Thaniifarri- The Remnants

Discussion in 'Approved' started by Dekerrex, Jul 23, 2017.

  1. Dekerrex

    Dekerrex Aberrant Serpent Ex-Staff Gold Donator

    Jun 26, 2017
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    Thaniifarri: The Remnants.
    Written by: @Dekerrex

    The survivors of a once great backwards civilization of faith honor and mysticism. Shape shifting refugees from a fallen world.

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    Undas’Hiith (“Underworld”)
    Mass: 6.2706e+24 kg
    Radius: 6022 km
    Gravity: 10.01m/s2
    Orbital Period: 657
    Surface Area: 299.5 million km2
    Avg Surface Temperature: -44℃
    Avg Atmospheric Pressure: 0.971 ATM
    Satellites: None
    Type: Anchor Planet
    ECF: 2-4 depending on location.
    Location: Andromeda

    Undas’Hiith is a frigid planet somewhat smaller than earth, but with greater density and higher gravity. Although life on the planet is old, the glaciation is very new. 345 million years ago, the planet was much closer to its star and far more tropical. Sea levels were at their highest and dry land consisted of the peaks of mountains, where only fungus-like organisms grew. Much of the ocean was shallow and was a rainforest of a reef where the majority of life flourished. At this time the earliest ancestors of the Remnants, Thaniiforms, were first appearing in the colder deeper waters.

    80 million years ago, a comet hit the planet, pushing it away from the sun and destroying the sensitive reef ecosystems in a cataclysmic mass extinction event. The planet eventually settled in its new orbit, but it was on the farthest edge of its sun’s goldilocks zone. Liquid water was not to last long. As the planet cooled and sea levels dropped, the deep sea Thaniiforms were forced into shallow pools, and eventually slithered onto land with new types of Fractal Organisms colonizing the land and photosynthesizing, taking the role of the vast algal forests of old. 50 million years ago, the worm-like Thaniiforms experienced an adaptive radiation. This radiation lead to the two new “animal” life forms on the planet: The soft bodied Neothaniiforms and armoured Arathofarri, both clades dominating the land.

    14 million years ago, Neothaniiforms began evolving into forms similar to what you see today, and the Arathofarri had grown gigantic thanks to their hard exoskeletons. Around this time, the first and only ice age began. During the winter, Glaciation crept down to the tropics, and did not recede by the time the sun returned. The increased Ice began reflecting the sun’s heat, causing glaciation to increase as the world could not absorb heat like it once did. The yearly drop in global temperature began killing off the second coming of species at amazing rates. By 2 million years ago, only the Neothaniforms and the Arathofarri survived, calling upon their ancestral adaptations against the sheer cold. The Fractal plants died out, and in their place, extremophile bacteria colonies continuing to photosynthesize, generating massive slime-mold structures that became the new “plant” life. The Neothaniiforms and Arathofarri had another adaptive radiation as millions of niches across the globe were left open, one such niche was the role of a cooperative hunter. Primitive Thaniifarri came from this species.

    Undas’Hiith’s Snowball period has caused geographical changes unparalleled. Where most of the world were scattered archipelagos and plains, now only Tundra on a vast supercontinent remains. A global ocean resides under miles of ice, kept slightly warmer only from the help of geothermal vents. These warm spots create pockets of sea water dotting the tundra. These pockets are epicenters of life as Slime Mold colonies hold nutrients in a sort of ice-based soil, and the food chain continues from there. Different species call the permafrost home, with sturdy roots dug deep into the ice to reach the minerals below, but must supplement their diet, for they do not get as much nutrients as one would the sea, thus the terrestrial forests consist of predator molds that ensnare prey that gets too close. Life also clings onto the volcanic fissures that, although rare, provide enough heat to melt the ice around them, creating large pools of fresh water teaming with planktonic life so thick it would feel like syrup to the touch.

    A nude adult Remnant to display default anatomy
    Averages (Mature)
    Height: 2-3 meters
    Length: 4-6 meters
    Weight: 90-160 kg
    Diet: Facultative Carnivore
    Running speed: 32kph
    Clutch Size: 1 egg per gestation cycle
    Lifespan: Approximately 300 years, with rare cases exceeding the maximum.

    Thaniifarri, referred to as Remnants by most, are strange anatomically compared to other realspace species. Their bodies are vaguely humanoid, containing serpentine aspects that corrupt their posture with long lithe limbs dangling from them. Even more bizarre though, their skin seems to be mostly transparent, allowing one to see particles and fluids circulating underneath. An oddball among organics.

    Solid Structures
    Their bodies lack any real bones, and instead use a thick compressible skin and cartilage to provide most of their support. The only true calcified structures in their entire body is their facial plate, jaws, claws, and bladed tip of their tail.

    The facial plate and jaws have joints at several locations that allow them to open their mouths extremely wide and maneuver food inside their mouth. The rods that make up their jaws are thick and lined with sharp recurving protrusions functioning as teeth.

    What separates the facial plate from true skulls is the lack of any internal bone mass or cranium. The structure is just curved sheaths of bone connected at various locations. Despite the lack of cranium, the brains still reside behind the facial plate and down the back of the neck.

    Remnants and their relatives are soft bodied, lacking a true endoskeleton or exoskeleton. To support their weight, they instead rely on a thick leathery skin membrane and hydraulic flow of sigma. Their skin is a few centimeters thick and is relatively soft to the touch. While very flexible, their skin functions like a non-newtonian fluid when under severe stress: strengthening and thickening to provide structural support, though will shatter if the stress proves too much.

    Underneath this skin are several litres of sigma in a fluid from, circulating throughout the body along with their clear blue hemocyanin blood. The fluid sigma provides a replacement for a number of bodily functions, ranging from nutrient and fluid transport, to providing strength in the absence of muscles. When a Remnant needs to exert strength, sigma will build up near the joints that they're currently stressing, and the fluid pressure will push against the joint until the action the Remnant is trying to do is completed, from simply bending their knee to hauling heavy armour.

    Not all organs are replaced by this sigma, as Remnants still have heart lungs and a digestive tract, but not like you or I. Dual hearts pump blood through book lungs, then pumping the oxygen enriched cells into the sigma matrix to feed the body. Meanwhile, a long stomach runs the length of their body, from the base of the pectorals to the edge of their chest, recurving into a long looping intestinal tract. The stomach is large, cavernous, and contains a powerful 0.4pH stomach acid. The Remnant digestive system is designed to squeeze as much nutrients as possible, resulting in food staying in the body for long periods of time with very little waste material being produced. Waste is excreted in a gaseous form along pores on their back, sometimes creating a smoky cloud when in higher amounts. Most waste consists of excess toxins and minerals that the body cannot process or has too much of.

    Undas’Hiith is a very cold planet, reaching above freezing only in certain areas during the long summer days. With such extreme cold being normal, water inside bodies must be prevented from turning to ice else the organism may die. As stated in homeworld, Remnants and their kin contain an organic antifreeze protein that flows through the sigma in their bodies keeping water in a liquid state. Ironically, Remnants also cannot get too hot either. They are considered warm blooded because of a strict homeostasis regime inside their bodies that tries to maintain core temperature at approximately 4℃. Tentacles on the back of the head are long and thin, which allows heat to escape easily into the environment from the sigma flowing through them. If a remnant’s core body temperature exceeds 26℃, they risk their bodies melting. Melting can occur in a number of ways, such as over exertion in a warmer environment, or being in a too-warm environment as whole. If the excess body heat cannot leach out quickly enough, melting will occur.

    Sigma Cells
    The Sigma cell is a trademark adaptation of life on Undas’Hiith, sharing traits of both plant and animal cell, and then a single unique organelle within that effectively turns them into their own neurons as well. Sigma cells have a hexagonal cell wall that is dissolvable. When dissolved, the cell acts as a fluid, when built up, the cell is rigid and forms more solid structures. Each cell contains a specialized organelle called the Neuro-Nucleus. This organelle is believed to be a derived neuron that was absorbed by the original cell early on in the evolution of life on the planet, and functions much the same as a neuron with added perks: The Neuro-Nucleus communicates with both the brains of a Remnant, and the cell it resides in and the neuro-nuclei of cells around them. This creates a complex Neural Net along the body. Because of these communication abilities, Sigma is a very durable type of cell. When a threat is detected, communication is fast and an immune response is nigh instant. When a cell is lacking in a certain nutrient, neighboring cells are notified and those with surplus will donate. If the tissue becomes damaged, sigma will respond by quickly by sealing punctures to prevent leaking. Sigma proves to be an extremely efficient cellular structure.

    Neural Net
    The way sigma functions creates an advanced neural net along the body in place of nerves. Each cell has its own organelle functioning as its own neuron and in turn each cell can communicate with the brain and the brain can communicate with the cells. Because of the sheer number of cells in a body and each one giving off stimuli, Remnants have two brains, Primary and Secondary. The secondary brain holds control over all the reptilian and subconscious functions, and also is in direct communication with the neural net. The secondary brain’s responsibility is to react to the stimuli of the sigma without overloading the primary brain. The primary brain has all the conscious functions and can work independently from the secondary brain, although both brains communicate frequently. The secondary brain will translate certain signals to the primary brain such as pain hunger and other such sensory information, letting the primary brain figure out what is the best solution to whatever issue comes up. What the secondary brain does not translate are the individual needs of the cells, which it deals with on its own. The Dual brain system has proven a successful adaptation among sigma-based organisms.

    Body Modification capabilities
    The Nueral-Net not only allows for the cells to communicate with the brain, but allows the brain to communicate with the cells. This is a very literal form of mind over matter that all relatives of Remnants are capable of, but Remnants themselves take to an extreme. Most Neothaniiforms are able to change hue and texture of their soft tissue in certain areas for various needs such as display or mimicry, though remnants have much better control over their soft tissue, allowing them to mold their bodies like clay with the power of their minds alone. This is a skill however, as most remnants must learn the intricacies of the body before they can perform such feats as growing additional limbs or altering their silhouette entirely. Most remnants are able to do simple tasks such as change their hue and general shape of their soft tissue, letting them customize their proportions in whatever way they personally prefer. In combat, most often times they will fuse their digits into strong claw-reinforced blades. Those who have practiced the skill of body modification will eventually master more advanced modification abilities, masters being capable of true transformations. The amount of practice and one’s own knowledge of the body are what enable them to do such feats.

    A fellow remnant, as seen through The Mind’s Eye
    The Mind’s Eye
    A Remnant’s face has a striking feature: A third eye, often referred to as “The Mind’s Eye.” This false eye sees a different spectrum than being photosensitive like other eyes, thus not providing trinocular vision like seen with hylotl. Containing tens of millions of fine filamentous organs that are attracted to certain charges and vibrations of different kinds of forces, The Minds eye is an ancestral organ that is found across the entirety of their phylum that was used to locate anomalies present on their world which frequently served as oasis of life between barren expanses as cuilsynthetic organisms created entire microbiomes where ancestors and relatives live off the abundance. In modern times, this ability has become one of cultural significance as these vortices now serve as centers of their religion, often sought out to be the foundation for which they build mighty temples upon.

    Reproduction and Ontogeny
    Remnants are androgynous beings, and have bodies that can be altered to however the individual wants, therefore there is no sexual dimorphism as there is rampant individual dimorphism. Regardless of being a single-sex species, they must reproduce sexually with at least two individuals, each contributing the necessary gametes for fertilization. All remnants can produce both sperm and egg, and who does what is dependent on preference, or in more traditional cases, a battle before during intercourse to establish the giver and receiver.

    Reproduction is done entirely orally, hence the lack of external genitalia. Sperm is secreted from glands on the back of the throat and the egg is located in a pouch at the very base of the neck. Self fertilization is possible, but rare. During mating two partners will lock mouths and use their long dexterous tongues to pry open the pouch to slide the sperm into. Once fertilized the egg will grow to about 10 centimeters long with a 3 centimeter radius and produce a hard shell resembling a pearl in colour and texture. At which point the impregnated Remnant will regurgitate the egg and let the embryo develop in a protected 'nest' or abandon them.

    At birth, Remnants are very snake-like, with only small nubs for limbs and a very round face with wide eyes. They are reliant on their parents for food for a few months, but will show a very basic hunting prowess. Once the youngling's limbs are fully developed it remains this way for another thirty years, growing larger and more muscular along the way. Up until roughly the age of thirty the developing adult's body was very smooth, but once sexual maturity is reached, the crest begins appearing on the head, cheeks start sinking in, and the chin extends outward. Their limbs also grow sharp protrusions at the joints, presumably for combat reasons in their ancestors. When these features are visible, the remnant is now sexually mature and considered an adult. Typically the larger these features are, the more attractive they are.

    Thaniifarri Purgatorum
    Thanifarri Purgatorum is a race of Thaniifarri, adapted to life in the Undercrypt as opposed to their homeworld or other homesteads. Purgatorum are quite similar to their relatives with the exception that they take on a more humanoid form from a younger age- sometimes even forgetting their birth form- but may relapse from time to time. Purgatorum also has the ability to withstand higher temperatures than the typical remnant.

    Not all Purgatorum live in the undercrypt; some have come to live in the surface of Purgatory itself. Having been on the world for quite some time, they have adapted completely to the local culture, retaining a few traces of their origins in terms of holidays and hybridizing fashion. Topside remnants have all but forgone their traditional ways, choosing to accept the ways of the purgatorians in full.

    A Remnant in its humanoid disguise form. Note the sharp facial features.

    Thaniifarri Lamiica
    Thaniifarri Lamiica, like Purgatorum, is a race of Thaniifarri, but found primarily on La’Megoth, planet of the Dralablod. What separates Lamiica from the traditional remnant is that Thaniifarri Lamiica carry the FEV found on all organisms on La’Megoth, though an Unwelmikblood from a Remnant is yet to be recorded due to their bizarre genetics, but is not impossible. This group has meshed together with the local Vampyrs to the point where the two races share a syncretic culture and lifestyle: vampyrs adopting thaniik words, religion, and designs. Remnants adopting vampyric forms and technology, and so on. Like purgatorum, Lamiica are pressured into body modification from a young age, usually choosing their own grotesque forms, or simply mimicing the natives. Rather than raise up the vampyrs however, these Remnants were brought down to their level, often displaying animalistic traits, making them looked down upon by other groups of Thaniifarri.

    Faigma, commonly known as “Abominations” are other species of Remnant dating back several million years to their primitive days when there were still wild packs of roaming the frozen wastes. The first civilization, The Kingdom of Anatoth, took in wild packs and began selective breeding them them to match the depictions of their ancient dieties. Faigma are domesticated animals and cannot survive without proper care of a beastmaster. Faigma are rarer than other types of Remnants as they are kept for ritualistic purposes. Iirdo, unlike every other species, is capable of true flight.
    The six types of Faigma one can encounter

    Possible Individual variation examples, including child.
    Other than the mind’s eye, Remnants have two relatively normal eyes, albeit large compared to their body proportionately. These eyes are often the brightest colours on the whole creature. Common eye colours are a vibrant yellow, yellow orange, orange, scarlet, and dark red. Rarer eye colours are light green, light blue, and in the most rarest of cases, violet. Eyes will faintly glow the colour of their iris, making them all very luminescent in contrast to their body.

    All Remnants are born with an off-coloured ring around their eyes, typically black or a very dark shade of their body’s natural hue. As a remnant matures, this ring will grow out into a pattern unique to the individual. This pattern has become known as the “Identification sigil” as it is constant on the Remnant regardless of form change, allowing people to identify who exactly the remnant before them is should they have the pattern memorized.

    Remnant sigma comes in many colors based on genetics, but can also alter their natural hue via body modification. Body color is usually consistent among family members with minor variations between genetically similar individuals. Regardless of the hue of the sigma however, from outward appearances the hue will always appear less saturated due to their thick semitransparent skin. The tentacles found on the back of the head are more often than not a lighter shade of whatever hue the rest of the body is.

    Soft Tissue
    The texture and proportions of the soft tissue on all remnants is dependent on if the person themselves likes their default appearance or if they’d rather customize themselves to their liking. This creates amazing individual variation depending on one’s personal ability. Due to the hard structures in the facial plate, Remnants will always have distinct sharpness in their facial features even if disguised.

    Combat Specific Biological ramifications
    • Quicker healing time: Smaller cuts and scrapes may heal during combat. The worse the wound the longer healing will take. Small punctures will be plugged 2-4 turns after the wound is made in combat, larger injuries such as limb loss will take many weeks to recover from.
    • Amplified stimuli: The Neural net’s mass alone creates a weak electric field around itself, resulting in a more noticeable ‘sixth sense’
    • Natural cold resistance: Evolution has enabled remnants to withstand extreme low temperatures
    • Body Modification: Depending on level of skill, the body itself could be made into any form desired.
    • Amplified stimuli: The Neural net is prone to amplify sensations such as pain
    • Fluid body: Punctures to the skin may cause sigma leaks that can be fatal if left unplugged
    • Fluid body: Hydraulic musculature could pop if skin is punctured in that area, rendering the joint useless until plugged
    • Fluid Body: extremely vulnerable to concussive weaponry, which will cause their soft tissue to shatter like ceramic.
    • Carbon Content: Sigma’s high carbon content makes it very flammable
    • Natural cold resistance: Evolution has made remnants vulnerable to heat as a trade-off for their cold resistance
    Wild Remnants (6 million years ago)
    Remnants were nothing more than wild animals for much of their prehistory. They hunted in large family units, using loud deep echoing calls as a primitive vocal language to coordinate. These family units were highly nomadic, roaming the northern supercontinent endlessly in search for elusive herds of prey animals. Packs would frequently come across each other, and in times of famine would attack one another. Those who lived would be forced into a new pack as they fed on the casualties, though this is the extent of cannibalism among packs.

    As generations passed, packs would grow larger and mixed different families, but the slim prey resource kept their total population in the low ten thousands, that was until the discovery of a fast growing fruiting mold.

    Agricultural Revolution (Approx 800 CE)
    Remnants, being facultative carnivores, can survive on a non-meat diet for some time before becoming malnourished, but a new species of fruiting mold, found exclusively near volcanic fissures, provided enough nutrients to allow Remnants to abandon their nature of nomadic pack hunters. They harvested the fruits, and allowed the mold spores to regrow to maintain this food. This was the beginning of the initial boom in population and the very earliest form of civilizations took hold on these fissures. Packs became tribes, lead by clan leaders, and these tribes began fortifying their crops, fending them off from creatures that would otherwise eat the fruits, and often eating those pest creatures in turn.

    Culture developed as these tribes continued to have a surplus of food. First forms of art, made from frozen soil and grit, held together by the plankton matrix of the freshwater nearby. Idols, dolls, pots and pans, among many other useless items. Writing began as a means of keeping track of the crop yield, deriving from carving identification sigils and slashes in the ice and stone. The dead were used as fertilizer instead of outright eaten, their bodies being used to feed the crop, which would in turn feed many more bodies. This is believed to be the very beginnings of religion in Thaniik society, with the ritual of giving one’s body back to the spirits of the world upon death.

    Age of Kingdoms (900’s-1800’s)
    Tribes grew into bustling civilizations, and as time progressed, these civilizations came in contact with each other. Cultures and resources were spread across six great city states. With trade came new technologies, cultural enrichment, and exchanges of knowledge. Civilization advanced thereon out, many new cities rising and falling, getting consumed, separating, but the six great cities stood the test of time. Technology barely surpassed the iron age for many thousands of years, however culture only continued to advance.

    Anathoth was by far the largest of the kingdoms built up during this time. They prided themselves on their ice masonry and abundance of resources. Anatoth was the first of the kingdoms to use roads to connect everyone together, their architects connecting cities old and new to make trade much easier. Anathoth was also the first to utilize the deep roots of the mold trees around them, using the caverns carved from centuries of growth and erosion as a means of excavating stone, metal, and gems much more hard to reach in areas smothered by permafrost.

    Nekruul was a far more militant society. Those old enough to become a warrior would be trained and enlisted into the army to be called on whenever needed. They traded frequently with Anatoth, exchanging resources for standing armies. Nekruul had by far the most formidable military of the six greater kingdoms, but it was defensively neutral standing with the other kingdoms, choosing to fight for honor and protection. Nekrull was by far the most well defended city, surrounded by several walls and watchtowers that divided people by class and occupation.

    Eranor was a kingdom of gluttony, having the largest fields of fungus and herds of beasts. They exported their vast harvests in exchange for the goods of the other kingdoms, and grew rich on it. So long as Eranor’s farms grew, allied kingdoms could rest easy knowing that they would be fed. Eranor began the long lasting tradition of those of high authority bearing masks, as rich plantation owners made up the aristocracy and local government. The kingdom was far less concentrated than others, spanning vast swathes of territory with long desolate roads between farmland and pasture. Micro communities dominated Eranor.

    Antem was a kingdom that thrived on faith and ritual, being the epicenter of developing religion. Veneration of spirits was commonplace and expected. Followers of the developing faith were expected to make the pilgrimage to Antem at least once a year to pay respects to the fallen and venerate the ancient spirits in the holiest of lands.
    The most prestiged dead were taken to Antem to receive their parting blessing and sent off to the spirit world, causing a massive altar to be built to host these rituals. The kingdom itself built atop generations of catacombs that dig ever deeper and rise ever higher.

    Kandii was a much smaller kingdom than its neighbors, having the least land, but also the most wealth due to its central location turning it into a pit-stop for trade caravans. This control of the trade let them impose high tarrifs, and also influenced their fellow kingdoms by spreading rumors spies and informants with the caravans. Kandii relied heavily on the other cities for its survival, food from Eranor, Military from Nekruul, and riches from Anatoth. This made Kandii into a den of aristocracy, the natives weilding power and influence like a sword over their fellow man, enforcing their rules laws and customs to any passing through, ultimately forming what was known as The Alliance, or a common civility between kingdoms.

    Nethos is a kingdom torn apart by war and greed. Once a bright utopia and among the first city-states to form, reduced to hundreds of territories owned by the many clans that call Nethos' lands home. There is no central ruler, and civilization itself is spread out or split by arbitrary borders. Its infrastructure all but gone, Nethos was where one went if they were casted out by their society, but refused to die in the wilds.

    Visitors and the Thaumaturgic Revolution (1800)
    Records show of entities from 'The Spirit World' manifesting to aid the blooming civilization. Dubbed The Guiding Spirits in historical accounts, these entities are said to have risen the Thaniik peoples up beyond the ways of savages and war, bringing them knowledge and technology once beyond their primitive understanding. It is uncertain whether these Guiding Spirits were other species like you or I, late surviving precursors, or something else entirely.

    These visitors shared with the kingdoms technology never before seen on Undas’Hiith, the arts of Psionics, and of a world parallel to theirs in another plain that they could draw energy from. To the Remnant society, this was a blessing, and cemented their faith to tradition. Practitioners of psionics were titled Thaumaturges, and the study of the art titled Thaumaturgy.

    The Clergy (1840))
    Each kingdom produced a master of thaumoturgy, called the Archmage. At the request of Kandii, these six powerful individuals were to come together and form The Clergy. Each member of the Clergy were expected to both represent their kingdom of origin and to forgo any citizenship in order to look at the bigger picture. How many archmages followed this is unknown, as corruption was preying on the unworthy. The title of archmage was passed down to whoever was most worthy in merit, stature, and prowess.

    Departure & Plague (1880)
    The Guiding Spirits were said to have abandoned the Remnants unexpectedly. Religious leaders tried endlessly to bring them back, as their civilization thought them to be spirits from another plain, though these attempts at communication went unanswered. Remnants were left with the advancements in technology and growing social order as the Spirits also taught Remnants of concepts that remained experimented with but not entirely known at the time, including social-political-economic structures one would see following The Enlightenment.

    These Guiding Spirits also left with them an issue that never seemed to rear its ugly face until after their departure. An alien plague ravaged through the remnant populace, killing almost two thirds of the total population globally. Their immune systems were not designed to cope with this kind of assault. The poor and ill kept lower classes suffered the hardest, with almost no survivors. The Clergy saw this and realized quickly that if the species was to survive, the alliance of kingdoms would have to be no more. The Six Kingdoms formed one massive empire spanning the supercontinent and tried desperately to bring their numbers back up as the plague continued to sweep through the weak and hopeless.

    Dynasty (1890)
    The first dynasty was formed from this new Thaniik Empire. The plague left behind nothing but the elite and those with enough wealth to afford care and cleanliness before slowly dying out, lingering in the outskirts of Nethos wilderness. Each Kingdom’s speciality soon became their defining aspect of the district they now were labeled as. They now worked cooperatively under one banner, The Clergy’s. No force on all of Undas’Hiith was able to stop the growing might of the Thaniik Empire; infrastructure improved, increasing stability across its espansive territory. Savages were trampled under its foot. Tribes that could perhaps one day become rival nations were extinguished before given the chance. The world was being leached by a superorganism constantly using the sparse resources in excess to achieve no longer the necessary but the desired. A generation of hedonists was born in this golden age.

    Political Schism (2668)
    The Clergy had undergone its sixth transitional period, and new faces were filling their seats. Asebaetha from Anatoth, Malesaetha -allegedly the twin sibling of Asebaetha- from Nekruul, Vit-San of Eranor, Moravi of Antem, Iirden of Kandii, and Dicarre of Nethos. Each were masters of their arts and each with folklore surrounding them. Vit-San was believed to have created artificial life where none had done before prior, and Moravi had accumulated the reputation of an angel of death as he leads the rituals at the great altar of Antem.

    Asebaetha and Malesaetha were constantly in conflict when in the forum held periodically to ensure the empire ran smoothly. The other four archmages would have to compromise and work out dealings when the two would be unable to compromise. The inner workings of the clergy were never made public, so what was the true motive behind the schism that followed shortly thereafter was never known. This enraged many citizens who conspired that the empirical government was running an agenda, and political unrest began. violent and nonviolent protests errupted in the streets calling for the clergy to be made accountable, calling for the secrets to be revealed. The Archmages used this to their advantage.

    Sides formed as Iirden and Vit-San stood with Asebaetha, while Moravi and Dicarre stood with Malesaetha. With the schism came the divide between North and South Empire, with new capitals at Anatoth and Nekruul. Citizens were lead to believe that the opposing side’s leader wanted absolute control over the empire, ruining the clergy system and with it any speck of the former alliance. The fear of losing their freedom to a vile tyrant sparked the first act of war. A simple yet quick action it was: an unknown citizen throwing a flaming spear at one of the clergy guards.

    Warring States (2672)
    Total war broke out among the halves of Empire, with it very obvious that Malesaetha’s side was winning, the Nekruulian army pushing deeper into enemy ground by the day, closer and closer to Anatoth. Innocent civilians were slaughtered as the army pushed. Asebaetha’s allies were not prepared for such a strong military force. Vit-San traveled throughout their southern territory with a team of clerics to tend to the wounded. Iirden took charge of the weaker Kandiian military, whilst Asebaetha himself sat quietly in his chambers planning. On the rival side, Malesaetha reveled in the stolen goods and quick yet savage victories. Moravi was appointed the lead general of the Nekruulian army, being a formidable fighter and adding a new meaning to his title of Angel of Death. Dicarre was placed in charge of getting behind enemy lines, with fleets of spies and scouts, his main goal being to disrupt supply lines from neighboring tribes.

    The Ritual (2700)
    The Ritual as it became known, was the final and decisive battle. Asebaetha had enough of hiding behind his generals and allowing his people to suffer. He called for Malesaetha to a battle face to face with their respective generals. The Location was Anatoth’s central square, where Malesaetha’s forces were escorted to. Both sides were armed and armoured accordingly to their standing leader. Each individual was a master of their art, power only paralleled by their peers. The battle was long, and the forces at work with every blow were spectacular. Civilians watching were both astonished by the fine choreography and terrified with the power held with every move. At its climax, Asebaetha met with Malesaetha, Vit-San met with Moravi, and Iirden met with Dicarre, their combined kinetic forces clashing at such transcendental extents that space and time itself began to unravel around them. A single flash of light followed, and in the place of their forms were lasting auroras oozing into the night sky above. Anatoth was ultimately destroyed in the conflict, leaving only ruins behind. Experts have yet to truly understand what underwent during this event.

    New Empire (2716)
    The Clergy had failed the first true apex of Remnant society, but the people had saw what a forum of the most powerful minds could do to them. Humbled by their misplaced trust, it was common thought that a clergy should never form again.

    Willing Regression (2717)
    Once feared, now seen as a saving grace, the North and South Empires join once more under a single flag, and a single leader. The Thriir Dynasty began under first Emperor Dan’Thriir. The Capital of the Empire was moved to a new district in the south known as Somarri. Times were questionable for the weary Remnants, and so depended on the guidance of their spirits. It was at this time a religious upheaval took place. The new priest council declared that the archmages of old had not died, but ascended into a godlike prison to serve The Balance itself, which they had threatened to destroy in life. The idea was highly criticized at first, but soon became widely accepted as the ever increasing natural disasters was evidence enough of a tipped balance being righted. Emperor Thriir had attempted to impose a hereditary ruler on the throne, but this idea was not supported, and in Dan’Thriirs elder years,he was removed from the throne entirely. Emperor Alliir took his place after having undergone rigorous examinations and facing the court of public opinion to assure he was fit to rule, though transition of power though proved to be anything but peaceful.

    Growing Armageddon (2863)
    The natural disasters only grew more frequent as time went on, creating civil unrest in the populace. This only intensified as reports came in of the ruins of Anatoth being consumed by an unknown force. Pressure was put on the priest circle and Alliir himself to ask the spirits as to what ills the balance. Alliir was met with silence, though his priests claimed that these were warnings that the end was nigh. Panic began among the populace as soon after this announcement. thaumaturges could feel spikes in power unlike anything ever seen before, and temples built along vortices began to twist and warp. Earthquakes became more frequent as chunks of Anatoth was devoured piece by piece. The Emperor was forced to think quickly, but there were few options remaining other than fleeing their ancestral home in hopes of survival. The guiding spirits had made them aware many thousands of years ago that there was more than just the Undas’Hiith in the void beyond, and they must reach the sanctuary that was waiting for them on these alien worlds.

    Starlight (2896)
    Alliir began to mobilize every Thaumaturge in the empire. Their efforts must be focused on creating a means of escaping Undas’Hiith. A notable individual attempted this by launching himself as high into the sky as possible. This idea failed horrifically. A team of thaumaturges suggested the creation of a Portal Gate, a theoretical construct never tried before. Alliir granted this team permission and resources to attempt their first real gate. This gate acted as a wormhole, connecting to vortices on random celestial bodies throughout the local universe, landing most frequently in areas with high vortex activity like Undas’Hiith. The first test proved successful, as the sacrifice was able to move through and back unscathed. Alliir ordered the creation of more, as he thought the odds of survival would increase the more family groups went separate ways for repopulation amongst the void. This was done, and portals now opened all over Andromeda, some reaching as far as the Milky Way. This event was dubbed Project Starlight, being the last reach for the stars.

    When every portal had reached completion, the chaos consuming the planet had reached the outer edges of Somarri. The end was coming for them, and time could not be wasted any more. Alliir ordered family units with seeds and livestock through the portals indiscriminately. In an instant pockets of Remnants appeared all over the galaxy. Some were met by the blade of a Ravir, others met with the extreme sigma melting heat. The vast majority of units did not survive, though the random portals did produce some habitable planets. Two most notable examples being Purgatory and La’Megoth.

    For upwards of a few centuries, these scattered remnants of the Thaniifarri species (hence the name Remnant in the first place) attempted repopulation in isolation or with the aid of outsider species.

    Escaping Blight (3283)
    Luck was smiling on the Remnants at long last, with groups thriving and repopulating quickly in their new homes, but their luck was short lived. A disease of unknown origin swept through all Milky Way populations, rendering the species critically endangered. Whether or not the Andromedan populations survived is uncertain, as there is no means of communicating with most isolated pockets of life.

    In recent years, the survivors of Blight once more attempt to make a comeback, with new subraces of Remnants Immune to the Blight entirely: Purgatorum and Lamiic. Another group of Remnants also survived the blight outbreak, known only as An’Dyven, who had lived on a mothership with no planet to call home. An'Dyven was far different than the other larger civilizations, having spent much of their time as a nomadic nation siphoning resources from lesser civilizations for their own survival. After an attempt at invading the Adroma system, An’Dyven was dissolved and survivors absorbed into the Adromian and neighboring nation's population. After Adroma itself fell due to political intrigue by the corrupt church of An’Dyven attempting genocide on the native populace, all survivors of the cataclysm went their separate ways, living in various locations across the stars, a vast majority of them beginning the first large remnant population on Haven.

    Songs yet to be Sung (3286)
    Separated by lightyears, divided culturally, questioning their identity, the final fate of these meager survivors has yet to come. No one can truly know what the future holds.
    The Remnants were prosperous for much of their early ages as a species, allowing culture to bloom unchecked as ideas and experiences traveled through every corner of their empires and kingdoms. A central driving factor of Remnant culture however was their religion. All members of society knew and followed a common faith that evolved as time progressed, and from this faith they behaved accordingly.

    Religion began from simple burial rituals, using spirits and eternal beings to describe the world around them and how they function. There were those who believed, those who attempted creating different faith, and those that did not believe at all, but with the arrival of The Guiding Spirits, the ancient religion had been proven true, and enriched with the knowledge bestowed by the spirits. Worship of other faiths had all but ceased during the Thaumaturgic Revolution.

    Ancient Animism
    The ancient civlizations held the belief that the world around you is filled with spirits of different power and ability, coming from a spectral world called The Aethelax. All beings souls were forged in the Aethelax and granted physical forms into the world, and when one died, their soul would return. The vessels that the souls had occupied in their time in the physical world would to return to it, to be made use of for other souls.

    Altars were built to communicate with the spirits. Priests and Oraces would ask for guidance and fortunes and in turn relay what was learned to the peoples. Devout followers would heed every warning and perform every task as to avoid falling out of favor of the spirits.
    Ritualistic funerals and sacrifices were made regularly, releasing souls into the Aethelax, and then they too worshiped in a form of filial piety, believing that the spirits of the dead would protect their living kin from malicious spirits and misfortune.

    Viitiis-Ensenaan- To be One with The Balance
    Balance is a key component to all Thaniik schools of thought, the concept that every force in the universe is in a delicate balance, and as an intelligent being it is our responsibility to do what we can to ensure that balance does not shift in one direction or the other, lest all of reality is destroyed and all returns to the Void.
    Viitiis-Ensenaan is the name of the dominant religion that all Thaniifarri are familiar with at least to some degree, spanning back generations cemented in the minds of its followers from the presence of the Guiding Spirits.

    Usentiil'Ansula- The Chornicles of the Ages
    The Chronicles of the Ages are the many written texts that detail the ways of worship and ways of life for a follower of Viitiis-Ensenaan. Its doctrine dictates the Remnant way of life.
    The Chronicles of the Ages
    *Not a requirement to read.*
    Social Structure & Hierarchy
    A caste system has separated individuals of different family and status for as long as any can remember. These castes determine how one is to live their life until proven worthy of ascending their caste into a higher one.

    Vallaseluna- The Clergy, The Emperor, Archpriests, and Archmagi
    The Clergy consisted of six individuals of the highest merit status and stature. Being made up exclusively of the strongest and most worthy of the archmagi, the Clergy acts like protective gods over the people below them, and were indeed treated like demagogues by their disciples. It was the duty of the clergy to see the Empire through even its most difficult times, dabbling frequently in regional politics to ensure everything runs smoothly. Despite their stature however, the Clergy was expected to listen to the word of their people below and the spirits above, sworn to serve the living and the dead with honor grace and dignity. Each member of The Clergy dawn a prisilite mask.

    The Emperor is a caste created to replace the authority of the Clergy. Weilding the same political power as the clergy in one being, the emperor followed with the same expectations and duties, with the exception that the emperor must always listen to the two councils of advisors put in place to control his power: The Archpriest collective, and the Archmage council.

    The Archpriests are the highest echelon of the religious society, with the sworn duty of overseeing all religious activities and most notably communicating with The Guiding Spirits, should they be allowed such a blessing. Archrpeists are among the oldest of Remnants, having spent their entire lives climbing the ranks of worship and duty. Their ancient wisdom is to be taken with honor and pride.

    The Archmagi are powerful thaumaturges who were in line to become the next Clergy, training their entire lives, looking for lost knowledge, advancing the sciences. Archmagi under the Emperor serve as great engineers, inventors, servicers. Their knowledge and feats awe inspiring and highly valued.

    Reselu- Thaumaturges, Priests, and Champions
    Thaumaturges are members of society that study the gifts of the Guiding spirits, and are tiered based on levels of knowledge and skill, from least to most skilled the list goes: Ilis-Novice, Nan-Apprentice, Nas-Adept, Ka- High, Kel- Master, and Re-Arch. The Master class typically has expertise in one specific art, but may have understanding of other arts. Archmages rise from Masters who have become experts in all of the arts, though this is a very arduous process, and many do not live to see the day try as they might. The Thaumaturge Caste is viewed highly even at its weakest class due to the skill and dedication that comes from them and the feats they are capable of. Thaumaturges wear jeweled masks like the Clergy, the lowest class having a fragmentary quartz mask, the highest a full diamond mask.

    Priests are those who devote their lives to the church, studying the Book of the Divines and interpreting the demands of the Archpriests. Like Thaumaturges, Priests have an internal hierarchy, but is not scaled, rather each class of Priest serves different purposes. Oracles are priests of interest, as they can communicate with the Aethelax, a necessary step towards becoming Archpriests. Oracles use this skill to ask for favors, prayers, and fortunes with lesser spirits.

    Champion is a title given to a mighty warrior of any kind what has fought valiantly in the name of the church and kingdom, being granted the title by an Archpriest. Champions are few, but each wielding an artifact unique to them, be it a weapon tool or other such device either handed down from the ancient collections or forged newly for them. Champions do not have internal hierarchies like their fellow tiered castes, and are instead individuals as opposed to a group. Champions are frequently used made use of as generals, advisors and figureheads in times of peace.

    Haasel- Warriors Nobles and Plantation Owners
    Warriors are the standard issue knights of the empire, most of which of Nekruulian heritage due to their militaristic past. Warriors are well trained and physically at their pique. They protect citizens and upperclassmen alike, as well as guarding the Empire from invading barbarians or in some cases themselves.

    Nobles are the number of wealthy Remnants who can afford their stature with their own personal riches. Nobles frequently try to appeal to their higher casts in hopes of ascending to one or simply gaining favor of people more powerful than they. Nobles typically hold vast amounts of land that the lower castes live and work on in a feudal system.

    Plantation owners are wealthy farmers who have also bought their stature through producing a cash crop that feeds the empire. The more crop produced, the more influence one holds over others. The aristocratic nobility shuns plantation owners due to their 'lesser service' as opposed to lavish living and devotion to personal intrigue. Plantation owners separate themselves from the typical farmer by owning the land and the serfs that tend to it.

    Hanaasel- Artisans, Tinkerers, and Farmers
    These three different roles all make up the working middle class. They both are subservient to those above them, and make use of those below them. This Caste makes up the vast majority of Remnant population, each with a house, family, and job to attend to during their life. Tinkerers act as inventors, hired by the upper castes -typically thaumaturges- to aid in projects and ideas. Tinkers can also pitch their own invention to their local Lord to try to turn it into a staple of society. Artisans make up the roles of forgemasters, craftsmen, artists, and other such commodities one would find. Farmers of this caste are rarely cash crop farmers, and instead subsistence farmers, though a tax is put on their harvest that goes to their local Lord and feeds the others living in the area if no plantation is in the same landholding.

    Essiiren- The Poor, Sick, Slaves, Servants, Whores, and the Excommunicated
    The poor and sick often go hand in hand, living in filthy houses on the outskirts of cities, fed rarely and with the tasteless gruel left over from the wealthy. Their conditions rarely improve in these impoverished locales.

    Slaves are commonplace throughout the caste. Any that can afford one will often have one. Slaves are seen as nothing more than property to remnants, and often consist of orphans, the poor, and those considered damned. The treatment of slaves varies from owner to owner, though most have common sense to keep them healthy and stupid to keep their productivity up and risks of escape and revolt down. Whores are the lucky slaves that an upperclassman fancies. They do not work as laborers, but as entertainment and a source of sexual pleasure to their owner. Whores are treated much better than slaves, often being pampered like one’s prized pet, much to the dismay of some. Perhaps the best treated of this group are the indentured servants, who act as an extension of the family, who work for the privilege to be served as such by the family's patriarch. Indentured servants often take the roles of assistants, maids, and midwives.

    The Excommunicated, frequently called Damned or Sinful, are persons so vile that the priests forbade them from worship and the sacraments and rituals that come with it, dooming the damned soul to wander this plain and never return to the Aetherium. Excommunicated are shunned and feared, and often better off dead than continuing to live inside the Empire’s laws.

    An Archpriest, fully gowned and displaying his mask.
    Masks & Clothing
    The amount and types of clothing one wears is dependant on their caste, as well as their vibrancy, as seen in the internal hierarchies of the mages and priests listed previously. This goes to all members of society on a much grander scheme. Those on the very top of the totem pole wear in excess, with fine silks and linens, embroidered in expensive jewels and rare dyes, while those on the bottom barely wear clothes if at all. The upper castes tend to dawn longer robes of varying complexity based on who and what they are. The working castes often wear your more common peasant attire, often in the form of simple shirts vests and leggings. The lower castes wear dull and damaged clothing if they are lucky enough to have any.

    Masks began as tradition in Eranor, where the wealthiest wore masks, though as time progressed masks became more commonplace globally among the upper castes. Masks can only be bestowed by the Archpriests, and being made of Prisilite they are few and far between. Those who wear masks are people of great importance, such as the emperors and archmages, though special individuals who have done the empire or the church great services can be awarded such attire. The higher your caste, the more developed and intricate your mask becomes. A notable individual’s mask may be a simple jaw plate or eye covering, whilst the Emperor’s mask and those of the archmages will have horns, frills, carvings, and even sometimes colour.

    Knight light-armour
    Political Ideals
    Remnants had long believed that society should be ruled by the oldest and wisest, though as time progressed this changed. Though individual kingdoms and tribes were ruled like this, near the final days of the Alliance, the Kandii Republic was beginning to take hold in the form of a Clergy which turned a prior system of self ruled city states into a republic in which every kingdom was represented by their strongest. During the Thaumaturgic revolution, enlightenment style ideas were beginning to show their face in society, as civilians began to value their individual freedoms. The Republic was a safe means of preserving such liberties. When the schism divided the empire, this idea was used as propaganda, though eventually died down. The thirst for freedom was replaced with fear of the future and what was to come. Once more the Remnants reverted to the idea that the oldest and wisest were to be in charge, but fearing future wars from disunity, a single authoritarian ruler in the form of the First Emperor Dan’Thriir took the mantle. With his rule, a feudalistic form of government began controlling the districts with the nobility of each bowing to him.

    This feudalism carried on after Project Starlight, becoming one of the more popular forms of government among isolated remnant societies as the empire was no more, Alliir being lost in the pilgrimage. Some of Remnants that have survived Starlight have adopted more modern forms of governance and political ideals, and some others have forgone their ancestral ways and completely assimilated with the local ideologies. With the exception of the latter group, separation of church and state is still an unthinkable idea, as most remnants remain very dedicated to their faith to this day, Viitiis-Ensenaan being one of the last thing that ties their lost and fragmented civilization together.

    Remnant architecture has undergone a drastic evolution throughout their history, from mere domes of ice to serve as housing, to castles of stone and cities with walls that block out the sun. The Modern Thaniik style has a heavy focus on the complexity and smaller details in a structure, while also being large and imposing. This has created cities consisting of skyscrapers of stone and ice with masonry of such high caliber one would expect it to come out of an elven utopia. Flying buttresses connect larger buildings and create pathways high above the ground. Bridges and ramps connect structure to structure. Many larger buildings contain several smaller buildings within.

    The Spire of Veviit
    Castles tower above all other buildings, located often in the center of the territory as to allow the ruler to gaze on all of his land. Around the castles often are the mansions of the rich and high caste, with a monastery not far away. Surrounding the rich district is the marketplace that acts as a division between upper middle and lower casts. Outside the market district, houses of the middle class give way to the shabby huts of the lower class and their farms. Plantations are often found squabbling in this area as well, due to close proximity to the ghettos to gather cheap workers or slaves from.

    The Kingdom of Nekruul

    Nur’Turax, a Thaniik city located in Boreas

    High Monastery in Antem
    Monasteries and altars are commonplace everywhere Remnant settlements are. They serve as epicenters of commerce, housing the priest caste as members of society all throw away their social binds to enter a place of worship as one harmonious entity. Monasteries often are the most beautiful and time consuming structures to make due to a social pressure to show the most devotion to the gods. Monasteries tower over houses and other such structures, with their pillars and walls being lined with intricate carvings and scriptures. Statues representing spirits often built along the exterior, with statues of the gods in their glory in the interior. Unlike all other buildings, Monasteries are open roofed, and never have doors. A worshiper need only walk through the external pillars and a microcosm of faith and understanding lays in their wake. In the back of each Monastery is an altar that holds funerals and sacrifices. This altar is carved delicately with the prayers of the afterlife and often the god of death.

    Remnant diet is very indiscriminate, having evolved to eat much anything that moved, however their fellow life forms seem far more foreign than most other alien species encountered, making their signature cuisine sometimes off putting to the foreigners.
    The fruiting mold that gave birth to the agricultural revolution on Undas’Hiith continues to be popular to this very day. The fruit’s flesh often eaten raw, seasoned, and/or fermented. The fruit is said to taste like rotten blueberries. Spores from the mold are ground into a floury substance to make a strange fungal bread, smelling and tasting like that of maple sap. The rest of the mold is eaten as well, crushing up the spongy stem to make flavourful spices through differing techniques.

    Sigma is found in a large portion of the livestock, being related in the Neothaniiform family. Being the only prey around for millennia, Remnants have acquired a taste for sigma and have learned to prepare it in amazingly different ways, ranging from dehydrated flakes, to alcoholic brews. Raw sigma is said to taste like one dipped lobster into a bucket of ink, though when prepared properly, it can take up many interesting often funky fermented flavors.
    Food is never cooked in remnant society, as fire was always seen as a force of death and destruction. The heat was too dangerous, and thus different means of preparing food had to be established. Most common of these techniques were fermenting and dehydrating, if not simply eaten raw and spiced. When preparing items such as the bread they would bury the dough into the permafrost and let the spores inside expand as opposed to any forms of baking.

    Art has been value in Remnant culture since the dawn of civilization. Early art was nothing more than carvings and dolls, though as time and skills progressed, so did the quality and quantity of art. By far the most practiced type of art is jewelry creation, as jewelry can be found on almost every remnant regardless of caste. Gemstones are put nigh everywhere. The creation of colourful patterned silks and textiles also is a popular art, generating stunning pieces to display in one's home or on their person. Stone carving as well is a very widely appreciated art, as those with the skill are often hired to decorate practically everything.

    Music too has been an important part of remnant culture for as long as there have been instruments. The use of percussion and wind instruments of all sorts are popular, and when combined with the voice, poetic symphonies are born. To the foreign listener, this music may sound archaic at times, but to remnants they are beautiful tunes.

    New Cultures
    Thaniifarri Purgatorum has split into two cultures, though all began in in The Undercrypt. Those that stayed in the undercrypt follow their ancient ways as though nothing has changed, but instead of internal squabbles between a council and an emperor, they swear fealty to the gravelords who protect them in the hostile environment. The surfacers on Purgatory however, have undergone an almost complete loss of native culture due to the boisterous flamboyant nature of Purgatory itself, and reflect that nature in their own behavior.

    Thaniifarri Lamiica has undergone acculturation with the Vampyrs of Dragon's Tomb. While they provided the Vampyrs a religious and cultural upheaval, the Vampyrs proved to be a cancer on society and dragged down all those who made residence in their irradiated cities. See The Drakablod for details.

    There are several splinter cultures that also arrived as a result of the starlight diaspora, with isolated populations that could radically change from their ancestry. These communities are not spacebound, and as a result live a simpler life in their own strange colonies. There are however, a few exceptions from this norm, and that exception being the group of survivors that would one day be known as An'Dyven.

    An'Dyven unlike every other group of Thaniifarri, became spaceborn on their own accord, their civilization being made of the recycled ruins of a once great Grey Settlement. The technology and infrastructure was cannibalized, and sparked a grand upheaval. Hybridizing their inherited technology and the technology scavenged, An'Dyven was able to put themselves on an early space stage level, and chose to take to the stars to seek other survivors, constructing a massive mothership knwon as The Void Swimmer, that they would live on for the forseeable future.
    An'Dyven was also different from other remnants prior in that it it adoped a seventh god, The God of Purity and Perfection, known as Dyvros Raxxus, who was incarnated and reincarnated for generations into "The Fleshed God" who would lead the people of An'Dyven to glory under a strong nationalist theology. An'Dyven's unforseen success lead to it becoming a roaming predator, following the hyperlanes left behind by the starlight portals from one settlement to the next, raiding it, indoctrinating their people or murdering them, and taking resources from the planet. When An'Dyven attempted to continue this cycle on an isolated colony known as Veviit, the surrounding space age civilizations went to war with the mothership, ending its reign and forcing all that survived the attack into free labor for the victorious nations of Adroma and Zecyria.
    Survivors on Zecyria continued to be used and indoctrinated as a labor force, never getting to live the life they once knew. Survivors on Adroma, suffered a worse fate as they were put into poorly managed ghettos and left to rot, starting race wars and riots. When Adroma collapsed, all that remained were the ghettos and rebelious districts leading to more war and gang violence. The An'Dyven remnants became the Sanctuary remnants, and their culture changed as well during this era, as they adopted more modern lifestyles languages and the like. When the final collapse forced the Sanctuary Remnants out of Adroma and onto Haven, they were taken care of far better, and at last became content with the new lives they were forced to live, forever scarred though by the atrocities they had faced.

    Science in Remnant society was once thought to be terribly lacking, though that is far from the truth. Despite their primitive aesthetic and seeming ignorance to advanced sciences common knowledge to you and I, they know just as much, though through a different understanding. They see the universe as a series of fundamental laws that when followed create harmony and when broken create hysteria. Using ideas and schemas, they play with these fundamentals to create and experience reality in a different light.

    Typically however, Remnants seem not to rely too much on industrial innovation, and instead expertise in their practices, for example the art of Cold Forging is as ancient as when they first were enlightened, yet still the primary means of smithing. Generations of families can tie their blood to ancient forgemasters, every heir surpassing the skill of their predecessor. This however also coincides with the idea of their primitiveness, as while you and I may find a spearmen greatly outgunned in a battle with someone with a simple revolver, a remnant may not. They will trust their skill will win them the day, and if it doesn't and they live to tell the tale, they must continue to get better at their craft as opposed to innovate to a revolver to match.

    Seemingly Supernatural
    Undas’Hiith was an anchor world, with much higher cuil concentration than most planets. This was very apparent along the naturally occurring energy vortexes where Remnants built up much of their civilization based upon their animistic faith. These vortices were places to build altars and temples to communicate with the spirit world, though when the visitors came and began the Thaumaturgic revolution, the spirit world -in actuality, Hyperspace- was seen not only as a place where souls were born and spirits came and went, but as a source of power referred to as "Xiis". Early thaumaturges were empowered with psionic abilities fueled from hyperspace and the species innately powerful neurological system. The development of their science that followed was heavily influenced by the desire to harness as much of this power as possible, the result was a focus on energy and matter manipulation. Both arts combined created for a civilization much more exotic than most. This grants remnants with a much larger understanding of anomaly than most races, though their resources can often be difficult to understand to you or I as the context is not a true science but rather a way of life. In some cases though, Thaumaturgy academies will allow outsiders into their fold if they show promise.

    Wave Based Technology
    Much active technology used by remnant societies is based on electromagnetic and other such harnessable waves and the manipulation of such through resonance and focus. This makes up the basis of their energy and matter manipulation technology. The masters of this science are known as Tonal Architects. Tonal architects most often use vibration sensitive constructs to bend and warp the hymm of the wave they are making use of. This usually means amplifying the wavelength by resonating the construct at a similar frequency, or weakening the wave by introducing discord to the harmony.
    Modern wave base mechanisms can be seen in Remnant ships, which uses electromagnetism to funnel light through a very fine point, creating a turbine that uses photons instead of air. Other such examples include vibrating melee weapons like blades, or even primitive a concussive projectile technology.

    An art dated back to the arrival of The Guiding Spirits, Thaniik alchemy is a little known technology outside of their cultural circles. Alchemy is done through special devices that allow for the manipulation of molecular bonds through a means akin to ZPEM, however derived from a less than understood source. To construct an alchemical device, one must have one first or some other means of working on such a small scale, making the origins of the technology all the more mysterious.
    A basic alchemical device is constructed of three essential parts: The charge, the conveyor, and the focus. The charge is often constructed of mana dust or a similar meta-material. The conveyor is a series of incredibly fine prisilite 'wires' that funnel from the charge to the focus. The focus is a very refined diamond lens which constricts and funnels the flow the charge outward, allowing for work to be done.

    More advanced alchemy comes in the form of Cold Forges, which uses arrays of dampened alchemical devices to both levitate a substance within the basin of the forge, and to weaken the bonds holding the molecules to one another. When the substance in the Cold Forge is 'softened', more specialized alchemical tools are used to mold bend and sculpt the substance(s) into desired forms, alloys, solutions, et cetera. The entire process is heatless, and proved pivotal to more advanced metallurgy in Remnant civilization and technological development. Given the nature of Alchemy, when in the right hands, unmatched precision is possible. This has made Forgemaster a title of high stature.

    The Thaniik Tongue is easily identifiable through its abundance of the phlegm noise, use of soft vowels, and affinity to rolling their R’s. To someone unfamiliar with the language, it would sound as though someone were attempting to speak japanese through a thick arabic accent.

    Language Document (Incomplete):
    Knowing the language is not a roleplay requirement.*

    • The events of The Ritual actually had effects beyond common knowledge. Undas’Hiith for most of its existance was an Anchor Planet. During the Ritual the forces involved were felt on both halves of the fabric of reality, creating a violent convulsion that tore the anchor away from Undas’Hiith. This in turn is what concluded to the planet’s collapse in on itself in realspace with the creation of a singularity.
    • Although psionics are a very common practice among remnants, they are not born with the innate ability, and must be taught.
    • Remnants are capable of dying of stress, leading to them rarely keeping emotions bottled for long for their own sake
    • Remnant Hatchlings are often called Snakes or Noodles due to their undeveloped limbs
    • The adjective Thaniik is used when describing anything belonging to remnants, as their true species name is Thaniifarri.

    How to play?
    With the growing ammount of time between Starlight’s launch and the modern day, there is a number of possibilities in which your remnant’s story begins and continues. Older remnants may have experienced Starlight, while younger ones may have no recollection of the events. Eldest of them all may remember the empire and whatnot. Between the survivors of starlight, and the subraces listed prior, characters can range from a highly traditional aspiring youth to a very modern and tech-savvy member of space society. The choice is yours, do not feel limited.

    Refer to Phenotypes and the images relating to it in terms of character appearance design. Attire and equipment will vary based on backstory chosen. Higher status will indicate more complex and frivolous outfits.

    Knowing the language is not required, but glossing over the small list of words may help in terms of coming up with a name should you choose to make a Thaniik name for your character.

    Hat sprite
    Myself: Dekerrex#3207 (discord)

    Character Creation
    Base Body

    1. In starbound, create a human. Male or female is up to body type preference.
    2. Make them bald (makes things easier)
    3. Open starcheat and select character
    4. Click the Eye icon in the bottom right array. A small window will open up.
    5. Third from the bottom is a colour select icon labeled Body. click it and a palette will open.
    6. On the left (From) are the base colours. On the right (To) are the colours you will be changing. Do not touch the left row. Based on the shade of the colours in To you can determine what colour goes where on the sprite. Double click the rectangle and a colour picker will open.
    7. If you have a palette open in another window, you can use “pick screen colour”. If you have hex codes ready, copy and past them accordingly. If you have none you can set the colours as you go with the palette window provided.
    8. Check sprite to see if colours have adjusted properly. If not, try again. If successful, click save.
    Head and tail
    1. Download the hat sprite (provided)
    2. Using a program such as photoshop,, or gimp, edit the colours to match those of your body. Markings on the eyes are left out in the template so that you can create your own. Hair is left out of the template to allow for you to create your own.
    3. Save image. Open the hatter (link provided)
    4. Upload image, check boxes and name bits if you so desire. Downloading the Json will create a file that must be imported via starcheat. Downloading text fill will give you a .txt with the command to spawn the hat in in-game.
    5. Importing the json to starcheat: right click any empty spot in character’s inventory. Click Import json. Find file. Your hat is now in your inventory.
    Refer to Masks and Clothing if you are making a traditional character. If not, options are up to you.
    Clothing can be recoloured in starcheat

    1. Double click the clothing item. A window will open.
    2. Click the + in the bottom right, another window will open
    3. Enter in the top line directives
    4. Enter in the bottom box “”
    5. Click Ok
    6. A new directives tab has been created. Double click this tab.
    7. In the box type ?replace;
    8. The following changes from clothing to clothing. In a program like those mentioned above find and change the hex codes as such: [old hex]=[new hex];
    Last edited: Apr 25, 2020
    Khan333 likes this.