Quirntrix

Quirntrix *(Profunduspecus habitatio)* are one of the many fringe-dwelling species discovered living within the Frontier near the end of the Tenth Galactic War. While at first it was assumed that their homeworld had been found, it was later determined to be a colony and were established as part of a larger empire that stretched into Constellation Space and the Hollow Verge. They have the greatest diversity of any species, with their sizes and colors varying so widely that it was initially assumed that their species contained multiple subgroups or divergent species. Instead of this, however, it was later determined that all Quirntrix are the same species and that the various sizes, colors and other differences were not an indicator of species or subgroup.

### Physical Appearance, Traits and Abilities

#### Physical Overview

Unlike most species in the Galaxy, Quirntrix are not born sentient or sapient. Most of them naturally have a high intelligence but no self-awareness or long-term planning capabilities. Some display rudimentary problem-solving abilities, but estimates place their intelligence somewhere between ravens and dolphins. They form small social groups in caves, caverns, ravines, old lava tubes, and other subterranean cavities where they periodically emerge to forage for a wide variety of foods including insects, fruits, vegetables, fungi, and occasionally other small animals.

On occasion, however, Quirntrix will develop full sentience when eating the lichens of their homeworld of Gizlin. This reaction only seems to affect them and no other species on their planet or in the Galaxy at large despite exhaustive testing. When eaten, the lichen causes a cascading series of effects culminating in a runaway growth of neural tissue in the brain. Not all of the neurological and psychological changes are well understood or documented, unfortunately, and this seems to be some kind of synergistic relationship developed between the Quirntrix and the lichen. Sentient Quirntrix will also pass this trait on to their offspring, which has created two distinct groups of Quirntrix on their homeworld.

The first group remained troglodytic and secluded, remaining in their underground burrows and deep nests, shying away from the surface world as it became overrun by their sentient brethren. The other group embraced their newfound intelligence and began to spread and colonize the surface, building cities into cliffsides and mountains before spreading out into the open. By the time they were discovered at the end of the Tenth Galactic War, they had developed their own space program and reached many different solar systems even without the use of Chaos Drives. This was due in part to their ability to breed and exist in multiple environments and climates as well as possessing two distinct respiratory systems that work in tandem.

The first respiratory system is a traditional breathing method found in many mammals. In this particular case, they breathe in methane gases and breathe it back out as carbon and hydrogen. However, in an adaptive system not witnessed elsewhere in the Galaxy, they can breathe back in their own carbon and hydrogen and reemit it as methane. They cycle through different periods of breathing, allowing them to exist almost virtually in closed environments without the need for atmospheric circulation. They also breed easily and have long lifespans (150 years) which meant that colony ships moving at subluminal speeds were a viable option for them to reach distant stars.

Quirntrix vary wildly in various aspects of appearance, but most are identifiable through a few key features. The first and most obvious feature of this is the overall body shape. Quirntrix are bipedal and possess prehensile tails. Their bodies are covered with scales that look as though they would be rough to the touch but instead have a very glossy texture to them. Despite this reptilian—almost snakelike— skin, they are mammals and not true reptiles. They possess a familiar bipedal structure with two arms, two legs and one head. These are always in proportion to the body in terms of length, but not always in overall shape. Female Quirntrix have larger hips than most bipeds but smaller upper torsos. Males have exaggerated lower legs and thicker forearms, biceps and shoulders.

Their heads are rounded with large eyes that dominate the upper half of their face. They have small, human-like noses that are often upturned on females and pointed on males. Their mouths are wide and filled with what appear to be sharp teeth like those of a shark. These are not actually teeth and are actually something of a façade for a series of more omnivorous teeth that grow attached to the backs of these fangs. Many assume the Quirntrix to be carnivores on first sight because of these teeth when in reality they have a wide and varied diet.

Quirntrix are capable of growing hair like humans but not in the same places as them. While both genders can grow hair on top of their heads, males can also grow it around their collarbones and down their backs as well as along their arms. Females can grow it around their waists, wrists, ankles and sometimes down the outside of their hips. Both species can also grow it at the tips of their prehensile tails.

This is where the easily identifiable features of the Quirntrix end, as beyond this they seem to differ wildly from individual to individual with no easily discernable rhyme or reason. The scale patterns on them wildly in every imaginable color and pattern, although it is noted that males have red, orange, yellow, violet and brown colors while females display green, blue, black, gray and white. Generally speaking, Quirntrix don’t display more than two colors although it is not uncommon for some members to only have one. Their hair follows this same trend, although shades may vary.

Female Quirntrix are smaller than males as a rule of thumb, but again this is subject to vast differences. Some females are no more than half a meter in height while others are two and a half. Males generally start at about a meter and can be as large as three, giving them the Quirntrix the largest range of heights among any known species. This degree of dimorphism does not seem to be linked to genetics and instead appears to be totally random. Other features that follow this kind of chaotic distribution include split or double tongues, protruding fangs (both upper and lower jaw) and harder plating on some parts of their bodies (generally protecting joints but occasionally spreading to forearms or shins).

The most notable variance among the Quirntrix, however, is the sheer range of sizes when it comes to their ears. Some Quirntrix have ears that proportionately look like human ears but with small points on them. There can be any number of points as well. Sometimes there is a single point, making them look almost elfin in appearance, while other times the entire outside of the ear seems jagged. At the other end of the spectrum, some Quirntrix have ears so large that they fan out behind them and hang down to their waists. The lower lobes of such large ears do not connect back to the sides of the head, but instead have shifted to the base of the skull. This means the ears hang down behind them instead of pointing out to the sides.

Quirntrix also have the uncanny ability to share emotional states among their social groups, which can spread like wildfire through large collections of them. An angered Quirntrix can sometimes cause a flash-fire reaction among their group by accidentally spreading their anger to their close companions, who spread it to theirs, etc. This, coupled with the fact that the scaly skin of the Quirntrix effectively disperses both temperature and high-density energy makes them extremely dangerous in combat. They are effectively immune to energy rounds without the need for kinetic barriers or energy shields, but they are also impervious to Scain Psionics, Heil Arts, Rakshasa Gechorta, Lishten Vempur. They are not, however, immune to the Kevilkamas and their sound based Schimsa abilities due to their large and sensitive ears.

#### Breeding and Reproduction

The Quirntrix share some similarities with the Orelians in the fact that they are highly compatible with a wide variety of species. The main difference is that they have two genders and a few restrictions while Orelians are monogendered and have few (if any) restrictions.

Female Quirntrix need only be physically compatible with a partner in order to breed, but the resulting child will always be a Quirntrix — similar to Orelians. Unlike Orelians, where the resulting child has some DNA from the parent and therefore has some traits carried over, the Quirntrix seem to purge all traces of the father and instead give birth to a pure Quirntrix with no DNA present to indicate the species of the partner. Males who breed with females of another species have the opposite effect. The child is always a male Quirntrix with no genetic markers to tie them to the mother. When Quirntrix breed with one another, the gender ratio is approximately equal but the child retains genetic markers from both parents.

Quirntrix only produce one child at a time, but gestation only lasts approximately three months. It’s not uncommon for a female Quirntrix to produce three or four children in a given year. Considering the long lifespan of their species, this is why their population is so high. Female and male Quirntrix both signal to one another on two different fronts when attempting to produce offspring. They can share their mental states to one another, although this sometimes becomes a public invitation if not done carefully, and also attempt to attract one another through pheromones.

Despite their short gestation and how many possible partners they have, Quirntrix are not exceedingly fertile, and these pheromones are specifically for that purpose. These pheromones can cause a surge in testosterone or estrogen (or similar chemicals) depending on the gender, making the recipient more likely to mate many times in quick succession.

These pheromones are highly unique and are being studied exhaustively by both the Senate and the Constellation, as they possess a very strange property — namely that they work on any species even if they are not genetically compatible with the Quirntrix. A specific pheromone usually only works for its intended purpose or on its intended target while those produced by the Quirntrix seem to be able to adapt to the physiology of whoever or whatever breathes it in while simultaneously not affecting anything non-sentient (with the exception of the non-sentient Quirntrix). The effects of these pheromones can last for hours, if not days, making them among the most potent of all known pheromones.

### Names and Naming

Quirntrix do not recognize family structures within their society, meaning they have little to no use for complex names. Instead, children are named on their fifth birthday. These names are hyphenated, each parent having chosen a half of their child's name. Most Quirntrix names are short and easy to say (Pex-Leng, Glin-dia, Croy-fon, Pheg-rat, Stal-vee, Vinis-tak).

The Quirntrix that take on leadership roles within their society often append their names with a new title: Arzog. This title does not have any particular differentiated meaning and roughly translated to 'boss' or 'leader'. As long as the Quirntrix agree that the role a specific individual is in merits this title, it is bestowed upon them. Ship captains, for instance, would be referred to as Arzog followed by their given name (e.g. Arzog Pex-Leng).

Titles such as this are commonplace in Quirntrix society, so much so that outsiders are forgiven for mistaking some titles for names. There are different titles given for roles within society as well as jobs. There are hundreds of different titles Quirntrix can hold, but some of the more common ones are:

* Arzog (Leader)
* Gafza (Farmer)
* Phyle (Doctor)
* Beqia (Salesman)
* Grulsai (Driver)
* Stelk (Architect)
* Kafazz (Guard)
* Sinq (Soldier
* Drelk (Shipbuilder)
* Cirx (Cartographer)

### Quirntrix History

#### Settling the Surface

The sentient Quirntrix diverged from their non-sentient brethren approximately 350,000 years before first contact was made, departing the caves and lava tubes beneath their planet for the surface. Instead of building more permanent settlements, they initially remained nomadic and traveled across the planet in large caravans. Their former brothers and sisters who had remained underground would periodically raid them, attacking them during the night and stealing not just food but members of the caravans as well. After some time, the Quirntrix on the surface began developing cliff-based settlements dug into the rocks or in closed caverns. These would eventually spill out across the planet's surface as different caravans colonized different areas and their populations increased. Trade routes would soon be established between the largest colonies, bringing these Quirntrix closer together and allowing them to more effectively coordinate defenses against their subterranean counterparts. Due to the incessant attacks on their settlements and cities, Quirntrix remained technologically stunted and were unable to get out of a pseudo-Medieval period for an extended amount of time, stunting their civilization's development.

#### The War of Minds

After a particularly catastrophic raid on one of the largest settlements, a group of representatives met with one another to discuss what should be done about the subterranean Quirntrix. It was decided that the best course of action would be to force sentience upon these beings, as the Quirntrix had come to view them as 'lesser'. While this course of action was passed by way of a vote, large numbers of Quirntrix were furious at the decision. Although it was possible to force sentience upon these Quirntrix, the larger question was whether or not it was right to do so. By this time, the surface Quirntrix had been colonizing their surface for almost 10,000 years and made little headway in advancement. Some civilian Quirntrix worried that by forcing all of the subterranean Quirntrix to ingest the lichens, they would only create a separate civilization ten millennia behind theirs. The resulting competition for resources would only further divide and stunt the Quirntrix species as a whole.

To counter the plan, several Quirntrix leaders publicly denounced the plan and pulled their support and resources, leaving major cities vulnerable to attacks. Some even went so far as to actively bait their more animalistic kin into attacks. This proxy war eventually exploded into a full-on civil war among the sentient Quirntrix that devastated most of their population and left them bereft of leadership. Weakened by this war, many Quirntrix were dragged back into the depths by the subterranean Quirntrix or killed when they could not defend themselves.

#### Fire From the Sky

As the Quirntrix worked at rebuilding their civilization, they were blessed with an unexpected gift. One night, several hundred Quirntrix witnessed a light in the sky crash to the surface and ignite a nearby forest. They waited until the next morning to go investigate and found an alien craft lodged in a crater. Curious, the Quirntrix attempted to board the alien vessel only to find that the crew had perished on impact. Unfortunately, no records remain of what the crew was or looked like, but this event sparked something within the Quirntrix. They had now received proof that there was something living in the sky - something smarter than they were.

This event was not forgotten as civilization rebuilt itself and, for a time, Quirntrix would come to see the remnants of the ship. Eventually, due to coolant leakage and radiation, the Quirntrix were forced to destroy it to stop rampant ecological decay and poisoned groundwater. As their civilization continued to grow and expand, now surpassing where it had been before, they resolved to reach out and find those who had crashed on their world. Primitive space programs were postulated and conceived, but none were successful. They did, however, aid the Quirntrix in developing air travel and other forms of locomotion that opened up distant corners of their planet.

#### The Space Program

About 100,000 years before first contact, the Quirntrix finally constructed a massive ship they hoped would carry them to nearby worlds. Careful monitoring of the heavens had enabled them to chart their solar systems with eerie precision and they settled on reaching their nearest neighbor. Carrying 50,000 Quirntrix aboard it, the ship made the journey in 50 years and reached the nearest planet with no difficulties. Emboldened by their successes, more ships were constructed to reach other worlds. As this space program began to gain traction, it also brought hope that someday they could leave their home planet behind and with it the constant underground attacks.

This period of their celestial exploration lasted for several thousand years, with colony ships sent out to reach distant stars as well as planets within their own system. Their innate respiration abilities made this easier than for many species and they were able to last far longer in enclosed environments without atmospheric cycling. The ability to grow food in their colony ships was a groundbreaking achievement and was the final catalyst for them sending ships into deep space in search of other worlds. By the time this period of their history had ended, the Quirntrix had successfully established colonies on 44 worlds around 21 stars.

#### First Contact

During the closing years of the Tenth Galactic War, a damaged Alintean ship encountered a small flotilla of Quirntrix colony ships in the Frontier. Confused by their presence and not being able to identify the ships, the Alinteans reached out and attempted communications. While this was incredibly difficult, the commander of the ship--Commander Lusviel--was able to establish a rudimentary form of communication and was given directions to the flotilla's planet of origin. Lusviel, not wanting to lose more of her crew than she already had, followed the directions and encountered the Quirntrix planet of Wilxea.

While the Quirntrix were excited to finally have visitors--living ones--visit one of their colonies, they were disappointed that the Alinteans were not the species that had originally crashed and inspired them to create a space program. Regardless, they established communications and worked out a more stable form of communication. It was at this point that Commander Lusviel realized that this was not their homeworld, but was instead just an outer colony. She eventually pinpointed the location of Gizlin and flew there in an attempt to learn about the Quirntrix and take information back to the Senate. Unfortunately for Lusviel, Gizlin would become her final resting place. While working with the Quirntrix, she was overrun and killed by some of the subterranean Quirntrix while her crew fought them off. Her replacement, Sub-Commander Cestiel, took it upon himself to escape with the remainder of their crew. Several Quirntrix stowed away on the ship, determined to make it back to the Senate and represent their race.

#### Senate Interactions

Regrettably, by the time Cestiel returned with the Quirntrix ambassadors, the Tenth Galactic War had ended in the Senate's defeat. Seeing this, the Quirntrix began to doubt whether siding with the Senate was in their best interests and instead opted to remain neutral. Seeing the devastation the war had caused also made them leery of joining interstellar politics as they had enough to deal with when it came to their own problems. They still had no solution for their subterranean brothers and sisters and instead wanted to continue expanding and colonizing other worlds in search of a peaceful world. The Senate grudgingly let them go, but warned them about the consequences of trying to colonize any worlds within their domain.

The Quirntrix were more than happy to return to their worlds, enriched by some of the technology they procured while in negotiations with the Senate, and have been expanding their small empire throughout the Frontier and the Hollow Verge. Now, equipped with Chaos Drives, they were able to do so much more efficiently.

### Technology and Civilization

The Quirntrix have a very eclectic mix of technologies. While their ability to travel through space is impressive, their surface civilizations are no more advanced that present-day humans. As far as weaponry goes, the Quirntrix rely on melee weapons and superior numbers. This has been in a state of flux since meeting other sentient races, as they have been co-opting bits of technology into their armories. Quirntrix seem especially fond of Heil ion weapons as they are both familiar and alien.

Architecturally, they still predominantly live in large cities carved into cliffs and rock faces. While the comfort level and technology has improved over the years, they show no desire to begin living out in the open. What is surprising is how quickly they took to asteroid colonization, weaving intricate underground cities in large rocky bodies and then occupying them for extended periods of time, even partially terraforming the interiors for farming.

### Quirntrix Cultural Attire

Due to the vast diversity among their species, it is difficult to pin down specifics on Quirntrix attire. While they have migrated to using polyform suits for space travel, their every day wear is as varied as they are. Generally speaking, they seem to prefer either very tight-fitting clothing or flowing robes. In both cases, these outfits are made from either animal hides and pelts or from refined materials such as leather. Some Quirntrix find that polyform, fitting the definition of 'tight fitting', is practical to wear as clothing.

Quirntrix place a significant amount of importance on jewelry, particularly piercings. While there is no societal structure or hidden meaning to these ornamentations besides wealth and access to them, many Quirntrix will adorn their ears (especially large ears) with numerous piercings of any number of shapes. They are also fond of rings, both for use on digits and as nasal and eyebrow piercings. Some Quirntrix will opt to pierce unique parts of their bodies (e.g. collarbones) for ornamental purposes.

### Quirntrix Food and Drink

Quirntrix are omnivores by nature, but their normal everyday diet consists of fruits, vegetables, beans and nuts. Meats and animal products are reserved for holidays or special occasions and is considered a delicacy, as it's far easier to for Quirntrix to grow different crops in various environments than it is to try engineering livestock to survive hostile conditions. Quirntrix are also enormous fans of fruit and vegetable cocktails as well, serving elaborate concoctions alongside their meals. They also have a thriving industry that involves fermenting crops to produce alcohols and other toxicants which are then used in these cocktails. It is considered part of their culture to imbibe liquor like this, as well as a few psychotropic and mind-altering substances found on their homeworld.

Culturally, the Quirntrix are also quick to share their meals with outsiders as a show of goodwill. Depending on the context of the invitation, this can either be an intimate dining experience with a small group of Quirntrix or a full-on celebration involving everyone who can possibly attend. While the former are fairly tame, the latter usually descend into raucous chaos due to the alcohol and toxicants. Quirntrix enjoy these wild gatherings, often bringing musical instruments like drums, flutes and stringed instruments to provide entertainment. Others will keep liquor flowing in an attempt to prolong the party as long as possible. Some will also bring improvised fireworks and explosives to add to the entertainment.

### Government

The Quirntrix don't have a centralized government, per se, but each individual settlement has a particular Arzog that oversees it. Should disagreements between groups arise, these Arzogs will meet to find resolutions. Ever since the War of the Mind, there hasn't been an organized conflict between opposing groups. Rather, if a peaceful resolution cannot be found, the two leaders will duel one another to determine the victor. These battles are not usually to the death, but if the offense is particularly grievous it may end up that way.

Part of the reason the Quirntrix refused to join the Senate was because they refuse to abandon this mentality. When offered membership in the Senate, they were told that they would have to find a way to unify and select a single representative for their species. The Quirntrix did not believe it right, nor possible, that a single individual could speak for the entire species and refused the offer on this principle alone. They attempted to counter by stating that they would be happy to send a representative from each individual collective, but this totaled out at over 1,145 Quirntrix and the Senate flatly refused their counteroffer. Normally this would have landed them squarely on the Senate's enemy list, but because the Quirntrix were willing to remain fully neutral and remain in the Frontier, and considering that the Senate lost the Tenth Galactic War and didn't want to risk open war so soon, the Quirntrix and the Senate were able to sign a treaty granting them neutrality so long as they respected the Senate's boundaries.