Post by Cadyren on May 8, 2010 3:10:16 GMT -5
Species Name:Vendrian
Subspecies:
Alpha
Hunter
Adviser
Worker
Species Type:Humanoid
Planet of Origin:Vendria (Will add link when planet is created and accepted)
Average Maximum age:
Vendrian: 300
Alpha: 700
Hunter: 400
Advisor: 300
Worker: Varies
Age of Maturation:
Vendrian: 18
Alpha: 22
Hunter: 16
Advisor: 14
Worker: Varies
Average Height:
Vendrian: 5’9 for males and 5’5 for females
Alpha: 6’2
Hunter: 6’7
Advisor: 5’3
Worker: Varies
Average Weight:
Vendrian: 140lbs Males, 110lbs Females
Alpha: 230lbs males, 180lbs females
Warrior: Males 270lbs, 200lbs females
Advisor: Males 120lbs, 120lbs females
Worker: Varies
Notable biological features:
(If any of the genetic features of any of these subspecies seems like it wouldn’t happen in evolution, that’s because it didn’t. I’m saying this so someone doesn’t tell me to change the biology before they read the History of the Species.)
Universal and normal Vendrian
All Vendrian’s are like humans except for a few differences, one of them being that Vendrian have lived in tunnels within the crust of Vendria for many thousands of years, and thus have specially adapted eyes that allow them to see in the dark. This of course means that their eyes are extremely sensitive to sun light and some very bright artificial light, though neon lights and Lightsaber blades barely affect them at all. The ability to see light has been due to having adanced rods in their iris that allow them to take in more light without the cost of detailed and color vision.
Their eyes also appear differently as well, the iris and pupil being slighly larger.
Another trait possessed by Vendrian is that all of them are Force Sensitive, though not all of them are capable of becoming powerful Force users. Hunters are normally only capable of sensing danger and having increased reflexes, while most Advisers are capable of partially sensing the future and increasing their intuitive abilities, allowing them to come up with good strategies in wars and with politics. Alphas are the most Force Sensitive subspecies, and possess a natural affinity for Telekinesis.
All members of the Vendrian race have an extended life span; this is to compensate for the amount of children that die at a young age. Some of the mid sized predators can get into the tunnels and though the Vendrian are able to fight most of them off, many children still die because they want to help or just are unlucky.
Most Vendrian have dark skin, ranging from what looks like a light tan to dark grey. Their skin is also sensitive to light like their eyes, getting easily burned and also having a slighly higher chance of getting skin cancer.
Another feature of all Vendrian's is that though they are omnivores their teeth resemble more to that of a Carnivore, having sharp fangs to rip through the flesh of their prey. They have also developed a slighly stronger jaw then humans in order to rip through the flesh of creatures who's flesh would have been to tough, and are capable of putting dents in certain metal if they can get their jaws around it.
Both the Hunters and Alpha's are stronger and faster then humans, but they require much more food in order to have enough energy to stay alive. Both can only last half as long as a human, Advisor, or normal Vendrian without food, and can occationally go into a frenzy when they get to hungry, sometimes even turning on their own species and resorting to cannibilism.
Hunter
Hunters are bred for hunting and fighting, so they have been made faster and stronger then most normal humans because of it. However as a draw back they are not as intelligent as most sentients, though occasionally a genetic defect may lead to one becoming reasonably smart. This subspecies is also the least Force sensitive, so there are very few Battle Shamans.
Hunters have the best night vision of all of the subspecies, capable of seeing clearly in even the darkest of nights. They have more rods then the other species, and of course due to that have fewer cones and can see less.
Hunters are far larger then your average human, some easily reaching seven feet tall. They develop muscle easily so an unfit Hunter is a very strange sight, and those who are often looked upon as such. They have less reaction to pain then most Vendrian and humans, able to take a beating and barely feel it.
Advisors
Advisors are more intelligent then Hunters, and also more Force sensitive in general. Those with high sensitivity often become Healers or mages, though some try to research the Force (which they call Magic) and discover new powers. Advisors are the weakest subspecies, substituting brawn for brains. They are below average even by human standards, and are very dependent on the Hunters and even more so the Alphas.
Advisors have the worst eyesight of all the subspecies, In terms of night vision. Many of them stick to the higher tunnels so enough light is around for them to see comfortably.
Advisors are short, even the males are shorter then your typical female human. They have trouble growing muscle, and it is not an odd sight to see a plump Advisor walking throughout an underground city or town, though most like to remain in a somewhat commendable physical condition, if only so they can run when trouble begins.
Alphas
These are the cream of the crop, the best of the best. Alphas are a mix between strength and intelligence, resulting in great warriors. All Alphas are more physically capable then your average human, though some are only barely so. The same applies for intelligence, however all Alphas are strong in the Force. Every Alpha has a seemingly natural affinity for Telekinetics, though due to some genetic problems some are only capable of using Telekinetics, and are incapable of using other aspects of the Force, or ‘Magic’.
Another oddity of the Alphas is that they are not born with the ability to see in the dark. This is so that they become more dependent on others so that they don’t become independent and try to make things like they want. Alphas don’t usually gain night vision till they are in the middle of puberty, usually fifteen sixteen, sometimes even seventeen years old. Once this stage has been reached their muscles begin to develop so as to allow them to become stronger and faster then humans, though this process takes much longer to complete and usually Alphas don’t reach their peak of potential until seven or six years after. After they reach this point they seem to stop aging for the next six hundred years hundred years, then the begin to age afterward.
Some of the most Force Sensitive Alphas become what is known as a Sage, which is an alpha's equivelent of a Mage.
Alphas tend to have personality quirks, some tend to grow attached to things to easily while others can go insane. It is not uncommon for an Alpha to suddenly snap and begin a killing spree. there has been many attempts to find ways of identifying which Alphas have these defects but they cannot find anything in the brain to detect it, so many alphas are monitored for the first few years of their life.
Workers
Workers are genetically inferior to members of the three other subspecies, and are sometimes not even considered Vendrian. Most workers seem almost exactly like members of the subspecies they are from, but contain maybe a single gene that is considered inferior and is not wanted to be placed in the gene pool. Some are however deformed and repulsive looking and these often do physical labor away from civilization, mostly building new tunnels and mining for ore.
Number of limbs and Type:
Two arms and two legs
Culture:
Governments
One government is the monarchy of Gernian, which control a larger continent with more tunnels and have more sophisticated technology, such as those that helped begin the genetic modification of the species, creating the Hunters, Advisors, and the Alphas. They believe in continuing the species evolution and are willing to risk the lives of their own people on experiments to see if they can make them better then what they are now. Most of the citizens of the nation know nothing about their genetic modification and believe it to be some strange evolution thing, though some suspect something else is going on. The one pulling the strings on this generation is Kel, a 607 year old Sage whose family has been in charge of the Gernian since it was created. He occasionally makes Mages and other more scientific Advisors disappear so that they can continue research on genetic enhancement, locking away these people in tunnel secretly built by the Workers, who afterward are kept there to be used for experiments.
Gernian practices arranged marriages, to make the possibility of making a Worker much lower, though sometimes marriages among the Hunters are arranged to allow a Worker or two to be born, so that the community always has people doing some of the things that need to be done but no one wants to do, like create clothes and build more tunnels and burying the dead.
The other government is the Fayr, which is a democracy at war with the Gernian. Most of the citizens of Fayr are actual Vendrian, unaltered by genetics, but they do have a few Advisors Hunters, and maybe a couple dozen Alphas. They Fayr are losing the war, not having the man power to defeat the Gernian in open combat. One advantage they have over the Gernian is they have no real leader, and thus he cannot be assassinated and have the whole nation destroyed as a result, however if Kel was killed the conflict would tip greatly in their favor. Thus most of their efforts are to assassinate him, but it is difficult to kill a Sage, especially one as old and powerful as Kel.
When it comes to space exploration and trade the two nations are divided, the Gernian don’t want other cultures to destroy this world they’ve created by helping their people know what freedom is and also fear that their genetic experiments will be shown to the world and they will become enemies of the Republic and such. The Fayr however believe that off world trade would help the Vendrian become better as a species, allowing them to benefit from other cultures technology and also to help them defeat the Gernian and free their people.
Battle Shamans
Every once in awhile a Hunter is born in Gernian Force Sensitive enough to be trained as a Battle Shaman, a warrior that uses magic to increase their physical capabilities and sometimes aide their comrades by increasing their morale with their presence (sort of like Battle Meditation.)
Any hunter that is found powerful enough to become a Battle Shaman is taken when they are seven to be trained in one of the deepest tunnels of Gernian, a place that in Vendrian roughly translates to ‘Hell’, as it is to dark for even a Vendrian to see and contains many creatures considered dangerous even by Mages. Once there they begin by being tossed into a pit with another new student, and they are forced to fight to the death, using only their body as a weapon. Most if not all of the children comply as they have been raised from birth to kill, though occasionally one may be paired up with a friend or relative and refuse to fight them, and if they continue to refuse then they will be sent back home and raised as a Hunter, and be forced to live the rest of their life looked down upon by the rest of their family.
After that the student is then subjected to training in using Magic to make themselves strong then before, as well as faster and other such similar skills. As they continue their training they learn how to sense nearby enemies and friends as well, to a greater degree then they are naturally capable of. Exercises that help them do so take up most of their training for the first twenty years, with minimal training being made with weapons. The reason for this is that Battle Shamans are tought to rely on their power more then their weapons.
After twenty years of training the students become Battle Hunters, who can go into active military duty though are still in training. Battle Hunters usually have two or three Hunters guarding them in combat, though occationally they do let enemies through to fight the Battle Hunter on purpose so that he or she can prove themselves in combat.
Ten years after enlisting and getting real experience in battle Battle Hunters are finally Battle Shamans, and are taught how to go into a berserk rage during a battle using Magic. In this state they can shrug off blows that would normally kill them, though at the cost of possibly turning on their allies once the opposing force is dead. They of course are trained to stop themselves from doing this but it still happens from time to time, especially in the case of younger Battle Shamans.
A highly skilled Battle Shaman can become a Master Battle Shaman, the people who teach the students how to manipulate magic. Many of them continue to fight in military battles though not as frequently to avoid having the numbers of Masters depleted.
The highest rank acheviable by a Battle Shaman is Lord Shaman, who is the Leader of all Battle Shamans and listens only to The Monarch and the Great Sage.
Mages
Whenever a Gernian Advisor is born strong enough in the Force they are sent off Heltian, the capital city of the nation. There they begin to learn how to manipulate Magic in many ways. They are trained for the first ten years of their lifes the basic powers of Magic they will learn: Telekinesis, Telepathy, Protection, Sense, and healing. after the ten years those who are gifted in healing are sent off to a different branch of the Mages known as the Healers, who of course focus on healing. Those who remain begin more advanced study in the basic areas, gaining one on one training with some of the Master Mages who help them find what skills they are good at and what they are weak in, and assist them in increasing skill in both.
At the age of twenty five a student becomes a Mage, and are able to study the databanks to learn new ways of manipulating magic, though some areas are restricted only for Master Mages, the Magician, and the Sages. Some enlist into military service to use their power to aide in combat while others find ways of using their power to help others.
Highly skilled Mages can reach the rank of master once they've demanstrated their skill with magic. They then assist in helping students and Mages become more powerful and help them understand how to use magic better.
The Magician is the smartest and cleverest of all Mages, not nessassarily the most powerful. It is he who is in charge of the Mages, coming up with ways of training new students and occationally taking a student as his own apprentice. The Magician is one of the few Magic users that is allowed to have a true apprentice that only learns from them. This apprentice normally becomes the next Magician, but sometimes another Mage is picked instead.
Healers
Any Mage that has natural talent in the art of healing becomes a healer, who are basicaly the doctors of the Gerian nation. They are only students for a total of five years before they are skilled enough to become doctors for some tall and cities. Some however stay to become Battle Medics or to be able to become doctors of large cities like Heltian. These students normally remain for ten or twenty more years, in order to perfect the art of healing.
Battle Medics are put into service right after they obtain the rank, being assigned to a platoon or if they are fit enougb being put into the Special Forces. Battle Medics are the only non-Alphas allowed in the special forces due to the small number of Sages that are able to enlist, and they need at least someone capable of healing the wounds of squad members when they are behind enemy lines......and someone who can be used as a pack mule.
Some Healers remain even longer in training to become Teachers, so that the art of healing isn't forgotten. These students must master the art of healing before being consideed worthy of teaching students, taking perhaps three decades or more to obtain the rank. These Teachers all have joint ownership over the Healers, as their is no higher rank within their branch. They must obey the Magician however as well as the Monarch and the Great Sage.
Sages
There are very few Sages, as they only take in the most powerful members of the Alpha subspecies. They pick young child of the age of five that is powerful enough to become one is considered blessed by Magic and is considered near royalty. they are sent to Haltian to begin study in the forms of magic that are used by both Battle Shamans and Mages, but they are also trained in the art if destruction, the ability to manipulate magic to send Lightning from their fingertips and to drive their enemies insane. All of these powers are considered dark and are even considered evil by some, but all trust the wisdom of the Sages to use this power for the greater good, to help rid the world of Vendria from the Fayr.
A student does not learn these destructive powers immedietly of course, this comes much later. At first they have very similiar teachings to the Mages, with them learning how to read minds and move objects and such, and sensing people with magic. Once they reach the age of twelve they are assigned to a Sage to be taught one on one for the rest of their time as a student.
During the course of their apprenticeship they begin to learn of the destructive powers of Magic, and seeing as they are under the careful watch of a powerful Sage they can make sure they aren't corrupted by the power and become Demon Sages, Sages who have been completely consumed by Dark magic and only wish to make themselves more powerful and don't care about helping others.
The student is taught by the Sage until considered wise and powerful enough to join the rank of the Sages, and when they are the are sent into the unihabited parts of the tunnel nation, where dark creatures live and hunt. Using only their power they must live in these tunnels for three weeks, being forced to hunt the powerful beasts that they most live with. Once the three weeks is up they return and have proven they were wise and clever enough to survive on their own and powerful enough to hunt the creatures down.
Once an Alpha becomes a Sage they have acces to all of the information of magic that Gernian possesses, even information the Magician cannot access. They can also take on apprenties and teach younger students how to use magic. Also at this time most Sages learn how to use weapons as well as furthering their knowelege of magic, some prefering melee weapons while others take up guns. Some go into unarmed conbat, but usally as a precaution in case they are captured by the Fayr and need to escape.
Once a Sage has taken three apprentices he or she can become a Wisened Sage, who can become a senator or governor of a city if they wish. All they need to do go before the monarch once the previous owner of the position is dead and he will decide if they are worthy of the job.
The Great Sage is the leader of the Sages, and unlike the other two groups it is the only one where the position is not filled by someone who has proven themselves wise or powerful. This title is passed down from a Great Sage to whoever he names his heir to be, which is normally one of their children. Ever since the first Great Sage the holder of the position was also the Monarch, giving the ruler even more power of the nation.
Religion
The Vendrian belive the Monarch as a sort of God, as he or she is almost always one of the most powerful people on the planet with Magic and holds the power to change the lives of the people as they wish. Other then the Monarch of the present the only real god of the Vendrian's is the first Monarch, who brought the people together under one banner and created the country of Gernian. The first Monarch is also believed to be the one that brought magic to the Vendrians so that they could survive in the harsh enviroment they were forced to live in. He was a wise and powerful man, and was loved by his people while alive and in death.
The Vendrian version of the Devil is Heltian, the Vendrian that killed the first Monarch. He was jealus of his power and murdered him, and would have killed his children as well were it not for the Monarch's guard arriving in time to force Heltian to flee. He ran far away from the nation of Gernian and was believed dead for some time, however two hudnred years after he feld he returned far more powerful then before, using lightning and fire to destroy much of the capital city of the Gernian. The new Monarch and duaghter of the first, sacfirficed herself to kill Heltian and save her people. The capital city was named after the dark Vendrian, to remind everyone of what envy and jealousy can turn someone into. Unfortunetly some people believe Heltian to be the real god, saying that the first Monarch had been corrupt and Heltian tried to save everyone by killing the man. These Dark warriors live in the wilds of the plnaet Vendira, living in hutts during the day and waiting for night to hunt.
Military
When it comes to warfare Vendrian like to keep things simple, not having multiple divisins for multiple purposes. It seems like a waste of time for them.
Vendrian have Ground forces and Air forces, but have never been known to fight at sea, this is mostly due the fact that most of the water is on the surface, so Vendrian believe it would be foolish to build a ship to fight in just to be blinded by the sun or killed by flying or underwater predators.
The Ground forces of the Gernian are made up of nearly all Hunters, usually with a Battle Shaman leading a group of ten, which is their squad. Seven of these squads make up a platoon which is led by a Master Battle Shaman, and five of these, called a Company is led by either an Alpha back at the base camp who coordinates their attacks. This means each Alpha in charge normally holds three hundred fifty men under their command ready to tear apart and destroy for them. Ten of these Companies make up a Battalion, which is then normally led by an Advisor.
Occationally a Hunter may become a Squad leader, or an Alpha a leader of a Battalion, but normally they stick to the above positions. Anyone who controls a Battalion reports directly to the Monarch, who tells them where to defend and where to strike.
The Fayr are built up of rag tag squads of five, each habing a leader they believe is smart enough to keep everyone under contro land to come up with decent plans in battle. Five of these groups are assigned an opperator that gives them orders, trying to get the five groups to work together to reach their objective. Most of the tactics used by these squads are hit and run seeing as they cannot hope to take on a Platoon by themselves. Ten Operators are led by a comander, who has joint ownership over the ground Forces with the other Commanders, leading in a highly disorganized military.
The Gernian also has a Special Forces division, who send small seven man squads to do sometimes near suicidal missions to gain an advantage over the Fayr, sometimes by stealing tech data and other times destroying weapons plants or the home of some politcal official. Most Special Forces consist of all Alpha teams, though occationally an intelligent Hunter or a Healer are recruited to a team as well. Occationally a Sage will join a team as well, but this is very rare. Special armor is made for them to travel onto the surface and not be blinded or burned, this allows them to attack the enemy through entrances of their tunnels during the day, surprising them and catching them off guard. The reason they aren't burned is because the suit covers there body completely so the sun doesn't touch their skin, but the reason they can see in the light is because the Gernian managed to build a visor that has an adaptive light filter, so that they don't have to remove the helmet everytime they enter a tunnel, which can save them from being shot the second they enter a cave because they have to take the time to remove the helmet.
Vendrian have developed enough technology to have starships, so their are space battles, though most of them consisting of Gernian ships stopping Fayr scouting ships attempting to leave the system to scout for new planets. Other then the occational skirmish there is little to no battles in the air at all, and thus both sides have a sort of casually built Navy, with most squads just being assigned a partol and responding to distress signals.
Names
Vendrian names are somewhat unique in the order that their names appear on documents and such, however when speaking casually they go by personal names and nicknames. In the Gernian nation it goes City Name, Family Name, Personal Name. This is to signify that the wellfare of the people in your city or town comes before your family and your family before yourself.
The Fayr have no offical name order, though some have reversed the Gernians format while others have kept it and other shave invented their own.
History:
Subspecies:
Alpha
Hunter
Adviser
Worker
Species Type:Humanoid
Planet of Origin:Vendria (Will add link when planet is created and accepted)
Average Maximum age:
Vendrian: 300
Alpha: 700
Hunter: 400
Advisor: 300
Worker: Varies
Age of Maturation:
Vendrian: 18
Alpha: 22
Hunter: 16
Advisor: 14
Worker: Varies
Average Height:
Vendrian: 5’9 for males and 5’5 for females
Alpha: 6’2
Hunter: 6’7
Advisor: 5’3
Worker: Varies
Average Weight:
Vendrian: 140lbs Males, 110lbs Females
Alpha: 230lbs males, 180lbs females
Warrior: Males 270lbs, 200lbs females
Advisor: Males 120lbs, 120lbs females
Worker: Varies
Notable biological features:
(If any of the genetic features of any of these subspecies seems like it wouldn’t happen in evolution, that’s because it didn’t. I’m saying this so someone doesn’t tell me to change the biology before they read the History of the Species.)
Universal and normal Vendrian
All Vendrian’s are like humans except for a few differences, one of them being that Vendrian have lived in tunnels within the crust of Vendria for many thousands of years, and thus have specially adapted eyes that allow them to see in the dark. This of course means that their eyes are extremely sensitive to sun light and some very bright artificial light, though neon lights and Lightsaber blades barely affect them at all. The ability to see light has been due to having adanced rods in their iris that allow them to take in more light without the cost of detailed and color vision.
Their eyes also appear differently as well, the iris and pupil being slighly larger.
Another trait possessed by Vendrian is that all of them are Force Sensitive, though not all of them are capable of becoming powerful Force users. Hunters are normally only capable of sensing danger and having increased reflexes, while most Advisers are capable of partially sensing the future and increasing their intuitive abilities, allowing them to come up with good strategies in wars and with politics. Alphas are the most Force Sensitive subspecies, and possess a natural affinity for Telekinesis.
All members of the Vendrian race have an extended life span; this is to compensate for the amount of children that die at a young age. Some of the mid sized predators can get into the tunnels and though the Vendrian are able to fight most of them off, many children still die because they want to help or just are unlucky.
Most Vendrian have dark skin, ranging from what looks like a light tan to dark grey. Their skin is also sensitive to light like their eyes, getting easily burned and also having a slighly higher chance of getting skin cancer.
Another feature of all Vendrian's is that though they are omnivores their teeth resemble more to that of a Carnivore, having sharp fangs to rip through the flesh of their prey. They have also developed a slighly stronger jaw then humans in order to rip through the flesh of creatures who's flesh would have been to tough, and are capable of putting dents in certain metal if they can get their jaws around it.
Both the Hunters and Alpha's are stronger and faster then humans, but they require much more food in order to have enough energy to stay alive. Both can only last half as long as a human, Advisor, or normal Vendrian without food, and can occationally go into a frenzy when they get to hungry, sometimes even turning on their own species and resorting to cannibilism.
Hunter
Hunters are bred for hunting and fighting, so they have been made faster and stronger then most normal humans because of it. However as a draw back they are not as intelligent as most sentients, though occasionally a genetic defect may lead to one becoming reasonably smart. This subspecies is also the least Force sensitive, so there are very few Battle Shamans.
Hunters have the best night vision of all of the subspecies, capable of seeing clearly in even the darkest of nights. They have more rods then the other species, and of course due to that have fewer cones and can see less.
Hunters are far larger then your average human, some easily reaching seven feet tall. They develop muscle easily so an unfit Hunter is a very strange sight, and those who are often looked upon as such. They have less reaction to pain then most Vendrian and humans, able to take a beating and barely feel it.
Advisors
Advisors are more intelligent then Hunters, and also more Force sensitive in general. Those with high sensitivity often become Healers or mages, though some try to research the Force (which they call Magic) and discover new powers. Advisors are the weakest subspecies, substituting brawn for brains. They are below average even by human standards, and are very dependent on the Hunters and even more so the Alphas.
Advisors have the worst eyesight of all the subspecies, In terms of night vision. Many of them stick to the higher tunnels so enough light is around for them to see comfortably.
Advisors are short, even the males are shorter then your typical female human. They have trouble growing muscle, and it is not an odd sight to see a plump Advisor walking throughout an underground city or town, though most like to remain in a somewhat commendable physical condition, if only so they can run when trouble begins.
Alphas
These are the cream of the crop, the best of the best. Alphas are a mix between strength and intelligence, resulting in great warriors. All Alphas are more physically capable then your average human, though some are only barely so. The same applies for intelligence, however all Alphas are strong in the Force. Every Alpha has a seemingly natural affinity for Telekinetics, though due to some genetic problems some are only capable of using Telekinetics, and are incapable of using other aspects of the Force, or ‘Magic’.
Another oddity of the Alphas is that they are not born with the ability to see in the dark. This is so that they become more dependent on others so that they don’t become independent and try to make things like they want. Alphas don’t usually gain night vision till they are in the middle of puberty, usually fifteen sixteen, sometimes even seventeen years old. Once this stage has been reached their muscles begin to develop so as to allow them to become stronger and faster then humans, though this process takes much longer to complete and usually Alphas don’t reach their peak of potential until seven or six years after. After they reach this point they seem to stop aging for the next six hundred years hundred years, then the begin to age afterward.
Some of the most Force Sensitive Alphas become what is known as a Sage, which is an alpha's equivelent of a Mage.
Alphas tend to have personality quirks, some tend to grow attached to things to easily while others can go insane. It is not uncommon for an Alpha to suddenly snap and begin a killing spree. there has been many attempts to find ways of identifying which Alphas have these defects but they cannot find anything in the brain to detect it, so many alphas are monitored for the first few years of their life.
Workers
Workers are genetically inferior to members of the three other subspecies, and are sometimes not even considered Vendrian. Most workers seem almost exactly like members of the subspecies they are from, but contain maybe a single gene that is considered inferior and is not wanted to be placed in the gene pool. Some are however deformed and repulsive looking and these often do physical labor away from civilization, mostly building new tunnels and mining for ore.
Number of limbs and Type:
Two arms and two legs
Culture:
Governments
One government is the monarchy of Gernian, which control a larger continent with more tunnels and have more sophisticated technology, such as those that helped begin the genetic modification of the species, creating the Hunters, Advisors, and the Alphas. They believe in continuing the species evolution and are willing to risk the lives of their own people on experiments to see if they can make them better then what they are now. Most of the citizens of the nation know nothing about their genetic modification and believe it to be some strange evolution thing, though some suspect something else is going on. The one pulling the strings on this generation is Kel, a 607 year old Sage whose family has been in charge of the Gernian since it was created. He occasionally makes Mages and other more scientific Advisors disappear so that they can continue research on genetic enhancement, locking away these people in tunnel secretly built by the Workers, who afterward are kept there to be used for experiments.
Gernian practices arranged marriages, to make the possibility of making a Worker much lower, though sometimes marriages among the Hunters are arranged to allow a Worker or two to be born, so that the community always has people doing some of the things that need to be done but no one wants to do, like create clothes and build more tunnels and burying the dead.
The other government is the Fayr, which is a democracy at war with the Gernian. Most of the citizens of Fayr are actual Vendrian, unaltered by genetics, but they do have a few Advisors Hunters, and maybe a couple dozen Alphas. They Fayr are losing the war, not having the man power to defeat the Gernian in open combat. One advantage they have over the Gernian is they have no real leader, and thus he cannot be assassinated and have the whole nation destroyed as a result, however if Kel was killed the conflict would tip greatly in their favor. Thus most of their efforts are to assassinate him, but it is difficult to kill a Sage, especially one as old and powerful as Kel.
When it comes to space exploration and trade the two nations are divided, the Gernian don’t want other cultures to destroy this world they’ve created by helping their people know what freedom is and also fear that their genetic experiments will be shown to the world and they will become enemies of the Republic and such. The Fayr however believe that off world trade would help the Vendrian become better as a species, allowing them to benefit from other cultures technology and also to help them defeat the Gernian and free their people.
Battle Shamans
Every once in awhile a Hunter is born in Gernian Force Sensitive enough to be trained as a Battle Shaman, a warrior that uses magic to increase their physical capabilities and sometimes aide their comrades by increasing their morale with their presence (sort of like Battle Meditation.)
Any hunter that is found powerful enough to become a Battle Shaman is taken when they are seven to be trained in one of the deepest tunnels of Gernian, a place that in Vendrian roughly translates to ‘Hell’, as it is to dark for even a Vendrian to see and contains many creatures considered dangerous even by Mages. Once there they begin by being tossed into a pit with another new student, and they are forced to fight to the death, using only their body as a weapon. Most if not all of the children comply as they have been raised from birth to kill, though occasionally one may be paired up with a friend or relative and refuse to fight them, and if they continue to refuse then they will be sent back home and raised as a Hunter, and be forced to live the rest of their life looked down upon by the rest of their family.
After that the student is then subjected to training in using Magic to make themselves strong then before, as well as faster and other such similar skills. As they continue their training they learn how to sense nearby enemies and friends as well, to a greater degree then they are naturally capable of. Exercises that help them do so take up most of their training for the first twenty years, with minimal training being made with weapons. The reason for this is that Battle Shamans are tought to rely on their power more then their weapons.
After twenty years of training the students become Battle Hunters, who can go into active military duty though are still in training. Battle Hunters usually have two or three Hunters guarding them in combat, though occationally they do let enemies through to fight the Battle Hunter on purpose so that he or she can prove themselves in combat.
Ten years after enlisting and getting real experience in battle Battle Hunters are finally Battle Shamans, and are taught how to go into a berserk rage during a battle using Magic. In this state they can shrug off blows that would normally kill them, though at the cost of possibly turning on their allies once the opposing force is dead. They of course are trained to stop themselves from doing this but it still happens from time to time, especially in the case of younger Battle Shamans.
A highly skilled Battle Shaman can become a Master Battle Shaman, the people who teach the students how to manipulate magic. Many of them continue to fight in military battles though not as frequently to avoid having the numbers of Masters depleted.
The highest rank acheviable by a Battle Shaman is Lord Shaman, who is the Leader of all Battle Shamans and listens only to The Monarch and the Great Sage.
Mages
Whenever a Gernian Advisor is born strong enough in the Force they are sent off Heltian, the capital city of the nation. There they begin to learn how to manipulate Magic in many ways. They are trained for the first ten years of their lifes the basic powers of Magic they will learn: Telekinesis, Telepathy, Protection, Sense, and healing. after the ten years those who are gifted in healing are sent off to a different branch of the Mages known as the Healers, who of course focus on healing. Those who remain begin more advanced study in the basic areas, gaining one on one training with some of the Master Mages who help them find what skills they are good at and what they are weak in, and assist them in increasing skill in both.
At the age of twenty five a student becomes a Mage, and are able to study the databanks to learn new ways of manipulating magic, though some areas are restricted only for Master Mages, the Magician, and the Sages. Some enlist into military service to use their power to aide in combat while others find ways of using their power to help others.
Highly skilled Mages can reach the rank of master once they've demanstrated their skill with magic. They then assist in helping students and Mages become more powerful and help them understand how to use magic better.
The Magician is the smartest and cleverest of all Mages, not nessassarily the most powerful. It is he who is in charge of the Mages, coming up with ways of training new students and occationally taking a student as his own apprentice. The Magician is one of the few Magic users that is allowed to have a true apprentice that only learns from them. This apprentice normally becomes the next Magician, but sometimes another Mage is picked instead.
Healers
Any Mage that has natural talent in the art of healing becomes a healer, who are basicaly the doctors of the Gerian nation. They are only students for a total of five years before they are skilled enough to become doctors for some tall and cities. Some however stay to become Battle Medics or to be able to become doctors of large cities like Heltian. These students normally remain for ten or twenty more years, in order to perfect the art of healing.
Battle Medics are put into service right after they obtain the rank, being assigned to a platoon or if they are fit enougb being put into the Special Forces. Battle Medics are the only non-Alphas allowed in the special forces due to the small number of Sages that are able to enlist, and they need at least someone capable of healing the wounds of squad members when they are behind enemy lines......and someone who can be used as a pack mule.
Some Healers remain even longer in training to become Teachers, so that the art of healing isn't forgotten. These students must master the art of healing before being consideed worthy of teaching students, taking perhaps three decades or more to obtain the rank. These Teachers all have joint ownership over the Healers, as their is no higher rank within their branch. They must obey the Magician however as well as the Monarch and the Great Sage.
Sages
There are very few Sages, as they only take in the most powerful members of the Alpha subspecies. They pick young child of the age of five that is powerful enough to become one is considered blessed by Magic and is considered near royalty. they are sent to Haltian to begin study in the forms of magic that are used by both Battle Shamans and Mages, but they are also trained in the art if destruction, the ability to manipulate magic to send Lightning from their fingertips and to drive their enemies insane. All of these powers are considered dark and are even considered evil by some, but all trust the wisdom of the Sages to use this power for the greater good, to help rid the world of Vendria from the Fayr.
A student does not learn these destructive powers immedietly of course, this comes much later. At first they have very similiar teachings to the Mages, with them learning how to read minds and move objects and such, and sensing people with magic. Once they reach the age of twelve they are assigned to a Sage to be taught one on one for the rest of their time as a student.
During the course of their apprenticeship they begin to learn of the destructive powers of Magic, and seeing as they are under the careful watch of a powerful Sage they can make sure they aren't corrupted by the power and become Demon Sages, Sages who have been completely consumed by Dark magic and only wish to make themselves more powerful and don't care about helping others.
The student is taught by the Sage until considered wise and powerful enough to join the rank of the Sages, and when they are the are sent into the unihabited parts of the tunnel nation, where dark creatures live and hunt. Using only their power they must live in these tunnels for three weeks, being forced to hunt the powerful beasts that they most live with. Once the three weeks is up they return and have proven they were wise and clever enough to survive on their own and powerful enough to hunt the creatures down.
Once an Alpha becomes a Sage they have acces to all of the information of magic that Gernian possesses, even information the Magician cannot access. They can also take on apprenties and teach younger students how to use magic. Also at this time most Sages learn how to use weapons as well as furthering their knowelege of magic, some prefering melee weapons while others take up guns. Some go into unarmed conbat, but usally as a precaution in case they are captured by the Fayr and need to escape.
Once a Sage has taken three apprentices he or she can become a Wisened Sage, who can become a senator or governor of a city if they wish. All they need to do go before the monarch once the previous owner of the position is dead and he will decide if they are worthy of the job.
The Great Sage is the leader of the Sages, and unlike the other two groups it is the only one where the position is not filled by someone who has proven themselves wise or powerful. This title is passed down from a Great Sage to whoever he names his heir to be, which is normally one of their children. Ever since the first Great Sage the holder of the position was also the Monarch, giving the ruler even more power of the nation.
Religion
The Vendrian belive the Monarch as a sort of God, as he or she is almost always one of the most powerful people on the planet with Magic and holds the power to change the lives of the people as they wish. Other then the Monarch of the present the only real god of the Vendrian's is the first Monarch, who brought the people together under one banner and created the country of Gernian. The first Monarch is also believed to be the one that brought magic to the Vendrians so that they could survive in the harsh enviroment they were forced to live in. He was a wise and powerful man, and was loved by his people while alive and in death.
The Vendrian version of the Devil is Heltian, the Vendrian that killed the first Monarch. He was jealus of his power and murdered him, and would have killed his children as well were it not for the Monarch's guard arriving in time to force Heltian to flee. He ran far away from the nation of Gernian and was believed dead for some time, however two hudnred years after he feld he returned far more powerful then before, using lightning and fire to destroy much of the capital city of the Gernian. The new Monarch and duaghter of the first, sacfirficed herself to kill Heltian and save her people. The capital city was named after the dark Vendrian, to remind everyone of what envy and jealousy can turn someone into. Unfortunetly some people believe Heltian to be the real god, saying that the first Monarch had been corrupt and Heltian tried to save everyone by killing the man. These Dark warriors live in the wilds of the plnaet Vendira, living in hutts during the day and waiting for night to hunt.
Military
When it comes to warfare Vendrian like to keep things simple, not having multiple divisins for multiple purposes. It seems like a waste of time for them.
Vendrian have Ground forces and Air forces, but have never been known to fight at sea, this is mostly due the fact that most of the water is on the surface, so Vendrian believe it would be foolish to build a ship to fight in just to be blinded by the sun or killed by flying or underwater predators.
The Ground forces of the Gernian are made up of nearly all Hunters, usually with a Battle Shaman leading a group of ten, which is their squad. Seven of these squads make up a platoon which is led by a Master Battle Shaman, and five of these, called a Company is led by either an Alpha back at the base camp who coordinates their attacks. This means each Alpha in charge normally holds three hundred fifty men under their command ready to tear apart and destroy for them. Ten of these Companies make up a Battalion, which is then normally led by an Advisor.
Occationally a Hunter may become a Squad leader, or an Alpha a leader of a Battalion, but normally they stick to the above positions. Anyone who controls a Battalion reports directly to the Monarch, who tells them where to defend and where to strike.
The Fayr are built up of rag tag squads of five, each habing a leader they believe is smart enough to keep everyone under contro land to come up with decent plans in battle. Five of these groups are assigned an opperator that gives them orders, trying to get the five groups to work together to reach their objective. Most of the tactics used by these squads are hit and run seeing as they cannot hope to take on a Platoon by themselves. Ten Operators are led by a comander, who has joint ownership over the ground Forces with the other Commanders, leading in a highly disorganized military.
The Gernian also has a Special Forces division, who send small seven man squads to do sometimes near suicidal missions to gain an advantage over the Fayr, sometimes by stealing tech data and other times destroying weapons plants or the home of some politcal official. Most Special Forces consist of all Alpha teams, though occationally an intelligent Hunter or a Healer are recruited to a team as well. Occationally a Sage will join a team as well, but this is very rare. Special armor is made for them to travel onto the surface and not be blinded or burned, this allows them to attack the enemy through entrances of their tunnels during the day, surprising them and catching them off guard. The reason they aren't burned is because the suit covers there body completely so the sun doesn't touch their skin, but the reason they can see in the light is because the Gernian managed to build a visor that has an adaptive light filter, so that they don't have to remove the helmet everytime they enter a tunnel, which can save them from being shot the second they enter a cave because they have to take the time to remove the helmet.
Vendrian have developed enough technology to have starships, so their are space battles, though most of them consisting of Gernian ships stopping Fayr scouting ships attempting to leave the system to scout for new planets. Other then the occational skirmish there is little to no battles in the air at all, and thus both sides have a sort of casually built Navy, with most squads just being assigned a partol and responding to distress signals.
Names
Vendrian names are somewhat unique in the order that their names appear on documents and such, however when speaking casually they go by personal names and nicknames. In the Gernian nation it goes City Name, Family Name, Personal Name. This is to signify that the wellfare of the people in your city or town comes before your family and your family before yourself.
The Fayr have no offical name order, though some have reversed the Gernians format while others have kept it and other shave invented their own.
History: