Welcome to Thursday's Pact Days! Today, we have the Dire D'Noss.
In Alpha Trine, the Dire D'Noss was introduced. A good portion of their people are a part of the Mercenary's Guild. But a whole people shouldn't be judged by the ones most seen romping about the galaxy, illegally boarding starships, and generally up to no good. :)
A couple of side notes: For a list of species that have been posted so far, see the The People of Valespia page. I'm placing these in alphabetical order so I won't unintentionally place importance on any specie. I will leave off information on the species that will spoil future books. My standard sheet has the same categories for all species. So there will be blank categories just because that species didn't need them.
Species: Dire D'Noss
Other races on the planet: Tauli
Planetary Terrain: The land is sharply divided between high tech cities and rural farming/ranching areas. There are national parks and forests that are neutral ground where both the Dire D'Noss and the Tauli can go, but the two cultures are kept separate.
Patron Ryo Pardeep:
Description: Average height 2.5 meters. Powder white skin. Long green and red antennae protruding from the brow. Extra large luminous yellow eyes, mouth full of razor sharp teeth, three fingered hands
Adept at using two weapons at the same time. Most prefer swords. There is no honor killing someone from a distance.
Covered in a cool, flexible skin. Antennae changes color with their emotions. They move at a hopping-lope when they sprint.
Competitive. They always strive to prove themselves better than all others. The females vent their bloodlust regularly, not afraid to kill by tooth and claw.
Fierce and savage. Their children are little better than beasts therefore childless males are commanded to tame the offspring. The parents will leave the children after weening, handing over their care to a chosen provider. The males stuck with the offspring are usually ones who declined to reproduce with that particular female.
**This abandonment practice is fairly new and the two most recent mature generations are loyal to these caregivers. (Revolution!)
Tauli (they will not have a sheet to themselves) the people who own and operate the farm and ranch lands. They don't like outsiders and discourage tourism. Not as technologically advanced as city folk and they like it that way. They love their way of life and jealously protect it. Known to beat up and dispel people who won't leave. All visitors must have upon their bodies at all times the authorization papers/mark that state they have been given access to certain area and their leave time. Any who deviated from the preapproved schedule will not be allowed back. The Tauli's main contact with city folk surrounds new farming/ranching practices and equipment. They may not have an up-to-date advanced living environment, but workwise, they have the most advanced farming/ranching equipment. They decline to have a seat on the Council of Neighn because they have no interest in interstellar affairs.
Common Occupation: Mercenary, Security Personnel, Planetary Military, Counselors (means something different with the Dire D'Noss: body language interpretation, charm/con, computer operation, detect lie, diplomacy, etiquette, interrogation, prostitution/seduction, psychology (their Council of Neighn member is always a counselor)) Pilot, Caregiver, Technogeeks,
Government Systems: Overlord -- Someone who is not only famed in battle but proven wise (Counselor)
Current Leader: Overlord Wrik Brouq'yd (Counselor)
Council of Neighn of Member: Seclord Drosl Brouq'yd'xe
The person second only to the Overlord. (This generation, the Seclord was raised by the Overlord.)
Allies: Quell, Gaziniti (negotiating with the new Overlord and Seclord), Chtichlian, Erdaian, Giante, Ryden, T'Sali, Ursid, Syrryn, Dar Massaga,
Star System: Draco Alatheia System
Other planets occupied by species:
Military Leader: Champion Bashy Brouq'yd'ne
(raised by the Overlord)
Entry level-Tanker (because they are generally scrappers and undisciplined)
5th Level-Champion (equal status to Generals, reports directly to the Overlord)
Cultural names and terms specific to species:
At the end of a surname:
This is a new practice. The children raised by the caregivers are dropping the surnames of their biological parents and taking on the surname of their caregivers. Since they are "adopted" the surname ends in se, ne, or xe, proudly proclaiming their new lineage and family line.
Aest, Tyohz, Gruesall, Kryp, Ypsea, Plal, Maukuz, Melfua, Drosl, Qot, Qleow, Icea, Stroid, Bashy, Wrik
Surnames: Zil'o, Isterc, Aeqeabue, Slum'om, Brouq'yd, Kiv'eahg, Zeh'ehna
Thank you for stopping by and reading!!