid beings. However, skin tone and hair color, among other things, are strikingly different from most Humans.

Ingr’Nysk skin coloration ranges from pure white to a bluish-gray hue, with hair pigment found in the same range. However, these people are capable of altering their skin pigmentation, though such changes are involuntary. When experiencing strong emotions, Ingr’Nysk skin will change from the individual’s natural color to another hue. Different feelings will result in different color alterations. For example, anger will result in a flush of deep blue, while passion causes the skin to acquire an emerald appearance. Hair color, interestingly enough, does not change.

In addition to a difference in skin and hair tone, Ingr’Nysk possess pupils that glow with almost any color found in the universe. Their eyes reflect light and the color of the pupil is determined at birth. As expected, both pupils share the same color, though there are reports that some individuals have differing pupil coloration. This difference does not carry any biological significance, though some Ingr’Nysk cultures place various meanings upon this sign.

Though Ingr’Nysk body proportions are very similar to Human proportions, their body shapes tend to lean towards a more lithe and agile build. This is not to say that muscle-bound Ingr’Nysk do not exist; Ingr’Nysk just possess strong yet supple muscle tissue. In fact, when measured in proportional amounts, the muscle strength and elasticity of most Ingr’Nysk are greater than that of most Humans.

Another interesting aspect of the Ingr’Nysk physiology is the bone structure. Similar to the Human equivalent, Ingr’Nysk bones are composed of a honeycomb structure containing calcium carbonate and other minerals. However, in addition to these common compounds, the bones of these people contain traces of various metal oxides, increasing the bones’ ability to withstand stresses. These metal oxides form an interlocking web to reinforce the original bone structure and increase the tensile strength, resulting in far fewer bone-related injuries.

Though the Ingr’Nysk possess what appears to be hair on their scalps, these structures are not really hair. Rather, they are organs that serve an extra-sensory function, and are known as tera. Approximately a centimeter in diameter, the tera are sensitive to touch and movement, and can grow up to thirty centimeters in length. The tera are composed of soft tissue with a tough, almost leathery, covering. Because the tera do not possess pain receptors, they can be trimmed and styled, depending on cultural norms. Ingr’Nysk do not possess any form of body or facial hair.

FORCE SENSITIVITY

The Ingr'Nysk race is at once insensitive and highly sensitive to the Force. The majority of the population possesses some inherent Force abilities, though these are very minor. For example, all Ingr'Nysk are capable of limited emotional sensitivity to those around them, and many are capable of limited precognition. Other manifestations of Force sensitivity include superior reflexes and strength. However, there are some exceptions. Many inquisitors of the Xedael Empire possess a greater affinity for the Force, in that they are able to telepathically communicate with others or are able to exert some minor influence on objects and people.

The most extreme and notable exception is that of the Forgotten. Forgotten are Ingr'Nysk who possess no natural limitations to the Force, and after a latent period of a few hours or years, this connection to the Force manifests itself, usually in a very explosive and destructive manner. With proper training, Forgotten can be taught to control the Force and utilize its power to a degree on par with Jedi Masters.

In the Ingr'Nysk language, this affinity for the Force is known as sar'kera.

Pul'yr Kil'sar

Pul'yr Kil'sar, or translated literally as the Way of the Hidden Spirit, is a martial art found in the Xedael Empire. The name is commonly shortened to Kil'sar or Pul'sar. Because Pul'yr Kil'sar was developed to take advantage of the natural Force abilities of the Ingr'Nysk, there are few, if any non-Force sensitive practitioners.

Overview
Pul'yr Kil'sar is found in two types: Myor'yasun and Run'war. Myor'yasun, or Common Form, is the type of Pul'yr Kil'sar taught throughout the Xedael Empire. Run'war, or the Forbidden Form, is practiced only by the Forgotten, a sub-caste of Xedael society. Run'war requires a level of Force mastery not found in the majority of the Ingr'Nysk population, and so practitioners of this form are beyond rare.

Myor'yasun
Myor’yasun, or Common Form, is the form of Pul’yr Kil’sar practiced most commonly in the Xedael Empire. The Common Form can be physically practiced by any Ingr'Nysk or anyone who is Force-sensitive, and focuses on the various stances, strikes, and techniques of Pul'yr Kil'sar. The form is similar to many other types of martial arts in the galaxy, in that it is used both as a combative sport and as a form of exercise.

The Common Form teaches the basic techniques for utilizing the practitioner’s psychic ability to predict his or her opponent’s strikes or intentions. Unlike the Run’war form, Myor’yasun does not advocate high kicks or other elaborate techniques. Kicks are generally limited to no higher than the hip area, as any strike to a higher location is easily blocked and countered.

Run'war
Run’war, or the Forbidden Form, is a rare style of Pul’yr Kil’sar that is practiced only by the Forgotten, a sub-caste of Xedael society. This form requires an individual’s Force ability, or sar’kera, to be extraordinarily high, resulting in a tiny amount of students of this style.

Principles
Run’war takes using the sar’kera to a level far above what is taught in the Myor’yasun style. Instead of simply predicting an opponent’s attacks, a master of Run’war is able to utilize his sar’kera to enable him to perform astounding physical feats. Run’war masters have been reported as being able to scale sheer cliffs and destroy power-armored soldiers bare-handed.

Another important teaching of Run’war is utilizing the sar’kera to attack the mind of an opponent. This technique, known as reo’kun, plays at the innate fears and desires of a target, thus throwing off his concentration. This allows a user to dissuade opponents from fighting or to crush the morale of enemy units.

Run'war does not rely on any preset stances or forms. Rather, a practitioner of Run'war is taught how to utilize his superior speed and precognitive ability to always be capable of delivering a strike from any position. This also gives the practitioner the advantage of being unpredictable to those who are accustomed to fighting against stance-using opponents.

Ranks
Run’war carries four ranks: neophyte, initiate, adept, and master. Unlike other martial arts, there is no decoration to signify rank, aside from a practitioner’s skill and ability.

The neophyte rank is accorded to all who begin the study of Run’war, and is generally held for the first decade of study. During this time, a student is taught all of the principles of Myor’yasun, as well as basic armed combat techniques. A neophyte is expected to maintain a high level of physical and mental fitness, as well as master the ability to control his or her sar’kera. In order to achieve the next rank, the neophyte must prove his mastery of Myor’yasun, usually against one of his fellow neophytes.

The initiate stage lasts for another decade, if not longer. Because the Forgotten are part of the Xedael military, this stage is characterized by an increase in appropriate military training, including boarding tactics, military strategy, and survival skills. This stage is incredibly harsh, with a high proportion of initiates failing, either through the lack of innate ability, or simply bad circumstances.

Training at this stage also includes advanced sar’kera usage, such as mastery of reo’kun. Initiates are hardened to the realities of warfare, and are taught how to combat multiple opponents at once. In addition, initiates are taught advanced weapon handling techniques, as well as psychological warfare strategies. Further advanced training emphasizes blind fighting, where the sar’kera is substituted for physical sight.

Graduation from the initiate rank to the adept rank generally involves combat between two initiates in a light-less room. The survivor will have achieved the adept rank.

The adept rank is the final point of advancement for most Run’war practitioners. The majority simply do not possess the skills required to achieve the master rank, while others are killed before they can improve their skills.

While an adept serves on active duty, he will improve his skills. During this time, he will also begin to customize Pul’yr Kil’sar Run’war with his own personal philosophies and ideas. When he has reached a sufficient skill level, he may test to become a master, and if he achieves this rank, he is eligible to teach others the skills of Run’war.


AVERAGE LIFE SPAN

Ingr'Nysk are a long-lived species, with the average lifespan around 300 to 400 years old. Ingr'Nysk have a relatively short development period, where they quickly reach physical and sexual maturity at around age 20. From then on, they are considered adults, with middle age around 200 years old. Elderly Ingr'Nysk are typically 300-400 years old. Though most Ingr'Nysk do not reach ages past 500 years, there are reports of some very long-lived individuals who have reached close to the millennium mark.

DIET

Ingr'Nysk are omnivores, and are capable of eating most any type of organic matter, to varying degrees of health or illness. Matter of taste is strictly a cultural or personal preference.

COMMUNICATION

Verbal communication is the primary form of communication, with body language a close second. As described above, Ingr'Nysk possess the ability to involuntarily (and with training, voluntarily) alter their skin hue depending on their emotional state. This provides a visual indicator of the individual's mood.

CULTURE

While there are hundreds of individual Ingr'Nysk cultures, this portion will focus on the largest group, the mainstream Ingr'Nysk that occupy the Xedael Empire's capitol, Ingr. The Ingr'Nysk people are typically more altruistic as a whole than other sentient races in the galaxy. They firmly believe that the good of the state trumps individual rights, but even so, they are quite sensitive to individual suffering. This creates an interesting dichotomy that constantly plays out in every level of Xedael society. The distinction is seen plainly in the levels of government. As more power is given to an individual, because of bureaucracy, power, and riches, they tend to be more corrupt, leading to a distinct focus on preserving individual riches.

TECHNOLOGY LEVEL

The Ingr'Nysk species is linked inextricably with the Xedael Empire. As such, any treatise on Ingr'Nysk technological levels must explain the technological levels of the Xedael Empire as whole.

The Xedael Empire is quite technologically advanced, having made numerous advances in science during the previous centuries. The typical method of power generation is utilization of dark matter, with standard fusion generators as backup. In addition, military vessels utilize singularity reactors, which create and maintain a miniature black hole as a form of energy generation. These reactors generate so much energy that a single Singularity Reactor can provide enough power for even the largest warship.

Weaponry and other equipment are also summarily advanced. Shields, known as void shields, are standard on all starships and are capable of stopping both physical and energy-based objects. Physical armor is composed of memory metals and ceramics, which offer substantially more protection than standard alloys. These materials are capable of limited self-repair, and are typically lighter and denser than their contemporary counterparts.

Weapon philosophy is quite diverse, with an equal use of energy and ballistic weapons. The Xedael Empire has done away with blasters, finding them cumbersome and imprecise. Instead, lasers are the norm, with Pulse technology standard on fightercraft and larger naval-class lasers mounted on capital ships. Pulse lasers cycle rapidly, increasing damage potential and accuracy, while naval-class lasers have greater range and accuracy than their turbolaser counterparts.

Notably, the Xedael Empire also utilizes ballistic technology. Slug-throwers are common, as they are easily maintained and cheap to manufacture. Rail guns are capable of incredible fire rates and generate very little heat, a plus in space combat. A mix between energy and particle weaponry, the Particle Cannon fires ions and neutrinos at near-light speeds, relying on kinetic,
heat, and energy for its damage.

In addition to military technology, the Xedael Empire has made great strides in advancing medicine and civilian technology. Cybernetics have been largely perfected, so it is not uncommon to see Xedael citizens boasting artificial enhancements or implants. Cloning has also reached a stage of mass production, though the process is expensive and is limited to cloning individual organs or body parts; cloning whole, sentient beings with awareness has been met with failure.

Polymer and materials science, as well as robotics, are also at an advanced stage. Micromachines and nanotechnology are relatively common, where they are used for maintenance and health care. Memory metals and ceramics are used in architecture, allowing for structures that can withstand most natural disasters; this in turn has advanced military armor research.

The advanced stages of robotics and artificial intelligence programming has led to the automation of a number of utilities and services. Waste management, power grids, water resources, and so forth are all automated. Maintenance tasks are carried out by robotic drones, with organic workers acting in a supervisory role. These advances in robotics and programming have led to heavy exploitation of the Empire's massive asteroid fields; these mining operations have flooded the nation with incredible mineral wealth. The advanced computing power has also been utilized in the military; this is most apparent in the Xedael Empire's extensive Space Defense System (SDS) that guards most inhabited worlds.

GENERAL BEHAVIOR

While it is impossible to generalize the behavioral patterns of an entire species, Ingr'Nysk are typically task oriented and efficient people. Their near destruction at the hands of their own people has led them to a state of mind where the common good overrides the rights of an individual. Additionally, Ingr'Nysk are fairly altruistic people because of their ability to sense the emotional states of others. Finally, especially at higher levels of government, they are very prone to corruption because of their unique vulnerability to the Dark Side of the Force.

HISTORY

Pre-Empire

The origins of the Xedael Empire date back tens of thousands of years ago, to the dawn of space colonization. Ingr’Nysk society had always been plagued by recurrences of Forgotten aggression, but during pre-space times, these conflicts were not terribly severe. A central government and near-instantaneous communications allowed any Forgotten outbreaks to be dealt with decisively. The Ingr'Nysk people originated on the planet Ingr, and from there they branched off to the surrounding planets. After perfecting faster-than-light travel, the Ingr people were able to colonize increasingly distant star systems. Colonies and settlements were created, but all were tied to the central government found on Ingr.

However, as colonization of outlying star systems became more frequent and lines of communication became longer and longer, a democratic government became less and less practical. Border colonies found it more difficult to keep up-to-date with current governmental policies, and the government found it more difficult to respond to threats, both external and internal. As it became less able to project its force, the government found that controlling the Forgotten proved to be increasingly difficult, to the point that the Forgotten were threatening all of Ingr’Nysk civilization. At first local authorities were able to contain much of this threat, but soon the Forgotten accumulated in greater numbers. Cities and towns burned from the uncontrolled psionic energies of the Forgotten, and entire colony worlds were lost. This period of time became known as the Age of Darkness, and lasted for several centuries.

Age of Darkness

This period was characterized by a steady decline in living standards, and the deaths of millions of people. The Forgotten were not stupid creatures, and knew that they posed a large threat to the rest of the population. As such, they gathered and organized into small bands, almost forming an independent nation. This organization gave them protection against the other Ingr'Nysk, allowing them to fight back and continue to wreak havoc. The organized Forgotten destroyed countless cities and colonies as they unleashed their chaotic energies on society. Much of the scientific and social advances discovered by the various colonies were lost in the ensuing destruction. Though the central government tried to mount a response, internal squabbling and corruption largely made these efforts futile, further increasing the loss of life and destruction of property.

Xedael the Pure

During the Age of Darkness, and individual by the name of Xedael the Pure came to power. Xedael was a superb military strategist, as well as an excellent politician. He also commanded a sizable portion of the Ingr’Nysk Navy, and soon came across a solution to curb the Forgotten menace. Xedael rallied the battered remnants of the Ingr Army and Navy, and engaged in a ruthless campaign to drive away the Forgotten. The campaign lasted half a century, and though the Forgotten were ultimately destroyed, the brutal and controversial methods left millions of innocent people dead. However, ever the masterful politician, Xedael blamed the destruction and draconian actions on the inept leadership of the Ruling Council. He spent a considerable portion of his own wealth to rebuild devastated colonies and concluded his military campaign with a touring of the colonies, where he rendered what aid he could. These efforts, as well as the use of propaganda, changed public opinion, and Xedael was soon hailed a hero.

The Empire

Soon after his success, Xedael overthrew the Ruling Council, and installed himself as dictator. His popularity with the people, as well as the people’s desire to end the constant warfare, supported his claim. To prevent future Forgotten uprising, Xedael implemented numerous policies and laws, all of which were designed to root out Forgotten before they had a chance to mature. These edicts are the basis of the current Xedael Empire.

After his death, the Empire was ruled successively by his descendants. Amazingly, the Xedael bloodline has occupied the throne for thousands of years, adding to the Xedael’s claim that he and his children were ordained by god to rule the Empire. Each successive emperor has added to the Empire through military and diplomatic means. In most cases, these additions were simply absorption of lost colonies, but in other cases, entire new races and civilizations were brought into the Empire.

NAMING CONVENTION

Ingr'Nysk names consist of two parts: a personal name and a surname. The personal name is generally one or two syllables long. The surname is made of an additional two parts, separated by an apostrophe; the first is always one syllable long, while the second is one or two syllables. An example of an Ingr'Nysk name is Asemir Lor'kora. Asemir is the individual's personal name, the name by which others may refer to him. Lor'kora is his surname.

NOTABLE PLAYER CHARACTERS

Asemir Lor'kora

INTENT

I created this species some ten years ago, and I'm transferring it here simply to serve as a method to transfer my character Asemir Lor'kora. I'd love to be able to transfer the Xedael Empire as a whole (it resides in the Unknown Regions), but that is not a high priority for me yet.
 

Ashin Varanin

Professional Enabler
This is comprehensive, and I've seen you RP this species responsibly for a lot of years. You've never powergamed with this stuff, and the species' strict limitations on Force-users are an effective check and balance.

Naturally, until you've figured out what you want to do with the Xedael Empire itself, and how you want to do it, only the species is approved. The government is suitable for character backgrounds, for now.

For the next couple of weeks, I'll leave this thread unlocked for you to keep tweaking the article. That's a mark of trust -- abuse it and suffer. I'll check in on the final product, but for now, this is approved.
 
Sweet, thanks Ashin. I appreciate it. :)

And, abuse your trust? Pfft! I'd never do that! I am a paragon of virtue and honesty! All of my characters reflect these traits of purity and integrity! All of them! I've never RPed a Dark Sider in my life!

>.>
 
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