The speciesdex hosts all the info you need to know about the many intelligent species in the universe. Unlike the faunadex the speciesdex only hosts species who can reasonably perform, or at least comprehend, higher action skills, such as driving a ship, building shelter, or farming. Almost all of the species here have entered the universal society one way or the other.
A - D
Aalors are apathetic creatures that have a great regard of work. They are humorless and artless with only a handful entering the creative sector. They are very diligent and persevering, would rather jump into a volcano than fail an order. They are often uncaring of what is around them, unless it's in their job description to do so. Aalors also have an obsessive tendency to make their products exceedingly durable than they're needed, sometimes at the expense of effectiveness.
Abunis are a calm, highly intelligent, but highly traditional species, taking their worship, ceremonies, and idols very seriously. They can usually find a reasonable solution to any problem, and find the normalization of violence barbaric and infantile. They are highly emotionally and mentally dependent on their parasite, taking its word above all else lest they are psychically punished.
Ackolids have a very interesting development process wherein they 'evolve' through six stages. Each stage is slightly more intelligent than the previous. Strangely, the "stage" is not a measure of maturity and they evolve to the next stage on their own accord. They are, as a whole, an unambitious race, and thus many never even develop past stage one. Stages one through three never leave the breeding lakes, and later stages instinctively live nearby such lakes. They must be at least stage four to reproduce and only those of stage five or six are more intelligent than a wild animal.
The aftik is a bipedal raptor like creature, with most of them being around 5-5’6 feet in height. It is covered in sturdy feathers including its iconic "crown" on its head. They have a "guiding light" on their chest; this is just an oval that most aftiks are spiritually attached to.
They have a very long and thick tail which they use to balance themself while hopping. While aftiks do walk normally, once they pick up speed they begin to use their extremely powerful legs to hop along the landscape.
The ageinolus are a race built on change and variety. Doing the same task over and over again is near-impossible for them, even if it an occupation that covers a wide array of tasks. To cope with their constant need for change, ageinolus society is constantly shifting, both politically, domestically, economically, and in the workforce. Leaders of various cities in the poles are switched out every week with ageinolus citizens who signed up on a queue, and ageinolus children are often traded between adults as they grow up, leading to many considering a very large group of people to each be their foster parents.
Aglaeca are far more like animals than most sentients. Stronger aglaeca often have pseudo-packs of smaller, weaker aglaeca following them around and scavenging off of them. Aglaeca commonly drive off other aglaeca, or even vayarasa, and take over their homes, staking out a "territory" around the home where they will reside for as long as possible, until they are driven off or have consumed all of the resources in the area.
Most agnivyr are extremely social in any given situation, especially when it comes to communals within dinners. They also are rather good in a community in general, keeping tabs on every neighbor they have and making sure to get out and talk to them once they see them. Agnivyrs usually stick around each other and if you see one, another one is nearby. It's very rare for one to be alone because they lean on communication and without it, they will become depressed and pessimistic.
Aluchaquin as a species have built their entire culture around the sport of competitive fighting, as it is not only their main form of entertainment but is thought of as a way of living. In aluchaquin society, all disagreements can be solved by taking it to the ring. Disagreements can range from petty arguments to heavy political debate. The winner of the fight is also the winner of the argument, a system that has surprisingly worked very well for this species for thousands upon thousands of years.
Amphos are empathetic and considerate beings that try and achieve a sense of understanding with all beings they came across believing it to be their purpose in life. To this goal they are dedicated, patient, and passionate, displaying a cool enthusiasm comparable to an elementary school teacher during the initial phases of their careers. In this capacity they strive encourage the personal betterment of people, for the end goal of achieving a union of superbly spiritually healthy individuals.
Angels are solitary creatures and are distrusting of most species, as they think other species only try to use them for their abilities. They will refuse to talk to anyone who even mentions their abilities or any skills they have. Angels, when they choose to interact with galactic society, are often found taking an easy "lookout" post as their natural ability makes it practically effortless, despite that they will respond harshly if anyone acknowledges why it is or directly seeks them out for such.
Aoeyoi'ie are fairly emotional creatures, being easy to anger, please or scare, though their natural personality variance also accounts for more phlegmatic individuals. They are relatively intelligent, but are more likely to be found doing jobs related to maintenance or with a certain element of repetition than in positions that require leadership or creativity.
Apidees are chipper and saccharine, sometimes to an excessive degree. In fact, no one has ever seen an apidee that was sincerely sad, and even when they're angry they still maintain a bubbly disposition. This behavior has earned them a reputation as being insensitive and annoying, particularly since they don't typically pay much mind to other people's feelings. This is likely due to the fact that apidees are attuned to feelings of other apidee on an instinctive level, and thus have difficulty empathizing with non-apidee.
If one should ask an aptropoise, with their horn intact, to describe their species' personality traits and demeanor, they would go on to explain that aptropoises are the most intelligent, high esteemed species that ever crawled up onto dry land, as well as the most handsome of marine mammals across all of the galaxy. However this only clues into the true nature of the aptropoise, as the majority are highly egotistical, selfish creatures that care not for anyone but themselves and the preservation of their ever growing knowledge.
They are insecure and shy creatures whose true forms are the "inside-out" versions of themselves. However, ever since they've seen another sentient species that didn't like how they looked, they have hidden this form underneath their more family-friendly interior in fear that others would think the same way. This interior was meant to be used for only a small time and while the Aqualisces are able to be in it indefinitely, it causes uncharacteristic extremism.
The ariesa have two semi separate societies due to their temporal dimorphism, Sun ariesa live in large cities with a focus on a life of peace and quiet, while moon ariesa live in smaller nomadic tribes with a focus on combat and trial by fire. Though the personalities of the two ariesa are quite different, and would normally lead to constant conflict between the two societies, the ariesa have actually come to a peace agreement between one another.
Armas are kind, sociable, and generous. On their own planet. When not on their homeworld, they're ruthless and follow a strict social ladder system. They're absolutely racist and will put down any other "lower" species without a second thought. If a higher species puts down an arma and insults them, the arma will think nothing of it. They believe people higher on the social ladder are almost always right.
The artcunas have a reputation for being cold and practical. This is not entirely unearned, as the artcuna are indeed very practical minded, wasting little, little of what they gather from the land. They have a tremendous distaste for wastefulness and frivolity and will, at best, react to such things with disgust, and at the worst, with aggression and rage. This influences their stance on technology as well, as they're very backward compared to most species, even their peers on Naturis. They follow the philosophy of "Enough is Enough" and are content to use the proven and the reliable over trying anything new.
The behaviour of ASHADI is interesting, considering their origins. While some uneducated people imagine them to be stale or dull, they are in fact very enthusiastic and cheerful in person despite their totally monotone electronic voices. While working hard is vital to them, they allocate plenty of time to recreation and play as well, as it is part of their fragile cultural identity.
Ashlaiz tend to be very silent and invisible unless they have good reason to do otherwise. They are extremely good with teamwork and rarely turn on anybody. They are almost invariably extremely intelligent and unbelievably good learners.
The athonae are very bee-like in behaviour. They work in colonies across their world directed by queens. Unlike beehives however, there is more than just one queen, there are multiple queen athonae scattered about the empire. Despite appearances, athonae are not generally hostile, unless provoked. They are a territorial, industrious civilization that occasionally goes to war, but prefers to stay at home.
Axeex arax evolved from small scavengers which were frequently preyed upon by the many predators of their world, and many of their behavior patterns stem from this origin. They are most comfortable in small, enclosed spaces too large for most of their ancestral predators to enter, and conversely are quite uncomfortable in wide, open areas. Additionally, they prefer dim lighting conditions to either bright light or no light.
Equal parts cautious and curious, axeni are a highly social species by nature, eager to both observe and interact with their spacefaring neighbor races. Adapting to unfamiliar environments is never a concern for an axeni, provided their suits don't scare their potential crewmembers away. One of the most notable species-wide principles is their remarkable hygiene. In axeni culture, cleanliness is not a courtesy, but an obligation to your peers.
The baphometti appears to be a scary beast from afar. Many who meet a baphometti for the first time see them from a distance, looming and looking their way. The baphometti are often mistaken for beasts of legends, due to to the fact that many can be found high up on mountains of snow and around volcanoes. Baphometti are very private, and that mixed with the fact that people will hunt them down causes many to avoid getting too close to anyone they are unsure of.
It should be noted that the only truly sentient member of a bivouac hive is the queen. The workers of a bivouac have barely a mind of their own, instead only being content when completing the tasks ordered of them by their queen. If a worker is permanently separated from its' queen, it will frantically rush around, growing more and more panicked, until it finally collapses and dies from stress.
Bogemn behavior and personality is quite a rare sight. At best, the most an average person will ever see is their love of hiding and tendency to run away when discovered. Beneath their timid and frightening exterior, Bogemn are quite curious. Bogemn find themselves incredibly fascinated with new sights and people and will stalk and watch them for days. They may even kidnap people and drag them back to their home planet in order to study them better.
The boog are friendly by nature. They will not usually pass up a good opportunity for a friendly conversation, which will usually segue at some point into trying to sell you something, even the ones that don't actually sell things for a living! It's like a verbal tic for the boogs. Some boogs get a little bit embarrassed when they accidentally start pitching products to somebody, but most just roll with it.
Brewdians strive to be, above all else, helpful. They view their very unique ability as a responsibility that they must utilize to help those they consider close. They often aspire to contribute the wellbeing of their crew or peers in whatever way they can, and these ways are as varied as the fluids they carry. As such they can often be found on crews acting as the either the cook, using their fluid as an additive or the main dish, or as a janitor or handyman, again utilizing their fluid and its unique properties to help.
Modern budryft are friendly, steadfast, and diligent workers who stick together to endure the hardships thrown their way. They are also stubborn, defensive, and a tiny bit... boring. They aren't too fond of the upper class in general, but they will often make exceptions, and it's rare to find one that is full-blown classist.
BVo9 love to drive fast. They enjoy going fast, and being fast. Despite their crazed appearance and constant movement, they generally have easy-going outlooks on life, requiring nothing more than grass and an open road. They speak in dense lingo. For instance, "waystays" are obstructing people, things or events that are staying in the way of their continued moving around. At most they get mildly annoyed and move around a waystay.
While carcili sleep, fragments of their mind drift loose from their body and 'stretch out'. If these fragments encounter another's mind, the cariclli takes control over the mind's body, a process referred to as "being dreamed". Carcili are unable to direct their dreaming at long ranges to anyone they have not already dreamed. At short range however, they are usually able to determine between potential dreams and direct the drift.
The catlas males are extremely protective of their teams. They see what they own as something to be shared with the whole group and thus think it's extremely rude when someone refuses to share an object if they're in the same group as them. Catlas males are known for their habit of borrowing items which they do not own, to the distress of everyone else who doesn't wish to share. Catlas males fully believe that as long as one person in their group is still alive then they themselves are still "living through them" as they see life lessons taught as part of the spirit and thus will jump at the chance to teach someone a lesson.
Celiracks have always been deeply in tune with nature. Their psychic abilities enable them to receive sensory input from all non-sapient life, both plant and animal, in a radius of around a hundred feet. While bearable in barren areas, this grows quickly overwhelming in places full of life. Even a swarm of insects can send a celirack flying into a rage.
In more ways than one, cereustratuses are hard to pin down. Emotionally, they cycle through feelings much more quickly and intensely than most species and have new moods triggered by minor perceptions. Those they interact with can feel intimidated or put off by their extreme variability of temperament, often coming away from interactions with them thinking they're prickly or distance. A stractus's personality grows from this in many different directions.
Cerveth live for the drama. No matter whether it's a minor change in their coworker's schedule, or a political scandal stretching back decades, if it'll cause a stir at a social gathering, a cerveth is telling everyone who will listen. Every cerveth has their own 'rules' on how they gossip; some may only be interested in gossiping about people they don't personally know, some may decide to only spread harmless rumors, while others may share exclusively positive rumors.
The easiest way to tell if a chira is nearby is to listen for the sound of chirping. This is because chiraam use echolocation to get around, letting soundwaves map out their path for them. As a result, their hearing is very sensitive, and they will often easily be able to pick up whispers or mumbles, at the cost of leaving them in pain in noisy locations. If a chira snaps at someone, most of the time it will be because everything is too loud and it's stressing them out.
Having bodies made out of glass has a great variety of detriments. Able to scratch their skin on most objects and shattering with a single misstep, chistile are extremely anxious and cautious when anywhere but their home planet. Despite the overwhelming pit of anxiety created over possible injury and the massive amount of debt already incurred from injury repair, chistile are extremely proud of their scales and will forget all their troubles when complimented on their look.
The most notable thing about chriilth'tyn is their movement, which has been described as "off" even by other species that ambulate via tendrils. Chriilth'tyn prefer the term "fluid" to describe their motions. They describe the movement of other species as "stiff," "jerky," or "choppy," comparing it to stop-motion animation. Second only to their movement in strangeness is their speech, which contains many thoughtful pauses and awkwardly constructed sentences, regardless of whether they are using their original musically-based language or tapping out limlish with a keypad.
Despite their large and imposing size, most cnidanii are relatively peaceful and friendly, even going out of their way to greet anyone they meet with hugs aplenty from their hundreds of tentacles. Not much else is known about how the cnidan act, as most of the society still lives deep in the oceans of Plokam and only the first few brave members have left the planet to start integrating into the universal society.
All Comrades will only refer to other members of their species by the name "comrade" no matter how close they are to them, even though they are perfectly willing to call people of other species by their real names. Comrades are very friendly in times of joy and happiness, always willing to greet friend of friend and welcome into the group, to invite stranger to bread table, and to share drink with traveler in the night.
Individual consciences in the wild are no more than flora, waiting patiently for a creature to come near it. When someone does come near, it devours them, lets them steal a seed, or attaches to the creature to use it as a host for transport and food. After gaining a host, they then protect said host viciously. Consciences can become so integrated into the creature that it doesn't even try to remove it. When a conscience takes root or grows directly from an intelligent species via its seeds, it connects directly to the host species brain. This allows it to learn and experience the world through them.
Contractors often approach individuals hoping to make a deal in which the contractor gives the "client" in question exactly what they need... But at what cost? There's always something in it for the contractor hidden between the lines, and even "trustworthy" contracts can go Monkey's Paw fast.
The copez are very logical. They tend to view themselves more as a unit within the team than as an individual. Copez will often travel in small groups, or in pairs, preferably with their own species. Copez will work alone if the situation calls for such, however their work is far better when teamed up with others. Copez have a hard time functioning on their own, without others to bounce ideas off of or communicate with they become paranoid and anxious.
The cortz are work-oriented, calm, and strong. They are physically sturdy, but neither violent nor socially adaptable. They do not require sleep, and are not given to particularly strong emotions. The older ones have a philosophical side. They lack natural reproduction. They treat walking upright versus knuckle-walking, or with "fists-and-feet", as a very serious debate.
Pragmatism, curiosity and a realistic view, these are the traits that are valued the most in a craheii individual. It is rare for other species to enjoy the company of craheii due to their weird obsession with corpses though. Craheii try not to associate with this trait to leave a positive impression, but they often fail, since they cannot see other species as anything but a spare body. This attitude does not only apply to other species but for other craheii as well.
Crawlerz are most characterized by being slow, both in movement and mind. Whether this is due to feeling comfortable with this slow pace living or the fact that there is literally a mushroom rooted into their brains is unclear. Motor skills vary, a crawler can be exceptionally agile for their species, to only being able stumble from place to place, often with a limp or stagger. Same goes for the processing of information, while some could have a sharp wit, others may be completely unaware of their surroundings.
Daemons are above all else, aggressive, cruel, and arrogant. They are hateful, spiteful beings only driven by their profound dislike of all that is generally considered "good" and "reasonable" in this universe, as few and far between as those things can often be. A statement often made about daemons is that they're "heartless", which isn't merely referring to their literal lack of heart, but their profound difficulty with developing or displaying genuine empathy.
Relationships with daemons are often tiresome for those sorts of reasons.
Darknidows are most well-known for their love of sin. Any action that is seen as "sinful" in the eyes of the universe is beloved and approved of in darknidow culture. In addition to this, through a bizarre anomaly affecting the entire species, darknidows can feed off of the concepts of suffering and pain, and enjoy doing so. Due to these facts, the Ninthircle System that the darknidows call home is a lawless place where murder, crime, and decadence are celebrated.
While each datos is a singular entity, you will almost never see one outside of its colony. Datii network between themselves, meaning that a colony of datii is a lot more intelligent than a single datos, and they will never express an opinion until the colony has reached a consensus. When attempting to discern the reason for something, the colony will often suggest multiple possible reasons, before dismissing all but one of them as "unlikely".
Delphik will often have their first merging partner picked out at a very young age, and the two will do everything together even before merging. Sometimes they will even have their secondary merging partner(s) picked out and travel in groups of four. Because of this, pre-merged delphik are rarely seen by themselves.
Deltines are calm, cool, and collected. Only a few reported cases of a deltine being taken by surprise by a species other than their own have been recorded. They love to think about their past, and will try to avoid something new unless they have to. If you try to introduce too many new things to a deltine at once, they will 'overload' and possibly die. They have, however, been known to be natural leaders.
The history concerning the detix is fairly short, as their introduction to the space age was a more recent occurrence and records of actual detix history is hard to come by. Upon being discovered and introduced to the space age, detix were seen as more of a novelty or even a commodity in some cases, sought after for their innate ability to seemingly Cure disease on command. Crews all around the universe would seek to enlist a detix into their crew as a living medical kit.
Diachrons value history above all else. They firmly believe that all problems can be solved by looking to the past, and will do anything to retain an accurate story. Due to this, it's rare to catch one lying, since they fear their lies might muddle documentation of a situation. Diachrons in general don't talk much, and when they do they're short and to the point. However, many diachrons can't resist good gossip, as long as it's proven to be true.
The didaskaloi tend to be thoughtful and intelligent. They love to teach others and they hate hard work, which is why they are often perceived as condescending. They are mostly interested in metaphysical questions. Knowledge of practical use is only gathered to sell it to others.
It is obvious to many that divirots think highly of themselves. Believing to have a "happily ever after" in the end of their story, many of them hold a high opinion of themselves. Someone who was already born to be a queen cannot be horrible after all. They may hold themselves to high standards, in accordance with their "fate." They will usually train themselves to become a person worthy of saving a kingdom or ruling it, or to be someone worthy of making a pretty good capitalist empire.
Drakons are extremely powerful and have psychic powers. What these powers add up to depends on the drakon; many have just telekinesis and telepathy, but some other powers a drakon might have are pyrokinesis, pseudo-necromancy, minor mind control, and more. Almost no non-enlightened or malevolent drakon has more than one of the other powers that aren't telekinesis and telepathy. Learning a power can take an extremely long time for most drakons which causes many to not bother with it.
Drattles spend their lives trying to cause unneccecairy misery and destruction only to stop whatever they're doing once someone asks them to. This leads some people to think that they are actually good deep down and are merely acting evil for fun or attention, but this is a common misconception. Drattles are fully behind every evil act they attempt undertake, but they are so terrible at saying no that they'll easily drop the evil plans they are so exited for.
Ducklings of the duckariums are generally shy, which is the opposite of adults who are extremely social. Although they wear pots to hide their feelings, they love to make friends and usually will try to make many, and even though they can be irritating and noisy they are never malicious. Sometimes duckariums will suddenly isolate themselves from acquaintances to meet other people. One of the most notorious things about duckariums is the pots that they wear on their heads.
Duyami are very friendly and charming and approach people with respect. If this respect is not returned, a duyami will often ignore or treat the person the same way they felt they were treated. Self-satisfied and happy, it's not easy to upset a duyami with their vast amount of patience, but if one would to ever find a way to, it's unlikely their life will continue for very long. They try their best to help with everything, often feeling as if they aren't doing everything the could be doing.
Dvmeret are individualists by nature, and there is nothing more the average dvemeret loathes than being helped when they did not ask for it, as such they tend to brush off advice and do things "their own way." They tend to not hang around large groups often. As soon as a dvmeret reaches adulthood they are given money, basic supplies, and sent off to start a life of their own. This is not due to law but simply due to ancient custom. Some dvemeret regard those who do not practice this ancient custom as childish or immature.
The entire species is xenophobic; they're scared of aliens. Very few are actually allowed on the home planet, although there are plenty of illegal landing sites on the planet. Thousands of years of contact has allowed them to open up a bit, but only a bit. This has lead to the creation of a space station for visitors around their planet.
E - H
Ectons hold a strong belief in tradition, which many researchers across the universe have described as "obnoxiously stubborn." Aside from adamantly refusing to accept their unique organ as anything other than a soul, they're often reluctant to adopt modern technological solutions to problems. This doesn't mean they reject technology altogether so much as they're liable to stick with what they know rather than accept newer advances in areas such as automation or medicine.
Every eeemen is born with a strong, natural short-range telekinetic ability which allows them to manipulate objects within about a meter's distance from them. They are also born with a 'sixth sense' often compared to a bat's echolocation that allows an eeemen to scan the area around them with peculiar "psychowaves," as an eeemen would put it.
Emoza walk around constantly promoting a certain emotion, and their behaviors and personalities are heavily based on such. An emoza that promotes grief will approach people with a very heavy walk and a dragging, slow voice. They will constantly frown or look ready to cry and their wings may never fly unless needed. An emoza that promotes excitement will often walk around peppily and always tell people to cheer up, ready to take off at any moment. The emotion an emoza promotes is often one they were influenced by for the majority of their childhood.
As the masque is a reflection of the ideal self the actual behavior of an enmasque is fairly variable as they will often have a personality reflecting their masque, or merely their own self with the masque as a depiction of what that self is. Given the high-accuracy work masque-creation entails many enmasques work in the entertainment industry, and through that they often find themselves going above and beyond to ensure a pleased audience.
Enotir are very observant and enjoy pointing out little details, whether it be a simple pattern to a puzzle or a small yet catastrophic mistake in a plan. Most enjoy detail based puzzles and are likely to have a hobby of solving and creating these puzzles themselves. Enotir are tolerant by a majority of standards, and as such often take the role of mediator in conversations between opposing sides, able to see the reasoning of both parties.
On first impression an eoijal seems extremely distant, mournful, and even as though they have nothing to say. This tends to be both due to a general worldly outlook, but is also because of a commonly held rule of etiquette that one should not display heavy emotion in a public setting until the conversation deems appropriate.
Known as one of the friendliest species in the universe, the eolins are natural-born peacemakers. The happiness of an individual depends on the society that surrounds it. Eolins, if asked what their life goals are, will mention things such as "world peace," "more parks in the city," or goals that are impersonal to them. The species is happy being homeless and without any possessions as long as the area around them is at peace.
Eparai are passive emotion feeders with a tendency for more intense emotional response than most species. They are incapable of disabling the collection of "food" for more than a few minutes. They can do this by eating, or discarding their orbs, but these will naturally reform shortly. Touching the orbs intentionally is considered impolite without permission, but isn't a very big deal.
Ephemyrma are normally found working jobs that they've been specifically created to do. Either because someone paid their queen for an employee or because their queen needed a worker. Ephemyrma colonies have a giant brain at their center and knowledge from this brain can be copied into a brain chunks to let a newly created ephemyrma have this knowledge as well. This allows the ephemyrma to provide people with very specialized knowledge in a very short time.
Since the dawn of their sentience ethewe have been plagued by their feeble physical forms. Huddled together in forests with other plants they did their best to hide even as they suffered as the bottom rung of the Polaber food chain. Slowly but surely a great resentment was born in the minds of every ethewe. Never again would they let the whims of the world control them. They would rein supreme above all else. And so this struggle still plagues every ethewe and even more so, those they choose to exert their influence upon.
An ethraol will analyze a person's likes and dislikes before making contact with them. However, this is not to say they get it right, and quite often make bad first impressions on people- but they are worth knowing for their kind natures. They will often attempt to "protect" friends they have made, whoever it be from someone being insulting to someone attacking them.
True to their heterotrophic nature, the eularae do not establish relations without regard for their own benefit, either parasitic or mutual, in a characteristically utilitarian behaviour. Regardless of that, they are not animalistic-predatory beings that systemically prey on those they consider useless, especially because of their finely-tuned tastes for quality, and would ever consume underwhelming products if that meant their lives were at risk.
Fairies are usually happy, free spirits, and also usually very nature-oriented. Usually, groups of fairies will make their home in heavily forested or lush biomes, where they can hide out when they don't wish to be seen. They have a tendency to be shy, but quite mischievous. Often, when a fairy does make their way to find others, it's to play tricks and pranks.
The way falouts act depends on which of the two subspecies they are, but all falouts share a few common factors. Falouts tend to pay hyper attention to people and details around them. Most falouts who have no job to do will commonly climb their way out to the tallest thing nearby and stand at watch, making a warning noise if they spot any danger. In an area with a lot of falouts it isn't uncommon to see falouts piled up in the same spot, each keeping a look out.
While the finer details of a fhelzo's personality vary between different types, there are a few constants that appear regardless of the fhelzo's given personality. By default fhelzo lack any vocal means of communicating and thus most fhelzo will rarely communicate with those outside their own race, instead preferring to listen and decide what to do without responding.
Most people will describe the fibrae as the epitome of the "Surfer-Dude" personality. They are usually quite laid back and very welcoming to new people and ideas, recommending certain hairstyles that they believe would fit their look, excitedly debating the philosophical and ethical aspects of braids (for hours on end), or maybe even flirting with other species on their first meeting. Most people, however, do not know that one should never, ever, put a fibrae in a position of leadership
Fogs can be fickle, since it's a large mind-hive rather than a single organism. It is on the whole, mysterious, and its purpose in the grand order of things isn't known for certain. What is known is that fogs universally hates gravity. Its psionics cannot stay connected in gravity stronger than that of a moderate-sized asteroid, it will collapse into inert dust, but even smaller fields restrict its movement, which is apparently uncomfortable.
The hostility of their home planet makes death, injury and illness all too common. If they grieved like most species they would spend all their time crying, so instead ingrained in their culture is an exceptionally morbid sense of humour. A typical frescari will laugh at even the deaths of their loved ones, and crying is frowned upon if not outright punished by those around them.
Frilliz are an incredibly family-oriented species, forming small tribes out of family groups. They share everything that they have with each other amongst their tribe, and honor the bonds of the tribe above all else. When alone, frilliz are very prone to depression, anxiety, and the numbing of emotions, but this can be avoided by establishing close-knit relationships with other species. It is noted that species with similar appearances to frilliz will be more easily bonded with.
Galoopers are above all else "friendly." Very friendly, to the the point where it's difficult to get a galooper to not make gratuitous shows of affection towards people, animals, whatever. This is a bit of a problem, since galoopers seem to not fully understand that their bodily fluids can hurt people, and much like a small child, will be very disheartened by rejections of their well intended advances, without really understanding why what they did is bad.
Gandorins usually act very anxious and nervous around members of species from other planets, but they can teach themselves to calm down around certain individuals, usually their friends or crew members. Sometimes they'll be born into a family who doesn't teach them to fear aliens, and these individuals can easily interact with other species and be fine, and will often give hugs to their friends, or other people they trust.
The geckrechauns are a very greedy race. They only live for 20 short years and their goal is to amass as much wealth as they can, usually by tricking travelers or selling worthless knick-knacks. The bigger their pile, the happier they are. They have a naturally quick learning ability, and are able to finish most studies at the age of five. Geckrechauns will also sell off their firstborn to the geckrechaun pet trade.
Geigers are very friendly, trusting, and are docile until threatened. Although even when threatened, geigers often try to take a peaceful approach. Only when the situation seems hopeless will a geiger fight tooth, nail, and boiling water to get out though many have been known to just accept their fate. Geigers speak with their mouths closed, which tends to unnerve people so sometimes they will move their mouth to mimic speech movements.
The gemimi is an affectionate and peaceful herbivore. Their love of travel keeps them on the move, they never feel like they have truly found their place in the world, and while for some gemimis this makes them nervous and uncertain, others enjoy the excitement of meeting new people. Gemimi are social creatures, normally they carefully build a friend group that understands them and their needs.
Generic. They live their life as generically as possible. What this equals depends on what planet they're on.
Geptads are nomadic and very good at adapting to new environments. Many cannot stand not moving and are a bit restless by nature. They live in nomadic groups known as colonies, which consist of exactly 36 individuals. The group number is never higher or lower, though at times the party seen is smaller due to certain geptads either having some alone time or being off on their own individual quests.
Two primary directives govern gigne philosophy above all else: seek knowledge, and, even more importantly, share knowledge. To gignes, the right to learn is just as important as the right to food or shelter, and to this end they make sure all gigne research is openly available to anyone who may wish to peruse it. If one wishes to learn more about a topic, they need only ask a gigne; they may not know, but they'll definitely be able to point to where one can start looking.
Gnosis are generally rather talkative creatures, eager to inquire about various stories. Often they take the information from these stories and compile them to make a new one, leading to various rumors about practically every species. Many have learned to believe whatever the gnosis say are simply stories modified to suit their fancy. They are known to read more quickly the other species by literally reading with their mouths, making it look like as if they are devouring the book.
Goldorians are very strong, but also very violent and stupid; many wonder how they even developed space flight at all. In battle, they tend to prefer powerful weapons and brute strength over any sort of strategy. Many underestimate this but they tend to be very good at charging headfirst into battle.
The large majority of the gondii race are pacifists - due to their special diets they prefer to promote peace and love amongst their kind. They're highly social, living in small utopian communities scattered across their planet. They tend to refer to anyone as either "brother" or "sister", with the exception what they perceive to be authority which could either be their "chief" or "the man", depending on the Gondii's opinions are on them.
Weaver gong-an behave similarly to many animal sapient species. They eat a variety of insects and fruit, preferring cooked or prepared food, to supplement the energy they gain from photosynthesis with their three leafy appendages. They digest food by holding it in their tiny closed fists as it is absorbed, and cannot eat anything that is too large without cutting it into smaller pieces. They are more active during daytime and in bright conditions, require nutrients and water, but can survive for some time without air, and sleep at night.
Most people in the universe will know a goopmick or two. Many find this strange, since nobody in the universe will identify themself as a goopmick. Goopmicks do not exist in any official capacity. They do not appear on censii, are not mentioned in any records, and have no government. This is a safety measure. If it were not the case, billions of people would die.
To call the gorgorse narcissistic or self centered would be far to simple a description for such an absolute garbage fire of a being. It is by no means an over-exaggeration to describe the gorgorse as "the worse species that has ever been discovered" as the majority of the universe, notails included, will likely agree with that sentiment.
Hazcots all share one personality but are not a hive mind. There are some minor differences between them but their drive makes them very similar on the surface. All hazcot are driven by a drive to perfect and bring out the full potential of the species of the universe. They go from planet to planet or capture small vessels to abduct the inhabitants in order to run foul and highly illegal experiments on them to turn them into ferocious weapons and monsters. They show no remorse in doing this and find the things they do to their victims 'cute.'
These beings are extremely eccentric and often obsess over random objects. They make for excellent laborers, due to their tenacity at performing repetitive and long tasks. They are also quite good captain material, as they are incredibly good at planning and micromanaging, though are often poor in the actual execution and therefore must delegate these tasks to others.
They despise ledges.
Information deserves to be free, and thoughts are just information. That is one of the mottos of the heredoggo people, and is why they treat the invasion of privacy as a routine. If one has nothing to hide then one should have no issue with there neighbor sending them live reactions to their browsing history. As such anyone who desires their thoughts be hidden must be malicious, or completely unlike a proper person.
Of all the facts pertaining to the hokkans, one stands as the most surprising: their adoration of language. Once a far more sophisticated creature, these ancient fliers still have a substantial connection to words and music, and enjoy repeating words and songs they find appealing. While this seems to be a simple case of mimicry at first, they can connect meaning to sound, a fact that took many years to find out. Bigger, more complex meaning words have the most appeal. To the hokkan brain, making sounds and figuring out their meaning is a joyful puzzle, especially in more difficult situations where they may not understand the context.
Honklits crave attention. Without it, they crack.
They are loud, hyper, and are always looking for an audience, positive or negative. It doesn't matter to them, for attention is attention, and that's what they want. Due to this, they are rarely serious and opt to hop around and laugh uncontrollably at minor things instead of looking at a situation in a serious light, no matter how deadly.
Disgusting creatures. What they look like under their suits doesn't matter anymore. They're all the same now. They fought so hard against each other over minor differences in looks, now they have lost all their vanity. How does it feel, to have no skin? All humans look like old astronaut gear, which they can never take off. Simple, LIKE THEM. Their face cannot be seen unless you get close.
Don't do that. For you will go mad.
The husses are very creative and will solve issues in the most creative way they can think of to a fault. They are known for talking in puns as they believe it is the greatest of comedy and humor is held highly to husses. An easy way to impress a husse is to tell them a great joke.
I - L
First and foremost, ignalisks value song above all else. They are always humming or singing, and if their voice is shot they will not be able to stand not having at least some kind of white noise. The concepts of song and story share a word in ignalisk languages, and songs of historical events, songs of passed loved ones, and songs of anecdotes are all sung with the same enthusiasm.
Ignivis are a very friendly race. Even if their prices are extremely high, some people would rather buy from the ignivis due to their charm. Each clan has different beliefs however. Rounds believe the only way to succeed is with wit. Pointeds believe it must be done with magic, while Fours believe only with physical combat can this be done. Even with their differences each clan will often trade with the other, and if any ignivis sees another from a different clan, they will often have a friendly reunion.
Skittish and untrusting, inermi are the main prey animals of their homeland. Inermi always live in family groups of around 10-30 individuals that are constantly mobile, feeding on the thin grass and roots on the cliff sides where they live with their powerful tusks. The inermi are incredibly family oriented, with most groups consisting of a few mated pairs, their parents, and their children. Inermi children are able to walk and run a few hours after they are born, and expected to keep up with their families as they roam and feed.
Isments are generally kind, friendly, and open to everyone. They're likely to bring donuts to work for everyone to enjoy. They can also be likely to stab a person over people actually wanting to eat the donuts they brought. These things can happen depending on where an isment is on the two relevant scales/axis. Many believe the isments to be imaginary, or have no idea what an isment is. This is because isments have a biological ability to cause potential predators to forget that they exist, and as a part of their government (which they will refer to as "The Government"), it also attempts to erase evidence that they exist in the Universe.
Although itzels are commonly mistaken for drakons, the two are actually very different, both genetically and mentally. Both species do have hoards, but an itzel will commonly go out and swap or even sell items in their hoard with other individuals. Itzels are also very outwardly affectionate, often offering to help groom or preen their families and close friends. An itzel by default is also rather noisy, often chirping softly to themselves or others. Large groups of itzels are constantly chattering and chirping to each other, only going silent when larger, more predatory species go by.
Jerce are typically skittish, and will jump at sudden appearances or loud noises. They take a while distinguishing from ally and enemy, as they were practically abducted to the space age from a competitive tribal lifestyle.
There's really no other way to put this. John Rodriguez is a sad little creature. He doesn't have many reasons to exist anymore, and yet it's almost inspirational how John Rodriguez manages to keep trucking along. That doesn't mean he's accepting his fate with grace or anything though. Instead John Rodriguez appears to be in a hole that's just slightly too high for him, and instead of learning to jump he has instead decided it doesn't matter and has made the hole his home.
Jugoroo are a mostly affable species aside from their inability to keep their claws off of others belongings. Shiny things, art, entire planets, they want it all. They are always in a rush to go do something, except when lounging with their stolen goods. Valuing cooperation, they often live in large groups with other jugoroo and occasionally other species.
A simple species, jupettes are content to float around, taking in their surrounding as they head to their destination. As weightless in emotion as they are in mass, most only feel very strongly about things that are cute, adoring them and wishing for them to live happily, prosperously, and safely. They have proved willing to take a drastic action to ensure these actions, as the Aftik Betterment League attacks, the Metaparxi Freedom Society attacks, the Gong-an De-notailication Front attacks.
Kaikians are typically decently friendly, and only attack when they are provoked or logically deduce that they need to. They typically are very knowledgeable, and can provide information on a large range of subjects. They usually enjoy sharing their knowledge to those they trust, and will often give enemies misinformation in an attempt to trick them. They will always break down the scenario they are in logically in an attempt to come up with the best solution, however in situations of pure chaos this can lead to them simply freezing up and being of no help.
The kapricani are a nomadic species, travelling along the numerous aquatic landscapes that form their most comfortable habitats. Kapricani have been seen settling along ocean coasts, rivers, lakes, and rarely in swamps. There was one documented case of a clan of kapricani settling in a rice paddy, though the kapricani that were born that year were observed to be stunted and ill, as well as a reduced harvest of rice that year.
Keysmashes are fully sentient, congregating in cities where they, for the most part, pursue their greatest passion: having the biggest, most gallant, gaudiest, fanciest, most awe-inspiring hat in their side of the cosmos. To them, hats aren't vanity, but rather, an extension of their selves, as hats represent everything a keysmash can strive for: elegance, surprise, and perfection.
Rude, malicious, villainous and purposely so. As a race, the kheiron pride themselves in how absolutely despicable they can be. They are a mostly female-dominated species, as the females of their species tend to be physically tougher and more apt for combat than males. Some more than others; kheiron that have proven to be the worst of them all often take the role as the planet's "supreme overlord", which only the most mean-spirited and callous of their kind may claim.
Khraast move slowly, with a diet of what vegetation can be found during their slow crawl across the desert. When standing, they have a bulky humanoid shape, but while sitting down they are closer in appearance to boulders. After being lifted to the space age, khraast often found occupations in guard duty for their inherent ability to easily stand in one place for hours, as well as their sheer immovability when do so.
Kitlins all share one dislike: the organic limbs that hinder their fighting ability. To combat this, a common right of passage is to get their weak arms and legs replaced with sturdier, more robust metal cybernetics. They range in quality, depending on how much money the kitlin has to spend. Instead of wasting all the excess limbs and leaving them to rot, many kitlins see them as a delicacy,
The kitsche, while absolutely adorable, are not the friendliest creatures in the universe. The kitsche have a sort of "Napoleon Complex" due in no small part to their diminutive stature as well as the fact that the other civilized races of the universe seem to be unable to take them and their demands seriously. For the most part the kitsche are unhappy with their treatment as an adorable and nonthreatening race, they believe themselves to be the mightiest creatures in the universe.
The most common klannec and most likely to be seen off their homeworld, the low class are typically curious and talkative, loving conversation with races they have yet to meet, and just conversation in general. They are ready and willing to speak to total strangers.
Kloegarb want nothing more than to stay in complete isolation, away from all distractions. Unfortunately, living on a relatively small planet and being forced to work together, they are rarely able to do this. Perhaps this is the reason that their general dispositions often tend to be uncaring at best and spitefully rude at worst. Kloegarb have an evolutionary instinct to avoid sticking together whenever possible.
Most koulev leave their planet for two reasons. They want to see worlds that aren't in recovery, they're sick of not being allowed more than they need, or both. Young koulev which haven't been exposed to much of the universe are commonly shocked by the lack of generosity and cooperation in other species. Their planet didn't develop true currency until another species brought it to them, so they somewhat often misjudge how much something should be worth.
Kouninis take pride in their ability to deceive. It's common to see a kounini faking some manner of supernatural ability: to them, having a great act is a sign of prestige. In the rare case that a kounini actually has a supernatural ability, they will instead pretend that it is fake. Being discovered to be a fraud is just as shameful to them as being discovered to be genuine. A kounini will go to lengths to avoid visiting a doctor, as their true appearance might be revealed during surgery.
Undeterred idealists, few can shake the confidence of a krell. They hold this determination close, as it is what allowed them to best their unforgiving homeworld and send them forth, into the stars. As a whole, the species tends to be fairly charismatic, capable of accomplishing incredible feats through sheer willpower alone. A krell spends most of their life building themselves up as a "character". Everything concerning their personality, down to the clothes they wear, is a means to uphold one's own personal brand.
Kuppas feel a need to always be working. If not kept busy 24/7, they have been known to make up jobs and appoint themselves head of said made up jobs. They're great multitaskers, although they won't usually do multiple jobs at once unless it's important, as they don't want to run out of work to do. They are usually cheerful and polite, especially when talking about anything regarding their work. If they do not have anything to work on their mood will drop and they will start to become anxious. Kuppas love dad jokes.
The L-Tarioks generally try to be friendly, but can be a little batty as far as social norms go. They're not always the quickest on the uptake, and will sometimes continue going with a failed course of action for quite the long time before they realize their error, due to being very single-minded. The L-Tariok are averse to war and rarely experience either it or crime within their homelands- but the tradeoff is that their economy is perpetually in shambles, and they politically suffer fallback after fallback, only slowly making progress.
Larry is selfless and caring. You can refer to one as a larry, or as just as Larry; it doesn't matter to them. They are fine with whatever you are most comfortable with. A larry will do whatever they can to help you, however small or big. Larry is a considerate friend like that! It's hard not to become fast friends with a larry upon encountering one. Then you get to meet all of Larry's other friends! Even the toughest murderbot isn't above hanging around a larry.
Leos tend towards being a very friendly species, treating other leos and different species alike with respect, so long as it is returned. After all, leos see themselves as being part gods, and believe they should be treated as such. If leos are not treated as at least equals in any group, they may lose sense of any group mentality and may turn to only being concerned with themselves. However, they may lose morale. Though the leo will act independent and proud, it's important to them to feel accepted and needed in their "prides," or crews.
The libraille value peace and life above all other ideals, and it is every libraille's personal mission to further that goal on their adventures. They enjoy debate, hearing new viewpoints and ideas, and relax by learning about and spending time around peaceful cultures. The majority of Libraille have a powerful wanderlust, spurring them onward before long to seek out new species and new locations in which to foster peace.
Sometimes a lovirtis is born with pure black wool. This doesn't count as a subspecies as it is only a wool colour. Lovirtis usually consider black-cloaked individuals particularly lucky as black is perceived as the warmest colour, even if the wool actually soaks in the same amount of heat as most lovirtis' transparent wool.
Lucevians have the ability to enter people's dreams with their paramount psychic abilities thanks to their antennae. As a result, a large part of their culture reflects around dreams. It is not uncommon for their villages to share an entire "dreamscape" where the civilians are free to create a world of their choosing. Unsurprisingly, many, if not all, lucevians are able to dream lucidly. Due to the fact that many of them go through their fantasies on a daily basis, many lucevians grow up disconnected from the real world.
The lunidae were, in better times, a vibrant and light-hearted people dedicated to the arts and culturally enriching activities. They prized these things above most else in life, and preferred thoughtful pursuits to aggressive or violent ones. Even when they did pursue conflict they did so with a dispassionate and aloof air, befitting of a species that saw themselves as a higher form of being, as peoples chosen by a god and assigned divine purpose.
M - P
The mafleeca are very group oriented and will become incredibly insecure or paranoid when they're not involved with a group, be it as the president or the janitor. Most don't mind being alone so long as they're acting on a group's behalf, however. Most mafleeca have incredibly tight familial bonds and keep in touch with their relatives. Mafleeca families are always feuding and mafleeca spend most of their early lives unable to trust anybody who is not related to them.
Malruses are a very jolly and bold race, or a drunken and foolish one depending on who you ask. They are pretty friendly to most races, but dislike races who look down on them. They love their beer and are always ready for a fight, especially ones where the odds are stacked against them. They not only fight for fun, but for pride as well. They are often seen wrestling one another showing off their strength. Fighting is so ingrained into their culture, that punching someone in the shoulder is a sign of affection and friendship.
The malventus are known for being possibly one of the kindest species in the known universe, almost aggressively nice depending on who you ask. The malventus will not take no for an answer when it comes to being friends with a new species, despite the new species attacking them or being violent. In these cases the malventus will back off temporarily believing that the species "Just needs more time to realize how nice it would be to be friends!"
The mandgi are a very curious race. They are burrowers who live underground, surrounded by dirt and sand. They have not developed what one would typically call a formal society; they do not have any sort of hierarchy, instead living completely cooperatively as equals. The mandgi do not have any sort of cities, buildings, or technology and simply live in the sand. They spend their days hunting for food, and they spend their free time sculpting the dirt and sand into unique sculptures.
The marmars are generally friendly and known to be peacekeepers on crews. Their super sensitive noses pick up on minute pheromone changes of the people around them, and they can use this information to determine what other people are feeling. Marmars most often do this unknowingly, and thus many would not be able to pin down why they can always tell changes in their crew mate's moods. Most marmars heavily dislike conflict, and can use this ability to help mediate any inter-crew arguments.
Marsiches, generally, hate 'unnecessary' conflict. There have been few actual wars in known marsich history, and it is common for a marsich to try to push two enemies to become friends. This doesn't always work, of course, but marsiches seem to usually be quite pushy when trying to solve conflict. Marsiches are incredibly social creatures - while there are always exceptions, most marsiches will try to surround themselves with either people or animals.
The marsue are "perfect." They can do no wrong, and they deserve all of your food. This is what people under the control of a marsue believe. Marsues are memory editors. Once a marsue is in range they will edit some of the memories of the person to cause them to believe that they and the marsue are friends. The marsue can do this to a few people each day, slowly taking control of an area with their forced friendship. If a marsue isn't caught in this stage, things can only get worse.
Messengers take time out of their day to pray to their gods. This praying session mostly takes up to an hour and is usually very silent. They may not stop unless ordered to by a higher up or something of utmost importance is happening around them. Several messenger only jobs are present on Votum.
The metaparxi as a species are very docile, non-confrontational creatures, with a knack for negotiation and compromise. They will do anything within their power to avoid arguments or backlash. They are known for being obedient and submissive to higher classes and anyone who might be more powerful or wealthy than they are. Despite all of these traits, they are privately sarcastic, nihilistic, and classist, with predispositions to loathe anyone that is capable of bossing them around.
Metima culture is based around their universal religion, which exemplifies beauty and perfectionism, believing that only through the endless pursuit of such can divinity be approached. The center of this religion is the Adamant Citadel, a mountain-sized piece of near-flawless diamond which is held, in its gleaming facets to be the most ultimate beauty in the universe. Into this, the central temple and seat of power in the metima hegemony is carved. This beauty is, to metimae, so great that the Citadel is thought to be divine, and it is a vile heresy for metimae or any other species to suggest otherwise.
When the universe met the mettaets, they were organized, vain and selfish, and after hundreds of years, the universe still believes that, which is close to what they really are. In addition to selfishness and vanity, mettaets hate any kind of garbage and will try to keep the place they inhabit extremely clean, and if the place can't be constantly cleaned, they usually leave to go anywhere else.
Mialcsem vary in personality as most sentient species tend to be, though it is an almost universal constant that mialcsem tend to be extremely paranoid and fearful about anything concerning coming into contact with their head. This is an ingrained reaction borne from their juvenile form's fragility that sometimes extends to their adult one as well. It's not unusual for them to have a preference for wearing hats as some sort of psychological comfort even if the hat is too soft to actually protect them or their head is hard enough that they don't require it in any case.
The mites are a rather intelligent species, and are often deep thinking individuals. However, the intelligence of mites is often overlooked due to their limited range of communication with other species. Despite this, many mites will find jobs to utilize their intelligent thinking skills whenever possible. Space faring mites are very eager to join with crews, and will happily work any job given to them as long as it is within reason.
The monocerii are rather superstitious but friendly folk. Sometimes though, they can be pushy about their newest group. They are very impressionable and always open to new ideas which unfortunately includes fanatic conspiracies. Though most monocerii stick to the theory about Nevra. This has gone to a point where some select groups actively hunt down Nevra. These groups aren't only consisted of monocerii though. These groups have led to minor incidents with groups being too aggressive about getting information on Nevra's whereabouts.
Musials are often considered "laid back" and "chill" by most species that they are likely to interact with. Both of these labels are fairly accurate, given that musials are unlikely to hold a grudge against a majority of species simply by the actions of a single individual. Although this may make them simply too open for their own good at times, they'll often forgive others even if said others happen to be a constant and consistent threat to them.
Nautalids build complex social structures within their own species, developing large family groups that include both relatives and friends. These groups, called festivals, build towns out of coral and rock on the ocean floor and among reefs, utilizing the natural formations when creating their homes. Inlays of precious metals and minerals, as well as corals and even bone, are used as identifying markers, and carvings are very common in these communities.
Neighbors are a very polite species. They heavily emphasize their pleases and thank yous, and do everything in their power to give people the utmost respect. Most neighbors will go about this by going out of their way to refer to people by their title or rank whenever possible. This thoughtfulness can lead them to overcompensating when meeting a beings from a new culture, as they are prone to overreacting when they feel they have violated a previously-unknown social norm.
N'nik are friendly and social beings, they love being in large groups. They are very contact-oriented and have a hard time reading people's emotions without touch upon introduction, as such expect new n'nik crewmembers to be very physical when they first join, and even after they've gotten to know everyone, since they enjoy initiating cuddle piles when there is no work to be done.
An embodiment of anonymity and literal mob rule, everything in nonny mouse society is accomplished through large crowds of individuals performing tasks anonymously. It is incredibly difficult to track any one individual as they continuously move, blending in with the rest of the crowd. Jobs are not held by any singular individual, but rather filled on a rotating basis by those with the required skills.
Alone, a notail is but a simple creature, but together they are the universe's worst nightmare, and that's how they want it.
With their antennas, notails can speak to each other non-verbally to up to 20 feet away, but some can even go farther than that. With enough notails around they can create networks, allowing one notail to be able to contact another from miles away by bouncing their signals off of other notails.
Novans are generally quite friendly and do their best not to make enemies. They are extremely lax and chill, even in the face of death. Some people tend to be extremely unnerved by this drastic level of indifference, while others find it admirable. Novans are also surprisingly apologetic, and often try to help others out, examples including if someone short of points or are in urgent need of ship repairs. Most novans are at least somewhat empathic, even towards strangers.
Most noxis are aggressive and easily angered, often leading to fights. They are very intelligent though, having made many advances in technology.
The oblein are extremely intelligent and curious. They have trouble understanding the concept of privacy so those less trained in xenodiplomacy are unlikely to hesitate to search through one's luggage or ask deep embarrassing questions. Their species have developed bio-engineering to the point where they can grow extra organs to allow survival in new environments in a matter of days.
The typical oomn can be summed up with a few words, such as "gloomy," "mournful," "destroyed utterly from the inside out," and "despondent." They are meek, timid, and very unassertive by nature, and are never really seen speaking directly. Instead, most oomns are mute by choice, opting to write on boards, type out their thoughts, or merely learn sign language instead of having to face hearing their voice. Strangely enough, the most popular choice is a chalkboard; a blackboard, specifically.
Oquintas are one of the best species at collecting and organizing stuff. Oquintas trade service and objects more often than they use currency, but they have accepted universal currency for usage in the case of dealing with the outside universe, or if their fellow oquinta wants to get something they don't have at the moment but still wants to provide their service.
Civil and industrious, pagepohs thrive in a post-mid industrial, media-driven society where someone can truly be anything they want to be. The introduction of space-age technology while amidst a revolution of machinery has given birth to an ocean of inventive technology for a consumer market. Pagepohs make machines to make their lives easier, allowing them to work their jobs harder, giving them more spending money to buy machines to make their lives easier, and so on.
Palonavas, as a whole, are tenacious and hardworking. Their work ethic involves putting great amounts of effort into a job one can be passionate about, and laziness is greatly scorned by palonavan society. Lounging around is only reserved for those who had truly earned it. The palonava are also blunt towards all people, and are not at all afraid to point out flaws in the system or in other individuals. Dancing around topics is seen as a waste of time to them, and all personal problems between two palonavas will end quickly, no matter how much one's feelings are hurt in the process.
Phylum are usually rather docile and friendly towards everyone unless they pose an immediate threat to their well being. Phylum also can't usually tell people apart from one another unless they have distinctive silhouettes, making some of their reactions seem incorrect at times. Some people because of this fact often take advantage of phylum who couldn't tell that they'd already met the person. Despite this, phylum continue their habit of being trusting and sociable to all that they meet.
Pleus are hospitable beings. While they don't go out of their way to interact, they're extra willing to show friendliness through presence. Pleus also function at their best in schools of the same species, but are not incapable of getting along with a diverse crew. "Power in numbers" is their favorite philosophies. To assure this, pleus will linger around their crew. Most pleus don't see social silences as awkward, rather peace amongst members.
The doctors are incredibly cryptic and refuse to divulge any personal information other than their chosen name. They are often aloof from other beings, and they prefer to blend into a crowd. They make some of the best doctors for diagnosing and treating infectious diseases, though they tend to be poor in other areas of medicine. They can be found here and there throughout the universe, but if they are ever found en masse, flee.
The personality of a plantolk heavily depending on the individual. Many wish to settle down and become immobile trees, while others avoid that fate at all costs. The "settlers" are honorable, traditional, and narrow minded. The "avoiders" are open minded, roamers, and tend to be self centered.
Pon are completely monotonous individuals with few (if any) traits telling them apart from other pon. Pon have almost no needs or wants, and are frequently used to pad spots when filling out a crew. Pon have no physical need for sleep, but regularly fall unresponsive for eight hours each day. When not assigned to work, the pon will usually stand in place or wander the vicinity until new orders are given.
Poppets have a callous treatment towards life, as the only way to create a new poppet involves the killing or injury of either another poppet, or a suitable living entity with a relatively workable skin, and a decent-sized pile of meat. Incidentally, this tends to net poppets roles where disposal of organic material is involved, and they are always happy to trade a fellow poppet off to passing crew for more supplies, as long as its enough to make another poppet, at least. Generally, they prefer to let other, more friendly races do the talking however.
The prunus species tend to be slower moving and lumbering, however they are also extraordinarily resilient. Their "skin" is effectively hardwood and they can, over the course of weeks, months, or even years, regenerate wounds. This regeneration can even regrow detached limbs. Prunii can eat as other species do, but due to their nature also possess the ability to slowly perform photosynthesis and absorb nutrients from soil. Due to resins and sap in their bodies they are rather flammable by nature.
Similar to how puds do not have a uniform shape, neither does the society they have built for themselves. Pud culture features no distinct customs, hierarchies, or strict rules other than their annual hibernation event, which can be different from region to region. Instead, it seems most puds are content at living life opportunistically, fitting whatever molds they need to survive. This means either squatting in used and unused homes, hiding in basements, entering city pipelines and sewers, entering the caves of nature reserves, and/or mooching off passing crews.
The putleys only see in infra-red. They claim to see the souls of people and are very into learning about gods. Putleys never stick to one god, and almost all of them believe in many, both from their home planet and from other species. Putleys believe in helping others before themselves, and will always save others before themselves in a life and death situation.
Homeworld pyronians have a relatively primitive social structure. Every pyronian on the homeworld is part of a tribe that worships a certain god. There don't appear to be any physical differences in members of different tribes at first glance, but pyronians are usually able to tell whether another pyronian is a member of another group through some sort of sixth sense.
Q - T
Though not as hardy as some races, quelans are resistant to disease due to the fact that their biology is a mix of animal and fungus. Mentally, they tend to be intelligent and eccentric in a wide variety of ways. Fashion tastes vary greatly, and "trends" in the quelan fashion world are nigh-nonexistent. All quelans have some amount of control over their own flesh and the flesh of others around them; this is commonly called fleshwarping.
Most queolchrost tend to outwardly seem very polite and calm. This can either be considered how they normally are, or as a facade depending on how one wishes to view it. When a core belief of a queolchrost is questioned, many will have a chance of snapping, sometimes into physical violence. Additionally, most queolchrost tend to have a core goal or set of goals. These goals tend to be one of the most important parts of the queolchrost's life.
Quishidi are very deceptive in their personality, doing their best to appear as attractive and flattering to others as possible only to burst out in anger when they get insulted or lose in a game or contest. They are incredibly narcissistic and go to incredible lengths to show off themselves, their belongings, and the person or pet they are partnered with. This narcissism results in contests being an essential part of quishidi life.
The richife live to serve. They are orderly, tidy, efficient, and often control drones giving them more hands to work with. In addition, they are usually skilled planners and leaders, fully able to keep your domicile in tip-top condition while you are busy with your own life.
At least, that's the usual spiel. In reality they are natural plotters and schemers, having little to no care for most individuals that are not them.
It would be less accurate to describe the ruhi as a species, and more as a single person. After all, that is precisely what they are; a single mind scattered across many, many bodies. Ruhi is just Ruhi. Ruhi does not refer to each individual ruhi as a ruhi, but instead as the various vessels of Ruhi. They are all one Ruhi, simply split into many parts to interact with many people.
Sagittari are usually friendly people, if you can keep one around long enough to actually chat with them. They are notably shy of other species, usually because they're scared others will see their zombie-like appearance and toss them out the nearest airlock. However, they love making new friends and will gladly befriend anyone willing to look past the fact that they are literal zombies.
Starting from a young age, sarax are expected to choose something that interests them, and cling onto it. A few examples of what this interest can be is an emotion, a person, and even just a general aesthetic. Anything that a sarax finds interesting can be clung onto. The sarax will then proceed to mold their life around this interest, such as changing their appearance to reflect their interest. However, once and a while, a sarax will stray from these ways and will be recognized as being different from the normal sarax.
Scretsens are most known for their "special talents". Every scretsen is born with an innate ability for something, and they will naturally excel at this. Special talents are numerous and varied and could be practical skills like construction work, shopkeeping, ship navigation - or they could be more obscure skills such as matchmaking, bug-catching, and photographic memory. Some scretsens are born with special talents that seem to defy their physiological capabilities, such as flight, deep-sea diving, shape-shifting, danger-sensing, and night vision.
Despite their small size, sea angels are fierce ambush predators, usually hunting in packs to take down prey many times larger than themselves. After surrounding the prey, they have been observed to surround and "play" with the soon-to-be-dead creature, usually with a creepy "smile" on their faces. Outside of hunting, though, sea angels are very sociable creatures, preferring to make friends with other species rather than fighting them.
Selachim are valued across the galaxy for being hard workers, capable of applying great diligence toward any work they're convinced will benefit selachind. Due to Mare's limited natural resources and demand far outstripping supply for top-of-the-line hulls, upgrade recipients are chosen based on merit.
Most sirrhingis are convinced that they are immortal gods, normally believing themselves to be a god of a specific thing which is often some kind of academic field. A sirrhingi engineer might think they're a god of machines and a sirrhingi farmer would think of themselves as a god of the sowing and harvest. Sirrhingis think that their 'godhood' makes them extraordinary at their jobs, far beyond the ability of 'mortals'. However, while sirrhingis can be very clever at their jobs, the vast majority of them are nothing extraordinary.
Skabels are obsessed with creating things. If one meets a skabel, chances are they're "taking a break" from working on a project. Whether this project is a massive sculpture, a new invention, or a small painting, a skabel will almost always be creating one thing or another. However, their perception of breaks can often be skewed, causing them to take year-long absences from their relatively small projects. Skabels are an incredibly optimistic species overall. It's in their nature to look on things positively and have hope that the future will be good.
Skarfes are highly intelligent beings, able to create quite eldritch-looking buildings and inventions. Observant, fast-thinking, sometimes cunning. If their host was a villain, a skarv would be the best sidekick butler they could ever have. They often repay the people who did something horrible to them with distrust and passive-aggressive hate, making skarfes a race of unforgiving creatures. It's unwise to be enemies with them.
The skokakrio society is a very reclusive and individual-based one. It is somewhat rare to see multiple skokakrio together, as most skokakrio will try to kill another of their species on sight. This is because skokakrio are known to hold grudges, almost to an unrealistic level - if one insults a skokakrio's appearance, expect that skokakrio's grandson, knowledge of that insult passed down through generations, to come seeking revenge on that offender one hundred years later.
Voraciously hungry, slarym have a bad reputation with other species for being hyper-aggressive. In truth, they are no more aggressive than most other carnivorous species. However, they are very curious, especially in regards to flavors and meat. They desire to try as many different types of meat as they can, and this has often led to some rather brutal encounters.
Sweet and simple folk, smeepers are characterized as being a very peaceful species. They are rare to judge a cover by it's book, and have historically welcomed other species with open arms and naivety. Smeeps are excited by the prospect of meeting new species, as it is a chance to learn of the worlds outside of their humble home planet, as well as a chance to offer or sell wool to foreigners. Wool is of high cultural importance to most, if not all smeepers.
While individual behavior varies widely, to the point of there being few agreed upon social norms, there is one trait that comes instinctively to soledades. They are a species that seeks solitude; to inhabit isolated places. Much as the term "a tourist" comes from the tourist, the word "solitude" comes from a translation of this species's name.
Most soothals are extremely curious, exhibiting an almost child-like nature at times. Great wisdom belongs to them, although they have no idea how they got it or what the knowledge is used for, making it so any conversation with them is rather strange. They live in a pseudo-medieval society, with kings and queens, merchants, and peasants, but most of their technology is based off of steam and advanced learning.
Speddaris love to spend money. They often walk into shops, excitedly buying knickknacks for themselves and anyone who is lucky enough to be present, or walk into restaurants to order tables full of food. They will do this until they're broke and they often have trouble paying any kind of monthly or weekly expenses. In contrast to their fun loving nature in their off hours, most speddari are peaceful and businesslike while they're at work.
The spiraji are a very sneaky, cunning race. Due to their helpful ability of temporary transparency, they often become lowlifes, taking unethical jobs for as much cash as they can get. Despite their rather sinister professions, the spiraji tend to be a rather likeable species once you get to know them, willing to hook you up on discounted products if they're selling or give advice on what tools are better for certain situations. Otherwise, spiraji aren't the one to talk much and some ill-informed individuals may mistake them for simple henchmen when in reality they are usually the brains of the crew.
Spoopers have a holiday where they scare each other for fun and give free candy to anyone who's a good sport about it. Problem is, they will insist that it's always this holiday, so they're always trying to make people scream. However, they know when they've gone too far, and will do whatever they can to make it up to someone if they make them cry. Spoopers have a very odd sense of aesthetic, and will find things that most species would consider cold, creepy or disturbing to be warm, cute and friendly.
Steinculi tend to have an incredibly wide range of personalities and behaviors, considering the fact that a completed specimen may be made up of a minimum of six different people. Completed steins are most commonly described as 'eccentric', and may come off as a little strange in their actions. The individual organs work together to make decisions, but it's not uncommon for them to argue among each other.
Living distant from each other in space, the stellavis create their homes among asteroids. These homes contain gemstones, which the species as a whole seems to have an endearment for, in addition to trinkets from travelers. The shape and structure of the houses vary wildly, but they are almost always brightly contrasting with the surrounding area and usually contain a nest-like bed made from assorted pillows and blankets. A stellavis is likely to be more than happy to invite any worn out travelers in for tea or at least to hear their story and trade jokes.
The stomatopoids are nothing short of an enigma to species everywhere. While they are clearly advanced - perhaps even one of the most advanced species in existence - their only method of communication is by changing the colours of their carapace, mostly through the ultraviolet spectrum. They have difficulty interpreting both pictograms and sounds, so communication with them has been incredibly basic. It has been only further hampered by their territorial aggression and refusal to let anyone study them or their technology.
Incredible telescopic vision, and advanced auditory capabilities capable of pinpointing sources of sound easily. When interacting with other species, they often assume stereotypes to be true for an entire race. An example of this is that all notails battle with powerful creatures. This is derived from their tendency to assume certain roles in society based on their tribe.
The iconic image of the synthii is the mysterious being in brightly-coloured and garish robes, extending to the floor and billowing around them, with an overcoat or waist jacket added on top to finish. Most synthii clothing does indeed fall under these categories, considered a stylish and practical gown, modified to suit its purpose just like its user. Metalworking synthii gowns will be fire repellent, while an Ambassador's robe might be covered in a variety of common alien symbols indicating to the species of the universe that they are there to help and assist.
The taekings are smart, but they are doubtful, rude, and they don't like getting help from others unless in dire need. They are secretive and sly as well but lack in social skills. They can get easily hurt emotionally but tend to not show it if possible. They don't like being mocked or teased, and can lash out when either of those happen. Taeking don't speak much to avoid saying anything that may get them harassed.
Excitable and creative, tecats spend their free time writing stories and making plays about the gods. They gather in grand auditoriums to put on their acts and recite poems about the gods beyond their universe. The tecats love the multiverse. They cherish it more than anything else in their lives. The tecats believe that the 100-mile wide dome they live in is their whole universe. Should a tecat want to, they could pace from one end of their universe to the other end within a few days.
The personality of a tegyp can be described as...eccentric, strange, or even nonsensical depending on who you ask. Tegyps will occasionally speak in riddles or in puzzles on a whim, whether it makes any sense to the conversation or not, other times tegyps have been known not to speak at all, but instead to scream or use interpretive dance to convey their emotions. This all boils down to the particular tegyp's personality, but it is a common trait for a tegyp to speak in strange ways, tegyps are no stranger to their own quirks however and will speak "normally" if asked to.
The telenovas are one dimensional. They do not have any interests outside of doing housework. Talking to them equals having a parallel conversation. Not only do they talk only about housework, but they also dismiss any attempts of conversation aimed at them. Of course, if the other person wants them to do housework or wants to talk about housework they will be happy to. Telenovas can only feel delight.
The terrietes commonly carry a very regal aura about them, and while they're not exactly pompous, they hold themselves very high. They have tendency to hold grudges over even the most petty things. Terrietes tend to keep their thoughts and emotions to themselves, as they consider such things as not meant to be shared. They see it as something they have to deal with themselves, as dumping their problems on someone else would be rude.
The tilde communicate through the oddly universal language of spaceborn species, starspeak. They cannot make sound beyond the occasional flare-up, whistle-like noise, or static crackling. Some tilde learn sign languages to communicate with certain species, while others never bother.
Music is a significant part of tockhau culture. The tockhau are very quiet, until they are asked to play music. The tockhau are very passionate about music as well as other types of art and will do everything in their power to make a perfect art piece. Many tockhaus fall into a depression-like state if they're not allowed to make art or if the art they're making isn't good enough for them. Critics are a tockhau's worst enemy as the art they create is very important to them, so they see critique as a personal affront.
Flamboyant and often in-your-face, toreka treat life as one big game, which they will proclaim they want to be the very best at. They are very dramatic with their emotions, expressing blazing fury, deepest sorrow, and exultant joy all in the one sentence. Despite these theatrics, toreka are by and large very carefree and hard to truly anger or offend. Toreka may struggle to comport themselves in a situation where there's no competitive aspect, like a normal conversation, trying to turn socialization into a game as well.
Tourists are the reason the term "a tourist" became a widely used term. They were the first species picked up by notails, and they started to spread fast. Tourist love to hop around and see all the sights in space. While they aren't bad crew members, and are in fact highly friendly and willing to work, they are space hoppers and will jump from crew to crew.
Tripods only live for one month. Therefore, they tend to be a very carefree species, not worrying too much about anything. Every moment is a significant part of a tripod's life. For example, if you have just one conversation with a tripod, it will treasure that moment dearly and look back on it with fondness. Every item a tripod obtains is a very special item to the tripod, and if the item must be parted with, the tripod with often thank the item for the fond memories it had.
Above and beyond everything else, troads are known mainly for one thing; Their incredibly competitive personalities. To the troads, everything is a skill to be mastered or a game to beat, to the point that many troads will dedicate their entire lives to a single specialization; While this is sterotypically things such as sports or games, many troads focus on practical skills such as cooking, construction, or programming, approaching these skill sets with the same dedication and passion they would bring anything else.
Tweeps are highly social and endlessly chatting. They care not about science or what is considered "normal knowledge"; instead, they care more about chatting about social issues - all social issues, from politics to what the hot new Ms. Universe was wearing last night. Tweeps born into certain clans are more likely to follow what their clan thinks is the most important social issue and how to fix it.
Depending on the gender of a twerp one encounters, their first impression of twerpians could be drastically different. Female twerps, while less common than their male counterpart, are the true figureheads of the twerpian species. They are the only ones which have telepathic abilities, and are always seen in leadership positions or other important roles. They are happy to speak with anyone, and commonly seek to trade with those outside their homeworld. They will often speak out loud to those not telepathic as a courtesy.
U - Z
The typical unidolencian places an extremely high value on being able to reach their full potential, and the fruits of that state of being. Due to the nature of their society, most all members of these species are fully realized people who are perfectly capable of creating a variety of content and media. They thrive in the spotlight, and are often considered those who will not only do everything it takes to be on a stage, but will go the extra mile to ensure they stay on it.
Unuxi have deep beliefs in the spiritual realm and if you allow them the time, and a decent stash of narcotics, will never stop talking about the gods, the state of the soul during life and after death, or the mysteries of the universe. Despite their highly spiritual nature, unuxi are nonetheless very open-minded, and more than welcome input from others about their gods and existence. Some unuxis are a tad unsettled by the idea that so many believe the gods to be evil, but they accept others all the same.
Urolinds are calm and peaceful. When angered they jump into a passive aggressive state before considering any type of physical attack. The species is skittish by nature and when confronted with a foe they believe is more powerful than them, will flee into the nearest body of water. Many urolinds note feeling uneasy when they can no longer smell a body of water nearby and prolonged removal from water causes anxiety, despair, and dry damaged skin.
Uutzi tend to keep to themselves, even on their home world. On or off-world nearly all uutzi carry a firearm of some form, doubling as self defense and serving as a status symbol depending on the quality and type of weapon carried. For example a gunpowder revolver is seen as less than a laser rifle. Most non-uutzi are regarded coldly or ignored outright. If the uutzi happens to be a merchant, they'll likely want any interactions to be short and strictly business related. Risen uutzi will exclusively speak to other members of their race, and refuse to acknowledge converts as anything more than servants.
The vaeri are a bunch of melodramatic, boisterous, loud, and megalomaniacal B-Movie mad scientists. Calling them simply 'Mad' is a lot like calling a car a metal box, it's accurate but it doesn't get the point across properly. Beneath, or perhaps besides, this demented exterior, lies a near unparalleled intellect eager to advance whatever scientific cause it happens to be championing at the moment. Or perhaps more accurately, to determine what abomination unto the laws of nature they can get away with next before something kills them.
The following information about the species was recorded by a v579 Hermes that crashed on a planet. The simple AI was carried around by a vah'rah who mistook it as a good luck charm. The AI was able to stay powered for ten years, including two years after the vah'rah lost it off its homeworld. It was then picked up by a researcher who tracked down its distress signal. Due to the simple (relative) intelligence of the AI it is unknown how much of this information is accurate and how much of this information is a misunderstanding.
Haughty and high class, vampwelf are regarded by many as "upper class twits", which is far from an entirely undeserved reputation. They generally desire to be pampered and served, and regard anyone who would deprive them of these things as scum undeserving of respect, on the other hand, those willing to bend the knee are often subject to lavish affections, mind, it's in a manner similar to a pet, but still, lavish affections.
The vayarasa are very violent species and to most are seen as just barely above feral. In truth, while the vayarasa are not incredibly intelligent they do have a mind of their own and do have their own opinions on the world. To a vayarasa most, if not all, problems can be solved one of two ways: you can either fight and determine a winner by combat, or you can get over the issue and go have something to eat.
Having developed on entirely different planets from one another, vect societies developed very differently, but being within the same system, they were aware enough of each other to form a surprisingly tight-knit community for eight populated worlds. This seems to have translated into a general open doors policy to their system and positive attitude towards other species. Some of the more naturally suspicious groups of the species prevent this from being an absolute disaster of falling into the wiles of less savory types, but they do have a reputation of a certain naivete.
As an extremely social species, venopinae tend to startle most with their explosively friendly personality. They view socialization as the solution to any problem, since that's worked for them so far. Many of them have so many friends it's hard to count, yet they're somehow able to keep in touch with every single one of them. For a lot of them though, interacting with someone once in their entire life counts as being friends with them.
The viedafo start as a liquid "maggot" of sorts that will crawl around in search of a suitable skeleton to build a body out of. Once they have found a skeleton to use, they begin to take in rocks and soil from the surrounding area to build their body. While this process does take several years, once the body is fully-formed they are able to control it immediately. They did, after all, custom-build the body for themselves.
Virgora are often described as being cold and unfeeling, however the truth is that they don't feel emotion as strongly as most other species. They have a very logic based way of thinking and have very low intuition. Due to this, virgora have a harder time understanding more emotional species in their actions and reactions. Space faring virgora will sometimes try to imitate emotional response from their friends and crew mates, however they're liable to misunderstand, over exaggerate, or mix up certain adjectives to describe their feelings.
The vixelsplick are very rude and uncaring. They will have no problem insulting people who slightly annoy them. They also tend to say unsettling things in an attempt to intimidate others, but surprisingly they will be very caring toward friends and will go to ridiculous lengths to protect them. It is also noted that vixelsplicks are brutally honest when asked for opinions or critiques. They have an unsettling tendency to talk about how certain species' flesh tastes like.
The vocangen, despite their hardships, are a very friendly race, they have always adored meeting new people and learning new information and skills, and even now after being thrown out into the harsh universe at large they still hold true to their original beliefs. As a society the vocangen have always taken delight in performance and arts, to express ones' self interests is tantamount to freedom for the vocangen, their lives were lived in a constant striving for improvement and growth.
Known for being brash and insensitive, this is a creature that speaks their mind and never cherrypicks their words unless they're the lowest ranking member in the room. Volkronns pride themselves on their business sense, which is ruthless and sometimes quite literally cutthroat in nature. Money equals power, and each wants nothing more than to have the most power. They are known to get into heated disputes with rivals, sometimes even escalating to full-on wars between companies.
Waylends are a self-sustaining species in which everything they are relies upon their upbringing. In short, they are cowboys who've taken up the role of both the cow and the boy: Due to an event best described in their history section, the evolutionary line of waylends was split down the middle, granting half the population with consciousness and leaving the other half completely unaltered. Mostly.
Nearly all weñar are excellent fighters. Their prowess in marksmanship is only matched by their skill in hand-to-hand combat. They have a nearly universal distrust of AIs and notails. Most do not talk much, and when they do, it is in an accent. They have incredibly disciplined minds, and do not allow themselves to do, say, or even think something pointless, disrespectful, or counterproductive. Due to this discipline, they have a high tolerance to pain and hunger.
The wolrids are a peaceful race when it comes to fighting amongst themselves for territory, and is generally settled with dialogue. However when other species get in their way, which is not often, it is an entirely different story. The wolrids as a whole like music and the arts, culinary included, but when trying something new, if harshly criticized, will curl up and cry, as opposed to when they are good at something and are harshly criticized, they will build on that.
Wozzee are little perfectionists with microscopic precision. While this varies from community to community, they are generally dedicated to making their homes look as nice as possible so other species can gawk at their beautifully maintained communities. Citizens like to dress the part, wearing brightly-colored clothing that helps them stand out from surfaces, and sometimes will even groom their fuzz into quaint styles. With the right materials and proper guidance, they can handle just about any job they set out to do.
Xurtains tend to be pretty active and friendly, most of them like to run and socialize with other species. Their personalities can change with their eye form as well. While they can be friendly, their trust is pretty low, due to some species wanting to kill them for their blood which can be used as fuel. If a xurtain feels threatened they will get pretty nervous and run for their lives, this is why xurtains are not seen on ships that much.
The ybe are a very unagressive race, who consider escape a better solution to fighting in most circumstances. However, they are far from passive, and ever since developing spaceflight and joining the galactic community they have been avid explorers, their natural armor serving well against accidental injuries far from home. They feel an instinctive need to run, and may be edgy or nervous when cooped up in enclosed quarters for a long period.
Zadrixes are peaceful and often very friendly, being quick to befriend those around them. The zadrixes love nothing more than seeing new sights and telling the great tales of their history and gods. They're natural storytellers, often voicing characters and adding flourishes and movement to add emphasis to their tales.
Naturally joyful, and very eager to learn. Zanni are characterized by being an incredibly friendly and lively bunch with a love for entertaining. More than half of all existing zanni have some sort of profession in entertainment; most taking up the typical comedian job, but many have branched out to all forms of entertainers to fit all different cultures. Their intuition is keen and quick to pick up on the types of humor of the people around them, in the hopes of being able to make them laugh and smile.
The zektrons are a cruel species that hates all other civilizations. Be it organic or synthetic, it matters not to them. For they despise all beings that are different to them, thinking that they are savages. Though they might hate all races, that doesn't mean they won't manipulate them. Only fools make deals with zektrons. Zektrons only seek one thing, total conquest.
The zuid'tian are peaceful and logical beings, with their interest being in creating fantastical gizmos of extraordinary complexity. As clockworks they are outcasted from the rest of the universe but the zuid'tians still attempt to hold their heads up high. They have great pride in their own race and are willing to argue for hours with people who do not think zuid'tians are on the same levels as other organics.
The cth’lean people were upright semi-amphibious cephalopods, with two arms and four legs. Their heads had three eyes on the front, and a beak on the top of their head, obscured by four to eight more tentacles, most commonly.
They did not have a true underwater breathing capability, but could remain underwater for nearly two hours without needing additional oxygen.
Illustrations passed down in librarbies [sic] placed the enemies as very unsettling creatures. They were best described them as very dark and shadowy. The most notable feature seen in tales passed down were their striking red eyes, which could sink into gooey, weeping masses to intimidate their foes.
The frejynk were a species of desert reptile that used to live in the currently destroyed desert planet Arrakeron. They had no limbs to speak of, with a long, sinuous body covered with a thick layer of scales ending in a usually sharp tail. They had a sandy brown bonelike formation on their heads, similar to that of a skull, with a band on the front where a blue eye could be seen. Their head also used to be slightly elongated, giving them a natural shovel, and yet another hole at the base, where a circular mouth full of sharp teeth was hidden by the skull.
The magusar were large sea stars with a stiff, carapaced exterior. They have 8 arms, and an eye in the center, behind a translucent portion of their carapace. They move slowly, and prefer to stay in one place that they observe as much as possible. They posses telepathy with which they have used to answer any question asked near them
Quotillics were short, stubby creatures with two legs and two arms, and a single tail ending with many small spikes. They had two reptilian eyes, and a large, shark-like jaw with almost too many teeth. They also possessed four fingers on each hand, each ending with very sharp claws, and two large, ram like horns on their head. It is believed they were a deep maroon color, though without any preserved corpses or living specimens it is impossible to be sure.
The rise and fall of the shrapnihil centered around one simple psychic ability, albeit one nearly unparalleled in power. Shrapnihil could alter and copy matter in any way imaginable. They could change the shape of a stone, instantly making it into a sculpture, change the atomic structure of a stone, turning it into gold, and could even create an image of the stone in their mind, alter the air in its image, and effectively make a perfect copy of that stone. A single shrapnihil could only alter around a cubic meter of matter per day, but the range and strength of their powers increased exponentially when they worked together.
LOCATION: System ZZ973H. Co-ordinates SNAP 1949.7505.0249
INVOLVED PARTIES: Species 54X-0(Species self-designation not recorded), Colonisation Vessel KR-135 along with onboard colonisation facilitation teams.
Svlanoi were short and stocky humanoids with rough gray skin, and a very squarish shape. They had two hands and feet, neither of which were what one would call elegant or delicate, they were very rough and suited for little other that the course manual work in which most svlanoi were destined towards.
The svlanoi skin was mostly in the lighter shades of gray, though darker shades were sometimes noted, it was rare, and the deeply paranoid svlanoi were far from fond of such individuals, regarding them as overly similar to the vampwelf, whom they were terrified of.
If you believe you have come upon a site containing wactite, please leave immediately and contact your local authorities. If you are unable to evacuate safely, keep temperatures as low as possible until assistance can arrive. Attempting to dispose of wactite without the proper tools will usually result in failure.