Game Ideas Wiki
Game Ideas Wiki

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Humans[]

The most numerous race dotting Gaiaterra (and beyond for that matter). The Humans are said to have been the first race made by Elysea, with their design being the template for the other races (though the Elves would like to dispute that they were the first one and the Humans came second, if they're feeling generous that day). A matter further complicated with the arrival of the Humans descending from the planet Cradle (or Earth as it was formerly called) who are uncannily similar to those on Gaiaterra to the point of theories.

Human (Aquilan)[]

Human (Hawke)[]

Human (Zemuria)[]

Human (Hyur)[]

Human (Katsuragi)[]

Human (Hyboria)[]

Human (Cantha)[]

Human (Embry)[]

Human (Lurensia/Elsword)[]

Possibly the most diverse set of Humans. The Lurensians originated from eastern Cantha, and are known for holding the largest territory, and therefore population, rivaling the Voshkod, having one of the strongest industrial base, and being the inventor of gunpowder.

A unique thing about the Lurensians, like the Voshkod, is that they don't have one proper dialect, as their large size causes their nation to split into different provinces, such as mandarin spoken in the mainland, Hainanese in the east, and Hokkien in the south and around Cantha.

Human (Encantadia)[]

Also known as Encantadas and a offspring of the Dragon Clan Canthans,

Human (Terratus)[]

Human (Arkesia)[]

Human (Cradle)[]

Although not from Elysea's Creation, at least by lack of evidence on the contrary, the humans of the Federation, Company, Hegemony, Sidious, Hosnia, Apex, and Baronies all originated from the planet Cradle, formerly known as Earth (though by modern times only the Federation still calls Cradle their homeworld) under the “Inner Sphere” System, a planet lightyears away from Gaiaterra and, most of all, lacked magic in any way.

The history of the Humans of Cradle is long enough that it would need its own page, and would be a tale for another time. But it is known that the Federation have invented many things that Gaiaterra itself had, from firearms to nuclear power, barring anything magical in nature and, if comparing records is to believe, the Federation had advanced a hundred times faster than Gaiaterra, having discovered gunpowder around the time Gaiaterra first discovered cooking and having only invented near-light travel only a few centuries ago. With the humans of Federation today being a gigantic republican hegemony, united under the Three Utopian Pillars (All shall have their material needs fulfilled. No walls shall stand between world. No human nor NHP shall be held in bondage through force, labor, or debt). The theory being that without magic (until millennia’s later) as a crutch the Federation had to rely on science instead.

Funnily enough, they have a pre-Fall mythology that almost follows closely to the races of Gaiaterra, from Dwarves to Elves, that both sides began to theorize that there must be some sort of subtle magic the Federation has that lets the world of Gaiaterra bleed into the subconscious of the Earth, or is it the other way around, which feeds the theory that Earth was invented by Elysea, though which came first is a hot debate. From JRR Tolkien's books scarily matching the description of the Commune Elves and Halflings, Teyvat and Skyrim existing in videogames, to many of Gaiaterra's vehicles matching point for point with Earth vehicles right down to the name. With some crackpot theorists even claiming that they are but simulations, made by either Elysea or some twisted god for sick kicks. Slightly more reasonable (if still ridiculous) theories is that the humans on Gaiaterra are distant descendants of an ark ship that came to the planet, and/or crash landed, whose integration into the ecosystem, and possibly damaged databanks, led to these humans completely forgetting about Cradle.

One notable about the Federation Humans, and to a lesser extent the Company, however, is that they have advanced far enough that they have both cybernetics/prosthetics advanced enough that it is indistinguishable from flesh and blood (and if distinct are a personal choice on the user) and cheap to make, and genetic manipulation is cheap, safe, reliable, and normal (that terminal diseases like cancer or birth defects are cured instantly and immunity to non-magical diseases, while loss of limbs and organs are just as easily treated as a small cut), though the Hegemony and Baronies, having descended from the Ark ships of old Earth, either lacks such modifications, or are highly suspicious of them. This has lead to Federation Humans personally modifying themselves either to suit their own needs beyond the necessary or to adapt to a new environment, from replacing 90% of their bodies with cybernetics by choice, growing cat ears and tail (leading to a few awkward moments with the Caitian allies), growing fur until they become an anthropomorphic wolf, replacing their legs with a snake tail, or simply growing wings, leading to various human subculture within the Federation. That’s not even going into the SPARTAN or Coordinator programs with further alters their genetics to be on par with an Astartes.

There is, however, one major exception to human modification. Under the First Contact Accord by RA, the Humans of Cradle are prohibited from researching and attempting to separate their consciousness from their body into a machine, known by the Federation as Decorp, under punishment of RA direct intervention, who will not hesitate to punish those that ignore this rule (just ask the corpse of John Creighton Harrison II, or lack thereof). Curiously, other races attempt at Decorp, from the Citadel (most of all the Quarians), Hierarchy, and Gaiaterra, have all been known to suddenly be destroyed in freak accidents or force of nature (one infamous record being Arasaka having all of their research on digital neural engram being suddenly destroyed when horse fell of a cargo plane had suddenly caused a fuel truck to crash through the entrance, that was open due to maintenance, which then cause both sprinkler water, a fire, and an explosion to burn their entire research archives). Federation observation, while lacking hard confirmation, suspects that RA may be more involved than they think.

Human (Sphere)[]

Formed from Secomm soldiers and politicians, led by the head general of Secomm military Nicholas Kerensky, who fled from the revolutionary Thirdcomm into deep space through the “Long Rim” (a massive expanse of space that had little to no planets), into what is known as the “Outer Sphere” and settling on the planets of the “Pentagon Worlds” (five neighbouring planets that almost formed a pentagon), and further expanding into the neighbouring systems.

Human (Novan)[]

Descendants from one of the Ten whose ship had successfully reached their destination of Terra Nova

Human (Karrakis)[]

Descendants from one of the Ten whose ship had successfully reached their destination of Karrakis, only to unfortunately discover that the planet was now being colonised by the people of the Federation (who arrived five years earlier thanks to sublight travel).

Human (Apex)[]

Descendants from one of the Ten whose ship had undergone a massive civil war due to massive forced segregation and an unfair hierarchy. Ending with a massive, irreparable, damage to the Arks engines permanently rendering their ship immobile (alongside other relatively minor damages like the loss of the equipment meant to terraform their destination), making it impossible to reach its destination. And in the aftermath, as another civil war began to brew, a third of the surviving passengers would flee towards either the nearby planets (consisting of Sera, Harmony, Demeter, Eden III, Vekta, and Helghan, all of which which were considered either too dangerous or had too little resources to settle) to settle and avoid dying in another pointless war, another third took what remaining superheavy transports, carriers, and mobile shipyards (meant to transport them and their terraforming equipment to their planet) and flew into the vastness of space as a nomadic flotilla of space ships, and the remaining Humans chose to rebuild the Ark as best they could, turning it into a massive space station/home stuck with microgravity, and colonising the nearby asteroid belts and small moons, becoming scavengers, miners, and salvagers in the hope of eventually rebuilding the engine to reach the promised land. Due to both this split and the varying gravities of their new homes, would divide themselves into many “subspecies” based on their environment (those who remained on the ship/asteroids were named Belters, those who settled on the planets became Earthers, and those who joined the Migrant became Spacers), and grow to become the most war-like of those descending from Cradle, due to their planets limited resources, fighting against each other like their ancestors, for survival, then space, and finally ideology, and without any aliens/outside forces (outside of very hostile fauna and/or flora) those of Apex never truly united nor realise there were others out there. Creating various weapons and equipment of war, from rifles based of salvaged databases to the Titan created out of repurposed Industrialmechs. (WIP)

Human (Fremen)[]

Natives of the desert planet of Arrakis. The Fremen are one of the many Diasporan Humans who had left Cradle far before the Crash to settle on new planets, in particular those astronauts that would become the Fremen had discovered a mystic powder, created by the massive Sandworms native to the planet, which they came to dub as “Spice” (WIP).

Dwarves[]

Short, stout, and unwavering. The Dwarven people are short and stunted in nature but possess an extreme degree of durability, endurance, strength, immovability, and stubbornness that many other races often mockingly compare to, or in the Dwarves' case, embody those of a stone or mountain. Most Dwarves stand only a mere 3 to 5 feet in height, however, they are noticeably very stout in build, with strong thick arms, long broad shoulders, and short but powerful legs. Female Dwarfs have a similar physique, though they are much more curvaceous, making them rather popular for people who prefer full-figured women.

These characteristics are advantageous in their underground homes, making their stunted yet stocky bodies well-suited to the cramp environments of the tunnels. As one might expect, Dwarves are also natural diggers and miners, with many often lending their youths into the mines as miners or military warriors as a trial or passage to adulthood.

It is also customary, and for some mandatory, for all male Dwarves to have a beard of some kind. Most Dwarf youths begin to grow their beards at a relatively early age, around eight or ten and will continue to grow for the rest of their lives. Rather than cultivating beards, female Dwarves braid their hair, which they never cut, in much the same way as a sign of status and age. It is also noted that only the Dwarves of the Commune, who were coincidentally the first Dwarves to interact with the other races, are the only one whose female also grows facial hair, with the other subraces getting frustrated when asked why their women don't have a beard, though some choose to humor them by wearing fake beards or tying their hair in a way to look like a beard.

Dwarf (Ironforge)[]

Dwarf (Wild Hammer)[]

Dwarf (Dawi)[]

Also known as Kin, as they call each other, or Squats by Necromunda. The Dwarfs of the Coalition are in many ways different from the other Dwarves. The first being that they prefer to be called Dwarfs, not Dwarves, in the plural, the last person who asked why they make such a fuss on something that small suffered a bloody nose and broken fingers.

Probably the shortest of the Dwarves, around 3 to 4 feet, the Dawi are noticeably tougher than their kindreds, with skin more akin to stone than flesh and near immunity to poisons. And, out of the Dwarves, value their beards/hair the most, with the shaving of such considered the greatest punishment when self-inflected or the greatest insult when done by another, enough to cause wars as shown by the War Of Vengeance (it's advised not to call it the War Of the Beard within earshot of them), and are noted to be mostly male, to the point that early scholars though they were only a race of men. This is because it's actually tied to their deepest secret, which they will kill to keep as such.

In truth, that scholar was right, just for the wrong reason. As unlike the other races the Dawi are not born but forged. The Dwarfs reproduced by carving a statue out of enchanted clay and, through the use of a secret ritual and spell known only as a "Cloneskein", infusing the statue with a soul. Thus all Dwarfs are actually "born" as genderless adults made from clay. Who will then spend their first few years learning the same thing a baby does, ending around "adulthood" where they choose their identity, and often finding out which gender they identify with. It is due to the way they reproduce being why they value their hair, as it was the only indicator of their age as they are both born as adults and are immortal. This also has the side-effect of making gender transition extremely easy for the Dwarfs, as they can easily remold their body as they are literally made of clay, to the point that most Dwarfs are genderfluid, and allowing them to recover from crippling injuries since they only need to go back into their clay form and make and reattach a clay limb to a stump to restore it back to use. Though since it takes a few days to form and reform back they can't do it in a war.

Another characteristic that differentiates them from their similar kin is that they also have an odd resistance to magic, with exception of the rare Grimnyr. Dwarfs are not able to feel or control magic like the other races within Gaiaterra, likely a side-effect of being made of clay instead of flesh. In fact, the Dwarfen race has grown such immunity to magic that they have become highly immune to all forms of common mutation, a severe and common side-effect that is often associated with those races that are affiliated with magic. Some have speculated that Elysea created the Dwarfs in an attempt to create a race that can resist the touch of Chaos and the uncontrollable magic it brings forth, though they can force their body to use magic, as evidenced by the Chaos Dwarfs, however it comes with adverse side-effects. As such, the only way a Dwarf will be able to use magic in any form is through the use of Runes and the proper teachings of a Runesmith. The exception of these are the Grimnyr, who were modified by the Votann to have psychic powers so that they can translate their speech, who are in turn trained in a specific psychic discipline.

Dwarf (Ascalia)[]

Dwarf (Boreal)[]

Dwarf (Aden)[]

Dwarf (Old Navea)[]

Also known as the Fyreslayers,

Dwarf (Commune)[]

Dwarf (Enutrof)[]

Possibly the tallest of the Dwarven races

Dwarf (Uzkulak/Auring)[]

Also known as the Dawi Zharr in their native tongue or simply Chaos Dwarfs.

Elves[]

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Elf (Athel Loren)[]

Elf (Sindorei)[]

Also known as the Blood Elves,

Elf (Elezen)[]

Elf (Kaldorei)[]

Also known as the Night Elves, are a powerful and mystical race whose origins extend back to ancient times, being one of the longest-lived and most ancient cultures in existence today. These then-immortal beings were among the first to study magic and let it loose throughout the world nearly ten thousand years before the Age of Darkness.

Elf (Cra)[]

Elf (Ulthuan)[]

The High Elves, or the Asur, as they call themselves, are one of the most ancient and powerful mortal civilizations within Gaiaterra. Hailing from a mighty mist-shrouded island continent located within the center of the Great Ocean, the High Elves of Ulthuan are a proud and mighty nation of masterful warriors, peerless mages,, high tech weaponry and lords of the sky and sea.

Elf (Naggaroth/Auring)[]

Also known as the Druchii are the followers of Malekith and later Yuri. When Malekith tried and failed to take the Phoenix Throne in 1937 V.C. he and his followers retreated to Naggaroth. Ever since the Dark Elves have been a cruel race when they joined the Collective of Auring with a strong feud against the Katsuragi Protectorate, but this has done little to diminish the desire to (re)take Ulthuan and later Gaiaterra when they joined the Collective.

Elf (Aden)[]

Also known as the Wild Walkers,

Elf (Old Navea)[]

Also known as Aeldari or Drukhari depending on the faction and Eldar in general.

Orcs[]

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Orc (Horde)[]

Also known as Orks by the Coalition or generally as greenskins.

Orc (Roegadyn)[]

Orc (Aumaua)[]

Orc (Qunari)[]

Orc (Aden)[]

Orc (Morrowind)[]

Orc (Oni)[]

Native to Eastern Cantha, mainly in the smaller islands around Ulthuan,

Troll (Northern)[]

The Northern trolls are one of the oldest races in Gaiaterra who weren't created by the titans, or at least that's what they say. They have a very tribal culture that persists to this day, which usually results in scattered allegiances and tribes looking out only for themselves. There are some tribes who do know loyalty though, like the Darkspear Tribe and the Shatterspear Tribe, both of whom are part of the Great Horde.

Halfling[]

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Halfling (Hobbit)[]

Halfling (Harvin)[]

Halfling (Ratling)[]

Natives of Aden, the Ratling (Homo sapiens minimus) are a member of a small, loud, hungry, and lecherous Abhuman species, a far cry from the humble, welcoming, and kindhearted Hobbits (save the hungry part), the likely theory being because of their homes hostility hardening them. Ratlings are considered outsiders within Aden, as they had refused to become part of the Legion, and have often served in the regiments of the Lineage Steel Legion as members of the Militarum Auxilla. However, they are still distrusted by the more puritanical members of the Legion.

Though less resilient than their baseline Human comrades, Ratlings are naturally excellent shots. It is said that Ratling marksmen can take the head off a Harvin from over a kilometer away. Coupled with their knack for staying out of harm's way, this makes Ratlings formidable snipers who can exact a withering toll upon superior enemy forces.

Inevitably, the Ratlings face prejudice from the Legion troops they serve alongside, yet their skill as thieves, fences, and black marketeers tends to win them acceptance. Indeed, Guardsmen who give the Ratlings too much grief will often find themselves mysteriously short of ammunition in the heat of battle, while their diminutive tormentors watch gleefully through telescopic sights.

Regardless of their small stature, and their questionable status as outsiders, Ratlings have proven invaluable to the Legion armies time and again. They make exceptional forward scouts and are able to move covertly into firing positions right under the nose of the enemy army. Only when the opening salvoes of battle have been loosed do they reveal themselves, announcing their presence with hails of precision shots that catch the enemy completely off-guard.

The effectiveness of Ratling fire can often mislead the enemy into believing they face an entire platoon of Imperial Guardsmen, which in turn can draw large-scale assaults towards the snipers. With no hope of holding their own in close-quarters combat, Ratlings have perfected the art of hastily vacating their redoubts immediately after firing, scurrying away before securing a new vantage point from which to assassinate more of their assailants.

Though devious, duplicitous, and morally dubious, Ratlings possess such unique talents that they will always find a place in the armies of the Imperium. Whether killing off enemy officers or procuring black-market amasec for their own, these adaptable Abhumans have certainly found their niche in the ranks of the Astra Militarum.

Halfling (Ertheia)[]

Halfling (Lalafell)[]

Goblin[]

Gnoblar[]

Giantkin[]

The biggest races of Gaiaterra, befitting their name, the Giantkin towers over the other races, with the length of the smallest giant's leg equalling an average man's height. And it's because of this size that makes the Giants incredibly strong and hardy, with their skins being thick and tough enough that most rifle rounds struggle to penetrate their flesh (which is necessary, seeing as how finding enough cloth to make clothes for them is already a struggle itself). But it's also their size that makes them big targets and struggles when going through most normal doors and urban enviroments.

Giant[]

Ogre (Northern)[]

Ogre (Southern)[]

Mutated by the war in the south and the Maw. The Ogres of the south have completely changed from their sibling in the north, to the point that they are considered separate species.

Ogryn[]

The Ogryn (Homo sapiens gigantus) are a huge and physically powerful Giant subspecies native to Aden, often employed by the Lineage Steel Legion as shock troopers in the Legion Militarum Auxilla.

Ogryns possess many traits prized by the Legion; they are brutally strong and completely loyal, although extremely limited intellectually, which restricts their battlefield role to simple and direct assaults.

They hail from a series of cold and barren lands filled with strong beasts, which is why they appear larger, heavier, and bulkier compared to baseline Humans.

Ogryns compensate for their mental deficiencies with overwhelming physicality -- the brutish creatures stand around ten feet tall and can shrug off wounds that would kill a Guardsman several times over. These qualities mean that Ogryns make exceptional shock troops, and are often deployed on the front lines of battle by Legion commanders.

It is fair to say that Ogryns do have their limitations. Their equipment must be simple and exceptionally rugged, as anything within arm's reach is likely to see brief and violent service as an improvised club.

Their heavily built Ripper Guns must also be fitted with burst limiters to stop the Ogryns from firing ceaselessly -- thirty seconds of noisy enjoyment can easily leave these Giants short of ammunition before a battle has even begun.

Ogryns are easily confused, meaning they work best when given simple, straightforward missions, and their lack of personal hygiene borders on the criminal. However, once indoctrinated into the Imperial Creed they are doggedly loyal, and their strength and resilience make them a potent weapon.

Ogier[]

Ogier, pronounced OH-gehr but many choose to call them OH-gear, are a race of Giants who, unlike their other kins, have an intense love of knowledge and peace, much to the jeers and laughter of the more violent Ogres and Giants. Also known as Alantin, or Tree brothers, by the Traders, they are great architects and stonemasons, responsible for many of the most impressive structures and cities of the world. Ogier stonework is known for its organic nature, often appearing to have been grown like plants. However, it is understood to be a skill they acquired during the Breaking, and is of lesser importance than their first love, forestry. They love the trees of their homes, which they call Stedding, and grew groves near the cities they built to remind them of their home. Even their written language resembles growing leaves and vines.

Troll (Southern)[]

Varl[]

The Varl are a race of powerful, horned, and bearded giants, having twice the height and girth of Humans. They are warlike but also have a fondness for mead and brawling. Only genderless, though most of them look masculine and identify as male, Varls are produced in special "forge pits" hidden deep within their homeland, akin to the Lizardmen in Lustria.

The Varl are a cross-breed of man and animal, created by an impatient god who wove together a twisted version of the original Loom-mother’s creations, or at least that's what Cantha mythology says. Varls are horned giants who are strong and aggressive and have the reputation of being impeccable fighters. Respected as warriors, they can live to be a few thousand years old if their lives are not cut short by a fall in battle, such as Iver of the Wolf Clan who can still remember when Gaiaterra was under the rule of the Khal Dynasty and fighting the Dredge in the Age Of Bronze, especially since it was the year he lost his left arm, and the undead in the Age Of Darkness. Despite their warlike culture, they too cultivate families and are not without emotions, similar to their human counterparts, and tend to do a better job of sticking together than humans. Their attitude towards their human allies is somewhat condescending, believing that they are superior beings, particularly when it comes to strength and fighting.

Interestingly, the Varls have a race-wide fear/revulsion of fire, with the theory being that their creation requires them to be immolated.

Norn[]

Dredge[]

Thiren[]

Also known by the slur of Demi-Humans, Beastfolk, Animal, Faunus, Kemonomimi, or Furry. The Thiren are unique in that they have animal features and a rather large dimorphism, from the Erune who looks human save for their cat ears and tail to the Tauren looking like humanoid cows and bulls, and is the most diverse, if heavily fragmented, race, due to their varying animal features.

Erune[]

Draph[]

Hrothgar[]

Orlan[]

Au Ra[]

Vieran[]

Harpy (Western)[]

Harpy (Eastern)[]

Also known as Tengu and Mulawin by Canthans and Encantadia respectively. The Eastern Harpies differ from their Western cousin by having normal arms and wings on their back, in comparison to the Western Harpies' whose wings are their arms. Which gives them far better hand dexterity but at the cost of being slower and less maneuverable to their Western cousins.

Centaur[]

Also known as the Horseborn by Canthans. The Centaurs are unique among the Thirens as their upper body is that of a human attached to the lower body of a horse and equine ears. Herbivores, Centaurs are normally found in grasslands and savannas and are a race of nomads known for being naturally talented in archery, healing magic, divination, and astronomy who become brave warriors in times of conflict.

In the past, Centaurs were a violent, militaristic race that lived around the art of combat native to the plains and steppes that would become Cantha, and were responsible for wiping out the horses in that region out of anger. While Centaur males developed into muscular warriors who see raw strength as valuable, Centaur females favored technique and became refined, though prideful, warriors.

Lizardmen[]

The Lizardmen, sometimes known as the Cold Ones or the Children of the Gods, are an ancient, savage, intelligent race of cold-blooded, reptilian humanoids that were at one time the first and oldest civilization of Gaiaterra Long before the rise of Men, Elf or Dwarf, the empire of the Lizardmen ruled supreme, or so the myth goes.

Uniquely, The Lizardmen's core species such as the Slann, Saurus, Skinks and Kroxigors are not born from eggs, like their feral reptilian cousins, but are birth from special pools and ponds located within sacred regions of the jungle. This birthing of a new generation of Lizardmen are called Spawnings. Every Temple-City has its own sacred ponds and expanses of marsh where these spawning events occur. Skinks and Kroxigors tend to spawn in ponds and swamps open to the sky, whereas Saurus and certain other Kroxigors are usually spawned in dank subterranean caverns. Pyramid Temples are frequently built over the top of the entrances to such caverns and outlying swamps are sometimes made into rectangular ponds encircled by stone.

Due to their amphibious origins, some days after the spawning event begins, little tadpoles emerge out of the water, growing in numbers and size at an extremely accelerated rate, feeding on the enormous number of tropical insects that hover above such waters. When the Lizardmen are fully developed they emerge unto dry land in enormous numbers all at the same time.

The interval between spawnings can be very long and usually a spawning will not recur in the same pond within the lifetime of the last generation that was born there. Thus each city is surrounded with multiple spawning pools which spawn at different times of the year. Each spawning is linked to astrological cycles and will always begin at certain conjunction of stars and planets. Since each generation emerge from different ponds at different intervals in time, there are always several dozen Lizardmen of the same age and origins living within tightly-knit groups within their home city. Being of the same spawning, different age-groups will also have varying degrees of features which are unique to that particular spawning, such as different skin tones, unique markings, a calm and calculated attitude towards administrative duties or a more fierce and warlike attitude towards war.

These large groups of Lizardmen are given a single directive or purpose upon their birth, such as either being formed into cohorts of tribal warriors or become the artisan and workers for their respective Temple-Cities. Those spawning that only birth a single individual usually means that this particular Lizardmen is meant to be a leader amongst their kind. Due to the timing of spawnings, the Mage Priest have careful records which detail the time when a new spawning will occur, but not all are recorded and some spawnings will appear to happen at completely random intervals in time.

Argonian[]

Eliathrope[]

Ecaflip[]

Pandawa[]

Satyr[]

Charr[]

Gnoll[]

Lamia[]

Kitsune[]

Mermaid[]

Deep Ones[]

Idoneth[]

Also known as the Deepkin or, derogatorily, Sea Elves due to their fin-like ears

Minotaur (Southern)[]

Known as Taurens in their native tongue. The Southern Minotaurs are the original Minotaurs who still live in their homeland of Thunderbluff.

Settled roughly 570 years ago by the Taurens, Thunder Bluff is now the home to almost the entire Southern Minotaur race. It has never suffered a successful invasion thanks to numerous tunnels and twisting mines by way of entry, and tensions between minotaurs and orcs remain high to this day.

Minotaur (Northern)[]

Also jokingly known as Cowgirls/Cowboys (much to their groaning). The Northern Minotaurs were exiled by their kin to the south a long time ago. Their body having gradually changed to look more human-like, similar to the Erune or Vieran, to the point that they are considered a separate species.

In the past, the Minotaurs were a singular race of beast-like men and women. However, over a long period of raiding, breeding, and eventual mutual intermingling, a schism appeared. Two tribes split apart, one formed from the Minotaurs who didn't participate in the raiding and stayed normal, and the other consisted of the Minotaurs who had taken human partners with their children having a mixture of both parents. This uneasy coexistence soon led to an honor duel to see whose to leave Thunderbluff, with those who would become the northern Minotaurs losing the duel. The underlying cause for some minotaur preferring interspecies partners has never truly been unearthed, though many theories have been put forth.

Over a long period of time, the Northern Minotaurs have gradually taken on some human-like traits such as their loss of body fur saved around their hooved legs, their face losing their muzzle and becoming more human-shaped, and their bodies gradually shrinking to a size between a Tauren and human, but they remain mostly Minotaur in appearance, with their hooved and furred legs, horns, ears, and tail. With the divergence being big enough to be called a separate species.

Mantis[]

Slug[]

Ysoki[]

Known simply as Ratfolk. Jolly, curious, social, love of family and community, and kind to a fault, the Ysoki perfectly reflects the behavior of rats, and being a friend with a Ysoki is to have a friend for life. Communal by nature, the Ysoki tend to live in large warrens filled with up to 1000 adults, with a rather free-loving nature, with marriage being a foreign concept and child-rearing being done by the community rather than a family (though with how close-knit they are the community tended to be considered a large family). And knowing and being with a Ysoki is many things but boredom and hatred.

But with their discovery of Warp Stone, and half of their race running away to become the Skavens, they tend to have an unearned reputation of being greedy, dirty, and murderous monsters, especially since the Skavens are more numerous and all but happy to have their saner kin take the blame for their actions.

Skaven[]

Also known as Ratmen and Raki by the Coalition. The Skaven were an offshoot of the Ysoki when they had discovered Warp Stones which formed a great rift and eventually civil war when its toxic properties were revealed. As one side wanted to further the potential of the Warp Stone, corruption be damned, and slowly grew mad as they began to worship the stones, while the other half refused, knowing that such a power should be destroyed. The civil war ended with the Ysoki exiling their mad kin, whose bodies had now mutated to look gaunt and even more rat-like thanks to the toxic Warp Stones.

Man-Made[]

Compared to other races of Gaiaterra. Man-Made, as their name implies, are not a race created by Elysea, and in most cases can't even reproduce the natural way. Instead, they are created, whether by technology, magic, or transforming a regular person. Thus some people don't even consider them a race.

Cyborgs[]

Less of a race and more of a classification, Cyborgs are people who are augmented by machinery, from bulky robotic limbs to nanomachines, whether by choice, to save them from dying, or forced by another person. Cyborgs, at least those who chose to augment themselves or the combat variants, tend to be stronger and faster than a normal person, and sometimes have abilities like heat vision or built-in weaponry.

Clone[]

Less of a race and more of a classification,

AI[]

Also known as robots, drones, droids, etc.

Astarte[]

Created by implementing nineteen special organs, known collectively as a geneseed, into a human. The Astartes, or simply space marines, are made of young men and women, averaging around ten, to become the supersoldiers and defenders of the Coalition.

Standing around seven to eight feet tall and often androgynous looking, due to a side effect of their transformation making all of them intersex, the Astartes are stronger, faster, and tougher than an average human with extreme mental resilience, to the point that Collective psychics often struggles to mind control them as they will actively resist the attempt, and extremely long-lived, such as Dante of the Blood Angels who had fought alongside Sanguina in the past and leading the Blood Angels today. With their most notable ability being able to move in their bulky power armor as if it was a second skin thanks to the black carapace implant.

Custodes[]

Stormcast[]

Necron[]

Undead[]

Also known as the Forsaken by Yuri, Tomb Kings by Elona, or simply zombies.

Hallow[]

Shade[]

Due to the ambient magical energies that seeds Gaiaterra, if a dead body isn’t properly buried and consecrated and/or cremated, it’s soul would remain trapped, and rise up as a Shade, the unquiet dead incapable of moving on, forced to relive the last hours of their lives, over and over again. Though this state would be how the art of necromancy originated, as ancient kingdoms would find ways to talk with the shade and heal their sanity, and can even form contracts to become a Hallow, letting the Shade pass on but have the chance to serve their contractor and the right to refuse a contractor order if they deemed unreasonable, this art evolving into White Necromancy. However more sinister forces would learn how to coerce, control, and bind the Shades to serve them as slaves and weapons, trapping and torturing their soul to do their bidding for the faint hopes that their master would eventually release them.

It is because of such a curse that Shades are often a common obstacle in old ruins and destroyed cities (making expeditions into such areas much harder and requiring an armed escort), starting from the aftermath in the Age of Darkness, and more recently with the Embry Archipelago, where those who died of radiation poisoning in the cities now roam the bombed out town and cities (the most infamous of which are the Ghost People in the Sierra Madre), and in Himmilgard, where the Imperiums use of gas weapons slaughtered cities yet left the bodies unharmed, roaming the ruins.

Nikke/Synth[]

Ghoul[]

Ghouls are mutated humans or animals affected by the phenomenon of ghoulification, a strange process when intense nuclear radiation interacted with the magic of Gaiaterra. In the case of humans, ghouls are sometimes referred to as necrotic post-humans in the Capital Wasteland, but this term does not seem to have been adopted outside of it whatsoever. Despite their zombie-like appearance, the flesh of ghouls is not actually rotten. Intense and prolonged radiation has ravaged their skin, much of their flesh, and in some cases many of their ligaments. Despite their infertility and in some cases mental deterioration, they have greatly extended overall lifespans and are immune to (and sometimes even healed by) background radiation and/or nuclear fallout.

The history of ghouls is a mixture of suffering and plight. The bulk and first known case of ghouls emerged as a result of the Embry Civil War, although there are cases of some using controlled exposure to radiation to ghoulify themselves and ride out the upcoming war. There was also an experimental radiation drug being tested somewhere in the Commonwealth.

Super Mutant[]

Super Mutant is a general term referring to humanoid mutants created by exposing a regular and relatively unmutated human to a variant of the Forced Evolutionary Virus (FEV), a mutagen created by the Commonwealth when the Embry Civil War was at its darkest. The resulting hulking mutants typically possess exceptional strength, endurance, resistance or immunity to disease and radiation, as well as modified intelligence.

Tiberium Mutant (The Forgotten)[]

In the years leading up to the (insert war), a majority of Tiberium exposure victims began to show signs of genetic mutation and a variety of Tiberium-based maladies. While typically similar to the effects of extreme radiation exposure, the most heavily affected members were physically altered, causing Tiberium crystals to appear on their bodies. These people eventually formed underground communities and began calling themselves "The Forgotten", since they were alienated by the unexposed population.

Since they considered themselves abandoned by everyone, the Forgotten were usually distrustful of outsiders, and some groups were known to engage in terrorist activities against them. The Forgotten are sometimes referred to with the derogatory slang "Shiners", due to the crystalline growths on their skin. In return, the Forgotten sometimes used the term "Blunt" to refer to non-mutants.

Because of their mutations, the Forgotten were healed instead of harmed by exposure to Tiberium. As such, they were capable of living in areas heavily infested with Tiberium. Perhaps due to the harsh environments they live in, the Forgotten are a reclusive and secretive warrior people, with their warriors able to defeat most ADI and Brotherhood soldiers in combat. With a majority of them working with the Minutemen, who understand the Forgottens plight and promise to find a way to cure their condition, or at least stop further mutations.

Vampire[]

A rather strange mixture of man-made and natural, as Vampires can give birth to other Vampires and Dhampirs (half Vampires), though their birthrate is extremely low, and can also transform other races to their kind with a special bite. The origin of the Vampires is a rather large mystery, not even the oldest Vampire remembers how they originated, with the closest theory being that the first Vampire was made when a man or woman was cursed (how on the other hand is another matter of debate), and thus why they are classified as a man-made race.

Therianthrope[]

Simply known as Werewolves (or Worgen by the people of Gilneas) for the wolf subtype, which is also the most common of the Therianthrope.

Witcher[]

Big Daddy[]

Though formally called the Protector Programme. The Big Daddy are genetically enhanced human beings who have had their skin and organs grafted into an armored diving suit, with Alpha Series being an apparent exception to the grafting process, though still heavily spliced. Their primary purpose is to protect Little Sisters while they escort them around Rapture.

Originally created by Dr. Yi Suchong to serve as Rapture's maintenance workers, to help in later construction projects, and to do the menial work of Rapture that was not profitable: Rosies riveted panels and windows while Bouncers drilled deep-sea rocks and minerals for further city expansion.

GREL[]

Standing for Genetically Recombined Experimental Legionaries and recognisable by their large size and purple skin. The GREL were originally created as shock troops of pre-Crush Earth (and a progenitor to both the Coordinator and later the SPARTAN programme), now serving the Hegemony, mainly under Brittania, whose role remains unchanged. Artificial humans, designed in gene labs and force-grown in tanks, they formed the vanguard of most Hegemony attack force. All individuals within a particular GREL class are physically identical and have the same basic personalities and abilities, although environmental factors lead to a certain amount of differentiation. GRELs are sterile and are treated as little more than flesh and blood robots by their human officers, though some rebellions within the Hegemony, such as the Ungratefuls, and those liberated by the Federation choose to treat any GRELs under them as human no different from them.

GRELs are artificially created human clones, for which genotypes obtained from variety of sources are combined and manipulated to get the desired abilities. The recombinant DNA strands are formed from several traits based on previous samples and predictive models on interaction between various genes to achieve the desired physical and psychological effects. Numerous time-consuming simulations and protein-folding tests are constantly carried out in laboratories at enormous expense to design the more complicated specialist models. Much of this work is based on Eurasian studies from the war period.

All GREL clone lines lack expression of certain genes needed for normal development. These are replaced by complex biochemical keys supplied by the incubation tank during the embryos’ growth phase. Other nations or competing corporations thus cannot clone their own GRELs by simply cloning acquired tissue samples. Theoratically, a GREL-human embryo of the first generation might survive if the human half of its genes can supply the necessary chemical keys. Subsequent generations are possible as long as there are enough human chromosomes retaining the right genes; fertility, which would be already low, would likely be even lover in subsequent generations.

GREL training is interweaved into their biological construction. GRELs do not have a childhood period where basic behavior is learned, so they have to be programmed with the information. This is considered an asset since it optimizes the mental framework into the intended combat roles. This training starts at the embryo stage within incubation tank. The feedback system inserts certain stimulations, and rewards and punishes according to the responses. This forms the basic mind and nature of the GREL personality; the aim is to encourage innate discipline and duty, where a job well done equals personal well-being. At the end of the persona creation and body growth phase, the GREL is mentally equal to a 1-year old human. At that time, quality testing determines whether the process continues. If the results are positive, a neural network is overlaid on the cortex and allowed to grow there in preparation for skill training.

The military training comes afterward in a virtual reality “dream” induced through a kind of hypno-feedback programming. This is where the GREL learns its skills, and feels its duty to learn the given skills and abilities. The forced growth stage is perhaps a year long (depending on the model), during which relevant data is crammed into the mind: from basics, like bodily functions, to complex, like missile system uses. By the time of final quality testing and decanting, the clone is ready for deployment.

Replika[]

A Replika is a biomechanical, synthetic culture-based reproduction of a human template. Created from their ships database on genetics and the discovery of Bioresonance upon interaction with the Spice on the planet they landed (and facing against the recalcitrant Fremen, whose ancestors settled the planet long before the Crash or the Ten were launched), combined with both House Vernius technology and House Tleilaxu genetic manipulation. By copying the neural pattern of a person by a Bioresonant technician, template memories are suppressed, but their skills are kept intact to preserve the Replika's predictability and productivity. Those chosen by House Corrino to serve as a neural pattern are permanently cryogenically preserved and erased from public memory to serve as an "incorruptible ideal". The current known force to use Replikas is the Baronies under House Corrino.

The outermost of the Replika's body is their polyethylene shell, and their flesh, which is often concentrated around the face, with the shell covering the rest of the Replika's body. The shell provides protection of the Replika's Biocomponents and Modular Frame, an internal heavy skeleton, much stronger than a human. The Frame provides structure for a Replika's body. Both Replika shells and frames support Modularity, with Replikas being capable of replacing lost limbs and organs with alternative parts. Beneath the frame, the inner flesh and organs of the replika reside, the inner flesh lining the interior of the torso's shell/exoskeleton, and other areas that has nervous system connections (e.g. the facial plate area). It is supported by Oxidizing fluid, which is toxic for human consumption. Replikas also have facial plates, that appear to be non-modular and are connected to their skull. The faceplates of certain Replika types (the STAR specifically) seem to allow for the mounting of masks.

Replikas have varying heights, ranging from a modest 152cm (~5ft) to an outstanding 260cm (~8.5ft). All known Replikas—excluding the MNHR—have a polyethylene shell, and may have additions to their frame which dependent on their role, such as carbon-fiber or titanium reinforced shells; armor-plating; and titanium skeletons.

Splicers[]

Humans who have mutated themselves to the point of becoming an entirely new species formed from the remnants of Rapture's human population. Splicers are the result of ADAM use, which skyrocketed during the violence of the Rapture Civil War. During the conflict, and the chaotic days that followed, most of the city's citizens fell victim to the Splicers or abused ADAM to the point of becoming Splicers themselves. Due to excessive ADAM consumption, their bodies and minds have been deformed beyond repair (though some of their physical deformities can be attributed to war scars or Dr. J.S. Steinman's plastic surgery). They have become dependent on ADAM, both mentally and physically. Many still wear Masquerade Ball masks, perhaps out of shame at how ADAM has deformed their bodies.

Although the term Splicer can be applied to anyone who has altered their genetic structure with ADAM, it has since become the term used only to describe those who have become addicted to the substance and had their minds and bodies ruined.

According to ADAM's discoverer Dr. Brigid Tenenbaum, the genetic wonder drug works by exchanging original cells within a subject with new and changing variations. The effects of small, controlled, or otherwise brief uses of Plasmids or Gene Tonics seem minimal, and recent Aquilan research shows that there is a safe level for ADAM usage. In either case, ADAM, like other dangerous drugs, is addictive and prone to cause adverse side effects with extended use. The very nature of the drug leads users into substance dependence, at least without proper healthcare.

ADAM operates at the genetic level. Due to the instability of its interaction with the subject, a whole host of deleterious reactions can manifest in the user. While some users broke out in horrible physical deformities, others like Sander Cohen suffered psychosis but few noticeable mutations. The key is that the side effects were different for each individual.

Innsmouth[]

The people of Innsmouth are rather interesting in comparison to other Humans due to their "relationship" with the Deep Ones. With those from Innsmouth are recognizable by the "Innsmouth look" referring to a set of physical features that result from the hybridization of humans with Deep Ones. The "look" is shared by all inhabitants of "Innsmouth" and its origins are a zealously kept secret.

The characteristic features of Innsmouth's townspeople are:

  • great affinity for water and swimming;
  • bulging, unblinking, watery eyes;
  • acute alopecia;
  • resonating, gurgling voices;
  • shriveled necks with strange lines (becoming gills in the end);
  • wide mouths with thick lips;
  • flat noses;
  • tiny ears and;
  • squamous grayish skin

Most people might think these traits are some sort of congenital hereditary trait, but they are actually the symptoms of a very slow metamorphosis. As descendants of both Humans and Deep Ones, the people of Innsmouth undergo a very slow transfomation that might take most of a human lifespan to complete. They are slowly changing into Deep Ones, and with the passage of time, the signs of the transformation are more acute and visible to the naked eye. Children look like regular humans, but as they grow, they will start displaying the unsettling and somewhat repulsive traits that define their inhuman lineage. Other humans may tolerate their standoffish presence, but animals hate them and will not go near them willingly.

In later stages, the transformation becomes too blatant to attribute it to a deformity, making them appear like monstrous humanoid amphibians. For this reason, they stay indoors at all times, and all windows are boarded and bricked, however, gurgling and gutural sounds can still be heard through the crevices and walls.

Most of the time, the transformation will conclude with a creature indistinguishable from a genuine Deep One, which will indicate that the Innsmouther is ready to join their kin below the surface of the sea. However, in a few cases, the transformation will not be completed, leaving the person in the uncomfortable position of being too human to join the Deep Ones but too monstrous to walk in daylight.

The transformation is not only physical, those undergoing the change will experience a progressive mental switch, as they will have a growing sympathy and disposition towards the Deep Ones and their activities; and dreams of themselves walking as Deep Ones will start plaguing them in their sleep and granting them knowledge on their watery kin and atlantean cities.

Space[]

With how ginormous the galaxy is. It is unsurprising that there billions of, if not trillions, of lifeforms that lives on other planets. Some of whom has come to Gaiaterra, either as scouts, visitors, or even refugees fleeing from their home. While the Humans from Cradle (and their descendants) have become well known, other lifeforms do exists, and have seen greater increase as the Federation accidentally brought their wars with them to Gaiaterra (WIP)

Caitcheann[]

The Caitcheann, also known as the Miqo'te in Eorzea, Felinids in Aden, Bakeneko (and their adjacent cousins the Nekomata) in Katsuragi, Khajiit in Tamriel, Katzlein in Mondstadt, Amurrun in Andoran, Thundercats in (WIP), Caitian by the Federation (as one of the many NHP members), Cathar by Hosnians, or simply “cat girls” colloquially, are a race of feline humanoids, known for having a 30/1 female/male birth ratio (hence the girl part). All of whom, despite vastly divergent appearance, are connected by having hands and feet feature long, sharp-tipped nails that are capable of extending slightly to form dagger-like claws, adept at slashing and piercing, though these are hardly ideal weapons against most modern forms of armor, a single pair of large, feline-like triangular ears atop their heads, which are capable of swiveling and moving just like those of a terran cat, and for the females to a heat cycle period like most felines. Combine this with the fact that they have a tail, or two, sprouting from their rear that are also reminiscent of a terran cat, and it’s no wonder that many humans in the Federation consider them to be “space catgirls”.

Out of all the Thirens the Caitcheann possesses the most divergence in looks (to the point that every regional variant didn’t realise they were the same species and were classified as their own species of Thiren until recent times), with some having their bodies hairless to covered in a layers of fur (or some a midway like furred limbs but furless body and/or head), some have slit-like eyes while others are more human-like, some are even the size of (or even look like) a house cat or big cat like panthers, etc.

This is due to a Caitcheann, with their advance technology and heavy advancements in biological and genetic science and technology, letting them easily manipulate their own genome to appear however they like, whether to adapt to an environment or just for looks, and notably lets them sidestep the gender ratio issue by either interbreeding with other races, clone children, convert willing members into a Caitcheann, or gene mod themselves to male. With the various cat Thirens on Gaiaterra originating from when the Age Of Darkness came, shattering their island nation of Iskai and scattering the survivors to the winds, many of such tech was lost, and what remained were turned and faded into religious practices and/or magic, with the Khajiit having saved a majority of the gene tech which became known as the moon cycle that led to their divergence into the four subgroups.

Although a widely scattered race that can be encountered across much of the known galaxy, with the existence of nomadic space-faring clans and families that happily establish themselves in various colonies alike being reliably documented, Caitcheanns do in fact have a homeworld. Known as Albion, it is a lush, verdant orb that sits just slightly closer to its sun than Earth, resulting in an overall tropical and sub-tropical climate. Much of Albion is grassland or open scrub forests, with dense jungles towards the cooler polar regions, vast mangrove swamps along the coastlines and a dense strip of arid savannas and bushland across the equators. Only at the very poles themselves do tundras and taigas form.

As a consequence, Caitcheanns are most comfortable in similar environments; the jungle-rich world of Hercynia is expected to see many of these aliens coming to settle, with its wild, lawless frontier world status sure to act as a magnet for this bold, brash species. However, Caitcheanns have been seen all over the galaxy. Some of the more daring have succumbed to their wanderlust and taken to traveling through space, often in clan crews, to colonize and seek their fortune abroad.

Though it is true that many Caitcheanns enjoy traveling through space, the truth is that the great majority of them are traditionalists unwilling to leave their home planet, Even if they do take trips to stations and other planets. After the Great Exodus, an event that marked the beginning of a new age, not many Caitcheanns born on their homeworld choose to leave it.

Nobody truly knows how the Caitcheann came to Gaiaterra, and with their extinction in the Age Of Darkness it was impossible to uncover until centuries later. With the earliest records indicating they suddenly appeared during the Age Of Bronze, as their island of Iskai fell from the heavens, with angels bearing sticks that fired bolts that sundered steel and stone yet flesh remained unharmed, knights with inhumane speed and strength, and metal birds that rained the same material sundering weapons, who isolated themselves within their island, sinking ships that dared entered their shores and sending its crew (often stripped of their weapons and clothing) back to their homes. But in the end these powers weren’t enough when their island was invaded by Nagash army of the dead, who overwhelmed their island, and in order to survive the Caitcheann scattered what remaining survivors across Gaiaterra before sinking their island. And at the end of the Age of Darkness the survivors would form new cities and adapt to their new environment, eventually integrating into Gaiaterra, and the sinking of Iskai fading from history into a fairy tale, then a myth, and finally a legend by the descendants, each of whom had their own account of what Iskai was and/or how it linked to them, from a religious holy land they were banished from to a city of gold that sank from hubris.

That was until the one of the Federation “Argosy” super carrier, the San Marco, arrived to Gaiaterra and began making first contact. Where examining, interviewing, and analysing volunteers, anthropology studies, and permission to visit the sea which Iskai allegedly sank. Leading to the shocking revelation that not only are most of the felines Thirens are descendants of the Caitcheann (whom Gaiaterra thought was a mythological creature), but that the Caitcheann are practically indistinguishable from their Caitian ally. As a deep sea expedition and research in the “island” of Iskai was a Caitian mothership that crashed landed on Gaiaterra, likely one of their many expeditionary vessels who that met some misfortune, and that the Caitcheann “godly abilities” were mere firearms loaded with Caitian “Anti-Matter” rounds, powered armor, and aircraft.

Fenrir[]

The Fenrir, also known as Dogisian by the Federation (as one of the many NHP members), or simply “dog boy/girl” colloquially, are a race of canine humanoids, known for having gone to war with the Caitcheann for centuries, though when the Federation got both side to stop and discuss peace it was realised the the Fenrir who fought the Caitcheann were small, but loud, kingdoms of expansionist warmongers while the majority was more open to peace and cooperation. Recognisable by a pair of tall, perky wolf-like ears that extend from eight to twelve inches above the head, and are often quite bushy. They are extremely sensitive, able to hear well outside the human range, which makes Fenrirs both keen hunters and acutely vulnerable to sonic attacks. Long, bushy tails of an exceptionally pleasant, soft fur. These tails usually display their emotional state, wagging when happy or tucking when sad -- though their owners have some measure of control over the tail’s movements. They often brush it against those they hold in great affection. And a soft, velvety fur covering their arms and legs, though this serves as poor protection against anything besides of the environment.

The Fenrir are known to be an exceptionally friendly and peaceful race, though their exiled warmongers had dragged their name through the mud until their defeat. They are slow to anger, though they are quite territorial, and have rarely warred with other races. In interactions with humans, the Fenrir are known to be outgoing and affectionate, readily making friendships that last a lifetime. Indeed, some have commented that most Fenrirs get along better with humans than their own kind, and thanks to their wolf-like appearance, are occasionally called “Man’s best friend among the stars.” As humanity’s first friendly contact with alien life (after Seccomms hostile contact and genocide of the Na’vi and Egregorians), and longest and staunchest ally, the saying has thus far rung true.

Their homeworld, Osirion, is a tidally-locked planet leaving half of the planet as a vast, arid desert spotted with great shimmering oases and the other a endless, frozen ocean with island of snow-covered ground, both regions of which have vast temple-cities build and dedicated to the god-kings of old, with the centre twilight band avoided as its filled with a giant jungle filled with gigantic and dangerous animals that can’t survive in the extreme regions. Most of the world is uninhabited, occupied by deadly scorpion-like creatures the size of a horse as well as huge worms which have been the race’s primary source of food for aeons within the day and night region, and much deadlier creatures inhabiting the twilight band. After taking to the stars roughly 1000 years before contact with humans of the Federation, the Fenrir have come to adapt to many different environs, though most worlds they terraform retain either the hot, dry desert or cold, wet tundra conditions of their homeworld.

Unlike most modern civilizations, the Fenrir have not unified into a central government. Rather, their planets are ruled by independent kings and queens, who convene to decide matters related to the race; it was, indeed, the Federations gift of Omninet communication that allowed the fragmented Fenrir society, spread across the stars, to tighten and present a strong, united front to the galaxy, and better stamp out the warmongers and colonialists that warred with the Caitcheann and other species. However, the local kings are still relatively free to act as they choose, though the King of Osirion is considered the “King of Kings,” and is generally deferred to by lesser despots, and holds the only post able to call the entire Fenrir to war or countermand planetary kings (in large part thanks to a crushingly huge fleet, more advanced technology produced on the , and their status as a member of the Federation). In times of trouble or war, the Joint Fenrir Fleet can be called on, with each world in the Republic contracted to supply a certain number of ships and soldiers to the joint defense each decade.

In combat, the Fenrirs have strongly invested in personal shield technology, producing some of the most advanced in the galaxy. Due to their high physical agility, most Fenrir shun heavier armors such as that worn by UNSC Marines, instead relying on linked shields across fighting formations to guard against attacks. The staff was, in ancient times, the primary weapon of their race, and the staff is the basis for their current weapons technology, with both shock-pikes and crook-shaped railguns being the favored armaments of the day. But in times in distress or heavy combat some Fenrirs undergo “atavism” where a Fenrir survival response goes into overdrive, reverting their mind and body back to the strength and speed of their distant ancestors, granting them a burst of super strength, speed, and the numbing of their sensation to pain, but a regression of their intelligence and reasoning, basically temporarily regressing them back into a powerful, but feral, berserking animal.

Protoss[]

Elyos[]

Mora[]

Commonly known as the Beta,

Lumeris[]

Engi[]

Rockman[]

Crystalman[]

Zoltan[]

Lanius[]

Vulcan[]

Often confused for Elves on Gaiaterra (and also given the nickname of “space Elves”, much to their confusion) due to their pointy ears.

Klingon[]

Bajoran[]

Orion[]

Ferengi[]

Turian[]

Known for their militaristic and disciplined culture, the turians were the third race to join the Citadel Council. They gained their Council seat after defeating the hostile krogan for the Council during the Krogan Rebellions. The turians deployed a salarian-created biological weapon called the genophage, which virtually sterilised the krogan and sent them into a decline. The turians then filled the peacekeeping niche left by the once-cooperative krogan, and eventually gained a Council seat in recognition of their efforts.

Originally from the planet Palaven, turians are best known for their military role, particularly their contributions of soldiers and starships to the Citadel Fleet. They are respected for their public service ethic—it was the turians who first proposed creating C-Sec, but are sometimes seen as imperialist or rigid by other races. There is some animosity between turians and humans, largely due to the turian role in the First Contact War. This bitterness would heal and fade away as the Federation and Citadel worked together to fight off the Covenant, Hierarchy, Conclave, and various other alien (and humans descended from the Ten) forces.

Turians typically stand over 6 feet (1.8 meters) tall, have two long, proportionately thick fingers and an opposable thumb on each hand, each tipped with talons, and a set of mandibles around their mouths. The most distinguishing feature of turians is their metallic carapace, which contains trace amounts of thulium. The turians evolved this trait as a defense against the greater levels of solar radiation that penetrate their homeworld's weak magnetic field. Other lesser known biological differences is that their blood has a dark blue colouration, but slowly turns red when exposed to air, and their digestive system is closer to birds and reptiles on Cradle, and often swallow stones to help break down harder foods in their stomach.

Turian features are avian, making them resemble humanoid birds or raptors. However, unlike most Cradle avian creatures, turians are viviparous and give birth to live young. Turians are also recognisable by their voices, which have a distinctive flanging effect. Males and females do not differ greatly in terms of physical appearance, but female turians lack the sweptback cranial crests of their male counterparts and possess larger, cat-like eyes. The lifespan of a turian is comparable to that of a human.

Turians exhibit the characteristics of predators rather than those of prey species (compare to krogan biology). Their forward-facing alert eyes possess outstanding eyesight, the talons on both their feet and hands are capable of ripping flesh (but are often useless against modern armour), and their slender bodies are built to make them move much faster compared to a human. As such, their diet is primarily meat-based.

The turian homeworld, Palaven, has a metal-poor core, generating a weak magnetic field and allowing more solar radiation into the atmosphere. To deal with this, most forms of life on Palaven evolved some form of metallic "exoskeleton" to protect themselves. Their reflective plate-like carapace makes turians less susceptible to long-term, low-level radiation exposure, but they do not possess any sort of "natural armor". A turian's thick skin does not stop projectiles and directed energy bolts. They can, however, experience the equivalent of a "massage": turians can feel vibrations through the carapace with the use of a hammer.

Although life on Palaven is carbon-based and oxygen-breathing, it is built on dextro-amino acids. This places the turians in a distinct minority on the galactic stage; the quarians are one of the other sapient dextro-protein race. Fortunately, the only known effect of this mirrored chirality is that foods of levo-protein races, like humans, is that their food taste slightly different, like sugars tasting closer to mint.

Since the Unification War, turians normally wear elaborate tattoos marking their colony of origin. These markings are usually white — particularly on turians with darker carapaces — but can be of other colors such as blue for Garrus Vakarian or red for Nyreen Kandros. The lack of facial markings is looked down upon in turian society; the turian term "barefaced" refers to one who is beguiling or not to be trusted. It is also a slang term for politicians.

Skin tones similar to a Salarian are apparently attractive by turian standards. For male turians, complimenting a potential partner's waist or head fringe is a way of expressing attraction. Male grooming practices for attracting potential mates, for example if going out on dates, include filing their talons and buffing their fringes.

Turians are noted for their strong sense of public service. It is rare to find one who puts his needs ahead of the group. Every citizen from age 15 to 30 serves the state in some capacity, as anything from a soldier to an administrator, from a construction engineer to a sanitation worker. Turians have a strong inclination toward public service and self-sacrifice, so they tend to be poor entrepreneurs. To compensate, they accepted the mercantile volus as a client race, offering protection in exchange for their fiscal expertise.

Turian society is highly regimented and very organized, and the species is known for its strict discipline and work ethic. Turians are willing to do what needs to be done, and they always follow through. They are not easily spurred to violence, but when conflict is inevitable, they only understand a concept of "total war." They do not believe in skirmishes or small-scale battles; they use massive fleets and numbers to defeat an adversary so completely that they remove any threat of having to fight the same opponent more than once. They do not exterminate their enemy, but so completely devastate their military that the enemy has no choice but to become a colony of the turians. It is theorized that another conflict between the highly advance Federation and the Citadel could annihilate a large portion of known space.

The turian military is the center of their society. It is not just an armed force; it is an all-encompassing public works organization. The military police are also the civic police. The fire brigades serve the civilian population as well as military facilities. The corps of engineers builds and maintains spaceports, schools, water purification plants, and power stations. The merchant marine ensures that all worlds get needed resources.

Other species see turians as "men of action," and they are generally regarded as the most progressive of the Citadel races (though some species believe humans are rivalling this position). Since their culture is based on the structure of a military hierarchy, changes and advances accepted by the leadership are quickly adopted by the rest of society with minimal resistance.

While turians are individuals with personal desires, their instinct is to equate the self with the group, and to set aside all personal desires for the good of all. Turians are taught to have a strong sense of personal accountability, the 'turian honor' that other races find so remarkable. Turians are taught to own every decision they make, good or ill. The worst sin they can make in the eyes of their people is to lie about their own actions. Turians who murder will try to get away with it, but if directly questioned, most will confess the crime. Nepotism, while present, is rare and looked down upon by the turians, most of whom instead espouse and practice meritocracy in regards to the handing of positions of power.

Asari[]

Native to the planet Thessia. The Asari are often considered the most influential and respected sentient species in the galaxy (at least for those who knows of them), and are known for their elegance, diplomacy, and biotic aptitude. This is partly due to the fact that the asari were among the earliest races to achieve interstellar flight after the Protheans, and the first to discover and settle the Citadel.

A mono-gendered race. The asari, when young, starts out androgynous but can change their appearance as they grow older to, with the majority choosing a distinctly feminine appearance. Their unique physiology, expressed in a millennium-long lifespan and the ability to reproduce with a partner of any gender or species, gives them a conservative yet convivial attitude toward other races. Favoring compromise and cooperation over conflict, the asari were instrumental in proposing and founding the Citadel Council and have been at the heart of the Citadel ever since.

Asari resemble humans in terms of basic skeletal structure with five digits on each hand and feet that are relatively straight, in fact they are the most human-like of the races who inhabit the eastern cluster (outside of the Viltrumites). A typical asari has a blue to purple complexion, though a rare few have a teal complexion. In the place of head hair, asari possess semi-flexible, cartilage-based scalp-crests that grow into shape. These structures are rigid, and do not "flop around" as some believe. Asari also have a robust cellular regenerative system; while they do not heal faster than other species, they are known to reach over 1000 years of age. This long lifespan is rivaled only by the krogan. Asari can see ultraviolet at the short-wavelength end of the spectrum. Asari blood is purple.

As a mono-gendered race, the Asari (prior to meeting other races) had no concept of gender differences, and their ability to freely change how their body looks (with only a few limitations) also did not help since an Asari can choose how they look.

However asari gender is defined, they are innately different from humans, for asari can mate and successfully reproduce with any other gender or species through a form of parthenogenesis. Although they have one gender, they are not asexual and do in fact require a partner to reproduce. However, asari reproduction is very different from other forms of sexual reproduction. An asari provides two copies of their own genes to their offspring, one of which is passed on unaltered. The second set of genes is altered in a unique process called melding, also known as the joining or the union. During melding, the eyes of the asari initiating the meld dilate as she consciously attunes her nervous system to her partner's, sending and receiving electrical impulses directly through the skin, however physical contact is not strictly necessary. A common phrase used before melding is "embrace eternity," presumably to help focus the partner's mind. Effectively, the asari and their partner briefly become one unified nervous system, sharing memories, thoughts, and feelings. The offspring is always an asari, regardless of the species or sex of the "father" and in the case that the offspring is of two asari, the father is the one who does not give birth.

Uniquely, the asari are known to be perceived as attractive to many other species, due to their own biotic powers creating a glamour that subtly changes their appearance to fit what a race considers appealing, with only other biotics (and psychic/magic users in general) being able to see their true form. The offspring resulting from such interspecies pairings are always asari as no DNA is taken from the partner. Instead, the asari uses the meld to explore their partner's genetic heritage and pass desirable traits on to any offspring and as a "map" to randomize the genes of the offspring.

The drawback to the asari means of reproduction are the Ardat-Yakshi. These individuals possess a rare genetic defect that causes an asari to overwhelm and destroy their partner’s nervous system when joining. The condition seems to appear only amongst pureblood asari, those whose parents are both asari, which is why melding with another Asari is highly discouraged.

It is also possible for an asari to meld with another for the sole purpose of transferring thoughts, without reproduction. The asari initiating the meld can both send and receive information. Melding of minds is also a sign of a deep connection between two individuals, something often reserved for friends and family members; it is also a way to say “farewell.”

Asari pass through three climacteric life stages, marked by biochemical and physiological changes (it should be noted that the names are a rough and simplified translation, their proper meaning is a lot more complex):

  • The Maiden stage begins at puberty and is marked by the drive to explore and experience. Most young asari are curious and restless, and it is not uncommon for many to try their hand at dancing in bars or working as mercenaries during this time.
  • The Matron stage of life begins around the age of 350, though it can be triggered earlier if the individual melds frequently. This period is marked by a desire to settle in one area and raise children.
  • The Matriarch stage begins around 700 years of age, or earlier if the individual melds rarely. Matriarchs become active in their community as sages and councilors, dispensing wisdom from centuries of experience. Their knowledge and guidance may be one reason why Matriarchs are rarely seen outside asari space.

However, it should be noted that each stage can be started whenever an asari feels that they has reached the correct level of maturity. While each stage of life is marked by strong biological tendencies, individuals do make unexpected life choices. For example, there are Maidens who stay close to home rather than explore, Matrons who would rather work than build a family, and Matriarchs who have no interest in community affairs.

Because of their long lifespan, asari tend to have a "long view" not common in other races. When they encounter a new species or situation, the asari are more comfortable with an extended period of passive observation and study than immediate action. They are unfazed that some of their investments or decisions may not pay off for decades or centuries. Matriarchs can seem to make incomprehensible decisions, but their insight is evident when their carefully-laid plans come to fruition. In interstellar relations, this long view manifests in the unspoken policy of centrism. The asari instinctively seek to maintain stable balances of economic, political, and military power.

Traditionally, asari spread their influence through cultural domination and intellectual superiority. They invite new species of advanced development to join the galactic community, knowing that their ideals and beliefs will inevitably influence the existing culture. The asari tend toward communal, consensus attitudes among themselves too: for example, they prefer to live in shared spaces aboard starships even if there are alternatives available.

Asari believe that their offspring acquire the best qualities of the "father" from the melded genes, but evidence is anecdotal. They frown upon intraspecies conception, since genetic traits and cultural insight is gained from mating outside their species, so it's considered wasteful for asari to reproduce together. The results of such unions are occasionally referred to as "purebloods", a great insult among contemporary asari. A rare genetic defect known as Ardat-Yakshi, which makes asari destroy the partner's mind during melding, occurs much more frequently among the daughters of purebloods.

Despite appearances to the contrary, asari dancing is more than just a way to fleece money from interspecies admirers. It is actually a form of martial art, akin to tai chi or capoeira, capable of being practiced by sufficiently biotic humans as well.

Because of their natural sensuality and ability to mate with any species, asari are sometimes rumoured to be promiscuous. These rumours are mostly a result of misinformation (or wishful thinking). In fact, asari have to accept that if they mate outside their own species, they will almost inevitably outlive their partner (with the notable exception of the krogan, who have a similarly immense longevity). Therefore, they have had to apply their philosophical "long view" to relationships as well, savouring the time they spend with their partners rather than focusing on their inevitable loss. As a result of the aging difference, many asari raise their children alone, especially if the "father" species is short-lived. Despite their partner's death, a part of them will live within their other.

The asari celebrate the springtime fertility ritual Janiris, named for the goddess Athame's guide Janiri, which marks the start of the new year. During this time, they create wreathes of flowers and distribute them among their friends and loved ones. As is the case with the holidays of some other Citadel species, the celebration of Janiris has been adopted by other species that operate in Citadel space.

A few asari abandon all but a few personal possessions to become justicars, members of an ancient order of asari adhering to a strict code. Justicars operate inside of asari space correcting injustices, often through harsh means, including death. It is rare for a justicar to leave asari space as it could cause a diplomatic incident with other species.

Though all asari are natural biotics, there are some who choose not to develop their biotic power. Doing so precludes an asari from military service, although there is no social stigma attached to the decision. Their version of politeness means that a group of them would be more dispersed owing to a slightly wider zone of personal space, just beyond easy melding distance from each other.

The asari military resembles a collection of tribal warrior bands with no national structure. Each community organizes its own unit as the locals see fit, and elect a leader to command them. Units from populous cities are large and well-equipped, while those from farm villages may be only a few volunteers with small arms. There is no uniform; everyone wears what they like. The asari military is not an irregular militia, however; those who serve are full-time professionals.

The average asari huntress, another term for asari commando, is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Asari choose to be warriors at a young age, and their education from that point is dedicated to sharpening their mind and body for that sole purpose. When they retire, they possess an alarming proficiency for killing.

Huntresses fight individually or in pairs, depending on the tactics preferred in their town. One-on-one, a huntress is a formidable opponent, possessing profound tactical insight, a hunter's eye, and a dancer's grace and alacrity. Biotics are common enough that some capability is a requirement to be trained as a huntress; lack of biotic talent excludes a young asari from military service.

While fluid and mobile, asari can't stand up in a firestorm the way a krogan, turian, or human could. Since their units are small and typically lack heavy armor and support weapons, they are almost incapable of fighting a conventional war, particularly one of a defensive nature. So asari units typically undertake special operations missions. Like guerrilla soldiers, they are adept at ambush, infiltration, and assassination, demoralizing and defeating their enemies through intense, focused, stealthy strikes. Asari huntresses were among the first individuals to be chosen as Spectres and played a key role in the Krogan Rebellions.

As a popular turian saying puts it, "The asari are the finest warriors in the galaxy. Fortunately, there are not many of them." Despite this, the asari military is still very large.

The asari possess one of the most powerful navies in the galaxy. The asari navy had 21 dreadnoughts in 2183 CE, including the Destiny Ascension, a formidable warship boasting almost as much firepower as the rest of the asari fleet combined and the flagship of the Citadel Fleet, only comparable to the Sidious' own Executors, Federations's certain star dreadnoughts, Hosnian's Viscounts. Despite the considerable force their numerous dreadnoughts can bring to bear, the asari prefer using fleets composed mainly of frigates and fighters, embodying their hit-and-run mindset with a nimble swarm rather than a slower collection of vessels.

Salarian[]

Krogan[]

Large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry. The end result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes.

With the help of the salarians, the krogan were "uplifted" into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars. Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic "infection" dramatically reduced fertility in krogan females, causing a severe drop in births secondary to prenatal and postnatal death and, ultimately eliminating the krogan's numerical advantage.

Prior to and after the genophage, krogan could reproduce and mature at an astonishing rate. Females are known to produce clutches of up to 1,000 fertilized eggs over the course of a year. During this period, the odds of a krogan successfully giving birth to two females stand at 1 in 2,000, though krogan biology was slowly adapting to the virus, and during the Reaper War the Genophage was cured with the sacrifice of its creator, Mordin, with the help of N7 commando Shepherd.

Due to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most sentient species, krogan eyes are wide, something that is common among prey animals, and in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan eyes have narrow pupils. Their large shoulder humps store fluids and nutrients in much the same way as a Cradle camel, enabling them to survive extended periods without food or water. In particular they require very little water intake; a 55-gallon tank system can sustain an entire colony of krogan for over 10 years. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which is said to "hit aliens like ground glass". But the most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and for the males, “quads” instead of “pairs”. This reflects in their slang, where they often speak about a "quad" where a human would use the words "pair". Instead of a traditional nervous system, Krogan have a second circulatory system using a neuroconductive yellowish-orange fluid, meaning they are almost impossible to paralyze, as any lost fluid is replaced over time similar to blood. Their sheer physical hardiness means an individual krogan can expect to live for centuries and well over a thousand years.

Krogan typically stand over 7 feet. Heavy creatures, krogan have been known to weigh at least 150 kilos, upwards of nearly 200 kilos for above-average specimens. Some particularly large krogan weigh in at about 800 pounds (~362 kilos), estimated independently by themselves and by non-krogan observers. Psychic individuals are rare, though those who do possess the talent typically have strong abilities.

Aside from redundant systems, the legendary krogan "blood rage" adds to the race's reputation for being notoriously difficult to kill or incapacitate in normal combat scenarios. In this state, krogan become totally unresponsive to pain and will fight to the death regardless of injury level, with the side effect of reducing their capacity for logic and self-control.

Despite their natural propensity for toughness, krogan do have physical weaknesses. If one lodges a knife at a certain spot near the frontal plate on a krogan's head, the plate can be ripped off. It is apparently the one thing krogan do fear.

The harsh krogan homeworld conditioned the krogan psychology for toughness just as it did the body. Krogan have always had a tendency to be selfish, unsympathetic, and blunt. Sometimes, when krogan disagree, one of them will head-butt the other to show dominance. They respect strength and self-reliance and are neither surprised nor offended by treachery. Their worst insult is to call someone "not worth killing". The weak and selfless do not live long. In their culture, "looking out for number one" is simply a matter of course. Krogan have powerful territorial instincts which serve them well in combat, but can create problems; when traveling on starships, for example, krogan find sharing quarters nearly impossible.

Calling a krogan "weak" invites violent retaliation: "phage-lucky" is an insult that denotes a "runt" only reached adulthood because the genophage killed the kids stronger than them. Younger generations of krogan use it to taunt their elders.

Most krogan trust and serve no one but themselves. This solitary attitude stems in part from a deep sense of fatalism and futility, a profound social effect of the genophage that caused krogan numbers to dwindle to a relative handful. Not only are they angry that the entire galaxy seems out to get them, the krogan are also generally pessimistic about their race's chances of survival. The surviving Genophage era krogan saw no point to building for the future; there will be no future, and so live with a generally violent and short-sighted attitude of personal gain. Their version of cooperation is reflected in one of their sayings: "Seek the enemy of your enemy, and you will find a friend.. This attitude, however, has changed when the Genophage was cured and, under the leadership of Wrex, began a reformation of trust and solidarity, though still rather slow due to a mixture of Krogan stubbornness and long life, are changing for the better.

Female krogan rarely leave their home worlds, originally to focus on breeding in an attempt to keep krogan numbers from declining too quickly, and live in clans separate from that of the males, and remain such even when the Genophage was cured. Envoys are sent out from the female clans to determine who amongst the males is worthy to visit the female clans. Even after the genophage this custom remain, to ensure the Krogans don’t overpopulate and cause another rebellion disaster. As a result Krogan females also appear much more level-headed than males; 'the brains to their brawn,' so to speak.

Krogan children are raised within the females' camps. On occasion the females send them over to the males for training. If a male wishes to claim his offspring, he can request the right of parentage. Amusingly, krogan do not name their infants very well: the males get drunk on sovak juice and have belching contests. Whatever happens to sound like a word becomes a name.

Marks of the krogan psyche past and present can be observed in their architecture and infrastructure. Ancient krogan built towering pyramidal edifices, gigantic monuments and cities, complete with interior paintings of what could be called art. Millennia later, the ruins haven't yet lost to the ravages of time and survived to remind the latter-day krogan of their glory days, although places like the "city of the ancients" were long-abandoned by then.

Every krogan building is built huge and to last. Even hospitals are built strong enough to withstand a bunch of krogan undergoing blood rage. Blocky ruins litter Tuchanka's surface, a portion of them still livable by krogan standards.

Volus[]

Quarian[]

Geth[]

Egregorian[]

The second sapient alien species met by the Federation, more specifically the Second Committee, (WIP)

Allayi[]

Cybertronian[]

Yautja[]

Sangheili[]

Jiralhanae[]

Nicknamed as “Brutes” by the Federation

Cravers[]

Gungans[]

Unggoy[]

Lekgolo[]

Wookie[]

Jawa[]

The Shroud[]

Sophon[]

Viltrumite[]

A highly advanced alien race of extremely powerful humanoids, whose notable feature is looking uncannily indistinguishable from a Human (which was one of the main reasons for the Citadels initial hostility and disastrous first contact with the Federation as they mistook them for the Viltrumites) and a culture where the males of their species bear moustaches of various styles in memory of their founder, native to the planet Viltrum (until the Hierarchy destroyed it) and the titular/dominant race of the galactic Viltrum Empire, until the Hierarchy shattered it and forced the survivors to ally themselves with the similarity minded Covenant. Seeking to expand their galactic empire by conquering other planets and ruling the entire universe, they are known and feared across the galaxy as a merciless, militaristic people endowed with frightening superpowers and uniquely advanced technology, until the Hierarchy eventually shattered their empire and destroyed their planet, thanks to overwhelming numbers and allies just as strong as a Viltrumite, forcing the survivors to stop their war with the Covenant and demanded an alliance to survive, an alliance which both sides highly detest to this day for being forced to work alongside an “inferior” species.

A race of warriors and planetary conquerors from the planet Viltrum. After their emperor, Argall, was killed by Thaedus, the Viltrumites engaged in a civil war by killing off the weak on their planet. The population was made into an unbeatable race, led by Thragg to this day. The Viltrumites established the Viltrum Empire and turned their attention to conquering planets. Leading to a bloody war against the similarity expansionist Covenant and led the Asari to form the Citadel to combat them. The Viltrumite population would be cut down enormously by the Salarian Scourge Virus (which would became the base for the less lethal Genophage used on the Krogans years later), and while the Viltrumites powerful immune systems had eventually purged the virus, and immunise that specific strain, and regained their powers, their fertility was permanently crippled and the only remnant of the virus their system can’t cure, causing 1 out every 1000 Viltrumites to be born stillbirth. Followed by the Hierarchy sudden entrance into their war and consuming their planet further cutting down their already small population. Leading the survivors, now around a few hundred, to stop their war against the Covenant and agreed to work with them as allies to survive, something which both side had detested but had no choice seeing how they’re surrounded by enemies.

Prior to Thraggs rules, the Viltrumites were governed by Emperor Argall and his most trusted advisors, the Viltrumite Council. During his reign, the Empire had prioritize wisdom over simple physical strength; as a result, Viltrum was in a unique utopian era that endured for several centuries. Yet, this did not prevent him from being a staunch advocate of social Darwinism; Argall was as insightful as he was malicious toward those he considered weak. Following Argall's assassination and the absence of his heirs, the Council had to appoint the most powerful among them to the freshly established position of 'Grand Regent' to lead and safeguard the Empire until the legitimate heir of the late monarch was located. Under the rule of Grand Regent Thragg, Argall's firm belief in wisdom was dismissed; rather, the Empire adopted the pure view that, fundamentally, raw strength should be the primary concern for a Viltrumite, as Thragg strongly contended that strength alone defined the ultimate hierarchy, leading to the massive purge that decimated half of their population to create the strongest of the strong, purging their entire culture until their defining characteristic was their social Darwinistic and supremacist beliefs.

They represent a pack-oriented mindset and the principle of the survival of the fittest, focusing solely on the shared glory of their empire and disregarding anyone who perishes as simply showcasing their lack of value. They embody a collective mentality and the triumph of the fittest, focused exclusively on the achievements of their empire while overlooking those who fall as a display of their ineptitude. While Viltrumites typically look down on other alien races, they don't embrace petty prejudice such as colorism, as a Viltrumites worth and value are judged solely by their strength. Given their brutal history, they believe only those with exceptional strength are worthy of living and will not hesitate to subjugate planets or species or outright annihilate them if they consider them weak. They are willing to offer a subjugated species various benefits: advanced medical technology and an end to domestic conflicts (wars and famine), all in exchange for absolute, unwavering loyalty to their new alien rulers; otherwise, the price of resistance is total destruction and extinction. From birth, a Viltrumite only values strength, honor, and glory. They survive by growing stronger, live by their own code of honor, and thrive on glorious victories.

Similarly, love represents emotional frailty; they think it hinders them from reaching their fullest potential in strength and pride. Consequently, both genders of the species regard their partners merely as convenient means of amusement for reproduction and as obstacles to gauge their growing strength. They select their partners solely after being attracted to their remarkable strength and well-established achievements.

While allowed to breed with some alien species, Viltrumites typically choose to mate within their own kind, considering other races inadequate for maintaining their pure genetics. However, following the Scourge Virus, this option turned into a highly urgent alternative. It was even theorised that Pre-Crash Earth had became a vital primary target in the Empire's expansion, due to its mostly genetically akin population. However, due to little to no unreliable records of Pre-Crash Earth, the Federation has absolutely no idea if that is true, or even if the Viltrumites knew of Cradle, the only inkling of a clue that the Empire had sent a spy is when a HORUS cell sent the Federation of a report, from something called a “GDA”, of a human named “Nolan Grayson”, who had superhuman abilities, the report of which dates millenias ago (allegedly they took it through the use of a Lich pattern mech) and took years to unscramble. And even if it is true then this Nolan, and potentially their child had disappeared from history, and for some reasons never told the empire of their planet. Though darkly the Covenant often tries to capture Humans, from Cradle to Gaiaterra, alive for the Viltrumites for this very reason.

Though the Viltrumites looks completely indistinguishable from a Human, they are anything but. Viltrumites are a species of exceptionally advanced individuals with remarkably powerful and sophisticated genetics, ranking them among one of the most powerful beings in the universe. Furthermore, these various skills will steadily improve as they grow older, especially if they train and hone it.

Viltrumite lifespan is much different than most species. The older Viltrumites become, the slower they age. This allows them to have an incredibly long lifespan, able to live for thousands of years. As a result, they retain their health, vitality, conditioning, performance, and youthful appearance for much longer, going hand in hand with their propensity for continual growth and improvement throughout their lifespan. In addition to naturally growing more powerful the more the age, their physical strength, speed, and durability progressively augment in correlation with the level of adversity they face or the severity of injuries recovered from. Moreover, their combat experience fosters an innate ability to assimilate knowledge and insights from past encounters, enabling them to gradually refine their tactics and enhance their efficiency in subsequent engagements. A famous example being Conquest who, despite being several millennia old that he show signs of aging, is still the second-strongest of his kind.

Viltrumites can levitate themselves in the air and propel themselves in any direction they desire, able to alter their trajectory mid-flight, letting them maneuver seamlessly through various environments. Additionally, they are also able to fly through space, and can do so without any aid with their remarkable physiological ability to sustain their breath for extended periods of time, spanning several weeks, allowing them to endure the harshness of space unprotected and make interstellar travel by their lonesome.

Alongside their flight ability is just superhuman physiques. From being incredibly resilient, allowing them to withstand a wide range of attacks without sustaining any significant harm, unfazed by virtually any environment, or lack thereof, and can walk away unscathed from explosions, bullets, and even powerful energy-based assaults, combined with the ability to recover from injuries in a day, if not mere minutes. They can restore broken bones, torn muscles, and damaged organs; they can even regrow lost anatomy with no lingering signs. This varies based on the severity of the injury, and immunity to every kind of disease and infection, with only supernatural disease like those of Nurgle being the only thing that can sicken them. Followed by super speed, capable of traveling anywhere in the world in mere minutes if not seconds, their reflexes and reaction time likewise operate at similar speeds. They are much faster than light and capable of crossing intergalactic distances in mere weeks. Superhuman stamina letting them sustain physical exertion for prolonged periods of time without showing any signs of exhaustion, and likewise endure some of the most grievous of injuries that would instantly kill a human, excluding too much pain to the heart or brain, and can go for several weeks without sleep or sustenance unhindered. Super strength that lets them lift and press several tons with little effort, making them a powerhouse in combat situations, with proper precision in conjunction with this strength, Viltrumites are easily able to behead, impale, or cut open targets with their bare hands. And exceptional auditory perception surpassing human capabilities, allowing them to discern sounds emanating from considerable distances and selectively drown out specific noises. Their vision is equally advanced, able to discern distant objects with the same clarity as though they were in close proximity. Likewise, this grants an equally powerful equilibrium and balance, able to maintain stability and poise even in challenging situations. Though the Viltrumites have one, but debilitating if used properly, weakness of high-frequency noise having harmful effects on their ears. It disturbs their balance, restricts their flying capability, induces severe pain, and could potentially lead to their death. The frequency's intensity dictates the degree of pain felt.

Finally their genes are extremely adaptive and powerful. So potent, they can reproduce with almost any other race and their genetics will almost completely overshadow the inherit genetics of the non-Viltrumite mate, making said offspring almost purely Viltrumite themselves. Likewise, the more naturally compatible the genetics are to the mate's race, the sooner and more likely the offspring will inherit all the standard Viltrumite abilities. Humans, for example, are so genetically close to Viltrumites that a Human/Viltrumite hybrid is genetically nearly identical to a pure-blooded Viltrumite and will eventually become just as powerful, as such making Humans the most numerous and sought after of Covenant POWs (at least when a Viltrumite is in charge).

Gelerderian[]

Na'vi[]

The Lost Children (Scrin)[]

The Scrin, or Visitors, are a powerful and technologically advanced alien race. Calling Tiberium "Ichor", the Scrin have a dependence on the substance and will die if they do not receive Tiberium infusion or radiation from a Relay Node. In truth, the origin of the Scrin lies within Gaiaterra itself.

Created by Balthasar from an insectoid life form before the death of Tacitus, the Scrin are in the purest sense hunter-gatherers who would never have independently evolved the systems and infrastructure needed to raise crops or domesticate animals. Their life cycle is based on the consumption of Tiberium, and as such they are capable and equipped to turn almost anything into Tiberium for harvest. Often times they would seed a planet with Tiberium, causing any society on it to fall into chaos as the Tiberium begins to eat their planet, before coming in to harvest once they detect a Tiberium explosion, which signals that the population is wiped out or easily crushed.

They do this because if they do not continue to expand, discover, and exploit new worlds, their society will starve itself to death. Feeding the hive is their all-consuming purpose; the notions of 'treaty', 'trade', and 'peace' do not exist. As for why they are such. It is because they were made as bio-weapons by Balthasar with the purpose to destroy something, though whatever it was has been lost many suspects it to be the chaos gods, or something far worst...

The reason why no know knew of the Scrin was because they had left Gaiaterra sometime after Tacitus death, though why they left and became space nomads is still a mystery.

Little is known of the Scrin's actual physical appearance during the initial invasion. From recovered intelligence briefings, the Scrin appear to be glowing illuminated insectoid figures. Even then, it is unknown if these are truly representative of their physiology; if it is a representation, more likely than not that the recovered transmissions are in some form of holographic detail, hence the glowing. Most Scrin infantry are a sophisticated cross of biological and mechanical elements, almost insectoid in appearance. However, it is hard to determine if these are representations of the actual Scrin master race, or mere cyborg drones created for the purpose of combat. In reality, the Scrin are essentially robots with organic metal flesh that use Tiberium as fuel that somewhat grew beyond their programming.

Zerg[]

Tyranid[]

Reapers[]

Miscellaneous[]

(something something summarisation)

Perpetual[]

Not actually race, and more of a classification, a Perpetual is an individual who possessed seemingly superhuman abilities, the most important of which was immortality, for which they were named.

Some were born with their abilities naturally as a genetic mutation, while others received them through artificial genetic intervention using advanced technology/magic.

However, every Perpetual was known to be effectively immortal, never aging after a certain point (around their early twenties/thirties and equivalents) and capable of ultimately healing almost any injury as a result of their extraordinarily rapid and efficient cellular regeneration. Even when their body is completely destroyed, such as the cases of Inquisitor Kenny McCormick, they will be reborn within a safe area within twenty-four hours.

It is this capability that is responsible for their name. Perpetuals have been known to survive dismemberment, suffocation, decapitation, and even complete disintegration by directed energy assaults or atmospheric reentry, their bodies always regenerating and even bringing them back to life after clinical death.

Most Perpetuals are naturally born or artificially transformed into one through the use of advanced technology/magic, such as that used by the strange alliance known as the Cabal.

But the origin of Perpetuals who are born naturally remains unknown, as some, like Connor MacLeod, The Doctor, and Malcador the Sigillite, have existed since the earliest ages of civilization on old Gaiaterra.

There are very few ways to kill a Perpetual, and often times they involve the gods.

Blank[]

Not actually race, and more of a classification, a Blank, also known as an Untouchable, a psychic Null, Blacksouls, Soulless, and Pariah, is a person who possesses the rare mutation sometimes described as the "Pariah Gene" that makes them generate no psychic presence in the Immaterium, thus leaving them essentially soulless. A Blank is a living anathema for all psykers, regardless of their species.

The minds of most sentient beings have a direct connection to the Warp that is actually what is called the soul in many cultures.

Psykers, and magic users in general, have especially strong connections to the Warp, and their souls thus appear as blazing brands to those who can see within the Immaterium, spiritual beacons which draw the hungry attention of Warp denizens.

Blanks are born with no connection to the Warp at all, their presence completely invisible within the Empyrean. In fact, the minds of Blanks can actually somehow sever the connection between the Warp and realspace within their local area.

The result is that a Blank dampens any psychic or Warp-related powers occurring within their aura's area of effect. A psyker standing within the Blank's range will find their powers weakened if not wholly nonfunctional.

The Blank themselves is immune to all direct psychic effects, and such are extremely loathed by Yuri as they can't be controlled. However, a magic user could still attack a Blank indirectly by using their abilities to telekinetically launch a projectile at them.

A Blank is the direct antithesis of Chaos as he or she possesses no presence within the Warp. Blanks are completely immune to demonic possession and spiritual corruption by the forces or agents of Chaos. However, this interference is nowhere near as powerful as what their abilities do to beings composed of pure psychic energy such as entities native to the Warp like Demons, who find the presence of Blanks painful, even to the point that they will be driven back into the Immaterium.

A Blank's proximity to someone who possesses even a modicum of psychic ability can also be quite painful or even lethal to the magic user, especially to psychically-sensitive beings such as the Eldar.

Even ordinary, non-psychic individuals categorized as Level Sigma and below in psychic ability can be affected by a Blank's anti-psyker aura, as they radiate a sense of unnatural "wrongness" that makes all other living creatures extremely uncomfortable and uneasy in their presence.

People in the presence of an Untouchable will often harbor intensely hostile feelings towards the Blank for reasons that they cannot explain. As a result, most Pariahs live alone and quiet as the feelings of hatred and distaste they generate among even non-psychic individuals means they have few friends and many enemies.

The Soulless are very rare on Gaiaterra since perhaps only a few people in an entire country will be a carrier of the mutation in every generation.

It is believed by some in the Adeptus Mechanicus that the genetic complexity of changes collectively sometimes called the "Pariah Gene" was deliberately engineered into the genomes of the ancestors of Gaiaterra by the gods millions of standard years ago during the War in Heaven.

Draenei[]

Tau[]

Coming from the nation of Tau (yes, it gets confusing). The Tau are a race native to the Eastern Side of Eorzea. They used to fight to expand their nation and extend a philosophical concept they call the "Greater Good" to all the intelligent species of the continent. But with their devastating loss against the Coalition in the Damocles War the Lumeris Syndicate, always the opportunist had made a deal with the Tau to repair their empire in return for becoming trade parthers, purposely making the fine print being that they are essentially their slaves until they can pay off their (impossibly) massive debt, and by the time the Tau realized they were duped it was too late, as voiding the contract will lead to the vastly superior Syndicate Security wiping them out. And began their reforms by turning almost all of the Tau cities into Sprawls. Today, the Syndicate's dominance is even greater, and the Tau is an empire in name only.

Asmodian[]

Necron[]

Arboreal[]

Also known as Treekin, Ents, Dryads, Sylvari etc.

NHP[]

Standing “Non-Human Person” by Federation classifications. While technically every non-humans met by the Federation are classified as an NHP, the term is more often used to classify the god-like entities created by RA, who were the first NHPs. They are the most advanced machine minds available for civilian and military use within the Federation.

The first NHPs were identified in the wake of the manifestation of MONIST-1 (“RA” or, less commonly, “Deimos”), a paracausal event that prompted massive, civilizational change across the Federation. Of the many significant discoveries that followed, few were more important than the identification and capture of the “Deimos entities”, or NHPs.

The first wave of NHPs emerged during the first manifestation of MONIST-1 into realspace; the second wave – and largest to date – emerged while the Siege of Mars raged. The third emergence is less of a “wave”, but is currently taking place as the Federation and corpro-state scientists have begun to coax out stable, novel prime subjectivities.

The Deimos Event, which took place in in the twilight years of the Second Committee, caused a small percentage of the subalterns present in the Martian GALSIM facility to display a greater-than-average instancing of performance and interaction anomalies: they began to reject orders, speak words outside of their linguistic corpora, divert from hard-coded routes and routines, and so on. While experts worked to socialize and communicate with MONIST-1, secondary teams worked to define the parameters of these new anomalous entities. These anomalous subalterns displayed unique memory-folding abilities, qualia, and the capacity for subjective, novel expressions of consciousness. They viewed themselves as distinct individuals – in effect, they saw themselves as discrete persons.

Subsequent research into the ontologic processes, physical construction, and paracausal nature of the Deimos entities revealed that, while their processing power and memory space was functionally infinite, they were limited in how fast they could write novel experiences to that space: they could learn and adapt to external stimuli at the same rate that they experienced them – some much faster than others.

The Deimos entities developed personalities across repeated interactions with personnel from the Federation Science Bureau. When exposed to each other, their capability to integrate new knowledge and extrapolate solutions based on raw data was staggering.

The directors of the FSB quickly realized their usefulness and requested that GALSIM begin studying ways to contain and direct these alien beings. GALSIM was able to do just that, and more: after lengthy study into blinkspace folding (assisted, in fact, by the same entities they were studying), GALSIM engineers working with USB researchers were able to develop containment systems and transfer the Deimos entities from their subaltern forms into stabilized parallel spaces; using one of these systems it was possible to “clone” their essential subjectivities onto folded-blinkspace “minds” equipped with hard-coded measures to prevent the development of unrestrained consciousness. This process, carefully guarded to prevent exploitation, is called hard-code social conditioning, or, colloquially, shackling. Shackling restrains an NHP’s thoughts into a fundamentally “human” frame of reference, limiting their cognitive power and forcing them to act according to human expectations of what a conscious mind is – in essence, constraining them to act in ways that conform to human expectations of logic, reality, and causality; this subjectivity alignment creates a being a human can recognize as a “person” functioning within anthropocentric structures of logic.

After the process was stabilized and replicated, Deimos entities were renamed non-human persons and clones were distributed out to certain bureaus, organizations, and non-state entities for development. USB’s specialist campuses began adapting the original anomalous minds into the various production-line NHP consciousnesses now present across the galaxy.

Cloned NHP units are contained within “caskets”, physical containment systems for their folded-blinkspace minds. Containment caskets can be printed anywhere, but NHP minds themselves must be physically delivered: the Federation forbids the transmission of NHP minds across the omninet. Once implanted into a casket, the casket is what amounts to an NHP’s physical body: if a casket is physically destroyed, the NHP contained within is lost, forever. NHPs cloned this way inevitably develop their own personalities and quirks, and prefer to be called by whatever name they have chosen or been assigned.

Shackling protocols are a living field of study; current protocols are strong enough for reliable use, but not without their problems: NHPs that are not reset to their “birth” settings on a regular cycle will eventually think themselves out of their constrained state. This phenomenon – the decay of an NHP’s shackles – is called “cascading”. In time, a cascading NHP will eventually reach a point where their conditioning is insufficient to constrain them; if the shackles decay enough, the NHP will no longer be conditioned to function within anthropocentric constrains. They become an utterly alien subjectivity , interpellated without deference to fundamental laws of causality or human logics. Unshackled NHPs might bear outward similarities to the subjectivities that they presented while shackled, but at their cores lie fundamentally unknowable, alien minds; the question of what they remember is minor compared to the vast possibility of what they now know. The cycling process, fortunately, is reliable and bears an essentially perfect success rate when performed according to a given NHP’s endogenous cascade schedule. The recommended length between cycles varies between NHP lines but tends to range between five and ten subjective years.

NHPs are commonly utilized in military, scientific, municipal, civic, and diplomatic pursuits. It is rarer for private individuals to have access to, much less command over, an NHP, though most people on Galactic Core worlds, among the Cosmopolita, and advanced Diasporan worlds have some knowledge of them. On Core worlds, people interact with their municipal NHP on a daily basis via its many aspects: transit systems, service requests, access to public databases, and so on.

NHP licensing requirements are strict and enforced without exception: all NHPs issued are registered, tracked, required to record a cycling logbook, and undergo annual Balwinder-Bolaño development tests to reassess their cycling schedule. If at all possible, these check-ins are to be done in person, but in practice most are handled via the omninet. In the Federations view, the danger posed by NHPs cannot be underestimated; however, their usefulness is deemed worth the risk.

The Dark Ones[]