Age: He is barely a young adult, somewhere around sixteen, he has not been keeping count.
Height: somewhere arounf 4.5", he is short and does not measure himself often, he does not think he is growing taller.
Life story Story Trubbol grew up in an orphanage, being born around the end of a great war, and amongst kids that were friendly enough but did not pay him much mind. He found himself often escaping into the realms of books and dreaming about being like the adventurers that inhabited them. He was eventually adopted by an older adventurer who had retired to become an inventor, and included Luck in the trade. He taught him to be crafty and clever, to made things from what looked like nothing, and to always think outside of the box. When his old man finally believed there was nothing he could teach him, and no way to lead the boy away from the life of an adventurer, he sent him on his way into the world. Trubbol still visits and tells him of his various adventures.
Personality Trubbol is kindhearted and generally a bit too generous with his trust and deeds, being willing to rush to the rescue of complete strangers in dire conflicts. He has a love for excitement and is thrilled by the prospect of adventure, as long as he is playing for the right side. The rabbit is not fearless, and actually easily frightened by the loss and life of limbs, and of the monsters he faces, but he tries his best to keep a straight face and keep on fighting never the less. Luck has a huge problem with killing others and leaving others to die, to get him mad enough to preform either you would have to do something completely heinous and horrible, and be a monster worthy of haunting nightmares for generations. Killing people around him is also generally a good way to really make him mad. He is afraid of bad things happening to his family, failing to save the people around him. the famed Silver Assassin, goats, and witches.\
Strengths Trubbol is good with low key machines, such as vehicles and the like, he can repair them well enough. He is also good at coming up with clever ways to get around obstacles, such as making catapults from scrap and trying to throw his voice or make false trails to confuse his enemies. He has a decent amount of skill with a sword and knife and is very light on his toes. Villains might want to watch out for his kick too, rabbits have those powerful legs!
Faults He is very quick to trust others and not the most brilliant at telling friend from foe when it is not obvious. Being small, he can be overpowered by others and knocked into the air easy. He is shy around other people and gets bashful often.
Equipment: Rope, hooks, slingshot, simple sword and a homemade scabbard, a magical bag that is barely weighed down by heavy things, sandwich materials, a small knife, and an old rusted wrench.
Zuranians firstly resemble a cross between a dinosaur and a bird. Standing around 7 feet tall, Zuranians are streamline and highly adaptive to their cold home. They are covered in a thick insulating layer of feathers; the colors are varied patterns of pale purple and blue, except on their feet, hands, and face, which are scaled. They also have a pale blue underbelly. The feathers are not waterproof, but rather designed to trap in warm air and hold it close to the skin. Off world Zuranians often get over heated because of this. Zuranians have a slim saurian head, with a mouth full of sharp fangs, similar to a dinosaur. Their top row of teeth often pokes down outside their jaws, and adds to the intimidation factor. All Zuranians have yellow eyes that are built to see the outlines of prey and clear vision for miles, similar to an Earth falcon or hawk. Their pupils are slitted. Zuranians also see in color with surprising sharpness, though they cannot see into other color spectrums. They have rather long necks and tails, their tails serving as a very important counter balance when both flying and walking. Their digigrade legs are very muscular, ending in wicked claws capable of slicing though flesh with ease. They have a ‘dewclaw’ on each foot, though this claw serves as an anchoring point to prey, and once jabbed in it’s very hard to shake them off. They have rather long, muscular arms ending in nimble, three digit hands. Their arms also function as wings, with their shoulders and torsos thick with flight muscles. They cannot fly as fast or quickly as a Rerack, but rather they are champion endurance fliers. Reracks will become tired quickly if they had to fly for even an hour, but a Zuranian can soar for hours at a time without any ill effects. Zuranians pretty much look identical to each other. The only way to tell a male from a female is to look at their colors. Males have a green crest, tail tip, and wings, while a female’s are grey. Males tend to be slightly bigger than the females, but females are rumored to be more vicious when provoked.
Zuranians are pure carnivores, eating a diet high in protein and fat. Zuranians prefer to prey on large cow-like mammals, though in times of bareness they will resort to fishing. Zuranians are quite clever hunters, working as a pack to single out and bring down their prey. They will usually fly above, then swoop down to break the backs of their victim, or sneak up on them on ground and attacking as a collective unit. Off world they have a difficult time with their diet, as pure carnivores they are limited by what they can eat without making them sick. So the ones that choose to go off world will usually invest in protein supplements or, if permitted, simply hunt for their own food. So thus you will not find a Zuranian hanging out on a world inhabited by a vegetarian race (which do exist), but rather found at Waypoint worlds and establishments where there will most likely be food to fit their diet. They rather hate sweet foods, and tend to avoid them when possible. They do however, enjoy more hard and bitter alcohol, and tend to enjoy things like aged whiskey over something like beer or mixed drinks.
Zuranians go about procreating much different than most active races in the galaxy. One of the big differences is that Zuranians do not partner or mate for life or long term. Instead, the females will choose a male whom they believe to be the most capable to support them, and they only stay together until the young are old enough to strike out on their own. They begin with a special ritual celebration that takes place about every 7-8 years, which includes a ritual hunt and dance. At the end of the evening, all the males will put on their spoils of war/victory and dance in a clockwise motion around a special fire, making a big racket. Their job is to look like the most eligible male they can be, so the more spoils of victory they own, the more accomplished they look. The females circle in the opposite direction and study the males carefully. As they are a society of ‘survival of the fittest’, the females make choosing the best male seriously; only the strongest will father strong children. So then the female will simple choose a male changing direction and dance with him. And then they simply break off from the group and go off to the female’s dwelling for the mating, which is something similar to reptiles. Homosexuality is pretty much unheard of on Zura, though same sex partners do probably exist, though they do not broadcast it like other cultures. The male’s job is now to keep the female fed as she waits out the two months it takes for the eggs to be developed. She will then lay 4-6 eggs, about the size of a soda can, on a bed of hides/feathers/cloth, anything soft and warm. She will curl around them to keep them warm for the next month; any exposure to the cold will kill them instantly, so it’s important that she never leaves them. The male will continue to provide for his mate until they hatch.
Zuranian chicks are born tiny and covered with a downy layer off soft feathers, resembling puff balls with legs. After being born, the mother will still curl around them, as being wet they stand the chance of freezing to death. But after an hour of drying off, they are able to face the cold by themselves. They both will now take the new clutch to the local priestess to be examined. Sickly and deformed chicks will be quickly killed, rather then waste time and energy to raise a chick that will mostly not survive anyway. It seems harsh, but the chicks that start off life so poorly will most likely not live to see their first birthday. Newborns learn to walk about a day after being born, though they will not be able to fly until they are about 4 years old. They will stay with both their parents; both of them will then begin to teach the clutch basic hunting and survival skills over the course of about 5 years. Here’s where having a skilled mate comes in handy, young that are taught by the best have a better chance of surviving the harsh world of Zura. Then when they are about 6-8 years old, the parents split off, and the young are sent to learn from the village teachers, from there on they learn a trade. They are considered full grown around 13 years old and if they are lucky, usually live to be 30. But as Zura is harsh and unpredictable, most Zuranians are lucky to make it past 20.
The native language for Zuranians is Scree. Scree is mainly composed of body signals along with growls, chirrs, and screeching in different patterns. Basic is rather difficult for a Zuranian to learn, as they are very dependent on body language to convey much of what they are trying to say. When speaking Basic, Zuranians have a gravely accent, and often speak with pauses as they search for the word to best fit what they want to express. Thus, Zuranians off world are rather quiet, not because they have nothing to say, but rather because they don’t know HOW to say something. Zuranians do not have a written letter alphabet, but rather use pictures to represent an object similar to hieroglyphics.
Zuranians are a Paleolithic culture of hunters totally unlike other discovered cultures in the known Galaxy. Their technology has never gone beyond stone tools and basic craftwork, and they have not even domesticated any animals in their homeworld. Instead they choose to live with their world, not against it by trying to dominate them. Thus, Zuranians can be compared to some Native American cultures, with blaringly obvious differences. Zuranians live in ‘clans’, large groups that can number up to about 100 individuals and contain several generations. The clan is headed by two individuals, a priestess and a warchief. The priestess acts like a soothsayer, appealing to the gods for a good hunt or asking advice for the future. The warchief is not always about war, though Zuranians fight among themselves fairly often. The warchief must also be resourceful and clever enough to take care of his people in times of crisis. Warchiefs come into power by challenging the current chief and defeating them, though sometimes a current warchief will pass his role on to a better candidate if they feel they are getting to weak or old for the position. Priestesses are chosen by rituals, where the gods will ‘choose’ a representative for them. Zuranian society is one of depending on each other tightly, without this they will not survive. So the clan is very tight, and punishment is swift on ones who disobey the rules. Zuranians are not a society of rules, but rather a code is set that is mostly unspoken. Things like you obey those who rank above you, when at war you do not kill children, ect ect. Zuranians are huge on respect, and if one feels that they were insulted by another, they have the right to challenge them for their honor. Every squabble is handled in a coliseum type area, not in the streets. There, under the watchful eye of the warchief and priestess, they will handle their dispute with vicious combat until one admits defeat or is killed. This often causes problems off world, an insulted Zuranian feel they have the right to gain back their honor, so they are often in the middle of several bar fights. Zuranians also consider native Zurakis sacred, killing or harming one often results in death for the harmer. This is because Zuranians are extremely suspicious and superstitious, According to legend; their god took the souls of unborn chicks and children and created Zurakis from them. So to kill one is pretty much the same as killing a child, which is a huge no-no for them.
Zuranians have no ‘real’ government. You can say the warchief is something like a dictator, where he acts as a judge, warlord, teacher, and lawmaker rolled into one. The priestess is almost always a female, as Zuranians believe females have a special connection to the Great Mother (their god), since they both are able to create new life. She acts as an advisor to the warchief, informing him if his decisions will find favor with the gods. Citizens are allowed to seek audience with the warchief and offer up suggestions or ideas to help better their clan, though it’s ultimately up to the chief to choose to act on it. Underneath theses two is people like craftmasters, teachers, religious leaders, and generals. Currently the chief selects a representative for Galactic Council, and usually that person is an accomplished warrior or artisan. Right now they are in a rather testy relationship with the Council in general.
Before Zura was discovered, it was pretty much alone, with no prior contact from any other race at all. When a portal opened up in the world, they made contact for the first time with another species, with predictably bad results. Since they are a Paleolithic culture, modern technology frightened them. Unfortunately for racial relations, the explorers who made contact with Zura didn’t follow the rules too well. Firstly you are not suppose to make contact with a race that didn’t reach out first, or a race that’s not advanced enough to be able to accept modern technology with ease. Secondly, you are not supposed to kill or take any wild specimens of life back unless you get express permission form native leaders. Since Zurakis are trusting, innocent, and covered with a thick soft beautiful coat, this opened up a brief illegal fur trade on Zura. Zurakis for a short time, were being poached for their fur or taken off world as pets, but it soon stopped when the natives found out. When a Zuranian representative showed up for Council wearing a coat of human skins, the practice of Zuraki poaching was essentially wiped out. Because of these incidents, Zuranians are extremely distrustful of foreigners or technology. At best another species visiting Zura can expect to be treated as ‘grudgingly put up with’, and at worst barred from a town. Despite their hatred of technology and people, some choose to go off into the world, mostly as hired muscle. Some of these Zuranians didn’t choose to go off world, since now Zuranians started up the practice of exiling people who go against the grain in their society.
Zura itself is a very harsh world. Once a lush forested world, it was knocked off its original orbit millions of years ago by a stray asteroid. Now it orbits much further from the sun, and it’s much different from its original state. Now it’s a world of ice and snow, never thawing out. Zura lost much of its original plant and animal life in that incident, and the remaining life simply changed to fit the new colder environment. Thus Zuranians evolved from the small tree dwelling lizard it once was to the large cunning predator it is today. Zura is mostly covered with small mountains dotted with large treks of frozen forests. Open plains separate these areas, being split up with the occasional large river. Zura has only one large body of water, a large dent caused by the asteroid that knocked them out of orbit. It’s now a huge freshwater ‘lake’ that is frozen over for most of the year. The rest of Zura is pretty much land masses. Zura has two moons, and is the only planet orbiting around their sun. Since Zura had a rather bad experience with other races, they choose not to trade or except trade with other planets.
Zuranians are a society that exists with the nature of things, trying not to work against it. You kill to survive and there’s nothing you can do to change that. They worship a creator God called ‘The Great Mother’, and several smaller deities based on things like hunting, craftwork, ect. Thus they are rather superstitious and religious, but it’s not always the case for off world individuals. They usually have rather serious personalities; after all they face the chance of not living to see another day on Zura. They also come off as rather surly and brash, not really someone to take amusement from random jokes. Though some individuals have been known off world to be lighter in personality, but its rather rare. As a race they favor honor, cleverness, and resourcefulness as desirable traits. Off world they use the strength to their advantage, finding themselves as hired muscle, mercenaries, and even smugglers. Despite their often brash personalities and savage habits, it’s good to have a Zuranian on your side.
one of the inhabitants of the forests and plains tribes in a story that so far exists only in comic shorts and pictures...once i get the stones to post them i'll do it, but for now, they come through in squeaks....