Icran
Traits: Agrarian/Nonadaptive/Communal/Conservationist
Ethics: Fanatic Materialist Xenophobes
Government: Technocratic Meritocratic Oligarchy
The Icranst Grand Union is composed of a vast union of small, communal hives originating on the tropical world of Cithlar. Each hive is operated by a dominant mating pair, who pheromonally suppress the rest of the population. Though the hives once warred, the steady march of history has seen them gradually conglomerate into a single Grand Union dedicated to the advancement of the Icranst species. Today, representatives of the constituent hives, the very best and brightest of their species, gather to set a course as they reach out into the stars.
Krr
Traits: Decadent/Natural Engineers/Talented
Ethics: Fanatic Authoritarian Xenophobes
Government: Aristocratic Slaving Monarchy
The Krr are a strange, impersonable people. Males fancy themselves knights and adventurers, often going on grand quests to prove their worthiness to mate. Females live communally, weaving the webs of empire. At the top are mighty Queens and rare Knights-Regnant, who command forth the ever-hungering Empire of Krr.
Rane
Traits: Charismatic/Quick Learners/Nomadic/Wasteful
Ethics: Egalitarian Xenophilic Militarists
Government: Meritocratic Warrior Oligarchy
The Rane are a rowdy, vigorous and fair-minded people. They are good natured, but serious competition defines every aspect of their society.
Ektek
Traits: Communal/Nautral Sociologists/Slow Learners/Nomadic
Ethics: Egalitarian Xenophilic Spiritualists
Government: Idealistic Free Haven Democracy
The Ektex are a people possessed of a rich oral culture. Storytellers regale one another with accounts of the imaginings and explorations of both their remote forebears and their modern contemporaries. This rich tapestry infuses the entirety of their worldview, where each individual, Ektek or otherwise, is a small but important piece of a vast universal experience.
Kark
Traits: Strong/Conformists/Fleeting
Ethics: Fanatic Authoritarian Militarists
Government: Environmentalist Police Empire
The Kark are the descendants of the survivors of an apocalyptic war, which reduced their homeworld of Brackatts to a dry wasteland. Embracing uniformity and extreme obedience to survive such dire times, the modern Kark Conformation to diverge from these practices.
Reltine
Traits: Agrarian/Rapid Breeders/Nonadaptive/Enduring
Ethics: Xenophobic Pacifist Spiritualists
Government: Inwardly Perfectionist Agrarian Oligarchy
The Reltine species are ruled by an august house of stupendous age, the Aranthine Dynasty. Such is the reverence of the Reltines to their rulers that their entire civilization is named for their monarchs. The famed Dynasty itself dates back over 18 000 years to the dawn of recorded history. In recent millennia, the Aranthines have withdrawn from active governance, instead delegating the rule of their state to an appointed bureaucracy.
Frebnec
Traits: Venerable/Weak/Quick Learners/Sedentary/Solitary
Ethics: Fanatic Egalitarian Materialists
Government: Mechanist Parliamentary Democracy
The Frebnec are a species of highly-intelligent predatory plants. Not particularly fond of one another, or large groups in general, they nonetheless gradually found use in social organization, forming a loose association. The modern Frebnec Association is an augmented cyberdemocracy, arranged for the collective action of the whole Frebnec species.
Kuruluvuum
Traits: Very Strong/Fleeting/Slow Learners/Natural Engineers
Ethics: Fanatic Egalitarian Militarists
Government: Meritocratic Warrior Democracy
Proud warriors, each Kuruluvuum seeks out personal glory by exerting their physical will over others. Their state is violently meritocratic, but possesses its own sense of honour and straightforwardness. The Kuruluvuum are stalwart allies and relentless, implacable foes.
Gozhur Annihilocracy
Traits: Very Strong/Solitary/Repugnant/Enduring
Ethics: Fanatic Xenophobe Militarists
Government: Fanatical Purifying Warrior Empire
The Gozhur love only one thing more than destroying one another, and that is destroying everything else first.
Hlur-Baiheen*
Traits: Rapid Breeders/Deviants/Agrarian/Weak/Natural Sociologists
Ethics: Fanatic Materialist Authoritarians
Government: Bureaucratic Police Oligarchy
The Hlur-Baiheen are arboreal filter feeders. Their civilization exists in two forms. The inner sphere exists in a zero-sum state, with all growth carefully controlled to prevent disastrous overpopulation. The outer sphere is wild and unconstrained. It is the view of the inner sphere, the Stabilizing Directorate, that they exist as the final state of civilization, a steadily spreading force that will some day encompass all of the universe.
Hletho*
Traits: Charismatic/Natural Physicists
Ethics: Egalitarian Pacifist Materialists
Government: Cutthroat Bureaucratic Oligarchy
The Hletho are a people who have emerged optimistically out of a history of war and strife on their homeworld of Thaej. The Hletho do not form governments, so much as they agree to huge byzantine systems of accord and alliance. Possessors of a very rich oral tradition, these people exist in many diverse cultures spread across their home planet, and any sort of political unity has come very slowly as a result. However, in spite of their diversity and keen memories, they lack in creativity, and never conceived of the existence of alien life until they were directly confronted with its presence.
Mntac
Traits: Sedentary/Slow Breeders/Venerable
Ethics: Fanatic Pacifist Materialists
Government: Meritocratic Parliamentary Democracy
The Mntac evolved on the icy homeworld they called Dath. At home in sheltered ice caves, where they could farm mats of algae and herbivorous fauna, ventures into the wastes were fraught with great danger, isolating the various Mntac populations from each other and leading to large cultural variation between the different communities. Ultimately, technology and telecommunications allowed the Mntac to master Dath, and come into wider contact with each other. A period of relative strife followed, after which the Mntac came to form the Dathic Quorum, a worldwide democracy to ensure peace and prosperous development, and to represent the Mntac people as they strove to the stars above.
Kruk
Traits: Venerable/Deviant/Repugnant
Ethics: Egalitarian Xenophilic Pacifists
Government: Idealistic Libertarian Democracy
The Kruks have built their loosely-structured society based on the idea of the supreme sovereignty of each Kruk. Distasteful of war, and hoping to proclaim their values to the greater galaxy, the Acceptance hopes to extend an olive branch of freedom to the stars.
Mul'Quer
Traits: Natural Engineers/Fleeting/Conformists/Repugnant/Communal
Ethics: Fanatic Materialist Xenophobes
Government: Functional Technocratic Oligarchy
The Mul'Quer know what they know, and that is all things hands-on and physical. Adroit engineers and masters of mechanisms, the Mul'Quer delight in the act of creation, and in exerting their mastery over creation. A species-wide preference for particularity and order makes them rather intolerant of differences, both between themselves and with other species. This trait expresses itself as a particular strain of xenophobia, where most Mul'Quer would prefer if aliens would simply not exist, or at least stay away from their lovely, orderly universe.
Hobwok
Traits: Agrarian/Rapid Breeders/Nonadaptive/Nomadic
Ethics: Egalitarian Pacifist Spiritualists
Government: Agrarian Bureaucratic Oligarchy
An egalitarian and steady people, the Hobwok calns have gradually united into a singular stellar entity, the Greatclan. A loose bureaucracy has finally united these disparate individuals into something of a coherent whole.
Gannek
Traits: Decadent/Repugnant/Rapid Breeders/Conformists/Strong
Ethics: Fanatic Militarist Authoritarians
Government: Bureaucratic Warrior Oligarchy
The Gannek Hives grew in the deep caverns and fissures of the tectonically active world of Fanka. The Ganneks never properly united into a singular hive, as happened with many other eusocial species. Instead, Diplomat-Princes were dispatched between the warring factions, ultimately driving the formation of alliances that crushed all opposition on the homeworld. Leading this united front is the Overlord, the anointed master of all Gannek forces and chosen executor of the combined will of the hives.
Tourliski*
Traits: Intelligent/Nonadaptive/Fleeting/Natural Engineers/Industrious
Ethics: Xenophilic Militarist Materialists
Government: Cutthroat Admiralty Dictatorship
The Tourliski are a flying species from a low-gravity homeworld. Thoughtful, highly spatially intelligent and open, the Tourliski were once an optimistic species just moments from achiving space travel on their own, before they were enslaved and spent centuries as alien battle thralls. Now, freed at last, the Tourliski set out to begin anew.
Human*
Traits: Quick Learners/Nomadic
Ethics: Xenophilic Militarist Spiritualists
Government: Aristocratic Priestly Oligarchy
Following centuries of war, the human species has, at last, been brought to a semblance of order. The United Dominions, a joint initiative of the Prussia State, Holy Roman Empire, Papacy, Celtic Union and Kingdom of Spain, has created a framework for global, and ultimately interstellar, governance.
Domurg
Traits: Extremely Adaptive/Sedentary/Fleeting
Ethics: Fanatic Pacifist Spiritualists
Government: Functional Agrarian Oligarchy
The Domurgs have a long history of feuds and clannish rivalries, long disputes that have since been brought into space. They are a proud people, fond of food, merriment and art. In many ways, their society dwells ever on the past. As such, they are prone to both holding very long grudges, and never forgetting even the most ancient of good deeds. However, in recent years, they have begun to look to the future, and look to export their grand people abroad.
Keffar
Traits: Repugnant/Conservationist/Weak/Fleeting/Extremely Adaptive
Ethics: Hive
Government: One Ascetic Mind
Kekukeff has grown from one of many entities to the very last of its kind, the single remaining Keffar mind. Having come to dominate the desert world of Sikix, Kekukeff now looks beyond the limitations of its homeworld, in search of further expansion.
Rech
Traits: Intelligent/Nonadaptive/Conformists
Ethics: Fanatic Materialist Pacifists
Government: Technocratic Mechanist Dictatorship
The Rech find solace in the face of the abject horror of existence only by gaining mastery over the material world.
Puporat
Traits: Fleeting/Charismatic/Talented/Rapid Breeders
Ethics: Fanatic Egalitarian Spiritualists
Government: Syncretic Meritocratic Democracy
The Puporatum are a people who live a life reversed to many others. They are born as highly intelligent larvae, but are all doomed to ultimately mature into animalistic adults, responsible for the propagation of the species. As such, they have a very heterodox view on death, all having a very clear understanding of when their death- or at least the death of their consciousness- will happen. Drugs and gene treatments can forestall this process, but the predictable turnover of society is treated as a natural thing that is not to be feared.
Krovat
Traits: Resilient/Sedentary/Nonadaptive/Venerable
Ethics: Fanatic Authoritarian Xenophobes
Government: Gulag Dictatorship
The Krovats never wanted to have to deal with outsiders, and when the outsiders came, they tunneled into their homeworld and resisted. Now, they will resist forever, even if it means a lifetime of misery in the mines, to ensure that the homeworld will never be sullied by outsiders.
Hembalurm
Traits: Natural Physicists/Very Strong/Sedentary/Wasteful
Ethics: Fanatic Spiritualist Militarists
Government: Philosophical Admiralty Dictatorship
LIFE IS COLOUR ENERGY LIGHT MADE SHAPED INTO CONSCIOUSNESS BY THE FRACTAL OMNISCIENCE. HEMBALURM IS BRIGHT COLOUR ENERGY FROM DEEP SIDE FORMED TO OMNIHUE TO LEARN OF LIFE UNIVERSE AND EVERYTHING.
Gwarhoat
Traits: Repugnant/Adaptive/Resilient
Ethics: Hive (Libelous, we are egalitarian pacifist xenophiles)
Government: One Divided Mind (Actually, many unique minds, each of which is is able to have different opinions and views on existence)
Gwarhoat is a parasitic plant which overtook a sentient mammalian species and established and networked with itself, ultimately forming a hive mind. It strives energetically to create the appearance that it is not a hive mind. (An extremely uncouth, inconsiderate, and incorrect description. The Gwarhoat are a mammalian race who achieved global unity through friendship and diplomacy, and now explore the galaxy, always ready to see the best in everyone.)