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SilvernKell - Unathi

Discussion in 'Finalized' started by Kell, Mar 9, 2019.

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  1. Kell

    Kell Assistant

    What is your Byond key?
    SilvernKell

    How long have you been playing on Baystation 12?
    Not sure. On and off for a while (Few months) but found it too intimidating to play a new system all the time. Started seriously about three weeks ago.


    What are the names of your better-known characters?
    Silvern Kell
    Ruger (Pai)
    TFLDS-1287 (Lawed Cyborg) / Timothy Fields (FBP)
    ULLER (Lawed Stationbound Robot / AI)


    About The Species

    What alien species are you applying for?
    Unathi (Yeosa'Unathi)


    Why do you want to play as the alien species?
    Their mix of available tribal and disparate tech levels (diesel, precursor tech not necessarily well understood but still used) is pretty fascinating. They have a large scope available for expanding stories too.
    also lizard


    What are some example names for the alien species?
    Dirkiss Kuuzbakk
    Terrek Suubirion
    Joorl Raabisthikk
    Kelthyssor Zqarl



    Summarize what you know about the species.

    History

    Moghes was once a much more bountiful and lush planet, perhaps similar to Earth or maybe more like it's prehistoric times. Clean air, abundant vegetation and presumably animal life and habitats. There were a race of creatures called "The Precursors" by the unathi, whom they believe wiped each other out and made the planet inhospitable using weapons of mass destruction. A large amount of the unathi are fascinated by this as it also birthed their race, and seek information on both the precursors and just exactly how the Unathi came to be as a result of it. Radiation and toxicity levels rose and effected the fauna of the world, producing mutations which eventually lead to the Unathi.

    Much later on, of course, Humanity stumbled across the Unathi and their barren world but didn't really find it interesting until they realized there was advanced precursor technology to be profited from here, which eventually lead to the Skrell becoming fairweather friends of the unathi in exchange for first dibs on excavation rights for ruins and the safety to do so. Through this avenue diplomatic relations with SolGov and the transferral of occassional unathi as mercenaries, or laborers, began.

    The Kaahnepos of the strongest clans and cities began to realize that there had to be greater communication in order to profit from all this and together founded the Moghes Hegemony. It is hoped by some of their more space-wise allies that it will lead to the race becoming a more unified civilization that will grow. As a direct result of the so-far good relations with other races, some clans will accept swapping people for cultural exchanges, allowing the trade of knowledge.


    Life cycle + Age

    Unathi are born in clutches of eggs of 1-3 on average. When they are born they are small, and, relatively stupid. They will attack each other aggressively in order to get food and reduce competition. Some tribes will make sure they do not kill each other when they are hatched.

    It takes 3 years for an Unathi to advance and they become more intelligent as they grow. They will no longer attempt to kill anything and everything that they are strong enough to take down, and will develop the beginning of social skills by creating a pack with their nest mates. Usually the mothers stop watching them at this point.

    It is about the age of 13 they actually start to become "sentient", with the mind of a child. They grow plating on their ribs and their scales will grow in. At this point they will start learning to talk and, also feel a great need to prove themselves capable. This is an important trait as it shapes Unathi mentality somewhat in later years as well.

    About 25 years old, they are "adult." Exact age depends on how smart they grow / how fast they grow smart. By this point they are a fully sentient being but their nature is still to be aggressive, it is simply in their genetic makeup.

    Aggressive tendencies start to peter off until at 150 years; they are a much steadier and wiser individual. Their eyes turning yellow signifies this fact as well as scale colours.


    Physical attributes

    Unathi have quite thick scales like "plating" over most of the body. They eat any food but much prefer meat and only receive any real benefit from meat proteins and fats. The rest is just flavour. If they do not eat in a day they begin to suffer greatly as their body will, (at a basic level) begin to eat itself to create the needed energy, working through any fat stored and damaging organs. This is due to a high metabolic rate which also makes them hardy, wounds healing faster. Some Unathi can regenerate limbs.

    Unathi are cold blooded and suffer in cold but revel in warmth. Cold makes them sluggish and eventually shut down. An Unathi that's too hot will become drowsy and suffer similarly. They are capable of a large range of vocal noises from hissing, roaring, "bark"ing, chuffing.

    Different regions have produced variations in types of Unathi.
    Savannah Unathi are nomadic. They travel in groups with large beasts of burden. They are hardy and combative.
    The pole Unathi are the most "multi-racial" and mingle with outworlders more. They are also quite tech savvy in comparison.
    Salt-swamp Unathi are vibrant, and have tribal gatherings and "parties" often. They are shorter then other kinds. They are probably less likely to follow the Grand Strategem because they have less reason to war or weather harsh conditions.
    Diamond peak Unathi are very hardy, even more then savannah Unathi in general. They grow larger but more hunched. They tend to live in castle-like structures with some archaic tech, generally of a level of dieselpunk.

    Lastly, the Yeosa'Unathi are a little mysterious due to adapting to water areas, and Moghes has only one continent, making them sparse islanders.


    Culture

    Unathi have various clans. Powerful clans have city-states. Family and Clan are both very important to Unathi culture, though Family can be left to become part of a new family; A Guild. This has advantages. They work together to ply their craft, others know where to go to get what they need, and they gain a group that understands their way of living and shares it.
    The first name of an Unathi until they come of age is a family given-name, their last name is the clan name. Clans are groups of families. Females usually stay within a clan as they are considered important for it to prosper, and in some religions that is even more important in order to help Moghes thrive. They are both sheltered and somewhat shackled by these beliefs. Yeosa'Unathi are less affected by this, probably due to their more lax natures and less hostile climes.
    If an Unathi male wishes to take a female they must approach a caretaker and win them over to do so with honour. Such things are very rulebound and important to them.

    Faith is a large part of Unathi culture as well, and can generally be family or clan-wide. Some are stricter then others.
    Hand of the Vine, Precursor Belief, Grand Stratagem, Fruitful Lights, and the Markesheli are the core Unathi religions, borne of their fractured ways. Some are based on the ideal of constant personal growth to become strong, some on the growth of the unathi as a culture and people or their personal clan, some put greater emphasis on the strength of the species. And some upon restoring Moghes. These tenets shape an Unathi's views, especially on whether they value themself highly or put others first.
    It also adjusts whether they want to nurture Moghes or take the precursor portal to abandon their homeworld and live on a new planet named Ouere.

    Yeosa'Unathi have slightly different naming conventions, often having three seperate names. Personal name, true clan name, and a worker's name. The worker's name is like an honorific, and describes something they have achieved or how they do things when working. It is rude within Yeosan society for an individual to use anything other then a personal name when talking to another, unless they were asked otherwise. They carry knives with them that have important meaning spiritually, representing balance that all things must be paid back.


    Character concept - Island history and culture

    Aksel Zaavor
    . A Yeosa'Unathi. He was hatched far away from the majority of Unathi-kind on a small island, along with countless others of his clan. This island is known as Rendskjor, the resting home of the Zaavor clan. The island is a tiny spit of land compared to the vast continent of Moghes, but it is grand enough to host an odd, and small, city.
    The island contains a mountain, black and obsidian at it's peak. The majority of it is swamp; unstable marshy grounds, rife with insects and disease. Fertile earth, ringing around the mountain's base, has given rise to a particurlarly dense jungle area; this place is only a small portion of the island and vital to the people's continued survival and culture. It is dense due to the struggling of so much plant life to survive there, having little land to expand to. The natural devastation of the planet has not left this place untouched - A large portion of the plants there are eerie ground creepers, no doubt mutated by-products, poisonous and deadly to those not accustomed to it like the Yeosa'Unathi, who are poisonous in their own nature.
    It is here that the clan first settled upon this island, driving a disparate mix of misbegotten precursor tech and crude cheap boats, in search for new land to grow on. Drawn to the lushest part of the island they eventually settled in the most gigantic tree they had ever lain eyes upon; it had roots so deep it was solid, not like the treacherous areas elsewhere, and high up they were atleast given some relief from biters and stingers. So, the ancestors and elders took it as a great sign and began to make it home. They were not great builders, these Unathi, but some three hundred years later has seen improvement; the tree is now festooned with dwellings that hang like lanterns, robe bridges and occassional wooden catwalks stringing up the gaps between them and the platforms that provide more space. This clan has a great love of colour; fascination with glass, carvings, and shiny objects has made it's mark upon their living spaces and bridges are often hung with shining chimes and crude shell pieces. Richer dwellings are obvious, usually belonging to larger families that can collect more easily. Glass is the mark of the particularly successful. Sometimes it is painted with a mix of juices from certain plants, causing it to glow at night and used as lamps would be, to stop travellers tripping on the walkways.

    Spun out from the trunk of the tree and onwards is a rickety web of platforms constructed of driftwood, ancient lumber and rope vines to create an almost flotilla of kind, suspended by pillars, ropes and trees above the unstable marsh-ground. Space is not easy to get here on this island. When families became large enough to break away on their own, they sought out new spaces to live and build, and rear younglings, but not even their crude ramshackle pillars are always enough to provide a stable platform for building on.
    This has leant to some rather savage practices that allow the stronger hatchlings to survive and the weaker to perish. Mothers do not seperate their young when hatching; to do so is considered not only weak, but offensive to their own spirits and their young's. The stronger of the hatchlings have the right to land here, but not the runts. Hatchings yield one or two children usually, made stronger by the contest. Every house is well-lived in, festooned with carvings that tell their history and stories, the names every family member has taken. Usually when an Unathi comes of age here, they journey into the dense portions of the jungle-area to hunt with other nesting mates of a similar age. When they return, they are asked to take a name for themselves based upon what they saw and what left a lasting impression with them. It is also here they collect the teeth for their daggers. It is a dangerous hunt, but not deadly. Most Unathi return whole. Occassionally there are lasting scars, but Unathi heal well enough.

    The lack of stable areas has led to multiple platform levels closer to the tree, and large spaces of platform and walkway in between marsh dwellings, sometimes ill-maintained due to excessive expansion workload. Those that live dangerously enough to build by the sea are rewarded by better access to fishing.
    Some families fish in boats, but some are not so lucky. They trade for their food, work, or make to build more boats. Some loners enjoy the lifestyle of diving straight in and catching what they need with their bare hands and claws. Their fins, webbed digits, and adaptations help greatly with this. They tend to have spines, or frills, sails or fins on their necks or heads; along with their teeth, poison can be oozed, which stuns fish. It is considered a mark of great disrespect to shakes one's spines or fins at another in this clan.
    Whilst living off alone and hunting primally like this is considered bizarre, it is also looked upon with respect, and these ones are more frequently chosen to be wise ones, healers, or donated special goods such as fuel for forges and sometimes become forge-watchers. Forges are important to this clan, because though they lack the foresight for proper industrialization, their obsession with the shiny has led them to have a great wealth of culture for jewellery-making and imaginative decorating, story telling and art in general. Especially since the Yeosa'unathi tend more towards this social frippery then the Sinta.
    Every piece worn is considered special and unique, and unathi on their naming-quests come back with chunks of ore found on the mountainside, which they will bring to the forge watchers with the greatest respect, and ask for the honour of something created with their artists' vision to commemorate their new namesakes. They will often also donate some of the food of their kills to fuel this, because it takes time that could be spent fishing. A common thing is decoration or haft for their beast-tooth knives. Elseways, it is placed upon the decorative rope that carries their knives, which is added to in time.
    The majority of food comes from fish. There's seaweed, there are swamp tubers, fat little bouncing insects, herbs and hot, spicy poisonous juices from creepers (Yeosa do not care about poisons). But these do not nourish. Fish is the main staple and lifeblood of the population, and red meat from the jungle is considered special. When fish are eaten, the Unathi simply eat the meal, content that their strength has allowed them to master the lesser finned ones and the shelled creatures; However, when red meat is eaten, all Unathi that will participate must sit and declare a grace of sorts, simply thanking the island for the delicacy, and the spirit of the creature. Because every Unathi on the island knows that the jungle is not dense enough to support an everlasting supply of the sacred red meat. It cannot be hunted constantly, or there will soon be none left. So the elders say. And so they are very careful to prepare it in the most delicious ways they know, and save everything. Fish can be dried and smoked, but drying red meat is a sin. It is to be shared freshly with your family and even your neighbours if you have to, sometimes leading to the large "parties" that outworlders refer to.
    The bay of this island protects from the largest of predators. Yeosa know better then to swim alone beyond the bay, but some nest-packs choose to take their coming of age hunt in the waters. It is considered more arduous, but they often get better teeth to show for it. Not all the younglings choose this, and it is believed to be unusual since the red meat is held in high esteem. It's usually chosen if they feel especially drawn towards living at sea instead of land; a few do not want to be associated with the land because they think it is lazy and decadent.

    This society continued for a while, until recently. It was not without it's dangers; not without the tribulations of a ruined planet. But for the most part they were well fed, forgot almost all about the technology they had piggybacked upon to get where they are now. And most of all, they never questioned whether or not they could do better then ramshackle wood and unstable pilings; whether they could create irrigation or reduce disease or keep the bugs out of their homes.

    Character concept - Modern history of the Clan
    Their peace did not last forever, as in recent times, a great catastrophe struck the island. The earth shook and the seas vibrated as a great crack formed in the Obsidian Mountain, revealing an empty great chasm that glowed sickly colours deep within. Swathes of rock collapsed into it, making it yawn ever wider, and parts of the "city" and dwellings fell within. The earthquake itself damaged their construction as it was not sturdy enough to stand up to such abuse, not even used to storms. The only place that managed to remain firm was the great center-tree, and the largest of platforms upon it, which housed the trading and honour-houses; Meeting halls. They were places to fight and decide the truth of conflicts, places to decide the prices of things and work or find more work, buy hot food and come to important decisions amongst the elders.
    Places to store emergency fish, were now places to store homeless Unathi that needed heat in the night.
    The earthquake had shattered the reef that kept them safe from mutant beasts when fishing; those that had not died when structures fell and waves rose and rocks tumbled, were hungry now. The entire clan was in upheaval. Some grew angry at how they had become lazy and no longer knew what to do about such strife, and left to hunt in what was left of the jungle. Those that were gone more then two days would return staggering, sickly, and ill; no clansman knew what to make of this! They had never known a poison from the jungle that would hurt them. But they were still sick, on death's door, even. And all the food animals withered, died and rotted. Anybody that ate from them before they rotted grew sick as well.
    Fights started to break out; even amongst the elders. The only way they could make the food they needed would be to send unathi out on the old precursor ships they had once used. Some did not want to, and felt it was a bad idea. They argued they were in disrepair, and others argued that it was an offense to the land.
    It was the only choice to save most of their families from starving, though. So they picked a crew and sent the sparse craft out. As soon as the most able-bodied Yeosans were gone, those left started some sort of a rebuilding effort, though it was not a great one. They were hungry, demoralized, and not particularly advanced.
    It took some days for the ship to return. It had caught plenty of food in the interim! But- much worse... there were strange Yeosa'unathi onboard along with the crew. It seemed they had met up with other ships from the other islands, Yeosans they had not encountered for a long, long time. They had been drawn by the waves that had been caused, and the vein of phoron. The eldest were startled to hear their old accents again, but most of the clan were wary about it. Wary, but curious.
    It turned out that upon meeting they had exchanged some crewmembers to learn from one another; the new Unathi had come aboard to teach them the best locations to fish, learned about the earthquake, and were curious about this new sickness. They identified it quickly.
    "Phoron." They callled it; and they seemed wise in matters the clan was not. They knew how to work the ship, they knew how to make it behave and fix the issues caused by age, how to feed it and how to construct better netting and traps in their own fleets.

    Despite the joy of having enough food for now, it did not last long. The newcomers were ordering the clan around, teaching new methods of construction that some were offended by. Methods that had no artistry to them, but were sturdy, and made from metal. They were building forges the likes of which had not been seen on the island for a long time. And a large portion of the clan was doing it.
    Some chose to fight and defend their beliefs rather then face this; but the majority wanted stability, and yet more wanted simply to learn everything the outsiders knew, yearning to travel to the world beyond when it was promised more would eventually come.

    The split resulted in blood, inevitably, but just as inevitably .. progress won out.
    The rebuilding effort continued onwards in a new vein, through tensions and bloody encounters. At this point, the clan was broken; most of the elders were dead. Most of their culture was gone. Despite fighting for this progress, many of the yeosans began to regret what had become of themselves. Some did not care, and were happy to have new horizons. The rest sat in the middle. Trade with the nearby islands began, trade of knowledge, their unusual plants, but -- none of it really replaced the almost total loss of their clan.
    It did not take much longer before outworlders from the nearby spaceport of island Sezal began to show up. The spaceport was small, and of course so where the ships, but they were drawn by the phoron vein's readings for cheap and easy fuel and minerals. They would trade more schematics, knowledge, food and experience for the safety of knowing their ground crews would not be attacked when extracting what they wanted.

    The clan began to develop it's own culture in a different direction soon enough at an astonishing rate; they still valued art, and would attempt to decorate and carve the iron girders and new support structures that sustained them now. But between that, they developed aesthetics influenced by their trade with the skrellian and humans that dropped by. Engineering became a common a profession almost overnight due to necessity, but what was left of the population suffered general unrest, mixing in old ways with new. Steel support structures nestled within carved wood exteriors of houses, courtyards of steel were reshaped to house hydroponics bays culturing their native plants, vines twisted around platforms to create artifical tree boughs. Families became fish-farmers that chose to build great enclosures in the sea to house and feed fish instead of catching them. The need for elders and those wise in their religious ways became higher then ever, and some of the Yeosans would occassionally even ship out on the human craft that visited, lured with new prospects, greater technology and learning. The explorer corps ships became commonly trusted due to this, and the fact they offered a precious few Yeosans opportunities to expand their self-worth, those that followed more individualistic tenets encouraged by their trading partners and visiting Yeosans were quick to jump for these opportunities and abandon their broken clan. Especially those that were hit particularly hard and lost their families along the way.

    It was here that Aksel Zaavor found themself a new path as a walker of the stars.. And it was not as grand as it had once seemed.




    Sorry it got super l o n g.​
     
    maniacalFowl and masterrbc like this.
  2. ThatOneGuy

    ThatOneGuy Resident Senior Citizen Unathi Species Maintainer

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