Welcome to Starfleet

Welcome to Starfleet is a interaction/character-development based Star Trek RPG set in the year 2391 using TV-canon with a TNG era feel. We provide a great setting for exploring and enjoying your characters' daily lives as well as the ability to progress your character through their career from a playable Starfleet Academy experience all the way up to becoming a Captain and running your own ship.

Starfleet Academy
00 M
00 F
USS Dalnyr
00 M
00 F
ERV Hippocrates
00 M
00 F
00 M
00 F
00 M
00 F
00 M
00 F


 Species, Species list & Extended Species Info
 Posted: Feb 1 2017, 05:11 PM
Evren + CST + 1096 posts

user posted image
Species a character can be
    All players begin with a wide array of species available that they can play. Others species are unlocked after reaching a certain level of XP or by unlocking them with credits in the shop.


    Available Immediately
    Available in the Credit Shop
BANNED: Human Hybrid Characters, Non-Humans born on Earth or other Human colonies.

  • Aaamazzarite | Unlocks after 1 month on site
  • Acamarian | Unlocks after 2 months on site
  • Andorian | Unlocks after 1 month on site
  • Angosian | Unlocks after 1 month on site
  • Antaran | Unlocks after 1 month on site
  • Antican
  • Arcadian | Unlocks after 1 month on site
  • Ba'ku | Unlocks after 1 month on site
  • Bajoran
  • Bandi | Unlocks after 2 months on site
  • Benzite | Unlocks after 1 month on site
  • Betazoid
  • Bolian | Unlocks after 2 months on site
  • Borg Drone (former) | Buyable after hitting Captain (rank) on at least 1 character
  • Cairn | Unlocks after 3 months on site
  • Caitian
  • Caldonian
  • Cardassian | Buyable after hitting LtCdr on at least 1 character
  • Chameloid | Free unlock upon graduation from SFA
  • Changeling
  • Corvallen | Unlocks after 3 months on site
  • Daldonian | Unlocks after 1 month on site
  • Deltan | Buyable after 3 months on site
  • Denobulan
  • Drayan
  • Efrosian | Unlocks after 1 month on site
  • El-Aurian | Unlocks after 3 months on site
  • Elaysian | Unlocks after 2 months on site
  • Enolian
  • Eskan
  • Ferengi
  • Grazerite | Unlocks after 1 month on site
  • Human
  • Iotian | Unlocks after 3 months on site
  • Kaelon
  • Klaestron
  • Klingon
  • Ktarian
  • Lorillian | Unlocks after 3 months on site
  • Lumerian
  • Mazarite | Unlocks after 1 month on site
  • Nuvian | Unlocks after 3 months on site
  • Orion | Buyable after 3 months on site
  • Pakled | Unlocks after 1 month on site
  • Rigelian
  • Risian
  • Risiinian
  • Romulan | Buyable after reaching LtCdr on at least 1 character
  • Rutian
  • Saurian
  • Skorr
  • Takaran | Unlocks after 1 month on site
  • Talarian | Unlocks after 1 month on site
  • Tandaran
  • Tiburon | Unlocks after 1 month on site
  • Trill
  • Tyran | Unlocks after 1 month on site
  • Ullian | Buyable after 2 months on site
  • Vulcan
  • Wadi | Unlocks after 1 month on site
  • Zaldan
 Posted: Feb 1 2017, 05:11 PM
Evren + CST + 1096 posts

user posted image


Class: M
Satellites: Lumar
Gravity: 9.78 m/s^2
Radius: 7,118 km
Orbital Period: 1.9 Earth Years
Atmospheric Pressure: 1.2 atm
Main Inhabitants: Rutian
Population: 5.1 Billion
60% Sulphuric Water
5% Fresh Water
35% Land


Halah, Frei (Continent: Falormir)
Stromherr, Enels (Continent: Falormir)
Aneras, Voll (Delolas)
Drik, Rublekan (Lumin)

user posted image


Hostile: Undetermined
Physical: Humanoid, hair varies gender to gender
Warp Capable: Yes
Language: Rutian :: Standard
Architecture: A mixture of tall steel-like buildings and lower, fort-like buildings


Rutia IV is a planet that is mostly surrounded by sulfuric water, with three continents upon its surface that almost form a triangle. The northern continent is known as Lumin, the southern is known as Delolas, and the eastern is known as Falormir. The planet has its own filtration systems that separate the sulfuric, mostly undrinkable water from the fresh, a fascinating ecology that thrives upon both, and the population has a higher resistance from sulfur poisoning than others. In extreme situations, there are pieces equipment people can take with them in order to survive off of sulfuric water for weeks at a time, but it is not a pleasant experience. It is also said that if you are going to be near sulfuric waters and you are not used to it, it is best to wear a gas mask as well, as the smell does quite often make tourists faint.

Once away from the ocean however the lands are war torn, but still the smell of plant-life lingers rather than the rotten egg smell of the ocean. It has not been deforested, but most of it lacks the wild underbrush as can be found on other planets. The war is ongoing and never ceases, not even for the wildlife.

Rutia IV is not under a planetary rule, and does not want interference from the Federation. They are warp capable, but are currently too invested in the problems upon their homeworld than going and dividing their resources, and so there are not many ships heading away as there once was, and all efforts are being dedicated to the stopping of the Ansata Separatists.

Halah, Frei is a city-state within the eastern continent of Falormir, along with its twin city, Stromherr on the opposite side of the continent. They are alike in structure, but different in layout in subtle ways that will turn newcomers around if they are not careful. Their buildings for businesses are not clumped together in one location but rather spread out among the city, huge skyscrapers of sparkling metal and silver. The rest of the buildings are fortified - sometimes newly-fortified - armor in both cities. The government is located primarily within Halah, but their agents and branches far outreach the cities themselves, always keeping an eye on the situations at hand. The majority of their buildings look more like reinforced forts to an outsider than a place of commerce.

Aneras, Voll, is the home of the Ansata Organization, known for their acts of terrorism (or Freedom Fighters, if you happen to be one of them), and are constantly at war with the Government. Their city is walled and well defended, with the same architectural type as the rest of the Rutians take such pride in. One does not want to go up against a so-called corrupt government with their pants down. Armored pants are actually requested. Located in the center of the southern continent Delolas, this is the hive of the resistance.

Finally, the last city, Drik in Rublekan is a city that is practically in shambles, but still keeps its name. Placed in the corner of the northern continent of Lumin, it is often unclear if it is safe to enter or not. It is a neutral city, often being taken over by either the Government, or Ansata Terrorists. As such, it is often fought over, as a pull of power.

The entire continent of Lumin is practically overrun with evidence of large weaponry, death, and power struggle. It is known as one of the most dangerous places to live, but some have no choice.


Rutia IV was not always such a depressing planet with land that looked like it had been chewed by a series of determined burrowers. It was once a tropical planet, with fair weather, clear skies, and landscapes the likes of which even the most skilled painter could never capture. Up until the Rutians discovered their militaristic and stubborn mindsets.

Warfare broke out early upon the planet, which is most of the history of the Rutians. Civil, at first, over land and property alike. Then resources, a few centuries later. As a matter of fact, there are so few periods of peace on that small planet, the longest one that they could name was the nearest to them in era. They call it the Silver Centuries or Tal Nek, that stretched for three hundred years. During this time their population skyrocketed, space travel became more sophisticated, along with their weapons and their technology. They say that in order to get a good view of the kind of era a species is living in, to look at their artwork. Rutians are not naturally predisposed to complex, deep forms of art, when compared to other species, their art are like the metaphorical equivalent of a sketch or doodle, but during the Silver Centuries, there was a notable increase in the detail and depth of the pieces.

However, there were changes that were being made that would once more plunge the still-healing planet into chaos.

Governmental powers began to fold under pressure from the prosperous cities of Halah and Stromherr. It happened slowly, over the course of fifty years, but soon all of the main cities of Rutia IV were under their control. It did not go unnoticed. There were those who saw it happen, who began to see changes and note them, and took warning. These people who were resistant to the changes that were slowly being made were either taken out silently, or shunned into silence by their peers who either did not see it, or were not willing to challenge the governmental units at the risk of their lives and their families lives.

Ten years later, after several alterations of laws and slow, poisonous turning of most media broadcasts of all types, one crucial law was abolished that ended up breaking the delicate balance they had managed to maintain: Minimum Wage was abolished. On Rutia IV, it was the equivalent of legalizing slavery.

Tensions finally broke into all out war fifteen years after that final law was passed. It is one of the bloodiest and longest wars in Rutian history.

It is incorrect to say that anyone truly won that war. It would also be incorrect to say that the War of Kelkat was ever truly finished, or ever had an ending at all.

Aneras pulled away completely from Halah and the other continental powers, beginning to establish itself as its own independent nation. They began to dedicate themselves to ridding the planet of those that would compromise the safety and freedom of any Rutian, to the point that they disbanded their own form of government, calling themselves truly free. Sects broke out, one of which calling themselves the Ansata Separatists.

Over time, changes with politicians and policies, stability was renewed in Halah and Stromherr, stretching out to encompass the parts of the world - the two continents, Falormir and Lumin - that they still had under their control. Still vying for full planetary control as to be recognized on a galactic scale, their laws changed to offer more freedom, righting several wrongs they discovered when it came to getting everyone under a peaceful hand. They offered an olive branch (not that they have that expression) to Delolas and their continent of separatists, only for it to be denied. For years they attempted to negotiate peacefully, to no avail. During one such meeting, the Ansata Separatists bombed the building in which they were being held, cementing the course of the war and fighting, and taking out several important members of the government in one go. It also gained them a large amount of respect, until they began to gain power within their free sects, to be one of the largest groups of free men within the organization. They were labeled as a Terrorist Group by the Rutian Government.

As of 2386, these problems have not been resolved. Ansata and the rest of the separatists are still at war with The Government of Halah and Stromherr. The resulting recent battles have turned the continent of Lumin into a large neutral area, where attacks are frequent and usually shifting in control of the two powers. Other than the ill-advised and misguided kidnapping of the Captain and CMO of the Enterprise, Rutians do not request nor want Federation involvement, though they still have a long and strong history of trading supplies back and forth.

As for the environmental impact, animals have suffered or adapted, and the land has several large plots where plants refuse to grow, and wildlife refuses to touch. The sky has turned into an ashy orange color, with nights so thick with clouds and a sort of smog that the stars are mostly invisible. The planet has turned into a war zone.


Rutians are the average Humanoid height and weight status, a bit denser than Humans but not by much. There are two unique traits that they have that sets them apart from other species, however. The most obvious would be that all the females have red hair with a dark streak on the right side of their hair, and males have dark hair with a gray streak on the right side as well. The other is that, while the rise of adrenaline makes most Humanoid eyes dilate a small amount, when intense enough, Rutian pupils will expand to encompass the entire eye, making them incredibly accurate at pinpointing things when scared. Whether or not they can act on it is really up to them.

They are a stubborn race that believe in duty, and have a strong work ethic. This trait is also world-wide, genetic, and whether they use it as a separatist or one who stands with unification, they believe in working to improve whatever it is that they are set on doing. Whether it be a social worker, soldier, or waiter, Rutians do whatever it is with pride, knowing that what they are doing is furthering their goal, their increase in worth, and continuing a sense of community and dignity. This is also what keeps their crime rate extremely low, and keeps them mostly on their planet, rather than venturing off, and away from their home and their duties to their family, to their respective people.

An advanced technological species, Rutians have warp capable vessels, however, have not used them in force for quite some time, as their war keeps them quite land bound. They will use transport shuttles, or modified shuttles with weapons or shoddy stealth systems when able, but their interest in deep space lessens as they continue fighting over the lives of the free and the oppressed.

Rutians believe in a set of Powers. These Powers have lessened over the last few thousand years, but the core six remain. They believe that these Powers bless them when they are born, and they should do work that encompasses what that particular Power values the most. In the past, they had a Seer who would look over the children and tell the parents what their child was blessed with, but as time and technology advanced, the children are thoroughly tested. It is a system that gives the government a good idea of what health the citizens are in. From that point on, they use what evidence has been extrapolated and use it to control the populace. It is noninvasive, but gives those clues and hints as to what that child is most proficient at. From there, they deign which Power smiled upon the child, and let the parents know. The Government sees it as a way to control the civilians under their command, but that is a very little known fact. It is a form of brainwashing mixed in with religious beliefs. In other words, the government figured out how to use their religion to their own benefit.

It may seem trivial, but this is actually one of the most important thing in the Rutian culture.

The Powers designate where each child is taught and how they are taught, the skill sets they are taught, and the jobs that they are given. The way each child is shaped, treated, and eventually, how they grow up. In the rare of event of the person failing in their duties, perhaps feeling that they do not fit the Power they were given, or do not honor their power correctly, the blame is not put with the tests, saying that they were simply identified incorrectly. The blame is put with the child or adult, for not properly honoring their Power, and will never reach Absolution, which is their name for a peaceful and fruitful afterlife.


There are six Powers that the Rutians believe in now: Life, Intellect, Mirth, Brawn, Sorrow, and Death. Three of these make up the majority of the Rutian population. Classes are separated for those of each power, and professions despite war times are in fair enough demand.

Those blessed by Intellect are first chosen for science, math, literature, and their like, and given the highest tutoring by those of like-minds (adults blessed by Intellect as well). When a family learns that they have a son or daughter that has been born blessed with Intellect, it is a lot like telling them that they will be the next Albert Einstein, to choose an archaic reference, and it is, overall, a very joyous and happy time. They are often educated by the government, and usually hired first by the government, having their names and skills listed before they are even old enough to walk. As it is rare to be born as one gifted with Intelligence (around 1% of the populace), they are in high demand, and even higher praised for their efforts when they succeed. They lead hard lives, and are expected to be experts in almost everything. The stress that the children are under from almost the time they could talk until they are fully grown adults is enough to ruin some people, but they are coveted as keepers of all knowledge, and highly sought after through all leagues of life, particularly when they become older. They are kept in the best health possible at all times, and are never sent out to fight in the war (on either side). When older, they are seen as sage guides, also just as indispensable as they were in youth. Regardless of age, they are not let go of easily.

Those blessed by the power of Mirth were given far more well-rounded educations, and make up roughly a little more than a third of the population. They are usually quite well-liked, despite the times of war, and have far less of a burden on their shoulders. Their jobs that they are expected to have are wide ranging, though they mostly are grounded in hosting, helping, or the friendly helping hand in any endeavor. They make fantastic leaders, and are most encouraging. They are versatile and - most importantly - allowed to be almost anything they wish, as long as they carry the hope in their hearts that is befitting one blessed such as they are. No one is ever unhappy when they have Mirth at their side.

The second largest group are those under Sorrow. They are also given more well-rounded classes and schedules and the pressure on them is far less than some of the others. Rather than their name suggests to those outside of Rutian Culture, Sorrow does not weep. They are far more grounded in reality than their Mirthful brethren, more often but not always taking such positions as morticians, messengers, scouts, and often placed in statistics and mathematical jobs. They are unafraid of breaking bad news, and usually pretty straight when it comes to comforting someone. They also are not really prized on being good at it. Nevertheless, Sorrow is a good companion to have, for they will always tell you the truth, because as far as life is concerned, wherever you are is likely as good as you will get.

Brawn is power, raw, but must be bridled appropriately, saddled into useful duties. Testing in children typically showed an unusually strong immune system and far more proficiency in the force sections of the brain than intellect based. Those who were born under this Power are given classes to make them intellectually efficient, but not necessarily the brightest. Their school is focused mainly upon precisely what they need to survive and be a competent adult, but also allows for much more moving room than the others. Most obviously their trajectory would be to enlist in the military, where they outnumber every other Power there 4 to 1. However, after their term within war is over, there are plenty of grunt jobs for them to continue their duty to the government. In general, it never hurts to have Brawn as a friend, but always is more painful the other way around.

The Power of Life makes up less than 1% of the population. They are extremely rare, and to have one is considered to be not only a blessing upon the child itself, but also a sign from the Powers Consulate that things will be better ahead. Those with the Power of Life are often categorized as being someone with an advanced sense of empathy, the drive, intuition, and finally, enough strength within their cortexes to support complex thinking. Within their classes they are taught all of the sensitive sides of life, all of the horrible parts of life, and taught that they must help the world, the people within it. Their religion takes precedence over governmental or sect orders, and Lifers are taught that no matter what the cause and no matter what the side, they must fight for life. It is their duty. Unsurprisingly, they are pressed to be doctors, and their amount of ambition and dedication have them advancing very quickly through. They must create life, sustain life, keep life in the delicate balance, for all of them to continue to reach Absolution.

Finally, the Power of Death. Despite the times, they are also exceedingly rare, also making up less than 1% of the population. It is also one of the more intense powers, like Life, that affect the entire family. It is said that families who give birth to one often abandon them, or treat them far differently than others. Those blessed by Death do not have families of their own. They are taught through specialized means and are encouraged to embrace their gift, their classes strenuous to the point of almost mind-breaking. There are very few of them, so few that smaller towns often do not have one born for decades, which is good, as those under the stigma of Death do not always stay balanced. It is for that reason that those children, along with Life and Intellect, are kept closely watched by the documenting government of people. Those with the blessing of Death have but one path, and that path usually does not make it past the age of 40, if they are very lucky. One thing is for certain - when one side of any war has Death on their side, the bloodshed they cause is unimaginable.

Teaching these classes for each Power is commonplace in cities, but the rarer Powers (Life, Intellect, and Death) sometimes have classes as small as one or two people in a year, thus cutting them off from much, but making them all the more focused upon their studies, which is, of course, the point. Mirth, Sorrow, and Brawn have far larger years, much like one might expect in a public schools in cities on other planets.

In smaller towns, villages, the Powers are still divided for their own education, however, they are divided in half that branch out as needed when they are older and specification gets more important. Mirth, Brawn, and Sorrow all have their general educational classes as youngsters together, Brawn leaving soon after they are able to develop muscles steadily without harming their bodies, Mirth departing from Sorrow in order to keep their spirit alive, and Sorrow having their own realistic life to look forward to. Since the other three are so rare, years, sometimes even decades, go by before they get more than one set Power that requires their own special tutoring.

As Rutians mature, and meet others of different Powers, it is almost as though they can sense what Power the other has, even if they are wearing no markers of it. It comes from general attitude, the duties they undertake, and they would say, the general...feeling about them. Each Power has their own faults, has their own joys to take forth, but every single one of them could point out with great accuracy who was blessed with what Power. And depending on who...or what they are, they can be met with laughter, awe, inspiration, or hatred, cold shoulders, fear.

But it was never their choice. Not really. The beauty of it all is that they will never know.

 Posted: Feb 1 2017, 05:12 PM
Evren + CST + 1096 posts


Class: M
Satellites: None
Gravity: 8.83 m/s/s
Radius: 5.923 km
Orbital Period: .8 Earth Years
Atmospheric Pressure: .98 atm
Main Inhabitants: Tandaran
Population: 11.5 Billion
24.6% Fresh Water
76.4% Land




Hostile: No
Physical: Chevron-shaped ridge between their eyebrows
Warp Capable: Yes (also known for their research in time travel and temporal mechanics)
Language: Tandaran, Standard
Architecture: Modern, sharp lines, tall buildings


Since the Tandaran-Suliban Cabal war ended over 200 years before the current date, relations have been relaxed, though not completely peaceful.

When the war began, Tandarans were questioning the loyalty of the Sulibans, who lived in the Tandar sector. After some Sulibans began to show signs of disloyalty to Tandar Prime—mostly through demonstrations—the Tandarans were convinced most Sulibans were no long loyal, and could create a rebellion. This was also a danger, since the Sulibans were unallied with any nation. Tandaran officials decided Sulibans were a danger to other Tandarans, and began to relocate them to various detention centers—similar to the Japanese internment camps of World War II—which were initially meant to be temporary. The war between Sulibans and Tandarans continued, and many years later, Sulibans were still waiting to be released. Conditions continued to improve for the most part, and finally, Tandarans apologized to the Suliban for the wrongdoing that had taken place. A peace treaty was also created between Tandarans and Sulibans, to prevent such a war from happening again. Despite the continued tension between Tandarans and Cabals, Tandar Prime was officially accepted into the United Federation of Planets in the 2320s.

Today, there are still tensions between the Tendarans and the Suliban Cabals, an interstellar terrorist organization that has existed for centuries. These are basically rogue Sulibans who decided to undergo genetic enhancement. They strongly believe that the Tendarans meant to exterminate the Sulibans, and though apologies were given, their opinion has not changed. Because of this, they are hostile toward the Tendarans, and continue to be today. This hostility has caused them to plan various attacks on Tendaran officials, something Sulibans condemn and consider wrong. This is the reason behind the attack on Demsas Kates, a Tendaran diplomat. Demsas has spoken openly against the activities of the Cabal, which made him one of their prime targets. A member of the Cabals was instructed to take him out while he was speaking to a group, but the attempt failed. They also desire to eliminate the members of the Tandaran government, most of all, the Tandaran Central Magistrate.


Tandaran culture is one of extremes. When they doing any sort of work-like task, Tandarans work extremely hard, and expect everyone to do the same. This does not necessarily imply that everyone does an equal share of work, but that whatever they are meant to do, they do it to the best of their abilities. This is why their research on time travel and temporal mechanics has progressed so well. They do not interact well with those who are not willing to pull their weight, and this is something that is instilled in Tandaran children at an early age. When they want to have fun and enjoy life, they do so to the fullest, separating themselves from their work for a little while. The entertainment district on Tandar Prime swells with people each night with people going to reconnect with one another. This is even common for those who have children, since arrangements are usually made for an adult to be present while their children sleep.

Like many societies, there are different “classes” with no distinct lines drawn. Working hard does not always equal success, and luck is not always present. However, Tandarans who find themselves as part of the more impoverished classes still work hard, always trying to improve their standing in Tandaran society. Both men and women work outside the home, and the degree to which they do is based on their profession and their choice. The average Tandaran couple usually has two or three kids, and having more than three is considered to be out of the ordinary. If both parents usually work outside of the home, there is always someone who stays with them to care for the children, mainly a family member. When Tandaran children are six years old, they begin to attend school. Each “district” on Tandaran Prime has its own school, in order to keep class sizes at a manageable level. Tandaran children and youth attend the same school for their entire elementary education, and most of the graduates go on to attend higher educational institutions. Due to Tandaran society’s emphasis on the research of sciences, most go on into research, though there are some who feel they are not suited for this.

Tandarans are all united by their loyalty to one another. It is what they consider to be the most important thing. Those who truly value loyalty would never go against one another, and if forced to choose between another species and their fellow Tandaran, it is not hard to guess what their choice would be. This also means that Tandarans never hand out their trust lightly, due to the high value placed upon it. And, conversely, when their trust is broken or loyalty is thrown aside, it is an insult to them, and it can never be regained.


Tandarans could be classified as vegetarians. Their normal diet mainly consists of fruits and vegetables.

 Posted: Feb 1 2017, 05:12 PM
Evren + CST + 1096 posts



Class: M
Satellites: Helvyr, Salyr
Gravity: 8.14m/s2
Radius: 6,052 km
Orbital Period: 1.1 Earth Years
Atmospheric Pressure: .95 atm
Main Inhabitants: Tavian
Population: 4.8 Billion
51.663% Fresh Water
48.337% Land


Lilfara, Salfol
Quet'no, Tevyar
Lliszah, Llafarsi


Hostile: No
Physical: Ridge on bridge of nose. Skin varies from pink to purple hues.
Warp Capable: No
Language: Tavnian :: Standard (limited)
Architecture: Low, sloped


The Tavnian homeworld boasts its landscapes, the artistic vacation for anyone needing it. However, despite this saying, there are very few 'tourists' who decide to go there. Many see it as being too dangerous, and mostly populated by people who do not understand Standard and haven't found the need for translators nor warp-capable ships, making transportation there difficult and at times, pricey, as well as the difficulty getting off it. Highly interested by the arts and its own economy, it is one of the wealthiest, independent planets that do not rely upon an alliance or trading route, although there are times where they have traded with Dopterians and Corvallens. The Corvallen by far are the risky route, however, and they have worked out a tentative agreement with the band of mercenaries, for planetary protection, occasional harbor, and some tradeable items.

Tavny is not under one planetary rule, nor do they want to be. Rather, they are separated by region of the planet, mostly taken up by their satellites - otherwise known as 'moons' - Helvr and Salyr, at a strangely irregular rotation, though seems not to be on the verge of collapse. The provinces have been divided, as each section has different governmental and survival needs than the rest. The soil seems to be receptive to planting of many outer-world imports, though that has been tried only once by a Terran Botanist.

Salfol is one of four main provinces. It is mostly desert, ranging thousands of kilometers on the western hemisphere. It's main city, Cilfara, is a sprawling, low city that ranges 602.1 square kilometers. It is well known for the most advanced and growing technological advancements, and is the hub of sciences and math. Their governmental type is that of constant deliberation and a final, collaborative decision. This is the same for all surrounding villages, to take model after their main city. There are breaks within the day for creative release, or rest. It has one of the fairest forms of government on the planet, and punishments and imprisonments are relatively soft in comparison to some of the more barbaric treatments elsewhere on the planet.

Tevyar is found on the lower eastern hemisphere and is covered mostly in plains, with hot 'summers' and heavy snowfall during 3/5ths of the year. Its city, Quet'no, is half unseen by those who have never been there, as it is underground. It's known as one of the leading areas in defense and, theoretically, offense, as none of their armies have attempted to siege much of anything in over two centuries. Due to the somewhat inhospitable nature of their landscape, being unbearably hot then changing to almost subzero temperatures, they have been known as being just as rough, personality-wise, as their terrain. Their harsh punishment system (chopping the hands off of thieves, eye for an eye treatment) has earned them the reputation as being 'as warm as the blood on their snow.'

Llafarsi is a smaller expanse, with the major city of Lliszah. It is the one port of artistic beauty, shunning electronics entirely to make way for a more 'natural' feel. For aspiring artists, Lliszah is a good place to go, and an 'all natural' substance feel. To the people of Tevyar and Salfol, these people are usually regarded as 'relatively simplistic,' however, the natives to this land wouldn't have it any other way. Most who come do not stay, but those who do often find themselves drawn to other areas of the vast dense forest areas, looking for peace and quiet. It has three basic seasons: Somewhat cold, warmer than cold, and warm.

Miri is dense and almost unlivable, though some have chosen to go there. It could fit Llafarsi within it at least four times over, and is one of the largest provinces, sweeping through the south western hemisphere and unstoppably through the east. Very few people live here, and it does not have a major city. All attempts to modernize this area have either been sunk, or ruthlessly attacked by the native wildlife.


Written records of Tavnians go back 300,000 years. However, it is in dispute if that race was truly Tavnian, or some race before them, as there seems to be a vast difference in the language barrier with little to no transition. Their skin is a pasty color, often in hues of absolutely pale white, and various pink and purple colors, with a bone protrusion upon their face that seems to serve no purpose, and at time, is 'shaved' through various means for personal expression. All Tavnians agree that it gives them a completely odd, off look, like shaving someone's eyebrows off.

Their architecture is low and sprawling. Such sayings as 'if these walls could talk' also have a unique twist among the buildings, as each individual wall has its own intricate story somewhere inlaid within it. This means that within a small village, there can be over 3,000 stories within the township. If this village or city has been attacked by any sort of outsider, been in any part of skirmish or battle, they will leave the battle scars so that their town can both ward away troublemakers, and also give a boost to inhabitants to show what they have survived.

While they are not warp capable, they are technologically advanced on their own planet, slowly but not overtly working toward that ability. While they aren't warp capable, they are advanced on land to almost the 22nd century Terran level. There is a major train network that travels between the main cities and several smaller ones that bypass the need for air travel.

There have been five wars in the last three centuries, there have been five wars, and if one was to watch statistics, they would see a massive jump in technological proficiency each time, only to almost plateau once the war was over. However, only one involved an interstellar enemy, and thus they have not focused terribly on becoming a more space-worthy civilization.

All belief systems and relationships are permitted, even encouraged, as long as they are not destructive. Their food varies from vegetarians to carnivores to everything in between, though cannibalism is still taboo. Some of it is indigestible by Human standards, though most of it is quite safe.

There are three major world-wide holidays, while the others are scattered throughout depending upon what each culture has decided to celebrate.


Outwardly, Tavnians are almost identical to humans but for the small bumpiness of their nose and eyeline (that can be removed, though it is a lengthy and odd process). The one thing that truly catches the eye however is their skin tone, which is off of Human's by a shade or two, and the degree does vary from province to province. Darker skinned Tavnians (purple to dark pinker shades) are usually from Tevyar and Llafarsi, whereas the lighter tones are typically found in Salfol, though not always. However, internally, if one were to give it a mere glance, it would seem that their internal organs within the torso are upside down and inverted. The heart beats on the opposite side of the chest, and the intestines above the stomach, performing slightly different duties than Humanoid systems.

The most talked about part of the Tavny race is that they have a certain set up concerning men and women. Upon birth, the husbands take the son, the wives take the daughters, and are considered their 'property.' This is not up for debate. If a single mother, or single father, has had the opposite gender, a suitable surrogate will be found, adopting the child as their own for the stay within the gender-singular group. These areas are blocked off from the public, secluded, and where the girls/boys are taught the very same lessons the others are taught, with exception of biology and societal rules for each gender. Men are taught to be more submissive, though they don't realize it, and women are taught to be more superior. This is enforced by all regions by law.

There is a fraction of the populations (around 10%) that is born with both female and male genitalia. These people are put in a separate facility in Salfol, and after they mature, are revered. They are placed higher on the scale than other, single gendered Tavnians, and are often looked to for guidance.

Growing up in a world where everyone was the same gender, be it pink, purple, or white, fat or skinny alike, had its advantages. As the years went by, the boys/girls grew very close within their habitat, a closed off area of their province, completely unaware of the other gender's existence. In the past, so many battles on the school yard were started, especially in later years, by boys about girls, and girls about boys, so they took that away entirely, insisting that it was an altogether better result for all.

Placement of parents and children vary by sector and by province. Some have the fathers/sons or mothers/daughters living in the same quarters the entire time, to having them separated after the major formative years (infant to seven years old) only to move them to a double or a quad with the same as their gender. This varies of course, based on the parent's wishes and what the area can provide.

There is a group who opposes such gender division, known as Benr'velok (or Way-Lighters). They are a protest group that will occasionally throw rotten food and sometimes entire carcasses at houses that have recently handed off their child to the respective wife or husband, and, very rarely, managing to make their way to the facilities that hold the children, and make a nuisance for the security there. Every so often they will make an attempt to deviate from the norm of their attacks and attempt to take a child from the possessing parent. This is usually done by a woman towards a male facility or a man at a woman's. As of 2386, there have only been four successful attempts.

This obviously strengthens gender bonds early on in life, and the Earthen term 'bros before hos' is just the same reversed (hos before bros). However, due to a certain cultural quirk they discover later on in life, the gender equality balance is obviously a bit off.

At sixteen years of age, the two genders are introduced to the world beyond their seclusion within their handlers, on one major holiday called Cyleen Tsuf (closest translation: Day of Unification) that correlates to the Earthen calender, August 06. There is a massive party where the 16 year olds are rejoined with their families and see all the genders. It is often a day spent with the family and neighbors, and the night with the opposite gender, to explore what they have not seen all of their lives.

The reaction to this day can vary between person to person, from shock to awe to betrayal and hurt. Sometimes all in one, for being lied to all of their lives and such a culture shock. It is not unheard of for the offspring to leave the home entirely and go out on their own, and this is accepted.

Immediately it is obvious why they are taught those differences. Mating and marriage is different in that men are considered the woman's possession. Men, in order to woo a lady, must convince her that they are worth her time in order to become wed. This can be a lengthy process, and the woman has ultimate veto power. This usually differs on female/female relationships and male/male relationships, however it is taught, socially, that one must be able to take charge and pursue the other, though it is not always an easy compromise between the two.

If the man manages to convince the woman to marry them (all genders included, keeping it simple for explanation's sake), they will be wed in a ceremony that involves hundreds of people, all with their own unique job and task for the union. If anyone feels that the groom has been dishonest, insincere, with any of his promises and 'wooing', they can challenge him at the ceremony.

Divorces are uncommon, but allowed under extenuating circumstances. One is if one of the partners is already wed, and the other is if abuse can be proved without a shadow of a doubt. While it may seem barbaric, the general consensus is that the marriage process is so complex, a divorce should not be necessary. However, if one's bond does take on a downward turn, a divorce is usually celebrated, as it creates much 'negative energy.'

The Benr'velok also oppose this gender division and wish that genders can partake in an equal balance of men and women. As time wears on, there are more people who join it, but are mostly looked on with distaste.

Travel from Tavny from natives is allowed if the person is single, without a mate. The most likely route is to try and convince a Dopterian to allow them transport. It is not recommended that anyone ride with Corvallens, but it is taken with their own risk. Should one be attached to someone else, however, they must either take them with them, or anull the marriage. Permanently if they have no intention on coming back, or simply put on hiatus until their return. If it is the man leaving, they must receive permission from the woman first if they wish to put it on a hiatus, or permanently if not (though it is extremely rare). If a woman is the one to leave, is simply stated that the man must wait for her return, whether or not she ever plans on coming back.

 Posted: Feb 1 2017, 05:13 PM
Evren + CST + 1096 posts



Class: M
Satellites: Rea, Sura
Gravity: Earth Norm
Radius: 6,999 km
Orbital Period: 1 Earth Years
Atmospheric Pressure: 1.6 atm
Main Inhabitants: Caitian
Population: 8 Billion
33% Water
67% Land



user posted image


Hostile: No
Physical: Covered in fur ranging from light tan to black. Large Manes. Average Height of 5'5" to 6'5"
Warp Capable: Yes
Language: Caitian :: Standard
Architecture: Varied based on the climate around the planet


Found in the alpha quadrant, this Federation race is on the only habitable planet in the Lyncis 15 solar system. Along with several other uninhabitable planets in the system orbiting a medium sized star, it has an asteroid belt around its outer rim, that houses all sorts of minerals that the Federation and any warp capable, space-worthy species could use. One important resource in particular is dilithium, of which they have a slight abundance, though mining in recent years has caused the numbers to go down. Orbiting the planet of Cait, or Ferasa as the natives call it, are two moons, so named Rea and Sura. Each have planetary defense systems that allow Cait to defend itself, through both their own need and with help from Federation resources.

Cait is a diverse but mostly warm planet, with continents spread out across its surface. Though much of its larger landmass has the likeness of plains, with tall grass and dry weather. At its coldest points there are no land masses, and what is not a dry, green and brown landscape is often quite tropical and green. Mountain ranges and trees can often be seen.

The main known capital of Cait is Mrowan, which is situated in one of the lush, green areas of Cait. It houses some of the best scientific research facilities on the planet. Festivals that celebrate the meaning of life and the simplicity of it are common, though there is one massive celebration that happens annually, to celebrate the birth of Caitians as a species. It lasts for seven days and is likely only controllable within the massive city due to the Caitians innate pacifistic nature.

The other two cities, Jikkssssik and Mr'ahnn, are found within the wide open plains area of their largest continent. They are known for their trade and bartering systems, as well as their agricultural advancements and protective programs. While more intense militaristic academic goals are met upon their moons, Jikkssssik and Mr'ahnn are good beginning places for those that wish to have a more defensive role in their culture.

Spread out around the continents are villages and clans of their own, large and small alike. These villages are often small, close knit and cooperative, with each member going off to their own plot of land to do whatever it is that they must do to help the clan as a whole. Their homes and buildings differ depending upon what clan, culture, and needs they feel must be met.


The history of the Caitians goes aways back, but it is known that one species became two, though closely bound together. Much like the Vulcans and the Romulans, Caitians and what later became known as the Kzinti (or Ferasan as they are sometimes known) got into what is called "The Great War" where the two battled, and the Kzinti eventually fractured off. The Caitians banished them to another world, to do as they saw fit, while the Caitians rebuilt what was left of their shattered world.

Hundreds of years later, as the Caitians and the Kzinti continued to live apart from one another, the Caitians began to fully form their pacifistic nature and clan communities upon their planet. Over time, their split from their more savage counterpart led to them making serious scientific advancements, to focus on clan commitment, and to lead a tenuous peaceful age for the Caitians. During this time, they joined the Federation and became loyal followers.

The last time that the Kzinti had formed a harder attack upon the Caitians was in 2331, when the combined effort of the Caitians and the Federation pushed them back, and since then have maintained a peace treaty. However, rogue Kzinti ships have been known to cause havoc across the skies, and both the Federation (due to the Kzinti attacks in the past, all of which were thwarted) and the Caitians keep an upon them and any chance that they might regroup and attempt to attack again. However, when the last war ended fifty years ago, the Kzinti were stripped of their ships and weapons, with the exception of policing vehicles to maintain the peace. Though it is likely that they regained much of what they lost before, it put a major dent into their conquering ways.

Despite their physical similarities to the Terran feline, their culture and traditions do not reflect the common association to the domesticated animal, and calling them such is considered to be a slur against a species. Rather than the constant references to the contrary, Caitians are very group-oriented, team players who are loyal, hard-working, and a courageous people. Though they are not much one for violence, when the time comes that they must defend or attack, they are fierce warriors. However, everyone in the clan has their place. Caitians are a more contemplative and slow race, rather than sporadic and rash, and when upon the battle field, their ferocity comes in the place of their advanced agility, speed, and intellect, rather than ability to overpower their enemy. Caitians are not overly strong.

Caitian's clans are diverse and are considered their own family, regardless of how large or small their clan might be. Rather than each clan being specifically good at one thing, clans welcome individuality and unique skills, intelligence, and talents to make up their group, so that each clan is balanced in all areas, and everyone pulls their weight equally so that they can function as a society. Caitians place a high value upon the clan community, each person pulling their weight. No clan is held above another clan, and no person is held above others within a clan. They are a very equal, balanced and fair species, and encourage those who embrace their individuality, as they feel they all must do. Eccentrics in their own field are looked upon favorably, as long as they add to the clan as a whole.

Most Caitians - around 85-95% of the population - are vegetarians. This means that there are the rare 5% of Caitians that may eat meat, but are typically not looked upon favorably, as Caitians are more interested in the nature and the balance of the situation rather than going and slaughtering animals to eat. While in the past they may have been taller, the diet of the Caitians has made them a smaller race over the course of time and evolution, typically hitting their average height at five foot five to six foot five. The females are known to be dainty and sinewy, while their male counterparts are often a bit larger boned, though not overly so. More often than not, it is as clear as night and day between females and males, even if their backs are turned.

Caitians have flexible fingers and an opposable thumb on each hand, while their feet have remained as paws, and their tails for balance. Each finger has retractable claws, but their feet always remain exposed. While it is possible for Caitians to purr, most do not do it once they reach puberty, choosing to purr only when around their chosen life-mate or children. However, their voices when spoken quietly may be mistaken for a purr, as their language very much resembles that of a low rolling sound, even while speaking Standard, due to their accent and the shape of their mouth, tongue, and vocal chords. Their own language makes it difficult for many Caitians to learn Standard, due to the phonetic sounds that differ.

Their fur ranges from light tan, to brown, to black, and many colors in between those spectrums. Most Caitians wear clothes, though in certain celebrations, it is common to see a Caitian naked. However, they are content to wear clothes and uniforms as usual. The only problem that most Caitians seem to have with garb - specifically the Starfleet uniform - are the shoes, however Starfleet allows them to go without shoes. When protection is necessary for the elements or disaster, Starfleet does have a modified shoe line modified specifically for their paws. Caitians need sleep, and are not known for pulling late hours. Typically, they like to sleep from nine to ten hours on average a night, which rests their active metabolism and reflexes.

There are five Caitian colonies, now Federation colonies, that were made around the time that Cait joined the Federation. Their population upon these colonies typically is the majority, but there are also a fair amount of Andorians, Humans, Tellarites, and Betazoids on them as well, as a rule. While they have moved away from their homeworld, they hold true to their old traditions. Typically moving with their clan (as Caitians dislike being without one), when moving to a new colony they hold fast to the old traditions so that their own culture will not be lost. Another trait to this is that they are a herd type of species, and dislike being ostracized from their people.

We at STRPG do not represent that this information is 100% canon. What we have done was taken everything we could from canon, sorted through the conflicting information, and utilized some Star Trek literature and a bit of Caitian fandom lore to create the above. This means that we know it may differ from each person's own personal canon for Caitians, however this is the canon for The Star Trek RPG. We hope you understand and enjoy. smile.gif
0 User(s) are reading this topic (0 Guests and 0 Anonymous Users)
0 Members:





| | | | RPG-D


APG | Maelstrom: You create the galaxy | | Sufficient Unto the Day | Preeminence: The galaxy is yours | A New Dawn: The galaxy is yours

| New Sith Brotherhood | FLAWED GENETICS | | Transformers Prime: Convergence |

Mutant Revolution Online MONSTRUM DIGITALIS