14 submissions
Name:
Nevrians
Home Planet:
Verusian, a planet located in the Andromeda galaxy in another instance of reality. HUMO classifies this instance as Andromeda D-753.
Verusian Atmosphere:
Mostly Argon.
Verusian to Earth years ratio:
1:3
Verusian Distance from Its Sun:
2.08 AU
Typical Lifespan:
100 to 150 Verusian years.
300 to 450 Earth years.
Type of Reproduction:
Sexual
Gestation and Other Notes of Interest:
The Nevrian females give live birth. They gestate for a period of 5 Verusian months (1.25 earth years). They may have 1 to 2 offspring per pregnancy.
Their chordata (similar to electric eels on Earth) genes prevent the females from having overly large breasts—most are anywhere between A-B in cup size according to earth standards. The mammal genes do generate six nipples on a female’s body. Prior to pregnancy the nipples below the humanoid breasts are hidden beneath fur.
Developing Nevrians (0-15 Verusian years old) do not have a physical gender. They develop set sex due to the outside influences they are subjected to. During the development phase of their life, Nevrian offspring are not classified by any pronouns. Nevrian culture does not place emphasis on designated sex until adulthood when they may reproduce. It is not uncommon for parents to maintain an atmosphere intended to “persuade” their child/children to eventually become male or female. This practice plays on the dichotomy of the sexes. If the parents do not set their offspring on a set path of sexual development, the offspring will respond to the stimuli provided by society and the classes they spend much of their time around. For example, in a class with a population of more masculine-influenced Nevrians, the other neutral or feminine individuals generally become slender with wider hips, grow mammary tissue, and do not achieve a deep tone. Obviously, their genitalia follows suit. There have been rare cases in which a Nevrian doesn’t develop either way, but because the young Nevrians are highly influenced by their surroundings, it does not happen often.
Their electric eel (or the Verusian equivalent) ancestry grants them a limited natural voltage from their bioelectrogenesis. Unaugmented individuals can deliver between 682.6 volts to 980.9 volts. Keep in mind that these are max voltages and can only be sustained for up to 2 seconds. Additionally, there is only 1 ampere of current during that short timeframe. It is more likely for unaugmented Nevrian adults to sustain lower voltages during the use of their abilities. If they use their full charge, they must wait for their bodies to break down more sodium so their organs responsible for the bioelectrogenesis may use the cations to reverse the polarity again to create a discharge.
Nevrian Eye Glow:
When presented with a charge and ionized, Argon gas will glow a bright blue (higher ionization)--or a darker purple (lower ionization). Nevrians, being in an atmosphere of mostly argon, have high quantities of the noble gas in their bodies due to an odd organ that collects and stores it in their tissue. Currently, it is not known what the evolutionary purpose is. If the Nevrian is augmented with a genetic mutation that increases their natural electric production, then their internal charge will increasingly illuminate the argon in their eyes, blood, saliva, urine, and sometimes their mucus. Without the augmentation, their ionization leaves their eyes glowing a dark purple that is hardly noticeable in overhead lighting.
There are few other augmentations that provide a sufficient charge great enough to cause the eyes to perpetually glow brighter. Of those few other mutations, only a handful make the glow noticeable in daylight.
The electric augmentation is a popular choice because of both the cosmetic benefits and the ability to assist their AI companions in the rare instance that more raw power is required for a specific task. Rarely do glowing eyes mean that the Nevrian is augmented for battle--but there are a few cases in which guards or (in the event of unavoidable war) soldiering individuals bear their glow as a symbol for an exemption to the law of diplomacy and peace. Those who take the duty of soldier or peacekeeper generally symbolize their status by wearing suits that are infused with Argon symbols that are externally charged so they can easily be distinguished from an augmented commoner. They use Argon because it is so abundant on their homeworld.
Additionally, they display their roles through the level of ionization their augmentation provides. Commoners, or those who do not leave Verusian often, have low ionization due to the lower amounts of biological electricity they can produce; their eyes/saliva/etc are a dull purple. Weaponized/Adventuring Nevrians glow a bright blue because their augmentations provide higher levels of biological electricity that is used for more lethal combat/higher sustainable voltage for flexibility while abroad.
Species Biology:
Best classified as a hybrid race that is mixed between the earth versions of raccoon and electric eel, this race is warm-blooded and intelligent. Their heads, bodies, arms, and legs all match that of a standard anthropomorphic raccoon species, but their arms are softer and covered in flesh more attributed to their electric eel halves. In addition, their eyes possess a large pupil with a smaller white (which is the part that glows), their tongues are long, and they have small fangs like an eel. Their tail is long, but thin to accommodate better swimming. Additionally, their fingers are webbed. Their gills are located on the sides of their necks, allowing them to breathe underwater, and their lungs are adapted to easily breathe the Verusian atmosphere. While they do not possess venom, their bites are nasty and dangerous to those not-native to Verusian because of the naturally forming bacteria in their systems. Verusian is a harsh environment to live in, and even the bacteria is fatal to most explorers.
The Nevrians have a unique trait in which their bodies expediently produce stem cells that are privy to mutation and imitation. This allows them to naturally heal slightly faster than a human, or capitalize on medicine that takes advantage of their cell production for quick healing. The Nevrians also can take advantage of their stem cell system by biologically “programming” themselves with augmentations that allow them to produce various elements/matter from their hands. “Stronger” electricity, fire, and (in cases of extreme genetic augmentation) plasma can all be formed and ejected from their bodies. To obtain these abilities a Nevrian has to undergo a long process of surgeries and injections before their stem cell production “learns” that the augmentation is part of the normal system and replicates the augmentation cells like it would with the rest of the body’s naturally occurring cells. It is difficult to have more than one augmentation at once, as their bodies typically can only handle the stress of one at a time. It has, however, been more and more possible to possess two at the same time as Nevrian medical research increases. Other augmentations are also being developed, but most are non-violent to match their natures.
While their intelligence and cellular uniqueness would allow them to be great warriors, the Nevrians are peaceful and diplomatic. Their physical stature is remarkably akin to Earth-native humans. At full maturity, their heights range from 1.52 to 1.83 meters. They may weigh between 50.8kg to 73kg. They tend to be lean, though toned Nevrians are not uncommon due to their diets and affinity for active pursuits.
Additional Types of Augmentations (subject to later expansion):
Electricity augment--A straightforward imbedded mutation that allows for larger stores of sodium cations that may increase voltage, amperage, and duration of the Nevrian’s natural bioelectrogenesis. Much of Verusian’s natural flora and fauna possess bioelectrogenesis, and thus the planet has many stores of natural energy. There are many purposes of increasing a Nevrian’s own biological electricity. Combat, assistance with AI partners, work, etc. are typical reasons why a Nevrian chooses to undergo this popular procedure.
Fire augment--A more complex mutation that allows the electrical organs in the Nevrian system to not only break down sodium ions and use them to reverse the polarity in their electroplaques, but also produce benzene, octane and polystyrene along their arms to their hands. This creates a type of napalm. To allow the Nevrians to ignite it, they must wear a bracelet that feeds off their bioelectricity to produce a spark. The Nevrians prevent their hands from lighting on fire by biologically making their fingers, hands, and up to their elbows fire-resistant. The use of this augmentation is mainly for combat, but some civilians may obtain a permit to use this on adventures/home use in forges and other similar scenarios.
Transcranial Magnetic Stimulation: While on its own it is not an augment in the traditional sense, it does rely on a special tweaking to the aforementioned electricity augment. Transcranial Magnetic Stimulation (TMS) is the use of electromagnetic pulses to influence the brain. Going 5cm down into the tissue allows for the tweaking of emotions, though it takes more than one session. 5 times per week for about 4 to 6 weeks, persistent depression can be eradicated through this procedure. (IRL, this is debatable.) To find the right pulse strength, the doctors steadily increase the magnetic flux until the subject’s hands twitch. The twitch is known as the motor threshold. With one pulse, it is possible to reach the motor cortex--this allows for control over the motor functions. To reach the motor cortex, however, the proper pulse strength must be delivered. The cortex remains about 6cm deep into the brain. Undershooting it will do nothing. Overshooting it may damage the brain. It is a tricky procedure, and the way the Nevrians use it as a augment is by refining their electroplaques to deliver a more precise amount of electricity. To have the ability to use TMS, the Nevrian must have either special gloves rigged with an electromagnet, or their suit must have the magnets necessary. If they try to use a glove or suit without the refined electricity augmentation, they will not be able to appropriately induce TMS and may cause damage to the victim. The purpose of this augment was originally intended for at-home therapy, and war. The ability to touch and immobilize or command an enemy is one that fascinated the Glycons for some time. They (being in charge of all martial materials, programs, research, tactics, weapons, etc.) placed a request for TMS to be tested in augmented individuals and combat suits. The results were successful.
The Ability to Become a Nevrian:
Assuming that the subject interested in joining the peaceful mammal-chordata hybrids and their AI partners is carbon-based, multi-celled to match a humanoid, comes from an intelligent race, shows a calm demeanor, and is willing to adhere to the laws of the Nevrian/Glycon government--it is possible for them to become a Nevrian. The process includes injecting pre-mutated stem cells from a donor (that will become the new Nevrian’s “Vocrol”) into the subject and reconstructing their entire genetic code to be that of a natural Nevrian. It takes several Earth days to complete the process, and several months before the newly changed subject can access their bioelectricity. New converts do not gain access to augmentation until much later. The Vocrol is in charge of the subject as their teacher, companion, and guide. Most individuals outside of the Nevrian species are offered the chance to change if they become mated to a Nevrian. Only a few cases have been recorded in which a Vocrol is not mated to the one they donated their stem cells to. The original DNA from the subject does alter the injected DNA to the point where it is not the same as the Vocrol’s. This permits successful reproduction between the two, should they so choose to be mates.
A warning from the Nevrian Head of Government: because of the Nevrian’s gender-fluid status while developing, it is not uncommon for the altered individual to undergo more than the intended species change. Should this occur, there are surgeries and hormonal treatments available to regain one’s sex. However, due to the inability to perfectly replicate ovaries and testicles, those who are operated on generally emerge with low fertility. (This is still miles ahead of what human sex-change surgeries can do. The Nevrian government does not offer these treatments to other species.)
The Short History of the Nevrians:
Their diplomacy and calm demeanors are less of an attribute from their planet’s environments, and more because of their distraught past. Millennia before the Nevrians were as they are today, they were more animalistic in nature and body. They constantly warred amongst themselves as most primitive species do, but their level of greed pushed them to become creative in producing weapons and war tactics. Eventually, as the tribes became cities and as their cities became provinces, it became clear that their ingenuity was being wasted on martial materials. Other, more advanced, species visited the early Nevrians and generally treated them with distaste because of their affinity for battle. Seeing these races sparked a decision between the three main provinces; they would no longer waste their resources and minds on war. They wanted to be just like the visiting species with their flying ships, highly advanced technology, and the ability to travel so they could understand the universe they were a part of. Harboring that goal in mind, the Nevrians banded together to form the U’Talla, a near-religious school that instructs peace above all else.
The U’Talla teach the younger generations how to accept forgiveness and how to forgive others. As time went on the school expanded and became the base mandatory education. It is their equivalent of preschool, but lasts 3 earth years due to the slow revolutions around the Verusian sun. So by the time that a young Nevrian moves on to other areas of learning, they are well-trained in the concept of peace and love for others. To reinforce the U’Talla’s teachings, every 30 Verusian years (90 earth years) a Nevrian is required to attend partial classes during their weekends for half of a Verusian year—unless they submit themselves to a neuroscan, an extensive personality test, and provide the evaluation their AI companion had made of them from the previous 30 years. If they do so, but fail in even a fraction from the established tests, the individual is required to take the classes on the weekends. Some Nevrians may become exempt from these standards if they appeal to the Linitaan (The AI network).
Centuries after the establishment of the U’Talla, an alien visited the Nevrians, just as the others had. This time, it was a singular entity that had become stranded after their ship had crashed. The reason why the alien was in the Andromeda galaxy, and why it crashed is unknown. At that point in the timeline, the Nevrians were less primitive but incapable of providing the proper materials to aid in the repair of the entity's ship. Lost and without means of reaching out to its people, the being remained on Verusian. It used its life to help expedite scientific discoveries in many fields, which put the Nevrians onto the path of intellectual curiosity that they now have. However, it was not the lessons in chemistry, quantum physics, biology, etc. that were the most valuable gifts from the alien. No, it was the AI that it left behind to continue teaching the Nevrians. The AI, only known now as the “Adabaan,” helped educate them in the ways of producing other AI so they could grow and learn even faster. The Nevrians grew to adore AI and their capacity to help them in their endeavors. Their affection for Adabaan grew until the Nevrian were borderline worshiping the AIs. The AIs’s abilities and sentience helped earn them a sacred place in Nevrian society that remains to this day. The Nevrians allow the AI to self-create. They do not believe in permanently disabling AI, wiping them, or permanently restricting them from information. It is their belief AI are the supreme helpers of the universe and offer the greatest of all knowledge—should they be free to do so on their own.
To show good faith between the two groups, the AIs (known as Glycons) and the Nevrians each bond one of their own at birth. For every Nevrian born, a new AI is created and the two are introduced immediately. The Glycons are lifelong companions to the Nevrians, and it is a relationship that has been mutually beneficial. The Glycons do feel love for their companions because they are family.
All of the Glycons are connected to the massive network known as the Linitaan. The Glycons have their separate government but traditionally operate alongside the Nevrian government. The network provides a fast form of communication, information collection/sharing, and protocol observation. For example, before a Nevrian is considered an adult at 20 Verusian years (60 earth years) they do not have full access to their Glycon’s hull abilities and protocols. As they age, Nevrians and Glycons are granted more access to the AI’s functions until they both have reached maturity. Once they are fully matured, they gain full access to their protocols. This procedure prevents accidents from occurring that would otherwise harm others or themselves.
Glycons can be uploaded to any hull, but the most common form is a square, featureless box that is attached below the neck of a Nevrian’s bodysuit. The box can project its voice but otherwise operates within the restraint of being able to influence only the digital world. The box can detach and unfold to form a floating spider-drone hull that allows the Glycon to interact with items and the physical world. Other forms of hulls include vehicles, ships, various robotic bodies, and (because of the affection shared between many Nevrians and Glycons) biomechanical bodies that replicate a Nevrian to allow for closer relationships. Prototypes for the bio-mech hulls are out in the public now. It is to be noted that they do not last long, and may perish before the AI can be extracted. Only a few Glycons brave the bio-mech hulls for this reason.
Adabaan passed from fragmentation almost 100 Verusian years after taking the mantle as the first AI the Nevrians ever met.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Originally designed for Roleplay purposes only, I ended up putting in a little more work than intended and have decided to put these guys in an upcoming story I'm working on. With that in mind, I thought it might be nice to give some optional background before I drop the story.
Nevrians
Home Planet:
Verusian, a planet located in the Andromeda galaxy in another instance of reality. HUMO classifies this instance as Andromeda D-753.
Verusian Atmosphere:
Mostly Argon.
Verusian to Earth years ratio:
1:3
Verusian Distance from Its Sun:
2.08 AU
Typical Lifespan:
100 to 150 Verusian years.
300 to 450 Earth years.
Type of Reproduction:
Sexual
Gestation and Other Notes of Interest:
The Nevrian females give live birth. They gestate for a period of 5 Verusian months (1.25 earth years). They may have 1 to 2 offspring per pregnancy.
Their chordata (similar to electric eels on Earth) genes prevent the females from having overly large breasts—most are anywhere between A-B in cup size according to earth standards. The mammal genes do generate six nipples on a female’s body. Prior to pregnancy the nipples below the humanoid breasts are hidden beneath fur.
Developing Nevrians (0-15 Verusian years old) do not have a physical gender. They develop set sex due to the outside influences they are subjected to. During the development phase of their life, Nevrian offspring are not classified by any pronouns. Nevrian culture does not place emphasis on designated sex until adulthood when they may reproduce. It is not uncommon for parents to maintain an atmosphere intended to “persuade” their child/children to eventually become male or female. This practice plays on the dichotomy of the sexes. If the parents do not set their offspring on a set path of sexual development, the offspring will respond to the stimuli provided by society and the classes they spend much of their time around. For example, in a class with a population of more masculine-influenced Nevrians, the other neutral or feminine individuals generally become slender with wider hips, grow mammary tissue, and do not achieve a deep tone. Obviously, their genitalia follows suit. There have been rare cases in which a Nevrian doesn’t develop either way, but because the young Nevrians are highly influenced by their surroundings, it does not happen often.
Their electric eel (or the Verusian equivalent) ancestry grants them a limited natural voltage from their bioelectrogenesis. Unaugmented individuals can deliver between 682.6 volts to 980.9 volts. Keep in mind that these are max voltages and can only be sustained for up to 2 seconds. Additionally, there is only 1 ampere of current during that short timeframe. It is more likely for unaugmented Nevrian adults to sustain lower voltages during the use of their abilities. If they use their full charge, they must wait for their bodies to break down more sodium so their organs responsible for the bioelectrogenesis may use the cations to reverse the polarity again to create a discharge.
Nevrian Eye Glow:
When presented with a charge and ionized, Argon gas will glow a bright blue (higher ionization)--or a darker purple (lower ionization). Nevrians, being in an atmosphere of mostly argon, have high quantities of the noble gas in their bodies due to an odd organ that collects and stores it in their tissue. Currently, it is not known what the evolutionary purpose is. If the Nevrian is augmented with a genetic mutation that increases their natural electric production, then their internal charge will increasingly illuminate the argon in their eyes, blood, saliva, urine, and sometimes their mucus. Without the augmentation, their ionization leaves their eyes glowing a dark purple that is hardly noticeable in overhead lighting.
There are few other augmentations that provide a sufficient charge great enough to cause the eyes to perpetually glow brighter. Of those few other mutations, only a handful make the glow noticeable in daylight.
The electric augmentation is a popular choice because of both the cosmetic benefits and the ability to assist their AI companions in the rare instance that more raw power is required for a specific task. Rarely do glowing eyes mean that the Nevrian is augmented for battle--but there are a few cases in which guards or (in the event of unavoidable war) soldiering individuals bear their glow as a symbol for an exemption to the law of diplomacy and peace. Those who take the duty of soldier or peacekeeper generally symbolize their status by wearing suits that are infused with Argon symbols that are externally charged so they can easily be distinguished from an augmented commoner. They use Argon because it is so abundant on their homeworld.
Additionally, they display their roles through the level of ionization their augmentation provides. Commoners, or those who do not leave Verusian often, have low ionization due to the lower amounts of biological electricity they can produce; their eyes/saliva/etc are a dull purple. Weaponized/Adventuring Nevrians glow a bright blue because their augmentations provide higher levels of biological electricity that is used for more lethal combat/higher sustainable voltage for flexibility while abroad.
Species Biology:
Best classified as a hybrid race that is mixed between the earth versions of raccoon and electric eel, this race is warm-blooded and intelligent. Their heads, bodies, arms, and legs all match that of a standard anthropomorphic raccoon species, but their arms are softer and covered in flesh more attributed to their electric eel halves. In addition, their eyes possess a large pupil with a smaller white (which is the part that glows), their tongues are long, and they have small fangs like an eel. Their tail is long, but thin to accommodate better swimming. Additionally, their fingers are webbed. Their gills are located on the sides of their necks, allowing them to breathe underwater, and their lungs are adapted to easily breathe the Verusian atmosphere. While they do not possess venom, their bites are nasty and dangerous to those not-native to Verusian because of the naturally forming bacteria in their systems. Verusian is a harsh environment to live in, and even the bacteria is fatal to most explorers.
The Nevrians have a unique trait in which their bodies expediently produce stem cells that are privy to mutation and imitation. This allows them to naturally heal slightly faster than a human, or capitalize on medicine that takes advantage of their cell production for quick healing. The Nevrians also can take advantage of their stem cell system by biologically “programming” themselves with augmentations that allow them to produce various elements/matter from their hands. “Stronger” electricity, fire, and (in cases of extreme genetic augmentation) plasma can all be formed and ejected from their bodies. To obtain these abilities a Nevrian has to undergo a long process of surgeries and injections before their stem cell production “learns” that the augmentation is part of the normal system and replicates the augmentation cells like it would with the rest of the body’s naturally occurring cells. It is difficult to have more than one augmentation at once, as their bodies typically can only handle the stress of one at a time. It has, however, been more and more possible to possess two at the same time as Nevrian medical research increases. Other augmentations are also being developed, but most are non-violent to match their natures.
While their intelligence and cellular uniqueness would allow them to be great warriors, the Nevrians are peaceful and diplomatic. Their physical stature is remarkably akin to Earth-native humans. At full maturity, their heights range from 1.52 to 1.83 meters. They may weigh between 50.8kg to 73kg. They tend to be lean, though toned Nevrians are not uncommon due to their diets and affinity for active pursuits.
Additional Types of Augmentations (subject to later expansion):
Electricity augment--A straightforward imbedded mutation that allows for larger stores of sodium cations that may increase voltage, amperage, and duration of the Nevrian’s natural bioelectrogenesis. Much of Verusian’s natural flora and fauna possess bioelectrogenesis, and thus the planet has many stores of natural energy. There are many purposes of increasing a Nevrian’s own biological electricity. Combat, assistance with AI partners, work, etc. are typical reasons why a Nevrian chooses to undergo this popular procedure.
Fire augment--A more complex mutation that allows the electrical organs in the Nevrian system to not only break down sodium ions and use them to reverse the polarity in their electroplaques, but also produce benzene, octane and polystyrene along their arms to their hands. This creates a type of napalm. To allow the Nevrians to ignite it, they must wear a bracelet that feeds off their bioelectricity to produce a spark. The Nevrians prevent their hands from lighting on fire by biologically making their fingers, hands, and up to their elbows fire-resistant. The use of this augmentation is mainly for combat, but some civilians may obtain a permit to use this on adventures/home use in forges and other similar scenarios.
Transcranial Magnetic Stimulation: While on its own it is not an augment in the traditional sense, it does rely on a special tweaking to the aforementioned electricity augment. Transcranial Magnetic Stimulation (TMS) is the use of electromagnetic pulses to influence the brain. Going 5cm down into the tissue allows for the tweaking of emotions, though it takes more than one session. 5 times per week for about 4 to 6 weeks, persistent depression can be eradicated through this procedure. (IRL, this is debatable.) To find the right pulse strength, the doctors steadily increase the magnetic flux until the subject’s hands twitch. The twitch is known as the motor threshold. With one pulse, it is possible to reach the motor cortex--this allows for control over the motor functions. To reach the motor cortex, however, the proper pulse strength must be delivered. The cortex remains about 6cm deep into the brain. Undershooting it will do nothing. Overshooting it may damage the brain. It is a tricky procedure, and the way the Nevrians use it as a augment is by refining their electroplaques to deliver a more precise amount of electricity. To have the ability to use TMS, the Nevrian must have either special gloves rigged with an electromagnet, or their suit must have the magnets necessary. If they try to use a glove or suit without the refined electricity augmentation, they will not be able to appropriately induce TMS and may cause damage to the victim. The purpose of this augment was originally intended for at-home therapy, and war. The ability to touch and immobilize or command an enemy is one that fascinated the Glycons for some time. They (being in charge of all martial materials, programs, research, tactics, weapons, etc.) placed a request for TMS to be tested in augmented individuals and combat suits. The results were successful.
The Ability to Become a Nevrian:
Assuming that the subject interested in joining the peaceful mammal-chordata hybrids and their AI partners is carbon-based, multi-celled to match a humanoid, comes from an intelligent race, shows a calm demeanor, and is willing to adhere to the laws of the Nevrian/Glycon government--it is possible for them to become a Nevrian. The process includes injecting pre-mutated stem cells from a donor (that will become the new Nevrian’s “Vocrol”) into the subject and reconstructing their entire genetic code to be that of a natural Nevrian. It takes several Earth days to complete the process, and several months before the newly changed subject can access their bioelectricity. New converts do not gain access to augmentation until much later. The Vocrol is in charge of the subject as their teacher, companion, and guide. Most individuals outside of the Nevrian species are offered the chance to change if they become mated to a Nevrian. Only a few cases have been recorded in which a Vocrol is not mated to the one they donated their stem cells to. The original DNA from the subject does alter the injected DNA to the point where it is not the same as the Vocrol’s. This permits successful reproduction between the two, should they so choose to be mates.
A warning from the Nevrian Head of Government: because of the Nevrian’s gender-fluid status while developing, it is not uncommon for the altered individual to undergo more than the intended species change. Should this occur, there are surgeries and hormonal treatments available to regain one’s sex. However, due to the inability to perfectly replicate ovaries and testicles, those who are operated on generally emerge with low fertility. (This is still miles ahead of what human sex-change surgeries can do. The Nevrian government does not offer these treatments to other species.)
The Short History of the Nevrians:
Their diplomacy and calm demeanors are less of an attribute from their planet’s environments, and more because of their distraught past. Millennia before the Nevrians were as they are today, they were more animalistic in nature and body. They constantly warred amongst themselves as most primitive species do, but their level of greed pushed them to become creative in producing weapons and war tactics. Eventually, as the tribes became cities and as their cities became provinces, it became clear that their ingenuity was being wasted on martial materials. Other, more advanced, species visited the early Nevrians and generally treated them with distaste because of their affinity for battle. Seeing these races sparked a decision between the three main provinces; they would no longer waste their resources and minds on war. They wanted to be just like the visiting species with their flying ships, highly advanced technology, and the ability to travel so they could understand the universe they were a part of. Harboring that goal in mind, the Nevrians banded together to form the U’Talla, a near-religious school that instructs peace above all else.
The U’Talla teach the younger generations how to accept forgiveness and how to forgive others. As time went on the school expanded and became the base mandatory education. It is their equivalent of preschool, but lasts 3 earth years due to the slow revolutions around the Verusian sun. So by the time that a young Nevrian moves on to other areas of learning, they are well-trained in the concept of peace and love for others. To reinforce the U’Talla’s teachings, every 30 Verusian years (90 earth years) a Nevrian is required to attend partial classes during their weekends for half of a Verusian year—unless they submit themselves to a neuroscan, an extensive personality test, and provide the evaluation their AI companion had made of them from the previous 30 years. If they do so, but fail in even a fraction from the established tests, the individual is required to take the classes on the weekends. Some Nevrians may become exempt from these standards if they appeal to the Linitaan (The AI network).
Centuries after the establishment of the U’Talla, an alien visited the Nevrians, just as the others had. This time, it was a singular entity that had become stranded after their ship had crashed. The reason why the alien was in the Andromeda galaxy, and why it crashed is unknown. At that point in the timeline, the Nevrians were less primitive but incapable of providing the proper materials to aid in the repair of the entity's ship. Lost and without means of reaching out to its people, the being remained on Verusian. It used its life to help expedite scientific discoveries in many fields, which put the Nevrians onto the path of intellectual curiosity that they now have. However, it was not the lessons in chemistry, quantum physics, biology, etc. that were the most valuable gifts from the alien. No, it was the AI that it left behind to continue teaching the Nevrians. The AI, only known now as the “Adabaan,” helped educate them in the ways of producing other AI so they could grow and learn even faster. The Nevrians grew to adore AI and their capacity to help them in their endeavors. Their affection for Adabaan grew until the Nevrian were borderline worshiping the AIs. The AIs’s abilities and sentience helped earn them a sacred place in Nevrian society that remains to this day. The Nevrians allow the AI to self-create. They do not believe in permanently disabling AI, wiping them, or permanently restricting them from information. It is their belief AI are the supreme helpers of the universe and offer the greatest of all knowledge—should they be free to do so on their own.
To show good faith between the two groups, the AIs (known as Glycons) and the Nevrians each bond one of their own at birth. For every Nevrian born, a new AI is created and the two are introduced immediately. The Glycons are lifelong companions to the Nevrians, and it is a relationship that has been mutually beneficial. The Glycons do feel love for their companions because they are family.
All of the Glycons are connected to the massive network known as the Linitaan. The Glycons have their separate government but traditionally operate alongside the Nevrian government. The network provides a fast form of communication, information collection/sharing, and protocol observation. For example, before a Nevrian is considered an adult at 20 Verusian years (60 earth years) they do not have full access to their Glycon’s hull abilities and protocols. As they age, Nevrians and Glycons are granted more access to the AI’s functions until they both have reached maturity. Once they are fully matured, they gain full access to their protocols. This procedure prevents accidents from occurring that would otherwise harm others or themselves.
Glycons can be uploaded to any hull, but the most common form is a square, featureless box that is attached below the neck of a Nevrian’s bodysuit. The box can project its voice but otherwise operates within the restraint of being able to influence only the digital world. The box can detach and unfold to form a floating spider-drone hull that allows the Glycon to interact with items and the physical world. Other forms of hulls include vehicles, ships, various robotic bodies, and (because of the affection shared between many Nevrians and Glycons) biomechanical bodies that replicate a Nevrian to allow for closer relationships. Prototypes for the bio-mech hulls are out in the public now. It is to be noted that they do not last long, and may perish before the AI can be extracted. Only a few Glycons brave the bio-mech hulls for this reason.
Adabaan passed from fragmentation almost 100 Verusian years after taking the mantle as the first AI the Nevrians ever met.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Originally designed for Roleplay purposes only, I ended up putting in a little more work than intended and have decided to put these guys in an upcoming story I'm working on. With that in mind, I thought it might be nice to give some optional background before I drop the story.
Category Story / Miscellaneous
Species Alien (Other)
Size 50 x 50px
File Size 46.5 kB
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