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Irukki
Physical Description
The Irruki are barrel-shaped, reptilian humanoids from a warrior culture. They stand around 5'8
- 6'5 tall. They are hairless and have colourful, leathery skin that is
folded in small, tight wrinkles. They are often predominantly blue or
green with swaths and marks of red, yellow, and white. They have two short legs ending
in paws with three large, semi-dextrous toes and an opposing
semi-dextrous "thumb". Their arms are long. Their 3 fingers and thumb
are long, flat and very dextrous. They stand upright, with a short tail
dangling to around their knees. There is a small bony knot on the tip of
their tail which, through their evolution provided defence from attacks
from the rear.
They have long, thick necks. They are often referred to as "devil-heads"
among other races. Their heads are defined by a flat, bony top-plate
which is separate from the main brain-case and held in place by layers
of thick muscle, fat, and tendon. The back-swept plate and the sides of
their head are lined with small, back-swept horns and knots of bone.
Their heads can deliver devastating butts, which is historically part of
their ritual in claiming a mate.
They have large, dark, almond-shaped eyes that see well in the dark but
are capable of only limited colour definition. They have two nostrils
between their eyes. Their sense of smell is quite keen, being
particularly tuned to detect pheromones and carrion. They have layered
smell and can detect individual smells when a variety are present: if
presented with a chunk of meat, they can distinguish tainted parts from
the edible ones. They enjoy smells and feel uncomfortable in sterile
environments.
They have short, strong, beak-like jaws lined in front with razor-like
teeth. They are capable of biting pieces off of frozen carcasses. Their lips have many small, strong muscles and very highly
articulated. They have short whiskers on their neck, at the base of
their skull, that pick up vibrations in the air, detecting motion and
augmenting their hearing. Their primary hearing is good and functions
through membranes on the sides of their heads, under their skull plates
and surrounded by small protective bony lumps and ridges.
Personality and Motivation
To members of the rest of the galaxy, the Irukki seem unpredictable, erratic, and illogical. Their brains are just plain wired differently.
They are absolutely brilliant at short term tactics and incredibly apt
at making successful snap decisions. They have almost no concept of long
term planning or consequence. They are perfectly adapted to survive the
moment and take the future as it comes. They are the perfect scavenger
and survivor. If they are given instructions, they will invariably
execute them in such a way that the outcome will be literally correct
and perfect in terms of the short term but completely disastrous in
terms of the long term outcome. Irukki are fabulous independent workers
when given simple instructions but are very difficult to work with in
coordinated teams.
The Irukki are slow to conceive of new concepts or technologies but are
brilliant reverse engineers. They will absorb and utilize any technology
or tactic given to them but it will invariably be in an unexpected way.
Their adaptations of instructions and tactics are often to their own
advantage and not those of the teacher.
The Irukki see themselves in relation to other beings. They are
independent and often strike out into the galaxy to make their own way.
They form strong bonds with others when they like them and are
exceptionally loyal until they form a stronger bond with someone else.
They are not highly motivated by anything beyond their immediate needs
and bonds to others, tending to live in the moment. They do not seek
power over others but if they are placed in a leadership position, they
will excel at it. If they are placed in the position where it is
necessary to follow someone else, they will gladly fill the role so long
as they can respect the ability and strength of their assigned leader.
They don't have a strong draw to owning or possessing and money means
little to them beyond its ability to satisfy their immediate needs. They
tend to live a quiet, accepting existence.
The Irukki are exceptional warriors, particularly in terms of ship
tactics, heavy weapons, and hand to hand fighting. Racially, they tend
to enjoy poisons and explosions. They are excellent mercenaries, bounty
hunters, pilots, raiders, and special forces troops. They are somewhat
wild and unpredictable in their tactics and other races tend not to like
to work with them in any large, organized force. They are often quietly
persuasive and likeable, making excellent negotiators. Some think the
large number of pheromones they produce make them more persuasive to
others.
Breeding
Breeding is a heavy influence on the Irukki culture and personality.
Attraction of a mate and a strong, lasting pair bond between a
compatible couple were critical during the evolutionary years of the
race, when they were scattered through forests and spread across
mountains. They evolved to hold onto compatible companions, the
pair-bond is seen as a rare blessing. Once bonded to another, an Irukki
will remain fiercely loyal to that person until the bond is unproven...
the companion is driven off by a stronger rival or the companion proves
to weak, unfit, or disloyal.
Bright skin colour and small, dense skin wrinkles are attractive. This
has lead to the Irukki dressing in bright colours and flamboyant garb
compared to many of the other residents of the galaxy at large. Horn
shape and the symmetry and pattern of the lumps on their heads are
desirable.
An Irukki female will produce a clutch of 8 to 12 eggs every 6 months.
Her small, thick-shelled eggs appear in a stomach-pouch where they are
unostentatiously fertilized by the male. They develop for several
months in the egg-sack and eventually will begin to quiver as the young
become prepared to hatch. During the quivering time, it is very
important for the mother and father pair-bond to keep a ready supply of
carrion around. When the first egg begins to crack, the mother and
father place the eggs in the carrion they have gathered for the young
and flee. Young Irukki are voracious and insatiable predators driven
solely by instinct. The eggs take several days to all hatch, during
which time they live on the carrion they were abandoned in. They often
eat their sibling eggs or young during the first few days of life before
they are driven by instinct to spread out on their own in search of prey
and carrion. If the parents are still around when the young emerge, they
are generally eaten. In the worst case scenario, if the pair-bond has
not found any carrion suitable to abandon the eggs in, the mother is
driven by instinct to leave the eggs in her egg-sack and be consumed as
they hatch.
The hatchlings remain voracious predators for a month or two, tiny
huge-headed, small-bodied parodies of their parents consuming and
growing. After a couple of months, their body chemistry switches and
they become social, mature Irukki. They become driven to then find and
bond with other Irruki. In early Irukki, the young were abandoned
wherever the pair-bond were at the time of birth. On modern Tenoxi,
large areas of wilderness called "Young Preserves" are kept and
pair-bonds make a special trip to abandon their young. The pair-bond
lives in the wild, surviving and gathering carrion for the hatching.
The hatching process leaves the Irukki with a strong sense of motherly
sacrifice and duty. Their religion centers around a single, all-powerful
figure, the sacrificial mother. God is a giver and she is willing to be
consumed by her children, the Irukki, for their good. If the mother does
not give, the Irukki are expected to take from her.
Origin and Evolution
The Irruki evolved on the planet Tenoxi, in the Farrago region. Tenoxi
is a young, hot, volcanic world with an abundance of greenhouse gasses.
Many describe it as "thick and dusty". The planet's 5 major continents
make up about 40% of the surface of the world. Much of the planet
consists of jungles and forest, carved up by volcanic mountain ranges
and plains. The Irukki evolved in the cold north where evergreen forests
stretch over harsh mountain ranges. They evolved from their reptilian
ancestors, the Hattu, who were true survivors, predominantly scavengers
that would hunt and forage when necessary. The Hattu,
semi-intelligent animals who still survive in the wild, are covered in
proto-feather and hairy down, which the Irukki shed during their
evolution. their head-plates are larger than those of the Irukki and
their horns are large and curl forward. Their legs are shorter and thier
arms longer, with scoop-like fingers capable of clawing flesh from bone.
They walk mostly on all fours but can stand on their hind legs to extend
their reach. The Hattu take the Irukki's powerful lips one step further,
growing short nail-like ridges along their length. Both powerful and
dextrous, the Hattu's lips can almost surgically remove good bits of
flesh from between tainted bits. Like the Irukki, Hattu have long, thick
necks. They can tear chunks of prey or scavenged meat by holding it in
their mouths and delivering a powerful shake of their head. The Hattu
have longer tails with more prominent clubs at the end. They will stake
claim to carrion and defend it with their tail clubs while they use
their scoop-like fingers and cutting-lips to tear good meat away from
what is spoiled. If threatened, they will grab meat with their
scoop-like hands and head-butt their way to safety. The Hattu are
aggressive, solitary scavengers and much of their behaviour has shaped
the way the Irukki and their culture have evolved.
Early Irukki developed a warrior culture based on forming small tribes
of bonded mates. Tribal squabbles would gradually expand as tribes
bonded together into counties, who were invariably at war with one
another. Wars between the countries were invariably short and based on
raiding rather than destruction. None of it was taken especially
seriously or grudges held. Alliances changed and power shifted quickly
and often. Tribes shifted and spread over the face of Tenoxi.
The Irruki have never and will never be known as great engineers. They
society grew slowly, fragmented into warrior nations, with the
occasional technological innovation driving things forward, When one
nation developed anything, others were quick to raid, capture, and
assimilate the technology into their own individual culture. Vehicles,
power plants, and medical knowledge would grow and spread across the
face of Tenoxi.
The first manned space flight was instrumental in the development of a
central government. There was a realization that the stars were a whole
new frontier that required a unified effort to reach. The nations of the
world met and developed what would become the Tenoxi Council and
Presidential system. Two of Tenoxi's three moons were quickly colonized
and crude, slow flights were sent to the outer planets of the system
powered by little more than ion drives and determination. Unfortunately
for the Irukki, this is when the Makkuth showed up.
Star-faring Years
It's somewhat debatable as to whether it's good or bad that the Makkuth
showed up when they did in the later years of the Archaic period. There
was no war to speak of. The Makkuth, with vastly most powerful ships and
technology, assimilated the Irukki without resistance. The Irukki
culture almost insisted that they comply with the wishes of the Makkuth,
given how powerful the Makkuth were compared to them. The Irukki,
though, however compliant, were just not good slaves. Fundamentally just
wired differently, brilliant short-term thinkers with no sense of long
term consequences and no ability to see their masters' point of view or
intention, they inadvertently fouled up every command and request their
new masters made. Without intentionally rebelling, the Irukki had a
resistant and independent nature and, besides, were considered smelly
and repulsive. The Makkuth became frustrated and avoided the use of
Irukki for any use except the most simple, leaving Tenoxi to generally
run its own affairs. The Irukki were quick to judge the avoidance as
weakness.
A small force comprised of members from some of Tenoxi's most powerful
nations was quietly formed. They invaded, overwhelmed, and captured
several Makkuth trade ships. These ships were then used to quickly and
quietly slip into the Pandarus system and capture several security ships
stationed there. The Makkuth were somewhat confused by the minor nature
of the conflict against such a primitive foe. They were busy with major
conflicts with the Skalds and Y'Hotha. They were more irritated than
outraged and sent a precursory force to annihilate the Irukki. The
Irukki, however, were natural scavengers and much of their history as a
people revolved around the acquisition and assimilation of the
technology of others. Their five little ships were bristling with
weapons and each ship had been upgraded to the best of the Irukki's
ability. The Irukki ended up losing one ship while the Makkuth lost none
but the result was never the less devastating to the Makkuth. The Irukki
used wild, reckless, unpredictable tactics that adapted quickly to the
manoeuvres of the complacent Makkuth. The Makkuth were forced to run
with their warships in flames.
Heavy losses in their conflict with Skalds and Y'Hotha stalled the
Makkuth briefly. The Skalds, unified against an alliance between the
Y'Hotha and Makkuth, heard of the defeat at the hands of the primitive
Irukki and were very interested. A diplomatic fleet comprised
predominantly of representative of the Yanti Rikiru and Kingdom of
Lissing met with the President and Tenoki Council. Pacts of
non-aggression were quickly formed and a "cultural exchange" was set up,
which predominantly involved stationing Skald forces in the Tenoki
system and training the Irukki in modern technology and tactics. The
Skalds saw great potential in the Irukki as a work force and a military
ally.
By the time the Makkuth showed up with a second force intent on
punishing the Irukki through destruction, the Skalds and Irukki had
built a solid defence network in the system. The Irukki would quickly
break every bit of training the Skalds had provided, breaking into
wildly aggressive and spontaneous action throughout the conflict. The
Makkuth force was crushed and the Skalds were frustrated by the Irukki's
inability to work as a team and somewhat intimidated by their
unstructured tactics. The Irukki had taken far less damage and the
Skalds and Makkuth had taken far more damage than anyone would have
suspected. Both the Skalds and Makkuth were exhausted. Their resources
were dwindling from their long-standing conflict with each other and
they quietly ceased hostilities. The Irukki were written off by both
empires as useless, primitive barbarians. It was assumed that they would
destroy themselves with what technology was left behind or, at worst,
throw their little fleet at a well-defended colony world where it could
easy be smashed on home turf.
The reality was that the Irukki would do neither. They would carefully
deconstruct and master each technology left to them and settle quietly
back into their own existence as a small, independent world. Individual
members of the Irukki would begin to travel and spread throughout the
known galaxy. Other empires would continue to approach the Irukki with
the intent of allying or conquering to civilize them but none would ever
really succeed.
In mid-Antiquity, an exploratory force from the Kharkosanth Empire would
stumble on Tenoxi while looking for colonisable worlds. For a short,
tense time the Kharko force parked in the Tenoxi system and ran scans.
They returned home to report. A short time later, a "diplomatic" force
would appear with the intent of coercing the Irukki to become a part of
the Empire. The Irukki would join the Empire willingly, it only making
sense that they should go along with the wishes of such a strong and
able Empire. The Kharkos would build the massive Gholosa orbital
military installation in the Tenoxi system from which they would
manufacture technology, provide training, and launch exploration
missions further into the Farrago. It was from this installation that
the Kharkosanth would initially run into the Makkuth and slide into war.
When the Irukki suddenly admitted to their previous relationship with
the Makkuth, the Kharkosanths got their first glimpse at how frustrating
dealing with the Irukki could be. Their second glimpse came in their
initial encounters against the Makkuth with the Irukki at their side
when the Irukki either abandoned or brutally modified every tactic they
had ever been taught. The Kharkosanth would quickly begin shift the
roles the Irukki played in their forces, giving them their own
independently functioning fleets and using Irukki troops in more
indvidual, special forces roles. By the end of the conflict with the
Makkuth, the Kharkos had pretty much abandoned any plans of Tenoxi being
a full and equal member of the Empire. Gholosa would remain in the
Tenoxi system and the Kharkosanth would remain friendly with the Irukki,
trading, drawing special troops, and exchanging military support where
necessary. Even with a massive presence like Golosa in the system, the
Kharkosanth would give the Irukki their independence without
interference.
Tenoxi remains a small, independent world mostly
left to its own devices, under the watchful eye of many. They trade
lightly with the Skalds and moderately with the Kharkosanth Empire, of
whom they are a non-participating member. As a race, they do not harbour grudges against
other races over past actions and are willing to be friend or foe to all
comers. For a primitive race, they have a staggering array of technology
derived from their association with the Makkuth, Skalds, and Kharkosanth
Empire.
Government
The Irruki have an essentially confederation system based on a Council
representing individual states and a President elected by Council
members that leads the race as a whole. The Council is made up
representatives, called Privvies, from each country on Tenoxi. There are
three levels of power within the Council. 30 Participants are relatively
minor or average countries who each have one Privvy on the Tenoxi
Council. There are seven Major Powers who each have 3 representatives on
the Tenoxi Council. There are 3 Super Powers who each have 5
representatives on the Tenoxi Council. Standing as a Participant, Major,
or Super are based on population, power, and wealth of the country. In
addition, a Council vote is required to ratify a new standing. Changes
in status are practically unheard of but are constitutionally provided
for. Each country has the right to choose its Privvy by whatever means
it chooses.
The Privvies on the Tenoxi Council elect the President from amongst
their membership under the idea that President should guide and lead the
Council. Functionally, the President is a bit of a figurehead and
organizer more than a true leader or ruler. To actually pass a
resolution, the Council must pass a motion with a 51% majority vote.
Votes, however, are often unenforceable without something close to a 70%
confidence vote from the nations of Tenoxi or a clear majority of the
more powerful Majors and Supers.
It is the President's job and duty to enforce and bring to fruition the
will of the Council. In order to accomplish this, he runs the
Presidential Discharge, which is a militarily organized organization
responsible for all governmental functions on Tenoxi, from law
enforcement, to infrastructure, to social welfare. The actual
organization runs with military precision but its direction comes
officially from the President and practically through the Privvy
representing the powerful Majors and Supers on the Council. The
direction of the Discharge and the government in general are often
confused, conflicting, and disorganized. Most real decisions and actions
occur at the country level on Tenoxi.
Language
Irukki dialects are extremely difficult and practically impossible for
anyone except Irukki to pronounce. Their highly articulated lips allow
them an incredibly subtle range of sounds that are often not
reproducible by other races. The word Irruki is the noun, plural, and
adjectival form of the race. It is pronounced identically by the other
races but has three subtle inflections that only the Irruki themselves
can pronounce or detect.
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