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INDIGENOUS SPECIES:

 
l Ssorans l Kessrith l Mrrshans l Falcarians l Narnians l
SSORANS
 
The Ssora are a curious race often categorised as buffoons or treacherous villains. They are somewhat secretive about their species history and do not tolerate discussion of personal errors and embarrassments. They thrive within an ordered and deterministic society that forces them to employ labyrinthine means to accomplish their goals - as long as it does not take them outside the bounds of society's rules.
 
 
 
BIOLOGY
Ssora are warm-blooded, lizardlike creatures who average a meter and a half in height and 70 kilos in weight. While bipedal, they rely on their prehensile tail for balance. The tail is interesting in that it ends in two fleshy pincers that can hold tools or deliver a nasty pinch. Their dry, leathery flesh bears all manner of strations, dots and decorations, and can adjust coloration to the current environment. Their hands and feet each have three digits.
Ssora bond in pairs and remain together for life. Females are fertile once every two years and lay one or two leathery eggs that grow and hatch in six months. Ssora children reach maturity at 10 years of age and are cared for by their parents until that time. Their average life span is 80 years, with some Ssora even reaching 120 under favourable circumstances. It is generally believed, by Ssora geneticists, that the Ssora evolved from small predators in an environment very much akin to the Late Cretaeous period on Earth. Some humans have suggested the Ssora actually evolved on Earth and left in massive generation ships for the far side of the galaxy. As they posit that such a migration would have taken place 62 to 65 million years ago, all physical evidence has been destroyed, if it ever existed. Still, the similarity between the Ssora and Terran mitochondrial RNA has sparked such a debate. The Ssora vehemently deny this story.
 
 
 
CULTURE
The Ssora believe in order in everything and this makes them seem ruthless to many humanitarians. In issues of law and order, for example, a deviant - mentally incompetent or not - is given a flat 10 year sentence for any crime. It is, in effect, a chance to redo his process of maturation. If he commits the same or another crime after that 10 year period, he is killed. If his crime was truly deviant, like the smashing of eggs or something equally horrid, his family might also be destroyed to prevent defective material from being passed along.
 
That said, Ssora society legitimises a great deal of behaviour that most other cultures consider less than ethical. Lying, cheating and manipulation are common practices among the Ssora and do not endear these lizards to most other sentient races. The trick within Ssora society is to arrange everything so that what you desire is accomplished without your having to make a direct move at the target. It is a game of guess and double -guess that horrifies even the most seasoned Human politicians.
 
An example is in order. If a Ssora wanted one of the jars of macadamia nuts you received in a shipment from home, he would not ask for it. Were it within his power he would arrange for someone to have you posted to temporary duty in a place where you cannot take such things. When you offer the nuts to him because they aren't going to do you any good, he will refuse the gift, commiserate with you on your horrid fate, then offer to exchange something of slightly lesser value than the nuts for what you had obviously offered free. In this way it finally comes out that he's doing you a favour for taking the nuts off your hands - leading you to believe he never wanted them in the first place.
 
Yes , the system is terribly inefficient, which in part explains why it took the Ssora as long as it did for them to expand as far as they have. Fortunately for the Ssora species, there are cases where this twisted logic isn't applied . For example, Ssora raised in contact with alien species tend to be more direct in stating their needs and more reluctant to manipulate others for their own ends. Exaggeration is still a flaw in most Ssora reports , but even that is retreating to manageable levels.
 
The second place where this double dealing doesn't enter in what the Ssora refer to as Ciesiesr - soul bond. This is what they use to define the relationship between husband and wife, parents and children and two friends . It also defines the relationship of each Ssora individual with The Divinity , and therein lies the secret of progress. The divinity can declare a Slaciesiesr, which is a soul bonding that encompasses a group of individuals for the duration of a certain project. One of the Divinity's main duties is to constantly renew the thousands of Slaciesieris that make technological development and military operations possible.
 
The Ciesiesr is considered so sacred that Ssora rarely enter into them with not of their blood. Rescuing or being rescued by another forms the basis of many of these cross-species Ciesiesris. Only the outright betrayal of a Ssora by a friend will earn a repudiation of a soul bond. And even then, it is not unheard of for a Ssora to continue to fulfil those obligations with the kin of someone who has betrayed him, assuming the kin will bring the rogue back into line.
 
The obligations of the Ciesiesr are rather simple: the two people pledge to do whatever they can to help the other, up to and including giving one's life for the other. The depth of the Ssora commitment is evidenced by the fighter jock admonition that having a Ssora wingman is better than two guardian angels and flicker rate 140 shields.
 
The Ssora are able to exercise some subconscious control over the colour variations in their flesh. In particular, their colour scheme and patterning change to reflect new status and new responsibilities. Counting the stripes on a female Ssora's abdomen reveals, in theory, the number of eggs she has laid. Certain other patterns indicate family and economic status, and minor changes in them reflect almost daily adjustments in current situations. These differences are all but invisible to alien species, but other Ssora read them clearly.
 
Because some children hatch with intricate patterns on their flesh, the Ssora have developed a belief in reincarnation. While the family may take pride in the fact that their new infant apparently was a banker with four children and homes on two worlds, it is considered in poor taste to locate the family and suggest wealth should be shared to insure the child's proper upbringing. The Ssora do not believe in free will, because they see it as the progenitor of entropy and chaos. They argue that no matter what you think you could have done, your perception of choice was an illusion and your life would have been lived this way regardless - everything you are forces you to make the choices you make.
 
 
 
GOVERNMENT
The Ssora theocracy works in what appears to be an utterly confusing manner. Members of an oracular religious sect make pronouncements about what the gods have deemed necessary in a leader: e.g. "We need a Ssora with four Life Trauma spots on his Chest in a diamond pattern." Qualified candidates who are interested in the office put their name forward and the people vote for one by selecting a ballot with his name on it and giving it to the Registrar of voting.
 
Because of the Ssora deterministic bent, however, the election does not end there. These ballots, often in the form of a ball, are dumped into a hopper and mixed. The winner is then selected by chance (predetermination?) from the available ballots. Obviously, a popular candidate has a greater chance of winning, but the final step of leaving the selection in the hands of the gods means that the governing bodies do not have as much deadwood as is found in more conventional democracies.
 
Obviously the system is open to incredible fraud. The oracles can be vulnerable to bribery or coercion. The ballot selection could be fixed. The Ssora accept this, however, as the will of the gods. They assume if the gods have not meant for someone who abused the system like this to reign, they will already have determined that he will die shortly. Most often the abuse of the system actually takes place on the part of the oracles, who can closely define the announced qualifications to fit the individual they want to have the job.
 
Elections and votes on all governmental matters follow this pattern. Yes and no chits are put in a hopper when a piece of legislation is being considered. From these votes, the final decision is picked at random. Juries in criminal cases are polled in a similar fashion.
 
While this seems utterly counter to the Ssora love of order, it works to make the system flow more evenly and smoothly. What is the need for lengthy discussion of a law when you know that the gods will make the right choice for you? Why bog down in red tape when you know red tape will only anger the gods? Get things done by whatever means you can, and then move along to something else. Vacillation over decisions that are already predetermined is sheer folly. (In the eyes of the Ssora, Humanity is proof the gods have a sense of humour and a willingness to watch time be wasted.)
 
The Ssora government works in triples or triples of triples (i.e., nines). Most cities elect nine City Councillors and three County Councillors. The County Councillors elect nine State Councillors and three Continental Councillors. The Continental Councillors elect nine District Councillors and three Sector Councillors. The Sector Councillors elect nine division Councillors and three Supreme Councillors. The Supreme Councillors elect the Divinity, but they are given so narrow a choice of candidates for that post that they really only ratify what the oracles report is the will of the gods.
 
Ssorans joined the Federation within the past 100 years.
 
 
 
HISTORY
This debate over the Ssora's origin - whether or not they evolved from Terran dinosaurs - is fuelled by some confusion in the Ssora accounts of their own history. While they have no memory of a period of exploration by ships lacking T-Space drives, when they travelled to a number of nearby worlds they located traces of what could have been Ssora civilisations. Many Naram have suggested that perhaps the Ssora, like the Naram, accomplished at least one interplanetary migration in their history. (Revisionist humans claim generation ships from Earth seeded that whole side of the galaxy, but only one civilisation survived. )
 
The idea that the Ssora had a headstart on all the other sentient races (be it 62 million years or more modest) has followers because of the amount of time it took for the Ssora to claim their arm of the galaxy. Though records are unclear, it appears that the Ssora developed T-Space drives about 100 000 BC. Their resultant spread proceeded at a pace not driven by the desire to explore, but by the need to find new worlds for an expanding population.
 
The Ssora's expansion eventually brought them into conflict with the KessRith. They ran across a KessRith generation ship orbiting a system. It had long since downloaded its cargo and had been maintained by the dominant clan as little more than a gunnery platform. True to KessRith philosophy, the KessRith shot first, then put the pieces of the Ssora vessel back together. Their scientists managed to reverse engineer the T-Space drive, and within a century had a spacegoing fleet of T-Space travel.
 
The KessRith would have pursued the Ssora and wiped them out in another millennium, but ran into a more worthy foe first - Humanity. The Ssora made the best of this respite - they negotiated an alliance of convenience with the KessRith and made a run at the Human Raj, the Human holdings in the quadrant.
 
The Ssora interest in fighting seemed secondary to showing the KessRith that they were holding up to their end of the alliance. This was important because the Ssora had begun to infiltrate and liberate some of the worlds the KessRith had taken. Apparently the KessRith Clan Leaders decided returning those worlds were worth Ssora help in the alliance because they did not repudiate the treaty. However, when the Ssora pressed too hard at some key systems, the KessRith did react and sent the Ssora home in tatters.
 
Ssora interest in Human holdings apparently intensified when the Ssora learned about New Terra. This coincidence has been put forward as yet more evidence of the Terran origin for the Ssora. And while that might be explained away as coincidence, the Ssora demand for New Terra when it fell after the Snow Plague was very deliberate. While the declaration loses something in the translation, the Divinity (as the Ssora leader is called) informed the KessRith Grand Dominator that to refuse his request would "lead to a war in which we will eat your hearts and leave the rest of you for the scavengers." [Editor's note: The actual translation uses a Ssora term for "tender parts" where the author used the word "hearts." The Author apparently used an older, expurgated copy of "War Declarations of the Ssora.]
 
The gall of their demand struck the KessRith as brilliant within the realm of malavoqa, so the demand was respectfully honoured. The Ssora rejoiced at gaining this fine planet and renamed it Swuivuli - Birthplace. [Editor's note: Again, this translation is not wholly accurate. Swuivuli is more correctly rendered, "a place suitable for egg-laying." The author overlooks the fact that no fewer than seven other worlds within Ssora holdings bear the same name.] The obvious question begged by this rechristening is this: Why would the Ssora call New Terra their birthplace if it had not been the world on which they had arisen, or the first world they started the colonisation?
 
Many experts feel the Ssora deny this theory so vehemently because of their current embarrassment over loosing the world. This embarrassment would explain why the Ssora did nothing to warn the KessRith about the Human uprising until too late. Of course, an alternate explanation - they didn't want to lose face in front of the KessRith because of the uprising - also has some validity. [Editor's note: In fact, the Ssora Admiral on New Terra at the time literally died from an asthmatic attack over his embarrassment. Without their leader, and accustomed to following orders, the rest of the Ssora did exactly what the rebels told them to do.]
 
 
 
PHILOSOPHY
The Ssora, because they have rejected the concept of free will, have not developed much in the way of philosophy. They believe in honouring the Ciesiesr as best they can and, other than that, they seek to do whatever they can to get what they want. After all, falling for a plan laid out by a Ssora is part of the will of the gods. (The Ssora do know they are blessed by the gods because they had T-space drive first in the quadrant. They also know they're beautiful, unlike the other species, which is yet more proof.)
 
 

KessRith
 

Biology:

Like the duckbilled platypus, the KessRith have been put forth as a proof that God has a sense of humour, Centauroid in configuration, they combine the body of a rhinoceros with a powerful tail and a torso that makes human gladiators look weak. Their heads rests on a strong bull neck and their gaping mouths is lined with teeth that look and functions much like that of a terrestrial shark. Their hands have four fingers and an opposable thumb, but their four feet have only two toes apiece.

Thick, fleshy plates cap their tail and protect their torso, arms, neck and skull. While KessRith appear to most non-KessRith as grey in colour, the KessRith claim they can detect racial differences among themselves. Their eyes are red and tend to take on a crimson glow in the backlight of a monitor or flashlight.

The KessRith are built for heavy combat. They are, without a doubt, the strongest of the sentient races known to the Federation and they value physical strength. In fact, struggle is so noble, for all but pregnant females, that few KessRith actually reach the 100 years of age their physiology would allow them. Most die 20 to 30 years prematurely, though no KessRith would use that term if an individual died in battle.

Pregnancies last for 23 standard months (Which is approximately one year on Sovi’ Kessroth, the KessRith homeworld) and calves are capable of locomotion within two hours of birth. While female KessRith have no breasts and do not lactate, they are regurgitate a thick, nourishing mucus with the colour and consistency of warm caramel to feed their young. The young reach maturity in 15 years, and the average female will bear children from that time to the age of 40.

More than one calf at a time is unusual, because KessRith females are able to control their rate of pregnancy.. From a single impregnation a female can retain enough genetic material to fertilise as many as a dozen eggs. This means a KessRith warrior can continue to provide genetic material for over a decade after his death.

Female KessRith can induce pregnancy if they have a store of sperm, provided the local conditions are appropriate for gestation. The female’s hormonal balance is dependent upon the availability of food and water. The male/female ratio of 1 to 5 is similar to that of migratory herd animals. The development of a partial upright posture has been seen as a survival trait for surveying the local area for predators. (The mind boggles at what could have eaten the KessRith, and the fossils in the KessRith Museum of Natural History make terrestrial dinosaurs look like salamanders.)

Culture

The KessRith are organised into extended polygamous family/clan units that generally include thousands of individuals. Each male has one to five wives-the number determined by the Dominator as a sign of the male’s rank within the family. The Dominator is the senior male of a family, and his tenure in that post is still often decided by combat, though political and occupational skill make it a good idea to leave a physically weak but otherwise powerful male in charge of the family.

The typical family unit consists of a Dominator, his wives, his sons, and their wives. Female KessRith leave their family and join that of their husband. Family units combine into herds based on related Dominators. The Patriarch is the strongest of the herd’s Dominators. Herds form clans, the largest social group.

A Dominator is subject only to his Patriarch. He allocates the number of wives any individual may have and can even order one male to surrender a wife to another. The Patriarch can do the same, even moving someone from one family to another. The Clan Patriarch has the same power on the clan level; no one questions unless he is prepared to battle for rank and domination on that level.

With sentience, the KessRith have realised that brute strength is not the way to decide Domination. A Domination battle takes place in three parts, a survival challenge (to pit the candidates against the world), a mental/verbal challenge (to test their reasoning ability against each other) and physical combat. Because of the importance of the first and the second tests in deciding dominance, a sharp but physically inferior KessRith may become a Dominator and will be accorded all due respect for that position.

This also allows the KessRith to recognise superior ability among other species of the quadrant. The KessRith often enjoy malavoqa -"sweatless combat" is a rough translation. This form of verbal sparring that involves intricate wordplay, and the human affinity for punning have made them favoured malavoqa contestants.

Because inheritance and decent are figured paternally, and because it is a polygamous system, it would appear that women are little valued and have no importance beyond raising children. This is not true. The KessRith are egalitarian about the position of women in society and they accept them in politics, but "puppet Dominators" are not unknown. More importantly, women keep track of bloodlines (since they know for certain who the father of their children is) and make sure that marriages do not combine poor genetics. As marriage partners generally come from herds within the same clan, genetic compatibility is constantly overseen.

Battles between clans are common, though civilisation has changed things from the days when two clans would array themselves on a dusty plain for a fight for the death. Now Banker Clans wage financial war with other Banker Clans, and so forth. One human observer characterised these battles as mixing the worst parts of corporate raiding with organised crime wars. Duelling is still legal, however, and rare is the KessRith who allows himself to get very far from his sword.

The KessRith respects no one who does not value combat above all, but despite this emphasis on conflict the KessRith are capable of artistic endeavours. Granted, they do tend to martial expression in their art: swordmaking, armoring and the like are highly valued skills and artforms. Fighting a duel with a treasured clan sword, then, becomes a performance and is likely to spawn yet one more tale to be passed from Dominator to child.

Government

KessRith governmental organisation isn’t, and it is cited as the overwhelming reason the Ssora and KessRith do not get along – the Ssora cannot abide disorganisation. (The KessRith maintain the Ssora hate their government because the little lizards don’t know who to betray to whom.) Each clan is an entity unto itself, although most are related to a half-dozen other clans because of a blood link somewhere in the past. (These larger clan groupings are called meta-clans or Unities.) When a unity includes a financial clan, a manufacturing clan, a political clan and a military clan, why would it need any outside help?

Only if a clan has been defeated in combat with another clan does it defer to that other clan. The dominant clans on a world select two representatives to a loosely defined Diet within a Province where their world is located, and that Diet then sends representatives to the Council of Champions on Sovi’ KessRoth to select the Thirteen Clan Leaders who rule. The Thirteen choose one of their own as the Grand Dominator and since the time of Z’tac, the Grand Dominator has always been from the Quoqa clan. The current Grand Dominator is Tvarqi Quoqa.

The first major difficulty with the whole system is that no terms of office are set for any of the governmental structures. Someone from within a clan group could challenge and battle his way up through the Diet and Council to become a Clan Leader. Z’tac did exactly that. Granted, a radical turnover is rare, but what happened once could happen again.

The other problem with the system is that decisions are passed down from on high, but the law of perversity always comes into effect. This means that most clans respect the rights of Ssora to live in peace on worlds, but others occasionally go raiding against the Ssora on a whim. A clan battle and domination may result to keep such a rogue clan in its peace, but the phrase "house rules" takes on a new importance when among the KessRith.

Philosophy

The dominant philosophy among the KessRith can be summed up simply: a bull is defined by the challenges he has accepted and exalted in the struggles he has won. It is simple yet eloquent. KessRith do not bear grudges because they respect those who are able to defeat them. As with the initial battles between the KessRith and their enemies, a defeated KessRith will always strive to fight once more. This is seen as homage paid to the victor.

Without doubt, the KessRith see the Borg as their greatest challenge they have ever faced. They know that to lose the struggle against the Borg is to be exterminated as a Race. This they refuse to accept and fights on to prevent it. They recognise, value and respects the abilities of their allies in this struggle.

The KessRith have a very strict code of honour that binds them to family, homeworld and Dominant Clan. It governs everything from forms of address for all manner of family, herd and clan relations, to the proper way to kill oneself to expunge a spot on your honour (generally by doing whatever you can to take as many of the enemy with you). This code specifies 1296 different shades of dishonour and 432 different acts that will atone for those dishonours. Over 90 atonement’s involve dying.

Evaluation

Physically imposing, the KessRith are superior combatants. They can be good and loyal friends, but their ties to family, homeworld and clan can supersede and destroy friendships if they receive a command to that effect from their Dominator. Personal honour and respect of peers are vitally important to the KessRith, but fawning over them angers them.


MRRSHANS


Path'Kar- Penumbrans
(KessRith – Federation)

Most of the information on the Feline race of the Mrrshan is derived from KessRith sources. Some originates from the illfated first contact between the Federation and the race hence called the Penumbrans. A small amount of the data comes from the intelligence gathered by the USS Wraith en route to the Summit and peace conference on the planet Peth Kar.

History:

The conflict had started 21 years ago when unprovoked attacks on distant Kess'Rith colonies in the Ir'Gan and Yew'Kad systems made war inevitable. Up to that point the Kess'Rith clans had expanded into space as they wished, brushing aside those minor space faring races they had met with ease. Their warships (and they had little else) were relatively slow and heavily armed. If possible they would duel with an enemy ship one-to-one, but if a fleet battle occurred they would simply fly directly towards the enemy and start firing once in weapons range. They had no other tactics and until they met the Penumbrans had never needed them.

After the Ir'Gan and Yew'Kad colonies were destroyed the fleet was sent into unknown space to avenge them. Nothing was seen of the Penumbrans until a small force attacked the fleet. They broke off the attack and ran, the Kess'Rith fleet chasing the agile ships into a planetary system. As they closed in they were overwhelmed by a surprise attack from the rest of the Penumbran fleet.

With most of the battle fleet destroyed, the Kess'Rith forces spent the rest of the war on the defensive, losing one world after another to the Penumbran ground forces. Finally, after seventeen worlds had been taken, a truce was agreed. Penumbran "ambassadors" were allowed onto all Kess'Rith worlds to "monitor" the truce and in return the attacks on the Kess'Rith ceased.

The Federation first encountered the race when the USS Agamemnon surveyed the area beyond the newly discovered wormhole off New Terra. The attack on the Agamemnon was unprovoked, and without warning, crippling the Agamemnon in the system named Penumbra. The ship made it back to New Terra where it was scrapped, and the system was declared Space Hazard by the Commendant of the Federation Delta Expedition. Since then, no contact has been succesful, and no attempt have been made from the Penumbrans to establish communications with the Federation at New Terra.

Racial description:

The Penumbrans, or Mrrshan as they call themselves, are a feline, bipedal race. The females are dominant, and it is believed that most higher offices are held by females. The Mrrshan are a fierce warrior race, derived from predators. They use cunning and strength in combat, but seems to dislike communication with other races, which leads us to believe that they are xenophobic. About the same height as Klingons, and heavily muscled, they are probably very strong. Their throats can articulate pretty well, but the use of translators are needed as their larynxes produce sound beyond human capacity to register. Despite being furry, they use clothes, and adornments, but no shoes or boots. They appear to have fire arms as well as swordlike weapons.

Additional information:

Firstly it was clear that the Penumbrans had allowed several colonies in what they had regarded as their space and that it was only when the Ir'Gan colony was founded that they first attacked. Why? What was significant about that system?

Secondly, they had broken the Kess'Rith fleet at the start of the war and then kept the Kess'Rith forces off-balance throughout the conflict. They had captured many colony worlds, but they had never attacked the main, heavily populated Kess'Rith worlds. And the colonies they had taken were not in a logical pattern. They had leapt ahead and leapfrogged systems which were even now in Kess'Rith control.

And thirdly they had never allowed a single body of a fallen Penumbran to be captured. What were they hiding?

After looking at the locations of the colonies taken by the Penumbrans and those that they had avoided, and then cross-referencing with the ship's database we started looking for common factors.

They had taken 17 worlds and avoided another 11. All 28 had at least one class M world. There was no discernible pattern to the other worlds in those systems. No significant traces of previous cultures. No hostile or beneficial lifeforms common to more than any two of them. The worlds had the usual mixture of common and trace minerals. No obvious pattern there either.

Now we found something interesting. In 14 of the systems they had taken there were large asteroid belts. Only one of those that they avoided had. What possible difference could that make? We ran further comparisons. Kess'Rith surveys had noted significant deposits of Inxiam TriTiRite in all of those asteroid belts - except in the Reg'Kit system, which the Penumbrans had not bothered to capture.

Very interesting, but Kess'Rith science had never found a use for Inxiam TriTiRite. Why would the Penumbrans fight a war for a mineral with no use, stop the war when they were on the verge of total victory and go to huge lengths to recover their dead?

The Federation has never encountered the mineral in their surveys, and therefore has little to add to the KessRith investigation. Whatever the mineral means to the Penumbrans, it is important enough to go to war over. We must look into that factor at earliest possible moment.


FALCARIANS

The Falcarian Allegiance is an interstellar power in the Delta Quadrant. 52 star systems under it's domination from colonies to subjugated worlds. Their fascist style government had been in power for more than 40 years when the monarchy (Falcarian Stellar Kingdom) was ousted in a bloody coup after a localized Borg excursion removed many of the high ranking government officials and King Davyd himself.

The Government is controlled by the political organization , Goras, which through an iron grip, remained in power ever since. The secret police, HKL, act as the government's instruments to ensure loyalty among the citizens and deal with matters of state security.

Between 2330 -2336, the last Alberag War was fought when the enemy invaded but a counter attack proved effective enough to keep the Alberag on their side of the border but battles such as the Alberag attack of colony of Daria which introduced the Jaharabese as an weapon began to change the tide toward the Alberag. The Borg would assimilate the Alberag but for reasons unknown did not venture into Falcarian space except the only instance of Falca. Without their long time enemy, the Allegiance's sphere of influence grew.

Engaged the Federation in the 2377-80 Falcarian War under despot Custle of Romulus. By 2417, Falcaria was conquered by the Klingons and renamed V'Kar.

THE PEOPLE

The Falcarian race average in height from 6' to 6' 7", have black antennae above the eyes, where eyebrows would be. Their psi rating is high making them telepathic but on a world with such gifts they learned to master it, some don't even use it anymore. Their strength can rival that of a Vulcan. They have life span similar the Vulcans.
They are very militarilistic, loyalty to the State is instilled in them as children and very few stray from the official path. They can be very effieient soldiers but often come off as cold and and unsympathetic. Arrogance is also common trait among them, especially with no rival power to challenge their authority since the Alberag 40 years ago.

SSORAN, KESSRITH AND MRRSHAN SPECIES CONCEPTUAL PROPERTY OF ANDERS LUNDGREN