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(adds history and roleplay traits, with all the rest to come within a week at the latest) |
(adds naming conventions, culture, and health) |
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In the present day, ethereals can very rarely be found in SIC space either in passing, in residence after their pilgrimage, or in work, seeking to fund their expeditions. While still targeted by less-than-benign individuals, the friendliness and presence of an ethereal have made their presence warmly accepted by most other sapient species, their empathy and soft nature portraying them as simultaneously naive and wholesome, despite the several pressures to be untrusting and selfish in the cruel space between the stars. Only a single alarming development threatens to pose them into alert: the strange, increasing rate of ship disappearance not tied to piracy. Some justify this as their traveling too far beyond the stars, teetering on the edge of a swallowing '''Void''' that consumes them whole. Others worry about technical difficulties with their designs of bluespace engines, as disappearance tends to occur after the ignition of an FTL drive. Regardless, most ethereals continue on, ignorant of the dread that has slowly begun to permeate their traditional travel. | In the present day, ethereals can very rarely be found in SIC space either in passing, in residence after their pilgrimage, or in work, seeking to fund their expeditions. While still targeted by less-than-benign individuals, the friendliness and presence of an ethereal have made their presence warmly accepted by most other sapient species, their empathy and soft nature portraying them as simultaneously naive and wholesome, despite the several pressures to be untrusting and selfish in the cruel space between the stars. Only a single alarming development threatens to pose them into alert: the strange, increasing rate of ship disappearance not tied to piracy. Some justify this as their traveling too far beyond the stars, teetering on the edge of a swallowing '''Void''' that consumes them whole. Others worry about technical difficulties with their designs of bluespace engines, as disappearance tends to occur after the ignition of an FTL drive. Regardless, most ethereals continue on, ignorant of the dread that has slowly begun to permeate their traditional travel. | ||
==Naming Conventions== | ==Naming Conventions== | ||
Ethereal naming conventions in '''Galactic Common''' consist of a star's name followed by a number of roman numerals, ideally the next number in line, as some ethereals may use the same star, and so a communal database exists to keep track of this very purpose. This star is often the prime goal of one's first, if their only pilgrimage. While this is confused sometimes and leads to duplicate names, it's generally handwaved within ethereal space, as their general form of identification has to do with birthmarks, and whichever wavelength of starlight an ethereal is born under. While not translatable, a name effectively correlates to something regarding their wavelength, then their birthmark, then their chosen star at birth. A systemized form of counting is eschewed in this case. In the rare case that differentiation is still required, some notable, admirable social trait is tacked onto the end of the name, after an individual's fifth nameday. Very few ethereals incorporate these standards into Galactic Common, though some more traditional insist upon it. | |||
== Culture== | == Culture== | ||
Ethereal culture, while it varies from colony to colony, tends toward extremely communal conditions mixed with a general theocratic hierarchy. As an ethereal's existence is relatively low-maintenance, community tends to be more about spiritual and social fulfillment, rather than pragmatic defense, as predators have mostly been removed or cordoned in their communities (such as the case with slimes, which must be maintained in order to ensure future generations of ethereals may exist). Older, longer-time members of a community, so long as they have fulfilled a pilgrimage, are considered to be wise in matters of all things. Those more experienced in travel can tend toward the clergy, whereas scientists or engineers might be respected, though not necessarily revered. | |||
Their naivety has been mildly tempered by piracy and the outbreak of disease upon meeting the ex'hau, though weaponry and matters of military are still generally frowned upon. Most ethereals have never touched a firearm, nor do they relish the idea of resorting to violence. That being said, the idea of hiring mercenaries or bodyguards is generally handwaved as a necessity of galactic interactions. | |||
Forms of media tend to be visually artistic in nature, though the jingling of wind chimes is exceptionally therapeutic to ethereals, as it's reminiscent of the crystalized percussion that would sound out for music on their homeworld. Visual art tends to be vague and interpretive, often a central structure surrounding by drapes. These exhibitions are two-fold, as ethereals constantly produce light. As a result, there's not only the structure immediately present in the middle of an art chamber, but the shadows cast by oneself can tell a tale on the canvases surrounding the structure. Such creative exhibits have been coined '''shadowtales''' by human anthropologists. | |||
Literacy, while now commonplace among their people, is less regarded as a form of entertainment and more a necessity of life. Entertainment in this fashion tends to be vocal, ranging from sermons to plays. Drama as a form of presentation and play is exceptionally popular among their people, though traditional human tools such as spotlights are scarcely used. However, some troupes and popular plays utilize sheets to conceal one's light before they make a dazzling, splendid entrance onto the stage. | |||
Attachment tends to never be individual with ethereals, due to their significantly communal origins in addition to no biological need for a partner. Any that grow "close" to an ethereal tend to be invited to join a community or explore with the ethereal themselves, though the idea of partnership is slowly becoming accepted among their people, due to the safety and general benefits it can provide on one's journey to see the stars. | |||
While ethereals might commonly accept authority, they may question the ethos of any they serve under, to gauge their competence relative to their experience. Most curious is the surprisingly distasteful response ethereals have to systems such as nepotism. While some are polite about criticizing such forms of election of employment, others will directly address and confront employers or politicians with iron-solid belief in their righteousness and the foolishness of putting someone not qualified into a position where expertise is expected. | |||
==Lifespan and Health== | ==Lifespan and Health== | ||
Ethereals have massive life spans which offset their naturally low birth rate. Generally succumbing to old age at about 800 years of age, the deterioration they face is often a simple burnout of the body, as they are heavily correlated with starlight in their existence. Those less lucky can spontaneously, painfully combust before their light simply winks out, their charred husk slumping where they stood just moments prior. Very rarely do they die of other natural causes, such as disease or organ failure, though some extreme cases have been documented. As a result of disease being an extraordinary circumstance, the diminished glow of a sick individual often causes great distress to said individual and their community. | |||
As a result of their exposure to high-g environments on Borealia, most enjoy a relatively leisurely experience in the artificial gravity that humanity induces in its stations and ships. As they rarely induce artificial gravity on their own ships, some can suffer from low-g bone and muscle deficiencies if they do not exercise properly. More recently, efforts to standardize exercise and body health among their populations has become paramount if they were to return to the homeland to regal others with their experiences and visions. | |||
They are typically not a fan of any standardized foods, be it raw, cooked, processed, or natural. The only food within SIC they tend to enjoy are "energy bars" which are imported from Remnant space, typically meant to give charge to Preterni workers in an isolated environment but have sometimes been consumed by humans in an attempt to jolt themselves awake. | |||
Mental ailments are few and far between, even those caused by substance abuse. While naive, very few suffer from trauma due to negative experiences or unideal environmental conditions. | |||
Ethereals generally stand shorter than humans and are genderless. Their average height is about 5'4", with a standard deviation of 4". | |||
==Roleplay Traits == | ==Roleplay Traits == | ||
* Not necessarily pacifist, but tends toward amiability and friendliness, seeking to resolve conflicts in a cooperatively beneficial fashion | * Not necessarily pacifist, but tends toward amiability and friendliness, seeking to resolve conflicts in a cooperatively beneficial fashion | ||
* Lives incredibly long; upwards of 800 years, in addition to rapid maturation. That being said, they are considered juvenile for the first 100 years of their life, also requiring they have completed their first pilgrimage before being recognized as an adult | * Lives incredibly long; upwards of 800 years, in addition to rapid maturation. That being said, they are considered juvenile for the first 100 years of their life, also requiring they have completed their first pilgrimage before being recognized as an adult |
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