The now-extinct Taramar were a space-faring species who resided at least in part in a series of constructed habitats toward the edges of the Rutaren Galaxy Their exact point of origin or any home planet or system is unknown and not present even in what few records have been recovered from the Taramar Station after its rediscovery by the Southern Coalition Fleet

Most of the intact ConFabs discovered in Taramar Station at the arrival of the Southern Coalition Fleet were in such poor state that accurate records of the Taramarians are scarce and scattered, and the systems could no longer support any life aboard. The charge of the ConFabs themselves to maintain the station and checkpoints and attempt to integrate with any non-Mutaren species who arrived on the station suggests that the Taramarians on the station may have initiated a sort of 'life boat' protocol in their last days, though what led to the depowering of the station and the disappearance of the Taramarians is still unknown.

What is known is that the Taramar had mastered a number of frontiers in terms of digital and robotic technology. They were the creators of the ConFabs, nanofabricated metalborn who closely resemble humans, leading to the belief that the Taramarians themselves were humans and possibly another set of descendants from the Zuxian people. However, given regular interactions with the Gargorians, it's also been theorized that the ConFabs were crafted at least in part as emissaries to (or possibly infiltrators within) the Taramarians' nearest neighbors, and may not resemble the Taramarians at all.

The reason for the confusion over the physical nature of the Taramarians themselves is that all the Taramarian inhabitants of the Taramar Station for many years leading up to its abandonment appear to have been either ConFabs or digital entities without any known physical form. The transcendence from physical form appears to have happened far enough back in the history of the Taramarian people that physical factors had ceased being a necessity for social interactions, and so recovered records contain no mention of what the original biological Taramarians even looked like.

At least some Sirian Humans now theorize that the Taramarians never had a biological form and were a culture of artificial digital lifeforms from the beginning, but some of the structures within the station suggest this may not have been the case. Life support systems aboard the station and its checkpoints were either fabricated for Gargorian and Juren guests, or, more likely, constructed to support at least some biological Taramarians at some time in the station's history.

Recovered records do suggest that the Taramarians were a technoprogressive society on the whole, constantly seeking new advances in science and technology. No mention was made of Zuxian tech or its ilk, suggesting that the advancements the Taramarians made were entirely homegrown and not reliant on the uplift factor of discovering highly advanced technology to reverse-engineer.







The Juren are one of the many descendants of the Zuxian and the most likely to reside primarily in what was originally Zuxian space.

Having forged an empire that spans more than a third of the Rutaren Galaxy the Juren make use of advanced technology to expand and maintain their impressive galactic holdings and keep their most significant rivals in the Mutaren Confederation at bay.

Growing out of the aftermath of the schism that fractured the Zuxian people, the Juren are a conglomeration of humans from a number of nations and worlds who banded together under a common banner, initially against other Zuxians. Emerging triumphant after decades of conflict that spanned several worlds and systems, the Juren are now the largest and most advanced population of humans in the galaxy.

Based on brief encounters with the Southern Coalition Fleet it's clear the Juren military follow a policy of 'shoot first' when it comes to first contact with new species. Their long conflict with the Mutaren Confederation has led them to xenophobic policies, at least toward the edges of Juren space.

Politics and culture outside of the military, toward safer interior territories in Juren space, are currently unknown.







The Zuxian are believed to be the progenitors of all genetically-human species in the Rutaren Galaxy Over billions of years, the Zuxian people expanded out from their homeworld (location unknown) and home system (also unknown) to colonize the galaxy.

Despite their advancements in technology, including quantum computing and faster-than-light travel, the Zuxian empire established colonies in seemingly unrelated remote worlds. It's unclear whether they intended these colonies to expand within their particular sectors and colonize other livable worlds nearby, if they were still testing their FTL technology and thus wound up at fairly random coordinates, or if they were attempting to escape some form of extinction event at home and these colonies were the 'life rafts' of one or more factions within the Zuxian.

What is known is that, in nearly every sector, the influence of the Zuxian humans died out between millions and thousands of years ago, depending on the sector. Their descendants have diverged into several known disparate population groups: the Gargorians, the Juren and the Sirian Humans Much of their advanced technology was also lost, either due to environmental factors (Gargoria) or political rebellion (Sirian).

Only the Juren still possess the highly advanced Zuxian discoveries, though due to their own historical infighting, they have long since lost records of most of the remote 'life boat' colonies throughout the Rutaren galaxy.

It's unknown whether the Zuxian still exist in anything but their technology and their descendants, but their legacy (and the myths surrounding it) still echo throughout disjoint sectors of the galaxy.







The Mutaren are an extraterrestrial species visibly distinct from galactic humans from the get-go. Their skin is a range of blue to green, leathery and heavily contoured.

Their features greatly resemble the scaled lizards of Sirian Planet - nearly all Mutaren have elongated, fanged jaws and clawed hands and feet. Less ubiquitous are secondary features like crests, tails, pronounced dewlaps, horny protrusions along the brow ridge and coloration changes like spots or stripes.

An early space-faring race in the Rutaren Galaxy the Mutaren expanded quickly, becoming known as warlike throughout the local sector. This impression is due largely to the fact that the first Mutaren in space were also the most militaristic nation from their homeworld. The drive for war sparked an arms race that resulted in viable space flight and habitation - so it was the most warlike Mutaren who left home and were encountered by other species.

Despite their physiology, they are a capable tool-using species with technology that rivals most other species in the galaxy, largely due to regular scavenging efforts across the worlds they've conquered. Reclaimed Zuxian tech and other local innovations combined with a variety of unusual combat tactics allowed them to largely fight the technologically-superior Juren Empire to a standstill.

The common name 'mutaren' was given to them by the Gargorians as a pun on 'Rutaren mutations' after early encounters mistook them for warped humans, rather than a genetically distinct species. The term was carried with the Gargorian Colonists to Sirian planet, where it caught on locally. What the Mutaren call themselves does not have an easy parallel in human speech. Juren largely refer to them simply as 'the enemy' or a variety of bestial slurs.

The Mutaren Confederation is something of an ironic name, as it refers to the Mutaren galactic military and the hundreds of populated worlds they've conquered and claimed as their own. The conquered peoples that the Mutaren do not exterminate are often taxed under threat of death for a substantial portion of local planetary minerals or technological innovations that can help the Mutaren military remain superior.

Despite impressive holdings in the galaxy, the Mutaren seem hellbent on expanding their influence and conquering all other species they encounter. The impetus for their expansion comes from a partial reliance on scavenged tech and the ongoing conflict with the Juren Empire leading to a regular need for an 'edge' in military encounters.

Additionally, first contact with the Juren Empire a millennium ago occurred shortly after a local schism within the Juren Empire (then the Zuxian). Encountering the militaristic forerunners of the Mutaren, the embattled, xenophobic Juren laid waste to early emissaries and launched a brief campaign pushing into Mutaren space. This sparked a war which lent influence to the more militaristic and extremist leadership within the Mutaren - a zeitgeist that has endured for centuries of conflict.

This extremist view has been sadly sustained and reinforced by interactions with the Juren Empire, who are not shy about their own 'rightful claim' to the whole of the Rutaren galaxy. The ongoing struggle between the two superpowers has only galvanized Mutaren thinking and spurned them onward to further conflict and conquest.

Luckily, the Mutaren have yet to be seen in the Sirian System and, much like the Juren, appear to be content monopolizing the rest of the galaxy for the time being.






Land Elf Clans

Clans of Land Elves

The Snowleaf Clan
The Snowleaf Clan lives far to the north in the cold of the Northlands and is a small clan of Arctic Elves and here lies their city made of ice and magic, igloo style homes built into the open plains atop a hill and against the large northern mountain chain.

The Gold Clan
The Gold Clan is a Desert Elf clan and one of the larger clans in the Arpaksad and Kundal areas. They keep close ties with the Dwarves of the mountains there. They are the largest clan that imports steel and raw materials from the Dwarves and a big trade clan among the Elves.

The Gold Clan roams around in the eastern parts of the Iron Desert, very nomadic as they wander about the desert, finding food and water, surviving by the moment.

Ramsalon Wood Clan
The Ramsalon Wood Clan is a clan of Elves that is prominent in the Elven Alliance This clan is noted to have hair color anywhere between blonde and white, but darker hair and shades of green have been known to exist. They also tend to have light shades of blue to green for eye color. They are located in the Ramsalon Forest

Rose Clan
The Rose Clan (or sometimes just referred to as Rose Elves) is clan of elves who live in the Rose Forest west of the Azure Mountains, north of the Snar Abyss, and south of Meribor. The Rose Elves tend to be fairly average elves, tall and slender by human standards. Blue eyes and platinum hair are prevalent among Rose Elves, but other colors are common as well.

The Eagle Clan
The Eagle Clan is an Elf clan known for their close ties with the Rose Clan and is one of the original leading clans in the break from the Elven Nation They have strong ties with the people of Jorkana and are known to sometimes live in the Jorkanian cities. Also outspoken for interracial communication.

They are mostly located on the western edge of the mountains, on the southsweeping arm that separates Jorkana from West Grom and the Kadras Ocean, facing the plains of Jorkana from their mountain city.

The Foxfire Clan

The Foxfire Clan is an Elf clan that is just south of East Grom and at the very extreme northern end of Ramsalon on the eastern spur of the small mountain chain and to the west of the Kadras Ocean. The region is heavily forested with red conifers and green conifers as well, the deciduous growth is sparse.

The Iris Clan

The Iris Clan is an Elf clan that is found in the plains of Jorkana at the base of the mountains that lie just west of Keren Slightly hilly, the elves make their homes in homes built into the sides of hills or within the few large trees in the area. All seem to be decorated with various flowering bushes.

The Keren Clan

The Keren Clan is an Elf clan that lives in the forests northwest of Keren. They took on this Clan name after the Elven Alliance came to their aid in the battle of Jorkana in the year 2645.

The Lake Clan

The Lake Clan is an independent Elf clan that resides in Nebrak close to the Lake Nebrak. This clan has earned a reputation for their militant life style and is famed for their archers. Most of the elves from this clan have hair color ranging from shades of red to browns, and eyes are commonly in shades of green to yellow. They are also known for keeping their hair in various types of braids. The kind of braid a Lake Clan Elf wears is a representation of their position within the clan.

The Lily Clan

The Lily Clan is found at the southern border of Arpaksad, often hiding amid the plains in “plain” sight, yet unseen. They exist as four smaller groups, all belonging to the same Clan though. Smaller numbers makes them easier to hide and move about. They are often semi nomadic.

The Lion Clan

The Lion Clan is an Elf clan known as well for their close ties with the Rose Clan and their history of warfare. They have one of the foremost 'schools' of Elven Military. They are the third ranking clan for how large of an army they can produce.

They are located south of Tesaria lies an area of green forests interspersed with grasslands. Never quite enough of one nor the other, within this area in one of the tree filled areas lies the proud and old Clan Lion. Many of their homes lie at the base of the gigantic trees that fill the forested copse.

The Moon Clan
The Moon Clan is nestled in the mountains right in the crook that separates Ramsalon from Jorkana to the west and West Grom to the north. The Clan is split into two different villages (Shar’hazel and Essentria), one more secluded and hidden than the other.

The Morning Glory Clan
In the little U shaped area of the mountains south of Keren lies the Morning Glory Clan. This Clan lies right at the edge of the mountains in a sparse forest, and their village is just like the morning glories they are named after. Their homes climb up the sides of the mountains, almost vine-like in shape and demeanor.

The Obsidian Clan
The Obsidian Clan is a clan of Elves and is one of the few clans to venture close to the jungle of No Mans Land. They trade in Elven Steel and are one of the best Blacksmith clans. They also have a working relationship with the Dwarves. Much of the Elven weaponry and rare materials come from this clan, as well as some of the more exotic weapons that other Elves in the alliance use.
Elves from this clan have often been mistaken as Neth.

West of Nebrak in the mountains that surround No Man’s Land lies the Obsidian Clan within their mountain halls and sunlit cliff faces.

The Snow Leopard Clan
The Snow Leopard clan lives in East Grom along the mountains to the north, nestled up high within the mountain peaks. Their Clan is fairly well hidden simply by the sheer depth it is within the harsh terrain of the northern mountains.

The Sparrow Clan
In a forest southwest of Iskrania a small wooded area skirting the mountains that lay there is the Sparrow Clan. This forest is stable enough to support a small Elven Clan away from the logging.

Sunfire Clan
The Sunfire Clan is a clan of Elves that live just south of East Grom and at the very extreme northern end of Ramsalon on the eastern spur of the small mountain chain and to the west of the Kadras Ocean. The region is heavily forested with red conifers and green conifers as well, the deciduous growth is sparse.

The Swan Clan
The Swan Clan is a clan of Elves that live within a forest that is found in the southwestern part of Arpaksad as it nears the lands of Nebrak.

The Tiger Clan
The Tiger Clan can be found east of Miser in the jungles, where the forests are thick and overgrown and the climate is always warm. A dangerous area, an area filled with tigers.

The Watermist Clan
The Watermist Clan lies on the western edges of the Guantlet Gulf in a narrow strip of land that is forested and residing at a spot on the Gulf coast that gets a lot of tidal spray, thus the air is almost constantly misty. Beyond the strip of semi flat land lies the mountains that separate the coastline from Aryanthia to the west.

The Willow Clan
The Willow Clan is an Elf clan that is located west of Keren near the Western Coast, north of the Snar Abyss. They reside in a small forest filled with Willow Trees that grow fast in the warm climate. The forest is believed to be quite old.

The Wolf Clan
The Wolf Clan is a Forest Elf clan that can be found in a forest north of Thamas boardering the cold lands.






Shadow Fae

Shadow Fae

Within a deep burrow underneath Stormhold, there live a small group of 31 Faeries They once numbered over 500 and the oldest among them is about 5000 years old. Over the past decade, their number has dwindled quickly down to only 50...a mere tenth of their former numbers. The Shadow Fae lived in harmony with, and depended upon the various Lacertae types..their magics intertwined and dependent upon one another. It was a mutually symbiotic relationship that benefited them both. Where Stormhold now stands, the highest hillock in the area, was a Faerie Mound where the Fae lived invisibly due to Lacertae magics. The Lacertae became less and less in number over the years. Overhunting by Orcs in the area, as well as treasure hunters and the ever-expanding city of Ramsalon took their toll upon the sensitive lizard-like creatures. The Shadow Fae tried to compensate as best they could, and were able to maintain their own numbers for a time, but since their own magical Essence was dependent upon the Lacertae's magical energies, their numbers finally diminished as well. They were left with only two unhatched Lacertae eggs by the time their numbers reached 50 or so. Then, several years ago, Maelstrom began building Stormhold atop their Faerie Mound. They attempted to halt the construction and drive him off, and construction -did- take several extra months to complete, but in the end, they failed. They were simply too weak without enough Lacertae to fuel their own magics and sustain their lives. 19 more of the Shadow Fae died in their valiant attempts to save their ancestral home of so many centuries. The remaining 31 Shadow Fae fled with their two remaining eggs. Lacertae are relatively few in number and many are indistinguishable from lizards, newts or Salamanders They can be found in almost every part of the world, but in few numbers. Lacertae are related to Dragons and although most are not aware of it, Dragons left many things behind them when most of them departed this realm. One such thing is how the Shadow Fae are dependent upon the Lacertae for their very survival. While Lacertae energize their magics and sustain themselves from the very elements in their environments, the Shadow Fae do something quite similar with Lacertae. And once those bonds are established between Lacertae and Shadow Fae, the bonded Lacertae will die without Shadow Fae in proximity. Proximity being a few miles. Fae will die without Lacertae...period. In return for the bonding, Lacertae are kept clean and are well-cared for and loved in all respects...as well as their magics becoming amplified by the Fae and being more powerful than normal. Recently, the 31 Shadow Fae returned to Stormhold and confronted Maelstrom. His Keep had destroyed itself and all of the psionic defenses had faded away. There is the remains of a powerful dimensional gate at the old Keep's base, well hidden and kept secret, but it doesn't impair the Fae. Maelstrom agreed to allow them to return to the Mound and promised to protect them and keep their secrets safe. An extra boon to the Fae, which is what prompted their return, is that Maelstrom has a mated pair of Water Whelps on the property...the Lacertae type that is aligned with the water element. The Fae contingent is comprised of the following...

Black Fae - 1...
This is the king and his given name is Smiley, thanks to Maelstrom. His true name is Rai’nkir. He is the creator. His powers include the ability to create a fairie mound and the underground city that accompanies it. He also has the power to imbue things of nature with breathing souls, giving them free will and possible sentience. The Fae King is the only one of the group who can make enchantments permanent. All of the Fae can create enchantments, but only the King can choose to make them permanent. A measure to help ensure the perpetuation of the species is that the Fae King can communicate with anything in nature and can bond to any kind of Lacertae.

INT: 125
SPI: 125

Skill 1: ~100~ Create Faerie Mound
Skill 2: ~100~ Imbue Essence
Skill 3: ~100~ Permanence

Silver Fae - 1...
He is the last of his kind. His true name is Roxir. His specialty is working with Icewyrm Lacterae. If he doesn’t find one soon, he may die before much longer. His powers are teleportation and are very strong, rivaling even the most powerful mages of the Mage's Guild. He is among the oldest of the remaining Shadow Fae.

INT: 100
SPI: 100

Skill 1: ~100~ Teleportation

Green Fae - 6...
These Shadow Fae are along the caliber of a strong healer. Only one of the Green is powerful enough to resurrect a dead person though, and even that power must be used within five minutes of death or it will fail. They can also restore things that are broken, back to their original state. Nature magic is their primary realm of preference, with geomancy often being one of their preferred creative outlets. The most powerful is named Tur’eral. The Lacterae aligned with the Green Fae are gecko-like types. There is one currently located nearby, but it has been very reclusive.

INT: 40-100
SPI: 40-100

Skill 1: ~40-100~ Restore Anew
Skill 2: ~40-100~ Influence Nature

Red Fae - 4...
These Fae are attuned to the energies of fire. They work with Fire Lacterae, which normally reside deep in volcanoes where they bathe in the lava and soak up its powerful energy. It is quite a ways down, perhaps 5 kilometers or so, but almost directly under Stormhold, there is a flowing channel of lava in which one Fire Lacertae resides. Only one though, which explains there only being four Red Fae.

INT: 40-80
SPI: 40-80

Skill 1: ~50-100~ Fire Manipulation

Blue Fae - 6...
These Shadow Fae are intimately in tune with water magic. They can manipulate water in any of its various forms, shape it into any form they desire, make it rain or create fog or whatever, as well as actually being able to locate water when it may be completely undetectable to others. They are associated with Water Lacterae.

INT: 45-90
SPI: 45-90

Skill 1: ~45-90~ Water Manipulation

Orange Fae - 5...
These little Fae are especially skilled in creating magical shields of all types. They are associated with Air Lacterae.

INT: 50-100
SPI: 50-100

Skill 1: ~50-95~ Shielding Aura
Skill 2: ~50-95~ Air Manipulation

Yellow Fae - 4...
The Yellow Fae have the ability to create illusions so real that they can mimic the real thing, including natural and independent actions on the part of the illusion itself. They are associated with either Air Lacterae or the gecko type, dependent on their individual inclinations.

INT: 40-90
SPI: 40-90

Skill 1: ~50-100~ Illusion

Purple Fae - 4...
These Fae have the ability to transform into an object of their choosing. It is only on a limited basis and is time dependent. 2d100 will determine how long it can remain in that form. They work closely with Spirit Lacertae.

INT: 70-100
SPI: 70-100

Skill 1: ~60-100~ Metamorphose

In return for Maelstrom allowing them to return to their home, the Shadow Fae agreed to assist him with anything within Stormhold itself, including the creation of unique new defenses. All defenses can be activated or deactivated by a command word.


Playable Species Submission Guidelines

Cultural Iceburg

NOTE: We are going to actively work towards using the correct terms for our fantasy and sci-fi species at this time. Which is to say "species". Races are sub-groups within a species that demonstrate visible differences from other members of the species - no one race of a species should be considered the 'default' for that species.


In order to make sure you are familiar with the community, its interests, needs, and have a basic understanding of what the site is looking for we have a HXP requirement for your player account. You will need to have earned 40 HXP by the time you submit the new species. This is the same minimum HXP requirement before becoming an SH.

Introducing a new species is a lot of work for Setting, so we want to be sure there is enough interest in the species to be worth that effort. You will need at least two players interested in playing the species during the play-testing phase. These players may include yourself under certain requirements (see notes on Play-testing).


For the first three months of the species's introduction, they will be receiving a lot of extra attention and coordination from the Setting Department to set consistent tone and answer questions as they come up. This is an important time to establish the species and can cause some significant Conflict of Interest for a creator who is also playing his own creation.

If you, the creator of the species, want to be the one to set the tone and answer questions during the 3 month play-testing period then you need to be able to remain impartial when you answer them. Which means you will need to wait three months until you play one yourself - but in the meantime you are officially the person who can answer questions and further develop the setting element. After play-testing is complete, the Setting department will be in charge of handling any further questions regarding the species (as it is for other species).

If you really want to play during the three month play-test instead of being the go to person for answering questions, then after the initial pitch let the Setting leads know that you will be playing in the play-test. At that point, the Setting department will be in charge of answering species related questions as the authoritative voice on the species and you'll be free to play.

The creator can not tell how a player to play their character of the species, this goes with the there is no one singular default to how the species can be. If any conflicts should arise between the creator and the testers, then the Setting leads will step in to resolve the conflict.

The creator will need to find two players that would be interested in playing a character of that species full time. This means those players can not just play those characters once or twice a month, but rather more like a couple of days a week. At least 50% activity needs to be seen in that three month span to ensure enough interaction is seen to determine of the species will fit within the theme and tone of the Setting.

The creator also may not use sessions as a means to introduce the species, this is what the play-testers are for. This is also to further ensure that the creator remains impartial during the play-testing, even if they are a play-tester themselves, and to make sure that players are truly interested in the new species itself.

It is important to keep in mind that the play-testing phase is a probationary period, the species is still not approved for general play until after it has a successful play-test.

Should the players that are play-testing loose interest, the creator will have a week to find a replacement testers. If not then the play-test will be considered a failure. Other failures may also include inability to resolve conflicts between the creator and the testers, or if at any time the species should be found to not fit within the theme and tone of the setting, or if there was not enough activity from the play-testers.

In the case of a failed play-test and Setting will work on an exit strategy for the play-tested characters in order to remove them from play.


Every new species starts with the same first step - a pitch. This pitch will cover the basic concept of the new species, any major niches they fulfill for players or in the setting, major cultures, and will include notes for any mechanical systems that the System Department may need to review to support playing the species.

Pitches will be reviewed by the Setting department and leads and any major issues highlighted during this time - we ask that pitches be sent on PM to leads or posted on the Setting Forum. Please do not drop new pitches directly into the Wiki, since that's where we will be keeping a record of the accepted material and we don't want to confuse a new player who doesn't know that the species they're looking at isn't approved yet.

If you send the pitch over PM either because you want to get an initial take on it or because you aren't able to post on the Setting forums, understand the pitch will eventually make it's way over to the forums for eventual review before going live for play testing.

Pitch Requirements:

Being able to put a lot of words on the page isn't nearly as useful as putting the right words on the page.

Word-count: between 1900 and 2100 words (aim for 2k)

Your target audience is the new player who hits the wiki and sees the species - this means we need something tightly written and easy to understand. Anything too short won't have the material they need - anything too long won't actually get read and that helps no one.

This word-count target also helps us make sure that one player species is not over-emphasized in comparison to another. Where one species has a wealth of information compared to others, it can give the impression that that species is the 'better' or more important. Which is not where we're going with this - so it is important that you stick within this word count.

Expected content:

* Species name, physical habits, anatomical description. This part will probably be really short, you should leave off any cultural aspects such as decorations or clothing. Just stick with the basics of height, weight, physical features, etc.

* Primary locations they can be found on one or more continents. If they are found 'everywhere', consider what environment they may be found in (mountainous, forested, urban, etc).

* Origins. Why have we not encountered them in the past? Or why have they been so marginalized in the past that we haven't heard of them in any RP up till now?

* Primary cultures found within the species. You will need to describe more than one culture for the species. This would include examples of names and languages. This section should includes a basic society structure, governance if it applies, and family unit details. Relationships with other groups in the area of the culture is useful as well. Aim to provide enough basic information that a new player can readily create a character from the species and each given culture.


The very definition of a player character is that they have free will. In order to be a playable character this is a requirement for the species. This means the species cannot fall under the categories of "always-good" or "always-evil”. Individuals of the species must be capable of making their own choices and drawing their own conclusions about those around them. They must be capable of exercising free will.

Advantages / Disadvantages:

As tempting as it is to build in specific advantages and disadvantages to a species that is not how our System mechanics work. If a player wants to have a specific advantage they may use the species as the reasoning for taking the skill and paying for it with their XP. They do not automatically receive the benefits without a skill and would roll to use it in RP as per normal rules.


Fantasy has a very bad habit which is shared somewhat by sci-fi works. That bad habit is treating species as race. This is a sign of an underdeveloped species and in the past has bordered on stereotyping and codifying real-life racist setting elements. For example: Commonly Dwarves are treated as caricatures of the Scottish, and drow have too many parallels to stereotypes of African-Americans. Similarly, fantasy cultures based on the cultures of South and East Asia tend to blend several Asian cultures together into an unrecognizable sludge used to apply to the entire diverse region.

These things matter. These things hurt real people.

At the time these ideas were created we may not have been aware of what we were doing. We are now and we have no excuse for continuing them. Even if we are writing a species a particular way because we admire the background reference - it’s not healthy. To make sure that we avoid this, the Setting department requires at least two strong and distinct cultures within a species - this may be as simple as noting the cultural differences between different regions where the species is found.

If the origin of the species is a single point, such as a created species, we still require a non-monoculture. A species with free-will will grow over time and develop variations. If you don't have that as an option, for example the species was only recently created, then we would like to see suggestions on where the species may develop in the future to fulfill this requirement and would prefer that you advance your timeline.

Species are *not* required to all speak the same language. Speaking the same language implies the species has a singular point of origin. While this is a common fantasy trope, your writeup should assume that different cultures at least exhibit dialects.

If you are Stuck on Culture
We are going to be strict on multiple cultures and if you are new to this or focused on your one-true-form of the species it's likely you may be asked to go through a few rounds of development.

Conflicting groups that live within the same area or share the same origin story are almost certainly going to be considered political divisions not cultural divisions. Culture is not just a matter of food eaten or clothing worn or even city lived in. We need deeper differences between the groups of the species in order to be sure that we aren't getting a one-point of view on the species. Two members of the species from different cultures should have a difficult time understanding where the other is coming from unless they do some work to learn.

The cultural iceberg image above is a good starting point for this work. If the only differences in your cultures are those above the waterline and we cannot logically infer differences below the waterline from what you describe: then your pitch isn't ready. If you are having trouble designing multiple cultures, take a look at the topics below the waterline and answer some of those questions. Consider how a different answer will influence the group.

Last bits:

You may find yourself bumping up against the 2k word limit because you have a lot of details about a specific culture within the species or you have a wealth of anatomical information. Ideally, we need you to boil it down to the most important points. Keep in mind that our target audience is a new player with a short attention span. If he can't sit down long enough to read the information on the species, then it's not going to do anyone any good.

If you can't boil that information down to the most important points then keep it in a separate file as supplemental material. The supplemental material will not be read or considered for the pitch. As we improve the information available on the species and get all of them up to spec, then we will be able to start adding the supplemental material after the play-test is complete. So keep hold of it, just don't expect it to be immediately in play.


  • Lifespan:
  • Typical Height:
  • Typical Build:
  • Distinctive Traits:
  • Where Found:

Physical Details
A few paragraphs.

(If relevant)

Culture One
A few paragraphs. Include all things requested for cultures above.

Culture Two
A few paragraphs. Include all things requested for cultures above.






The Nei’Draconae are a dragon like creature that had been created by a method of magical construction and then selective breeding design. Malestrom created the program which lead to the development of the Nei’Draconae. He had sold one to Otho Proudfoot whom gave it to Razzine and the Vaxian Empire Intrigued by the creature the Empire approached Maestrom with the resources to expand his project and provide many of the creatures to be used by the Vaxian Empire.

The Nei’Draconae had proven to be more intelligent than just basic magical constructs, even shown to be quite clever. They also demonstrated they could breed with little complications. Thus the program turned its attention on breeding the Nei’Drawconae instead of just creating them. From this different types of Nei’Draconae developed.

The main breeding area is in a cavern that is hidden within the grounds of Stormhold. There are also few remaining nests in the Kanestronia Cathedral where a handful of Nei’Draconae still flock. Though their numbers are smaller since the Naga Nori War and the removal of the Vaxian Empire. Many of their Nei’Draconae were killed in the battle or taken with them as they retreated.

In time some Nei’Draconae have also escaped the program and the Vaxian Empire (especially after the Naga Nori War) and have started building nests around the Northern Peninsula area. There also a couple of islands where some Nei’Draconae have been placed to live in peace away from the rest of the world and to grow their numbers.

Nei’Draconae have a lifespan of about 100 to 250 years. They reach their full size within one year. They are susceptible to several illnesses and allergens which has a high risk of killing them if not treated. The risk is even higher should a Nei’Draconae be separated from its brood for too long.

There are seven types of Nei’Draconae breeds. They can be identified by which color they are mostly of, and the slight differences in their physical features, and specific abilities. Each brood has only one Bai’Dracon, and she is their sole alpha female and leader.

    Color: Orange
    Height: 5-9 ft at shoulders
    Length: 10-18 ft from nose to tail
    Wingspan: 20-36 ft from tip to tip

    Color: Red
    Height: 3-5 ft at shoulders
    Length: 6-10 ft from nose to tail
    Wingspan: 12-20 ft from tip to tip

    Color: Green
    Height: 2-3 ft at shoulders
    Length: 4-6 ft from nose to tail
    Wingspan: 8-12 ft from tip to tip

    Color: Silver
    Height: 7-13 ft at shoulders
    Length: 14-26 ft from nose to tail
    Wingspan: 28-52 ft from tip to tip

    Color: Blue
    Height: 9-17 ft at shoulders
    Length: 18-34 ft from nose to tail
    Wingspan: 36-68 ft from tip to tip

    Color: Black
    Height: 6-12 ft at shoulders
    Length: 12-24 ft from nose to tail
    Wingspan: 24-48 ft from tip to tip

    Color: White
    Height: 8-16 ft at shoulders
    Length: 16-32 ft from nose to tail
    Wingspan: 32-64 ft from tip to tip
    Features: Always female, only ones that can lay eggs. Produces an enzyme that helps her brood survive illnesses and allergies that would otherwise kill them. She can not produce the enzyme without her consort from each one of the other breeds as their collective pheromones stimulate its production.

The breeds do not live exclusively with just their type. Instead they all live mixed together in a family unit called a brood. This affords that they all can compliment each other’s abilities and help improve the survival of the creatures, as broods can band together should they need.

Females tend to larger and more aggressive than the males making them excellent guardians and hunters, they make up much of a brood’s population. Males can fertilize laid eggs and also attend to the needs of the Bai’Dracon as her consorts. Only the Bai'Dracon can lay eggs and has the ability to determine their gender by temperature control. Hotter temperatures result in males and cooler temperatures result in females. Once eggs are fertilized by a male, the offspring will be the same breed as the father.

The Bai'Dracon decides when more of a particular breed is needed. When such a need is announced, the males of that breed become more aggressive than normal. If there is more than one male of that breed in a brood then the alpha of them will be granted the right to fertilize the eggs. This can happen a few ways, they may just decide themselves whom is to be the alpha based on what that one male has done for the brood and submit to him. If there is no clear alpha, then the contenders will fight to determine the alpha. The fights are never to the death, only until submission.

The Bai'Dracon can lay eggs once every 3 months, usually in clutches of 5 to 7 eggs. There can be multiple breed types in one clutch as a male from each breed may be called to fertilize an egg. Once every 13 months, she can self-fertilize one egg in an attempt to produce another Bai’Dracon. There is a 50% chance that it will hatch a Bai’Dracon, a 30% chance that it will be sterile and a 20% chance that it will result in a mutant variant of one of the breeds (7% to be a mutant Ba’Draconi, 15.5% for each of the other breeds).

If a normal Bai’Dracon is hatched, she will remain with the brood for a full year, but then must leave and form her own brood. She becomes fertile at 6 months and is allowed the fertilization services of any willing male and follows the normal breeding rites. Hatchlings born of this second Bai’Dracon, remain with the brood. When the second Bai’Dracon leaves a number and type of Nei'draconae equal to that which she hatched will leave with her. Volunteers are chosen first, then they decide among themselves which others of them will leave if there are too many or too few volunteers. Once the second Bai’Dracon has her new brood they undergo a ritual where she chooses her consorts and bonds with them which enables her to start producing the enzyme that helps keep her brood healthy.

Mutant variants can be hatched there is a 10% chance from being fertilized by a male, and a 20% chance when a Bai’Dracon fertilizes. These mutants vary wildly in size and ability and have a chance to even manifest abilities not typically present in the breed. These mutant variants are handled on an individual basis. Generally they will be accepted as part of the brood unless they prove to be too dangerous and threaten the lives of the brood. The Bai’Dracon of the brood and her chosen beta females will decide if the mutant variant is a threat to the brood. If it is unanimous that it is a threat then the Bai’Dracon will not rub its enzyme on it, effectively sentencing it to death as it would succumb to illness and allergies by falling into a deep sleep that becomes a coma where their body slowly shuts down and they die.

Mutant variant Bai Dracon are handled similarly. If she is determined to be unfit for breeding, she is allowed to remain with the clan or leave. No males are allowed to fertilize her eggs and no Nei'Draconae leave with her if she decides to leave the brood. If it is determined that she is fit for breeding, she is treated like any other second Bai'Dracon would be treated. Hatchlings of a mutant variant Bai'Dracon will tend to inherit a form of the mutation such as being slightly smaller or larger than average, splotches of the color of the Bai'Dracon, etc.


Vaxia Specie Breeding Information and Mixed Species Approval

Mixed breeds and Setting Approval
A character that is a mix of any playable species does not require approval from Setting for play.

Though if a character is a mix of any species that is not a playable species will be required to undergo Setting review for approval. This is to review to make sure the combination is feasible in the setting's theme and tone, and how the background accounts for the resulting character just like our standard for 'Other' in regards to species and approval.
Setting Approval for PCs

Playable Species Breeding
The following is only for breeding that occurs unaided in anyway between the approved list of playable species.
Unless otherwise noted it is possible for species that are not capable of breeding together unaided to produce offspring together through various combinations of magic.

Letai can not reproduce with a member of their own species, they are only able to produce offspring with any other species. Those offspring are full letai. So far there has been no success with two letai being able to reproduce with the assistance of magic.

Faeries do not really breed like other species. They make use of an extensive amount of magic to produce offspring in a various amount of ways. Most often it takes more then one faerie infuse enough magic to produce another faerie, though it is possible for a single faerie to reproduce on its own. A faerie can also use a member of another species as a conduit to draw magical energy from as well, but the resulting offspring is a full faerie even if they have some traits of the non faerie species.

Lurai are capable of producing viable offspring with letai and other lurai.

Elves Dwarves Gnomes Goblins Humans, Orcs and Nethar can produce viable offspring within their own species as well with each other.

The chart to the right provides an at a glance way to see which species can breed unaided in anyway.







The Elfin were an early space-faring species in the Rutaren Galaxy who unlocked the secrets of chemical terraforming to turn uninhabitable planets into livable ones that would support a variety of advanced species.

Not much is known about the Elfin save for the specific subculture whose few members encountered the Southern Coalition in 0 CE. Their physiology roughly resembles that of Sirian Humans enough not to be immediately distinct on first glance. Internally, their physiologies diverged heavily.

The Elfin were known to rely heavily on psionics to replicate the effects of high technology and allow for advances like faster-than-light travel and communication. Since the Inferno, no contact has been made with the Elfin. The handful of elfin and half-elfin who had briefly interacted with Sirian Humans returned to their people outside the Sirian System shortly before the Inferno, and have not been contactable since. Some are worried that the Elfins' reliance on psionics led to their downfall if many of their ilk became Crowned due to this regular use.

Playing Elfin
Elfin and half-Elfin characters are no longer playable in Sirian. Past Elfin or Half-Elfin characters will need to be updated to a new species and associated backstory to become playable as-is.







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