1
Dispatch → Factbook → International
Galactic Codex of Sapient Species (A through N)
Known Races
Singular:Aisaren
Dimorphism: Yes
Reproduction: Natural
Height: 1.6-1.8 meters
Life Expectancy: 70 years
Traits: Forcefully Uplifted, Seniority Importance, Communal, Low Metabolism, Low Internal Body Temperature
Aisarens are a bipedal species of humanoid mammals, characterized by their ridged horn heads and hooves. The Aisarens hail from the Tundra planet of Sarimeir, where plantlife is generally scarce. As such, the Aisarens rarely eat plants compared to meat, and the cases they do are generally in a raw state. With an internal body temperature of 24 degrees Celsius, Aisarens tend to be considered lazy with a low metabolism, causing them to rest around 12 hours, compared to most others being between 7-10. The average Aisaren has a light pale blue skin tone, though it can also be a pale grey or a grey blue. Aisaren height ranges from 1.6-1.8 meters tall, and they’re considered short compared to most Medium sized Humanoids. They also live sparing lives, having an average natural lifespan of 70 years.
The Aisarens, before their enlightenment by the Archons through conquest by the Neanderthals, were a near completely tribal society, with growth limited due to a lack of materials necessary to achieve technical adequacy. Before their ascension, they relied upon thermal vents and geysers located near bodies of fresh water to maintain their body heat. Relying on the roots of large cave fungi and local stone bodies to form any form of tools, the Aisarens were regulated to the stone age until recently. Unlike most Neanderthal conquests, the conquest of Sarimeir was nearly unopposed, with the Neanderthals proving atypically passive of their conquest, perhaps seeing the Aisaren tribes similar to own, or that the Archons were simply able to place their edicts to spare the Aisarens. Arisen to a space faring planetary wide tributary state of another empire, Aisarens had to quickly adapt to a new age of technology, diplomacy, and war.
Aisaren society is considered primitive, even more primitive than the Neanderthals who conquered them. Most states and governments are run by an oligarchy entirely composed of the older generations in society, often compared to a Gerousia. Wealth and prestige is also factored into these societies, but seniority is placed highest in importance. While this senior oligarchy can be considered the forefront of their society, the next generation to rule, often called the heirs, usually do most of the backstabbing politics expected from archaic governments. On a familial level, Aisarens again place importance on seniority, with grandparents being considered the de facto heads of family units unless an older generation still lives.
While forming archaic and unevolved governments, Aisarens themselves are an open and communal people. Most Aisaren families have no trouble integrating into foreign society (their familial culture mostly reliant only on their own family,) and over generations can easily be inseparable from how other species in a culture operate beyond their own genetics.
The nation of Saimutra is a tributary state within Mazekyan space, who outside of openly trading and accepting the edicts of the Archons have little to no say on how they operate with their military support rarely requested in any scenario. Saimutra is ruled by the Paryakas, the overseers, who are a council of noble oligarchs formed from the various nations that inhabit the planet. The Paryak ironically has little oversight into the affairs of the nations, only making sure that the edicts placed by the Archons are fulfilled in as quick and decisive a manner as possible.

Singular: Akallian
Dimorphism: Yes
Reproduction: Natural
Height: 1.8 meters average (F), 1.6 meters average (M)
Life Expectancy: 100 years
Traits: Matriarchal, Psionically Dull, Color-based Dimorphism
Akallians are a bipedal humanoid unique for their colorful plumage that covers most of their body. An akallian on average ranges from 1.6 to 1.8 meters tall, with males generally slightly shorter in stature than females. Average life expectancy is 90 years. Akallians exhibit significant sexual dimorphism, most notably with differences in color plumage. Male feather colors range from blue, red, green and purple, whereas female plumage is less pronounced and generally shorter, with duller colors of brown, white, dark red and sometimes even gray. Females have diminutive facial structures when compared to males, with narrower nasal bones resulting in a thinner procerus, compact brow ridges and a smaller jawline.
Society and government for akallians varies wildly from state to state, with differences in historical and material conditions playing a significant degree of influence, but some similarities can be made. Akallians are generally a matriarchal people, placing great importance on the responsibilities of womanhood and viewing femininity and authority as inherently related aspects. Women often hold the majority of important political and judicial offices in akallian society, while men oversee administrative functions. Family units are formed around a central matriarch figure who manages the familial clan, and upon her demise a unit undergoes an unofficial consensus determining the next matriarch. Many times this generalized understanding is made years in advance, and sometimes can translate to akallian societies being hierarchical or hereditary-based, but not always.
Technological advancements and Commonwealth influences have resulted in some key changes, most readily apparent being that the military, once formerly a traditional masculine profession, is now seen as overwhelmingly unisex, with both female and male akallians holding military offices alike. What is viewed as feminine and masculine forms of labor and institutions also varies wildly between different cultural groups, and dissemination throughout former Commonwealth space has created a multitude of unique akallian values and beliefs.

Singular: Gaim
Dimorphism: Yes
Reproduction: Natural
Height: 1.2 meters average (F), 1.5 meters average (M)
Life Expectancy: 140 years
Traits: Communal, Innovative, Methane-breathing, Common
The Gaim originate from the world of Livarus, a harsh planet shrouded in thick clouds of methane and ethane. They breathe methane and wear special rebreathing masks when encountered in other types of atmospheres. These masks often cover the Gaim’s entire face and are often shaped and decorated with markings of cultural or familial significance. Due to breathing methane their voices are often perceived as high pitched and their speech has a fast paced lyrical quality. Despite the harsh conditions of their homeworld, the Gaim have thrived, adapting to their environment with ingenuity and resourcefulness. Their cities are marvels of engineering, with towering spires reaching up above the swirling mists, connected by intricate networks of bridges and walkways.
The Gaim are short and often stocky and range in height between four to five feet, or 120 to 150 cm. They possess opposable thumbs with four fingers and four toes on each hand and foot. Their hands and feet are surprisingly dextrous and the Gaim can successfully manipulate both fingers and toes with a great degree of precision and range of movement. Making them both natural climbers as well as expert artisans and craftsmen.
Despite their small stature, the Gaim are known for their resilience and determination. When faced with challenges, they work tirelessly to find solutions, drawing upon their collective expertise and ingenuity. Their society is tightly knit, with strong bonds of cooperation and mutual support.
In their quest for knowledge and exploration, the Gaim were an early member species of the Commonwealth and they have established colonies all over the galaxy. They eagerly exchange ideas and innovations with other species, always seeking to broaden their understanding of the universe.
Within the bustling cities and sprawling settlements of Livarus, the Gaim have crafted a unique social structure centered around the concept of multi-generational homes. These vast structures, known as "Clan Dwellings," serve as the beating heart of Gaim society, where multiple generations of families come together under one roof to live, work, and thrive.
At the core of each Clan Dwelling lies a sense of kinship and camaraderie that binds the Gaim together. Families within the clan share not only living spaces but also responsibilities, resources, and knowledge. From the youngest members to the eldest, every Gaim contributes to the well-being of the clan and benefits from its collective support.
Generational homes are meticulously designed to accommodate the needs of extended families. They consist of interconnected chambers and living quarters, each tailored to suit the preferences and lifestyles of its inhabitants. Common areas serve as gathering spaces for communal meals, celebrations, and shared activities, fostering a sense of unity and belonging among clan members.
The social structure of generational homes extends beyond familial ties, encompassing a broader network of relationships and alliances. Each clan is interconnected with others through trade, diplomacy, and mutual assistance, creating a vast web of interconnected communities across Livarus.
Gaim culture is communal and heavily collectivistic and it is rare to ever see a single or lone Gaim. Individual Gaim rarely travel or live alone but are most often seen together with a sibling, if unmarried, or with a family member if married. Colleagues and associates also generally travel in groups or pairs.
After centuries of Commonwealth membership the Gaim have seen themselves spread across the galaxy and many have integrated seamlessly into many other nations as well.

Singular: Human
Dimorphism: Yes
Reproduction: Natural
Height: 1.6 meters average (F), 1.7 meters average (M)
Life Expectancy: 120 years
Traits: Highly Variable, Extremely Adaptable, Extremely Common, Psionically Dull, Kings of Rock and Roll
The humans, hailing from the once-vibrant planet Theia, stand as one of the most widespread races in the galactic community. Once thriving on their home world, their journey has been marked by both triumph and tragedy.
These interstellar pioneers embody a unique blend of resourcefulness, ambition, and an indomitable spirit. The remnants of their lost homeworld, scarred by the ravages of pollution and climate change and stripped bare of resources serve as a testament to the price of unchecked progress. Undeterred by the cataclysmic events that befell their birthplace, the Humans have transformed into a formidable force, spreading their influence across the cosmos.
Physiologically, humans are a diverse and adaptable species, boasting a wide range of physical characteristics shaped by the varied environments of their diaspora. From the bustling mega-cities of industrialized planets to the serene settlements on verdant moons, humans have forged their identity amidst the stars.
Intellectually, Humans are known for their capacity to learn and innovate. Their inquisitive nature has fueled technological advancements and cultural diversity within their colonies. Humans excel in any role, be it merchants, diplomats, explorers, or warriors. Humans have become integral members of the galactic stage, being one of the earliest races to be represented in the Commonwealth's elected bodies.
Yet, despite what led to their homeworlds demise, humans have shown no indication fo stopping their everlasting march for progress. Their abilities to make even the most inhospitable places home has been coincided with massive amounts of human expansion, one of the bitter resentments which would ultimately aid in the collapse of the Commonwealth as various human entities expanded well beyond designated charters.
In their journey among the stars, humans have formed alliances, established colonies, and encountered both friend and foe. Their resilience in the face of adversity, coupled with an insatiable drive to explore positions them as a force to be reckoned with in ever-expanding known space.

Singular: Inkrenian
Dimorphism: No
Reproduction: Natural
Height: 30 centimeters (Adult)
Life Expectancy: 60 years
Traits: Psychic, Artificial Bodies, Connected Minds, Individualistic
Inkrenians are vertebrate, water dwelling creatures with strong psionic presence. Inkrenaians begin life as small fish that weigh no more than nine ounces and measure no more than eleven inches. At this stage an Inkrenain has the mental capacity comparable to a Theian crow and does not possess true sentience, but through a psychic bonding ritual between individuals they may exponentially expand their mental capacity to true sentience. These groups of Inkrenians are called Skols and always number eight adult Inkrenians, all attempts for two Skols to unite or additional individuals to a Skol have always ended in failure and in severe cases, death of all involved Inkrenians.
Once a Skol forms each individual Inkrenian experiences a shared rate of growth in size, mass and psionic potential. A larger Inkrenian separated from its Skol will have greater intelligence than a juvenile, but will still fall short of actual sentience. However, if one of the Skols members dies the Skol will live on, though with reduced mental capacity and psionic ability. Individual Inkrenains may be introduced to the damaged Skol to restore mental function, though the death of an individual Inkrenian is considered a severe tragedy by its Skol. The most severely damaged Skol to be restored on record had survived with three members before restoration, though it had entered into the equivalency of brain death beforehand.
Outside of their homeworld and other oceanic environment, Skols are able to traverse the galaxy inside specially designed void suits that maintain an environment habitable to the Inkrenain. These suits can vary wildly in size and design, but the most common design features a large, six eyed head atop a body that stands at nine feet tall, with four long arms that can reach to the ground and assist their rather short legs with mobility. This design is thought to resemble one of the original bio suits the ancient Inkrenians designed to first explore the many islands and atolls of their homeworld. This design is so widespread that it is a common misconception that this is the true form of an Inkrenian, which leads many to be shocked at the truth of a Skol.
Despite their collective nature, Inkrenains are considered to be fiercely independent and individualistic. A Skol regards itself as its own unique entity and claims no kinship with other Skols, though they will cooperate with each other. Skols can survive for centuries, so long as new members are consistently introduced, and this long spanning memory leads to each individual Skol being a culture unto themselves. Names and identities vary by individual, and gender as a concept was alien to Inkrenians until they made contact with the commonwealth. Individual Skols may refer to themselves in the first or third person, use gendered pronouns for themselves or not, or refer to themselves as ‘we’ or ‘I’.
Inkrenains lived for centuries in the oceans of their homeworld Apra undisturbed until the arrival of Commonwealth expeditions forced them to look above the waves of their planet. The Inkrenians were capable of making mindless bio suits to explore Apra’s landmasses, but with commonwealth technology they quickly advanced their craft and adopted purely robotic suits as well. When Apra was placed under Ithaxian rule the Inkrenians resisted successfully for several years, the vast majority of their infrastructure being miles underwater serving to great advantage, but in the end they were forced to surrender when the League unleashed a specifically designed virus into Apra’s oceans that targeted the Inkrenians spawning pools. The Inkrenains had not actively colonized any worlds since their discovery and the number of off world spawning pools was desperately low. In the aftermath the majority of Inkrenians were forced off of Apra and onto various planets in the Istenian Reserve. There is a dedicated effort to establish and expand off world spawning pools, but with Apra still poisoned to them the Inkrenians are facing inevitable decline and collapse.

Singular: Karatu
Dimorphism: Yes
Reproduction: Natural
Height: 1.8 - 2 meters
Life Expectancy: 120 years
Traits: Psionically Dull, High Energy, High Metabolism, Spiked Ridges, Malformed Jaw Structure
Coming from the Arid planet of Pulktu, the Karatur are humanoid mammals, prominently marked by the spikes that run along the top of their head, as well as their unique jaw structure. Karatur are a quick energy species who’re known for their high metabolism, often believed to be apex predators before they began to form civilizations. Typically, a Karatu has a light pale skin akin to a human phenotype, but also has pale yellow, pale orange, and very rarely, a pale green. They have what’s considered an average height among other humanoids at 1.8- 2 meters tall, and they can live up to 120 years.
The Karatur of Pulktu were already a spacefaring civilization before the Archons arrived as a conquering clone army. However, the planet of Pulktu could be called anything but unified. Divided into vying nations, large parts of Pulktu had been ravaged in a war that the Karatur referred to as “the great mistake,” a conflict which divided Karatur society along cultural lines, leading to infighting between nations, backstabbing behind closed doors, and when the Archons arrived in their Human clone army form willing to help one of a dozen nations unite the planet, the Karatur naturally accepted.
What followed next was more and more of the planet being ravaged before they learned that this clone army had no Empire to call their own, but one they wished to form themselves. The Karatur followed in a desperate war to dislodge their occupiers but quickly found themselves on the backfoot; outgunned, technology inferior, and resource depleted, city after city fell to the invader, and soon, the whole of Pulktu was under clone occupation.
Despite this barbarous conquest, the Karatur were able to recover quite quickly, and by the time they finally restored themselves to the previous status quo, everything was different: the Karatur were subject to the Archons, who seemed all powerful to those of Pulktu. To the east, the newly formed Neanderthal societies had arisen who were more advanced than the Karatur in part due to the interference of the Archons. A deep seeded hatred formed due to this with the Neanderthals, who now both vied for not only the support, but the favor that only the Archons could give.
The Karatur planets are united in a Confederation of systems, nations, and stations. Pulktu, the Karatur homeworld, holds most of the powerbase of this Confederation. The Confederation forms a council on a station above Pulktu, with the council being made up of (elected or appointed) officials from the states and stations within the Confederation. Despite this council of confederated states and entities, they elect between them a Tyrant to oversee and manage Karatur military and diplomacy in Mazekyan space. Despite this ultimate power being given to the Tyrant, they generally have proven reliable and leave petty favoritism to the side, seeing the race to earn the favor of the Archons far more important.

Singular: Lareshian
Dimorphism: Yes
Reproduction: Natural
Height: 1.7 meters average (F) / 1.8 meters average (M)
Life Expectancy: 200 years
Traits: Natural Telepaths, High Psionic Potential, Socially Affiliated, Musically Gifted, Somewhat Common
The Lareshians, or Lareshian people as they are commonly referred to, are one of the most common races in the galaxy. Originating from the planet of Laresh it was bathed in the gentle glow of its binary suns, and existed as a paradise of biodiversity. Its flora and fauna danced in harmonious rhythms, their existence interwoven with the very fabric of the planet. The Lareshians, with a diversity to match the various plants on their homeworld, were born from this verdant cradle. Their eyes shimmered like dew-kissed petals, reflecting the hues of their surroundings—green, pink, purple, and blue. Lareshian biology allowed them to commune with their voice over distance, and their minds to their own people. To the Lareshians, this was a divine sign that they were destined to rule, for they were given the gift of voice to guide others to englightenment. Those who have spoken to Lareshians without their Codex translators have often described their voices as musical and harmonic in nature. Lareshians come in the many shades of colours such as pink, blue, red, green, purple and yellow.
Most Lareshians are inherently communal beings and most Lareshian societies are structured around individuals forming fraternities, associations, guilds and corporations. These entities act as extended families and individual Lareshians generally develop strong feelings of loyalty towards their specific association. Historically this enabled the Lareshians to quickly produce efficient and productive results in most endeavors due to communal commitments. This tendency would however devolve into factionalism which characterized the twilight years of the Commonwealth.
In the early epochs, the Lareshians were nomadic philosophers, seekers of knowledge and stewards of the natural world. Their society flourished as a decentralized network of city-states, each governed by a council of scholars. The Lareshian Congress, a grand assembly of these councils, emerged as the heart of their civilization—a beacon of enlightenment and cooperation.
During the Age of Enlightenment, the Lareshians embraced radical ideas. They championed individual freedoms, artistic expression, and scientific exploration in the stars. Their libraries overflowed with treatises on quantum metaphysics, and their poets sang of cosmic unity. Veridian gardens bloomed with sculptures that defied gravity, and their cities shimmered with energy harvested from the very stars. But enlightenment did not quell ambition. The Lareshians forged a formidable fleet—the Celestial Hegemony. Their ships made for the stars, at first for protection against newly contacted peoples, but they then had a new mission to spread knowledge and protect the fragile balance of the galaxy.
For thousands of years, the Lareshians spread all over known space, growing ever more politically influential with every race they encountered and incorporated into their Commonwealth. They created great structures across the galaxy as they innovated and built, some of which has stood the test of time, such as the Galactic Nexus, the main hub for diplomacy and treaties in the galaxy today. As the voices of the Commonwealth grew, Laressian strength also grew, boasting of being the great centre of the galaxy, and the driving foce behind galactic unifcation. Yet all was not well, as voices at home began to grow in opposition towards their strongarming of the weaker races of the galaxy into joining the Commonwealth. Most however still saw this as their destiny, to unite the galaxy with their guiding hand leading all to glory and englightenment.
However, over time, the other races and states of the galaxy had grown strong. The Commonwealth, their great project, was never able to centralise, forcing much of the upkeep and work to be done by the Lareshians, who were becoming increasing spread thin, Other forces in the galaxy were growing stronger, while the Lareshians were beginning to stagnate. Extreme philisophies at home were growing, as the galaxy seemed ready to tear itself apart. After the 6692 Nuclear terror attack on their homeworld, using Sodium-Cobalt missles, the Lareshians were in a state of shock, as their fleets dispersed and became warlords and tyrants in their own name, while the Lareshian congress was in ruins.
Now, Lareshian Power is but a whisper—a memory etched into stardust. Their ruins dot distant moons, and their songs echo in cosmic winds. Some say they await a great cosmic alignment, a chance to rekindle their lost power. Others believe that the Lareshians are still in shock and trying to pick up the pieces of their ruined empire. Nevertheless the Lareshian homeworld remains a beacon of verdant wisdom, their legacy woven into the very fabric of existence of this new galaxy, a reminder that even in decline, the spark of their knowledge, achievment and enlightenment endures among the stars.

Singular: Malsari / Malsar
Dimorphism: Yes
Reproduction: Natural
Height: 1.8 meters average (F), 2 meters average (M)
Life Expectancy: 360 years
Traits: Naturally Telepathic, Psy-affinity, Socially Off-putting, Birth Rituals, Social Groups
The Malsari are a bipedal humanoid species characterized by their varying shades of blue skin, widened skulls, four eyes and an absence of body hair. Malsari have a large, three hemisphere brain that is unusual among vertebrates, enabling them higher cognitive functions and psionic abilities. Unlike many other species capable of natural or modified dimensional manipulation, the malsari have evolved natural telepathy and greater control over these abilities, enabling the species to have remarkable affinity for observing and interacting with trans-dimensional energies. The most developed aspects of the malsari physiology, their sensory organs, are reflected in the presence of two clusters of two eyes each on both lateral sides of the head, with an effective foveal vision of 270 degrees and independent cluster eye movement.
On average malsari range from 1.8 meters to 2.2 meters in height, with some variation depending on genetics and sexual dimorphism. Males are typically bigger with a broader skull structure and increased cartilage leading to a larger brow and more developed cephalofoil shape, and less-pronounced nose bridges compared to females of the species. Malsar skin hues can range from dark purple to light cyan in colors, and often fade or change vibrance with maturity. Eye color is naturally purple or variations of blue as well, though mutations of green or yellow is not uncommon. Malsari possess a copper-based hemoglobin solution, giving a further characteristic blue coloration to their blood. Though vertebrates, malsari females lack mammaries, and infants are delivered fully retained within their amniotic sac, where they are provided nutrients until the fetus’ development and birth, usually coinciding with the degradation and breaking of the sac. Malsar average lifespan is 360 years, enabled by technological advancements curing or treating numerous hereditary diseases that historically plagued their species.
Malsar social units are complex and rigid, owing to an elaborate collection of caste systems among the various clans and early nation-states of Thader which persist into the modern day. Familial units are larger than average when compared to humans, with malsari having distinct terms for first and second cousins, maternal and paternal relations, and those present during childbirth, and are not required to be blood-related. In the modern age, it is even possible for non-malsari in certain circumstances to be counted among this group. The methodology and psychology of malsari is reflected in their caste system, a semi-ethnic and corporate group categorization which determines values based on labor and unique traditions across the multitude of malsar civilizations. While this has led to some overarching similarities between all malsar cultures, the exact character and expressions of these traits vary wildly from group to group.
Common consensus holds that the malsari are an isolationist and xenophobic people, but most xenologists and researchers familiar with their customs describe them as a reserved but genuine and curious people. As compared to humans, malsari appear more cautious and introspective, preferring to deliberate or meditate on outcomes. This confusion and stereotype largely results from their capabilities of psy-telepathy creating misunderstandings between foreign parties, and causing inexperienced negotiators and diplomats to feel either ignored or outmaneuvered by malsar participants. Among their own people, malsari retain similar levels of sociability and institutions to many other sapient species, with various fraternities and organizations created to honor historical events and participants ranging from technological developments, diplomatic coups or seldom military campaigns. Social honor is an important aspect of the malsari, taking various forms depending on cultural traditions and customs, but is typically reflected less individualistically; malsari extend great importance on appearances and reputation for their family, and sometimes this is reflected in the hereditary caste an individual may belong to.
The government of the malsari is often characterized by the largest and most supreme polity, the Grand Assembly, or as it is sometimes referred to in greater galactic contexts, the Thader Assembly, which oversees the three main systems inhabited by malsar settlements. The Grand Assembly is best described as an estates or clan-based elective republic, with a large congressional body divided into fifty two ‘castes’ or bases, derived from the most historical corporate groups across Thader, which range from labor-related fields to ethnic organizations to historically powerful families. This body handles most matters of governance for the assembly, though every fifteen years a centrally elected organization known as the Concilium is formed to serve as the executive arm of the state. The members of the concilium are typically referred to as magisters or sometimes councilors, and are typically chosen through a system often described as ‘expressly timocratic’ and populist, where nominated individuals are valued for their recognizability and perceived honor and good reputation, though this system usually leads to life time politicians and celebrities experiencing the most political success due to recognition.

Singular: Mrówka
Dimorphism: Yes
Reproduction: Natural
Height: 1.68 meters average (F), 1.6 meters average (M)
Life Expectancy: 80 years
Traits: Forcefully Uplifted, Four Armed, Allergenic to Humans, Molts, Industrious, Common Twin Births
The Mrówka is an insectoid/arachnid-like species of arthropods believed to have originated from the Kalakar system. They became known as a subject species to the Kalakari, their transhuman overlords, and were subsequently conquered by the URR during the Roman-Kalakari War (6657-6665) and have been slowly integrated into Roman society since. Mrówka are rare in the galaxy at large but some have been found outside their country of origin. Formally independent Mrówka run the Yonghéng Syndicate, a major trade conglomerate operating out of the United Roman Reich.
Similar to spiders, Mrówka have both an exoskeleton and an endoskeleton. They also breathe simultaneously with both lungs and tracheae. They have six eyes which are better at noticing movement compared to humans as well as give them a wider color range capable of seeing into UV-light. While Mrówka have a similar field-of-view to humans they are capable of focusing and being aware of a larger area at any given time.
Mrówka possesses four arms and are lithe and generally smaller than most humans on average. The species exhibit basic sexual dimorphism with females generally being noticeably larger than males. (Males being 1.6 m on average and females being 1.68 m). Female Mrówka gives birth to live young, usually twins or quadruplets. Fraternal (dizygotic) twins are the norm with Identical (monozygotic) twins being about as rare as in humans. Female Mrówka possess a spermatheca organ and can use it to become pregnant with children belonging to multiple fathers at the same time. Though capable of giving birth to multiple young Mrówka females are only able to become pregnant during a two month window once every year with the pregnancy lasting for roughly 6 months.
Newborns are generally athletic and active but also extremely sensitive. Their exoskeleton is initially made up of a cartilage-like material that only starts to harden after a handful of moltings between 6 to 9 months of age. During this stage of life Mrówka babies generally require assistance with the molting process up until they are roughly 1 year old.
Roman scientists suspect that the Mrówka have been subject to extensive genetic manipulation by the Kalakari but they have been unable to find any intact records corroborating this. It is however the official stance of Roman scientists that the Mrówka are most likely a genetically uplifted species.
Baseline Humans have shown to often be allergic to Mrówka. Allergic reactions to Mrówka generally display as acute itching hives or skin rashes. Asthma symptoms as well as runny noses are also common. The allergic triggers are identified as Mrówka sheddings and saliva. To counter this most Mrówka uses skin tight bodysuits under other clothes to lock-in any skin sheddings. Human allergic reactions are, while sometimes acute, generally transient. And after having experienced one's first major allergic reaction humans generally seem to become more resistant or entirely symptom free.

Singular: Neanderthal
Dimorphism: Yes
Reproduction: Natural
Height: 1.7 meters average (F) / 1.8 meters average (M)
Life Expectancy: 100 years
Traits: Artificially Recreated and Uplifted, Psionically Dull, Highly Adaptable, Stocky, High Metabolism
Neanderthals were for hundreds of thousands of years, an extinct (or as the Archons of Mazekya called them, “Incorporated'') subspecies of humans, Stoutier and Stronger than the average human, but nevertheless went extinct due to integration with modern humans. Mazekya, a previously human cloned army who themselves have ascended, was able to recreate Neanderthals through genetic isolation from percentiles of Neanderthal legacy in Human DNA. After failures, refinement, more failures, the Archons were able to create a stable Neanderthal, cloned entirely from Human DNA. The Archons then went on to create thousands of unique and varied Neanderthals, allowing both natural and artificial creation of Neanderthals. Artificial and sterile Clone Neanderthals are easier to find at nearly any station openly allowing them than their natural counterpart, but when natural ones are found, they are often an entire culture of their own.
The Neanderthals were latecomers to Colonization efforts in the galaxy, Limited mostly to Mazekyan space or the Morian Expanse. Despite this, Neanderthals have made a name for themselves throughout the galaxy, as pirates or soldiers for hire. Even negating their martial prowess, Neanderthals are a Hearty people, making foundational colonies on planets easier to sustain than normal human adventures. Despite these benefits, Neanderthals are known to be less verbose than humans, and the societies they create often are based more on primitive societies of like-minded families than the Republics and Dictatorships that dominate most of the galaxy.
The Neanderthals of Mazekya are a Moiety of two: the Clans and the Nations. The Clans are an almost entirely spacebound group of Neanderthals, all clones of one DNA or another. These Clans operate nearly independently of the Archons, sending out battle fleets into war torn regions of space to even the playing field for profit and honor. These battle fleets are capable of operating nearly the entire span of a war, able to reinforce depleted ground forces with Clones straight from the tanks aboard their vessels. Supported by allied forces, Clans can leave holdouts on worlds nearly indefinitely, forcing the enemy to either attempt to break the Clan fleet in orbit, or to retreat off world before their numbers fully deplete.
The Nations are slightly less Bellicose than the Clans. Often, the Nations battle over entire continents on worlds. Often, the Nations are the sponsor of Clans, or creators of new Clans, and as such often deploy them on these battles between one another. The Nations act with a code of honor, limiting planetary destruction while focusing on large scale warfronts, often allowing Clans to get a semblance of veterancy before they begin accepting contracts for distant empires.
While infighting occurs predominantly amongst the Clans and Nations, they all in the end heel with the Archons demand such. Neanderthals practice their own forms of genetic engineering, and have ironically become interested in Bionics, Mechs, and robots just as much as humans have. The Neanderthals were able to successfully create their own subspecies: the Goliaths, a larger, stronger subspecies of human which suffers from degenerative DNA over the years, but are brutally efficient in both Military and Industrial settings.
Dead/Precursor Races

Singular: Falcidonian
Dimorphism: No
Reproduction: Natural
Height: 2.0 - 2.4 meters average
Life Expectancy: ~20,000 years
Status: Extinct
Traits: Morphologically Adaptive, Extremely Long-Lived, Slow Reproduction, Insular, Clone-Resistant
The Falcidonians were a species of tall, fibrous bipedal organisms native to Styxis IV, a terrestrial world in the Styxis System now rendered uninhabitable by widespread nuclear contamination, and quarantined by the Aruthian Empire. Their name was derived from their own self-identification, transliterated into common use by Commonwealth exploration crews during a brief period of first contact. They are classified as extinct, with no verified living specimens.
In their natural form, Falcidonians stood anywhere between two and two and a half meters in height. Their physiology was defined by dense bands of fibrous tissue layered beneath a tough, mottled hide that ranged from dark grey to a dull, earthy brown. Unlike most humanoid species, their musculature was not arranged in discrete bundles but instead formed a continuous lattice of interwoven fibers, lending them a distinctly organic appearance often compared to exposed root systems or braided wood. The head was narrow and slightly elongated, set low against broad shoulders, with deep-set eyes and a face lacking the prominent bone structure typical of most known bipedal species. Sexual dimorphism in base form was negligible, with reproductive differences largely internal.
The most significant aspect of Falcidonian biology was their capacity for somatic morphological reorganization: a genuine physical restructuring of the body to approximate the forms of other organisms. Commonwealth records from the initial survey mission documented this ability, though the full mechanism was never studied in depth before the species' extinction. What is understood suggests that Falcidonian somatic cells remained pluripotent throughout the organism's entire lifespan, governed by distributed neural clusters embedded throughout the body's lattice. These clusters functioned as a kind of biological catalog, recording the structural architecture of organisms encountered through proximity or direct contact and directing its cellular matrix to reshape bone, tissue, pigmentation and surface texture accordingly. The process was slow, metabolically taxing, and maintaining a foreign form for extended periods placed considerable strain on the organism. This same cellular plasticity is believed to be the primary reason that all known attempts to clone Falcidonian tissue have failed: without the governing neural architecture to impose a stable template, harvested cells revert to undifferentiated masses within days.
Falcidonian reproduction was exceptionally slow by galactic standards. Gestation periods, birth rates and the particulars of their reproductive biology were never fully documented, but Commonwealth analysts estimated that a population the size of that observed on Styxis IV would have taken millennia to establish. Their lifespan was believed to be this: Falcidonians were believed to live for tens of thousands of years, placing them among the longest-lived sapient species ever cataloged. Whether this longevity was a product of their cellular regeneration or an independent trait remains a matter of academic speculation, as no living specimens have been available for study.
Culturally, what little the Commonwealth recorded painted a picture of a species defined by patience and deep continuity. Extended kinship groups persisting across centuries appeared to form the basic social unit, and the practice of morphological transformation was treated not merely as a survival tool but as an art form refined over the course of individual lifetimes spanning thousands of years. Their civilisation on Styxis IV had reached a level of technological development roughly analogous to the digital age of most baseline human societies: industrial, networked and in possession of nuclear capability, but without faster-than-light travel or spacefaring infrastructure.
It was this last detail that sealed their fate. When Commonwealth exploration vessels first made contact with Styxis IV, they encountered a populated, functioning world. The meeting was brief and largely observational. The Falcidonians had no means of leaving their homeworld and showed little inclination to do so. When Commonwealth ships returned to the system at a later date, Styxis IV was an irradiated wasteland. The cause was unmistakable: a nuclear exchange of sufficient scale to render the planet's surface uninhabitable. Whether this was the result of a geopolitical conflict, an accident or some other internal crisis has never been determined. No survivors were found.
The Falcidonians left behind no diaspora, no colony ships and no offworld settlements. Their entire civilisation existed on a single world, and when that world burned, they burned with it. Subsequent surveys of Styxis IV have recovered fragmentary material culture and biological samples, but the radiation damage to both has limited their usefulness. The system remains flagged as a quarantined zone, and Styxis IV itself stands as a quiet monument to a species that, by all evidence, chose to remain where they were born and died for it.
Sapient Species (O through Z)
