Author Topic: Species File: Verwynn  (Read 853 times)

Jubal

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Species File: Verwynn
« on: October 30, 2017, 08:17:11 PM »
The Verwynn: Species File


Biology

Basic factfile
Average Height9'6"
Average Mass1750kg
Average Lifespan (In Earth terms)90 years
Native habitatSavannah and grassland
AppearanceHuge, somewhat insectoid (though with an internal skeleton and external armour plates). Think samurai/praying mantis crossover.

Reproductive Cycle
Verwynn traditionally live in small family groupings. There are four gamete types (and genetic variations that produce them), A B C and D, in order of size. A+A tends to lead to an "overfed" unworkable spawn, C+C and D+D tend to lead to "underfed" spawn, but most other combinations are possible. A-producers tend to be physically larger (they can easily weigh in at 2500kg), slower, and heavier armoured: B-producers are often the biggest, strongest and fastest, whereas Cs, the most numerous part of the population, are the "standard" Verwynn size (C-spawn are least likely to miscarry). Ds are noticeably smaller, more like 1000kg, and often cannot carry young themselves; they are generally considered to be somewhat runts, though Verwynn families will still protect all their spawn regardless.

Culture
Verwynn traditionally lived in small family hunting packs: their ability to train and tame other animals was key to some sort of civilisation emerging, where the Verwynn were able to claim ownership of herd species, train smaller hunting species to do most of the work for them, and ultimately utilise. The Verwynn's main worker species on their home planet include the Talfar (their main prey animal), the Hydrale (colonial animals with collective hive-minds that build structures, and thus the architects of traditional Verwynn constructions), and the Sehra (a smaller pack-hunting animal that can also be trained to fetch and carry items). Verwynn are, in short, not only apex predators but adapted overlords.

Verwynn culture changed significantly when the Gruth arrived on their planet. Adopting these curious, intelligent beings as a new subject race, the Verwynn adopted groups (a klut, in Gruth) in their family groups and chapters, taking on protector roles and making strategic decisions that turned them from apex predator on one planet to lords of an interplanetary Empire. This has led to much greater hierarchy and organisation within Verwynn society - rather than simple family boundary disputes, there are now much larger games of political intrigue and brinkmanship which the Verwynn can play. The heavy culture of Verwynn honour that has become a major part of this society is in part a response to the destructive potential of such politicking in a species with great intelligence but a low reproductive rate.
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