Post by Swamps on Mar 31, 2013 13:14:57 GMT -5
Species Name: Dirque
Species Type: Water-dwelling mammal
Planet of Origin: Agaemen (A-ga-men)
Average Maximum age: 120 years
Age of Maturation: 14 years
Average Height: 6'6"
Average Weight: 380lbs
Notable biological features:
The Dirque are a young race of water-dwelling bipeds native to the waterworld of Agaemen. Their bodies are perfectly suited to marine life as well as being both resistant to different temperatures and pressures. They possess a set of aquatic organs that filter oxygen from water which travels in through the mouth and out of slits at the back of the head. When visiting other worlds Dirque require special masks that filter off excess oxygen in order to avoid poisoning themselves. Their slick, leathery skin is often mottled and a variety of colours exist for camouflage; the Dirque of the coral mountains for example having brighter and more vivid skins compared to the secretive trench dwellers. They are large creatures and possess a humanoid shape, as well as sharing many features with the wider and more advanced Herglic. They possess wide mouths and wider heads, domed eyes glinting above considerably less shiny teeth.
All Dirque possess two sets of powerful arms ending in large hands with three thick fingers and a thumb. The bones that surround their arm joints are segmented and move freely giving the arms very large angles of rotation and a much greater reach. All four arms are used in concert when Dirque hunt whether to bound across the seabed or to trap prey in their steely grip. Across the inside of each finger Dirque possess tiny hooks that despite being microscopic give Dirque hands their rough texture and allow them to wrestle amicably with their slippery prey: the Callowfish. After being secured and wrenched apart Dirque distribute their food into wide mouths filled with tombstone-like teeth that help them crush bone, shell and flesh until it is easier to digest. Another tool employed during hunting are electro-receptors that help visualise fast-moving or concealed prey and thus minimise the chance of losing their prey.
The above features may seem odd to the average human but what follows is the strangest feature that the species possess. Dirque pregnancy progresses like any human pregnancy but many eggs are fertilised resulting in a small clutch of embryos not all of which will reach birth. As the embryos mature and grow they become able to move about in their mother's womb and fight to the death, only the strongest Dirque earning the right to be born. This whittles out the weak Dirque and has kept the species strong and fast-growing as well as inspiring their beliefs about power and respect. However on rare occasions Dirque will bond within the womb and protect each other resulting in siblings being born. These blood-brothers are revered in Dirque culture as the epitome of loyalty and honour. To allow the multiple embryos to grow and mature female Dirque grow larger and lose muscle mass durinh their pregnancy and in primal times required protection from other predators. This prevails in Dirque culture to this day with spouses often being excused all duties to spend time with their pregnant women.
This pregnancy is an example of Intrauterine cannibalism.
"Intrauterine cannibalism is a behaviour in some carnivorous species, in which multiple embryos are created at impregnation, but only one or two are born. The larger or stronger ones consume their less-developed siblings as a source of nutrients."
- Wikipedia
Number of limbs and Type: Four arms, two legs.
Culture:
Government
"True power requires strength of arm, mind and will."
- Old Dirque proverb.
The vast majority of Dirque are organised into a single empire, a small but fiercely conquered collection of planets and star systems ruled from their homeworld of Agaemen. The Dirque Emperor, or Shalla in their language, rules over all Dirque provinces and is held up as a paragon of strength and honour throughout them. The Shalla takes complete responsibility for the Dirque Empire and has the casting vote in any decision despite being assisted by the learned Shalla Council. The Council, despite holding great power in other sectors of government, are only advisors to the Emperor and although much has changed since their creation they are still viewed with some disdain. The Shalla has never been a stationary or idle leader and must move with the currents of time, travelling to where his rule is needed. To this end his Grand Palace remains mostly a ceremonial home and he and the majority of his Council can be most often found upon their enormous starship, Peaks of Sarent, flitting between provinces.
Unlike in other societies the role of Shalla is not a familial one and, in truth, any Dirque can eventually become Shalla providing they are strong-willed enough to impress the people and strong of arm enough to best the current Shalla. Dirque society is one of utmost respect and honour but this should not be mistaken for restraint and when the role of Shalla is contested single combat is utilised to find a victor. This is very much a reflection of Dirque attitudes and personalities, the hatred of weakness or disability being all but genetic and its removal simply logical. Again, this is not because Dirque are cruel but instead stems from their intensely competitive tribal heritage. If a tribesman couldn’t pull his own weight he was cast out and this practice continues to this day. This is also true, if not more so, when concerning the Shalla. If a ruler is unsatisfactory they are removed from power, often through challenge and not rebellion solely because it is uncommon for the Shalla Council to not intervene before a revolution would be called for.
It is often said in jest that it is easier to become Shalla than it is to become part of the Shalla Council, and there is some truth in this. The Council are made up of the strongest, brightest and most brilliant Dirque of the time. Together they can pool their knowledge and opinions to leave the Shalla with the best information and ideas with which to act, or take inspiration from. Council members, or Kana, all possess individual strengths and talents and are the most achieved well-respected and brilliant individuals of the time. There is no limit on how many Kana the council can have but at one time it must possess the bare minimum shown below:
- 1 Kana’shu, the only member of the Council chosen by the Shalla. They are advisors and friends to the Shalla and are often chosen for their trustworthiness and honourable natures. It is somewhat common for the previous Shall, if respected enough, to be made Kana'shu by his successor. This can be useful for the both of them as the previous Shalla can still make his thoughts known as well as sharing his experience with the new Shalla.
- 1 Kana’kur, the representative of the Grand Army. Kana’kur is the highest position one can attain as part of the Grand Army and carries much weight. They are veterans of conflict and the wagers of a thousand wars, brutal warriors with the power of the Dirque armies at their awaiting fingertips. It is their task to advise the Shalla on military matters, along with the Kana'mu, and lead the Grand Army.
- 1 Kana’mu, the representative of the Grand Navy. Kana’mu is the highest position one can attain as part of the Grand Navy and carries much weight. They are resourceful commanders and wield their fleets like they were extensions of their bodies, showing incredible insight and knowledge in their strategies. It is their task to advise the Shalla on military matters, along with the Kana'kur, and lead the Grand Navy.
- 3 Kana’la, the representatives of the Halls of Knowledge. Kana’la is not a position that can be simply attained, one must be chosen by the other Kana’la through vote. There is normally three or more Kana’la and together they represent the many denizens of the Halls of Knowledge: mathematicians, physicists, biologists, chemists, doctors, engineers, historians and all manner of learned sorts. They advise the Shalla on most matters, having a wide knowledge base, but are scorned by some Shalla who see their dedication to cerebral matters as odd. It is customary for a single Kana'la to take on the role of chronicle, recording all that happens under the reign of the Shalla.
In the ancient days a Shalla, and later a Council, was all that was needed to keep order but as the Empire continues to grow more supervision is needed. Smaller councils have been set up to deal with issues and governance on a planetary level, dissolving into even smaller councils to deal with the many cities.
Military
“We Dirque were not born with our empire, just as the Jinn crab was not born with its shell.”
- Old Dirque proverb.
War has always been a part of Dirque culture. It has stimulated growth and revolution just as it has subjugated and destroyed, and it could be said that it has moulded the Dirque into who they are today. As the saying goes war never changes but nothing changes without war.
To be in the Grand Army is to be a true Dirque; to see brutality, courage, respect and friendship in their purest and most volatile forms and give in to them. They are a fierce brotherhood split into several battle groups all with a variety of honours, traditions and intense rivalries. Unlike other militaries the Grand Army doesn't rely on the training of the individual soldier, rather their sheer brutality and hardiness as well as their incredible loyalty to each other. The Grand Army is not a rabble however and is controlled by esteemed officers, affectionately referred to as ‘goldies’ by their subordinates.
The Grand Navy shares a fierce rivalry with the Army, viewing them as incompetent just as they view the Navy as feeble. In actual fact the Navy are just as powerful, if not more so, than the Grand Army but temper their fury with calculated decisions and strategy. They are allied closely with the Halls of Knowledge and share many resources, representatives of the Halls often accompanying Navy starships. Despite being the ceremonial flagship of the Navy the Shalla’s spaceship, Peaks of Sarent, does not often see battle and is dwarfed in firepower by specialised warships. Famous ships include the Legacy, Bloodied Callow and Swift Jinn.
An estranged pair to say the least, when combined the Grand Army and Navy are a formidable force and their own rivalries only cause them to fight harder. Throughout history however there has never been an odder production of their pairing than the tentatively dubbed Hellfire Group. The Hellfire Group are an eccentric lot and as a combination of Army and Navy personnel are volatile to say the least. They are viewed with a mixture of fear and awe by others, their manner of warfare infamous for its zealous absurdity and gratuitous amounts of firepower. When they fight on solid group the Hellfire Group produce grizzled veterans, eyes fiery with rage and arms brimming with exotic weaponry. They are the sort of soldiers spoken of in hushed tones, the sort that spins tales that bring those who listen silent in fascination. When they fight in the starry sky things get a little more complicated however, and just that little bit more insane. The Group use small and swift ships to penetrate enemy battle lines and distribute boarding parties, through way of smashing into enemy starships. These boarding parties can often cripple a ship from the inside but when they cannot heavier starships are called for, ships like Gargantuan. Gargantuan and its brethren are enormous ships bristling with experimental weaponry and simply weaponry in general, their focus: distributing burning death from afar and ensuring the enemy ship is slag by the end of the battle. Pilots of both spacecraft however are known for their frightening confidence and dedication to the fight, collateral damage common in battles involving the Group.
History:
Species Type: Water-dwelling mammal
Planet of Origin: Agaemen (A-ga-men)
Average Maximum age: 120 years
Age of Maturation: 14 years
Average Height: 6'6"
Average Weight: 380lbs
Notable biological features:
Enormous size - Incredible strength - Four-armed- Water-breathers
The Dirque are a young race of water-dwelling bipeds native to the waterworld of Agaemen. Their bodies are perfectly suited to marine life as well as being both resistant to different temperatures and pressures. They possess a set of aquatic organs that filter oxygen from water which travels in through the mouth and out of slits at the back of the head. When visiting other worlds Dirque require special masks that filter off excess oxygen in order to avoid poisoning themselves. Their slick, leathery skin is often mottled and a variety of colours exist for camouflage; the Dirque of the coral mountains for example having brighter and more vivid skins compared to the secretive trench dwellers. They are large creatures and possess a humanoid shape, as well as sharing many features with the wider and more advanced Herglic. They possess wide mouths and wider heads, domed eyes glinting above considerably less shiny teeth.
All Dirque possess two sets of powerful arms ending in large hands with three thick fingers and a thumb. The bones that surround their arm joints are segmented and move freely giving the arms very large angles of rotation and a much greater reach. All four arms are used in concert when Dirque hunt whether to bound across the seabed or to trap prey in their steely grip. Across the inside of each finger Dirque possess tiny hooks that despite being microscopic give Dirque hands their rough texture and allow them to wrestle amicably with their slippery prey: the Callowfish. After being secured and wrenched apart Dirque distribute their food into wide mouths filled with tombstone-like teeth that help them crush bone, shell and flesh until it is easier to digest. Another tool employed during hunting are electro-receptors that help visualise fast-moving or concealed prey and thus minimise the chance of losing their prey.
The above features may seem odd to the average human but what follows is the strangest feature that the species possess. Dirque pregnancy progresses like any human pregnancy but many eggs are fertilised resulting in a small clutch of embryos not all of which will reach birth. As the embryos mature and grow they become able to move about in their mother's womb and fight to the death, only the strongest Dirque earning the right to be born. This whittles out the weak Dirque and has kept the species strong and fast-growing as well as inspiring their beliefs about power and respect. However on rare occasions Dirque will bond within the womb and protect each other resulting in siblings being born. These blood-brothers are revered in Dirque culture as the epitome of loyalty and honour. To allow the multiple embryos to grow and mature female Dirque grow larger and lose muscle mass durinh their pregnancy and in primal times required protection from other predators. This prevails in Dirque culture to this day with spouses often being excused all duties to spend time with their pregnant women.
This pregnancy is an example of Intrauterine cannibalism.
"Intrauterine cannibalism is a behaviour in some carnivorous species, in which multiple embryos are created at impregnation, but only one or two are born. The larger or stronger ones consume their less-developed siblings as a source of nutrients."
- Wikipedia
Number of limbs and Type: Four arms, two legs.
Culture:
Government
"True power requires strength of arm, mind and will."
- Old Dirque proverb.
The vast majority of Dirque are organised into a single empire, a small but fiercely conquered collection of planets and star systems ruled from their homeworld of Agaemen. The Dirque Emperor, or Shalla in their language, rules over all Dirque provinces and is held up as a paragon of strength and honour throughout them. The Shalla takes complete responsibility for the Dirque Empire and has the casting vote in any decision despite being assisted by the learned Shalla Council. The Council, despite holding great power in other sectors of government, are only advisors to the Emperor and although much has changed since their creation they are still viewed with some disdain. The Shalla has never been a stationary or idle leader and must move with the currents of time, travelling to where his rule is needed. To this end his Grand Palace remains mostly a ceremonial home and he and the majority of his Council can be most often found upon their enormous starship, Peaks of Sarent, flitting between provinces.
Unlike in other societies the role of Shalla is not a familial one and, in truth, any Dirque can eventually become Shalla providing they are strong-willed enough to impress the people and strong of arm enough to best the current Shalla. Dirque society is one of utmost respect and honour but this should not be mistaken for restraint and when the role of Shalla is contested single combat is utilised to find a victor. This is very much a reflection of Dirque attitudes and personalities, the hatred of weakness or disability being all but genetic and its removal simply logical. Again, this is not because Dirque are cruel but instead stems from their intensely competitive tribal heritage. If a tribesman couldn’t pull his own weight he was cast out and this practice continues to this day. This is also true, if not more so, when concerning the Shalla. If a ruler is unsatisfactory they are removed from power, often through challenge and not rebellion solely because it is uncommon for the Shalla Council to not intervene before a revolution would be called for.
It is often said in jest that it is easier to become Shalla than it is to become part of the Shalla Council, and there is some truth in this. The Council are made up of the strongest, brightest and most brilliant Dirque of the time. Together they can pool their knowledge and opinions to leave the Shalla with the best information and ideas with which to act, or take inspiration from. Council members, or Kana, all possess individual strengths and talents and are the most achieved well-respected and brilliant individuals of the time. There is no limit on how many Kana the council can have but at one time it must possess the bare minimum shown below:
- 1 Kana’shu, the only member of the Council chosen by the Shalla. They are advisors and friends to the Shalla and are often chosen for their trustworthiness and honourable natures. It is somewhat common for the previous Shall, if respected enough, to be made Kana'shu by his successor. This can be useful for the both of them as the previous Shalla can still make his thoughts known as well as sharing his experience with the new Shalla.
- 1 Kana’kur, the representative of the Grand Army. Kana’kur is the highest position one can attain as part of the Grand Army and carries much weight. They are veterans of conflict and the wagers of a thousand wars, brutal warriors with the power of the Dirque armies at their awaiting fingertips. It is their task to advise the Shalla on military matters, along with the Kana'mu, and lead the Grand Army.
- 1 Kana’mu, the representative of the Grand Navy. Kana’mu is the highest position one can attain as part of the Grand Navy and carries much weight. They are resourceful commanders and wield their fleets like they were extensions of their bodies, showing incredible insight and knowledge in their strategies. It is their task to advise the Shalla on military matters, along with the Kana'kur, and lead the Grand Navy.
- 3 Kana’la, the representatives of the Halls of Knowledge. Kana’la is not a position that can be simply attained, one must be chosen by the other Kana’la through vote. There is normally three or more Kana’la and together they represent the many denizens of the Halls of Knowledge: mathematicians, physicists, biologists, chemists, doctors, engineers, historians and all manner of learned sorts. They advise the Shalla on most matters, having a wide knowledge base, but are scorned by some Shalla who see their dedication to cerebral matters as odd. It is customary for a single Kana'la to take on the role of chronicle, recording all that happens under the reign of the Shalla.
In the ancient days a Shalla, and later a Council, was all that was needed to keep order but as the Empire continues to grow more supervision is needed. Smaller councils have been set up to deal with issues and governance on a planetary level, dissolving into even smaller councils to deal with the many cities.
Military
“We Dirque were not born with our empire, just as the Jinn crab was not born with its shell.”
- Old Dirque proverb.
War has always been a part of Dirque culture. It has stimulated growth and revolution just as it has subjugated and destroyed, and it could be said that it has moulded the Dirque into who they are today. As the saying goes war never changes but nothing changes without war.
To be in the Grand Army is to be a true Dirque; to see brutality, courage, respect and friendship in their purest and most volatile forms and give in to them. They are a fierce brotherhood split into several battle groups all with a variety of honours, traditions and intense rivalries. Unlike other militaries the Grand Army doesn't rely on the training of the individual soldier, rather their sheer brutality and hardiness as well as their incredible loyalty to each other. The Grand Army is not a rabble however and is controlled by esteemed officers, affectionately referred to as ‘goldies’ by their subordinates.
The Grand Navy shares a fierce rivalry with the Army, viewing them as incompetent just as they view the Navy as feeble. In actual fact the Navy are just as powerful, if not more so, than the Grand Army but temper their fury with calculated decisions and strategy. They are allied closely with the Halls of Knowledge and share many resources, representatives of the Halls often accompanying Navy starships. Despite being the ceremonial flagship of the Navy the Shalla’s spaceship, Peaks of Sarent, does not often see battle and is dwarfed in firepower by specialised warships. Famous ships include the Legacy, Bloodied Callow and Swift Jinn.
An estranged pair to say the least, when combined the Grand Army and Navy are a formidable force and their own rivalries only cause them to fight harder. Throughout history however there has never been an odder production of their pairing than the tentatively dubbed Hellfire Group. The Hellfire Group are an eccentric lot and as a combination of Army and Navy personnel are volatile to say the least. They are viewed with a mixture of fear and awe by others, their manner of warfare infamous for its zealous absurdity and gratuitous amounts of firepower. When they fight on solid group the Hellfire Group produce grizzled veterans, eyes fiery with rage and arms brimming with exotic weaponry. They are the sort of soldiers spoken of in hushed tones, the sort that spins tales that bring those who listen silent in fascination. When they fight in the starry sky things get a little more complicated however, and just that little bit more insane. The Group use small and swift ships to penetrate enemy battle lines and distribute boarding parties, through way of smashing into enemy starships. These boarding parties can often cripple a ship from the inside but when they cannot heavier starships are called for, ships like Gargantuan. Gargantuan and its brethren are enormous ships bristling with experimental weaponry and simply weaponry in general, their focus: distributing burning death from afar and ensuring the enemy ship is slag by the end of the battle. Pilots of both spacecraft however are known for their frightening confidence and dedication to the fight, collateral damage common in battles involving the Group.
History: