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Reply to this thread if you have a proposal for a new race. Feel free to make an RP or NPC character using those listed below (including, of course, our ‘default races’).

Before race creation, please note our rules:

If you're RPing and you are making random NPC characters in your post be various different species you make up on the spot, that's highly encouraged, so don't worry about posting here for anything like that. Aliens and androids from all over exist everywhere in the galaxy so it's no problem to make them up as you go to add flair to the RP (as long as you're still following our general setting rules).

If you're wanting to make a character a unique species, you don't have to feel pressured to post here about it either. However, if their species is native to a planet in this galaxy (basically, they weren't transported here), due to the nature of how it imposes on the continuity otherwise, note that other players may want to use that species for their own characters/plots/backstories.

If you'd rather keep your characters species unique to only you and those who you allow, just make sure the planet they're from isn't in this galaxy and secondly that there isn't a large population of them mentioned anywhere else in this galaxy.

To make sure things are fair for everyone and it doesn't get too complicated or overwhelming for new RPers in our community there are a couple of rules about any new populous local species proposal:
  1. If you post here, anyone in the community can and should be able to use it or make a character that species without your approval or permission.
  2. For players' ease in RPing (we don't want to get too complicated and nuanced in our lore and thereby make it unfun to RP for newcomers), any proposed alien cannot be commonly known by most people or extremely populated throughout the galaxy. Sure, they will have some kind of population as a species, just not with the same popularity and population comparison of say, humans vs spiny lumpsuckers.

    We do already have races that are both highly populous and well known, listed below for you to incorporate into your own RPs as NPCs/character histories, or even make your own character off of one!
  3. Any proposed alien shouldn't be causing so many social issues that it interferes with major plots. In other words, you will be violating rule #2 if players have to keep track of this alien species just to RP.
  4. Keep it broad and vague, please! Too many details makes it liable for people to think they need approval from the author to use it, and that's not the kind of atmosphere we want to promote here. Use "commonly" or "usually" when describing characteristics instead of absolutes.

    In other words, you're designing a loose template of a species, and the people who RP them will add in more detail themselves. As long as the overall attributes listed here stay the same, any inconsistencies between species can be explained by them originating in different areas. (The millions of species on earth are extremely varied.. what would happen if we took them and put them on hundreds of different planets over time?)

    It's a fine line to be sure we are both honoring every contribution while also making it accessible for everyone to play them.


Feel free to use the below template as a guide:

Race Name:

Appearance: A general overview of what the race looks like. No need to get too specific!

Homeworld: Use one of our default planets, propose your own, or use another player’s proposed planet. If the latter, please ask permission first from the player. Your race may exist in colonies as well, extending from planets to colony ships.

Social Relations: How do they feel towards the other races coexisting with them in the galaxy?

Abilities/Limitations/Disadvantages: List any abilities. Please note our character limitations section.

Other Notes: Add any other pertinent details here. Do they have any fundamental beliefs, or religion? Are they peaceful, neutral, or aggressive? Are they technologically advanced, tend to play any common roles in the galaxy such as merchants, mercenaries, or musicians, or perhaps they fear warfare or enslavement due to their history or biology?


The Galaxy’s Default Races

⠀⠀⠀۞Androids: Technological constructs that are created instead of born. Your character can be converted into one upon arrival to the galaxy, and because androids lack physical restrictions while traveling in space, they can be one of the easiest races for new players to make.
Androids are living beings that are fully constructed with technology instead of having evolved biologically. Some may have idiosyncrasies depending upon their software; as long as their construction is sound however, they are free to travel throughout the galaxy as they see fit. Most androids are constructed by Dr Domo.

⠀⠀⠀۞Cyborgs: Cyborgs can be any race as a basis- what sets them apart is their bodily integration of technology (eg., a cybernetic limb).
Cyborgs have bodies that are any mixture of organic matter and technology. Their integrated machinery often gives them different capabilities than their solely organic counterparts, though any advancement one gains must also come with an equal disadvantage. Cyborgs are different from those who use protective gear or technology normally, in that what they use is entwined and a part of their body itself.

⠀⠀⠀۞Humans: Although not as populous as other races, humans are still a permanent fixture in the galaxy.
Over the centuries, some Earthlings have wound up transported to this distant galaxy by varying means. Although small in number compared to Palians or Eareans, they have established themselves as a permanent presence in the Bermuda Triangle Galaxy. These humans live in colonies, and may also be referred to as Terrans.

⠀⠀⠀۞Humanoids: Evolving separately from traditional humans, they have unique features such as colorful skin, horns, or fur.
Human-like races exist all throughout the universe, having evolved on numerous worlds across multiple galaxies. Players are free to invent their own humanoids and to add features to make them unique, such as colorful skin, horns, or even fur.

⠀⠀⠀۞Atheons: An advanced race of unknown appearance. Supposedly they have an entire space station colony, but its whereabouts are unknown.
According to many historians in the region, the Atheons were the first advanced race to develop in this little corner of space. Remnants of their technology can be found upon countless worlds in the sector, some of which is still functional. There are rumors that there is an Atheon station still operating in the region, and if so, it would be a treasure trove for those daring enough to board it.

Appearance: Unknown.


⠀⠀⠀۞Aquivers: An ungulate space-faring race with short colored fur, no mouths, and cranial stalk-like protrusions.
The Aquivers are a unique race of space-faring humanoids from the planet Evera. They are covered in short blue or purple fur and have hoofed feet, large eyes, pointed ears, stalk-like protrusions from their heads, and no mouths.

⠀⠀⠀۞Eareans: Beautiful, slender centauroids with pale iridescent skin. They devote their time to the arts and philosophy, rather than expansionism.
The Eareans are a beautiful race of slender, alien centauroids from the world of Ettarius whose technology rivals even that of the Palians. They devote their efforts towards the arts and philosophy, however, rather than the expansion of their people.

Appearance: Similar to the Pearls from Valerian, but centaurian.


⠀⠀⠀۞Ohachi: A short insectoid-like race often renown for their financial, diplomatic, and trade skills.
Short, insectoid masters of trade, the Ohachi are renown merchants and tradesmen who are also frequently sought out for their diplomatic prowess. The Ohachi are not fighters, but the financial backing of an Ohachi trade alliance is practically a prerequisite to a successful campaign.

⠀⠀⠀۞Palians: Humanoids with colored skin and pointed ears. Technologically, socially, and militarily advanced, they boast a peaceful ideology.
One of the most influential races in the galaxy, the Palians possess more colonies than any other local species. Technologically advanced and socially cosmopolitan, they boast impressive technology, a powerful military, and peaceful ideology. The Palian Republic is said to be the beacon of civilization, and their homeworld is known as Palia.

Appearance: Humanoid with dusky blue or green skin, flat noses, pointed ears, and completely devoid of any hair on the tops of their heads (although their men do occasionally grow beards).


⠀⠀⠀۞Tokipona: A diminutive, furrechild-like race that love scavenging whatever they can get their hands on.
A diminutive, childlike race from the world of Kaholint, the Tokipona build no technology of their own, but scavenge from whatever they can get their hands on. They are often seen smudged with dirt on space stations and backwater worlds, hoarding whatever tech they can.

Appearance: Similar to furre children, but with brightly colored hair and eyes.


⠀⠀⠀۞Tunglers: Gigantic humanoids with alabaster skin and a penchant for violence. They are often raiders or pirates.
The Tunglers are a race of gigantic humanoids- standing eight to twelve feet tall, they have alabaster skin and no body hair. Infamous for their violent tendencies, they are quick to form hostilities with other races, and are oftentimes pillagers or pirates. They have universally rejected membership into the Galaxy Federation, and tensions run high between the two.

Appearance: Similar to the Engineers of the “Alien” film series.


⠀⠀⠀۞Wari: A nomadic, reptilian race whose home planet was destroyed during a civil war. They seek new places to colonize.
The Wari are a tragic race. Nearly one hundred years ago, their world became entrenched in civil war that turned nuclear and left the entire system uninhabitable. Those who escaped live in nomadic bands aboard scattered fleets of ships, desperately searching for a new world to colonize.

Appearance: Reptilian.






Legacy Posts


Propose a native/populous alien species!

Here you can show off your creativity and give others the chance to implement one of your designs into their own RPs!

If you're RPing and you are making random NPC characters in your post be various different species you make up on the spot, that's highly encouraged, so don't worry about posting here for anything like that. Aliens and androids from all over exist everywhere in the galaxy so it's no problem to make them up as you go to add flair to the RP (as long as you're still following our general setting rules).

If you're wanting to make a character a unique species, you don't have to feel pressured to post here about it either. However, if their species is native to a planet in this galaxy (basically, they weren't transported here), due to the nature of how it imposes on the continuity otherwise, note that other players may want to use that species for their own characters/plots/backstories.

If you'd rather keep your characters species unique to only you and those who you allow, just make sure the planet they're from isn't in this galaxy and secondly that there isn't a large population of them mentioned anywhere else in this galaxy.

To make sure things are fair for everyone and it doesn't get too complicated or overwhelming for new RPers in our community there are a couple of rules about any new populous local species proposal:
  1. If you post here, anyone in the community can and should be able to use it or make a character that species without your approval or permission.
  2. For players' ease in RPing (we don't want to get too complicated and nuanced in our lore and thereby make it unfun to RP for newcomers), any proposed alien cannot be commonly known by most people or extremely populated throughout the galaxy. Sure, they will have some kind of population as a species, just not with the same popularity and population comparison of say, humans vs spiny lumpsuckers.

    We do already have races that are both highly populous and well known, listed on the Native Alien species thread for you to incorporate into your own RPs as NPCs/character histories, or even make your own character off of one!
  3. Any proposed alien shouldn't be causing so many social issues that it interferes with major plots. In other words, you will be violating rule #2 if players have to keep track of this alien species just to RP.
  4. Keep it broad and vague, please! Too many details makes it liable for people to think they need approval from the author to use it, and that's not the kind of atmosphere we want to promote here. Use "commonly" or "usually" when describing characteristics instead of absolutes.

    In other words, you're designing a loose template of a species, and the people who RP them will add in more detail themselves. As long as the overall attributes listed here stay the same, any inconsistencies between species can be explained by them originating in different areas. (The millions of species on earth are extremely varied.. what would happen if we took them and put them on hundreds of different planets over time?)

    It's a fine line to be sure we are both honoring every contribution while also making it accessible for everyone to play them.


Template

Species name:

General appearance: (No more than 2-3 sentences long max, to keep from being too specific. If you include images here, make sure it's clear that these are just one interpretation/version of their appearance. In other words, you're listing the shared characteristics of all clans/colonies/tribes no matter the location.)

Homeworld: (if they are native to BPG, you are encouraged to use the main planets already mentioned in the Continuity page or on a planet you made yourself in the Proposed planets thread. If instead you are making a small fragmented population arriving via wormhole from another galaxy and isn't native anywhere, you can have them exist in a colony/colonies on any relevant planet in the thread, including others' contributions.

Note however that colonies of any aliens can exist on any proposed planet. We're just saying that you can't make them native to a planet that isn't of your own making, unless it's one of the main Continuity page planets. But, if you got permission from the original creator of that planet for your species to be native there, then that's fine.)

Social/Relations: (Focus on how they tend to feel in general toward other races, not how others feel toward them. Here's the list of commonly known native/local races in BPG.

Physical abilities, limitations and disadvantages: (every advantage needs an equal disadvantage and limitations to its use)

Other notes: (Is religion a factor? Do they have general big core beliefs? What's the overall general alignment: promoting peace, self absorbed, neutral? How advanced are they? Do they have common occupations or roles in societies due to their abilities? Are there things they fear because of their biology or societal history?)



Continuity Races Info

NOTE: This is reposted from the Continuity page (ctrl+F Local Races) just so you can have an easy reference!


Local Races
You are welcome to use any of these as NPCs, plot material, or for when you make your own character! The most common denizens of the Bermuda Pyramid galaxy include (but are not limited to):

Atheons

According to many historians in the region, the Atheons were the first advanced race to develop in this little corner of space. Remnants of their technology can be found upon countless worlds in the sector, some of which is still functional. There are rumors that there is an Atheon station still functioning in the region, and if so, it would be a treasure trove for those daring enough to board it.
Appearance: Unknown.

Palians

One of the most influential races in the region, the Palians possess more colonies than any of the other local species. They are technologically advanced and socially cosmopolitan, possessing impressive technology, a powerful military, and a peaceful ideology. The Palian Republic is said to be the beacon of civilization in the region. Their homeworld is known as Palia.
Appearance: Humanoid with dusky blue or green skin, flat noses, pointed ears, and completely devoid of any hair on the tops of their heads (although their men do occasionally grow beards).

Eareans

The Eareans are a beautiful race of slender humanoids from the world of Evester whose technology rivals even that of the Palians, however they devote their efforts towards the arts and philosophy rather than the expansion of their people.
Appearance: Similar to the Pearls from Valerian, but centaurian.

Tokipona

A diminutive, childlike race from the world of Kaholint, the Tokipona build no technology of their own, but scavenge from whatever they can get their hands on. They are often seen smudged with dirt on space stations and backwater worlds, hoarding whatever tech they can.
Appearance: Similar to furre children, but with brightly colored hair and eyes.

Aquivers

The Aquivers are a unique race of space-faring humanoids from the planet of Evera. They are covered in short blue or purple fur, hoofed feet, large eyes, pointed ears, stalk-like protrusions from their heads and no mouths.

Ohachi

Short, insectoid masters of trade, the Ohachi are renown merchants and tradesmen who are also frequently sought out for their diplomatic prowess. The Ohachi are not fighters, but the financial backing of an Ohachi trade alliance is practically a prerequisite to a successful campaign.

Wari

The Wari are a tragic race. Nearly one hundred years ago, their world became entrenched in civil war that turned nuclear and left the entire system uninhabitable. Those who escaped live in nomadic bands aboard scattered fleets of ships, desperately searching for a new world to colonize.
Appearance: Reptilian.

Tunglers

The Tunglers are a race of gigantic humanoids. They have alabaster skin, no body hair, and stand between eight and twelve feet tall. They are infamous for their tendency toward violence, and are quick to engage other races, pillaging worlds and pirating ships. They have universally rejected membership into the Galaxy Federation, and tensions are high between the two groups.
Appearance: Similar to the Engineers of the “Alien” film series.

Humans

That’s right--humans! Over the centuries, some earthlings have wound up transported to this distant galaxy by some means or another. Although small in numbers compared to the Palians or Eareans, they have established themselves as a permanent presence in the Bermuda Triangle Galaxy.

Non-Earth Humanoids

Human-like races exist all throughout the universe, having evolved on numerous worlds across multiple galaxies. Players are free to invent their own brand of ‘humanoids’ and to spruce them up with traits unique to their race (i.e. blue skin, horns, etc).

Androids

Androids are living beings that are fully constructed with technology instead of having evolved from the process of biology and evolution. In BPG most often androids are constructed by Dr Domo. They can travel freely throughout the galaxy and hop planet to planet without hassle, as long as their construction is sound. They cannot eat food, however, and may have idiosyncrasies depending on their software.

Cyborgs

Cyborgs have bodies that are a mixture of organic matter and tech. Some cyborgs are more tech than organic, and others are the opposite. The machinery integrated with their body often gives them different capabilities than their solely organic counterparts (though any single advancement one gains will also come with extra limits and disadvantages). Cyborgs are different from those who use protective gear or utilize common technology in the galaxy, in that the technology they use is entwined to become part of their body itself.



Common Native Races in BPG

WIP

These races are all well known throughout the entire galaxy and their origin planets are all from this galaxy, not outside it (barring humans which are explained below).

They are missing some background info still, sorry for that! However, their appearance info is intentionally vague so that if you like one, you can detail your character to look how you like more or less (as long as it overall fits the description). Also, this allows you to easily adapt an existing character to one of these well known locals (e.g. if you have a furre character and you don't want to develop a bunch of extra lore and world building for them, you can easily make them a Tokipona.)

For a quick rundown, please read through Continuity (ctrl+F Local Races) first. This is just the in depth if you're more curious about a particular local race.




Atheons
According to many historians in the region, the Atheons were the first advanced race to develop in this little corner of space. Remnants of their technology can be found upon countless worlds in the sector, some of which is still functional. There are rumors that there is an Atheon station still functioning in the region, and if so, it would be a treasure trove for those daring enough to board it.

Homeworld:

Appearance: Unknown.


Palians
One of the most influential races in the region, the Palians possess more colonies than any of the other local species. They are technologically advanced and socially cosmopolitan, possessing impressive technology, a powerful military, and a peaceful ideology. The Palian Republic is said to be the beacon of civilization in the region.

Appearance: Humanoid with dusky blue or green skin, flat noses, pointed ears, and completely devoid of any hair on the tops of their heads (although their men do occasionally grow beards).

Homeworld: Palia

Palian Leader (Diplomat)
Prime Minister Valoon is the leader of the Palian people. Despite his advanced age, his wit is as sharp as ever. He served in the military for ten years before entering politics, and worked his way up from senator all the way to the highest office in their society. He is calm, collected, and well-spoken, and as much a diplomat as a military leader.


Eareans
The Eareans are a beautiful race of slender humanoids whose technology rivals even that of the Palians, however they devote their efforts towards the arts and philosophy rather than the expansion of their people.

Appearance: Similar to the Pearls from Valerian, but centaurian.

Homeworld: Evester


Tokipona
A diminutive, childlike race, the Tokipona build no technology of their own, but scavenge from whatever they can get their hands on. They are often seen smudged with dirt on space stations and backwater worlds, hoarding whatever tech they can.

Appearance: Similar to furre children, but with brightly colored hair and eyes.

Homeworld: Kaholint

Guild info: Despite their engineering skill, the Tokipona have almost universally rejected membership into the Galactic Corps of Engineers (Techs), deciding that they prefer to work as freelancers instead.


Aquivers
The Aquivers are a unique race of space-faring humanoids.

Appearance: They are covered in short blue or purple fur, hoofed feet, large eyes, pointed ears, stalk-like protrusions from their heads and no mouths.

Homeworld: Evera

Ohachi
Short, insectoid masters of trade, the Ohachi are renown merchants and tradesmen who are also frequently sought out for their diplomatic prowess. The Ohachi are not fighters, but the financial backing of an Ohachi trade alliance is practically a prerequisite to a successful campaign.

Appearance: Insectoid

Homeworld:

Guild info: Many work in the Merchant Marines (Traders/Merchants), otherwise known as the Ohachiona ("Ohachi-guild").


Wari
The Wari are a tragic race. Nearly one hundred years ago, their world became entrenched in civil war that turned nuclear and left the entire system uninhabitable. Those who escaped live in nomadic bands aboard scattered fleets of ships, desperately searching for a new world to colonize.

Appearance: Reptilian.

Homeworld: Rikka, now often called Zero (short for ground zero).

Guild info: The San Copernick Brigade (Medical) organization takes its name after its founder, the Wari physician who founded this association of medics and healers 100 years ago after the tragedy that struck his own homeworld.


Tunglers
The Tunglers are a race of gigantic humanoids. They have alabaster skin, no body hair, and stand between eight and twelve feet tall. They are infamous for their tendency toward violence, and are quick to engage other races, pillaging worlds and pirating ships. They have universally rejected membership into the Galaxy Federation, and tensions are high between the two groups.

Homeworld:

Appearance: Similar to the Engineers of the “Alien” film series.


Terran Colony Humans
That’s right--humans! Over the centuries, some earthlings have wound up transported to this distant galaxy by some means or another. Although small in numbers compared to the Palians or Eareans, they have established themselves as a permanent presence in the Bermuda Triangle Galaxy.

Homeworld: Earth, then settled first in Terran, and then other planets


Non-Earth Humanoids
Human-like races exist all throughout the universe, having evolved on numerous worlds across multiple galaxies. Players are free to invent their own brand of ‘humanoids’ and to spruce them up with traits unique to their race (i.e. blue skin, horns, etc). NOTE: If you make a new BPG humanoid, it is still subject to the rules listed on propose an alien species thread to ensure fairness to all.

Other aliens?
They won't be commonly seen or known by most characters/races, but they're still awesome! Check out what our community has come up with and propose your own on the propose an alien species thread! You are welcome to incorporate anything listed there into your own RPs as NPCs or even make your own characters and backstories involving them.
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Species name: Centaurs

General appearance: Human top half, with horse bottom half, they can be tall or short, big or small, their appearance varies widely with what area you find them in, Northerns having longer fur to protect from the cold.

Homeworld: Citra


Social/Relations: Most Centaurs from Citra are very polite, and friendly towards others from outside their planet, wanting to make good relations on those coming to their planet.

Physical abilities, limitations and disadvantages: Centaurs tend to be strong, and fast, due to their four legged nature, able to run long distances without becoming tired very easily due to their high stamina, but they can become overheated very quickly and must stop now and then to rest and cool down. As a wide species, most of them can not fit through narrow doorways or areas and have to find ways to go around, or just stay behind. Stairs are a 50/50 thing, most of them are able to take stairs without an issue, but prefer a ramp, while others won't climb them. Centaurs rely very heavily upon their legs, there is a saying on Citra 'A centaur without their legs, is a dead centaur', prosthetics being a very new thing on the planet to help combat deaths due to disabled, or missing legs.

Other notes: They are a very religious planet, following the teachings of the one horned unitar from legend, Alanala, who promoted peace upon the planet, and as such this is their core moral reasoning, save for The Herd in The South. Most centaurs on the planet take up farming roles, but there are some scientists and even soldiers. Being only a newly FTL planet, their technology is about a century behind most other BPG planets. Most Centaurs are afraid of war, after a war twenty-six years ago upon their planet left most of their population and resources decimated, and only recently started growing again.
Species name: Space gremlins/goblins (snazzy name to be decided later)

General appearance: Half the size of the average man, waxy skin that is usually green but can be other colours such as blue or grey, long pointed ears, a mouthful of sharp teeth. Large lamp-like eyes, blue blood.

Homeworld: Various colonies across BPG (and presumably beyond). They adapt for the particular planet they’re on; for example, on Tuphon a lot of them are scavengers and ride in large cobbled-together landships, and are good at making (poorly constructed and sometimes unintentionally dangerous) vehicles and weapons out of the junk they find.

Social/Relations: While exceptions do exist, by and large most aren’t particularly ‘civilized’, and they view other species as targets for theft or other nefarious (usually more annoying than outright dangerous) deeds.

Physical abilities, limitations and disadvantages: Not many physical abilities, unless biting counts. They also have darkvision.

Other notes: Fast talkers, literally, which can come in handy for those of them that are merchants. Often seen in groups of at least two-three and are rarely by themselves, probably due to their small stature and lack of inherent physical abilities. They are also fond of riding on other, larger alien mount species (or ragtag ships where this isn’t feasible), both for convenience and for battle.
Species name: Roununa (Roan-noo-nah)

General appearance: Humanoid bodies, heads, and faces ranging from 6-8' tall, slender and lithe build, with four arms and long elf-like ears. Skin tone is varying levels of teal (light to dark) with three eyes on either side of the face that can be any color. Hair is humanesque, also varying in color.

Homeworld: Roun. The planet was destroyed almost a thousand years ago from asteroid impact. Information has been lost with time, but the Roununa people have stories they share by word of mouth that describe the planet as a Utopia - lush and green with great bodies of water and a brilliant sky. Evidence of these stories and beliefs exist in their vibrant art and textiles.

Social/Relations: Roununa are generally peaceful and benevolent people that regard other races with neutrality or benevolence.

Physical abilities, limitations and disadvantages: Roununa are incredibly graceful and agile. Despite their height, they are also swift. Consequently, they are not particularly strong and are on the fragile side. Their vocal range is massive, making them expert mimics and singers. Their voice can be weaponized with training.

Other notes: They are often of the neutral-good alignment and will take neutral roles in society as a whole. The natural concern for their race's welfare makes them strong advocates for themselves, however, and is where they will draw the line in the sand when it comes to political endeavors. They are often found to be merchants, artists and entertainers.
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Species name: Asgarian

General appearance: Humanoid in there form, the genders vary between certain degrees of masculinity and femininity, however, biologically they each have a reproductive parts to either fertilise or be fertilized with a mate. Skin color ranges from the bloodiest if reds, to the hottest pinks. Hair grows on the scalp, naturally colored black. The eyes are in darker shades of any color. Noses are rises from the face in small, black snouts, like a canine. Mouths lie just under the noses. Each arm has three fingers and a thumb, while feet have three toes.

Homeworld: Asnar

Social/Relations:Traditionally, Asgarians have a superior attitude any other species, especially the Ignarians, regarding them as inferior slaves. Upon the reforms, this is starting to change,developing respect of others.

Physical abilities, limitations and disadvantages: Asgarians have two hearts, centered in the middle of their chests, between two of the four lungs they use to breathe. Losing a heart, they can still live on, but they lose the ability to go into their Rage state, allowing them to be invulnerable to pain, as well as enhancing their rate of healing. All common sense is lost to them in this state. Their sense of smell and their hearing are incredibly enhance.

Other notes: Religion is a center of Asgarian society, before and after the reformation. Before, Asgarians believed in a singular main god, and a few minor ones. Since the reform, the gods formed an equal council to rule the universe, six being Asgardian gods and six being Ignarians. These twelve gods set down a Honor code that any Asgarian and Ignarian must follow. The Asgarians are advances as the Ignarians as the Empire turned Republic of the system has become, as well as becoming, integrated between the races.

Reproducing is similar to other humanoid races, but for the first three months, the matriarch is pregnant with the youngling, before pushing them out as an egg. For five months, the mates take turns caring and warming the egg as it slowly grows a little bigger. This stage allows each parent to form a bond with the youngling, granting them enhanced strength and agility as well as enhancing the perceptions. After that, the egg will hatch, and for the next year, the infant depends on their parents, before they grow.

At ten years if age, the younglings are gathered in classes in schools. Until the twelfth year, the younglings are regarded as gender fluid up to this point, is then they start growing into a gender, or for some, remain genderless.
Species name: Telari

General appearance: Humanoid bodies with eggplant-purple skin, disproportionately long limbs and round heads with large round eyes of any color. Beaks for mouths and multi-colored feathers on their faces, necks, chests, and on the undersides of their arms with scale-like patterns on their legs. Sharp black talons replace fingernails and toenails. An owl-like species.

Homeworld: Terrehlar

Social/Relations: Violent towards all who are alien to Terrehlar.

Physical abilities, limitations and disadvantages: They are fast, flexible, and in possession of vicious beaks, talons and cunning. Despite coming off as feral-minded, they are very intelligent, making them frightening predators. They cannot, however, speak. Communication comes in the form of calls, varying sounds, and noises made using tools. Their limbs make them more clumsy than other species with more 'stable' proportions. They are nocturnal. Also, like an owl, they can turn their heads completely around.

Other notes: When left alone and amongst each other, they are fairly neutral. Towards other species, they are dangerous and what most would consider 'Chaotic Evil' or just plain Chaotic.
Race Name: Raiviali (Ray-Vi-A-Li), nicknamed Rayvee

Appearance: Like baby stingrays, only a little taller than the average human.

Homeworld: Nikrusis

Social Relations: Largely neutral and peaceful

Abilities/Limitations/Disadvantages: Because of their odd body shape, they are fairly good swimmers, and can even glide on the air- helpful when traversing over Nikrusis' varying terrain.

Other Notes: They are amphibious, able to breathe through water and air. Originally calling the coastal seas of Nikrusis their home, because of disruption to their natural habitat due to excessive fish farming, most now live in cities closeby. Because of this, they can be looked down upon those living on, but not native to, Nikrusis. Raiviali diets consist mainly of varying types of Nikrusis seaweed.
Race Name: Elf (Xeno. Homo Nobilis)

Appearance: Exactly what you think. Humanoid, tall pointy ears, a pretty human range of skintones, haircolours and eyecolours. Usually taller than an average human, often a bit slighter in build.

Homeworld: "Tir" (Tir Tairngire? Tír na nÓg?) is the name usually given, and isn't in the Bermuda Galaxy. They have no one homeworld in the Bermuda, but many little settlements and colonies.

Social Relations: Depends on the colony, but most seem to be on fairly good relations.

Abilities/Limitations/Disadvantages: They have more acute hearing, and low-light vision, ability to wiggle their ears. Fairly adept at long-range weapons due to their eyesight, and very light on their feet/good at moving around on rough terrain.

Other Notes: Elfs/elves, much like humans are, are an immigrant race fairly widespread around the Bermuda, with their own colonies and settlements long since detached from their homeworld in a galaxy far, far away. Tir is an Earth-like planet that just happens to get targeted by the wormhole an awful lot. They're fairly common, if not nearly AS common as humans tend to be, and tend to live in most of the same areas due to their similar physiologies and atmospheric preferences.

Like humans, many have lived in Bermuda their entire life, or for several generations back--and have no attachment to their 'home' galaxy and planet. If they remember the name at all.
Race Name: Azursian (as-your-she-ian)

Appearance: Appearing roughly human in appearance, Azursians skin ranges from dark blue to teal with bioluminescent red eyes and black hair.

Homeworld: Azur (as-your)

Social Relations: The Azursians are a fiercely independent species and the major cities, as well as colonies in their home system, were originally founded by large numbers of family units banding together to survive their harsh world. Azursians normally do not have a huge problem with other species so long as they respect the local laws and customs. While the borders of the Galactic Federation have brushed against their systems, the Azursians see acceptance into GalFed as throwing away their right to self govern. Due to this perception the Azursians-GalFed relationship is as cold as the core of Azur itself.

Besides that, anyone who is seen to “pull their own weight” is generally at least tolerated on Azur and in recent years efforts to establish trade with neighboring systems have been attempted.

Abilities/Limitations/Disadvantages: To cope with living in caves and traversing the intense glare from a planet of snow-ice the Azursian eye developed it’s signature red glow. Azursians have a limited low-light vision and are usually hard to dazzle from bright lights alone.

Being from a frigid, dry world has made it so that the Azursians prefer colder temperatures, but can acclimate to be relatively comfortable at “room” temperatures. However, desert and particularly tropical environments will require environmental suits. The heat alone in a desert will render them lethargic while the humidity of tropical environments will nearly suffocate them or cause pneumonia-like illnesses.

Other Notes: The skin of Azursians is usually considered warm and waxy to the touch, usually becoming more waxy in consistency the colder it is.
Race Name
Bright Cast Sentinel

Appearance
Sentinels are Bio-mechanical creatures, synthetic, created in laboratories known as Casting Facilities. They are organic creatures fused with sleek cybernetics and genetically augmented to adapt the technology. Their outer appearance is unique with thick, rubbery or partially scaled flesh and smooth e-textile and hardened material that acts as a sort of exoskeleton. This exoskeleton is called a chassis and serves as their epidermal layer, their skin.

Their appearance is heavily personalized as during production, the Sentinel is capable of designing their chassis. Most popular is the tendency to take on the aesthetics of alien and/or native creatures and animals, including those of Federation races due to the Sentinel's natural curiosity and focus on Xenobiology and exploration. They are easily mistaken as Androids or Robots due to the heavily augmented limbs and their general stylized appearance. Some favor curves and more rounded appearances while others enjoy sharp angular features. Each Bright is quite literally unique.

Homeworld
Ion is the Homeworld of Sentinels and Sentients alike. The radioactive planet's natives are technologically advanced. Though the majority of the planet's land masses are unexplored, there are great cities dotted all over Ion.

Social Relations
For the most part, Bright Cast Sentinels are curious and quite friendly if not curious of foreign species. Their relation with the Federation, though interaction has been limited, is rather friendly and welcoming from their side. Not well known outside of their homeworld, Bright Cast Sentinels often attempt to make the best first impressions that they can, coming off as cheerful and enthusiastic or overly curious and friendly to most. Rarely does a Sentinel act hostile without reason.

Abilities/Limitations/Disadvantage
BriCast Sentinels are Synthetic bio-mechanical creatures. Therefore, they can run numerous software and equip or install Sentinel-specific modules. Though they have limited capacity alongside limited energy reserves for powering such modules.

The light frame and cybernetic limbs grant the Bright Cast Sentinel impressive mobility and feats of maneuverability. Specialized modules and components can be added to offer appropriate capabilities to match their desired aesthetics, such as multiple functioning limbs or improved hearing capabilities.

As a Sentinel, the exoskeleton or chassis is a sterile environment and the only guaranteed defense against infection that they have. Should they take on any wound which punctures the hardened exterior or softer joints, they are susceptible to foreign bacteria which can prove fatal to organic components. A basic filtration device is installed as part of the Bright Cast's Life support module to siphon out all harmful toxins, chemicals, and most bacteria from their internal fluids. This takes power, however, and there is only so much the filter can do without appropriate medical treatment. Sentinels are also prone to multiple unique diseases which can cause massive damage.

Other Notes
Each and every sentinel is different, and more than the Bright Cast can be found on Ion.

Race Name: Ikosy

Appearance: Anthropomorphic rodents- generally rats or mice, but different subspecies include other types of rodents. In a galaxy full of so many differing races, these are often viewed as distant cousins to standard ikosy.

Homeworld: Ancestrally speaking they originally called the farms, then cities, of Big Planet their home. Now they are spread throughout the galaxy; the rat variant (ikosyr) generally tend to favor cities, while the mice variant (ikosym) tend to prefer less busy places to call home.

Social Relations: As a whole, fairly neutral towards other races, and other races are neutral towards them. They can be looked down upon by some, however, with especially the ikosyr seen as 'unclean' or manipulative. In addition, when they migrate to a new place they generally do so in large family units, which could cause some social unrest for the original population living there.

Abilities/Limitations/Disadvantages: Generally crafty and light on their feet. They're a smaller race, however, which comes with all the disadvantages of being around three to four feet high.

Other Notes: Family-oriented, adaptable, and diverse, their roles in the galaxy vary greatly. They could be anything from farmers to bounty hunters, merchants to explorers.
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Race Name: Hsik

Appearance: ~7 feet tall, slender, four-armed, humanoid aliens. White, almost chitinous skin with brown or black dotted patterns as natural markings.

Homeworld: Ishta, a secluded planet along the outer rim. Once technologically advanced, it fell to ruin after unknown events led to its downfall. Now its people live off the land.

Social Relations: They do not have much contact with those outside; some hsik are wary, while others welcome the diversity and potential aid to their people.

Abilities/Limitations/Disadvantages: Four armed, they can be adept fighters when they want to be; however, their technology and homeworld is largely archaic.

Other Notes: After the fall of their technology some years ago, now they resemble somewhat of a tribal society. They frequent temples, and most believe in supernatural things (for example, those that have had no contact with the outside world think holograms are ghosts).

Race Name: Phyroian

Appearance: ~6 feet tall, with longer limbs than humans. Cool-side phyroians have short fur of varying colors, sharp fang-like teeth, and claw-like nails; warm-side phyroians do not, and appear less animalistic in appearance. Both possess long, almost elf-like ears; the cool-side phyroians' ears are also furred.

Homeworld: Tarires

Social Relations: They are seen as hard workers, which stems from living on their dangerous home planet of Tarires. They are often employed as miners there, and are seen commonly as such by the public eye: blue-collar workers.

Abilities/Limitations/Disadvantages: The cool-side phyroians aren't adept at dealing with heat, and the opposite is true for their warm-side brethren. Both are able to see in the dark, and their hearing and sense of smell is excellent.

Phyroians are also sequential hermaphrodites. This change isn't incredibly common (it does not occur with every phyroian), and is often due to environmental or social circumstances, such as there being less of a particular sex in a given community.

Other Notes: A hardy race living on a dangerous tidal-locked planet. They are trimorphic; the phyroians living on the cool side of the planet are more adept at survival, having fur, longer claws, and teeth, while their brethren living in the caves on the warmer side do not.

Believing to be connected to their sequential hermaphroditism, once every few months, the cool-side phyorians go through a molting period that lasts anywhere from several days to a week.
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