• Welcome to the new COTI server. We've moved the Citizens to a new server. Please let us know in the COTI Website issue forum if you find any problems.
  • We, the systems administration staff, apologize for this unexpected outage of the boards. We have resolved the root cause of the problem and there should be no further disruptions.

IMTU Race, Major: Argrush

The Homeworld:

UPP: A-8879A8-H 502 G4 V M3 D

Arrkonsc'a


The homeworld of the race known as Argrush is a warm tropical rainworld. The Main Temperature is at about 32° C.

The Arrkonsc'an Year is about 347 standard days long. There is an divison into seasons instead of Months. Each Season is 69,4 standard days long. The local Day is 14,11 hours. The atmospheric Pressure is about 1.6.

Extended Jungle and Forestzones make this world a Paradise for the local Wildlife. The Planet has undergone massive Terraforming processes to make it even more habitable to the Argrush, their Terraforming Sciences put them in the Range of a massive J.

This is the Capital World of the Ru'Argrush'cashran (Domizil of the Argrush Principality).

Every minority race within the Principality is given a seat on the Pr'gronsh'gar (Senat of Sentient Beings). New Memberraces may apply after a prolonged time of cultural and politcal monitoring. Within the Argrush sphere there are 123 minority Races.

Also on this Planet is the Seat of Orrg'h Tragr (Home of the Worldmaker), an ancient religous Order who adheres to the belief, that the universe was created by one Being, who thougt the whole universe into existence. This religious Order has the most adherents within the Sphere of the Principality.

To be continued...


Torsten

Sorry a small Error within the stellar data... :(
 
Racial Origins

The Argrush evolved from Omnivore/hunter stock. The evolution of this race was kicked in, as the global warming of the planet made the ecosphere even more favorable for this species.

But instead of staying in the same pattern of lazyness, nature imbued these proto-Argrush with inteligence, this happened about 3 Million years ago. The evolution was a gradual one and the modern three races of Argrush became dominat 500 000 years ago on their homeworld.

Always in a stable system Arrkonsc'a, the homeworld, saw the evolution of the Argrush into three distinct interfertile races. Commonly they derived from coastal, forest and jungle/swamp environment.

They evolved quickly and have a long recorded history, intricate art and technology and have raised their Technologie into Space and Beyond.
 
Argrush Physiology

A full grown Argrush weights beetween 120 to 250 kg. Full erect they stand between 1,90 m and 2,30 m tall.

Body Composition: An Argrush stands on two legs, supporting an obese looking symetrical torso. The Legs have two layers of strong and powerfull muscles. The Arms have also a supporting musculature that allows an Argrush to get back into quadrupedal stance. The Head is large, sporting in all three races four tusks at the mouth.

Skeleton: The Bones of the Argrush are Calziumphosphate, a paralellism to some very well known species.

Skin: The rind of the Argrush is supportet by an thick layer of subcutanous fat. Thick black-brown growth of bristles is not equal in the three races, the forest race is with the strongest grow of bristles the coastal has very sparse growth.

Musculature: The musculature of the Argrush race is devoted to locomotion and manipulation of extremities.

Locomotion: An average Argrush can run slightly faster than a human being, if as quadruped they are even faster.

Arms and Hands: The arms and hands of an Argrushan are very distinctive. They have two thicker digits, which are on the last third plated with horn and two smaller, finer digits which are only horn pointed. All four digits are dextrous members of the Argrush hand. They are ambidextrous having no prefered or off hand.

The Tassle: A feature that was very important to the proto-Argrush. The tassle is still a aid for non-verbal communication.

Senses: The proto-Argrush were near sighted, with evolution this trait lessened, but still without biotechnological enhancements the sight of an Argush is not acute as that of a human. Furthermore, the coastal race has evolved eye folds, which are used to protect the eyes from too much sun. They excell in hearing and smelling. They hear even the faintest sounds of their environment, their smell is even more developed. Also is their taste highly evolved, although they eat things other species would find icky to say the least. Tactile sense isn't as highly evolved in the Hands and Fingers, instead the rind is very sensitive. This is a necessity, to locate pests in their bristles. Pain can be shut out by act of will, which allows a wounded Argrush to operate where others would faint.

Reproduction: The Argrush are all interfertile and Groupings of mixed race are not uncommon. The leading female of a horde is responsible to the reproduction within her familygroup. She decides which of her daughter interact with which male from another horde. Sometimes, if a proper partner is not existing even a brother from her own family might be selected. As to the Argrush, it hasn't damaged their genepol, it seems that this is even a bend of their specific nature. The strongest members become those of same species couplings... Psionics are specialy bred, this is to outlined in a later chapter. The reproduction circle of the argush is once every third year, during this time male and female are one family within the family of the oldest woman. The breeding ceremony is archaic and very traditional. The male has no other role within the family as to give his semen. After these three years the male is banished from this family and might never return. The only exception to this rule is the eldest son of the matriarch and the eldest son of each daughter, this is the family harem. The average lifespan of an Argrush is 400 years, they remain fertile from 30 to 200 years, males may die on old age before becoming infertile. Each coupling bears four to six children. Always multiple births.

Special - Argrush Hygiene: The Argrush have a different sight of hygienics, to them clean is a fresh mudbath with scented muds and earths. This is a leftover, when this race was plagued as proto-Argrush with pests of every kind. Their sometimes casual look would disturb a human. Their starships are equiped with at least one communal pool. More about this aspect will be covered in Argrush psychologie and social aspects.
 
Argrush Psychology:

The Argrush are traditionalists. Their Mindset ist on traditions, cooperation and strong urges. They reflect the condition of their homeworld, which is a rich and untamed world, even more so after their attempts to make it even more pleasing to them. Mysticism about the "one" permeats the whole society. Though they have a peaceful makeup to live they are neither defenseless. They know even war as a possibility to enforce their point of view. In Argrush societies it is a crime not to be communal and it is viewed as outright insane not to have "companions" or to suppress the urge.

Dedication to the Society: An Argrush is viewed by his/her peers for the dedication he willingly commits to society. A male not submissive to the matriarch of his bonded family is viewed as an outcast and will become one if he transgresses to far. Ritual combat with knife and tusks will be the beginning, if he looses, he will be outcast (SOC 1-3). A good Argrush enriches the live of his living relatives and companions. He is taking every whim of the matriarch and his bride on his backs and is therefore awarded with the same kindnesses. Also he will interact with his companions, who are expected to be tolerant and helpful especialy during the twice a year phase which is known as the 'Urge' a strong sexual drive. The Argrush are friendly and very patient to outside races, they embrace them in their community with every aspect to the Argrush culture and mindset. Therefore there are some frictions between the Argrush and their "Companion" Races.

The Urge: The strong sexual drive will be twice a year on male Argrush, an old leftover from the proto race. The urge could be suppressed, by medical applications but this is viewed as insanity by the broad citizenship of the Argrush. The Urge has to be relieved naturaly either by normal couplings or by more unconventional means. The human vice of prostitution is unknown to the Argrush. Since everyone has to commit to society. But due to the high male ratio loner-loner and loner-companion interaction is very common, especialy in space. To suppress the urge long (bending it more than 4 weeks after the first signs) is calling for trouble. The Argrush becomes erratic, snaps of in midsentence and starts to do ridiculous things. The urge might drive the Argrush male into madness if suppressed for too long. (Often the destiny of outcasts).

Companions: The companions are the closest friends of an Argrush hailing from other societies and sentient races. Each Companion is declared lifetime. Companions are taken by male and female, but for the male the companions are of the uttermost importance. Most common is the Companion with outcasts, loners and wanderers. An outcast will never qualify as a partner in regular coupling. Loners are males, which weren't selected by coupling during the running year - they are no true loners since loner congreate to male hordes it is just a given title. Wanderers are Argrush, which are destined to take the race to the stars and survey planets for terraforming and possible colonisation by member races of the principality. Companionship is lifelong, an Argrush will do nothing, that might (in his mind) insult a friend. A companion is asked to accept the companionship and might deny it... but looking into the deep black eyes of an Argrush asking for lifelong friendship and saying 'nay' isn't easy. The companion is enlightened of the companionship before beeing asked. To some it will be a shocking experience, others value friendship and the Argrush mindset.

Entertainment in Argrush society: The Argrush have high developed arts and sciences, nonetheless they are still tribal in many respects. The horde is the central point of the society. Be it the family-horde, the loner-horde or the comunity-horde. Argrush delight debating over many topics, they are highly educated in the standart forms. A special form of Entertainment is the Grschak' (Art of Writing) a form of calligraphy which centers about beauty, skill and commitment.
But Entertainment isn't only restricted to art and sciences. The most obvious entertainment is the communal mud bath, a place were news are exchanged and matter of fact most longterm friendships between Argrush are bonded. To some member races this comunal event is shared by volunteering; companions have to go with their friend, it is expected if they are near. In proto times it was an necessity, now it is more a comunal event and a rather civilized one.

Argrush Mindset on Equipment: Every equipment is seen as a tool, nothing more. If it is broken it will be repaired or recycled. If it is dirty it stays so. The concept of clothing is unknown to the Argrush, though they have environmental suits.

High Population Growth: Even though on one female there are about three males, the population of the Argrush is steadily rising. New worlds are colonized casual, either by the Argrush or by member races, most of the time by both. Every coupling is parent to several children. The coupling will break after three years, the children stay with the mother until the males are 15, when they will become loners. The males will be infertile until the age of 30. The females stay with the matriarchs family.
 
Argrush culture:

To think the Argrush are just some kind of Pigs into outerspace is just plainly wrong. There is no coincidence with Muppets in so far and never will be. The most Alien aspects are in the Argrush Culture, this is divided into Cultural Taboes, Law and Justice, Science and Technology, Argrush History and Argrush Society. Each of the Aspects is included within the next chapters of the writeup. Of special Note is the Chapter on Argrush and Psionics, the Argrush are using Psionics, but only in specialy bred Argrush the talent exists. Psions have a special place in Argrush society. Furthermore in this Rulelayout are less known Aspects of Argrush-life.
 
Law and Justice on Argrush Worlds:

Each Planet of the Principality has a court, each court has judges and each case is monitored by a group of five judges, there is no defense counsel and no accuser. Every case is brought up by the citizenship and every guilty party is heard. In the judges commitee there are two psionics who validate (without the monitored person knowing) the statement by deep probing the mind. Justice is swift on Argrush worlds, you are either guilty or you are not. If you are guilty you are asked if you agree to your guilt, if you dissent you will be outcast and thereafter be exiled on a far off planet, to life up in solitude. If you aggree a punishment as reconstitution is evalued... From fines to small prison term and even outcast status is everything possible, but there is no death penalty. Minor crimes include theft, drunkenness and insulting. Major crimes are mostly well known, from arson to murder and treason, but there are three distinct major crimes, which are cultural specific.

1) Rebellion against a matriarch. This is a major crime, be it the family matriarch or the grand matriarch of the specific world. Offenders will be Exiled and receive sutcast status.
2) Denial of help in the face of someone suffering the sexual drive known as "Urge". Since the community is protecting and serving it's members it is to be expected, that loners help one another thru it. The same accounts for Companions. Not doing so strips the person from all citizens rights.
3) Refusal of Kinship. Once you are member of a horde you stay it as long as the matriarch or the horde leader says otherwise. Not helping the next of kin is seen as heinous act, antisocial behavior. Exile is possible. The refusal of Kinship isn't comparable with 2). It is a completly differnt matter instead. Refusal of Kinship covers all crimes, form monetary possible help to medical aid which might have been given.

To become a jugde a Argrusch or member of the principality has to apply, if he is found fitting he will be elected into court by public vote. Thus a very democratic process.

On the Law levels:

"It is a citizens right to protect himself if confronted with aggression!"

This is the underlying philosophy in the principality. Everyone might own weapons, either for hunting or for shooting at targets and even as a self defense. High law levels arent enforcing weapon restrictions, instead they signify controled goods. Controled goods are: drugs, artifical inteligence, radioactive waste, restricted arts to name some. Furthermore it is marking the enforcement of cultural and social taboos. Most pure Argrush worlds would have a rating of A+. Still smugling is seen as a minor crime and a high fine would be the only punishment, perhaps the fine could be so high, that the starship is impounded.
 
Cultural Taboos within Argrush society:

There are several Taboos which when breached may take the Argrush aback, or even disgust them.

Taboos regarding friendship: Friendship is a important matter in the Argrush society. Intermingling and doing things together with friends and companions is the only thing a male Argrush can be assured his whole lifetime. As stated above, a companion is selected as a friend for his lifetime, if the companion dies it would be a great cause of grief, since the companion shares everything with his companion. The lesser known loner-loner friendships are a different matter. No female can ever be a loner, this is restricted to the male society. Loner gather together in loner hordes, most are based on shared interests. And then there are loner-loner hordes which are formed only to relief one another from the urge, some of them break up after a year. Some of them seem to exist since the birth of the Argrush. Within those hordes, either the normal formed on intrests or the ones for geting the drive lessened, special friendships form not unlike a companionship. Argrush have a strong homoerotical bias in their male society, this is based upon their ancestry since most males will not get a female partner.

A very radical breach of protocoll is beeing indescreet with matters concerning friendships and companionships. To make matters worse, they are shy about this theme. Only their companion and the other Argrush know about it, so they think, truth is all the member races are quite well informed since it is just too obvious. Still there is seldom a talk about this matter, but with close friends.

(Authors comment: Declaration! The species sus scrofa and sus domesticus harbor the same habbits, therefore it was just logical to integrate those traits.)

A friend is required being helpful and - well - be a friend. If an Argrush spills his guts how he feels about someone, this is an indication that he wants to adopt you into a friendship, not companion. To give him a refusal is seen as a rude manner. Furthermore, it might be the cause of a challenge issued then by the Argrush. He has thought it over several times and he has chosen you as a friend, you deny, you will suffer then. A friendship is issued only once, never again.

To betray a friend is a matter which might bring you to court, a thing not to be forgotten or taken lightly. A very severe betrayal on the case of companions is to abandon the bonded Argrush during the "urge". If this happens and the Argrush suffers with his faculties, i.e. growing insane or even suffer severe complexes, the companion will be drafted into court. Abandonment is not only a crime, it is a deadly sin.

A last thing on taboos in friendship. Agrush dislike it being put aside. If a friend isn't acting as a friend it will be not only a breach in protocol and good maners it might give the Argrush a grimm expresion and toothed remarks about how friends could do so and so.

Taboos on comunal events and invitations: First. It is rude to decline from an invitation. Might it be to have lunch together or having a mudbath, be it to go to a scientific exhibition or sharing ones lair. Since invitations aren't uttered without diplomatic or interpersonal issues thought of beforehand it is just plainly rude. To refuse to go to an invitation from a matriarch is not only rude, it is just plainly barbaric. If a matriarch is spending time on you, you should be honored. Not complying could bring up a whole planet against you.

It is on the otherside courtesy to think of presents brought to an invitation. Those can take many different forms. Perfumes, Jewels, Data or many other things are very valued in Argrush society. Bringing data of one's own species to a Matriarch is a present of highest courtesy, since knowlegde is the most valuable thing in Argrush society. Echange in Technology will be second. They are also very interested in exotic botanical specimens.

Most buisiness meetings are concluded around a very opulent meal. If the contract is not closed until the end of the meal it never will. Argrush cuisine is very radical, sporting many things, from live grubs to squirming living fish, cooked and roasted meats, sauces with strong spices, cooled and frozen drinks and of course the favorite of Argrush, Nagh*ra... a mixture of roots, nuts, some bugs and a slightly acidiced meat in a bittersweet sauce. The meal is good, although there are few humans who can stomach it.

How to have a meeting with a matriarch: You have to locate an agent first, most of the time this is a male from the matriarchs harem... sometimes it is a loner in service of a matriarch by consens in intrest.

Second you have to collect information about the interests, which are most obviously existent in the matriarch.

Lastly, you have to select a fitting present. A first visitor would bring either jewels or perfume, on a second visit it could be information which the matriarch is intrested in. The matriarch are the ruling class of Argrush society. But still it is a society based on the virtue of egality. It is the experience, which takes the matriarch ahead.

During the meetings you have to be polite to the matriarch, but flatery is a thing you should cut of. The matriarches are very well aware, that most sophonts are shrugging their shoulders upon their 'obvious' unkempt demeanor.

Furthermore the present is to be presented plainly. No coverage, to bags. Open on a display. Not to do so is an insult.

If a matriarch is asking for a favor, one is expected to accept it on her terms. She could ask several favors. For example a bonding between a character and one of her males, to confirm trade agreements. - This is a practice like exchanging goods for a marriage, furthermore it gives the character a higher regard within Argrush society and a male of the harem will always have a female partner, so the character wouldn't be overly taxed. - Or it might be the permanent bonding of a male of her horde just going out of the coupling - This is gross. Since you have to take him around with you. He will never again be accepted into this specific family and he has to travel around with you for so long as he isn't coupled. Imagine him undergoing the "urge" twice a year... well at least it is an good roleplaying opportunity (perhaps the Argrush would be a playercharcter).

If regular on the matriarch one might become favored by this household, which is giving them better prices, quick contracts and very fast support if in trouble. The Argrush are very true people.

Artifical Inteligences: It is a mayor crime to evolve computerbased or robotic artifical inteligences. The only beings which can be inteligent are normaly evolved creatures. To create an robot with pseudobiological functions is the same as if one commits genocide, as is the punishment. In history of the Argrush the term will be covered more eloquently. But heed this. It isn't allowed to induce into computers and robots an a.i.
 
Sciences and Technology: In Argrush society science is also an art. The most efficient way of using science and technology is also used in a way that is art. Most of the artistic impressions are mathematical and abstract but there is also a form of transcendent art.

Energy (J): The Argrush civilian crafts are using fusionpowered jumpdrives which have jump 6 capacity but can with one tank comit several jumps. There are several experimental researches tried in energy techologies. Antimatter is used to power planets and bases but a use on starships is impractical at the moment.

Computer/Robotics (G): Emphasis lies here in developing Robots without true artifical inteligence but still with a great degree of freedom within their actions. The Programming of expertsystems is a favorite commitment here. Every training (what we would call profession) is using it's own tailored expertsystems. Furthermore miniaturisation is emphasized, so called minibots are commonly used as repair drones.

Communications (F): Experimental meson radio exist and is selled as novelty at high rates. Holovideo isn't used regulary as pasttimes, since the cultural developement of the Argrush doesn't encourage such habits. Communication is just for exchange of news and messages.

Medical (H): Vaccines against all kinds of diseases exist. Also there are biocides, which selective kill of specific virii and bacteria. Argrush develope no live prolonging medicine since the lifespan is allready very long. "Urge" supressing hormones and drugs exist, but their use is abhored, since prolonged supression can drive an argrush into insanity.

Environment (J): Being masterterraformers they could transform any world to use of any species. They could also by virtue of knowlegde evolve lifeforms native to the planet into the new environment. Even hot-worlds and cold-worlds could be changed into planets which are habitable. The most recent developement is a system of terraforming processes which might even transfer a breathable atmosphere into exotic, insidious or toxic classified worlds. Even the hydrosphere can changed within 50 years. Polutants are filtered as long no sophonts rely upon the existence of these.

Transportation (H): The Argrush are experimenting with transmitter systems, they are still experimental but allready are able to tranmit machines and materials within planetary range. Throgh experimentation they have a great understanding in sub-molecular transmutation, therefore they are able to refine raw materials into refined materials at a very low output range. Fusion Power on Starships is very efficent, a regular tank of a Grch'tar - class 100 ton ship has capacity for up to 8 jump 4 tours.

Weaponry (J/H): Although higly efficent Weaponry exist, there is a strong emphasis on non-lethal force. Weponry with a deadly potential are only last measure actions. There are several weapons, which are unique to the Argrush since they developed every potential use. Onboard Tractor beams are more effective by now so their use is common. Furthermore a special weapon on tractorbeam technology was developed.

Freghch'dor - Repulsor: The Weapon emits a strong thermo-kinetic bolt that pushes a hit vessel away from the firing ship. A direct hit could disable ships-system by breaking vital components. The beam is not visible, therefore only the ships sensors could register that something hit them. Experimental Weapon - very uncommon - expensive. Only black-globe is efficient against a Repulsor weapon.
 
Back
Top