recursal/Fanatic-Fandom huggingface dataset:
Hwin

Name: Hwin

Homeworld: Yeouiju

Notes: The last Imoogi 'uplifted' off-shoot species derived from the original Azul, the Hwin are similar to the Feitlebaum, but lack the wings and have human-like ears instead of equine-like ears.

Like the Feitlebaum, the Hwin are subject to the same average height range, similar to that of humans. However, the Hwin's physiology are naturally designed to make use of their more 'pure' equine ancestry, meaning their muscle tissue is naturally more dense, making them, pound for pound, stronger than an equal sized human. This is most evident in their legs, as Hwin are powerful runners and famous sprinters, which makes them valued as runners to carry messages between locations.

Culturally, Hwin are as diverse as humans. This means there is no unified Hwin civilization as different Hwin in different areas 'meld' into the local culture. Though, like the Feitlebaum, Bucephalus, Thowra, and Yarraman, the Hwin have to wear specially designed clothing in order to accommodate their tails.
Council Of Elders

Name: Council Of Elders

Notes: A combination of meritocracy with gerontocracy, the Council of Elders is part of the Zodiac Empire's executive branch. With the respect given the older generations in the Zodiac Empire, as in their meritocracy such individuals usually have proven themselves time and time again.

Of course, just being old doesn't guarantee a seat on the Council of Elders. First, an individual has to be nominated for consideration after proving themselves as someone both the rest of the government would listen to. After that, the seated members of the Council of Elders vote on the nomination. Depending on if the vote is in the majority for confirmation, that nominated individual is given a seat on the Council.

Not directly responsible for anything in running the Zodiac Empire, the Council of Elders is actually seen as a voice of wisdom earned through experience to the rest. As such, in some ways, this is potentially the most powerful group in the Empire's government, second only to the Zodiac Council itself.
Katsuyu

Name:  Katsuyu

Species:  Gaeotis

Gender:  Female

Age:  17-years-old

Notes:  Hatched after the Gaeotis species was under the thumb of Nagendra and his people, Katsuyu was separated from her clutch-mates, never having known her mother, let alone her father, and sold at auction.  In a rare exception to the normal use of her kind within the Empire Of The Rising Sun, she found herself being trained for the role of an assistant governess and nursemaid within a wealthy Terran family, known both for its agricultural accomplishments and for the production of large broods of children.  Though, she wouldn't qualify as a full nanny or governess due to her species, Katsuyu was able to enjoy a higher level of education most Rising Sun slaves are not able to acquire.

When she was old enough, Katsuyu's training changed from the classroom she essentially grew up in to learning through first-hand experience in the field as the aide for the full governess the family was currently employing.  Also, under the head nanny's careful eye, she was allowed into the nursery suite to get practical experience in what she would need to do there.  Over the years since, she has adjusted well to her lot in life.  Currently, she serves under a second governess, the first having retired due to old age, and the daughter of the original head nanny who took her mother's post when she was promoted.

A shy girl, she is easily embarrassed.  Though technically protected from physical harassment by her young charges, a bit beyond the legal standards in fact, by the rulings of the family's patriarch, Katsuyu is constantly teased by the Terran children she helps take care of.  However, the patriarch, proud of the status his unique choice of a Gaeotis to fill Katsuyu's role, has mandated a certain variety of hats for her to wear that, while able to hide the smaller set, do nothing to conceal her larger pair of 'feelers'.  Though the children know not to tempt the patriarch's wrath by physically tormenting Katsuyu, the young Gaeotis still is a regular target of their pranks, which they target at all of the staff so use the loophole of not just targeting Katsuyu, as well as their verbal and psychological abuse.

Recently, Katsuyu has met a young male Gaeotis named Saiken, whom the family utilizes as a runner, carrying messages between members of the staff around the estate.  To outsiders, the sign of their attraction to each other is hard to miss, though both quickly deny it.  Half as a reward to both of them for their services to the Terran family, half as a way to guarantee a next generation of Gaeotis to serve the family, the family's elders have taken it unto themselves to 'guide' things between Saiken and Katsuyu until they become an acknowledged couple between themselves.
Amelia Clarks

Name:  Amelia Clarks

Species:  Lycanthrope

Gender:  Female

Height:  6 feet 1 inch (1.8542 meters)

Age:  17-years-old

Notes:  A rough and tumble girl her entire life, the tomboy Amelia Clarks was always getting into trouble for fighting growing up.  While Amelia has never officially seen the inside of a juvenile facility, she has had her fair share of run ins with the law, even to the point officers have, with the approval, backing, and support of the Clarks family, had her spend unofficial time being, as they put it, 'scared straight' with temporary stays in juvenile hall facilities.

However, her 'trials', as she terms them, have only made Amelia tougher.  Though still the innocent girl at heart, she sees herself as quite the bad ass.  At the end of their ropes with trying to deal with her, the Clarks found rescue in the form of the [i]S.S. Howling Moon[/i] when the small ship docked at the world they were living on.

In fact, Amelia herself sought out some of the [i]Howling Moon[/i] pack where they were relaxing in a local park near her family home.  Though dwarfed by the 'wild' Lycanthropes, the youngster held her own in the ensuing scrape.  In fact, though the local law enforcement officers were preparing to drag her off for a first, a court appearance, the pack's Alpha stopped them.  Her fighting spirit had impressed him and he proposed an idea:  as had many Lycanthropes in the past with other 'wild' packs, she would join the crew of the [i]Howling Moon[/i] where she could fit in with others who had equally yet to settle down and find their place in the universe.  Knowing that such 'wild' packs had historically produced several Lycanthropes that went on to be major figures, the Clarks family agreed to his proposal, knowing otherwise Amelia would otherwise get her first official prison term, and a local judge agreed.

Being the newest member of the [i]Howling Moon[/i] 'wild' pack, Amelia stands ranked as an Omega.  As feisty as she has proven herself, she has survived the encounter with Orks where they were set-up into a massive fight where both sides lost lives.  After spending time on the Ork planet, where they showed themselves as kindred souls to the wandering Lycanthropes, the pack departed looking for their next adventure.

Sometime later, she was at the helm when, in need of fuel, the [i]Howling Moon[/i] stumbled upon the Covenant Empire flotilla orbiting a blue gas giant.  Unexpectedly shot down, she showed her skills further when she used what little manual controls they had left to 'land' the ship in a more or less intact during a semi-controlled crash onto the surface of a miniature Dyson ring.

Ever since the encounter with the Orks, when she was fighting tail-to-tail alongside the pack's Alpha, Amelia has developed an attraction to the older male Lycanthrope.  Though her first such time feeling such for another, the more time they spend together, the deeper her feelings grow.  However, she is unsure how to proceed.  Still, she does what she knows best, trying to get his approval by excelling, or trying to, at everything she sets to work on.
Nagano Saiko

**HISTORIA**

Fue fundado en el 2006 por Sara Benítez como jefa y Albi Conde como subjefa, ambas provenientes de Okinawa, dato curioso Sara Benítez fue la fundadora de la Cadena Kyoga. El eslabón desde un principio tuvo muy poca gente así que poco después se cambió a Paty Cruz, proveniente de Shikoku, y un sábado después de ser investida como jefa dejo de ir y al poco tiempo por falta de gente Nagano se archivó en 2008.

**PAÑOLETA**

Gris, Negro, Blanco, Morado

**LEMA**

Ayer, hoy y siempre en Cristo

**PORRA**

Nagano junto a Dios lucha en su misión ​

**MASCOTA**

Coyote

**BANDERÍN**

Base gris con un cuadro morado y en medio letras japonesas diciendo nagano con su mascota que es un coyote.

**CRONOLOGÍA DE LAS JEFAS**

* Sara Benitez
* Albi Conde
* Paty Cruz
Disclaimer

* As much as I am a fan of countless franchises and would love to either rewrite their canons or stage my own adventures for their characters, I do not feel worthy or qualified to take up the mantle of their creators....no matter if I agree or disagree with how they handle a given canon.
* As should be obvious from the previous point, the Zodiac Empire of Puranas is a custom creation originating from out of my head.  While I may be inspired by franchises I like, and maybe recycle images here and there for my own purposes, I will do my utmost to write or rewrite everything so it's framed purely in my own setting.  So, if I can't work out a way to make it fit, I won't use it.
* While this wiki originally was started to serve as my national factbook, hence the name, it has since become little more than a place for my ramblings and brainstormings.  I also WIP IC posts here.
* I may be on the older side of things with a passing knowledge on a lot of franchises, I don't know everything under the sun.  So, please, don't assume I'll get every reference made and may ask about it.
* I've been told I can come across as a know-it-all.  This is not intentional, so, please, just let me know if I start to sound like I'm talking down to you or something and I will apologize.
* While I currently have a habit of using the character creator features in various games I own, I neither have the time nor patience to do this for everyone.  Also, some character designs render the limitations of these creators as useless.
Miramis

Name: Miramis

Homeworld: Yeouiju

Notes: The first natural off-shoot of the Hwin, the Miramis species developed when some of the Fenghuang population, descendants of survivors of the crashed city ship that were isolated from Houou, on Yeouiju interbred with some of the Hwin population. As with the Feitlebaum, the Imoogi had to use their biogengineering technologies at first to allow for viable, healthy off-spring between the two species. In conjunction, they used their tech allow the Miramis to grow in number until they became a self-sustaining species.

As there is no central Miramis civilization or culture, they naturally blend into whatever local culture they are born into. In spite of this, some Miramis have gathered together in various locations, sometimes with members of other species and sometimes without, where they are trying to establish their own cultural identity, though each is taking a unique approach in that regard.

Descended from Fenghuang-Hwin hybrids, the Miramis also have inherited the wings of their Fenghuang ancestors in addition to the Hwin tail. With the combination of active Fenghuang wing genetics mixed with the dormant wing genetic sequence dating back to their Azul ancestors, the Miramis are the third most capable flyers in the air of Yeouiju, with only the Harpies and Fenghuang ahead of them.

In addition to the Hwin issue of having to wear clothing that accommodates their tails, the Miramis also have to factor in the need to accommodate their wings as well.
Lanternium Power Cell

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Name:  Lanternium Power Cell

Notes:  Perhaps the earliest devised application for powdered Lanternium, these power cells have since become a common sight across the Zodiac Empire. Though some slightly different external designs exist, the internal components remain consistent throughout.

Contained within every power cell is a slurry comprised of powdered Lanternium suspended in a superconducting fluid. Rotating impeller blade mounts spin the slurry to allow the Lanternium particles to charge up. This charge is then extracted to power almost anything and everything in the Empire, with some limitations. Translucent sections allow for a visual check of the Lanternium’s glow in order to manually judge charge level.

Unfortunately, Lanternium power cells have a flaw. If a user draws the charge out unto depletion, the cell is useless until it can recharge itself. While this has its uses as a feature in some applications, others see it as a weakness. As such, scaling up with current technologies reaches a finite point where the input/output ratio is to low to be of value.

Successive generations of power cell have become more and more effective and efficient. Faster recharging, less required input, greater output....as the technologies improve, the value of these power cells increase exponentially.

Though technologies do exist to allow for immaterial based manipulation of the slurry, and some designs do make use of these, the vast majority of Lanternium power cells utilize mechanical based oscillation.
Lanternium

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Name:  Lanternium

Notes:  Named by ancient miners for the ability to emit a glow of seemingly various lumens with no detectable harmful effects on nearby organic matter, it wasn't long before they began using chunks of the crystals to light their excavations instead of the artificial lanterns the substance had been named for.  This made things cheaper as they no longer had to run kilometers of lights or risk fires and poisonous gas leaks;  what's more, it wasn't hard for word of mouth to spread the discovery that simply polishing the stones increased their light output and apparently re-lit them if they started to dim.

Finding their way to the outside world was accidental.  However, when the public caught wind of these stones, they became a hot commodity in both industry and fashion.  While jewelers were trying to outperform each other and themselves with integrating the glow of Lanternium into their works, the value of the glow in other applications is what made them increasingly more valuable - street lights, interior lighting, vehicle lights, and more.  Professional polishers became a widely spread position in Lanternium lit regions.

It wasn't until technology advanced enough that it was also discovered the stones generated energy outside of just the light; and that Lanternium didn't just absorb entropic energy from the environment, but also energy intentionally directed into it.  Seeing the applications for this, work began in earnest to create hardware able to harness this output.  Those early Lanternium generators weren't the most efficient, but did allow for retrofitting of all Lanternium based lights with output tech so they could be used as local power stations as well.  Vehicle mounted stones quickly became a norm, with larger vessels carrying larger stones and teams of polishers to keep them energized.

Over the millennia since, the applications for and utilization for Lanternium have increased alongside the knowledge about it.  Modern Zodiac Empire researchers now know Lanternium harnesses entropic energy, the energy of change itself; but each crystal requires 'tuning' before it is more than just a interesting source of light, generally done by cutting.  Attempts at in depth analysis fail due to every modern scanning technology known to the Empire loses quantum focus, potentially due to a, at highest, sub-atomic extension, or more, into more than the traditionally seen three-dimensions of space.  In addition, though impurities can cause different colors of Lanternium to be found, to date no known effect is caused by the impurities other than an aesthetic difference.

Of interest, it was found that Lanternium retains its abilities even when ground into a powder.  The Zodiac Empire continues research into additional applications for this form, but few have been developed so far.
Burning Character Appliction Template

[box]
[size=150][b]Character Description[/b][/size]
[list][b]Name:[/b]
[b]Species:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b] [spoiler](Feel free to describe with text or put pictures in here.  If you are using a picture, personally, I find it easier to picture a character who is shown in photo/realistic drawing though I'm not going to get funny about anything else.  Unless it is your personal stick-man art.  I might draw the line at that.)[/spoiler]
[/list]

[hr][/hr][size=150][b]Strengths and Weaknesses[/b][/size]
[list]
[b]Skills[/b]: (Is there anything you are significantly better at than most other people?)
[b]Weaknesses[/b]: (Is there anything your character is really rubbish at?  Not essential you put anything in, but can be fun)
[/list]

[hr][/hr][size=150][b]Background:[/b][/size]
[list][b]Role on Ship[/b]: (What do you bring to the part?)
[b]Faction Alignment[/b]:(Are you an independent adventurer or do you owe allegiance openly or secretly to one of the big factions)
[b]Personality:[/b]
[b]Backstory[/b]:(How did you come to be here?)
[/list][/box]
Aehallh Class Fighter

Class:  Aehallh

Type:  Fighter

Crew:  1

Offenses:
2x Medium Pulse Disrupter Cannons
2x Light Pulse Disrupter Cannons
1x Multi-Use Repli-Tube Equipped Micro-Torpedo/Probe/Mine/Rocket/Missile Launcher

Defenses:
Multi-Hull Matrix
Trans-Spatial Shields
Structural Integrity Field
Cloaking Device
Ablative Shield Generator

Notes:  Named for a nightmare creature of Rihannsu mythology, Aehallh class fighters live up to there name as lethal dogfighters.  Using high end and modern engines technologies, each Aehallh is one of the more manuverable fighters used by the Zodiac Empire.  Though seemingly underarmed, a Aehallh's agility means the fighter can more easily keep its nose on target while also dodging return fire.
Lycanthropes

1/7Name: Lycanthropes

Homeworld: Unknown

Notes: A humanoid canine species with the classic werewolf look, Lycanthropes are a nomadic species. Not as old as the Fenghuang or Pixies, they are more a 'middle-aged' species like the Mulians. Living in clans and packs, they are normally aggressive with outsiders. Culturally, the best equivalent would be a comparison to Native Americans.

Few outsiders have been able to establish ties with even a single member of the Lycanthrope species due to the extended, dangerous process it usually entails. The Lycanthrope elders have recognized this, and in co-operation with Dr. Helen Magnus, started a trial program where members of other species would raise young Lycanthropes to help ease the process.
Blair Douglas

Name:  Blair Douglas

Gender:  Female

Species:  Human

Type:

Augment

Cyborg

Rank/Title/Position:  Lieutenant Commander

Hair Color:  Copper

Eye Color:  Emerald Green

Notes:  Born aboard the same nomadic colony that Arnold Amsel called home, herself orphaned because of structural failure due to unrepaired hull decay, Blair Douglas was still but a small child when Nagendra's forces brought the failing fleet into their fold.  Left out from the fighting to change control over the ships' controlling regime due to her slight age, she had already respected Amsel and his group for their strength of convention.

When she came of age, Blair followed in Arnold's footsteps and applied to the naval academy.  Though not yet a Captain at that point in time, Amsel sponsored her application - remembering the youth she was back when he last saw her.  Upon her graduation, Amsel, by then a Commander, used his pull to get Ensign Douglas assigned to the same command he was.  In the years since, though not romantically linked, Amsel having assumed more of a replacement father-figure long ago for Blair, the two were usually assigned to the same commands.

When Captain Amsel was assigned to the role of commanding officer of the H.M.I.S. Finalizer, it was only natural that the now Lieutenant Commander Douglas was assigned to the new Star Destroyer as well.  Of course, it didn't hurt she had acquired plenty of accomplishments to her own name as well by then that more than earned her assignment to the ship.
Cubi

Name:

Overall:  Cubi

Males:  Incubus (Singular)/Incubi (Plural)

Females:  Succubus (Singular)/Succubi (Plural)

Notes:  A 'middle age' species, the Cubi are almost indistinguishable from humans, if it wasn't for their Draconian like wings and thin, whip-like tails.  The species also carries the recessive genes for horns, which grow in various styles.  There are also genes for human-like, elf-like, elvaan-like, and Vulcanoid-like ears that, depending on heritage, can be different on Cubi as close as even direct blood siblings.  Cubi are also known for a variety of hues to their wings and tails, though these match each other.

Cubi are a highly passionate species.  Like the incubi and succubi stories their visits to ancient Terra generated, Cubi are very open in their sexuality.  Like humans and some other naturally evolved humanoid species, as artificially created species were made to be so, Cubi are genetically compatible to producing off-spring with other humanoids.  As such, to most outsiders, Cubi seem to live the saying of making love, not war.

Of course, Cubi are not a species of non-combatants.  Historically, famous Cubi have been well known for their silver tongues as well.  While they are not as technologically advanced as other similarly aged species, let alone even some younger ones, Cubi have been able to grow and maintain a large territory of their own where the worlds under their control are loyal due to how the Cubi don't use fear or other intimidation to maintain their superiority.

Over the course of the evolution of their ancestoral species to modern Cubi, Incubi and Succubi are natural seduction experts.  This dates back to when Cubi had to be more active in finding mates, though it is vestigial in this day and age.  However, they have been known to use these vestigial abilities to help prevent or end conflicts.

Of the traits related to this, both genders of Cubi secrete pheremones that act as both potent aphrodisiac to most known species as well as an attractant for members of the opposite gender and a lower of inhibitions;  though modern Cubi either have this technologically disabled or learn to control it at will.

Also, Cubi have additions to their salivary glands that act somewhat like venom glands.  Conciously controlled, these add a 'super' form of equivilants to the pheremones into the saliva that, when run over the lips with the tongue, can render the kiss of a Cubi, especially when lip-to-lip contact is made let alone when tongue-to-tongue contact is made, as an easy way to pacify even the hottest blooded 'victim.
Kibu

Seeing this one as having a weak genetic defense.....ie, their DNA isn't as stable when exposed to environmental conditions and they'll more easily evolve to suit their environment. Due to this, its theorized an as yet unidentified species messed with their gene coding, possibly for use as a base for specialized off-shoots, in their prehistory era but either didn't take the whole population or abandoned the project for some reason.
Carrion Island

Name: Carrion Island

Class: Carrion Island

Type: Headquarters Station/Station/Starbase

Diameter: 15,000 meters (15 kilometers)

Location: Blood Eye nebula

Offenses:
'Lance' Particle Cannons
Turbolaser Batteries
Ion Cannons
Heavy Ion Cannons
Multi-Use Launcher Tubes
Gravitic Tractor Beam Projectors
Point-Defense Kinetic Energy Weapons
Flak Grid

Defenses:
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Ablative Armor
Structural Integrity Fields
Regenerative Shield System
Gravitic Shield System
Gravitic Tractor Beam Projectors
Point-Defense Kinetic Energy Weapons
Flak Grid

Notes: Built specifically by the old Holy Terran Empire for the group known as Mutal's Maggots, the Carrion Island station stands as a one of a kind structure. A decent sized facility, the station is primarily used by Mutal's organization as their headquarters.

Comprised of a fifteen kilometer diameter central core as well as several sub-units known as 'islands'. Each of the sub-units was designed to be modular and easy to put together, allowing Mutal's Maggots to do so as needed. This ends up meaning the exact number of 'islands' associated with the main core as always in flux and, as the parts are not mandated to any given size, there is no static size for the 'islands' either.

Built in a clear region inside the Blood Eye nebula, named for its color and shape, Carrion Island was able to ride out the Fall relatively unscathed due to the mythology associated with the nebula by most spacers, most of which were put out by the Maggots themselves. Since then, they've utilized the station as their 'capital' where both Mutals co-ordinate the activities of the Maggots when not operating aboard the M.S.S. Psalm Of Flies.

Of note, the geodesic domes contained in the middle of the core unit and the island sub-units are designed to be habitable. Depending on the dome in question, these are used either for recreation by members of the Maggots or living space for higher ranked members of the Maggots. These domes have mobile armored shutters for use in either simulating night or defense in combat. The shutters are mounted to a pivot point at the peak of the dome and held by an arm that curves down to the dome's base.

While the core section of the station is used primarily by the Maggots themselves, the island sub-units are utilized for storage, dissection, and study of captured individuals, ships, and technologies. The Maggots operate in this method so as to protect the core section from anything dangerous that might be brought back.
Adir Blumstein

Name: Adir Blumstein

Gender: Male

Species: Human

Type:
Human
Augment
Cyborg

Notes: A thug to the core, Adir Blumstein was actually scheduled for execution after being convicted for the crimes of several rather brutal murders they could prove he committed before being captured. Though he tried to use the 'excuse' what he did wasn't crimes due to the non-human nature of his victims, they pointed out to him that even if that was allowed under Empress Lianna, there was no doubt humans and Terrans were also included in his roster of victims.

Adir was actually being transported to where he was to be executed when Prince Ciar and his people arranged for an 'accident'. As all evidence indicated Blumstein had perished they wrote him off as deceased. However, in fact, this was all fabrication as he had been instead been spirited away to an Empire Of The Rising Sun facility where he was offered a job: he could continue his murderous ways, as long as he avoided Rising Sun citizens and accepted a task from the higher ups now and then. Not the brightest tool in the shed, Adir was still intelligent enough to recognize he owed these people his life and accepted their conditions.

Of especial interest to Adir is how Rising Sun will provide him a personal, customized starship to use for his travels and....'hobbies'. However, he has yet to make a choice and continues to peruse their design libraries.
Moorwen

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Name:  Moorwen

Homeworld:  Unknown

Type:  Super Predator

Diet:  Carnivore

Notes:  Though their original homeworld is unknown, these super predators rarely encounter opponents that can stand against them on the worlds they have currently been encountered on.  One example is a world found by Zodiac Empire exploration parties:  a colony had been set up there by a human-like species after carpet bombing and directed extermination efforts against the local Moorwen population, only at least one Moorwen had survived and was able to whipe out the undefended colonists as well as all but one of the military officers stationed there.  This world was uncovered after the ship carrying the aformentioned officer crashed on Terra, the pilot having intended to carry the bodies of the dead home only to find the Moorwen culprit had stowed away on board his ship.

After both the original Moorwen and its off-spring had been killed on Terra, albiet after a massive body count had been racked up by the creature, the ship's flight was back traced to its point of origin where landing parties encountered other surviving Moorwen.  Since then, no doubt spreading like rats did on ancient Terran sailing vessels by stowing away on various ships that landed on worlds they inhabited, Moorwens have been encountered on numerous worlds.

[b]Traits[/b]
- Moorwens can produce bioluminescence in most colors of the visible spectrum, most commonly red.  This glowing is used to attract prey and seem also to portray feelings such as anger.
- Moorwens have thick skin resistant to fire and invulnerable to damage from common metals.
- Moorwens have long, thin tails sharp enough to cut flesh, skin, bone, and some building materials.
- Moorwens are extremely fast with exceptional reflexes; they can often kill an enemy before it has the time to ready a weapon such as a sword.
- Moorwens are good swimmers and can hold their breath for a long time.
- Moorwens pile up body parts from which their offspring feast upon.
- Moorwens are able to hunt by means of stealth, although they are also very capable of running down prey in broad daylight. They prefer to use a lightning fast pounce to take out their victims, which they store and consume either dead or alive.

[b]Notes[/b]

As a super predator, Moorwens are considered one of the most dangerous known creatures by the Zodiac Empire.  With how lethal this species is, they can easily whipe out life on an unprepared planet in a relatively short amount of time.  Moorwens are a species that is heavily black listed from all Zodiac Empire worlds and any sightings are considered serious enough that they are on the mandatory investigate list of the Zodiac Empire.
Kodaibito

Name: Kodaibito

Notes: An ancient species of winged humanoids, the Kodaibito are a second evolution of the same body form as the Fenghuang. Evolved naturally, the Kodaibito ruled the skies of pre-historic Rayearth while the Panthalassans and both shared the land.

Though winged and capable of flight, the Kodaibito have never shown the same aerial maneuverability as the Fenghuang, Fairies, Cubi, and others. Known for their very loving and forgiving behavior. Long lived, but not to the extent of the Fenghuang, the Kodaibito have been known to use stasis technology to extend their lifespans, making working out an actual length of life for modern Kodaibito as next to impossible.

Though they tried to stay out of things when the Panthalassan civil war began to ravage the planet, the Kodaibito were unfortunately sucked into it. While the majority tried to stay as far away from the ocean as possible, the drifting of the continents over the generations made that harder and harder as there was no more and more coastline. As such, their peaceful nature caused it to break their hearts to see their old friends fighting amongst themselves to the death like this. This caused a number to just give up and die.

When the meteorite that caused the chain reaction that led to the extinction of the large saurians, known as dinosaurs, on Rayearth, the declining Kodaibito population was hard hit. Nearly wiped out themselves, those that remained were forced to abandon their ancient way of life. When humans evolved on the planet, the Kodaibito found themselves hard pressed and unable to properly compete for what they needed to survive. Eventually, those Kodaibito that were left decided to depart from the planet, at least temporarily, to allow the young human species a chance to live while they recovered as well.

It was after Rayearth became a part of the Zodiac Empire that the Kodaibito returned. Surprised to learn of recent events, they were unsure what to make of the Zodiac Empire at first, though they easily proved a genetic link to the planet. Cautiously, seeing as the Zodiac Empire allowed them a larger number of worlds to spread out their still recovering population, the agreed to membership.
Dhampyr

Name: Dhampyr

Alias:
Daywalkers
Dhampir
Dhampire
Dhampyre
Dhamphir

Notes: Not an individual species themselves, Dhampyr are half-human and half-vampire. Their 'vampire' half descending from either the Dakhanavar species or the Mulo species. Though some are off-spring of Methuselah hosts, there is a whole different matter as Methuselah don't just use human hosts.

Considered a vampiric species themselves in-spite of their half-human heritage, Dhampyr are one of the few vampiric species that have a natural immunity to ultraviolet radiation and sunlight. Though this varies between individuals as some are high sensitive, like normal albinos, to others who are high resistant to even tanning, let alone sun burning. As such, they have earned the nickname of 'Daywalkers' in ancient legends.

The species also possess the predatory features of other vampiric species that, in ancient times, helped in hunting their human prey. Superior night vision, superior sense of smell, superior hearing, and so on.....though modern technologies render the need to feed on live victimes for blood no longer mandatory, though some Dhampyr find volunteers, these senses serve them well in various fields such as scouts, trackers, guides, and other civilian and military occupations.

The only 'weakness' common to all Dhampyr is the species inherited the need to feed on blood from their vampiric half. Though modern technology provides artificial blood sources. Of course, not all Dhampyr see this as a weakness, but others prefer to keep it hidden and a private matter.

Like Mulo and Dakhanavar, Dhampyr age at a decelerate rate. However, in part due to the human-half, a Dhampyr normally won't live as long nor do they age at the same decellerated rate.

Though their genetic lineages are capable of being passed down to off-spring thorugh standard reproductive means, the bite of a Dhampyr is not capable of turning a victim. This is true for even those half-Dakhanavar Dhampyr with a Pure Blood Dakhanavar as a parent. However, those with one parent a Pure Blood Dakhanavar, while unable to turn those they feed upon, are still able to use their less agressive genetics in order to rewrite the individual's brain chemistry into a loyal human servant, though a varient of the 'vaccine' that prevents humans fed upon by Dakhanavar exists that is able to counter this effect from Dhampyr off-spring of Pure Blood Dakhanavar.

Those of half-Dakhanavar heritage are more often born of a human mother, though those born of a Pure Blood Dakhanavar mother are protected from the same agressive D.N.A. their mother uses to turn humans into her 'minions' by the mother's own body.
Reginald Ayers

Name: Reginald Ayers

Alias:
Reggie
Agent
Codename Mortis
Mortis
Agent Mortis

Gender: Male

Species: Human

Type:
Augment
Mutant
Cyborg

Age: 15-years-old

Post/Position/Rank: Agent

Notes: Created in one of Prince Hibiya's labs, Reginald Ayers was created as a super-soldier for Prince Nagendra's black operations. Reginald, or Reggie as he liked to be called, is a modern take on the old Holy Terran Empire's Project Gunslinger. However, unlike the kidnapped children taken from the slums, he was purpose grown for this purpose.

Reggie is a pure blood, to the core, die hard sociopath. Unlike in the old Gunslinger, he actually enjoys his work. Shedding the blood of others and taking their lives provides stimulation he acts almost addicted to. He takes great pride in coming up with rather....inventive torture methods to practice in his free time that have driven the more squeamish assigned to handle him away to be replaced by more hardened men and woman.

Though he is will aware, by both not being a Terran as well as his 'engineered' status, that he will not have any ability to climb once Nagendra's regime takes over the Terran Imperial Loyalists, Reggie honestly doesn't care. As long as the Prince allows him to continue to do what he loves, Reginald will continue to be loyal to the regime.
Crios

Name: Crios

Homeworld: Karkinos

Notes: Native to Karkinos, the pelagic moon of Tapa in the Loka star system, the Crios are a semi-terrestrial species of sentient centaur-like crustaceans. Though no one knows the evolutionary reason behind it, modern members of the species have a humanoid like torso from the 'waist' up, complete with 'male' and 'female' dimorphism in spite of there being no biological purpose other than distinction between members of different genders.

Crios never developed an advanced society before the Empire Of The Rising Sun established control of Karkinos. At their stage in evolution, they do not have anything like hands. Instead, the arms sprouting from the shoulders end in their serrated claws. Bigger in males than females, these have multiple serrations of various types along the length that allow them to use different parts for cutting or crushing of food before transferring it to their mouth for consumption.

Though hard pressed to develop their civilization with claws instead of hands, Crios are still respectable artists when it comes to construction. On land, they cut and intricately weave various plant matter into almost countless variations. Underwater, on the other hand, they have adapted a completely different matter - they nurture and guide a rather fast growing species of coral native to the moon's shallow waters into equally intricate structures. Rising Sun saw value in their architectural skills and, as such, after establishing dominance over the crustaceans, put them to work in crafting such natural homes for members of Rising Sun's other species. In fact, they've also engineered a new variety of the fast growing coral of Karkinos that can be utilized on land.

Thanks to their skills in crafting highly sought after buildings that can be used for any number of reasons, even with Nagendra's rules about the treatment of lesser species, the Crios are already widely respected. However, as with any non-human species, they are not seen as being on the same level as humans by the human population. In spite of this, no one is willing to raise a hand against these crustaceans due to how useful they have easily proven themselves to be.

Crios are spawn breeders. The females find a secure place in shallow water, though they began to craft special coral structures specifically for this kind of thing since they started developing their civilization and which Rising Sun sees no issue in keeping from continuing to do, and lay their massive clutches of eggs; the males then come along and fertilize the piles of eggs. Later, after they hatch, the infant Crios merge into the oceans' plankton, becoming both prey and predator. This helps keeps the population down as well as ensuring only the strong survive into adulthood.
M.S.S. Psalm Of Flies

Name: M.S.S. Psalm Of Flies

Class: Aethon

Type: Assaultstar

Length: 1,531.675 meters

Offenses:
'Lance' Particle Cannons
Turbolaser Batteries
Ion Cannons
Heavy Ion Cannons
Multi-Use Missile/Torpedo Launchers

Defenses:
Carbon Nanotubule Mesh
Carbon Fibre Armour
Density Armor
Ablative Armor
Structural Integrity Fields
Regenerative Shield System
Gravitic Shield System
Gravitic Tractor Beam Projectors
Point-Defense Kinetic Energy Weapons
Flak Grid

Notes: Commissioned by the old Holy Terran Empire as the T.E.S. Psalm Of Flies, this Assaultstar was built and launched to form the backbone of Mutal's Maggots. Though of a class meant for troop transport, this particular example was redesigned for the Maggots use: replacing the troop holds with space for salvaging equipment mainly, though some were left in place for when the Psalm Of Flies participates in one of the standard raids on alien held worlds.

A tough ship, he has survived numerous battles. However, with the support they held from their patrons, the Maggots were able to regularly put in for repairs as needed. Since the Fall, though, they have used their own expertise to artfully repair what they could. Though this now leaves small scars visible here and there on his hull, they see this as a point of pride, each mark representing a different set of memories.

After the Fall, though, Mutal's Maggots made the point of changing the ship's prefix from the T.E.S. of Terran Empire Ship to M.S.S. for Mutal's Starship.
Lun

Sub-group from sun side group, they evolved from those who colonized the night side. They also have psionic potential and abilities, but are on the weaker side. Their culture evolved more towards martial capabilities, though they are not unknown to use their mental powers to enhance their physical traits.
Balaur

Name: Balaur

Homeworld: Yeouiju

Notes: Evolved from a flightless, ocean dwelling avian species, the Balaur were the second to reach sentience on Yeouiju after the Imoogi. Though never evolving the ability to fly, Balaur are powerful jumpers that can travel a fair distance through the air before landing back into their ocean homes.

Balaur naturally spend the majority of their lives in the oceans. This is possible because unique organs that are akin to a combination of lungs and gills that allow for both atmospheric and hydrospheric respiration. Still, like sea turtles, Balaur do spend some time on land, mostly to lay their eggs. In early days, their ancestors simply buried them in beach sand, though modern Balaur have the option of protective structures to house and protect their eggs.

Balaur are visually distinct and noted for their light hued skin that is a combination of cetacean-like smooth flesh, ribbed scales, and placoid scales. On average, Balaur have blue eyes surrounded by eye-crests that help them cut through the water. Their bodies end in a long tail, similar to that of the Imoogi, that has a pair of fins near the end. Combined with their wings, though those are also for general steering, the tail is used as their primary means of propulsion, allowing them to reach high velocities in the water. Two rows of fins run down the back of their bodies which are used by the Balaur for precision steering purposes.

Primarily a diurnal species, the Balaur excel at nabbing the fish that are their preferred prey. They also enjoy playfully frolicking in the ocean waters, often times alongside Delphine and other pure aquatic species.

Though a sentient species, the Balaur never evolved a physical manipulator. Instead, the species evolved a powerful telekinetic ability. They also are capable telepathics, which they like to use with other species as their spoken language isn't the easiest thing to translate.

Unlike the Zburator's preference for leadership by younger generations, the Balaur prefer to have members of their older generations in charge. It was a group of young Balaur who disliked the status quo that moved to Yeouiju's Class L moon Chintamani who eventually evolved into the Zburator species.
Bucephalus

Name:
Singular: Bucephalus
Plural: Bucephali

Homeworld: Yeouiju

Notes: Though not an intentional creation by the Imoogi, the Bucephali evolved out of looking into more drastic transgenic modification of Azul, Yarraman, and Thowra. While one type of Bucephali are similar to the past efforts of the Imoogi, there are two more types, both lacking the wings of their ancestors, but one gaining a Shokanshi like horn and decent telekinetics instead.

Though separated into three distinct sub-species, the Bucephali have several traits that link them all together. The wide range of natural fur and hair, and feather for those with wings, colors, combined with those generated through the use of artificial dyes, remains a constant. Though their hind-feet are still hoof-like, those of Bucephali have evolved to become a hybrid of hoof and toed foot, similar to the earlier hand-hoof hybrids the Azul have for forelimbs.

Spread out across Yeouiju, Chintamani, and Druk, the different Bucephali populations have developed highly varied cultures. This means that they vary in things like how modestly they dress, what kinds of foods they prefer, what festivals and holidays they celebrate, and so on. As such, it is unfair to judge the Bucephali as a whole based solely on analysis of only one group.

Winged Bucephali are decent flyers, though still outmatched in the air by a number of species. However, their smaller size and bulk means they are capable of pulling pretty tight turns in midair. However, as their is no variation in wing shape across this population, like there is in the Fenghuang and their off-shoots for example, this means they are only limited by will, experience, training, and other such factors.

Horned Bucephali are known for the telekinetic powers. This is suspected due to a gene sequence similar to that found in the Balaur biology, but has yet to be confirmed. Though incapable of the power of a Balaur, horned Bucephali are famous for the level of finesse they are capable of using. Still, there are here, now and then, horned Bucephali born with the raw talent to reach exponential power levels, some even potentially reaching Balaur levels, and combine that with their natural finesse ability.

In addition, a 'basic' strain of Bucephali exists, ones that lack both wings and horns. These Bucephali don't have the special abilities of the other two strains, but are known as hard workers. Commonly seen in career paths that require a fair share of manual labor, these Bucephali are proud of their lack of the abilities of their horned and winged relatives.
Imperialis

Name:
Common:  Imperialis

Scientific:  [i]Homo sapiens imperialis[/i]

Notes:  Able to directly trace their line of descent back to the original founder of what eventually developed into the old Holy Terran Empire, the Terran imperial family has long prided itself on their superiority over other Terrans.  Though, to most laymen, this is a philosophical viewpoint, the truth is that they have also engineered themselves using the best technologies available to each generation.

Practicing eugenics and transgenics, this bloodline tracked down every genetic relative for breeding purposes in order to try and retain purity of the strain.  However, they recognized that they would eventually suffer from diminishing returns due to the increasingly decreasing available gene pool, so they allowed for the occasional partnering with individuals from outside the family to bring fresh blood into the mix as the occurrence of natural mutations and the use of transgenics were not seen as viable enough to maintain the bloodline.  In the end, this resulted in an off-shoot strain of the Terran off-shoot of the human species that naturally, let alone when enhanced with individual biotech and cybernetics, more powerful and capable in every way when compared to standard Terrans.

The Imperialis strain is known for many hard earned traits.  The most obvious from just a glance is that each individual is usually highly pleasing to most eyes, even often to members of other species.  They are also, on average, highly intelligent with minds easily surpassing those with names like Gates, Einstein, Hawking, and others.  This strain's more potent trait, however, is their almost godlike level of charisma.

After the Fall of the old Holy Terran Empire, the Imperialis sub-strain of the Terran strain of humanity was forced to scatter.  Some remained on Terra and became part of the Zodiac Empire;  others lived through the Exile and helped found the Terran Imperial Loyalists and grow it into the Imperial Union Of Planets - from which a faction splintered off and founded the Empire Of The Rising Sun.  Oddly enough, no Imperialis number in the population of Aku's Holy Terran Empire;  though, given how he started by trying to kill off the bloodline to assume the throne, this animosity with Aku is only natural.

In the modern Imperial Union Of Planets, Imperialis are split into two camps.  One, usually members of older generations, retains old practices regarding keeping the bloodline pure.  The other, however, mostly members of younger generations, is more open to loving who the heart wants instead of arranged marriages.