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	<id>https://wiki.distantsands.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Funnylilcreachure</id>
	<title>Distant Sands 11 - User contributions [en]</title>
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	<updated>2026-07-16T15:50:31Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=575</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=575"/>
		<updated>2026-06-14T14:19:41Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a simplified history of known spacefaring species. &lt;br /&gt;
&lt;br /&gt;
710: Alba is abandoned, the colony ships that escape form the two fleets that depart Alba in opposite directions.&lt;br /&gt;
&lt;br /&gt;
710-1602: The Foremarch, a semi-legendary period of O-Kimmigani history. Several worlds are partially settled in the course of this long sublight journey, but all were ultimately deemed unfit for a majority of the species to permanently inhabit for various reasons. Some modern species of Kimmigan originate from the crude genetic manipulation performed to acclimatize the settlers during this period.&lt;br /&gt;
&lt;br /&gt;
1026: The roving O-Kimmigan fleet encounters the [[Civago]] homeworld of Civa, marking the first incident of first contact between two sophont species in galactic history. They depart on friendly terms with several new ships and Civago to crew them.&lt;br /&gt;
&lt;br /&gt;
1507: Civa is unified under the Council of Nine.&lt;br /&gt;
&lt;br /&gt;
1604: The O-Kimmigani encounter a paradisiacal garden-world requiring no genetic-level acclimatization and declare it New Alba. The fleet is dismantled and the new homeworld settled.&lt;br /&gt;
&lt;br /&gt;
1605-1643: Rapid technological advancements are made by the O-Kimmigani as the result of the abundance of resources allow them to commit experiments long dreamed of during the Foremarch. Underspace travel and QEC (quantum entanglement communications) are two key inventions of this era.&lt;br /&gt;
&lt;br /&gt;
1644: The central government of New Alba declares itself the [[Alganna Eternity]] with the mission of becoming a star-spanning empire, for the survival of not simply the Kimmigan species but civilization itself. &lt;br /&gt;
&lt;br /&gt;
1692: Civa is reached by the Eternity. There is a minutes-long skirmish in orbit, but the Civago world-government quickly sees the merits of joining those they had been friendly to in the past. The Council of Nine is integrated into the Eternity as a Great House.&lt;br /&gt;
&lt;br /&gt;
1750: TODO marsupials go here&lt;br /&gt;
&lt;br /&gt;
1761: [[Tradespeech]] is developed linguistically as an interspecies lingua franca. It proliferates throughout Eternity space and eventually becomes the first language for most Eternity citizens.&lt;br /&gt;
&lt;br /&gt;
1805: Fen&#039;s Council of Clans is established, marking the formation of unified Ruzkahni government.&lt;br /&gt;
&lt;br /&gt;
1825: The Eternity discovers the [[Zylaari]] homeworld of Dhaarakt. The Zylaari are slowly lifted out of their bronze age and join the Eternity, but not as a Great House due to their lack of a unified planetary leadership to represent them. Zylaari are distributed across the Great Houses gradually over the next several decades.&lt;br /&gt;
&lt;br /&gt;
1901: Directorate expedition to Ora and Jesoba.&lt;br /&gt;
&lt;br /&gt;
1947: A long-dead and outdated deep space Eternity scout probe drifts into Earth&#039;s orbit and crashes near Roswell, New Mexico. Although the technology aboard is obsolete by Eternity standards, and heavily damaged during atmospheric entry and the subequent crash, this violently revolutionizes human technological development over the next century.&lt;br /&gt;
&lt;br /&gt;
1985: Directorate expedition settles Ora and Jesoba. The Jesobans are unintentionally infected by the deadly Porthovirus, but quick action on the part of Jesoban and Directorate scientists prevent it from becoming a true pandemic. This event is today viewed as a triumph of interspecies cooperation and scientific advancement.&lt;br /&gt;
&lt;br /&gt;
1991: The leader of one of the three main human powers dies. In fear of collapsing as a power, party leadership manages to revive him, secretly using alien-derived technology to do so.&lt;br /&gt;
&lt;br /&gt;
2000: The three main human powers are in a semi-hostile space race, and all operate permanent settlements on their moon. &lt;br /&gt;
&lt;br /&gt;
2015: The three main human powers all operate permanent settlements on Mars.&lt;br /&gt;
&lt;br /&gt;
2040: Cellenic scientists build their first FTL craft, returning to Fen successfully. The first human extrasolar colony ship arrives at Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2041: The Modern Directorate is formed.&lt;br /&gt;
&lt;br /&gt;
2052: Directorate begins exploration initiatives and sends their new wave of FTL craft into the cosmos.&lt;br /&gt;
&lt;br /&gt;
2054: Directorate Encounters human colony in Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2054 :The United Families are first-contacted, capture Directorate vehicles and citizens and begin the process of reverse engineering their FTL. &lt;br /&gt;
&lt;br /&gt;
2055: The alien technology used to keep the leader of one of Earth&#039;s power blocs finally fails, and that bloc instantly collapses. The Sol system is immediately plunged into many disparate and devastating proxy wars as the remaining two powers jostle for control. The UNSAC (United Nations Space Affairs Committee) tries and fails to keep order.&lt;br /&gt;
&lt;br /&gt;
2063: The Directorate encounters a Sol system in chaos. Themselves relatively new to FTL travel, they naively offer aid to all humans who seek to flee to space, whether to join the Directorate or establish colonies of their own. A &#039;&#039;&#039;solid&#039;&#039;&#039; plurality of humans (and the vast majority of those already living off of earth) take the offer and distribute the species throughout the stars, far from the control of the weakened and brain-drained Earth governments. &lt;br /&gt;
&lt;br /&gt;
2065: The Directorate and United Families encounter each other peacefully. They return the vessel and surviving crew.&lt;br /&gt;
&lt;br /&gt;
2088: The United Families successfully reverse-engineer FTL in secret, well ahead of any Directorate desire to share technology.&lt;br /&gt;
&lt;br /&gt;
2131: The Eternity is first officially encountered by the Directorate. The meeting is somewhat contentious but ultimately does not break into open conflict. &lt;br /&gt;
&lt;br /&gt;
2260: &lt;br /&gt;
&lt;br /&gt;
2279: The Free Colonies Revolution, or Scarlet Revolution, is launched by a united front of dissatisfied settlers from the Directorate and Eternity on the borders of both. The League of Free Colonies arises in protest of the poor conditions caused by the standoffish policies of both powers.&lt;br /&gt;
&lt;br /&gt;
2286: current year.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=574</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=574"/>
		<updated>2026-06-14T14:17:59Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a simplified history of known spacefaring species. &lt;br /&gt;
&lt;br /&gt;
710: Alba is abandoned, the colony ships that escape form the two fleets that depart Alba in opposite directions.&lt;br /&gt;
&lt;br /&gt;
710-1602: The Foremarch, a semi-legendary period of O-Kimmigani history. Several worlds are partially settled in the course of this long sublight journey, but all were ultimately deemed unfit for a majority of the species to permanently inhabit for various reasons. Some modern species of Kimmigan originate from the crude genetic manipulation performed to acclimatize the settlers during this period.&lt;br /&gt;
&lt;br /&gt;
1026: The roving O-Kimmigan fleet encounters the [[Civago]] homeworld of Civa, marking the first incident of first contact between two sophont species in galactic history. They depart on friendly terms with several new ships and Civago to crew them.&lt;br /&gt;
&lt;br /&gt;
1507: Civa is unified under the Council of Nine.&lt;br /&gt;
&lt;br /&gt;
1604: The O-Kimmigani encounter a paradisiacal garden-world requiring no genetic-level acclimatization and declare it New Alba. The fleet is dismantled and the new homeworld settled.&lt;br /&gt;
&lt;br /&gt;
1605-1643: Rapid technological advancements are made by the O-Kimmigani as the result of the abundance of resources allow them to commit experiments long dreamed of during the Foremarch. Underspace travel and QEC (quantum entanglement communications) are two key inventions of this era.&lt;br /&gt;
&lt;br /&gt;
1644: The central government of New Alba declares itself the [[Alganna Eternity]] with the mission of becoming a star-spanning empire, for the survival of not simply the Kimmigan species but civilization itself. &lt;br /&gt;
&lt;br /&gt;
1692: Civa is reached by the Eternity. There is a minutes-long skirmish in orbit, but the Civago world-government quickly sees the merits of joining those they had been friendly to in the past. The Council of Nine is integrated into the Eternity as a Great House.&lt;br /&gt;
&lt;br /&gt;
1750: TODO marsupials go here&lt;br /&gt;
&lt;br /&gt;
1761: [[Tradespeech]] is developed linguistically as an interspecies lingua franca. It proliferates throughout Eternity space and eventually becomes the first language for most Eternity citizens.&lt;br /&gt;
&lt;br /&gt;
1805: Fen&#039;s Council of Clans is established, marking the formation of unified Ruzkahni government.&lt;br /&gt;
&lt;br /&gt;
1825: The Eternity discovers the [[Zylaari]] homeworld of Dhaarakt. The Zylaari are slowly lifted out of their bronze age and join the Eternity, but not as a Great House due to their lack of a unified planetary leadership to represent them. Zylaari are distributed across the Great Houses gradually over the next several decades.&lt;br /&gt;
&lt;br /&gt;
1901: Directorate expedition to Ora and Jesoba.&lt;br /&gt;
&lt;br /&gt;
1947: A long-dead and outdated deep space Eternity scout probe drifts into Earth&#039;s orbit and crashes near Roswell, New Mexico. Although the technology aboard is obsolete by Eternity standards, and heavily damaged during atmospheric entry and the subequent crash, this violently revolutionizes human technological development over the next century.&lt;br /&gt;
&lt;br /&gt;
1985: Directorate expedition settles Ora and Jesoba. The Jesobans are unintentionally infected by the deadly Porthovirus, but quick action on the part of Jesoban and Directorate scientists prevent it from becoming a true pandemic. This event is today viewed as a triumph of interspecies cooperation and scientific advancement.&lt;br /&gt;
&lt;br /&gt;
1991: The leader of one of the three main human powers dies. In fear of collapsing as a power, party leadership manages to revive him, secretly using alien-derived technology to do so.&lt;br /&gt;
&lt;br /&gt;
2000: The three main humans powers are in a semi-hostile space race, and all operate permanent settlements on their moon. &lt;br /&gt;
&lt;br /&gt;
2015: The three main humans powers all operate permanent settlements on Mars.&lt;br /&gt;
&lt;br /&gt;
2040: Cellenic scientists build their first FTL craft, returning to Fen successfully. The first human extrasolar colony ship arrives at Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2041: The Modern Directorate is formed.&lt;br /&gt;
&lt;br /&gt;
2052: Directorate begins exploration initiatives and sends their new wave of FTL craft into the cosmos.&lt;br /&gt;
&lt;br /&gt;
2054: Directorate Encounters human colony in Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2054 :The United Families are first-contacted, capture Directorate vehicles and citizens and begin the process of reverse engineering their FTL. &lt;br /&gt;
&lt;br /&gt;
2055: The alien technology used to keep the leader of one of Earth&#039;s power blocs finally fails, and that bloc instantly collapses. The Sol system is immediately plunged into many disparate and devastating proxy wars as the remaining two powers jostle for control. The UNSAC (United Nations Space Affairs Committee) tries and fails to keep order.&lt;br /&gt;
&lt;br /&gt;
2063: The Directorate encounters a Sol system in chaos. Themselves relatively new to FTL travel, they naively offer aid to all humans who seek to flee to space, whether to join the Directorate or establish colonies of their own. A &#039;&#039;&#039;solid&#039;&#039;&#039; plurality of humans (and the vast majority of those already living off of earth) take the offer and distribute the species throughout the stars, far from the control of the weakened and brain-drained Earth governments. &lt;br /&gt;
&lt;br /&gt;
2065: The Directorate and United Families encounter each other peacefully. They return the vessel and surviving crew.&lt;br /&gt;
&lt;br /&gt;
2088: The United Families successfully reverse-engineer FTL in secret, well ahead of any Directorate desire to share technology.&lt;br /&gt;
&lt;br /&gt;
2131: The Eternity is first officially encountered by the Directorate. The meeting is somewhat contentious but ultimately does not break into open conflict. &lt;br /&gt;
&lt;br /&gt;
2260: &lt;br /&gt;
&lt;br /&gt;
2279: The Free Colonies Revolution, or Scarlet Revolution, is launched by a united front of dissatisfied settlers from the Directorate and Eternity on the borders of both. The League of Free Colonies arises in protest of the poor conditions caused by the standoffish policies of both powers.&lt;br /&gt;
&lt;br /&gt;
2286: current year.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=573</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=573"/>
		<updated>2026-06-14T14:16:06Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a simplified history of known spacefaring species. &lt;br /&gt;
&lt;br /&gt;
710: Alba is abandoned, the colony ships that escape form the two fleets that depart Alba in opposite directions.&lt;br /&gt;
&lt;br /&gt;
710-1602: The Foremarch, a semi-legendary period of O-Kimmigani history. Several worlds are partially settled in the course of this long sublight journey, but all were ultimately deemed unfit for a majority of the species to permanently inhabit for various reasons. Some modern species of Kimmigan originate from the crude genetic manipulation performed to acclimatize the settlers during this period.&lt;br /&gt;
&lt;br /&gt;
1026: The roving O-Kimmigan fleet encounters the [[Civago]] homeworld of Civa, marking the first incident of first contact between two sophont species in galactic history. They depart on friendly terms with several new ships and Civago to crew them.&lt;br /&gt;
&lt;br /&gt;
1604: The O-Kimmigani encounter a paradisiacal garden-world requiring no genetic-level acclimatization and declare it New Alba. The fleet is dismantled and the new homeworld settled.&lt;br /&gt;
&lt;br /&gt;
1507: Civa is unified under the Council of Nine.&lt;br /&gt;
&lt;br /&gt;
1605-1643: Rapid technological advancements are made by the O-Kimmigani as the result of the abundance of resources allow them to commit experiments long dreamed of during the Foremarch. Underspace travel and QEC (quantum entanglement communications) are two key inventions of this era.&lt;br /&gt;
&lt;br /&gt;
1644: The central government of New Alba declares itself the [[Alganna Eternity]] with the mission of becoming a star-spanning empire, for the survival of not simply the Kimmigan species but civilization itself. &lt;br /&gt;
&lt;br /&gt;
1692: Civa is reached by the Eternity. There is a minutes-long skirmish in orbit, but the Civago world-government quickly sees the merits of joining those they had been friendly to in the past. The Council of Nine is integrated into the Eternity as a Great House.&lt;br /&gt;
&lt;br /&gt;
1750: TODO marsupials go here&lt;br /&gt;
&lt;br /&gt;
1761: [[Tradespeech]] is developed linguistically as an interspecies lingua franca. It proliferates throughout Eternity space and eventually becomes the first language for most Eternity citizens.&lt;br /&gt;
&lt;br /&gt;
1805: Fen&#039;s Council of Clans is established, marking the formation of unified Ruzkahni government.&lt;br /&gt;
&lt;br /&gt;
1825: The Eternity discovers the [[Zylaari]] homeworld of Dhaarakt. The Zylaari are slowly lifted out of their bronze age and join the Eternity, but not as a Great House due to their lack of a unified planetary leadership to represent them. Zylaari are distributed across the Great Houses gradually over the next several decades.&lt;br /&gt;
&lt;br /&gt;
1901: Directorate expedition to Ora and Jesoba.&lt;br /&gt;
&lt;br /&gt;
1947: A long-dead and outdated deep space Eternity scout probe drifts into Earth&#039;s orbit and crashes near Roswell, New Mexico. Although the technology aboard is obsolete by Eternity standards, and heavily damaged during atmospheric entry and the subequent crash, this violently revolutionizes human technological development over the next century.&lt;br /&gt;
&lt;br /&gt;
1985: Directorate expedition settles Ora and Jesoba. The Jesobans are unintentionally infected by the deadly Porthovirus, but quick action on the part of Jesoban and Directorate scientists prevent it from becoming a true pandemic. This event is today viewed as a triumph of interspecies cooperation and scientific advancement.&lt;br /&gt;
&lt;br /&gt;
1991: The leader of one of the three main human powers dies. In fear of collapsing as a power, party leadership manages to revive him, secretly using alien-derived technology to do so.&lt;br /&gt;
&lt;br /&gt;
2000: The three main humans powers are in a semi-hostile space race, and all operate permanent settlements on their moon. &lt;br /&gt;
&lt;br /&gt;
2015: The three main humans powers all operate permanent settlements on Mars.&lt;br /&gt;
&lt;br /&gt;
2040: Cellenic scientists build their first FTL craft, returning to Fen successfully. The first human extrasolar colony ship arrives at Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2041: The Modern Directorate is formed.&lt;br /&gt;
&lt;br /&gt;
2052: Directorate begins exploration initiatives and sends their new wave of FTL craft into the cosmos.&lt;br /&gt;
&lt;br /&gt;
2054: Directorate Encounters human colony in Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2054 :The United Families are first-contacted, capture Directorate vehicles and citizens and begin the process of reverse engineering their FTL. &lt;br /&gt;
&lt;br /&gt;
2055: The alien technology used to keep the leader of one of Earth&#039;s power blocs finally fails, and that bloc instantly collapses. The Sol system is immediately plunged into many disparate and devastating proxy wars as the remaining two powers jostle for control. The UNSAC (United Nations Space Affairs Committee) tries and fails to keep order.&lt;br /&gt;
&lt;br /&gt;
2063: The Directorate encounters a Sol system in chaos. Themselves relatively new to FTL travel, they naively offer aid to all humans who seek to flee to space, whether to join the Directorate or establish colonies of their own. A &#039;&#039;&#039;solid&#039;&#039;&#039; plurality of humans (and the vast majority of those already living off of earth) take the offer and distribute the species throughout the stars, far from the control of the weakened and brain-drained Earth governments. &lt;br /&gt;
&lt;br /&gt;
2065: The Directorate and United Families encounter each other peacefully. They return the vessel and surviving crew.&lt;br /&gt;
&lt;br /&gt;
2088: The United Families successfully reverse-engineer FTL in secret, well ahead of any Directorate desire to share technology.&lt;br /&gt;
&lt;br /&gt;
2131: The Eternity is first officially encountered by the Directorate. The meeting is somewhat contentious but ultimately does not break into open conflict. &lt;br /&gt;
&lt;br /&gt;
2260: &lt;br /&gt;
&lt;br /&gt;
2279: The Free Colonies Revolution, or Scarlet Revolution, is launched by a united front of dissatisfied settlers from the Directorate and Eternity on the borders of both. The League of Free Colonies arises in protest of the poor conditions caused by the standoffish policies of both powers.&lt;br /&gt;
&lt;br /&gt;
2286: current year.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=572</id>
		<title>Jesoban</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=572"/>
		<updated>2026-06-13T21:49:21Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|center|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Jesobans&lt;br /&gt;
| image = Average Jesoban.png&lt;br /&gt;
| designation = Feathered avian humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*Feathers&lt;br /&gt;
*Beaks&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Jesor&lt;br /&gt;
| habitat = Varied&lt;br /&gt;
| diet = Omnivorous&lt;br /&gt;
| language = Song-like&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans are a widely varied species of bird-like mammals from the planet Jesor. Their females are capable of nursing their children the same as other mammalian species. &lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
Due to living in a cosmopolitan civilization on a supercontinent with few meaningful natural boundaries, Jesobans do not have specific heritages. While they are morphologically diverse, the Jesoban species does not stray far from a single genetic baseline.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesor is a planet with a single world-ocean out of which rises the supercontinent of Vaa. Though their early history was quite bloody, the species as a whole generally pivoted to settling things through non-lethal matters by the time the Directorate arrived, both for sport and for political purposes.&lt;br /&gt;
&lt;br /&gt;
During a prolonged era of peace for the Jesobans, the Directorate would arrive and unintentionally alter their history forever. Unknown to the fledgling space explorers, the hull of the Directorate ships had picked up a highly contagious pathogen alien to Jesor, and it quickly began to infect the Jesoban tribe who had made first contact with the Directorate. It was only a few days before symptoms began to emerge, and with the Directorate’s instruments they were able to determine that if left untreated and allowed to spread the virus would ultimately decimate the Jesoban people in a matter of years.&lt;br /&gt;
&lt;br /&gt;
Thankfully, the language barrier was quickly eradicated due to a linguistics expert on board the ship and the surprisingly adaptability of the Jesoban people, and after explaining the situation the two cultures quickly got to work on construction of Directorate-made cryo facilities to place the infected in suspended animation while a cure was researched. During these stressful weeks, despite around-the-clock labor, Jesobans working on the project needed to be placed into cryosleep quicker than the pods were being made, and news from neighboring tribes revealed their members already began to show symptoms. Jesoban Doctors quickly educated the Directorate medical team about their own biology, and it was through this sharing of information that the Directorate Doctors were able to create a counter-agent to delay the effects as long as possible so that sufficient cryo facilities could be constructed to house the infected.&lt;br /&gt;
&lt;br /&gt;
Uninfected Jesoban couriers were dispatched to instruct those from other tribes to head to the facilities for treatment, but unfortunately, the virus seemed to continue to spread at a slow rate. Fearing that the virus had possibly evolved and infected the water supply or even become airborne, the Directorate hatched a plan to bring all the tribes to one central location to get those that weren’t infected in environmental suits and those that were infected as much treatment as they could provide. With the help of the Jesoban tribe leaders as interpreters, the Directorate were able to have the leaders explain the situation in their own language and urged all nearby tribes to come to the facilities immediately. The other tribes were quickly convinced upon seeing so many tribes unified under one banner, and brought as much supplies as they could muster, helping other tribes along the way if possible.&lt;br /&gt;
&lt;br /&gt;
The Directorate established a very large perimeter around the series of cryo facilities, and sealed it off with a dome to eliminate the spread, hoping that the virus truly hadn’t infected the water or air. With enough generators to properly power their equipment at full capacity, a quick environmental scan was able to confirm that, indeed, the virus had been localized inside of the dome. The dome was named “Condua”, roughly translating to &amp;quot;Core of the Averted Crisis.”&lt;br /&gt;
&lt;br /&gt;
Uninfected scouts from other Jesoban tribes saw the dome in the distance, and it quickly caused word to spread. As Condua was only constructed to be a quarantine rather than a secretive fortress, they were able to communicate to travelers on the outside and explain the situation to any passersby. Jesobans inside of Condua offered to share their knowledge with the Uninfected Jesobans outside in order for the race to continue experiencing their rapid education and development, and over time a micro-community spawned around Condua where Jesobans continued to prosper off of Directorate teachings and sharings, and doing whatever they could to motivate and encourage those within the dome to continue their hard work.&lt;br /&gt;
&lt;br /&gt;
Eventually, safe entry into Condua was made through advancements on the outside from the micro-community, allowing new Jesobans to come in and give those that had been working tirelessly since the beginning some reprieve. The virus came to be known as the Porthovirus, named after the Feni Captain of the vessel and the one who took full responsibility for bringing it to Jesor in the first place. Over the course of four years, a cure for the Porthovirus was finally discovered with only about two thousand Jesoban deaths recorded, a figure that was notable in Jesoban history for being completely accurate with historical records.&lt;br /&gt;
&lt;br /&gt;
From that eventful day forward, Jesor and the Jesobans became a founding member of what would eventually be known as the Directorate, putting in thorough standards and practices to ensure no fledgling alien species ever experiences the same incident they did. The Porthovirus incident is viewed by modern Jesobans with extreme pride, both in how their ancestors were swift to answer the call to action and how effective they were in doing so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans do not use last names. Their names tend to sound grand and somewhat close to Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Example Names: Xomeo, Arithea, Onexomos, Maerophis&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Among the many tribes of the Jesoban people, religion as an organized institution failed to gain widespread traction. Instead, cultural traditions that were passed down in individual tribes and superstitious beliefs were more common. The idea of spirits and an afterlife are a recognized concept, but it is rarely elaborated upon.&lt;br /&gt;
&lt;br /&gt;
Though many Jesobans harbored a competitive spirit, and in their early years resolved many conflicts both minor and major through bloodshed, over time among many tribes the appreciation for rivalries grew, and competition among the Jesobans tended to be settled through forms of games of skill, non-lethal gladiatorial combat, martial arts competitions, and even battles of artistic expression. It was believed that by having a variety of recurring opponents in your life that matched your skill equally, you would always be constantly pushing yourself to be the best you could be, so as to not fall behind.&lt;br /&gt;
&lt;br /&gt;
It is believed this desire for competition emerged from the mating rituals ancient male Jesobans put on to attract females, and over time, simply courting someone was not enough: male Jesobans wanted to showcase that their rituals were the most effective and superior. This drive for competition over time became unisex, and though it is far more common in men, it is not too uncommon for women to be as equally bombastic if they take the initiative upon themselves to find a partner.&lt;br /&gt;
&lt;br /&gt;
This ancient form of courting was one of the few times in which Jesoban society and culture was not strictly egalitarian in nature, and otherwise it can be considered as such.&lt;br /&gt;
&lt;br /&gt;
Sardiana refers to the practice of several schools of Jesoban martial arts that developed from cooperation between the more prestigious tribes in pre-Directorate Jesoban history. Traditionally incorporating either twin blades or a staff, Sardiana strongly emphasizes showcasing the user’s dexterity and grace with each attack so that any onlookers can undeniably recognize their ability beyond simply winning the battle, and should they lose, they will lose with as much grace and dignity as they can. After Jesobans were established firmly in the Directorate, a form of Sardiana was created revolving around spinning and flourishing firearms without compromising accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Jesobans all resemble anthropomorphic birds.&lt;br /&gt;
*Jesobans sometimes have such dramatic feather growth across their arms that it can create “wing-arms”, but this is not the norm by any means. These wings do not function for flight in any meaningful way, and typically their usage as hands are more limited compared to those with normal, scaled hands.&lt;br /&gt;
*Jesoban arms and legs are normally scaled, like bird legs.&lt;br /&gt;
*Plantigrade and digitigrade legs are both fine and are attributed ICly to simply where their ancestors were and how they lived. The same logic also applies to teeth.&lt;br /&gt;
*If you have hair, try to make it match your head feathers as seamlessly as possible.&lt;br /&gt;
*Jesobans &#039;&#039;&#039;do not lay eggs.&#039;&#039;&#039; &lt;br /&gt;
*If you want to make something like a Gryphon or have features like antennae or “ears”, you will need to specify that your Jesoban is a splicer. Your reasons for getting altered are your own, but they are not naturally occurring features.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=571</id>
		<title>Jesoban</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=571"/>
		<updated>2026-06-13T21:46:49Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Jesobans&lt;br /&gt;
| image = Average Jesoban.png&lt;br /&gt;
| designation = Feathered avian humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*Feathers&lt;br /&gt;
*Beaks&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Jesor&lt;br /&gt;
| habitat = Varied&lt;br /&gt;
| diet = Omnivorous&lt;br /&gt;
| language = Song-like&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans are a widely varied species of bird-like mammals from the planet Jesor. Their females are capable of nursing their children the same as other mammalian species. &lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
Due to living in a cosmopolitan civilization on a supercontinent with few meaningful natural boundaries, Jesobans do not have specific heritages. While they are morphologically diverse, the Jesoban species does not stray far from a single genetic baseline.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesor is a planet with a single world-ocean out of which rises the supercontinent of Vaa. Though their early history was quite bloody, the species as a whole generally pivoted to settling things through non-lethal matters by the time the Directorate arrived, both for sport and for political purposes.&lt;br /&gt;
&lt;br /&gt;
During a prolonged era of peace for the Jesobans, the Directorate would arrive and unintentionally alter their history forever. Unknown to the fledgling space explorers, the hull of the Directorate ships had picked up a highly contagious pathogen alien to Jesor, and it quickly began to infect the Jesoban tribe who had made first contact with the Directorate. It was only a few days before symptoms began to emerge, and with the Directorate’s instruments they were able to determine that if left untreated and allowed to spread the virus would ultimately decimate the Jesoban people in a matter of years.&lt;br /&gt;
&lt;br /&gt;
Thankfully, the language barrier was quickly eradicated due to a linguistics expert on board the ship and the surprisingly adaptability of the Jesoban people, and after explaining the situation the two cultures quickly got to work on construction of Directorate-made cryo facilities to place the infected in suspended animation while a cure was researched. During these stressful weeks, despite around-the-clock labor, Jesobans working on the project needed to be placed into cryosleep quicker than the pods were being made, and news from neighboring tribes revealed their members already began to show symptoms. Jesoban Doctors quickly educated the Directorate medical team about their own biology, and it was through this sharing of information that the Directorate Doctors were able to create a counter-agent to delay the effects as long as possible so that sufficient cryo facilities could be constructed to house the infected.&lt;br /&gt;
&lt;br /&gt;
Uninfected Jesoban couriers were dispatched to instruct those from other tribes to head to the facilities for treatment, but unfortunately, the virus seemed to continue to spread at a slow rate. Fearing that the virus had possibly evolved and infected the water supply or even become airborne, the Directorate hatched a plan to bring all the tribes to one central location to get those that weren’t infected in environmental suits and those that were infected as much treatment as they could provide. With the help of the Jesoban tribe leaders as interpreters, the Directorate were able to have the leaders explain the situation in their own language and urged all nearby tribes to come to the facilities immediately. The other tribes were quickly convinced upon seeing so many tribes unified under one banner, and brought as much supplies as they could muster, helping other tribes along the way if possible.&lt;br /&gt;
&lt;br /&gt;
The Directorate established a very large perimeter around the series of cryo facilities, and sealed it off with a dome to eliminate the spread, hoping that the virus truly hadn’t infected the water or air. With enough generators to properly power their equipment at full capacity, a quick environmental scan was able to confirm that, indeed, the virus had been localized inside of the dome. The dome was named “Condua”, roughly translating to &amp;quot;Core of the Averted Crisis.”&lt;br /&gt;
&lt;br /&gt;
Uninfected scouts from other Jesoban tribes saw the dome in the distance, and it quickly caused word to spread. As Condua was only constructed to be a quarantine rather than a secretive fortress, they were able to communicate to travelers on the outside and explain the situation to any passersby. Jesobans inside of Condua offered to share their knowledge with the Uninfected Jesobans outside in order for the race to continue experiencing their rapid education and development, and over time a micro-community spawned around Condua where Jesobans continued to prosper off of Directorate teachings and sharings, and doing whatever they could to motivate and encourage those within the dome to continue their hard work.&lt;br /&gt;
&lt;br /&gt;
Eventually, safe entry into Condua was made through advancements on the outside from the micro-community, allowing new Jesobans to come in and give those that had been working tirelessly since the beginning some reprieve. The virus came to be known as the Porthovirus, named after the Feni Captain of the vessel and the one who took full responsibility for bringing it to Jesor in the first place. Over the course of four years, a cure for the Porthovirus was finally discovered with only about two thousand Jesoban deaths recorded, a figure that was notable in Jesoban history for being completely accurate with historical records.&lt;br /&gt;
&lt;br /&gt;
From that eventful day forward, Jesor and the Jesobans became a founding member of what would eventually be known as the Directorate, putting in thorough standards and practices to ensure no fledgling alien species ever experiences the same incident they did. The Porthovirus incident is viewed by modern Jesobans with extreme pride, both in how their ancestors were swift to answer the call to action and how effective they were in doing so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans do not use last names. Their names tend to sound grand and somewhat close to Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Example Names: Xomeo, Arithea, Onexomos, Maerophis&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Among the many tribes of the Jesoban people, religion as an organized institution failed to gain widespread traction. Instead, cultural traditions that were passed down in individual tribes and superstitious beliefs were more common. The idea of spirits and an afterlife are a recognized concept, but it is rarely elaborated upon.&lt;br /&gt;
&lt;br /&gt;
Though many Jesobans harbored a competitive spirit, and in their early years resolved many conflicts both minor and major through bloodshed, over time among many tribes the appreciation for rivalries grew, and competition among the Jesobans tended to be settled through forms of games of skill, non-lethal gladiatorial combat, martial arts competitions, and even battles of artistic expression. It was believed that by having a variety of recurring opponents in your life that matched your skill equally, you would always be constantly pushing yourself to be the best you could be, so as to not fall behind.&lt;br /&gt;
&lt;br /&gt;
It is believed this desire for competition emerged from the mating rituals ancient male Jesobans put on to attract females, and over time, simply courting someone was not enough: male Jesobans wanted to showcase that their rituals were the most effective and superior. This drive for competition over time became unisex, and though it is far more common in men, it is not too uncommon for women to be as equally bombastic if they take the initiative upon themselves to find a partner.&lt;br /&gt;
&lt;br /&gt;
This ancient form of courting was one of the few times in which Jesoban society and culture was not strictly egalitarian in nature, and otherwise it can be considered as such.&lt;br /&gt;
&lt;br /&gt;
Sardiana refers to the practice of several schools of Jesoban martial arts that developed from cooperation between the more prestigious tribes in pre-Directorate Jesoban history. Traditionally incorporating either twin blades or a staff, Sardiana strongly emphasizes showcasing the user’s dexterity and grace with each attack so that any onlookers can undeniably recognize their ability beyond simply winning the battle, and should they lose, they will lose with as much grace and dignity as they can. After Jesobans were established firmly in the Directorate, a form of Sardiana was created revolving around spinning and flourishing firearms without compromising accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Jesobans all resemble anthropomorphic birds.&lt;br /&gt;
*Jesobans sometimes have such dramatic feather growth across their arms that it can create “wing-arms”, but this is not the norm by any means. These wings do not function for flight in any meaningful way, and typically their usage as hands are more limited compared to those with normal, scaled hands.&lt;br /&gt;
*Jesoban arms and legs are normally scaled, like bird legs.&lt;br /&gt;
*Plantigrade and digitigrade legs are both fine and are attributed ICly to simply where their ancestors were and how they lived. The same logic also applies to teeth.&lt;br /&gt;
*If you have hair, try to make it match your head feathers as seamlessly as possible.&lt;br /&gt;
*Jesobans &#039;&#039;&#039;do not lay eggs.&#039;&#039;&#039; &lt;br /&gt;
*If you want to make something like a Gryphon or have features like antennae or “ears”, you will need to specify that your Jesoban is a splicer. Your reasons for getting altered are your own, but they are not naturally occurring features.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=File:Average_Jesoban.png&amp;diff=570</id>
		<title>File:Average Jesoban.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=File:Average_Jesoban.png&amp;diff=570"/>
		<updated>2026-06-13T21:46:27Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=569</id>
		<title>Jesoban</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=569"/>
		<updated>2026-06-13T21:43:44Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Heritages */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Jesobans&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Feathered avian humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*Feathers&lt;br /&gt;
*Beaks&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Jesor&lt;br /&gt;
| habitat = Varied&lt;br /&gt;
| diet = Omnivorous&lt;br /&gt;
| language = Song-like&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans are a widely varied species of bird-like mammals from the planet Jesor. Their females are capable of nursing their children the same as other mammalian species. &lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
Due to living in a cosmopolitan civilization on a supercontinent with few meaningful natural boundaries, Jesobans do not have specific heritages. While they are morphologically diverse, the Jesoban species does not stray far from a single genetic baseline.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesor is a planet with a single world-ocean out of which rises the supercontinent of Vaa. Though their early history was quite bloody, the species as a whole generally pivoted to settling things through non-lethal matters by the time the Directorate arrived, both for sport and for political purposes.&lt;br /&gt;
&lt;br /&gt;
During a prolonged era of peace for the Jesobans, the Directorate would arrive and unintentionally alter their history forever. Unknown to the fledgling space explorers, the hull of the Directorate ships had picked up a highly contagious pathogen alien to Jesor, and it quickly began to infect the Jesoban tribe who had made first contact with the Directorate. It was only a few days before symptoms began to emerge, and with the Directorate’s instruments they were able to determine that if left untreated and allowed to spread the virus would ultimately decimate the Jesoban people in a matter of years.&lt;br /&gt;
&lt;br /&gt;
Thankfully, the language barrier was quickly eradicated due to a linguistics expert on board the ship and the surprisingly adaptability of the Jesoban people, and after explaining the situation the two cultures quickly got to work on construction of Directorate-made cryo facilities to place the infected in suspended animation while a cure was researched. During these stressful weeks, despite around-the-clock labor, Jesobans working on the project needed to be placed into cryosleep quicker than the pods were being made, and news from neighboring tribes revealed their members already began to show symptoms. Jesoban Doctors quickly educated the Directorate medical team about their own biology, and it was through this sharing of information that the Directorate Doctors were able to create a counter-agent to delay the effects as long as possible so that sufficient cryo facilities could be constructed to house the infected.&lt;br /&gt;
&lt;br /&gt;
Uninfected Jesoban couriers were dispatched to instruct those from other tribes to head to the facilities for treatment, but unfortunately, the virus seemed to continue to spread at a slow rate. Fearing that the virus had possibly evolved and infected the water supply or even become airborne, the Directorate hatched a plan to bring all the tribes to one central location to get those that weren’t infected in environmental suits and those that were infected as much treatment as they could provide. With the help of the Jesoban tribe leaders as interpreters, the Directorate were able to have the leaders explain the situation in their own language and urged all nearby tribes to come to the facilities immediately. The other tribes were quickly convinced upon seeing so many tribes unified under one banner, and brought as much supplies as they could muster, helping other tribes along the way if possible.&lt;br /&gt;
&lt;br /&gt;
The Directorate established a very large perimeter around the series of cryo facilities, and sealed it off with a dome to eliminate the spread, hoping that the virus truly hadn’t infected the water or air. With enough generators to properly power their equipment at full capacity, a quick environmental scan was able to confirm that, indeed, the virus had been localized inside of the dome. The dome was named “Condua”, roughly translating to &amp;quot;Core of the Averted Crisis.”&lt;br /&gt;
&lt;br /&gt;
Uninfected scouts from other Jesoban tribes saw the dome in the distance, and it quickly caused word to spread. As Condua was only constructed to be a quarantine rather than a secretive fortress, they were able to communicate to travelers on the outside and explain the situation to any passersby. Jesobans inside of Condua offered to share their knowledge with the Uninfected Jesobans outside in order for the race to continue experiencing their rapid education and development, and over time a micro-community spawned around Condua where Jesobans continued to prosper off of Directorate teachings and sharings, and doing whatever they could to motivate and encourage those within the dome to continue their hard work.&lt;br /&gt;
&lt;br /&gt;
Eventually, safe entry into Condua was made through advancements on the outside from the micro-community, allowing new Jesobans to come in and give those that had been working tirelessly since the beginning some reprieve. The virus came to be known as the Porthovirus, named after the Feni Captain of the vessel and the one who took full responsibility for bringing it to Jesor in the first place. Over the course of four years, a cure for the Porthovirus was finally discovered with only about two thousand Jesoban deaths recorded, a figure that was notable in Jesoban history for being completely accurate with historical records.&lt;br /&gt;
&lt;br /&gt;
From that eventful day forward, Jesor and the Jesobans became a founding member of what would eventually be known as the Directorate, putting in thorough standards and practices to ensure no fledgling alien species ever experiences the same incident they did. The Porthovirus incident is viewed by modern Jesobans with extreme pride, both in how their ancestors were swift to answer the call to action and how effective they were in doing so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans do not use last names. Their names tend to sound grand and somewhat close to Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Example Names: Xomeo, Arithea, Onexomos, Maerophis&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Among the many tribes of the Jesoban people, religion as an organized institution failed to gain widespread traction. Instead, cultural traditions that were passed down in individual tribes and superstitious beliefs were more common. The idea of spirits and an afterlife are a recognized concept, but it is rarely elaborated upon.&lt;br /&gt;
&lt;br /&gt;
Though many Jesobans harbored a competitive spirit, and in their early years resolved many conflicts both minor and major through bloodshed, over time among many tribes the appreciation for rivalries grew, and competition among the Jesobans tended to be settled through forms of games of skill, non-lethal gladiatorial combat, martial arts competitions, and even battles of artistic expression. It was believed that by having a variety of recurring opponents in your life that matched your skill equally, you would always be constantly pushing yourself to be the best you could be, so as to not fall behind.&lt;br /&gt;
&lt;br /&gt;
It is believed this desire for competition emerged from the mating rituals ancient male Jesobans put on to attract females, and over time, simply courting someone was not enough: male Jesobans wanted to showcase that their rituals were the most effective and superior. This drive for competition over time became unisex, and though it is far more common in men, it is not too uncommon for women to be as equally bombastic if they take the initiative upon themselves to find a partner.&lt;br /&gt;
&lt;br /&gt;
This ancient form of courting was one of the few times in which Jesoban society and culture was not strictly egalitarian in nature, and otherwise it can be considered as such.&lt;br /&gt;
&lt;br /&gt;
Sardiana refers to the practice of several schools of Jesoban martial arts that developed from cooperation between the more prestigious tribes in pre-Directorate Jesoban history. Traditionally incorporating either twin blades or a staff, Sardiana strongly emphasizes showcasing the user’s dexterity and grace with each attack so that any onlookers can undeniably recognize their ability beyond simply winning the battle, and should they lose, they will lose with as much grace and dignity as they can. After Jesobans were established firmly in the Directorate, a form of Sardiana was created revolving around spinning and flourishing firearms without compromising accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Jesobans all resemble anthropomorphic birds.&lt;br /&gt;
*Jesobans sometimes have such dramatic feather growth across their arms that it can create “wing-arms”, but this is not the norm by any means. These wings do not function for flight in any meaningful way, and typically their usage as hands are more limited compared to those with normal, scaled hands.&lt;br /&gt;
*Jesoban arms and legs are normally scaled, like bird legs.&lt;br /&gt;
*Plantigrade and digitigrade legs are both fine and are attributed ICly to simply where their ancestors were and how they lived. The same logic also applies to teeth.&lt;br /&gt;
*If you have hair, try to make it match your head feathers as seamlessly as possible.&lt;br /&gt;
*Jesobans &#039;&#039;&#039;do not lay eggs.&#039;&#039;&#039; &lt;br /&gt;
*If you want to make something like a Gryphon or have features like antennae or “ears”, you will need to specify that your Jesoban is a splicer. Your reasons for getting altered are your own, but they are not naturally occurring features.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Sinnyazh&amp;diff=568</id>
		<title>Sinnyazh</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Sinnyazh&amp;diff=568"/>
		<updated>2026-06-13T20:33:51Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Šinn-aānum yázhícska or Sinnyazh&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Mammalian felid humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*everyone knows what a cat is.&lt;br /&gt;
| lifespan = 70-120 cycles&lt;br /&gt;
| homeworld = Šinn, often simplified to Sinn or Shinn&lt;br /&gt;
| habitat = Warm, whether dry or wet&lt;br /&gt;
| diet = Carnivorous&lt;br /&gt;
| language = meow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Physical Description&#039;&#039;&#039;===&lt;br /&gt;
The Sinnyazh are a felid species. Over many years of internal struggle to improve themselves, their genetic code has drifted as they seek ever greater heights of physical prowess, stealth, and endurance. They can resemble a variety of the Terran Felidae family.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;History&#039;&#039;&#039;===&lt;br /&gt;
The Sinnyazh homeworld, Šinn, was originally a vast and vibrant jungle world turned into a near wasteland by constant fighting. The Sinnyazh continuously pushed themselves forward through combat, trying to outdo one another in honor battles, which eventually propelled them into the stars. Their discovery of faster‑than‑light travel came by purely accidental means: a trap set for their own orbital craft during one of their conflicts entangled an alien ship with an underspace drive. The Sinnyazh wasted no time in reverse‑engineering it and scrambled out to the stars.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Society&#039;&#039;&#039;===&lt;br /&gt;
The Sinnyazh do not have a standard government. When issues arise that are significant enough to warrant it, leaders of each pack are called together to deal with those issues, involving one or more packs. The only thing that would directly unite the packs is an attack on the Sinnyazh home systems. Many current packs serve under the League of the Free Colonies, but this is not universal; there are many packs that serve other masters and do not recognize the authority of the Free Colonies.&lt;br /&gt;
&lt;br /&gt;
The Sinnyazh inhabit only a few planets, preferring to stick to colony or pack ships. They do not understand the concept of borders and choose to go where the hunts are.&lt;br /&gt;
&lt;br /&gt;
The Sinnyazh focus on smaller combat ships which, for their size, outmatch most ships of their class. Conversely, they lack large combat ships. The only large ships they possess are colony or pack ships, massive vessels that house civilians and other necessities for the smaller ships. Their ships are armed with disabling weapons to allow boarding actions, as well as a variety of ballistic and energy weapons. The Sinnyazh strategy relies on cloaking and low‑heat‑signature to set ambushes, treating combat as a hunt.&lt;br /&gt;
&lt;br /&gt;
One of the biggest ways to rise in Sinnyazh culture is to complete a series of dangerous tasks, upon which honorific titles and duties are acquired. Examples include stealing an enemy spaceship without killing any crew members, and infiltrating an enemy position to steal an item belonging to an officer or equivalent rank. After completing several such tasks, a Sinnyazh may claim the role of Hunt Leader or Master in group hunts (though hunts can happen without them); they become the de facto leader.&lt;br /&gt;
&lt;br /&gt;
Ranks are universal among all Sinnyazh:&lt;br /&gt;
&lt;br /&gt;
*Grand Maw: leader of many packs&lt;br /&gt;
&lt;br /&gt;
*Elder Fang: great pack or bloodline ruler&lt;br /&gt;
&lt;br /&gt;
*Clan Fang: pack chief&lt;br /&gt;
&lt;br /&gt;
*Blood Fang: sub‑pack or branch leader&lt;br /&gt;
&lt;br /&gt;
*First Claw: champion or enforcer&lt;br /&gt;
&lt;br /&gt;
*Pride‑Captain: warband or ship commander&lt;br /&gt;
&lt;br /&gt;
*Marked Hunter: proven warrior&lt;br /&gt;
&lt;br /&gt;
*Claw‑Bound: full warrior&lt;br /&gt;
&lt;br /&gt;
*Unmarked: unproven member or recruit&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039;===&lt;br /&gt;
Sinnyazh culture revolves around the hunt. Hunts do not have to be deadly, but they must be dangerous. Prey may be live dangerous beasts or warriors of high renown; the hunt ends with the capture or death of the hunted. Activities that qualify as a hunt include boarding a hostile vessel, sieges, and other acts of military might.&lt;br /&gt;
&lt;br /&gt;
Though many see the Sinnyazh as bloodthirsty, they mostly abide by a code: the hunted must be armed and capable of fighting back, and they must see the faces of those hunting them. With new technology and alien species, new forms of hunts have emerged: proficient hackers or engineers who take over an enemy’s network are considered victorious. Espionage against enemy ships or fortifications (but not stealthy killing of individuals) also counts; if a Sinnyazh disables an enemy ship and escapes back, that is a successful hunt.&lt;br /&gt;
&lt;br /&gt;
While the Sinnyazh love fighting and acts of martial prowess, they also partake in drinking, storytelling, and competitions of martial might. A famous drink called Kibja, a white alcohol made from fermented milk, is a cultural icon. Songs and stories extolling the deeds of mighty hunters and warriors of old are another major aspect. Young Sinnyazh returning from their first hunts with tales of victory are honored at massive gatherings on colony ships. A rite of passage and a famous sport is the Daz&#039;Riak, a competition much like Earth wrestling where two opponents grapple, and the first to be pinned loses.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Sinnyazh&amp;diff=567</id>
		<title>Sinnyazh</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Sinnyazh&amp;diff=567"/>
		<updated>2026-06-13T20:31:44Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Šinn-aānum yázhícska or Sinnyazh&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Mammalian felinid humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*everyone knows what a cat is.&lt;br /&gt;
| lifespan = 70-120 cycles&lt;br /&gt;
| homeworld = Šinn, often simplified to Sinn or Shinn&lt;br /&gt;
| habitat = Warm, whether dry or wet&lt;br /&gt;
| diet = Carnivorous&lt;br /&gt;
| language = meow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Physical Description&#039;&#039;&#039;===&lt;br /&gt;
The Sinnyazh are a felid species. Over many years of internal struggle to improve themselves, their genetic code has drifted as they seek ever greater heights of physical prowess, stealth, and endurance. They can resemble a variety of the Terran Felidae family.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;History&#039;&#039;&#039;===&lt;br /&gt;
The Sinnyazh homeworld, Šinn, was originally a vast and vibrant jungle world turned into a near wasteland by constant fighting. The Sinnyazh continuously pushed themselves forward through combat, trying to outdo one another in honor battles, which eventually propelled them into the stars. Their discovery of faster‑than‑light travel came by purely accidental means: a trap set for their own orbital craft during one of their conflicts entangled an alien ship with an underspace drive. The Sinnyazh wasted no time in reverse‑engineering it and scrambled out to the stars.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Society&#039;&#039;&#039;===&lt;br /&gt;
The Sinnyazh do not have a standard government. When issues arise that are significant enough to warrant it, leaders of each pack are called together to deal with those issues, involving one or more packs. The only thing that would directly unite the packs is an attack on the Sinnyazh home systems. Many current packs serve under the League of the Free Colonies, but this is not universal; there are many packs that serve other masters and do not recognize the authority of the Free Colonies.&lt;br /&gt;
&lt;br /&gt;
The Sinnyazh inhabit only a few planets, preferring to stick to colony or pack ships. They do not understand the concept of borders and choose to go where the hunts are.&lt;br /&gt;
&lt;br /&gt;
The Sinnyazh focus on smaller combat ships which, for their size, outmatch most ships of their class. Conversely, they lack large combat ships. The only large ships they possess are colony or pack ships, massive vessels that house civilians and other necessities for the smaller ships. Their ships are armed with disabling weapons to allow boarding actions, as well as a variety of ballistic and energy weapons. The Sinnyazh strategy relies on cloaking and low‑heat‑signature to set ambushes, treating combat as a hunt.&lt;br /&gt;
&lt;br /&gt;
One of the biggest ways to rise in Sinnyazh culture is to complete a series of dangerous tasks, upon which honorific titles and duties are acquired. Examples include stealing an enemy spaceship without killing any crew members, and infiltrating an enemy position to steal an item belonging to an officer or equivalent rank. After completing several such tasks, a Sinnyazh may claim the role of Hunt Leader or Master in group hunts (though hunts can happen without them); they become the de facto leader.&lt;br /&gt;
&lt;br /&gt;
Ranks are universal among all Sinnyazh:&lt;br /&gt;
&lt;br /&gt;
*Grand Maw: leader of many packs&lt;br /&gt;
&lt;br /&gt;
*Elder Fang: great pack or bloodline ruler&lt;br /&gt;
&lt;br /&gt;
*Clan Fang: pack chief&lt;br /&gt;
&lt;br /&gt;
*Blood Fang: sub‑pack or branch leader&lt;br /&gt;
&lt;br /&gt;
*First Claw: champion or enforcer&lt;br /&gt;
&lt;br /&gt;
*Pride‑Captain: warband or ship commander&lt;br /&gt;
&lt;br /&gt;
*Marked Hunter: proven warrior&lt;br /&gt;
&lt;br /&gt;
*Claw‑Bound: full warrior&lt;br /&gt;
&lt;br /&gt;
*Unmarked: unproven member or recruit&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039;===&lt;br /&gt;
Sinnyazh culture revolves around the hunt. Hunts do not have to be deadly, but they must be dangerous. Prey may be live dangerous beasts or warriors of high renown; the hunt ends with the capture or death of the hunted. Activities that qualify as a hunt include boarding a hostile vessel, sieges, and other acts of military might.&lt;br /&gt;
&lt;br /&gt;
Though many see the Sinnyazh as bloodthirsty, they mostly abide by a code: the hunted must be armed and capable of fighting back, and they must see the faces of those hunting them. With new technology and alien species, new forms of hunts have emerged: proficient hackers or engineers who take over an enemy’s network are considered victorious. Espionage against enemy ships or fortifications (but not stealthy killing of individuals) also counts; if a Sinnyazh disables an enemy ship and escapes back, that is a successful hunt.&lt;br /&gt;
&lt;br /&gt;
While the Sinnyazh love fighting and acts of martial prowess, they also partake in drinking, storytelling, and competitions of martial might. A famous drink called Kibja, a white alcohol made from fermented milk, is a cultural icon. Songs and stories extolling the deeds of mighty hunters and warriors of old are another major aspect. Young Sinnyazh returning from their first hunts with tales of victory are honored at massive gatherings on colony ships. A rite of passage and a famous sport is the Daz&#039;Riak, a competition much like Earth wrestling where two opponents grapple, and the first to be pinned loses.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Sinnyazh&amp;diff=566</id>
		<title>Sinnyazh</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Sinnyazh&amp;diff=566"/>
		<updated>2026-06-13T20:28:12Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Šinn-aānum yázhícska or Sinnyazh&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Mammalian felinid humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*everyone knows what a cat is.&lt;br /&gt;
| lifespan = 70-120 cycles&lt;br /&gt;
| homeworld = Šinn, often simplified to Sinn or Shinn&lt;br /&gt;
| habitat = Warm, whether dry or wet&lt;br /&gt;
| diet = Carnivorous&lt;br /&gt;
| language = meow&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Physical Description&#039;&#039;&#039;===&lt;br /&gt;
The Sinnyazh are a felid species. Over many years of internal struggle to improve themselves, their genetic code has drifted as they seek ever greater heights of physical prowess, stealth, and endurance. They can resemble a variety of the Terran Felidae family.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;History&#039;&#039;&#039;===&lt;br /&gt;
The Sinnyazh homeworld, Šinn, was originally a vast and vibrant jungle world turned into a near wasteland by constant fighting. The Sinnyazh continuously pushed themselves forward through combat, trying to outdo one another in honor battles, which eventually propelled them into the stars. Their discovery of faster‑than‑light travel came by purely accidental means: a trap set for their own orbital craft during one of their conflicts entangled an alien ship with an underspace drive. The Sinnyazh wasted no time in reverse‑engineering it and scrambled out to the stars.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Society&#039;&#039;&#039;===&lt;br /&gt;
The Sinnyazh do not have a standard government. When issues arise that are significant enough to warrant it, leaders of each pack are called together to deal with those issues, involving one or more packs. The only thing that would directly unite the packs is an attack on the Sinnyazh home systems. Many current packs serve under the League of the Free Colonies, but this is not universal; there are many packs that serve other masters and do not recognize the authority of the Free Colonies.&lt;br /&gt;
&lt;br /&gt;
The Sinnyazh inhabit only a few planets, preferring to stick to colony or pack ships. They do not understand the concept of borders and choose to go where the hunts are.&lt;br /&gt;
&lt;br /&gt;
The Sinnyazh focus on smaller combat ships which, for their size, outmatch most ships of their class. Conversely, they lack large combat ships. The only large ships they possess are colony or pack ships, massive vessels that house civilians and other necessities for the smaller ships. Their ships are armed with disabling weapons to allow boarding actions, as well as a variety of ballistic and energy weapons. The Sinnyazh strategy relies on cloaking and low‑heat‑signature to set ambushes, treating combat as a hunt.&lt;br /&gt;
&lt;br /&gt;
Ranks are universal among all Sinnyazh:&lt;br /&gt;
&lt;br /&gt;
*Grand Maw: leader of many packs&lt;br /&gt;
&lt;br /&gt;
*Elder Fang: great pack or bloodline ruler&lt;br /&gt;
&lt;br /&gt;
*Clan Fang: pack chief&lt;br /&gt;
&lt;br /&gt;
*Blood Fang: sub‑pack or branch leader&lt;br /&gt;
&lt;br /&gt;
*First Claw: champion or enforcer&lt;br /&gt;
&lt;br /&gt;
*Pride‑Captain: warband or ship commander&lt;br /&gt;
&lt;br /&gt;
*Marked Hunter: proven warrior&lt;br /&gt;
&lt;br /&gt;
*Claw‑Bound: full warrior&lt;br /&gt;
&lt;br /&gt;
*Unmarked: unproven member or recruit&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039;===&lt;br /&gt;
Sinnyazh culture revolves around the hunt. Hunts do not have to be deadly, but they must be dangerous. Prey may be live dangerous beasts or warriors of high renown; the hunt ends with the capture or death of the hunted. Activities that qualify as a hunt include boarding a hostile vessel, sieges, and other acts of military might.&lt;br /&gt;
&lt;br /&gt;
Though many see the Sinnyazh as bloodthirsty, they mostly abide by a code: the hunted must be armed and capable of fighting back, and they must see the faces of those hunting them. With new technology and alien species, new forms of hunts have emerged: proficient hackers or engineers who take over an enemy’s network are considered victorious. Espionage against enemy ships or fortifications (but not stealthy killing of individuals) also counts; if a Sinnyazh disables an enemy ship and escapes back, that is a successful hunt.&lt;br /&gt;
&lt;br /&gt;
One of the biggest ways to rise in Sinnyazh culture is to complete a series of dangerous tasks, upon which honorific titles and duties are acquired. Examples include stealing an enemy spaceship without killing any crew members, and infiltrating an enemy position to steal an item belonging to an officer or equivalent rank. After completing several such tasks, a Sinnyazh may claim the role of Hunt Leader or Master in group hunts (though hunts can happen without them); they become the de facto leader.&lt;br /&gt;
&lt;br /&gt;
While the Sinnyazh love fighting and acts of martial prowess, they also partake in drinking, storytelling, and competitions of martial might. A famous drink called Kibja, a white alcohol made from fermented milk, is a cultural icon. Songs and stories extolling the deeds of mighty hunters and warriors of old are another major aspect. Young Sinnyazh returning from their first hunts with tales of victory are honored at massive gatherings on colony ships. A rite of passage and a famous sport is the Daz&#039;Riak, a competition much like Earth wrestling where two opponents grapple, and the first to be pinned loses.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=565</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=565"/>
		<updated>2026-06-13T19:41:26Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Style Guide and Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, impulsive; as well as flippant or irreverent. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruult are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Salt &#039;nd sotship, shiplord&#039;s over-stodgy today. You think it has anything to do with the standing of our fightcraft?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;... What&#039;s that you reckon?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings are o pissy on something we do. She&#039;s a landling. Better not to ask on why. They o come around when they fathom the shape of it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This &#039;&#039;&#039;landling&#039;&#039;&#039; has access to this channel, you goddamned fish! Stop chattering on patrol!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Comm record of the human-captained mercenary ship Celeste and her Zylaari fighter wing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will be dedicated to a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
It must be noted that the martial nature of Zylaari society is &#039;&#039;&#039;not&#039;&#039;&#039; something inborn, or to do with their biology. It&#039;s simply that most of the powers that employ them do so for the martial skills of the krikt and the krikrikt. Individual Zylaari can and often do leave the militaries to which most of their parents belong in search of other fields of work, but because of the strong material incentives offered by the powers, most especially the Eternity, to maintain a large Zylaari population in its navy, it can be difficult to find a sizable (law-abiding) community of fellow Zylaari outside of a military organization. This is acknowledged by many Zylaari as a sad state of affairs most typically in the teenage years, but as adulthood settles in is generally accepted as the way of the world, something beyond their power to change, and comfortable enough to bear, at least. The exceptions to this rule are heavily propagandized as pirates and rebels.&lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A ruult can also be represented by many lizard or frog heads, or a krikrikt by a whale, dolphin, or even otter head. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=564</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=564"/>
		<updated>2026-06-13T18:31:10Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a simplified history of known spacefaring species. &lt;br /&gt;
&lt;br /&gt;
710: Alba is abandoned, the colony ships that escape form the two fleets that depart Alba in opposite directions.&lt;br /&gt;
&lt;br /&gt;
710-1602: The Foremarch, a semi-legendary period of O-Kimmigani history. Several worlds are partially settled in the course of this long sublight journey, but all were ultimately deemed unfit for a majority of the species to permanently inhabit for various reasons. Some modern species of Kimmigan originate from the crude genetic manipulation performed to acclimatize the settlers during this period.&lt;br /&gt;
&lt;br /&gt;
1026: The roving O-Kimmigan fleet encounters the [[Civago]] homeworld of Civa, marking the first incident of first contact between two sophont species in galactic history. They depart on friendly terms with several new ships and Civago to crew them.&lt;br /&gt;
&lt;br /&gt;
1604: The O-Kimmigani encounter a paradisiacal garden-world requiring no genetic-level acclimatization and declare it New Alba. The fleet is dismantled and the new homeworld settled.&lt;br /&gt;
&lt;br /&gt;
1507: Civa is unified under the Council of Nine.&lt;br /&gt;
&lt;br /&gt;
1605-1643: Rapid technological advancements are made by the O-Kimmigani as the result of the abundance of resources allow them to commit experiments long dreamed of during the Foremarch. Underspace travel and QEC (quantum entanglement communications) are two key inventions of this era.&lt;br /&gt;
&lt;br /&gt;
1644: The central government of New Alba declares itself the [[Alganna Eternity]] with the mission of becoming a star-spanning empire, for the survival of not simply the Kimmigan species but civilization itself. &lt;br /&gt;
&lt;br /&gt;
1692: Civa is reached by the Eternity. There is a minutes-long skirmish in orbit, but the Civago world-government quickly sees the merits of joining those they had been friendly to in the past. The Council of Nine is integrated into the Eternity as a Great House.&lt;br /&gt;
&lt;br /&gt;
1750: TODO marsupials go here&lt;br /&gt;
&lt;br /&gt;
1761: [[Tradespeech]] is developed linguistically as an interspecies lingua franca. It proliferates throughout Eternity space and eventually becomes the first language for most Eternity citizens.&lt;br /&gt;
&lt;br /&gt;
1805: Fen&#039;s Council of Clans is established, marking the formation of unified Ruzkahni government.&lt;br /&gt;
&lt;br /&gt;
1825: The Eternity discovers the [[Zylaari]] homeworld of Dhaarakt. The Zylaari are slowly lifted out of their bronze age and join the Eternity, but not as a Great House due to their lack of a unified planetary leadership to represent them. Zylaari are distributed across the Great Houses gradually over the next several decades.&lt;br /&gt;
&lt;br /&gt;
1901: Directorate expedition to Ora and Jesoba.&lt;br /&gt;
&lt;br /&gt;
1947: A long-dead and outdated deep space Eternity scout probe drifts into Earth&#039;s orbit and crashes near Roswell, New Mexico. Although the technology aboard is obsolete by Eternity standards, and heavily damaged during atmospheric entry and the subequent crash, this violently revolutionizes human technological development over the next century.&lt;br /&gt;
&lt;br /&gt;
1991: The leader of one of the three main human powers dies. In fear of collapsing as a power, party leadership manages to revive him, secretly using alien-derived technology to do so. &lt;br /&gt;
&lt;br /&gt;
1985: Directorate expedition settles Ora and Jesoba. The Jesobans are unintentionally infected by the deadly Porthovirus, but quick action on the part of Jesoban and Directorate scientists prevent it from becoming a true pandemic. This event is today viewed as a triumph of interspecies cooperation and scientific advancement.&lt;br /&gt;
&lt;br /&gt;
2000: The three main humans powers are in a semi-hostile space race, and all operate permanent settlements on their moon. &lt;br /&gt;
&lt;br /&gt;
2015: The three main humans powers all operate permanent settlements on Mars.&lt;br /&gt;
&lt;br /&gt;
2040: Cellenic scientists build their first FTL craft, returning to Fen successfully. The first human extrasolar colony ship arrives at Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2041: The Modern Directorate is formed.&lt;br /&gt;
&lt;br /&gt;
2052: Directorate begins exploration initiatives and sends their new wave of FTL craft into the cosmos.&lt;br /&gt;
&lt;br /&gt;
2054: Directorate Encounters human colony in Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2054 :The United Families are first-contacted, capture Directorate vehicles and citizens and begin the process of reverse engineering their FTL. &lt;br /&gt;
&lt;br /&gt;
2055: The alien technology used to keep the leader of one of Earth&#039;s power blocs finally fails, and that bloc instantly collapses. The Sol system is immediately plunged into many disparate and devastating proxy wars as the remaining two powers jostle for control. The UNSAC (United Nations Space Affairs Committee) tries and fails to keep order.&lt;br /&gt;
&lt;br /&gt;
2063: The Directorate encounters a Sol system in chaos. Themselves relatively new to FTL travel, they naively offer aid to all humans who seek to flee to space, whether to join the Directorate or establish colonies of their own. A &#039;&#039;&#039;solid&#039;&#039;&#039; plurality of humans (and the vast majority of those already living off of earth) take the offer and distribute the species throughout the stars, far from the control of the weakened and brain-drained Earth governments. &lt;br /&gt;
&lt;br /&gt;
2065: The Directorate and United Families encounter each other peacefully. They return the vessel and surviving crew.&lt;br /&gt;
&lt;br /&gt;
2088: The United Families successfully reverse-engineer FTL in secret, well ahead of any Directorate desire to share technology.&lt;br /&gt;
&lt;br /&gt;
2131: The Eternity is first officially encountered by the Directorate. The meeting is somewhat contentious but ultimately does not break into open conflict. &lt;br /&gt;
&lt;br /&gt;
2260: &lt;br /&gt;
&lt;br /&gt;
2279: The Free Colonies Revolution, or Scarlet Revolution, is launched by a united front of dissatisfied settlers from the Directorate and Eternity on the borders of both. The League of Free Colonies arises in protest of the poor conditions caused by the standoffish policies of both powers.&lt;br /&gt;
&lt;br /&gt;
2286: current year.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=563</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=563"/>
		<updated>2026-06-13T18:20:49Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a simplified history of known spacefaring species. &lt;br /&gt;
&lt;br /&gt;
710: Alba is abandoned, the colony ships that escape form the two fleets that depart Alba in opposite directions.&lt;br /&gt;
&lt;br /&gt;
710-1602: The Foremarch, a semi-legendary period of O-Kimmigani history. Several worlds are partially settled in the course of this long sublight journey, but all were ultimately deemed unfit for a majority of the species to permanently inhabit for various reasons. Some modern species of Kimmigan originate from the crude genetic manipulation performed to acclimatize the settlers during this period.&lt;br /&gt;
&lt;br /&gt;
1026: The roving O-Kimmigan fleet encounters the [[Civago]] homeworld of Civa, marking the first incident of first contact between two sophont species in galactic history. They depart on friendly terms with several new ships and Civago to crew them.&lt;br /&gt;
&lt;br /&gt;
1604: The O-Kimmigani encounter a paradisiacal garden-world requiring no genetic-level acclimatization and declare it New Alba. The fleet is dismantled and the new homeworld settled.&lt;br /&gt;
&lt;br /&gt;
1507: Civa is unified under the Council of Nine.&lt;br /&gt;
&lt;br /&gt;
1605-1643: Rapid technological advancements are made by the O-Kimmigani as the result of the abundance of resources allow them to commit experiments long dreamed of during the Foremarch. Underspace travel and QEC (quantum entanglement communications) are two key inventions of this era.&lt;br /&gt;
&lt;br /&gt;
1644: The central government of New Alba declares itself the [[Alganna Eternity]] with the mission of becoming a star-spanning empire, for the survival of not simply the Kimmigan species but civilization itself. &lt;br /&gt;
&lt;br /&gt;
1692: Civa is reached by the Eternity. There is a minutes-long skirmish in orbit, but the Civago world-government quickly sees the merits of joining those they had been friendly to in the past. The Council of Nine is integrated into the Eternity as a Great House.&lt;br /&gt;
&lt;br /&gt;
1750: TODO marsupials go here&lt;br /&gt;
&lt;br /&gt;
1761: [[Tradespeech]] is developed linguistically as an interspecies lingua franca. It proliferates throughout Eternity space and eventually becomes the first language for most Eternity citizens.&lt;br /&gt;
&lt;br /&gt;
1805: Fen&#039;s Council of Clans is established, marking the formation of unified Ruzkahni government.&lt;br /&gt;
&lt;br /&gt;
1825: The Eternity discovers the [[Zylaari]] homeworld of Dhaarakt. The Zylaari are slowly lifted out of their bronze age and join the Eternity, but not as a Great House due to their lack of a unified planetary leadership to represent them. Zylaari are distributed across the Great Houses gradually over the next several decades.&lt;br /&gt;
&lt;br /&gt;
1901: Directorate expedition to Ora and Jesoba.&lt;br /&gt;
&lt;br /&gt;
1947: A long-dead and outdated deep space Eternity scout probe drifts into Earth&#039;s orbit and crashes near Roswell, New Mexico. Although the technology aboard is obsolete by Eternity standards, and heavily damaged during atmospheric entry and the subequent crash, this violently revolutionizes human technological development over the next century.&lt;br /&gt;
&lt;br /&gt;
1991: The leader of one of the three main human powers dies. In fear of collapsing as a power, party leadership manages to revive him, secretly using alien-derived technology to do so. &lt;br /&gt;
&lt;br /&gt;
1985: Directorate expedition settles Ora and Jesoba. The Jesobans are unintentionally infected by the deadly Porthovirus, but quick action on the part of Jesoban and Directorate scientists prevent it from becoming a true pandemic. This event is today viewed as a triumph of interspecies cooperation and scientific advancement.&lt;br /&gt;
&lt;br /&gt;
2000: The three main humans powers are in a semi-hostile space race, and all operate permanent settlements on their moon. &lt;br /&gt;
&lt;br /&gt;
2015: The three main humans powers all operate permanent settlements on Mars.&lt;br /&gt;
&lt;br /&gt;
2040: Cellenic scientists build their first FTL craft, returning to Fen successfully. The first human extrasolar colony ship arrives at Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2041: The Modern Directorate is formed.&lt;br /&gt;
&lt;br /&gt;
2052: Directorate begins exploration initiatives and sends their new wave of FTL craft into the cosmos. They quickly discover small enclaves or colonies of Eternity-aligned species, most notably the Zylaari. Tradespeech is introduced to the Feni, who quickly adopt it as an interspecies language with some changes for accessibility and scientific ease (one cannot after all go around calling hydrogen &amp;quot;waterstuff&amp;quot;), naming their version of it Galactic Common.&lt;br /&gt;
&lt;br /&gt;
2054: Directorate Encounters human colony in Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2054 :The United Families are first-contacted, capture Directorate vehicles and citizens and begin the process of reverse engineering their FTL. &lt;br /&gt;
&lt;br /&gt;
2055: The alien technology used to keep the leader of one of Earth&#039;s power blocs finally fails, and that bloc instantly collapses. The Sol system is immediately plunged into many disparate and devastating proxy wars as the remaining two powers jostle for control. The UNSAC (United Nations Space Affairs Committee) tries and fails to keep order.&lt;br /&gt;
&lt;br /&gt;
2063: The Directorate encounters a Sol system in chaos. Themselves relatively new to FTL travel, they naively offer aid to all humans who seek to flee to space, whether to join the Directorate or establish colonies of their own. A &#039;&#039;&#039;solid&#039;&#039;&#039; plurality of humans (and the vast majority of those already living off of earth) take the offer and distribute the species throughout the stars, far from the control of the weakened and brain-drained Earth governments. &lt;br /&gt;
&lt;br /&gt;
2065: The Directorate and United Families encounter each other peacefully. They return the vessel and surviving crew.&lt;br /&gt;
&lt;br /&gt;
2088: The United Families successfully reverse-engineer FTL in secret, well ahead of any Directorate desire to share technology.&lt;br /&gt;
&lt;br /&gt;
2260: The Eternity is first officially encountered by the Directorate. The meeting is somewhat contentious but ultimately does not break into open conflict.&lt;br /&gt;
&lt;br /&gt;
2279: The Free Colonies Revolution, or Scarlet Revolution, is launched by a united front of dissatisfied settlers from the Directorate and Eternity on the borders of both. The League of Free Colonies arises in protest of the poor conditions caused by the standoffish policies of both powers.&lt;br /&gt;
&lt;br /&gt;
2286: current year.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=562</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=562"/>
		<updated>2026-06-13T18:11:25Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a simplified history of known spacefaring species. &lt;br /&gt;
&lt;br /&gt;
710: Alba is abandoned, the colony ships that escape form the two fleets that depart Alba in opposite directions.&lt;br /&gt;
&lt;br /&gt;
710-1602: The Foremarch, a semi-legendary period of O-Kimmigani history. Several worlds are partially settled in the course of this long sublight journey, but all were ultimately deemed unfit for a majority of the species to permanently inhabit for various reasons. Some modern species of Kimmigan originate from the crude genetic manipulation performed to acclimatize the settlers during this period.&lt;br /&gt;
&lt;br /&gt;
1026: The roving O-Kimmigan fleet encounters the [[Civago]] homeworld of Civa, marking the first incident of first contact between two sophont species in galactic history. They depart on friendly terms with several new ships and Civago to crew them.&lt;br /&gt;
&lt;br /&gt;
1604: The O-Kimmigani encounter a paradisiacal garden-world requiring no genetic-level acclimatization and declare it New Alba. The fleet is dismantled and the new homeworld settled.&lt;br /&gt;
&lt;br /&gt;
1507: Civa is unified under the Council of Nine.&lt;br /&gt;
&lt;br /&gt;
1605-1643: Rapid technological advancements are made by the O-Kimmigani as the result of the abundance of resources allow them to commit experiments long dreamed of during the Foremarch. Underspace travel and QEC (quantum entanglement communications) are two key inventions of this era.&lt;br /&gt;
&lt;br /&gt;
1644: The central government of New Alba declares itself the [[Alganna Eternity]] with the mission of becoming a star-spanning empire, for the survival of not simply the Kimmigan species but civilization itself. &lt;br /&gt;
&lt;br /&gt;
1692: Civa is reached by the Eternity. There is a minutes-long skirmish in orbit, but the Civago world-government quickly sees the merits of joining those they had been friendly to in the past. The Council of Nine is integrated into the Eternity as a Great House.&lt;br /&gt;
&lt;br /&gt;
1750: TODO marsupials go here&lt;br /&gt;
&lt;br /&gt;
1805: Fen&#039;s Council of Clans is established, marking the formation of unified Ruzkahni government.&lt;br /&gt;
&lt;br /&gt;
1825: The Eternity discovers the [[Zylaari]] homeworld of Dhaarakt. The Zylaari are slowly lifted out of their bronze age and join the Eternity, but not as a Great House due to their lack of a unified planetary leadership to represent them. Zylaari are distributed across the Great Houses gradually over the next several decades.&lt;br /&gt;
&lt;br /&gt;
1901: Directorate expedition to Ora and Jesoba.&lt;br /&gt;
&lt;br /&gt;
1947: A long-dead and outdated deep space Eternity scout probe drifts into Earth&#039;s orbit and crashes near Roswell, New Mexico. Although the technology aboard is obsolete by Eternity standards, and heavily damaged during atmospheric entry and the subequent crash, this violently revolutionizes human technological development over the next century.&lt;br /&gt;
&lt;br /&gt;
1991: The leader of one of the three main human powers dies. In fear of collapsing as a power, party leadership manages to revive him, secretly using alien-derived technology to do so. &lt;br /&gt;
&lt;br /&gt;
1985: Directorate expedition settles Ora and Jesoba. The Jesobans are unintentionally infected by the deadly Porthovirus, but quick action on the part of Jesoban and Directorate scientists prevent it from becoming a true pandemic. This event is today viewed as a triumph of interspecies cooperation and scientific advancement.&lt;br /&gt;
&lt;br /&gt;
2000: The three main humans powers are in a semi-hostile space race, and all operate permanent settlements on their moon. &lt;br /&gt;
&lt;br /&gt;
2015: The three main humans powers all operate permanent settlements on Mars.&lt;br /&gt;
&lt;br /&gt;
2040: Cellenic scientists build their first FTL craft, returning to Fen successfully. The first human extrasolar colony ship arrives at Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2041: The Modern Directorate is formed.&lt;br /&gt;
&lt;br /&gt;
2052: Directorate begins exploration initiatives and sends their new wave of FTL craft into the cosmos.&lt;br /&gt;
&lt;br /&gt;
2054: Directorate Encounters human colony in Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2054 :The United Families are first-contacted, capture Directorate vehicles and citizens and begin the process of reverse engineering their FTL.&lt;br /&gt;
&lt;br /&gt;
2055: The alien technology used to keep the leader of one of Earth&#039;s power blocs finally fails, and that bloc instantly collapses. The Sol system is immediately plunged into many disparate and devastating proxy wars as the remaining two powers jostle for control. The UNSAC (United Nations Space Affairs Committee) tries and fails to keep order.&lt;br /&gt;
&lt;br /&gt;
2063: The Directorate encounters a Sol system in chaos. Themselves relatively new to FTL travel, they naively offer aid to all humans who seek to flee to space, whether to join the Directorate or establish colonies of their own. A &#039;&#039;&#039;solid&#039;&#039;&#039; plurality of humans (and the vast majority of those already living off of earth) take the offer and distribute the species throughout the stars, far from the control of the weakened and brain-drained Earth governments. &lt;br /&gt;
&lt;br /&gt;
2065: The Directorate and United Families encounter each other peacefully. They return the vessel and surviving crew.&lt;br /&gt;
&lt;br /&gt;
2088: The United Families successfully reverse-engineer FTL in secret, well ahead of any Directorate desire to share technology.&lt;br /&gt;
&lt;br /&gt;
2260: The Eternity is first encountered by the Directorate. The meeting is somewhat contentious but ultimately does not break into open conflict.&lt;br /&gt;
&lt;br /&gt;
2279: The Free Colonies Revolution, or Scarlet Revolution, is launched by a united front of dissatisfied settlers from the Directorate and Eternity on the borders of both. The League of Free Colonies arises in protest of the poor conditions caused by the standoffish policies of both powers.&lt;br /&gt;
&lt;br /&gt;
2286: current year.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=559</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=559"/>
		<updated>2026-06-13T18:00:51Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a simplified history of known spacefaring species. &lt;br /&gt;
&lt;br /&gt;
710: Alba is abandoned, the colony ships that escape form the two fleets that depart Alba in opposite directions.&lt;br /&gt;
&lt;br /&gt;
710-1602: The Foremarch, a semi-legendary period of O-Kimmigani history. Several worlds are partially settled in the course of this long sublight journey, but all were ultimately deemed unfit for a majority of the species to permanently inhabit for various reasons. Some modern species of Kimmigan originate from the crude genetic manipulation performed to acclimatize the settlers during this period.&lt;br /&gt;
&lt;br /&gt;
1026: The roving O-Kimmigan fleet encounters the [[Civago]] homeworld of Civa, marking the first incident of first contact between two sophont species in galactic history. They depart on friendly terms with several new ships and Civago to crew them.&lt;br /&gt;
&lt;br /&gt;
1604: The O-Kimmigani encounter a paradisiacal garden-world requiring no genetic-level acclimatization and declare it New Alba. The fleet is dismantled and the new homeworld settled.&lt;br /&gt;
&lt;br /&gt;
1507: Civa is unified under the Council of Nine.&lt;br /&gt;
&lt;br /&gt;
1605-1643: Rapid technological advancements are made by the O-Kimmigani as the result of the abundance of resources allow them to commit experiments long dreamed of during the Foremarch. Underspace travel and QEC (quantum entanglement communications) are two key inventions of this era.&lt;br /&gt;
&lt;br /&gt;
1644: The central government of New Alba declares itself the [[Alganna Eternity]] with the mission of becoming a star-spanning empire, for the survival of not simply the Kimmigan species but civilization itself. &lt;br /&gt;
&lt;br /&gt;
1692: Civa is reached by the Eternity. There is a minutes-long skirmish in orbit, but the Civago world-government quickly sees the merits of joining those they had been friendly to in the past. The Council of Nine is integrated into the Eternity as a Great House.&lt;br /&gt;
&lt;br /&gt;
1750: TODO marsupials go here&lt;br /&gt;
&lt;br /&gt;
1805: Fen&#039;s Council of Clans is established, marking the formation of unified Ruzkahni government.&lt;br /&gt;
&lt;br /&gt;
1825: The Eternity discovers the [[Zylaari]] homeworld of Dhaarakt. The Zylaari are slowly lifted out of their bronze age and join the Eternity, but not as a Great House due to their lack of a unified planetary leadership to represent them. Zylaari are distributed across the Great Houses gradually over the next several decades.&lt;br /&gt;
&lt;br /&gt;
1901: Directorate expedition to Ora and Jesoba.&lt;br /&gt;
&lt;br /&gt;
1947: A long-dead and outdated Eternity scout ship drifts into Earth&#039;s orbit and crashes near Roswell, New Mexico. Although the technology aboard is obsolete by Eternity standards, and heavily damaged during atmospheric entry and the subequent crash, this violently revolutionizes human technological development over the next century.&lt;br /&gt;
&lt;br /&gt;
1991: The leader of one of the three main human powers dies. In fear of collapsing as a power, party leadership manages to revive him, secretly using alien-derived technology to do so. &lt;br /&gt;
&lt;br /&gt;
1985: Directorate expedition settles Ora and Jesoba. The Jesobans are unintentionally infected by the deadly Porthovirus, but quick action on the part of Jesoban and Directorate scientists prevent it from becoming a true pandemic. This event is today viewed as a triumph of interspecies cooperation and scientific advancement.&lt;br /&gt;
&lt;br /&gt;
2000: The three main humans powers are in a semi-hostile space race, and all operate permanent settlements on their moon. &lt;br /&gt;
&lt;br /&gt;
2015: The three main humans powers all operate permanent settlements on Mars.&lt;br /&gt;
&lt;br /&gt;
2040: Cellenic scientists build their first FTL craft, returning to Fen successfully. The first human extrasolar colony ship arrives at Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2041: The Modern Directorate is formed.&lt;br /&gt;
&lt;br /&gt;
2052: Directorate begins exploration initiatives and sends their new wave of FTL craft into the cosmos.&lt;br /&gt;
&lt;br /&gt;
2054: Directorate Encounters human colony in Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2054 :The United Families are first-contacted, capture Directorate vehicles and citizens and begin the process of reverse engineering their FTL.&lt;br /&gt;
&lt;br /&gt;
2055: The alien technology used to keep the leader of one of Earth&#039;s power blocs finally fails, and that bloc instantly collapses. The Sol system is immediately plunged into many disparate and devastating proxy wars as the remaining two powers jostle for control. The UNSAC (United Nations Space Affairs Committee) tries and fails to keep order.&lt;br /&gt;
&lt;br /&gt;
2063: The Directorate encounters a Sol system in chaos. Themselves relatively new to FTL travel, they naively offer aid to all humans who seek to flee to space, whether to join the Directorate or establish colonies of their own. A &#039;&#039;&#039;solid&#039;&#039;&#039; plurality of humans (and the vast majority of those already living off of earth) take the offer and distribute the species throughout the stars, far from the control of the weakened and brain-drained Earth governments. &lt;br /&gt;
&lt;br /&gt;
2065: The Directorate and United Families encounter each other peacefully. They return the vessel and surviving crew.&lt;br /&gt;
&lt;br /&gt;
2088: The United Families successfully reverse-engineer FTL in secret, well ahead of any Directorate desire to share technology.&lt;br /&gt;
&lt;br /&gt;
2286: current year.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=558</id>
		<title>Timeline</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Timeline&amp;diff=558"/>
		<updated>2026-06-13T17:43:58Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: Created page with &amp;quot;Below follows a simplified history of known spacefaring species.   710: Alba is abandoned, the colony ships that escape form the two fleets that depart Alba in opposite directions.  710-1602: The Foremarch, a semi-legendary period of O-Kimmigani history. Several worlds are partially settled in the course of this long sublight journey, but all were ultimately deemed unfit for a majority of the species to permanently inhabit for various reasons. Some modern species of Kimm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a simplified history of known spacefaring species. &lt;br /&gt;
&lt;br /&gt;
710: Alba is abandoned, the colony ships that escape form the two fleets that depart Alba in opposite directions.&lt;br /&gt;
&lt;br /&gt;
710-1602: The Foremarch, a semi-legendary period of O-Kimmigani history. Several worlds are partially settled in the course of this long sublight journey, but all were ultimately deemed unfit for a majority of the species to permanently inhabit for various reasons. Some modern species of Kimmigan originate from the crude genetic manipulation performed to acclimatize the settlers during this period.&lt;br /&gt;
&lt;br /&gt;
1026: The roving O-Kimmigan fleet encounters the [[Civago]] homeworld of Civa, marking the first incident of first contact between two sophont species in galactic history. They depart on friendly terms with several new ships and Civago to crew them.&lt;br /&gt;
&lt;br /&gt;
1604: The O-Kimmigani encounter a paradisiacal garden-world requiring no genetic-level acclimatization and declare it New Alba. The fleet is dismantled and the new homeworld settled.&lt;br /&gt;
&lt;br /&gt;
1507: Civa is unified under the Council of Nine.&lt;br /&gt;
&lt;br /&gt;
1605-1643: Rapid technological advancements are made by the O-Kimmigani as the result of the abundance of resources allow them to commit experiments long dreamed of during the Foremarch. Underspace travel and QEC (quantum entanglement communications) are two key inventions of this era.&lt;br /&gt;
&lt;br /&gt;
1644: The central government of New Alba declares itself the [[Alganna Eternity]] with the mission of becoming a star-spanning empire, for the survival of not simply the Kimmigan species but civilization itself. &lt;br /&gt;
&lt;br /&gt;
1692: Civa is reached by the Eternity. There is a minutes-long skirmish in orbit, but the Civago world-government quickly sees the merits of joining those they had been friendly to in the past. The Council of Nine is integrated into the Eternity as a Great House.&lt;br /&gt;
&lt;br /&gt;
1750: TODO marsupials go here&lt;br /&gt;
&lt;br /&gt;
1805: Fen&#039;s Council of Clans is established, marking the formation of unified Ruzkahni government.&lt;br /&gt;
&lt;br /&gt;
1825: The Eternity discovers the [[Zylaari]] homeworld of Dhaarakt. The Zylaari are slowly lifted out of their bronze age and join the Eternity, but not as a Great House due to their lack of a unified planetary leadership to represent them. Zylaari are distributed across the Great Houses gradually over the next several decades.&lt;br /&gt;
&lt;br /&gt;
1901: Directorate expedition to Ora and Jesoba.&lt;br /&gt;
&lt;br /&gt;
1947: A long-dead and outdated Eternity scout ship drifts into Earth&#039;s orbit and crashes near Roswell, New Mexico. Although the technology aboard is obsolete by Eternity standards, and heavily damaged during atmospheric entry and the subequent crash, this revolutionizes human technological development over the next century.&lt;br /&gt;
&lt;br /&gt;
1985: Directorate expedition settles Ora and Jesoba. The Jesobans are unintentionally infected by the deadly Porthovirus, but quick action on the part of Jesoban and Directorate scientists prevent it from becoming a true pandemic. This event is today viewed as a triumph of interspecies cooperation and scientific advancement.&lt;br /&gt;
&lt;br /&gt;
2040: Cellenic scientists build their first FTL craft, returning to Fen successfully.&lt;br /&gt;
&lt;br /&gt;
2041: The Modern Directorate is formed.&lt;br /&gt;
&lt;br /&gt;
2052: Directorate begins exploration initiatives and sends their new wave of FTL craft into the cosmos.&lt;br /&gt;
&lt;br /&gt;
2054: Directorate Encounters human colony in Proxima Centauri.&lt;br /&gt;
&lt;br /&gt;
2054 :The United Families are first-contacted, capture Directorate vehicles and citizens and begin the process of reverse engineering their FTL.&lt;br /&gt;
&lt;br /&gt;
2063: Directorate Encounters Earth.&lt;br /&gt;
&lt;br /&gt;
2065: Directorate and United Families encounter each other peacefully.  They return the vessel and surviving crew.&lt;br /&gt;
&lt;br /&gt;
2088: United Families successfully reverse-engineer FTL in secret, well ahead of any Directorate desire to share technology.&lt;br /&gt;
&lt;br /&gt;
2286: current year.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Sinnyazh&amp;diff=557</id>
		<title>Sinnyazh</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Sinnyazh&amp;diff=557"/>
		<updated>2026-06-13T17:27:12Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: Created page with &amp;quot;500x500px {{Species Infobox | name = Šinn-aānum yázhícska or Sinnyazh | image = Example.jpg | designation = Mammalian felinid humanoids | subspecies = Several | height = 0.9m-2.5m | mass = 14kg-120kg | distinctive_traits = Usually including: *everyone knows what a cat is. | lifespan = 70-120 cycles | homeworld = Šinn, often simplified to Sinn or Shinn | habitat = Warm, whether dry or wet | diet = Carnivorous | language = So...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Šinn-aānum yázhícska or Sinnyazh&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Mammalian felinid humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*everyone knows what a cat is.&lt;br /&gt;
| lifespan = 70-120 cycles&lt;br /&gt;
| homeworld = Šinn, often simplified to Sinn or Shinn&lt;br /&gt;
| habitat = Warm, whether dry or wet&lt;br /&gt;
| diet = Carnivorous&lt;br /&gt;
| language = Song-like&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Sinnyazh are a felind species. Over the many years of internal struggle to improve oneself, their genetic code has drifted as they seek new heights of Physical prowess, stealthiness and endurance. They bear a striking resemblance to many variations of the Terran family felidae. &lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Example Names: &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=556</id>
		<title>Jesoban</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=556"/>
		<updated>2026-06-13T17:06:06Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Jesobans&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Feathered avian humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*Feathers&lt;br /&gt;
*Beaks&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Jesor&lt;br /&gt;
| habitat = Varied&lt;br /&gt;
| diet = Omnivorous&lt;br /&gt;
| language = Song-like&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans are a widely varied species of bird-like mammals from the planet Jesor. Their females are capable of nursing their children the same as other mammalian species. &lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesor is a planet with a single world-ocean out of which rises the supercontinent of Vaa. Though their early history was quite bloody, the species as a whole generally pivoted to settling things through non-lethal matters by the time the Directorate arrived, both for sport and for political purposes.&lt;br /&gt;
&lt;br /&gt;
During a prolonged era of peace for the Jesobans, the Directorate would arrive and unintentionally alter their history forever. Unknown to the fledgling space explorers, the hull of the Directorate ships had picked up a highly contagious pathogen alien to Jesor, and it quickly began to infect the Jesoban tribe who had made first contact with the Directorate. It was only a few days before symptoms began to emerge, and with the Directorate’s instruments they were able to determine that if left untreated and allowed to spread the virus would ultimately decimate the Jesoban people in a matter of years.&lt;br /&gt;
&lt;br /&gt;
Thankfully, the language barrier was quickly eradicated due to a linguistics expert on board the ship and the surprisingly adaptability of the Jesoban people, and after explaining the situation the two cultures quickly got to work on construction of Directorate-made cryo facilities to place the infected in suspended animation while a cure was researched. During these stressful weeks, despite around-the-clock labor, Jesobans working on the project needed to be placed into cryosleep quicker than the pods were being made, and news from neighboring tribes revealed their members already began to show symptoms. Jesoban Doctors quickly educated the Directorate medical team about their own biology, and it was through this sharing of information that the Directorate Doctors were able to create a counter-agent to delay the effects as long as possible so that sufficient cryo facilities could be constructed to house the infected.&lt;br /&gt;
&lt;br /&gt;
Uninfected Jesoban couriers were dispatched to instruct those from other tribes to head to the facilities for treatment, but unfortunately, the virus seemed to continue to spread at a slow rate. Fearing that the virus had possibly evolved and infected the water supply or even become airborne, the Directorate hatched a plan to bring all the tribes to one central location to get those that weren’t infected in environmental suits and those that were infected as much treatment as they could provide. With the help of the Jesoban tribe leaders as interpreters, the Directorate were able to have the leaders explain the situation in their own language and urged all nearby tribes to come to the facilities immediately. The other tribes were quickly convinced upon seeing so many tribes unified under one banner, and brought as much supplies as they could muster, helping other tribes along the way if possible.&lt;br /&gt;
&lt;br /&gt;
The Directorate established a very large perimeter around the series of cryo facilities, and sealed it off with a dome to eliminate the spread, hoping that the virus truly hadn’t infected the water or air. With enough generators to properly power their equipment at full capacity, a quick environmental scan was able to confirm that, indeed, the virus had been localized inside of the dome. The dome was named “Condua”, roughly translating to &amp;quot;Core of the Averted Crisis.”&lt;br /&gt;
&lt;br /&gt;
Uninfected scouts from other Jesoban tribes saw the dome in the distance, and it quickly caused word to spread. As Condua was only constructed to be a quarantine rather than a secretive fortress, they were able to communicate to travelers on the outside and explain the situation to any passersby. Jesobans inside of Condua offered to share their knowledge with the Uninfected Jesobans outside in order for the race to continue experiencing their rapid education and development, and over time a micro-community spawned around Condua where Jesobans continued to prosper off of Directorate teachings and sharings, and doing whatever they could to motivate and encourage those within the dome to continue their hard work.&lt;br /&gt;
&lt;br /&gt;
Eventually, safe entry into Condua was made through advancements on the outside from the micro-community, allowing new Jesobans to come in and give those that had been working tirelessly since the beginning some reprieve. The virus came to be known as the Porthovirus, named after the Feni Captain of the vessel and the one who took full responsibility for bringing it to Jesor in the first place. Over the course of four years, a cure for the Porthovirus was finally discovered with only about two thousand Jesoban deaths recorded, a figure that was notable in Jesoban history for being completely accurate with historical records.&lt;br /&gt;
&lt;br /&gt;
From that eventful day forward, Jesor and the Jesobans became a founding member of what would eventually be known as the Directorate, putting in thorough standards and practices to ensure no fledgling alien species ever experiences the same incident they did. The Porthovirus incident is viewed by modern Jesobans with extreme pride, both in how their ancestors were swift to answer the call to action and how effective they were in doing so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans do not use last names. Their names tend to sound grand and somewhat close to Greek or Latin.&lt;br /&gt;
&lt;br /&gt;
Example Names: Xomeo, Arithea, Onexomos, Maerophis&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Among the many tribes of the Jesoban people, religion as an organized institution failed to gain widespread traction. Instead, cultural traditions that were passed down in individual tribes and superstitious beliefs were more common. The idea of spirits and an afterlife are a recognized concept, but it is rarely elaborated upon.&lt;br /&gt;
&lt;br /&gt;
Though many Jesobans harbored a competitive spirit, and in their early years resolved many conflicts both minor and major through bloodshed, over time among many tribes the appreciation for rivalries grew, and competition among the Jesobans tended to be settled through forms of games of skill, non-lethal gladiatorial combat, martial arts competitions, and even battles of artistic expression. It was believed that by having a variety of recurring opponents in your life that matched your skill equally, you would always be constantly pushing yourself to be the best you could be, so as to not fall behind.&lt;br /&gt;
&lt;br /&gt;
It is believed this desire for competition emerged from the mating rituals ancient male Jesobans put on to attract females, and over time, simply courting someone was not enough: male Jesobans wanted to showcase that their rituals were the most effective and superior. This drive for competition over time became unisex, and though it is far more common in men, it is not too uncommon for women to be as equally bombastic if they take the initiative upon themselves to find a partner.&lt;br /&gt;
&lt;br /&gt;
This ancient form of courting was one of the few times in which Jesoban society and culture was not strictly egalitarian in nature, and otherwise it can be considered as such.&lt;br /&gt;
&lt;br /&gt;
Sardiana refers to the practice of several schools of Jesoban martial arts that developed from cooperation between the more prestigious tribes in pre-Directorate Jesoban history. Traditionally incorporating either twin blades or a staff, Sardiana strongly emphasizes showcasing the user’s dexterity and grace with each attack so that any onlookers can undeniably recognize their ability beyond simply winning the battle, and should they lose, they will lose with as much grace and dignity as they can. After Jesobans were established firmly in the Directorate, a form of Sardiana was created revolving around spinning and flourishing firearms without compromising accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Jesobans all resemble anthropomorphic birds.&lt;br /&gt;
*Jesobans sometimes have such dramatic feather growth across their arms that it can create “wing-arms”, but this is not the norm by any means. These wings do not function for flight in any meaningful way, and typically their usage as hands are more limited compared to those with normal, scaled hands.&lt;br /&gt;
*Jesoban arms and legs are normally scaled, like bird legs.&lt;br /&gt;
*Plantigrade and digitigrade legs are both fine and are attributed ICly to simply where their ancestors were and how they lived. The same logic also applies to teeth.&lt;br /&gt;
*If you have hair, try to make it match your head feathers as seamlessly as possible.&lt;br /&gt;
*Jesobans &#039;&#039;&#039;do not lay eggs.&#039;&#039;&#039; &lt;br /&gt;
*If you want to make something like a Gryphon or have features like antennae or “ears”, you will need to specify that your Jesoban is a splicer. Your reasons for getting altered are your own, but they are not naturally occurring features.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=555</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=555"/>
		<updated>2026-06-13T16:51:01Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Style Guide and Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, impulsive; as well as flippant or irreverent. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruult are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Salt &#039;nd sotship, shiplord&#039;s over-stodgy today. You think it has anything to do with the standing of our fightcraft?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;... What&#039;s that you reckon?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings are o pissy on something we do. She&#039;s a landling. Better not to ask on why. They o come around when they fathom the shape of it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This &#039;&#039;&#039;landling&#039;&#039;&#039; has access to this channel, you goddamned fish! Stop chattering on patrol!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Comm record of the human-captained mercenary ship Celeste and her Zylaari fighter wing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will be dedicated to a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
It must be noted that the martial nature of Zylaari society is &#039;&#039;&#039;not&#039;&#039;&#039; something inborn, or to do with their biology. It&#039;s simply that most of the powers that employ them do so for the martial skills of the krikt and the krikrikt. Individual Zylaari can and often do leave the militaries to which most of their parents belong in search of other fields of work, but because of the strong material incentives offered by the powers, most especially the Eternity, to maintain a large Zylaari population in its navy, it can be difficult to find a sizable (law-abiding) community of fellow Zylaari outside of a military organization. This is acknowledged by many Zylaari as a sad state of affairs most typically in the teenage years, but as adulthood settles in is generally accepted as the way of the world, something beyond their power to change, and comfortable enough to bear, at least. The exceptions to this rule are heavily propagandized as pirates and rebels.&lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Sophont&amp;diff=554</id>
		<title>Sophont</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Sophont&amp;diff=554"/>
		<updated>2026-06-13T16:46:25Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* United Families Sophonts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Sophont is an intelligent being&#039;&#039;&#039;; A term derived from the writings of the author [[wikipedia:Poul_Anderson|Poul Anderson]],  it defines a being with a base reasoning capacity roughly equivalent to or greater than that of a human being. The word does not apply to machines unless they have true artificial intelligence, rather than mere processing capacity. The Directorate has adopted the term to refer to any beings between 0.7 and 1.7 on the Fariq-Allowah index of intelligence. It derives from the Greek (An ancient human language) word σοφός (sophós, “wise”) as it is, despite human origin a non humanocentric word portraying the ancient Fennish concept of &#039;&#039;Onis,&#039;&#039; which divides people based on four categories. &#039;&#039;Na Onis, or &#039;not sophonts&#039;, such a&#039;&#039;s minerals, vegetables, or &#039;soulless beings&#039;, &#039;&#039;Tau Onis,&#039;&#039; or &#039;less than sophonts&#039; such as animals, &#039;&#039;Onis,&#039;&#039; which are capable of true wisdom and &#039;&#039;Ssu-Onis,&#039;&#039; those things beyond understanding such as spirits, gods, or theoretical super-inteligences. Sophont is preferred in modern Directorate society for its lack of cultural and religious baggage.&lt;br /&gt;
&lt;br /&gt;
== The Sophonts of Known Space ==&lt;br /&gt;
It is important to note that &#039;&#039;&#039;no major polity&#039;&#039;&#039; in known space is the exclusive home of one species, nor does any advance the interests of one species exclusively. This list is categorized by historical ties, and not absolute.&lt;br /&gt;
===== Directorate-origin Sophonts =====&lt;br /&gt;
&lt;br /&gt;
* [[Feni]]: The caniform native to the planet Fen, the founders of the Directorate, a catch-all for a handful of divergent species. Their civilization has been the quickest to scientifically advance in known space and their distinct clan-structure has informed the Directorate&#039;s design.&lt;br /&gt;
* [[Jesoban|Jesobans]]: Birdlike mammalian humanoids, who had a flourishing and peaceful, though competitive, society at the time of first contact. &lt;br /&gt;
* [[Human|Humans]]: everyone knows what a human is. First contacted by the Directorate in 2063 in a state of planetary civil war, humans had already begun space colonization efforts using sublight travel. The Directorate offered relief in the form of transport and aid, whether the interested humans would join the Directorate or not. Although many did, many also took the aid in order to fuel their own personal or group-level colonization efforts. Earth has never unified, nor have its powers gained any ability to control the many rogue colonies of humans that operate independently, leading to a very wide variety of social and cultural models across the species.&lt;br /&gt;
&lt;br /&gt;
===== United Families Sophonts =====&lt;br /&gt;
&lt;br /&gt;
* [[Kemzali]] Native to the planet Ornja, they are furry, serpentine sophonts. They are rare, but powerful, influential psionic creatures that rule their society.&lt;br /&gt;
* [[Kobari]] Linked to their sister species, the kemzali, at a biological level. They are a colonial species that are separated by purpose-driven castes and exist to function for almost all non-leadership roles within their society.&lt;br /&gt;
&lt;br /&gt;
=====Alganna Eternity Sophonts=====&lt;br /&gt;
&lt;br /&gt;
* [[Kimmigani]] Hooved mammals, often carnivorous, their history is dominated by the near-millenium-long Foremarch in which their ancestors crossed the stars in crude sublight vessels. Upon their fleet&#039;s arrival on their new homeworld of New Alba, they declared the Alganna Eternity founded, and set out to make it an everlasting empire.&lt;br /&gt;
* [[Zylaari]] Actually four distinct and unrelated species, the Zylaari are naturally psionic aquatic humanoids. Though often stereotyped as brash and chaotic, their decisionmaking is often wiser than it first appears. First discovered by the Eternity during their bronze age in the Terran year 1825, they have spent the last four centuries largely in space, where their talents as pilots and navigators are highly sought by all.&lt;br /&gt;
* [[Civago]] Arthropods of &#039;&#039;&#039;WIDELY&#039;&#039;&#039; varied body plans. First discovered by the Kimmigan fleet during their Foremarch in the Terran year 1026, before FTL travel had been discovered by any of the modern powers. The species was unified in the intervening centuries, and when the Eternity appeared in 1692 the Civago world-government was integrated as one of the Great Houses. Their biological love of combat is contrasted with their culture of politeness, leading to them being stereotyped as being scheming, or shady.&lt;br /&gt;
* marsupials TODO&lt;br /&gt;
&lt;br /&gt;
=====Unaffiliated Sophonts=====&lt;br /&gt;
A misnomer; these species can and very frequently do join with the great powers. This category is just for species that achieved FTL travel on their own and thus have no &#039;&#039;&#039;strong&#039;&#039;&#039; historical ties to the three great powers.&lt;br /&gt;
&lt;br /&gt;
* [[Raetil|Raetili]] Rodent-like mammalian humanoids, the Raetili hail from the planet Orae. They frequently live in clan-like fleets that make up the decentralized Raetili Flotilla, which is only unified by its universal recognition of the Orae Cartographer&#039;s Guild as a semi-religious authoritative body.&lt;br /&gt;
* lizards TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== The Unclassified =====&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Sophont&amp;diff=553</id>
		<title>Sophont</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Sophont&amp;diff=553"/>
		<updated>2026-06-13T16:44:35Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* The Unclassified */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Sophont is an intelligent being&#039;&#039;&#039;; A term derived from the writings of the author [[wikipedia:Poul_Anderson|Poul Anderson]],  it defines a being with a base reasoning capacity roughly equivalent to or greater than that of a human being. The word does not apply to machines unless they have true artificial intelligence, rather than mere processing capacity. The Directorate has adopted the term to refer to any beings between 0.7 and 1.7 on the Fariq-Allowah index of intelligence. It derives from the Greek (An ancient human language) word σοφός (sophós, “wise”) as it is, despite human origin a non humanocentric word portraying the ancient Fennish concept of &#039;&#039;Onis,&#039;&#039; which divides people based on four categories. &#039;&#039;Na Onis, or &#039;not sophonts&#039;, such a&#039;&#039;s minerals, vegetables, or &#039;soulless beings&#039;, &#039;&#039;Tau Onis,&#039;&#039; or &#039;less than sophonts&#039; such as animals, &#039;&#039;Onis,&#039;&#039; which are capable of true wisdom and &#039;&#039;Ssu-Onis,&#039;&#039; those things beyond understanding such as spirits, gods, or theoretical super-inteligences. Sophont is preferred in modern Directorate society for its lack of cultural and religious baggage.&lt;br /&gt;
&lt;br /&gt;
== The Sophonts of Known Space ==&lt;br /&gt;
It is important to note that &#039;&#039;&#039;no major polity&#039;&#039;&#039; in known space is the exclusive home of one species, nor does any advance the interests of one species exclusively. This list is categorized by historical ties, and not absolute.&lt;br /&gt;
===== Directorate-origin Sophonts =====&lt;br /&gt;
&lt;br /&gt;
* [[Feni]]: The caniform native to the planet Fen, the founders of the Directorate, a catch-all for a handful of divergent species. Their civilization has been the quickest to scientifically advance in known space and their distinct clan-structure has informed the Directorate&#039;s design.&lt;br /&gt;
* [[Jesoban|Jesobans]]: Birdlike mammalian humanoids, who had a flourishing and peaceful, though competitive, society at the time of first contact. &lt;br /&gt;
* [[Human|Humans]]: everyone knows what a human is. First contacted by the Directorate in 2063 in a state of planetary civil war, humans had already begun space colonization efforts using sublight travel. The Directorate offered relief in the form of transport and aid, whether the interested humans would join the Directorate or not. Although many did, many also took the aid in order to fuel their own personal or group-level colonization efforts. Earth has never unified, nor have its powers gained any ability to control the many rogue colonies of humans that operate independently, leading to a very wide variety of social and cultural models across the species.&lt;br /&gt;
&lt;br /&gt;
===== United Families Sophonts =====&lt;br /&gt;
&lt;br /&gt;
* [[Kemzali]] One of the early members of the Directorate, native to the planet Ornja, they are furry, serpentine sophonts. They are rare, but powerful, influential psionic creatures that rule their society.&lt;br /&gt;
* [[Kobari]] One of the early members of the Directorate, linked to their sister species, the kemzali, at a biological level. They are a colonial species that are separated by purpose-driven castes and exist to function for almost all non-leadership roles within their society.&lt;br /&gt;
&lt;br /&gt;
=====Alganna Eternity Sophonts=====&lt;br /&gt;
&lt;br /&gt;
* [[Kimmigani]] Hooved mammals, often carnivorous, their history is dominated by the near-millenium-long Foremarch in which their ancestors crossed the stars in crude sublight vessels. Upon their fleet&#039;s arrival on their new homeworld of New Alba, they declared the Alganna Eternity founded, and set out to make it an everlasting empire.&lt;br /&gt;
* [[Zylaari]] Actually four distinct and unrelated species, the Zylaari are naturally psionic aquatic humanoids. Though often stereotyped as brash and chaotic, their decisionmaking is often wiser than it first appears. First discovered by the Eternity during their bronze age in the Terran year 1825, they have spent the last four centuries largely in space, where their talents as pilots and navigators are highly sought by all.&lt;br /&gt;
* [[Civago]] Arthropods of &#039;&#039;&#039;WIDELY&#039;&#039;&#039; varied body plans. First discovered by the Kimmigan fleet during their Foremarch in the Terran year 1026, before FTL travel had been discovered by any of the modern powers. The species was unified in the intervening centuries, and when the Eternity appeared in 1692 the Civago world-government was integrated as one of the Great Houses. Their biological love of combat is contrasted with their culture of politeness, leading to them being stereotyped as being scheming, or shady.&lt;br /&gt;
* marsupials TODO&lt;br /&gt;
&lt;br /&gt;
=====Unaffiliated Sophonts=====&lt;br /&gt;
A misnomer; these species can and very frequently do join with the great powers. This category is just for species that achieved FTL travel on their own and thus have no &#039;&#039;&#039;strong&#039;&#039;&#039; historical ties to the three great powers.&lt;br /&gt;
&lt;br /&gt;
* [[Raetil|Raetili]] Rodent-like mammalian humanoids, the Raetili hail from the planet Orae. They frequently live in clan-like fleets that make up the decentralized Raetili Flotilla, which is only unified by its universal recognition of the Orae Cartographer&#039;s Guild as a semi-religious authoritative body.&lt;br /&gt;
* lizards TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== The Unclassified =====&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Sophont&amp;diff=552</id>
		<title>Sophont</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Sophont&amp;diff=552"/>
		<updated>2026-06-13T16:40:08Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;A Sophont is an intelligent being&#039;&#039;&#039;; A term derived from the writings of the author [[wikipedia:Poul_Anderson|Poul Anderson]],  it defines a being with a base reasoning capacity roughly equivalent to or greater than that of a human being. The word does not apply to machines unless they have true artificial intelligence, rather than mere processing capacity. The Directorate has adopted the term to refer to any beings between 0.7 and 1.7 on the Fariq-Allowah index of intelligence. It derives from the Greek (An ancient human language) word σοφός (sophós, “wise”) as it is, despite human origin a non humanocentric word portraying the ancient Fennish concept of &#039;&#039;Onis,&#039;&#039; which divides people based on four categories. &#039;&#039;Na Onis, or &#039;not sophonts&#039;, such a&#039;&#039;s minerals, vegetables, or &#039;soulless beings&#039;, &#039;&#039;Tau Onis,&#039;&#039; or &#039;less than sophonts&#039; such as animals, &#039;&#039;Onis,&#039;&#039; which are capable of true wisdom and &#039;&#039;Ssu-Onis,&#039;&#039; those things beyond understanding such as spirits, gods, or theoretical super-inteligences. Sophont is preferred in modern Directorate society for its lack of cultural and religious baggage.&lt;br /&gt;
&lt;br /&gt;
== The Sophonts of Known Space ==&lt;br /&gt;
It is important to note that &#039;&#039;&#039;no major polity&#039;&#039;&#039; in known space is the exclusive home of one species, nor does any advance the interests of one species exclusively. This list is categorized by historical ties, and not absolute.&lt;br /&gt;
===== Directorate-origin Sophonts =====&lt;br /&gt;
&lt;br /&gt;
* [[Feni]]: The caniform native to the planet Fen, the founders of the Directorate, a catch-all for a handful of divergent species. Their civilization has been the quickest to scientifically advance in known space and their distinct clan-structure has informed the Directorate&#039;s design.&lt;br /&gt;
* [[Jesoban|Jesobans]]: Birdlike mammalian humanoids, who had a flourishing and peaceful, though competitive, society at the time of first contact. &lt;br /&gt;
* [[Human|Humans]]: everyone knows what a human is. First contacted by the Directorate in 2063 in a state of planetary civil war, humans had already begun space colonization efforts using sublight travel. The Directorate offered relief in the form of transport and aid, whether the interested humans would join the Directorate or not. Although many did, many also took the aid in order to fuel their own personal or group-level colonization efforts. Earth has never unified, nor have its powers gained any ability to control the many rogue colonies of humans that operate independently, leading to a very wide variety of social and cultural models across the species.&lt;br /&gt;
&lt;br /&gt;
===== United Families Sophonts =====&lt;br /&gt;
&lt;br /&gt;
* [[Kemzali]] One of the early members of the Directorate, native to the planet Ornja, they are furry, serpentine sophonts. They are rare, but powerful, influential psionic creatures that rule their society.&lt;br /&gt;
* [[Kobari]] One of the early members of the Directorate, linked to their sister species, the kemzali, at a biological level. They are a colonial species that are separated by purpose-driven castes and exist to function for almost all non-leadership roles within their society.&lt;br /&gt;
&lt;br /&gt;
=====Alganna Eternity Sophonts=====&lt;br /&gt;
&lt;br /&gt;
* [[Kimmigani]] Hooved mammals, often carnivorous, their history is dominated by the near-millenium-long Foremarch in which their ancestors crossed the stars in crude sublight vessels. Upon their fleet&#039;s arrival on their new homeworld of New Alba, they declared the Alganna Eternity founded, and set out to make it an everlasting empire.&lt;br /&gt;
* [[Zylaari]] Actually four distinct and unrelated species, the Zylaari are naturally psionic aquatic humanoids. Though often stereotyped as brash and chaotic, their decisionmaking is often wiser than it first appears. First discovered by the Eternity during their bronze age in the Terran year 1825, they have spent the last four centuries largely in space, where their talents as pilots and navigators are highly sought by all.&lt;br /&gt;
* [[Civago]] Arthropods of &#039;&#039;&#039;WIDELY&#039;&#039;&#039; varied body plans. First discovered by the Kimmigan fleet during their Foremarch in the Terran year 1026, before FTL travel had been discovered by any of the modern powers. The species was unified in the intervening centuries, and when the Eternity appeared in 1692 the Civago world-government was integrated as one of the Great Houses. Their biological love of combat is contrasted with their culture of politeness, leading to them being stereotyped as being scheming, or shady.&lt;br /&gt;
* marsupials TODO&lt;br /&gt;
&lt;br /&gt;
=====Unaffiliated Sophonts=====&lt;br /&gt;
A misnomer; these species can and very frequently do join with the great powers. This category is just for species that achieved FTL travel on their own and thus have no &#039;&#039;&#039;strong&#039;&#039;&#039; historical ties to the three great powers.&lt;br /&gt;
&lt;br /&gt;
* [[Raetil|Raetili]] Rodent-like mammalian humanoids, the Raetili hail from the planet Orae. They frequently live in clan-like fleets that make up the decentralized Raetili Flotilla, which is only unified by its universal recognition of the Orae Cartographer&#039;s Guild as a semi-religious authoritative body.&lt;br /&gt;
* lizards TODO&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== The Unclassified =====&lt;br /&gt;
&lt;br /&gt;
* [[Outworlders]] A catchall term for the plethora of species not listed, categorizing them individually may be difficult.&lt;br /&gt;
* [[Anomalies]] A catchall term for strange, unique, or little understood beings that in some way defy standard categorization.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Main_Page&amp;diff=551</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Main_Page&amp;diff=551"/>
		<updated>2026-06-13T16:10:55Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Major Sophonts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Welcome to Distant Sands 11.&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;&#039;&#039;Selaa Hohr&#039;&#039;&#039;, now known as DS-11 aims to acclimate you to the Gateway to the Future! Please check these helpful links for more information. We expect you to have many questions. So we set this up to help. We are accessed via your local grid in the Second Life Terminal a&#039;&#039;t https://maps.secondlife.com/secondlife/Coral%20Marine/80/208/3680 ======&lt;br /&gt;
&lt;br /&gt;
==== What is this wiki? ====&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;u&amp;gt;Please be aware, this entire page and wiki are being revised as we are changing lore to our own, removed from New Frontiers, some things will remain but the stuff is in HIGH FLUX at the moment. Please have patience.&amp;lt;/u&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
* This wiki is mostly meant to be a collection of IC documents written from a biased, pro-Directorate perspective. The raw information itself is fairly accurate, but &#039;&#039;&#039;the way it&#039;s framed and presented is not meant to be read as the completely unbiased truth.&#039;&#039;&#039; Anything that is not &#039;&#039;&#039;explicitly&#039;&#039;&#039; OOC should not be read as such.&lt;br /&gt;
&lt;br /&gt;
==== Where am I? ====&lt;br /&gt;
* You are in [[Known Space]] at the edge of the [[Coreward March]] in the [[Gadiimkimi Dark Region]] on the space station [[DS-11|Distant Sands-11]]&lt;br /&gt;
* The region is a hotbed of [[Gadiimkimi Border Dispute|conflict]] between the [[Alganna Eternity]] and the [[League of Free Colonies]] over ownership and right to settle the Gadiimkimi Dark Region. The [[United Families]], the owners of the station have invited the [[Ruz&#039;kahni Directorate]] to help mediate the dispute.&lt;br /&gt;
&lt;br /&gt;
==== Holding Page for articles ====&lt;br /&gt;
[[Psychotronics]]&lt;br /&gt;
&lt;br /&gt;
[[Space Travel]]&lt;br /&gt;
&lt;br /&gt;
==== What are these strange [[Sophont|aliens]]? Help! I am distressed! ====&lt;br /&gt;
We of the Directorate prefer the term [[Sophont]] rather than alien to refer to the people of Known Space. They are you, us, and the future friends and foes you will encounter on the station and beyond.&lt;br /&gt;
&lt;br /&gt;
===== Major Sophonts =====&lt;br /&gt;
&lt;br /&gt;
* [[Feni]] Resembling dogs, wolves, jackals, foxes and hyenas, Feni are the caniform native to the planet Fen, the founders of the Directorate, a catch-all for a handful of divergent species. They are the most advanced society in known space and their distinct clan-structure has informed the Directorate&#039;s design.&lt;br /&gt;
* [[Human]] Born of the troubles of their homeworld of Earth, humans are a common species in space, often taking to the stars to escape the stratification of social immobility of Earth&#039;s territories.&lt;br /&gt;
* [[Kimmigan]] These bovids, antelopes and deer are Separated by time, remnants of a great migration across the stars, the two Kimmigan peoples vary from the founders of the Alganna Eternity who care about hedonism and power, to spacer-survivalists with a spiritual love of their ships.&lt;br /&gt;
* [[Kemzali]] The large, furred serpentine chimeric sophonts that rule the United Families as absolute rulers.&lt;br /&gt;
* [[Kobari]] A species of eusocial, small, chimeric &#039;kobold like&#039; servant-species to the Kemzali in the United Families.&lt;br /&gt;
* [[Civago]] A widely variated species of arthropods largely politically tied to the Eternity&lt;br /&gt;
* [[Zylaari]] Not actually a single species, but four different aquatic humanoid species with a shared planet of origin&lt;br /&gt;
* [[Raetil]]&lt;br /&gt;
* [[Jesoban]]&lt;br /&gt;
&lt;br /&gt;
===== The Unclassified =====&lt;br /&gt;
&lt;br /&gt;
* [[Thinking Machines]] The artificial intelligence of known space, created, not born, they are inorganic beings.&lt;br /&gt;
* [[Vatborn and Splicers]] Artificial biological creations or those adjusted or altered after birth, they were mass manufactured as slave-soldiers in the great human wars. &lt;br /&gt;
* [[Outworlders]] A catchall term for the plethora of species not listed, categorizing them individually may be difficult. &#039;&#039;&#039;Under Construction&#039;&#039;&#039;&lt;br /&gt;
* [[Anomalies]] A catchall term for strange, unique, or little understood beings that in some way defy standard categorization. &#039;&#039;&#039;Under Construction&#039;&#039;&#039;&lt;br /&gt;
==== Ok But what happened Recently? ====&lt;br /&gt;
You must suffer from some form of delirium, or maybe you&#039;re just woefully uneducated. Many major events have happened in history, but a recent one is the The Scarlet Revolution, known to the League as the [[Free Colonies Revolution]], as well as the aftermath that led to the opening of the Gadiimkimi Dark Region and the formation of the League of Free Colonies.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Raetil&amp;diff=550</id>
		<title>Raetil</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Raetil&amp;diff=550"/>
		<updated>2026-06-13T16:09:16Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: Created page with &amp;quot;500x500px {{Species Infobox | name = Raetil, pl. Raetili | image = Example.jpg | designation = Rodent-like humanoids | subspecies = Several | height = 1m-1.5m | mass = 35kg-55kg | distinctive_traits = Usually including: *Prominent Incisors *Fur *Bare, scaly tails or *Short, fluffy tails | lifespan = TODO | homeworld = Orae | habitat = Historically arboreal and subterranean; now usually adapted for space | diet = Omnivorous | lan...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Raetil, pl. Raetili&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Rodent-like humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 1m-1.5m&lt;br /&gt;
| mass = 35kg-55kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*Prominent Incisors&lt;br /&gt;
*Fur&lt;br /&gt;
*Bare, scaly tails&lt;br /&gt;
or&lt;br /&gt;
*Short, fluffy tails&lt;br /&gt;
| lifespan = TODO&lt;br /&gt;
| homeworld = Orae&lt;br /&gt;
| habitat = Historically arboreal and subterranean; now usually adapted for space&lt;br /&gt;
| diet = Omnivorous&lt;br /&gt;
| language = Raetilik-Formal (Cloud-Tongue) or Raetilik-Informal (Scratch)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Raetil are a series of Rodent-Like Bipedal Mammals with naturally coarse, sometimes curly fur (More predominantly on their head or “mane”.) They typically live for just around 60 stellar cycles (Orae’s year being .7 of a stellar cycle). And typically are around 3.5 to 5.0 feet in height (1 to 1.5 meters respectively)&lt;br /&gt;
&lt;br /&gt;
Notable adaptations that may differ from other mammals of the same category are adaptations for both climbing and tunneling, and while modern tools assist with these efforts, they have not even begun to be phased out by generational evolution.&lt;br /&gt;
&lt;br /&gt;
Their hands and feet sport tough, full bodied claws that are constructed from a mixture of keratin and excess metals digested in their bodies. Metals that would normally be toxic in high doses are processed through a material exchange with the amino acid cysteine, which produces a bio-alloy of keratin and predominantly nickel and copper, though iron, and silver can rarely be processed out in the same way.&lt;br /&gt;
&lt;br /&gt;
While otherwise unassuming, their bodies house an organ that runs along the cardiovascular system. Orae Medics call this network the “Vintilae Seam” while Xeno Biologists have named the organ the “Lactic/Amyloid System”. This organ assists with fast-twitch (Type II) and Slow-Twitch (Type I) muscle movements by acting as a direct disposal of Lactic Acid, Amyloid and Tau from the Raetil’s body during periods of high strain or deep sleep. This system becomes active when the structures dilate in response to strain and high heart rate. Conversely this organ also dilates during deep REM Sleep when the body’s blood pressure naturally drops, assisting with restorative sleep by transporting waste products from the brain. This results in the average night’s sleep for a Raetil to be 3-5 hours. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&#039;&#039;&#039;rats n mice:&#039;&#039;&#039; TODO&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;rabbits:&#039;&#039;&#039; TODO&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;squirrel:&#039;&#039;&#039; TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====Early History====&lt;br /&gt;
The Raetili were, at one point, subterranean and tree dwelling species in their pre-history. Orae is a continental jungle world populated by various megafauna and megaflora, and the Raetili were often underfoot and unnoticed by a large portion of the species there. Titanic bipedal and quadrupedal creatures, both carnivorous and herbivorous, were more environmental hazards than active predators on the planet, and the Raetili’s subterranean strategy allowed large populations to spread and colonize the planet through tunnels and sky bridges.&lt;br /&gt;
&lt;br /&gt;
Every city is often under the roots of massive “Hearth Trees”, and the Raetili formed a semi-parasitic and symbiotic relationship with each tree. As technology increased, the gap between those who lived above in the canopy and those who lived underground continued to grow steadily, though each caste would keep a steady balance between one another, as both were essential to comfortable living.&lt;br /&gt;
&lt;br /&gt;
Underground industry flourished with easy access to primary ores, such as iron, copper, and tin. Bauxite (Aluminum) Refining created an advent of cultural interest with alloy-smithing and engineering improvement that allowed for deeper, more complex tunnels and readily available, lightweight materials used in vehicles, and eventually ceramic-based alloys leading to the Raetili’s first cautious steps into spaceflight.&lt;br /&gt;
&lt;br /&gt;
In the Canopies, governance and religious structures were built alongside the nobility of the species, as well as “Aero-Agriculture” featuring hanging gardens and farms to support rapidly building populations. It was during this time that the first Primogenture Rulers would start uniting the otherwise widespread clans and families under banners and the ruling canopies.&lt;br /&gt;
&lt;br /&gt;
When the initial start of space exploration started, it was celebrated as both a technological achievement and a sanctified act. Both the general population and the clergy backed stellar exploration, citing the importance of global unity, communication, and geographical cartography.&lt;br /&gt;
&lt;br /&gt;
Starting with the blessing from both the clergy and their home-city of Shaelin, The Orae Cartographer’s Guild was in charge of mapping both geographical and geological landmarks to assist with travel between cities. Eventually determined to be a fully neutral party, the Orae Cartographer’s Guild insisted on a “Guild First” Mentality, and refused to partake in greater political plays. To Date, no ranking member of the OCG has held any title of nobility, and upon receiving any status within the guild, an individual is expected to renounce their name and fealty to their family and clan for the greater good for Orae and the Raetil species as a whole.&lt;br /&gt;
&lt;br /&gt;
While initially facing pushback from some of the larger cities, their skills and knowledge of cartography became irreplaceable during Raetil&#039;s first forays into space travel. The guild became experts in telemetry and planetary communications, assisted with the deployment of the planet’s first satellites, and eventually became the driving force for space-bound advancements. Within 40 years of the first rocket launch, every shuttle and every satellite bore the insignia of the Guild.&lt;br /&gt;
&lt;br /&gt;
Their crowning achievement during this Era was the deployment of the “Lord’s Reach”, a High Orbit Observatory Satellite that gave an unparalleled view of the galaxy around them. Without cloudcover and inclement weather, this advancement produced an unforeseen era of prosperity. Not only was the satellite assisting with exploration data, discovery of distant worlds, and the composition of their own local system; It also assisted the Clergy and the Starseers in their celebrations and predictions, a clean marriage of science and theology.&lt;br /&gt;
&lt;br /&gt;
====The Great Dragon / Age of Strife====&lt;br /&gt;
&lt;br /&gt;
A Stellar Calamity took center stage at this time. Unbeknownst to the population, a neighboring star, CGR-692-B had entered the final phase of its lifecycle, and being a mere 3.4 light years away, went supernova. The resulting collapse of the star released a Gamma Ray Burst that “Burned the sky and the stars for an untold distance”, and over the course of months, spilled its stellar matter into a pre-nebula in violent oranges and reds. Deeply superstitious, and naive to the complex machinations of their neighbors; rumors exploded among both the general population and the clergy themselves. The nebula obscured and eclipsed several of their pantheons, and day by day the vast nebula continued to expand.&lt;br /&gt;
&lt;br /&gt;
Then came the alarm. Orae had been home to fossils of such intense magnitude, extinct species buried into the earth, some rotting in the above vegetation that some thought them to be dragons, beasts that traveled the sky and stars looking for meals and homes for their eggs. As the population grew more educated, those dragons became myth and tales told to children to force them to behave.&lt;br /&gt;
&lt;br /&gt;
But now, seeing a star blink out of existence so violently, a mania spread like wildfire through all castes and clans. The Dragons were real, and one surely was coming for them. The clergy started to strain under the panic, new splinters and sub-religions grew. There was a dragon to slay, a dragon to appease, a dragon to worship that would be consuming their pantheon in bits and pieces. Theological divides sparked no war in heaven, but a war on the ground.&lt;br /&gt;
&lt;br /&gt;
The Cult of the Dragon believed that appeasement and worship was the only way to keep Orae Safe, while the Dragon Hunters believed the dragon to be no deity, but a mortal usurper and a wild animal, something that could bleed, that could be killed. Neither side would capitulate, and stayed locked in a stalemate. Cities were razed, miles and miles of the planet were turned into a barren no-man’s land.&lt;br /&gt;
&lt;br /&gt;
The war ended in a flash. The Orae Cartographer’s Guild had operated in secret for those decades, creating contingencies and gathering data, understanding high physics and new ways to move and wage war. To the onlookers, it appeared that The Final Fortress, Her Fang, simply cracked in half, and caught fire, broke in twine before a massive shockwave tore stone and uprooted her. The OCG made their decision to enter and end the war, dropping a tungsten rod directly on the city. The Cult was beheaded, dramatically, definitively, and calm returned to a near-ruined Orae.&lt;br /&gt;
&lt;br /&gt;
The Stellar Dragon became a memory as real monsters bucked and rebelled against a wounded, but not dead world. Cities that survived and managed to flourish turned to hunting the now-desperate and hostile monstrous megafauna after the collapse of native populations. A single kill could feed a city for years, and slowly those weapons of war became weapons for the hunt. But still, they had to be careful to preserve this tenuous balance.&lt;br /&gt;
&lt;br /&gt;
The OCG turned their attention to advisory and research of new stellar vehicles, ones that could close the gap between stars, and the Flotilla grew, slowly and surely. There would be no throne higher than the ones in orbit, and then over the next century, the ones in yet more distant space.&lt;br /&gt;
&lt;br /&gt;
Orae continues to house a sizable population of Scavengers and Hunters, but the drumbeat in the bellies of starships both great and small continue. Miners, Privateers, Traders, and Hunters alike, bound of a home they might never see again under one creed:&lt;br /&gt;
&lt;br /&gt;
We remember the Dragon that burned our home, that may consume our star. We will find it, hunt her kin, and find use for every scale, fang, and morsel of meat.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
As modern times approach, the Raetil find their work and place in alien societies as traders, soothsayers, and industrialists. Social, wary of a journey, Clans are built up on &#039;&#039;&#039;&#039;&#039;Absolute Primogeniture&#039;&#039;&#039;&#039;&#039;, Where the first born of a family is the heir to the Clan’s Ship, her people, and the debts to be settled. A Raetil Flotilla can be made up of any number of ships from any race’s make and model, however the Flagship is often a Raetil Battleship, Heavy Cruiser, Freighter, or even an utterly ancient Arkship from old.&lt;br /&gt;
&lt;br /&gt;
The Flagship is the crown jewel of the Raetil Clan and Flotilla, and each generation makes extensive improvements and redundancies to ensure the ship will serve the next generation well. These improvements may be minor or cosmetic, such as a refurbishing of a weapon’s system or a repainting of the hull, or the installation of a new reactor, water system, or even retrofitting for FTL Travel. &lt;br /&gt;
&lt;br /&gt;
Example Names: TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Raetil’s religion focused on a pantheon of constellations that were visible from those temples, functioning as observatories whose massive glass domes would focus and magnify points in the sky, where each temple’s own patron would be celebrated when it would be in full view. Holidays were frequent, and an acknowledgement and fascination of the stars would fuel “Starseers”, their role within the clergy were to interpret the stars, their movements, and make predictions that would be as mundane as hopeful harvests, success in love, all the way to important decision making like trade deals, royal births, and declarations of war.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
TODO&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=549</id>
		<title>Jesoban</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=549"/>
		<updated>2026-06-13T15:46:39Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Jesobans&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Feathered avian humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*Feathers&lt;br /&gt;
*Beaks&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Jesor&lt;br /&gt;
| habitat = Varied&lt;br /&gt;
| diet = Omnivorous&lt;br /&gt;
| language = Song-like&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans are a widely varied species of bird-like mammals from the planet Jesor. Their females are capable of nursing their children the same as other mammalian species. &lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesor is a planet with a single world-ocean out of which rises the supercontinent of Vaa. Though their early history was quite bloody, the species as a whole generally pivoted to settling things through non-lethal matters by the time the Directorate arrived, both for sport and for political purposes.&lt;br /&gt;
&lt;br /&gt;
During a prolonged era of peace for the Jesobans, the Directorate would arrive and unintentionally alter their history forever. Unknown to the fledgling space explorers, the hull of the Directorate ships had picked up a highly contagious pathogen alien to Jesor, and it quickly began to infect the Jesoban tribe who had made first contact with the Directorate. It was only a few days before symptoms began to emerge, and with the Directorate’s instruments they were able to determine that if left untreated and allowed to spread the virus would ultimately decimate the Jesoban people in a matter of years.&lt;br /&gt;
&lt;br /&gt;
Thankfully, the language barrier was quickly eradicated due to a linguistics expert on board the ship and the surprisingly adaptability of the Jesoban people, and after explaining the situation the two cultures quickly got to work on construction of Directorate-made cryo facilities to place the infected in suspended animation while a cure was researched. During these stressful weeks, despite around-the-clock labor, Jesobans working on the project needed to be placed into cryosleep quicker than the pods were being made, and news from neighboring tribes revealed their members already began to show symptoms. Jesoban Doctors quickly educated the Directorate medical team about their own biology, and it was through this sharing of information that the Directorate Doctors were able to create a counter-agent to delay the effects as long as possible so that sufficient cryo facilities could be constructed to house the infected.&lt;br /&gt;
&lt;br /&gt;
Uninfected Jesoban couriers were dispatched to instruct those from other tribes to head to the facilities for treatment, but unfortunately, the virus seemed to continue to spread at a slow rate. Fearing that the virus had possibly evolved and infected the water supply or even become airborne, the Directorate hatched a plan to bring all the tribes to one central location to get those that weren’t infected in environmental suits and those that were infected as much treatment as they could provide. With the help of the Jesoban tribe leaders as interpreters, the Directorate were able to have the leaders explain the situation in their own language and urged all nearby tribes to come to the facilities immediately. The other tribes were quickly convinced upon seeing so many tribes unified under one banner, and brought as much supplies as they could muster, helping other tribes along the way if possible.&lt;br /&gt;
&lt;br /&gt;
The Directorate established a very large perimeter around the series of cryo facilities, and sealed it off with a dome to eliminate the spread, hoping that the virus truly hadn’t infected the water or air. With enough generators to properly power their equipment at full capacity, a quick environmental scan was able to confirm that, indeed, the virus had been localized inside of the dome. The dome was named “Condua”, roughly translating to &amp;quot;Core of the Averted Crisis.”&lt;br /&gt;
&lt;br /&gt;
Uninfected scouts from other Jesoban tribes saw the dome in the distance, and it quickly caused word to spread. As Condua was only constructed to be a quarantine rather than a secretive fortress, they were able to communicate to travelers on the outside and explain the situation to any passersby. Jesobans inside of Condua offered to share their knowledge with the Uninfected Jesobans outside in order for the race to continue experiencing their rapid education and development, and over time a micro-community spawned around Condua where Jesobans continued to prosper off of Directorate teachings and sharings, and doing whatever they could to motivate and encourage those within the dome to continue their hard work.&lt;br /&gt;
&lt;br /&gt;
Eventually, safe entry into Condua was made through advancements on the outside from the micro-community, allowing new Jesobans to come in and give those that had been working tirelessly since the beginning some reprieve. The virus came to be known as the Porthovirus, named after the Feni Captain of the vessel and the one who took full responsibility for bringing it to Jesor in the first place. Over the course of four years, a cure for the Porthovirus was finally discovered with only about two thousand Jesoban deaths recorded, a figure that was notable in Jesoban history for being completely accurate with historical records.&lt;br /&gt;
&lt;br /&gt;
From that eventful day forward, Jesor and the Jesobans became a founding member of what would eventually be known as the Directorate, putting in thorough standards and practices to ensure no fledgling alien species ever experiences the same incident they did. The Porthovirus incident is viewed by modern Jesobans with extreme pride, both in how their ancestors were swift to answer the call to action and how effective they were in doing so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans do not use last names. Their first names are sometimes paired with grand epithets such as &amp;quot;The Wise&amp;quot; or &amp;quot;The Fast,&amp;quot; but typically only when earned. &lt;br /&gt;
&lt;br /&gt;
Example Names: Xomeo, Arithea, Onexomos The Magnificent, Fire-Throwing Maerophis&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Among the many tribes of the Jesoban people, religion as an organized institution failed to gain widespread traction. Instead, cultural traditions that were passed down in individual tribes and superstitious beliefs were more common. The idea of spirits and an afterlife are a recognized concept, but it is rarely elaborated upon.&lt;br /&gt;
&lt;br /&gt;
Though many Jesobans harbored a competitive spirit, and in their early years resolved many conflicts both minor and major through bloodshed, over time among many tribes the appreciation for rivalries grew, and competition among the Jesobans tended to be settled through forms of games of skill, non-lethal gladiatorial combat, martial arts competitions, and even battles of artistic expression. It was believed that by having a variety of recurring opponents in your life that matched your skill equally, you would always be constantly pushing yourself to be the best you could be, so as to not fall behind.&lt;br /&gt;
&lt;br /&gt;
It is believed this desire for competition emerged from the mating rituals ancient male Jesobans put on to attract females, and over time, simply courting someone was not enough: male Jesobans wanted to showcase that their rituals were the most effective and superior. This drive for competition over time became unisex, and though it is far more common in men, it is not too uncommon for women to be as equally bombastic if they take the initiative upon themselves to find a partner.&lt;br /&gt;
&lt;br /&gt;
This ancient form of courting was one of the few times in which Jesoban society and culture was not strictly egalitarian in nature, and otherwise it can be considered as such.&lt;br /&gt;
&lt;br /&gt;
Sardiana refers to the practice of several schools of Jesoban martial arts that developed from cooperation between the more prestigious tribes in pre-Directorate Jesoban history. Traditionally incorporating either twin blades or a staff, Sardiana strongly emphasizes showcasing the user’s dexterity and grace with each attack so that any onlookers can undeniably recognize their ability beyond simply winning the battle, and should they lose, they will lose with as much grace and dignity as they can. After Jesobans were established firmly in the Directorate, a form of Sardiana was created revolving around spinning and flourishing firearms without compromising accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Jesobans all resemble anthropomorphic birds.&lt;br /&gt;
*Jesobans sometimes have such dramatic feather growth across their arms that it can create “wing-arms”, but this is not the norm by any means. These wings do not function for flight in any meaningful way, and typically their usage as hands are more limited compared to those with normal, scaled hands.&lt;br /&gt;
*Jesoban arms and legs are normally scaled, like bird legs.&lt;br /&gt;
*Plantigrade and digitigrade legs are both fine and are attributed ICly to simply where their ancestors were and how they lived. The same logic also applies to teeth.&lt;br /&gt;
*If you have hair, try to make it match your head feathers as seamlessly as possible.&lt;br /&gt;
*Jesobans &#039;&#039;&#039;do not lay eggs.&#039;&#039;&#039; &lt;br /&gt;
*If you want to make something like a Gryphon or have features like antennae or “ears”, you will need to specify that your Jesoban is a splicer. Your reasons for getting altered are your own, but they are not naturally occurring features.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=548</id>
		<title>Jesoban</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=548"/>
		<updated>2026-06-13T15:43:33Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Style Guide and Character Creation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Jesobans&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Feathered avian humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*Feathers&lt;br /&gt;
*Beaks&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Jesor&lt;br /&gt;
| habitat = Varied&lt;br /&gt;
| diet = Omnivorous&lt;br /&gt;
| language = Song-like&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans are a widely varied species of bird-like mammals from the planet Jesor. Their females are capable of nursing their children the same as other mammalian species. &lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesor is a planet with a single world-ocean out of which rises the supercontinent of Vaa. Though their early history was quite bloody, the species as a whole generally pivoted to settling things through non-lethal matters by the time the Directorate arrived, both for sport and for political purposes.&lt;br /&gt;
&lt;br /&gt;
During a prolonged era of peace for the Jesobans, the Directorate would arrive and unintentionally alter their history forever. Unknown to the fledgling space explorers, the hull of the Directorate ships had picked up a highly contagious pathogen alien to Jesor, and it quickly began to infect the Jesoban tribe who had made first contact with the Directorate. It was only a few days before symptoms began to emerge, and with the Directorate’s instruments they were able to determine that if left untreated and allowed to spread the virus would ultimately decimate the Jesoban people in a matter of years.&lt;br /&gt;
&lt;br /&gt;
Thankfully, the language barrier was quickly eradicated due to a linguistics expert on board the ship and the surprisingly adaptability of the Jesoban people, and after explaining the situation the two cultures quickly got to work on construction of Directorate-made cryo facilities to place the infected in suspended animation while a cure was researched. During these stressful weeks, despite around-the-clock labor, Jesobans working on the project needed to be placed into cryosleep quicker than the pods were being made, and news from neighboring tribes revealed their members already began to show symptoms. Jesoban Doctors quickly educated the Directorate medical team about their own biology, and it was through this sharing of information that the Directorate Doctors were able to create a counter-agent to delay the effects as long as possible so that sufficient cryo facilities could be constructed to house the infected.&lt;br /&gt;
&lt;br /&gt;
Uninfected Jesoban couriers were dispatched to instruct those from other tribes to head to the facilities for treatment, but unfortunately, the virus seemed to continue to spread at a slow rate. Fearing that the virus had possibly evolved and infected the water supply or even become airborne, the Directorate hatched a plan to bring all the tribes to one central location to get those that weren’t infected in environmental suits and those that were infected as much treatment as they could provide. With the help of the Jesoban tribe leaders as interpreters, the Directorate were able to have the leaders explain the situation in their own language and urged all nearby tribes to come to the facilities immediately. The other tribes were quickly convinced upon seeing so many tribes unified under one banner, and brought as much supplies as they could muster, helping other tribes along the way if possible.&lt;br /&gt;
&lt;br /&gt;
The Directorate established a very large perimeter around the series of cryo facilities, and sealed it off with a dome to eliminate the spread, hoping that the virus truly hadn’t infected the water or air. With enough generators to properly power their equipment at full capacity, a quick environmental scan was able to confirm that, indeed, the virus had been localized inside of the dome. The dome was named “Condua”, roughly translating to &amp;quot;Core of the Averted Crisis.”&lt;br /&gt;
&lt;br /&gt;
Uninfected scouts from other Jesoban tribes saw the dome in the distance, and it quickly caused word to spread. As Condua was only constructed to be a quarantine rather than a secretive fortress, they were able to communicate to travelers on the outside and explain the situation to any passersby. Jesobans inside of Condua offered to share their knowledge with the Uninfected Jesobans outside in order for the race to continue experiencing their rapid education and development, and over time a micro-community spawned around Condua where Jesobans continued to prosper off of Directorate teachings and sharings, and doing whatever they could to motivate and encourage those within the dome to continue their hard work.&lt;br /&gt;
&lt;br /&gt;
Eventually, safe entry into Condua was made through advancements on the outside from the micro-community, allowing new Jesobans to come in and give those that had been working tirelessly since the beginning some reprieve. The virus came to be known as the Porthovirus, named after the Feni Captain of the vessel and the one who took full responsibility for bringing it to Jesor in the first place. Over the course of four years, a cure for the Porthovirus was finally discovered with only about two thousand Jesoban deaths recorded, a figure that was notable in Jesoban history for being completely accurate with historical records.&lt;br /&gt;
&lt;br /&gt;
From that eventful day forward, Jesor and the Jesobans became a founding member of what would eventually be known as the Directorate, putting in thorough standards and practices to ensure no fledgling alien species ever experiences the same incident they did. The Porthovirus incident is viewed by modern Jesobans with extreme pride, both in how their ancestors were swift to answer the call to action and how effective they were in doing so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans do not use last names. Their first names are sometimes paired with grand epithets such as &amp;quot;The Wise&amp;quot; or &amp;quot;The Fast,&amp;quot; but typically only when earned. &lt;br /&gt;
&lt;br /&gt;
Example Names: Xomeo, Arithea, Onexomos The Magnificent&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Among the many tribes of the Jesoban people, religion as an organized institution failed to gain widespread traction. Instead, cultural traditions that were passed down in individual tribes and superstitious beliefs were more common. The idea of spirits and an afterlife are a recognized concept, but it is rarely elaborated upon.&lt;br /&gt;
&lt;br /&gt;
Though many Jesobans harbored a competitive spirit, and in their early years resolved many conflicts both minor and major through bloodshed, over time among many tribes the appreciation for rivalries grew, and competition among the Jesobans tended to be settled through forms of games of skill, non-lethal gladiatorial combat, martial arts competitions, and even battles of artistic expression. It was believed that by having a variety of recurring opponents in your life that matched your skill equally, you would always be constantly pushing yourself to be the best you could be, so as to not fall behind.&lt;br /&gt;
&lt;br /&gt;
It is believed this desire for competition emerged from the mating rituals ancient male Jesobans put on to attract females, and over time, simply courting someone was not enough: male Jesobans wanted to showcase that their rituals were the most effective and superior. This drive for competition over time became unisex, and though it is far more common in men, it is not too uncommon for women to be as equally bombastic if they take the initiative upon themselves to find a partner.&lt;br /&gt;
&lt;br /&gt;
This ancient form of courting was one of the few times in which Jesoban society and culture was not strictly egalitarian in nature, and otherwise it can be considered as such.&lt;br /&gt;
&lt;br /&gt;
Sardiana refers to the practice of several schools of Jesoban martial arts that developed from cooperation between the more prestigious tribes in pre-Directorate Jesoban history. Traditionally incorporating either twin blades or a staff, Sardiana strongly emphasizes showcasing the user’s dexterity and grace with each attack so that any onlookers can undeniably recognize their ability beyond simply winning the battle, and should they lose, they will lose with as much grace and dignity as they can. After Jesobans were established firmly in the Directorate, a form of Sardiana was created revolving around spinning and flourishing firearms without compromising accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
*Jesobans all resemble anthropomorphic birds.&lt;br /&gt;
*Jesobans sometimes have such dramatic feather growth across their arms that it can create “wing-arms”, but this is not the norm by any means. These wings do not function for flight in any meaningful way, and typically their usage as hands are more limited compared to those with normal, scaled hands.&lt;br /&gt;
*Jesoban arms and legs are normally scaled, like bird legs.&lt;br /&gt;
*Plantigrade and digitigrade legs are both fine and are attributed ICly to simply where their ancestors were and how they lived. The same logic also applies to teeth.&lt;br /&gt;
*If you have hair, try to make it match your head feathers as seamlessly as possible.&lt;br /&gt;
*Jesobans &#039;&#039;&#039;do not lay eggs.&#039;&#039;&#039; &lt;br /&gt;
*If you want to make something like a Gryphon or have features like antennae or “ears”, you will need to specify that your Jesoban is a splicer. Your reasons for getting altered are your own, but they are not naturally occurring features.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=547</id>
		<title>Jesoban</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=547"/>
		<updated>2026-06-13T15:42:21Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Jesobans&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Feathered avian humanoids&lt;br /&gt;
| subspecies = Several&lt;br /&gt;
| height = 0.9m-2.5m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*Feathers&lt;br /&gt;
*Beaks&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Jesor&lt;br /&gt;
| habitat = Varied&lt;br /&gt;
| diet = Omnivorous&lt;br /&gt;
| language = Song-like&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans are a widely varied species of bird-like mammals from the planet Jesor. Their females are capable of nursing their children the same as other mammalian species. &lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesor is a planet with a single world-ocean out of which rises the supercontinent of Vaa. Though their early history was quite bloody, the species as a whole generally pivoted to settling things through non-lethal matters by the time the Directorate arrived, both for sport and for political purposes.&lt;br /&gt;
&lt;br /&gt;
During a prolonged era of peace for the Jesobans, the Directorate would arrive and unintentionally alter their history forever. Unknown to the fledgling space explorers, the hull of the Directorate ships had picked up a highly contagious pathogen alien to Jesor, and it quickly began to infect the Jesoban tribe who had made first contact with the Directorate. It was only a few days before symptoms began to emerge, and with the Directorate’s instruments they were able to determine that if left untreated and allowed to spread the virus would ultimately decimate the Jesoban people in a matter of years.&lt;br /&gt;
&lt;br /&gt;
Thankfully, the language barrier was quickly eradicated due to a linguistics expert on board the ship and the surprisingly adaptability of the Jesoban people, and after explaining the situation the two cultures quickly got to work on construction of Directorate-made cryo facilities to place the infected in suspended animation while a cure was researched. During these stressful weeks, despite around-the-clock labor, Jesobans working on the project needed to be placed into cryosleep quicker than the pods were being made, and news from neighboring tribes revealed their members already began to show symptoms. Jesoban Doctors quickly educated the Directorate medical team about their own biology, and it was through this sharing of information that the Directorate Doctors were able to create a counter-agent to delay the effects as long as possible so that sufficient cryo facilities could be constructed to house the infected.&lt;br /&gt;
&lt;br /&gt;
Uninfected Jesoban couriers were dispatched to instruct those from other tribes to head to the facilities for treatment, but unfortunately, the virus seemed to continue to spread at a slow rate. Fearing that the virus had possibly evolved and infected the water supply or even become airborne, the Directorate hatched a plan to bring all the tribes to one central location to get those that weren’t infected in environmental suits and those that were infected as much treatment as they could provide. With the help of the Jesoban tribe leaders as interpreters, the Directorate were able to have the leaders explain the situation in their own language and urged all nearby tribes to come to the facilities immediately. The other tribes were quickly convinced upon seeing so many tribes unified under one banner, and brought as much supplies as they could muster, helping other tribes along the way if possible.&lt;br /&gt;
&lt;br /&gt;
The Directorate established a very large perimeter around the series of cryo facilities, and sealed it off with a dome to eliminate the spread, hoping that the virus truly hadn’t infected the water or air. With enough generators to properly power their equipment at full capacity, a quick environmental scan was able to confirm that, indeed, the virus had been localized inside of the dome. The dome was named “Condua”, roughly translating to &amp;quot;Core of the Averted Crisis.”&lt;br /&gt;
&lt;br /&gt;
Uninfected scouts from other Jesoban tribes saw the dome in the distance, and it quickly caused word to spread. As Condua was only constructed to be a quarantine rather than a secretive fortress, they were able to communicate to travelers on the outside and explain the situation to any passersby. Jesobans inside of Condua offered to share their knowledge with the Uninfected Jesobans outside in order for the race to continue experiencing their rapid education and development, and over time a micro-community spawned around Condua where Jesobans continued to prosper off of Directorate teachings and sharings, and doing whatever they could to motivate and encourage those within the dome to continue their hard work.&lt;br /&gt;
&lt;br /&gt;
Eventually, safe entry into Condua was made through advancements on the outside from the micro-community, allowing new Jesobans to come in and give those that had been working tirelessly since the beginning some reprieve. The virus came to be known as the Porthovirus, named after the Feni Captain of the vessel and the one who took full responsibility for bringing it to Jesor in the first place. Over the course of four years, a cure for the Porthovirus was finally discovered with only about two thousand Jesoban deaths recorded, a figure that was notable in Jesoban history for being completely accurate with historical records.&lt;br /&gt;
&lt;br /&gt;
From that eventful day forward, Jesor and the Jesobans became a founding member of what would eventually be known as the Directorate, putting in thorough standards and practices to ensure no fledgling alien species ever experiences the same incident they did. The Porthovirus incident is viewed by modern Jesobans with extreme pride, both in how their ancestors were swift to answer the call to action and how effective they were in doing so.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Jesobans do not use last names. Their first names are sometimes paired with grand epithets such as &amp;quot;The Wise&amp;quot; or &amp;quot;The Fast,&amp;quot; but typically only when earned. &lt;br /&gt;
&lt;br /&gt;
Example Names: Xomeo, Arithea, Onexomos The Magnificent&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Among the many tribes of the Jesoban people, religion as an organized institution failed to gain widespread traction. Instead, cultural traditions that were passed down in individual tribes and superstitious beliefs were more common. The idea of spirits and an afterlife are a recognized concept, but it is rarely elaborated upon.&lt;br /&gt;
&lt;br /&gt;
Though many Jesobans harbored a competitive spirit, and in their early years resolved many conflicts both minor and major through bloodshed, over time among many tribes the appreciation for rivalries grew, and competition among the Jesobans tended to be settled through forms of games of skill, non-lethal gladiatorial combat, martial arts competitions, and even battles of artistic expression. It was believed that by having a variety of recurring opponents in your life that matched your skill equally, you would always be constantly pushing yourself to be the best you could be, so as to not fall behind.&lt;br /&gt;
&lt;br /&gt;
It is believed this desire for competition emerged from the mating rituals ancient male Jesobans put on to attract females, and over time, simply courting someone was not enough: male Jesobans wanted to showcase that their rituals were the most effective and superior. This drive for competition over time became unisex, and though it is far more common in men, it is not too uncommon for women to be as equally bombastic if they take the initiative upon themselves to find a partner.&lt;br /&gt;
&lt;br /&gt;
This ancient form of courting was one of the few times in which Jesoban society and culture was not strictly egalitarian in nature, and otherwise it can be considered as such.&lt;br /&gt;
&lt;br /&gt;
Sardiana refers to the practice of several schools of Jesoban martial arts that developed from cooperation between the more prestigious tribes in pre-Directorate Jesoban history. Traditionally incorporating either twin blades or a staff, Sardiana strongly emphasizes showcasing the user’s dexterity and grace with each attack so that any onlookers can undeniably recognize their ability beyond simply winning the battle, and should they lose, they will lose with as much grace and dignity as they can. After Jesobans were established firmly in the Directorate, a form of Sardiana was created revolving around spinning and flourishing firearms without compromising accuracy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=546</id>
		<title>Jesoban</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Jesoban&amp;diff=546"/>
		<updated>2026-06-13T02:47:10Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: Created page with &amp;quot;500x500px {{Species Infobox | name = Jesobans | image = Example.jpg | designation = Feathered Avian humanoids | subspecies =  | height = 0.9m-2.1m | mass = 14kg-120kg | distinctive_traits = Usually including: * | lifespan = 70-150 cycles | homeworld =  | habitat =  | diet =  | language = Song-like;  }}    === &amp;#039;&amp;#039;&amp;#039;Physical Description&amp;#039;&amp;#039;&amp;#039; === &amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;   ==== Heritages ====  &amp;lt;/div&amp;gt;  === &amp;#039;&amp;#039;&amp;#039;History&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Jesobans&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Feathered Avian humanoids&lt;br /&gt;
| subspecies = &lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
*&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = &lt;br /&gt;
| habitat = &lt;br /&gt;
| diet = &lt;br /&gt;
| language = Song-like; &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=545</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=545"/>
		<updated>2026-06-12T13:56:02Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, impulsive; as well as flippant or irreverent. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruult are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Salt &#039;nd sotship, shiplord&#039;s over-stodgy today. You think it has anything to do with the standing of our fightcraft?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;... What&#039;s that you reckon?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings are o pissy on something we do. She&#039;s a landling. Better not to ask on why. They o come around when they fathom the shape of it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This &#039;&#039;&#039;landling&#039;&#039;&#039; has access to this channel, you goddamned fish! Stop chattering on patrol!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Comm record of the human-captained mercenary ship Celeste and her Zylaari fighter wing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will be dedicated to a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
It must be noted that the martial nature of Zylaari society is &#039;&#039;&#039;not&#039;&#039;&#039; something inborn, or to do with their biology. It&#039;s simply that most of the powers that employ them do so for the martial skills of the krikt and the krikrikt. Individual Zylaari can and often do leave the militaries to which most of their parents belong in search of other fields of work, but because of the strong material incentives offered by the powers, most especially the Eternity, to maintain a large Zylaari population in its navy, it can be difficult to find a sizable (law-abiding) community of fellow Zylaari outside of a military organization. This is acknowledged by many Zylaari as a sad state of affairs most typically in the teenage years, but as adulthood settles in is generally accepted as the way of the world, something beyond their power to change, and comfortable enough to bear, at least. The exceptions to this rule are heavily propagandized as pirates and rebels.&lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=544</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=544"/>
		<updated>2026-06-11T20:11:09Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, impulsive; as well as flippant or irreverent. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruult are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Salt &#039;nd sotship, shiplord&#039;s over-stodgy today. You think it has anything to do with the standing of our fightcraft?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;... What&#039;s that you reckon?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings are o pissy on something we do. She&#039;s a landling. Better not to ask on why. They o come around when they fathom the shape of it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This &#039;&#039;&#039;landling&#039;&#039;&#039; has access to this channel, you goddamned fish! Stop chattering on patrol!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Comm record of the human-captained mercenary ship Celeste and her Zylaari fighter wing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will be dedicated to a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
It must be noted that the martial nature of Zylaari society is &#039;&#039;&#039;not&#039;&#039;&#039; something inborn, or to do with their biology. It&#039;s simply that most of the powers that employ them do so for the martial skills of the krikt and the krikrikt. Individual Zylaari can and often do leave the militaries to which most of their parents belong in search of other fields of work, but because of the strong material incentives offered by the powers, most especially the Eternity, to maintain a large Zylaari population in its navy, it can be difficult to find a sizable (law-abiding) community of fellow Zylaari outside of a military organization. This is acknowledged by many Zylaari as a sad state of affairs most typically in the teenage years, but as adulthood settles in is generally accepted as the way of the world, something beyond their power to change, and comfortable enough to bear, at least. The exceptions to this rule are heavily propagandized as pirates and rebels.&lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=543</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=543"/>
		<updated>2026-06-11T19:59:41Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Air-Breathing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, impulsive; as well as flippant or irreverent. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruult are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Salt &#039;nd sotship, shiplord&#039;s over-stodgy today. You think it has anything to do with the standing of our fightcraft?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;... What&#039;s that you reckon?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings are o pissy on something we do. She&#039;s a landling. Better not to ask on why. They o come around when they fathom the shape of it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This &#039;&#039;&#039;landling&#039;&#039;&#039; has access to this channel, you goddamned fish! Stop chattering on patrol!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Comm record of the human-captained mercenary ship Celeste and her Zylaari fighter wing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will be dedicated to a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=542</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=542"/>
		<updated>2026-06-11T19:57:27Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, impulsive; as well as flippant or irreverent. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruul are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Salt &#039;nd sotship, shiplord&#039;s over-stodgy today. You think it has anything to do with the standing of our fightcraft?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;... What&#039;s that you reckon?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings are o pissy on something we do. She&#039;s a landling. Better not to ask on why. They o come around when they fathom the shape of it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This &#039;&#039;&#039;landling&#039;&#039;&#039; has access to this channel, you goddamned fish! Stop chattering on patrol!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Comm record of the human-captained mercenary ship Celeste and her Zylaari fighter wing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will be dedicated to a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=541</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=541"/>
		<updated>2026-06-11T19:53:45Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, and impulsive. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruul are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Salt &#039;nd sotship, shiplord&#039;s over-stodgy today. You think it has anything to do with the standing of our fightcraft?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;... What&#039;s that you reckon?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings are o pissy on something we do. She&#039;s a landling. Better not to ask on why. They o come around when they fathom the shape of it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This &#039;&#039;&#039;landling&#039;&#039;&#039; has access to this channel, you goddamned fish! Stop chattering on patrol!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Comm record of the human-captained mercenary ship Celeste and her Zylaari fighter wing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will be dedicated to a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Tradespeech&amp;diff=540</id>
		<title>Tradespeech</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Tradespeech&amp;diff=540"/>
		<updated>2026-06-11T19:52:22Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a not entirely comprehensive list of words and terms that no longer exist in Galactic Common, but remain in the Alganna Eternity&#039;s Tradespeech. Many members of the Eternity, especially when outside of it, frequently make an effort to speak the Common dialect rather than their native one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Addle:&#039;&#039;&#039; to confuse; to make sick&lt;br /&gt;
*&#039;&#039;&#039;Afear:&#039;&#039;&#039; to frighten&lt;br /&gt;
*&#039;&#039;&#039;Alsuch:&#039;&#039;&#039; exactly&lt;br /&gt;
*&#039;&#039;&#039;Ask:&#039;&#039;&#039; question (both noun and verb)&lt;br /&gt;
*&#039;&#039;&#039;Asunder:&#039;&#039;&#039; apart&lt;br /&gt;
*&#039;&#039;&#039;Besmite:&#039;&#039;&#039; to strike; to infatuate&lt;br /&gt;
*&#039;&#039;&#039;Betterhood:&#039;&#039;&#039; superiority&lt;br /&gt;
*&#039;&#039;&#039;Bid/Bidding; Biddingly:&#039;&#039;&#039; an order; imperative&lt;br /&gt;
*&#039;&#039;&#039;Blaster:&#039;&#039;&#039; energy weapon (of any kind)&lt;br /&gt;
*&#039;&#039;&#039;Churl/Churlfolk:&#039;&#039;&#039; commoner/s; serf/s; a boor&lt;br /&gt;
*&#039;&#039;&#039;Deathling:&#039;&#039;&#039; mortal; worldly&lt;br /&gt;
*&#039;&#039;&#039;Deathsman:&#039;&#039;&#039; executioner&lt;br /&gt;
*&#039;&#039;&#039;Doom:&#039;&#039;&#039; a legal judgement or decree&lt;br /&gt;
*&#039;&#039;&#039;Eighth:&#039;&#039;&#039; eighth; musical octave&lt;br /&gt;
*&#039;&#039;&#039;Ere:&#039;&#039;&#039; earlier; before; sooner than&lt;br /&gt;
*&#039;&#039;&#039;Erelore:&#039;&#039;&#039; archaeology&lt;br /&gt;
*&#039;&#039;&#039;Foreward:&#039;&#039;&#039; a scout&lt;br /&gt;
*&#039;&#039;&#039;Fremmed:&#039;&#039;&#039; strange; alien&lt;br /&gt;
*&#039;&#039;&#039;Fremmedling:&#039;&#039;&#039; a stranger; an alien; a foreigner&lt;br /&gt;
*&#039;&#039;&#039;Fremmedlore:&#039;&#039;&#039; xenology&lt;br /&gt;
*&#039;&#039;&#039;Lore:&#039;&#039;&#039; a knowledge; science. When naming a specific science, another word is suffixed by this one, e.g. Erelore &lt;br /&gt;
*&#039;&#039;&#039;O:&#039;&#039;&#039; always/continually/aye!&lt;br /&gt;
*&#039;&#039;&#039;On:&#039;&#039;&#039; about/ around/because&lt;br /&gt;
*&#039;&#039;&#039;Ward:&#039;&#039;&#039; guard&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Tradespeech&amp;diff=539</id>
		<title>Tradespeech</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Tradespeech&amp;diff=539"/>
		<updated>2026-06-11T19:50:39Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a not entirely comprehensive list of words and terms that no longer exist in Galactic Common, but remain in the Alganna Eternity&#039;s Tradespeech. Many members of the Eternity, especially when outside of it, frequently make an effort to speak the Common dialect rather than their native one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Addle:&#039;&#039;&#039; to confuse; to make sick&lt;br /&gt;
*&#039;&#039;&#039;Afear:&#039;&#039;&#039; to frighten&lt;br /&gt;
*&#039;&#039;&#039;Alsuch:&#039;&#039;&#039; exactly&lt;br /&gt;
*&#039;&#039;&#039;Ask:&#039;&#039;&#039; question (both noun and verb)&lt;br /&gt;
*&#039;&#039;&#039;Asunder:&#039;&#039;&#039; apart&lt;br /&gt;
*&#039;&#039;&#039;Besmite:&#039;&#039;&#039; to strike; to infatuate&lt;br /&gt;
*&#039;&#039;&#039;Betterhood:&#039;&#039;&#039; superiority&lt;br /&gt;
*&#039;&#039;&#039;Bid/Bidding; Biddingly:&#039;&#039;&#039; an order; imperative&lt;br /&gt;
*&#039;&#039;&#039;Blaster:&#039;&#039;&#039; energy weapon (of any kind)&lt;br /&gt;
*&#039;&#039;&#039;Churl/Churlfolk:&#039;&#039;&#039; commoner/s; serf/s; a boor&lt;br /&gt;
*&#039;&#039;&#039;Deathling:&#039;&#039;&#039; mortal; worldly&lt;br /&gt;
*&#039;&#039;&#039;Deathsman:&#039;&#039;&#039; executioner&lt;br /&gt;
*&#039;&#039;&#039;Doom:&#039;&#039;&#039; a legal judgement or decree&lt;br /&gt;
*&#039;&#039;&#039;Eighth:&#039;&#039;&#039; eighth; musical octave&lt;br /&gt;
*&#039;&#039;&#039;Ere:&#039;&#039;&#039; earlier; before; sooner than&lt;br /&gt;
*&#039;&#039;&#039;Erelore:&#039;&#039;&#039; archaeology&lt;br /&gt;
*&#039;&#039;&#039;Foreward:&#039;&#039;&#039; a scout&lt;br /&gt;
*&#039;&#039;&#039;Fremmed:&#039;&#039;&#039; strange; alien&lt;br /&gt;
*&#039;&#039;&#039;Fremmedling:&#039;&#039;&#039; a stranger; an alien; a foreigner&lt;br /&gt;
*&#039;&#039;&#039;Fremmedlore:&#039;&#039;&#039; xenology&lt;br /&gt;
*&#039;&#039;&#039;Lore:&#039;&#039;&#039; a knowledge; science. When naming a specific science, another word is suffixed by this one, e.g. Erelore &lt;br /&gt;
*&#039;&#039;&#039;O:&#039;&#039;&#039; Always/Continually/Aye!&lt;br /&gt;
*&#039;&#039;&#039;Ward:&#039;&#039;&#039; guard&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Tradespeech&amp;diff=538</id>
		<title>Tradespeech</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Tradespeech&amp;diff=538"/>
		<updated>2026-06-11T19:48:44Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below follows a not entirely comprehensive list of words and terms that no longer exist in Galactic Common, but remain in the Alganna Eternity&#039;s Tradespeech. Many members of the Eternity, especially when outside of it, frequently make an effort to speak the Common dialect rather than their native one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Addle:&#039;&#039;&#039; to confuse; to make sick&lt;br /&gt;
*&#039;&#039;&#039;Afear:&#039;&#039;&#039; to frighten&lt;br /&gt;
*&#039;&#039;&#039;Alsuch:&#039;&#039;&#039; exactly&lt;br /&gt;
*&#039;&#039;&#039;Asunder:&#039;&#039;&#039; apart&lt;br /&gt;
*&#039;&#039;&#039;Besmite:&#039;&#039;&#039; to strike; to infatuate&lt;br /&gt;
*&#039;&#039;&#039;Betterhood:&#039;&#039;&#039; superiority&lt;br /&gt;
*&#039;&#039;&#039;Bid/Bidding; Biddingly:&#039;&#039;&#039; an order; imperative&lt;br /&gt;
*&#039;&#039;&#039;Blaster:&#039;&#039;&#039; energy weapon (of any kind)&lt;br /&gt;
*&#039;&#039;&#039;Churl/Churlfolk:&#039;&#039;&#039; commoner/s; serf/s; a boor&lt;br /&gt;
*&#039;&#039;&#039;Deathling:&#039;&#039;&#039; mortal; worldly&lt;br /&gt;
*&#039;&#039;&#039;Deathsman:&#039;&#039;&#039; executioner&lt;br /&gt;
*&#039;&#039;&#039;Doom:&#039;&#039;&#039; a legal judgement or decree&lt;br /&gt;
*&#039;&#039;&#039;Eighth:&#039;&#039;&#039; eighth; musical octave&lt;br /&gt;
*&#039;&#039;&#039;Ere:&#039;&#039;&#039; earlier; before; sooner than&lt;br /&gt;
*&#039;&#039;&#039;Erelore:&#039;&#039;&#039; archaeology&lt;br /&gt;
*&#039;&#039;&#039;Foreward:&#039;&#039;&#039; a scout&lt;br /&gt;
*&#039;&#039;&#039;Fremmed:&#039;&#039;&#039; strange; alien&lt;br /&gt;
*&#039;&#039;&#039;Fremmedling:&#039;&#039;&#039; a stranger; an alien; a foreigner&lt;br /&gt;
*&#039;&#039;&#039;Fremmedlore:&#039;&#039;&#039; xenology&lt;br /&gt;
*&#039;&#039;&#039;Lore:&#039;&#039;&#039; a knowledge; science. When naming a specific science, another word is suffixed by this one, e.g. Erelore &lt;br /&gt;
*&#039;&#039;&#039;O:&#039;&#039;&#039; Always/Continually/Aye!&lt;br /&gt;
*&#039;&#039;&#039;Ward:&#039;&#039;&#039; guard&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=537</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=537"/>
		<updated>2026-06-11T19:41:52Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, and impulsive. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruul are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Salt &#039;nd sotship, shiplord&#039;s over-stodgy today. You think it has anything to do with the standing of our fightcraft?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;... What&#039;s that you reckon?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings are o pissy on something we do. She&#039;s a landling. Better not to be too asking on why. They o come around when they fathom the shape of it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This &#039;&#039;&#039;landling&#039;&#039;&#039; has access to this channel, you goddamned fish! Stop chattering in hostile space!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Comm record of the human-captained mercenary ship Celeste and her Zylaari fighter wing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will be dedicated to a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=536</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=536"/>
		<updated>2026-06-11T19:41:31Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, and impulsive. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruul are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Salt &#039;nd sotship, shiplord&#039;s over-stodgy today. You think it has anything to do with the standing of our fightcraft?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;... What&#039;s that you reckon?&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;Landlings are o pissy on something we do. She&#039;s a landling. Better not to be too asking on why. They o come around when they fathom the shape of it.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This &#039;&#039;&#039;landling&#039;&#039;&#039; has access to this channel, you goddamned fish! Stop chattering in hostile space!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Comm record of the human-captained mercenary ship Celeste and her Zylaari fighter wing&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will be dedicated to a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=535</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=535"/>
		<updated>2026-06-11T19:36:01Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, and impulsive. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruul are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Salt &#039;nd sotship, shiplord&#039;s over-stodgy today. You think it has anything to do with the standing of our fightcraft?&amp;quot;&lt;br /&gt;
&amp;quot;Landlings.&amp;quot;&lt;br /&gt;
&amp;quot;... What&#039;s that you reckon?&amp;quot;&lt;br /&gt;
&amp;quot;Landlings are o pissy on something we do. She&#039;s a landling. Better not to be too asking on why. They o come around when they fathom the shape of it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This &#039;&#039;&#039;landling&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
-Comm &lt;br /&gt;
&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will be dedicated to a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=534</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=534"/>
		<updated>2026-06-11T19:12:32Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, and impulsive. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruul are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will be dedicated to a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=533</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=533"/>
		<updated>2026-06-11T19:09:50Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, and impulsive. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruul are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will have a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=532</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=532"/>
		<updated>2026-06-11T19:08:42Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, and impulsive. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruul are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will have a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=531</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=531"/>
		<updated>2026-06-11T19:00:28Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in carnivorous species)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of four unrelated related aquatic and amphibious species from a single planet. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari most commonly have scales either large or fine, although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. The gilled species rely on tanks of water secured around their gills linked with a larger reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason they are also known as excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
The krikt are often the most ambitious or maybe even avaricious by nature, and are stereotyped as hard to predict, brash, and impulsive. They are often viewed as excellent warriors (rather than soldiers), although they also have a very prolific artistic culture, particularly in the fields of music and poetry. Being the large majority of all Zylaari species, it&#039;s common for people to mistakenly associate the word Zylaari exclusively with the krikt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. &lt;br /&gt;
&lt;br /&gt;
Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. &lt;br /&gt;
&lt;br /&gt;
The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery, the ruul are also the primary drivers of the non-martial aspects of Zylaari culture. Where a krikt or a krikrikt might be drawn towards professions that require snap-second tactile decisions (such as the piloting and soldiering the Zylaari at large are reputed for), a ruult would usually instead choose a role in which they can utilize spontaneous revelations, such as arts or the sciences. Their natural psionic intuition is less useful for reacting to or predicting their surroundings, and more with filling in mental blanks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. &lt;br /&gt;
&lt;br /&gt;
The krikrikt are extremely prosocial amongst fellow Zylaari, but take a much colder and more calculating view of others. They are most frequently viewed as cold and unemotional but reliable, in contrast to the more impulsive and wild mental image most have of the krikt. However, most krikrikt partake in the same intuition-based decisionmaking as other Zylaari, but unlike the typical krikt, they usually bother to rationalize backwards from their conclusions, sometimes even before acting upon them. Also in contrast to the krikt, the krikrikt are viewed more as natural soldiers rather than warriors, an unfair but well-earned reputation brought about by their prolific use in such roles by the Eternity.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. &lt;br /&gt;
&lt;br /&gt;
Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
A majority of Zylaari are citizens of the Eternity, which intentionally caters to their unique needs as aquatic species in order to try and retain them. Frequently, a sizable portion of a given Eternity ship or station will have a full-immersion water tank, or more than one depending on the size of the vessel. Great efforts are made to supply Eternity ships with real meat and shellfish so as to please the carnivorous Zylaari species. It&#039;s a comfortable relationship, but that&#039;s not always enough to keep a particularly ambitious Zylaari (or sometimes a whole pod!) from striking out on their own if they intuit a great opportunity in doing so.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs, Attitudes, and Behaviors&#039;&#039;&#039; ===&lt;br /&gt;
The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one&#039;s name into history in order to achieve a kind of immortality. They do not strictly believe in a traditional afterlife, rather believing that the dead reside in the stories told about them; to achieve great things is to repeat the cycle of your life with each new telling of it, and to fail to achieve great things is to be annihilated. This has played no small part in their reputation for brashness, as they will often take great risks in order to achieve this immortality.&lt;br /&gt;
&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic and syncretic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. The historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism&#039;s foundational deities; mortals who were temporarily inhabited by a divine presence.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who&#039;ve ever been off of it. Most Zylaari today have never been there, or really even given it a second thought. The Zylaari as a rule have embraced life in space more than any other species, and there are very, very many who have never been in a gravity well at all.&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;br /&gt;
&lt;br /&gt;
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don&#039;t want to play as brash a character as a typical Zyl-krikt, one could to use a shark head with the gills removed or covered and play a krikrikt, or set the teeth to transparent and play as a ruult. A tak could be represented by a much broader range of heads with the appropriate mods, such as the Fairy Dragon head by Pretty Vile.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=530</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=530"/>
		<updated>2026-06-11T00:13:48Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Physical Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in Zyl-krikt)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of distantly related aquatic and amphibious species. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one seemingly at random. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari largely have scales (either rough or smooth), although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. Many rely on tanks of water secured around their gills linked with a reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
Zylaari vocalization is somewhat unique due to their aquatic history. The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason also they tend to make excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. The krikt are frequently the most ambitious or maybe even avaricious by nature, and tend to be somewhat spontaneous. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. The krikrikt are extremely prosocial amongst themselves, but take a much colder and more calculating view of non-Zylaari; relations between them and the other Zylaari species do not feature this coldness in the modern day.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs&#039;&#039;&#039; ===&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. Before they were contacted, Zylaari religion typically centered around a particular god of their native city or community, which was openly believed to have been a mortal hero of the distant past, and some have transplanted these gods into the framework provided by Eternalism. This historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=529</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=529"/>
		<updated>2026-06-11T00:13:14Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:DirectorateApproved.png|frameless|500x500px]]&lt;br /&gt;
{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in Zyl-krikt)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&amp;quot;Alright. Stay behind me, and let me do the talking. If he&#039;s got krikt guards he&#039;ll probably make the deal. They&#039;ll try and get a rise out of us, but you can kinda write it off. It&#039;s like dogs barking, you know, it&#039;s what they do. If he&#039;s got krikrikt guards... bow low, but never so low you can&#039;t see what they&#039;re doing.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Ceres Prokesch, human corsair, final words&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of distantly related aquatic and amphibious species. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;Complicated. In a word, Zylaari are complicated. How is it that a single world produces a people at once so violent, chaotic, ambitious, and yet also so musical and so... consistent? It&#039;s all in their sense of coordination, I think. The same way you see in the feeds these moments of incredible martial prowess from Zylaari marines, it&#039;s for the exact same reason a Zylaari pirate captain might join or betray another one. The same reason, I think, their music is so widely appreciated, too. They live life like it&#039;s a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Harold Kel, xenology professor&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zylaari largely have scales (either rough or smooth), although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. Many rely on tanks of water secured around their gills linked with a reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
Zylaari vocalization is somewhat unique due to their aquatic history. The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition and is centered in a neurological structure called a raakt. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason also they tend to make excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and often choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. The krikt are frequently the most ambitious or maybe even avaricious by nature, and tend to be somewhat spontaneous. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. The krikrikt are extremely prosocial amongst themselves, but take a much colder and more calculating view of non-Zylaari; relations between them and the other Zylaari species do not feature this coldness in the modern day.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;&amp;quot;Fremmed star that&#039;s alsuch fore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gleaming eye, you turning bore&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My&#039;&#039; raakt &#039;&#039;unwries you won&#039;t awake&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Should beams and blood their homes asake&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They usually try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will try to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs&#039;&#039;&#039; ===&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. Before they were contacted, Zylaari religion typically centered around a particular god of their native city or community, which was openly believed to have been a mortal hero of the distant past, and some have transplanted these gods into the framework provided by Eternalism. This historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Main_Page&amp;diff=528</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Main_Page&amp;diff=528"/>
		<updated>2026-06-09T20:27:39Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Major Sophonts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== &#039;&#039;&#039;Welcome to Distant Sands 11.&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
====== &#039;&#039;&#039;&#039;&#039;Selaa Hohr&#039;&#039;&#039;, now known as DS-11 aims to acclimate you to the Gateway to the Future! Please check these helpful links for more information. We expect you to have many questions. So we set this up to help. We are accessed via your local grid in the Second Life Terminal a&#039;&#039;t https://maps.secondlife.com/secondlife/Coral%20Marine/80/208/3680 ======&lt;br /&gt;
&lt;br /&gt;
==== What is this wiki? ====&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;&amp;lt;u&amp;gt;Please be aware, this entire page and wiki are being revised as we are changing lore to our own, removed from New Frontiers, some things will remain but the stuff is in HIGH FLUX at the moment. Please have patience.&amp;lt;/u&amp;gt;&#039;&#039;&#039; ==&lt;br /&gt;
* This wiki is mostly meant to be a collection of IC documents written from a biased, pro-Directorate perspective. The raw information itself is fairly accurate, but &#039;&#039;&#039;the way it&#039;s framed and presented is not meant to be read as the completely unbiased truth.&#039;&#039;&#039; Anything that is not &#039;&#039;&#039;explicitly&#039;&#039;&#039; OOC should not be read as such.&lt;br /&gt;
&lt;br /&gt;
==== Where am I? ====&lt;br /&gt;
* You are in [[Known Space]] at the edge of the [[Coreward March]] in the [[Gadiimkimi Dark Region]] on the space station [[DS-11|Distant Sands-11]]&lt;br /&gt;
* The region is a hotbed of [[Gadiimkimi Border Dispute|conflict]] between the [[Alganna Eternity]] and the [[League of Free Colonies]] over ownership and right to settle the Gadiimkimi Dark Region. The [[United Families]], the owners of the station have invited the [[Ruz&#039;kahni Directorate]] to help mediate the dispute.&lt;br /&gt;
&lt;br /&gt;
==== Holding Page for articles ====&lt;br /&gt;
[[Psychotronics]]&lt;br /&gt;
&lt;br /&gt;
[[Space Travel]]&lt;br /&gt;
&lt;br /&gt;
==== What are these strange [[Sophont|aliens]]? Help! I am distressed! ====&lt;br /&gt;
We of the Directorate prefer the term [[Sophont]] rather than alien to refer to the people of Known Space. They are you, us, and the future friends and foes you will encounter on the station and beyond.&lt;br /&gt;
&lt;br /&gt;
===== Major Sophonts =====&lt;br /&gt;
&lt;br /&gt;
* [[Feni]] Resembling dogs, wolves, jackals, foxes and hyenas, Feni are the caniform native to the planet Fen, the founders of the Directorate, a catch-all for a handful of divergent species. They are the most advanced society in known space and their distinct clan-structure has informed the Directorate&#039;s design.&lt;br /&gt;
* [[Human]] Born of the troubles of their homeworld of Earth, humans are a common species in space, often taking to the stars to escape the stratification of social immobility of Earth&#039;s territories.&lt;br /&gt;
* [[Kimmigan]] These bovids, antelopes and deer are Separated by time, remnants of a great migration across the stars, the two Kimmigan peoples vary from the founders of the Alganna Eternity who care about hedonism and power, to spacer-survivalists with a spiritual love of their ships.&lt;br /&gt;
* [[Kemzali]] The large, furred serpentine chimeric sophonts that rule the United Families as absolute rulers.&lt;br /&gt;
* [[Kobari]] A species of eusocial, small, chimeric &#039;kobold like&#039; servant-species to the Kemzali in the United Families.&lt;br /&gt;
* [[Civago]] A widely variated species of arthropods largely politically tied to the Eternity&lt;br /&gt;
* [[Zylaari]] Not actually a single species, but four different aquatic humanoid species with a shared planet of origin&lt;br /&gt;
&lt;br /&gt;
===== The Unclassified =====&lt;br /&gt;
&lt;br /&gt;
* [[Thinking Machines]] The artificial intelligence of known space, created, not born, they are inorganic beings.&lt;br /&gt;
* [[Vatborn and Splicers]] Artificial biological creations or those adjusted or altered after birth, they were mass manufactured as slave-soldiers in the great human wars. &lt;br /&gt;
* [[Outworlders]] A catchall term for the plethora of species not listed, categorizing them individually may be difficult. &#039;&#039;&#039;Under Construction&#039;&#039;&#039;&lt;br /&gt;
* [[Anomalies]] A catchall term for strange, unique, or little understood beings that in some way defy standard categorization. &#039;&#039;&#039;Under Construction&#039;&#039;&#039;&lt;br /&gt;
==== Ok But what happened Recently? ====&lt;br /&gt;
You must suffer from some form of delirium, or maybe you&#039;re just woefully uneducated. Many major events have happened in history, but a recent one is the The Scarlet Revolution, known to the League as the [[Free Colonies Revolution]], as well as the aftermath that led to the opening of the Gadiimkimi Dark Region and the formation of the League of Free Colonies.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=524</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=524"/>
		<updated>2026-06-09T02:17:25Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in Zyl-krikt)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of distantly related aquatic and amphibious species. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
Zylaari largely have scales (either rough or smooth), although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. Many rely on tanks of water secured around their gills linked with a reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
Zylaari vocalization is somewhat unique due to their aquatic history. The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason also they tend to make excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It&#039;s more accurate to say that Zylaari, as a rule, can sense how intense the outcome of a given choice or direction or line of thinking might be, and generally choose to pursue the more eventful course of action when they believe they&#039;ll have more to gain. As a result, they can come across as somewhat impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. The krikt are frequently the most ambitious or maybe even avaricious by nature, and tend to be somewhat spontaneous. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. The krikrikt are extremely prosocial amongst themselves, but take a much colder and more calculating view of non-Zylaari; relations between them and the other Zylaari species do not feature this coldness in the modern day.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They generally try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will aspire to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs&#039;&#039;&#039; ===&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. Before they were contacted, Zylaari religion typically centered around a particular god of their native city or community, which was openly believed to have been a mortal hero of the distant past, and some have transplanted these gods into the framework provided by Eternalism. This historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=523</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=523"/>
		<updated>2026-06-09T00:26:58Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: /* Aquatic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in Zyl-krikt)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of distantly related aquatic and amphibious species. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
Zylaari largely have scales (either rough or smooth), although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. Many rely on tanks of water secured around their gills linked with a reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
Zylaari vocalization is somewhat unique due to their aquatic history. The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason also they tend to make excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. As a result, they can come across as somewhat impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. The krikt are frequently the most ambitious or maybe even avaricious by nature, and tend to be somewhat spontaneous. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery) and so forced this practice to stop, it&#039;s not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. The krikrikt are extremely prosocial amongst themselves, but take a much colder and more calculating view of non-Zylaari; relations between them and the other Zylaari species do not feature this coldness in the modern day.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They generally try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will aspire to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs&#039;&#039;&#039; ===&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. Before they were contacted, Zylaari religion typically centered around a particular god of their native city or community, which was openly believed to have been a mortal hero of the distant past, and some have transplanted these gods into the framework provided by Eternalism. This historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=522</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=522"/>
		<updated>2026-06-09T00:24:36Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in Zyl-krikt)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous species&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of distantly related aquatic and amphibious species. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
Zylaari largely have scales (either rough or smooth), although some species are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. Many rely on tanks of water secured around their gills linked with a reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
Zylaari vocalization is somewhat unique due to their aquatic history. The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species are also naturally psionic, specifically in the form of something that resembles a high functional level of intuition. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason also they tend to make excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. As a result, they can come across as somewhat impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. The krikt are frequently the most ambitious or maybe even avaricious by nature, and tend to be somewhat spontaneous. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery), it&#039;s not infrequently that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. The krikrikt are extremely prosocial amongst themselves, but take a much colder and more calculating view of non-Zylaari; relations between them and the other Zylaari species do not feature this coldness in the modern day.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
&lt;br /&gt;
The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
&lt;br /&gt;
The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
&lt;br /&gt;
What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They generally try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will aspire to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
&lt;br /&gt;
A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
&lt;br /&gt;
The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
&lt;br /&gt;
Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
&lt;br /&gt;
The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
&lt;br /&gt;
A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
&lt;br /&gt;
Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
&lt;br /&gt;
Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Beliefs&#039;&#039;&#039; ===&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. Before they were contacted, Zylaari religion typically centered around a particular god of their native city or community, which was openly believed to have been a mortal hero of the distant past, and some have transplanted these gods into the framework provided by Eternalism. This historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
	</entry>
	<entry>
		<id>https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=521</id>
		<title>Zylaari</title>
		<link rel="alternate" type="text/html" href="https://wiki.distantsands.org/index.php?title=Zylaari&amp;diff=521"/>
		<updated>2026-06-09T00:22:59Z</updated>

		<summary type="html">&lt;p&gt;Funnylilcreachure: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Species Infobox&lt;br /&gt;
| name = Zylaari&lt;br /&gt;
| image = Example.jpg&lt;br /&gt;
| designation = Aquatic or amphibian humanoids&lt;br /&gt;
| subspecies = Four; in fact different species entirely&lt;br /&gt;
| height = 0.9m-2.1m&lt;br /&gt;
| mass = 14kg-120kg&lt;br /&gt;
| distinctive_traits = Usually including:&lt;br /&gt;
* Gills&lt;br /&gt;
* Scales or wet skin&lt;br /&gt;
* Sharp teeth (in Zyl-krikt)&lt;br /&gt;
* Streamlined bodies&lt;br /&gt;
* Naturally psionic&lt;br /&gt;
* Fins&lt;br /&gt;
| lifespan = 70-150 cycles&lt;br /&gt;
| homeworld = Dhaarakt&lt;br /&gt;
| habitat = Wet, whether warm or cold&lt;br /&gt;
| diet = Mostly carnivorous, some omnivorous subspecies&lt;br /&gt;
| language = Song-like; elongated vowels punctuated by bony clicks&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The Zylaari are a group of distantly related aquatic and amphibious species. Their reputation is for acts of avaricious daring, frequent criminality, and exceptional natural ability as pilots and navigators. They entered the galactic spacefaring community some four hundred years ago as a client-species of the [[Alganna Eternity]], but due to a cultural preference for nomadism and adventure-seeking, have also proliferated into other societies in great numbers. The name Zylaari, perhaps predictably, translates directly to &#039;people [of the] water,&#039; which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl (&#039;people&#039;).&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Physical Description&#039;&#039;&#039; ===&lt;br /&gt;
Zylaari largely have scales (either rough or smooth), although some subspecies are known instead for their smooth and wet skin. Most species are gilled, although some are capable of air-breathing as well. Many rely on tanks of water secured around their gills linked with a reoxygenation tank (usually worn on the back), but some members of species that aren&#039;t naturally amphibious have used genetic manipulation technology to become air-breathers. Zylaari naturally exist in a wide spectrum of colorations and patterns, from vivid reds and blues to more muted greys or earth-tones.&lt;br /&gt;
&lt;br /&gt;
Zylaari vocalization is somewhat unique due to their aquatic history. The Zylaari larynx, referred to as the &#039;&#039;plectral chamber&#039;&#039;, has the typical open space of a mammalian larynx, but produces sounds by either drawing or plucking a set of tensioned, semi-rigid strings of cartilage using a bony plectral plate. This allows a Zylaari to produce vocal sounds irrespective of the movement of air, since not every Zylaari has lungs. Zylaari also do not &#039;&#039;need&#039;&#039; to open (or even use) their mouths to produce words, although many do in order to minimize mammalian discomfort with this ability. This also means that Zylaari vocalizations typically can sound somewhat groany or hoarse to other species, varying person to person.&lt;br /&gt;
&lt;br /&gt;
The species is also naturally psionic, specifically in the form of something that resembles a high functional level of intuition. Theories as to why this is mostly have to do with how the Zylaari brain is especially mentally well-adapted for having three planes of movement. For this reason also they tend to make excellent natural pilots and navigators.&lt;br /&gt;
&lt;br /&gt;
The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of &amp;quot;pressure&amp;quot; driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. As a result, they can come across as somewhat impulsive, but the Zylaari who most successfully utilize this trait frequently find great success in eg. gambling, war-fighting, and other high-risk endeavors.&lt;br /&gt;
==== Heritages ====&lt;br /&gt;
===== Aquatic =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-krikt:&#039;&#039;&#039; The most populous species of Zylaari, the krikt most closely resemble Terran sharks and eels. They are exclusively carnivorous and naturally aquatic. Zyl-krikt translates roughly to &#039;people who hunt,&#039; given their carnivorous nature. The krikt are frequently the most ambitious or maybe even avaricious by nature, and tend to be somewhat spontaneous. Several subspecies of Zyl-krikt have structures in their bodies that sense electromagnetic fields, and some can even deliver electric shocks, and therefore it was the krikt, both directly and indirectly, that led to the discovery of electricity on Dhaarakt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zyl-tak:&#039;&#039;&#039; A rarer species, the Zyl-tak resemble non-sharklike fish. They are naturally omnivorous, although most subspecies prioritize either vegetation or algae. Zyl-tak roughly translates to &#039;people who are bitten,&#039; given their unfortunate role in prehistory. Historically, during the formation of societies on Dhaarakt, a number of Zyl-tak were kept as livestock and a labor pool for the Zyl-krikt (although the majority of the species was not), and while the Eternity forbids slavery (and especially chattel slavery), it&#039;s not infrequently that a tak will react to a krikt with either undue deference or undue umbrage. It&#039;s theorized that the Zyl-tak achieved sentience as part of their evolutionary struggle to avoid the dark fate the Zyl-krikt would have forced on them if they hadn&#039;t. Without the intense selection pressure of intelligent predation, the tak as a general rule have become less ambitious than the other Zylaari species; the tak even to this day represent the largest group of Zylaari that accept planet-bound life in serfdom, and they are rarely seen in space.&lt;br /&gt;
===== Air-Breathing =====&lt;br /&gt;
&#039;&#039;&#039;Zyl-ruult:&#039;&#039;&#039; The Zyl-ruult resemble Terran frogs and newts. They are omnivores, although most subspecies prioritize meat (specifically shellfish), as well as the only truly amphibian sophonts from Dhaarakt. Zyl-ruult roughly translates to &#039;people who write,&#039; given their early development of the written word. The ruult are frequently stereotyped as physically inept but mentally capable; nerds, essentially. They tend to be shorter and slimmer than the other meat-eaters of Dhaarakt, and historically had a friendly relationship with the krikrikt even in prehistory, as the krikrikt would clear their fishing grounds of the predatory krikt. Largely responsible for the scientific advancements that led to Dhaarakt&#039;s discovery.&lt;br /&gt;
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&#039;&#039;&#039;Zyl-krikrikt:&#039;&#039;&#039; The second most populous species of Zylaari, the krikrikt most often resemble Terran whales or dolphins. They are exclusively carnivorous, and neither aquatic nor truly amphibious, although unlike Terran cetaceans they are not in fact mammals, either. Zyl-krikrikt translates roughly to &amp;quot;people who hunt [even] hunters,&amp;quot; given that on Dhaarakt they were able to raid the underwater communities of the Zyl-krikt, while the krikt were unable to take to land to retaliate. The krikrikt are extremely prosocial amongst themselves, but take a much colder and more calculating view of non-Zylaari; relations between them and the other Zylaari species do not feature this coldness in the modern day.&lt;br /&gt;
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=== &#039;&#039;&#039;History&#039;&#039;&#039; ===&lt;br /&gt;
The planet Dhaarakt, while categorized as an oceanic world, in fact does possess several landmasses as well as terrestrial life. The many archaic species that would eventually become the Zylaari needed both to advance to sentience. In very ancient times and prehistory they lived in direct competition, with the predatory Zyl-krikt quite mercilessly consuming members of what would become the Zyl-tak and Zyl-ruult species, and the Zyl-krikrikt eventually moving from a land-bound existence back to the water to predate even on the Zyl-krikt. It&#039;s uncertain whether this evolutionary arms race produced or was the result of the budding psionic capabilities of these species (although modern science believes it was both over many millions of years), but all four arrived at the development of verbal language around the same time some five thousand years ago.&lt;br /&gt;
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The discovery of fire, of course, could not happen underwater, and therefore neither could the smelting of ores, but as part of the same competitive advancements that led to the nomadic krikrikt&#039;s discovery of metallurgy and bronze specifically, the krikt countered with the development of aquaculture, and began to grow coral-like and electricity-producing structures that could be used as tools and weapons. &lt;br /&gt;
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The Zylaari&#039;s psionic tendency led, over the next few centuries, to spurts of rapid advancement in extremely atypical directions. While they understood it under a religious framework, it was during their bronze age that the Zyl-ruult, in cooperation with the more warlike krikrikt, began to utilize primitive steam generators, which importantly powered radios using the electricity discovered by the krikt. It was these radios, during Dhaarakt&#039;s burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet&#039;s history.&lt;br /&gt;
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What the exploratory ship of House Arthat found when it arrived at Dhaarakt in 1825 was not what its crew expected. Four unrelated sophont species, all with extremely similar morphologies, all psionic, engaged in petty and small-scale bronze age kingdoms at the same time as the development of radio and the harnessing of electricity, was a biological and sociological marvel that is still puzzling today. Nevertheless, here they were, and the Eternity&#039;s mission remained unchanged. The Zylaari did not initially react to first contact with a great degree of shock; while they previously had no concept of outer space, it was fairly simple to explain using analogies to water. To a world whose societies had not yet even mapped their own planet, and lived with mythologized worldviews, and already understood that more than one species could be sapient and form a society, the appearance of aliens was a momentous event but not particularly world-shattering. Virtually no serious resistance was offered to the Eternity, although it took nearly a century to massage the four species into a sufficient degree of internal peace and unity to properly integrate them into the Eternity&#039;s interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it&#039;s almost impossible to imagine an Eternity ship of any size without at least one Zyl-ruult navigator, or a detachment of Zyl-krikt or krikrikt marines.&lt;br /&gt;
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=== &#039;&#039;&#039;Society&#039;&#039;&#039; ===&lt;br /&gt;
The modern Zylaari do not precisely have one society, as they have integrated so thoroughly with the Eternity (its space fleets in particular) that the default social group is simply made up of the Zylaari crewmembers of a given ship. Compared to the other main species of the Eternity, a &#039;&#039;significantly&#039;&#039; higher proportion (roughly 70%) of Zylaari have chosen to live in space rather than accept planetside life. Rank and privilege are awarded through individual members of a ship&#039;s Zylaari community comparing lists of their impressive deeds as well as plans or oaths to achieve future glories. They generally try to use precise language in these oaths so as not to over-promise; they typically take the form of &amp;quot;I will aspire to [deed],&amp;quot; and less frequently as &amp;quot;I will perform [deed].&amp;quot; Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.&lt;br /&gt;
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A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don&#039;t usually form long-lasting emotional bonds with their mating partner, with children being raised communally; the same is usually true of the Zyl-tak. The ideal for a Zyl-ruult relationship is status-based, with members of either sex able to accumulate multiple long-term partners at once, with the status-subordinate partners&#039; sex changing to match. Zyl-krikrikt relationships are typically monogamous and lifelong. It must be said that these are generalizations, and no species wholly adheres to its given cultural ideal.&lt;br /&gt;
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The Zylaari aptitude for movement in three dimensions has led directly to their great proliferation as pilots, but their more impulsive and risk-tolerant personalities mean that they less commonly rise beyond functional roles. There are fewer Zylaari serfs in the Eternity than there are servicemembers, but it&#039;s rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.&lt;br /&gt;
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Among Zylaari who have left the Eternity to join other political powers, this social structure is largely identical. A curious tendency is that, within majority-Zylaari communities (whether ships or on stations), the aspirational risk-taking becomes much more intense than in minority-Zylaari communities. The prevailing theory is that, with potential captaincy now more accessible to them, the affected Zylaari feel a psionic pressure towards a command role as a goal. The result is that majority-Zylaari ships semi-frequently are driven by intra-community competitiveness to commit ever more audacious acts that often eventually veer into mutiny, piracy, or both. It&#039;s considered an essential skill for an Eternity ship&#039;s captain to monitor the mood, size, and competitiveness of their ship&#039;s Zylaari complement. &lt;br /&gt;
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The taboo against consuming fellow sophonts is not as strong in the carnivorous Zylaari species as in most other species, as it was imposed culturally several centuries by the Eternity rather than having a biological basis. While sophontophagy is not widely practiced in the modern day, and there &#039;&#039;&#039;&#039;&#039;is&#039;&#039;&#039;&#039;&#039; a taboo against it, it doesn&#039;t provoke the kind of instinctual revulsion common to mammals. Sophontophagy is mostly practiced by already-criminal elements such as pirates and bandits as a means of psychological warfare.&lt;br /&gt;
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A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it&#039;s not uncommon to hear one refer poetically to space as &amp;quot;the sea of stars,&amp;quot; without finding it particularly odd, or to use somewhat archaic sailing terms.&lt;br /&gt;
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Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it&#039;s rather the community name first. This means that, for the Zyl-krikt, their &#039;family&#039; name is frequently one of the Eternity&#039;s long and poetic ship names. &lt;br /&gt;
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Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen&lt;br /&gt;
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=== &#039;&#039;&#039;Beliefs&#039;&#039;&#039; ===&lt;br /&gt;
Zylaari in the modern day most frequently practice the semi-agnostic Eternity state philosophy of [[Eternalism]], which teaches in part that gods are largely illustrative concepts. Before they were contacted, Zylaari religion typically centered around a particular god of their native city or community, which was openly believed to have been a mortal hero of the distant past, and some have transplanted these gods into the framework provided by Eternalism. This historical practice of hero-worship, and its understanding of gods as illustrative figures meant to emulate more than worship, made Eternalism an easily understood philosophy that has mostly been successfully integrated into the average Zylaari&#039;s worldview.&lt;br /&gt;
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=== &#039;&#039;&#039;Style Guide and Character Creation&#039;&#039;&#039; ===&lt;br /&gt;
Gilled species should frequently (though this is not a hard rule since some have genetically modified themselves to have lungs) use some kind of water tank on their gills, sometimes with a larger reoxygenation tank on their backs.&lt;/div&gt;</summary>
		<author><name>Funnylilcreachure</name></author>
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