Monday, February 23, 2015

A'askvarii in Mythic Space


Galaxy: Milky Way
Quadrant: Alpha
Star System: Deneb
Planet: Oerlanii, third from the sun
Type of Government: Benign Anarchy, Member of the Galactic Concord
Level of Technology: Starships capable of Warp 5, little defensive technology


The A'askvarii are an aquatic semi-humanoid species from the planet Oerlanii in the Deneb system. They are a pacifist species, with only rudimentary weapons technology, who despite what they refer to as the Concord's "anti-tentacle sentiments" ingratiated themselves into the Galactic Concord even though they have no real governing body. 

A'askvarii are a very warm and inviting people, despite their somewhat fierce appearance. It is their appearance that kept them from travelling the stars too much until the last 50 standard years. They found early on in their interstellar travels that many humanoid species have a great fear of anything that deviates too far from the humanoid standard of two arms, legs, and a head. Their tentacle arms being the largest deviation from the humanoid standard. Especially after the Illithid Invasion, fears of such beings run higher and stronger than ever. Many A'askvarii felt it was too dangerous to mix with many other species due to their illogical prejudices, and largely kept to themselves. 

When they began to be harassed by Horune pirates that were making the Deneb system something of a waystation on their raids into fringes of the Concord, several groups of A'askvarii knew that they were going to need help, and the Concord was their best bet. It took several months of negotiations, but they were finally admitted into the Concord. However, since the A'askvarii have no central government they do not have a seat in the Senate. Since the A'askvarii don't see the need in governance, they really don't care as long as they can do their part to be useful members of the Concord, if individuals so choose that is. 

A'askvarii culture is one that is centered around peace and independence. They were once slaves of a species that sounds suspiciously like the Thorpids that were recently ousted out of Corvian space. The history of the occupation and time as slaves is sketchy at best, but what is known was that the A'askvarii largely did not resort to violence, but instead went about on a crusade of civil disobedience to make themselves as annoying as possible to their captors. Seeing as how Oerlanii has little in the way of precious resources not in abundance elsewhere in the sector, it was likely that the oppressors simply figured they weren't worth the trouble and left for greener pastures. This adherence to pacifism is one of the key tenets of their culture to this day. They are also fierce individualists, likely a side effect of formerly being a slaved species. This is a large reason why they have never set up a formal government. There are local councils and committees that oversee various issues like infrastructure and the like, and for larger issues some committees band together to talk over issues and make decisions for the planet, but once the work is completed these committees are quickly disbanded and the members go back to their everyday lives. A'askvarii equate governance with the gathering of power and that nearly always leads to violence and a loss of individual rights. That is something they will not allow to happen. 

The decision to join the Concord was one of the most heated debates in A'askvarii culture. To most A'askvarii, the Concord is no less violent and expansion-oriented as the Romulan and Klingon Empires and the Peacekeepers. Add in that many A'askvarii have had bad encounters with several Concord species over their tentacles, and many were not in favor of getting into bed with the Concord. However, the thought of throwing away good A'askvarii lives against pirates that were vastly better armed and skilled at war was just as terrible of a proposition. They have known for a long time that the time would likely come in which they would either have to become a more martial society or ind allies who could fight but were less inclined to impose their will, and so the decision by the "Grand Committee" was made to approach the Concord for admittance. 

So far, the acceptance of the A'askvarii into the Galactic Concord has been largely positive. The increased trade with many Concord members has improved the level of technology on Oerlanii and the Horune pirates were quickly driven out into space by the Concord Navy. The addition of a Concord starport near the fifth planet in the system leaves some with a feeling of disquiet, but few A'askvarii visit the station anyway. Really, the biggest issue has been the prejudices of many Concord species, but the A'askvarii are such a kind people, that any foolish fears are quickly done away with. Many A'askvarii have entered into careers in the Concord bureaucracy to help further drive out some prejudices as well. 

A'askvarii are a humanoid species, but one where the regular two arms are replaced by six tentacles with suction grips on the ends, three tentacles on each side. They are an amphibious species. Their noses consist of two gill slits. Their eyes are large and end and have a complex filtering system that allows them to see in the gloom of their deep marshes as well as protecting their eyes from the brightness of their sun while on land. Their legs come with three toes, all taloned, with the third growing on the back of their heels. Their mouths are filled with needle-sharp teeth, which are very evident as most A'askvarii tend to smile a lot. A'askvarii flesh is rubbery and a mottled green in color for males with females being a more blue-green shade. They mate in much the same way as most humanoid beings, surprisingly enough, but females lay eggs. A'askvarii infants are born able to eat meat, which makes up much of the A'askvarii diet. 

A'askvarii for Savage Worlds
Aquatic: A'askvarii cannot drown in oxygenated liquid and have a free d6 in Swimming. Their Pace in water is equal to their Swimming skill.
Additional Action: Due to their six arms, A'askvarii get one extra non-movement action per round at no multi-action penalty.
All Thumbs: Due to their lack of fingers, A'askvarii being play with the All Thumbs Hindrance. 
Pacifists: A'askvarii are strict pacifists and start play with the Major version of the Pacifist Hindrance. 


A'askvarii for Rogue Space
Archetypes: A'askvarii can be either Scoundrels or Technicians and add +1 to either Acquiring or Empathy. 
Abilities: A'askvarii can breathe both air and water. Due to their lack of fine manipulating digits, they suffer a -1 penalty to all Repair rolls. 
Psionics: A'askvarii can be Espers with Commune and Empath being the most common powers they display. 

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