Zylaari: Difference between revisions

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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.
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.


When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don'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.
When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don'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.
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Latest revision as of 12:41, 13 June 2026

Zylaari
Biological classifications
Designation Aquatic or amphibian humanoids
Subspecies Four; in fact different species entirely
Physical characteristics
Height 0.9m-2.1m
Mass 14kg-120kg
Distinctive traits Usually including:
  • Gills
  • Scales or wet skin
  • Sharp teeth (in carnivorous species)
  • Streamlined bodies
  • Naturally psionic
  • Fins
Lifespan 70-150 cycles
Socio‑cultural characteristics
Homeworld Dhaarakt
Habitat Wet, whether warm or cold
Diet Mostly carnivorous, some omnivorous species
Language Song-like; elongated vowels punctuated by bony clicks

"Alright. Stay behind me, and let me do the talking. If he's got krikt guards he'll probably make the deal. They'll try and get a rise out of us, but you can kinda write it off. It's like dogs barking, you know, it's what they do. If he's got krikrikt guards... bow low, but never so low you can't see what they're doing."

-Ceres Prokesch, human corsair, final words

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 'people [of the] water,' which only became applied to them after introduction to the galactic community. Prior to this, they simply called themselves Zyl ('people').


Physical Description

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'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'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's a song--no, a dance, rather, with the moves revealed to them moment to moment, and to us not at all.

-Harold Kel, xenology professor

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'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.

The Zylaari larynx, referred to as the plectral chamber, 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 need 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.

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.

The natural psionic ability of Zylaari is most frequently described as a sixth physical sense of "pressure" driving them towards favorable outcomes and away from the unfavorable, although this is not exactly reliable without significant training. It'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'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.

Heritages

Aquatic

Zyl-krikt: 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 'people who hunt,' 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.

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's common for people to mistakenly associate the word Zylaari exclusively with the krikt.

Zyl-tak: 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 'people who are bitten,' 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's not infrequently in the modern day that a tak will react to a krikt with either undue deference or undue umbrage. It'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'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.

Air-Breathing

Zyl-ruult: 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 'people who write,' 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'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.

Zyl-krikrikt: 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 "people who hunt [even] hunters," 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 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.

History

"Fremmed star that's alsuch fore

You gleaming eye, you turning bore

My raakt unwries you won't awake

Should beams and blood their homes asake"

-Zylaari pre-battle recital (prayer?), Trad., Anon, ca. 2005

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'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.

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'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.

The Zylaari'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's burgeoning bronze age of war-like squabbling and wildly anomalous technology advancements, that drew the Eternity into the planet's history.

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'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's interstellar civilization. In the end, though, it was a remarkable success, and in the modern day it'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.

Society

"Salt 'nd sotship, shiplord's over-stodgy today. You think it has anything to do with the standing of our fightcraft?"

"Landlings."

"... What's that you reckon?"

"Landlings are o pissy on something we do. She's a landling. Better not to ask on why. They o come around when they fathom the shape of it."


"This landling has access to this channel, you goddamned fish! Stop chattering on patrol!"

-Comm record of the human-captained mercenary ship Celeste and her Zylaari fighter wing


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 significantly 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'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 "I will try to [deed]," and less frequently as "I will perform [deed]." Among Zyl-krikt and krikrikt, these deeds are frequently martial in nature; this is much less the case among the tak and ruult.

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's rare to encounter one with a high rank. Generally speaking, they are simply too good at the work they do to promote.

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's a comfortable relationship, but that'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.

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's considered an essential skill for an Eternity ship's captain to monitor the mood, size, and competitiveness of their ship's Zylaari complement.

It must be noted that the martial nature of Zylaari society is not something inborn, or to do with their biology. It'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.

Zylaari names are typically not complicated. Traditionally the family name comes first and the personal second, although in Zyl-krikt it's rather the community name first. This means that, for the Zyl-krikt, their 'family' name is frequently one of the Eternity's long and poetic ship names.

Example Names: Freedom And Guile Ruukta, Enterprise Nakt, Iirdtak Zeen

Beliefs, Attitudes, and Behaviors

The Zylaari largely revere heroes of the near and distant past and view the ultimate transcendent good as etching one'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.

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's worldview. To a devout Eternalist Zylaari, their multitude of hero-gods are understood as avatars or instantiations of Eternalism's foundational deities; mortals who were temporarily inhabited by a divine presence.

A typical Zylaari relationship varies a good deal from species to species. Zyl-krikt largely mate opportunistically and don'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' 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.

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 is a taboo against it, it doesn'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.

A number of rhetorical tools used by the Eternity during the Zylaari acclimation process still find common use among Zylaari. For example, it's not uncommon to hear one refer poetically to space as "the sea of stars," without finding it particularly odd, or to use somewhat archaic sailing terms.

It's important to note that the Zylaari homeworld of Dhaarakt is not particularly important to the average Zylaari, especially not the ones who'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.

Style Guide and Character Creation

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.

When deciding which Zylaari species to play, avatar guidelines are fairly broad. If you don'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.