Arkevon

The Second Arkevon Empire




Anatomy
Arkevon are saurian-like creatures which typically stand between 6'10 and 8 feet (about 1.82 to 2.43 meters) in height, not including the horns on the top of their head, which can be up to six inches (15.2cm) in length. Fully-grown adults can weigh from 250 to 350 pounds (roughly 113 to 158 kilograms). Their reptilian appearance has earned them several, typically derogatory, nicknames, such as 'dragons,' 'crocodiles,' and 'dinosaurs.' However, despite these similarities, they are not cold-blooded and can regulate their own body temperature. There is very little dimorphism between the genders, making it very difficult for inexperienced foreigners to distinguish between the two, though it is possible with some practice, as there are subtle differences in both voice and proportions.

Their leathery skin is covered in thick, durable scales that provide moderate protection against slashes and blunt-force trauma, though they offer no defense against modern weaponry. The scales around the joints, stomach, and the underside of the neck are smaller to allow for better flexibility. The scales grow thicker with age, and like crocodiles, shed off individually rather than all at once as an individual grows bigger. Scale colors include various shades of red, green, brown, and occasionally gray. Blue, white, and black scales have also been observed, but these are all a result of various genetic mutations rather than intentional traits.

The head is the most distinct part of the Arkevon's body. The snout can range from six inches to one foot in length (roughly 15.2 to 30.58 cm) and can either be 'U' or 'V' shaped. The jaws also differ in width; in many individuals, both the top and bottom jaw are the same width, and when the teeth are exposed, both sets are visible. In others, the top jaw is wider, and only the top row of teeth is visible. A comparatively uncommon occurrence is when the snout is extremely thin, a trait which has been dubbed the 'pencil' or 'stick' snout. Regardless of shape, the muscles used to close their jaws are extremely strong, and can bite down with enough force to shatter bone; however, the muscles for opening their jaw are much weaker, allowing one to hold an Arkevon's mouth shut with little effort. In total, they have between sixty to seventy teeth which are designed for grabbing and holding unto prey. The teeth are protected by soft, scaly lips which keep them moist. The nostrils, eyes, and ears are each located on top of the head, allowing the Arkevon to submerge the rest of their body underwater. The nose and ears both possess membranes which close to keep out water and other particles, and the eyes are protected by a transparent eyelid. Sensory pits known as dermal pressure receptors dot the top and bottom jaws, and allow the Arkevon to detect vibrations in the water, though today this is considered to be a vestigial trait. The eyes are forward-facing, with vertical eyelids and slit-shaped pupils. Iris colors include red, green, yellow, orange, and blue.

Keratin horns can grow on multiple parts of the snout, including the chin, between the nostrils, above the eyes, and various spots along the bottom jaw. These horns can either be straight or curved, typically all in one direction. The horns are little more than stumps on young Arkevon, and only begin to grow once an individual hits puberty. However, once they start growing, they never stop; if left untreated, these horns can become a nuisance, and can make fitting on helmets and other headgear difficult. Thus, it is common to periodically trim the horns using specialized grinders. Though it seems like a painful process, it is in fact completely painless unless the horn is cut too close or is torn out. How many horns develop and where depends heavily on genetics, and some individuals may develop no horns at all. The three horns on top of the head, often referred to as the 'crown' or 'crest' are also made of keratin and were seemingly a trait that developed late into the Arkevon's development. They are not weapons, but are instead used as a mating display.

Arkevon are omnivores; though their diet is primarily composed of various kinds of meat and insects, they can also consume some fruits and vegetables with no problems whatsoever. Their stomach acid is notoriously strong and can break down bones, scales, shells, and other hard objects with ease. Arkevon consume food whole, and can eat up to half of their own body weight in one sitting. Though such large meals are typically uncommon outside of festivals and result in a period of inactivity, it also means that the Arkevon can go for longer periods of time without eating than many other races. This gives them a significant advantage in combat, as they do not need as much food to sustain themselves as most other armies.

While the Arkevon possess wings, they cannot use them for flight; it is widely believed that the Arkevon were once capable of flight in a much earlier point in time during their evolution, but as they grew in size, they lost this ability, but the wings remained. The wings are instead used for venting excess body heat, as while they are warm-blooded, the Arkevon cannot sweat. An expansive network of blood vessels runs just underneath the skin of the wings. The wing's skin is substantially thinner than the rest of the body and is largely devoid of scales save for the forearms. Fanning the wings, as well as spraying them with water, both help to vent more heat. The wings can become a dangerous detriment in cold weather as they will cool the blood too much and hasten the development of hypothermia. They also present a weak point in combat situations, as damage to the wings can result in potentially fatal bleeding. As a result, it is not unheard of for some individuals to have the wings surgically removed; they can be preserved and grafted back on decades after their removal, though many opt against this. This is most common with military personnel, as their armor is more than capable of maintaining their temperature.

Arkevan hands possess three fingers and one thumb while their feet have three toes. Each digit ends in a sharp, gray colored keratin claw. Their legs are digitigrade. Healthy Arkevon are quite strong, and are capable of lifting a fully-armored Human off the ground, though they are no match for a Diabloian or female Jaset. On average, Arkevon run at about 20 miles per hour (32.19 kph), but a few exceptional individuals have been able to sustain sprints of up to 35 miles per hour (56.33 kilometers per hour) for brief periods. Like the Jaset and Nevelin, Arkevon have trouble climbing ladders and other similar objects due to the structure of their legs.

Arkevon reproduce sexually and are an egg-laying species. After fertilization, the female will lay between four to seven eggs which will take nine to ten months to hatch depending on the temperature of the nest or incubator; warmer environments will develop faster. Likewise, the gender of the hatchlings is dependent on the temperature of the egg; warmer eggs produce males, whereas colder eggs will produce females. Young Arkevon consume a diet of insects until they grow old enough to consume meat. They reach biological maturity around the age of 25 and typically live to be about 120 years old without life-extension procedures.

Psychology
Generally speaking, the Arkevon can be described as aggressive, territorial, cunning, and above all, group-oriented. Even in modern times, groups of Arkevon, whether they be a family, a group of workers, or an infantry squad, will inevitably organize themselves into 'packs' with clearly defined leaders. These packs are well-organized and very cohesive; all members know both their position and their role within the group; violations are seen as a direct challenge to the leader. Pack members, especially within high-intensity professions such as the military, form very close bonds with one another, and express extreme devotion to the pack. If a member is wounded or sick, the others will often rush to assist them even if doing so places them in harm's way. The death of a pack member has been known to sometimes force other pack members into a state of either intense mourning or inconsolable rage directed at whoever or whatever was responsible; this is most common when the member has died unexpectedly or through unnatural means, such as combat. Dying of natural causes, such as old age, does not tend to trigger this response. The Arkevon have mitigated this tendency through training, making it a relatively uncommon sight. In the earliest days of the Galderan Empire, aliens were not welcome within packs, but years of cultural assimilation have seen aliens become a welcome member of the pack structure.

The pack leader is both the most important and most influential member of the pack. In ancient times, these individuals were either the strongest member of the group or had been chosen for their position by the previous leader. Now the pack leader is often chosen based on factors such as their experience, intelligence, and strategic ability, depending on the context. Others, such as many families, may elect the eldest members to lead. The leader is the only one allowed to issue commands to the rest of the pack unless he has already assigned someone to a leadership position; likewise, they are the only one capable of changing the structure of the pack, though this carries the risk of meddling with its cohesion. Though they carry significant authority within their own pack, they do not hold such power outside of it, and are themselves subject to their superiors, such as a field commander issuing orders to a squad leader. If two packs are feuding, it is common for the leaders themselves to duel or talk it out. Pack members will zealously protect their leader with their very lives, as they are the key to the group's cohesion; if they do fall, they can often be replaced by an appointed individual or by the group's superiors. However, if no immediate replacement is available, the group will often lose cohesion until they can find one; worst case scenarios include either a struggle for power or the dissolution of the group.

When at their peak performance, an Arkevan pack is akin to a machine, working with an efficiency and cohesiveness that most races would struggle to match. On the battlefield, this can make them exceptionally dangerous and highly strategic opponents; their heritage as opportunistic pack hunters is made clear while in the midst of combat. They seldom charge blindly into enemy fire unless provoked into a rage, and will instead operate as one unit, exploiting enemy vulnerabilities and splitting apart squads to make them easier to take out. If a pack's leader is eliminated and no replacement is found, it is not unheard of for one group to temporarily merge with another, though this hybrid group often requires time to reach the same cohesiveness that the diminished pack once had.

These packs are believed to have been the basis for Arkevan civilization. In ancient times, certain packs banded together into tribes for mutual protection. These packs, often led by a warrior-king or a council of the various pack leaders, were often specialized to serve different task within the tribe. One pack, for example, would focus on acquiring food while another worked towards construction. Some task, such as defending and attacking, were performed by all members of the tribe, though one particular pack may serve as the leadership for such tasks. It is still commonplace for packs to band together for mutual goals; many packs also merge together through marriage.

The topic of separation from one's pack is a complicated one due to it being heavily dependent on many contextual factors; but in general, Arkevan behavior tends to shift significantly when they are separated, or worse, completely isolated. These behavioral shifts can completely change the individual's personality, turning them into a completely different person; such extreme cases are sometimes referred to by various names such as, 'Isolation's Madness' and 'Solitude's Touch.' Isolated Arkevon typically become more aggressive and easier to agitate; their goal will shift to relocating their pack or finding allies, and they will most often go to great lengths to achieve this goal. If they are unable to achieve their newfound objective, the individual may become more impulsive and desperate as time progresses; alternatively, they may instead lose motivation and become depressed. In either case, an isolated Arkevon can be incredibly dangerous, as they are quick to use whatever weapons they have in order to defend themselves if they feel threatened; many soldiers have been killed long after the conclusion of a battle by an Arkevon who was unable to return home or had lost the bulk of their pack. Interestingly, it has been shown that it is possible even for completely foreign strangers to sometimes earn the trust of an isolated Arkevon, even if the strangers in question originate from factions considered by the Empire to be enemies. In these cases, if they manage to form a bond, any symptoms the Arkevon had previously displayed will gradually disappear before the individual ultimately returns to normal.

Ultimately, if the Arkevon is for whatever reason incapable of reuniting with their old pack and the Empire, whether it be because they were cut off in battle or simply by circumstance, the Arkevon will likely try to join a new 'pack' or form one with individuals they have bonded with. This process is how many Arkevan mercenaries and pirates would come to be. However, if they are unable to fill this social void and remain isolated, the Arkevon will continue either becoming more aggressive or more depressed; in either case, death is almost certainly an inevitability.

One interesting observation is how the Arkevon respond to fear, which is dependent on whether or not they are in a pack. If they are in a pack, the Arkevon will either have a significantly reduced fear response, or no response whatsoever. When placed in situations that would strike fear into most species, the Arkevon will take up the challenge with no hesitation unless it is blatantly clear that they are incapable of defeating it, in which case they will simply avoid it or work around it. This has created the misconception that the species is completely incapable of feeling fear. In truth, if they are isolated, the fear response is much stronger, and will often make their symptoms worse if frequently provoked. A scared Arkevon is extremely dangerous, as they will almost always attack the source of the fear if they feel cornered.

Culture
The Arkevon are naturally a very social race; complete isolation is a strange and alien concept even to the most introverted of individuals. This is reflected even in the military; Small squads are typically uncommon with individual unit deployments being practically unheard of; almost all soldiers at least have one partner accompanying them on a mission save for very specific circumstances. Different cultures have developed different ways in which to reflect this social nature, some focusing on the family unit while others point towards the greater community.

Ethnic Groups
 Nolsarians 

 Notable Nolsarians: Emperor Zervath Yilsiri, Xelva Ahkavas Teldiv

The face of the Empire, the Nolsarians originate from the continent of Nolsaras, where the Arkevon are believed to have originated as a species. Physically, they are often average in terms of the species' height, with some individuals leaning towards the taller end of the spectrum. Their scales can be various shades of either red or green; green being more common in the western and southern portions of Nolsaras while red was more common in the north and eastern regions. Their large snouts are shaped like a V, with both the top and bottom jaws being equal in size; the teeth of both jaws interlock with each other and are easily visible. They tend to have two or three pairs of horns situated around the base of their jaws, but they do not have them anywhere else on their snouts.

The Nolsarians are best known for their militaristic culture, extreme religious zeal, and for being the force responsible for unifying the Arkevon into a single, vast Empire. The Nolsarians have been fighting for most of their history; whether it be fighting among themselves, repelling foreign invaders, or conquering neighbors, the Nolsarians have a violent and bloody history, with periods of peace being short and brief. As a result, organization and discipline are pillars of Nolsarian culture. One of the major driving forces behind the Nolsarians' aggressive nature is their devotion to their goddess, Syleris. For hundreds of years, wars were fought over how the text was to be interpreted and applied, and it was only with the creation of the modern Empire and re-establishment of an influential Deltausyleris (translated roughly as 'Children of Syleris') church that the fighting began to subside. In modern history, this same devotion was one of the driving forces behind the Arkevon Empire's push towards unification, and serves to justify their goals and policies of conquering territory and eliminating those deemed unfit to exist.

 Lekon 

Notable Lekon: Varo Arvintis

The Lekon and their culture formed on the continent of Lekon; a continent with many harsh mountains, a dry, desert climate, and two rivers that played a major role in their survival and culture. The Lekon stand around the average height range, and their body tends to be thin and sinewy, making them seem weaker than they actually are. Lekon scales are particularly large and rough, and some individuals have scales that form two or three rows of small 'spines' that travel down their back and tail; colors vary between various shaded of brown, light green, or gray. Their V-shaped snouts are half as long as the typical snout of other races, but it is also wider, giving them a stumpy appearance. They can possess many pairs of horns on their head, including right above their eyes, up to three pairs on their 'cheeks,' and a horn on the tip of their snout.

The Lekon have practically been defined by their philosophical and critical approach to life. It can be said that they are less interested in 'how' the world works and more invested in discovering 'why' the world operates as it does. Subjects such as religion, fate, general philosophy, and morals are all common subjects for the Lekon to discuss. As a result, many Lekon are very open minded and willing to listen to and debate new ideas, even if they were to come from an alien of a hostile nation. This belief in critical thinking and discovery helped to eventually give birth to modern science, as the Lekon once had the two essentially merged together. Many different camps exist within Lekon society, perhaps moreso than in other ethnic groups. This can be easily seen in their view of the modern Empire; many view the Empire in a good light, seeing it as an ultimately benevolent force that is doing what is right; others view it with contempt, seeing it as violent, destructive, and delusional; others would say that there is no objective form of good nor evil, and thus the Empire is neither.

 Siserian 

Notable Siserian: Vier Elseron Nethali

The Siserians originated from the easternmost parts of Chelksrin, where the capitol of the ancient Telkevon Monarchy once resided. A lush land filled with marshes, jungles, and lakes, the region was a stark contrast to the savannas and deserts that dominated much of the continent. The Siserians are considered to be one of the more bizarre ethnic groups in terms of their appearance, and were considered by some to be a separate species until genetic testing proved otherwise. Siserians tend to be thin and somewhat short, though they possess long tails. Their scales are smooth all across their body, though are not as durable as the harder, rougher scales of other races. Scale colors tend to range between shades of brown, green, or blue. The most notable aspect of the common Siserian is their long, thin 'U' shaped snout; the snout is only a few inches wide, earning them such derogatory terms as 'pencil snout' and 'twig face.' Their top row of teeth are larger than their bottom row. Horns are common on Siserians, with most having three pairs or horns on their jaw's base, as well as a single horn on the tip of the snout.

Though many of their neighbors are known more for their violent tendencies than anything else, the Siserians have developed a reputation for their mercantile-culture and diplomatic solutions to problems. Even when they were more inclined towards conquest as the Telkevon Monarchy, they frequently looked for ways to peacefully absorb entities or tried to get them to surrender rather than outright attacking them. When the Monarchy dissolved and the resulting chaos ceased, the Siserians abandoned the idea of conquest behind and instead focused heavily on trade. With ready access to the sea and many exotic resources in their borders, the Siserians rapidly became a powerful force in the world of trade, having at least one defined trade route that led to every major continent (with the exception of Chelksrin, which they resided on). While they are not well known for being a military force, the Siserians did possess a strong navy that they used to defend their merchant vessels and maintained numerous well-built forts to hold off land invasions. Despite induction into the Empire, the Siserians maintain their mercantile and diplomatic ideals, and have produced many notable diplomats and economists over the centuries.

 Lyvr 

Notable Lyvr: N/A

Whereas Siserians originated in the lush jungles of eastern Chelksrin, the Lyvrn developed along the rivers in the savannas and scorched deserts of central and western Chelksrin. Due to Chelksrin being used by many to reach various parts of the globe, the Lyvr's appearance has been heavily influenced by outsiders. They are divided into two groups: Western and Eastern. Western Lyvrn tend to be the taller of the two, being around average height. Their scales are rough and durable, and come in various shades of brown. Their snouts are stumpy and shaped like a 'V.' They may sometimes have a set of horns above their eyes, as well as two pairs around the 'cheeks' beside the jaw. Eastern Lyvr tend to be a bit shorter than their western counterparts, and have smoother scales like the Siserians; though their scales share the same colors, with the added addition of blue and green. Their snout is a few inches wider than a typical Siserian snout, but is still considered thin by comparison to the average. The horns on their snout are a mix between the Siserian and western Lyvrn layout.

Like the Arkevon, the Lyvr are well known for having a bloody and violent history; however, the context behind this conflict is quite different. With the collapse of the unifying power of the Telkevon Monarchy in ancient times, the region broke down into chaos and war fueled by cultural differences, land disputes, and resources. Of significant importance were Chelksrin's many rivers and lakes, as they provided fertile soil for cattle grazing and easy access to commerce. The only truly unifying aspect of the Lyvrn for some time was their combined desire to take the easternmost portion of Chelksrin away from the Siserians; the Lyvrn were not ignorant of how much better the territory was than theirs, and would sometimes temporarily band together in an effort to take it, only to fail again. Even as frequent infighting slowly declined as strong powers were established (often with foreign support in exchange for resources and safe passage), explosive episodic fighting and continued efforts to take eastern Chelksrin made the region perilous. Chelksrin was finally brought together a few decades before the beginning of the space-era by a combined effort of the Arkevon and Lekon, who helped allies in the region in invading and conquering it. Decades of military cooperation and cultural exchange have helped to bring peace between the once wary nations of the Lyvrn.

 Avrin 

Notable Avrin: Empress Vailovi Yilsiri

The Avrin, hailing from the continent of Avron, are readily recognizable by their sheer size; the Avrin are often much larger than an average-sized Arkevon, with some individuals reaching more than seven feet in height. The most notable result of their great size are their exceptionally large wings which, depending on the individual, are either an tool for intimidation or a cumbersome burden. Avrin scales are generally various shades of light green, or sometimes a mix between yellow and green. Their jaws are structured in a 'U' shape with the top jaw being slightly larger than the bottom, resulting in a small overbite and the top row of teeth concealing the bottom row. Their snout often lacks horns, but may sometimes have one or two small pairs at the base of the jaw.

The Avrin are best known for their isolationist and neutral worldviews. For the majority of their known history, the Avrin preferred to keep to themselves, and seldom ventured outside of their continent to interact with the outside world. In the times they did interact with outsiders, it was usually in trade deals instigated by the foreign party or travelers passing through; though they did sometimes close their borders off. The Avrin seldom used their military in offensive movements, instead using it to defend themselves. They have always been opposed to many of the ideals that now permeate through the Galderan Empire, such as its militarism, its expansionist goals, its religious dogma, and the government. The rest of the Empire views the Avrin with varying degrees of acceptance; some tolerate them, while others fiercely oppose Avrin culture and want to see it eliminated. Indeed, Avrin culture is in fact 'dying,' its values and ideals have slowly been in the decline among the Avrin population as more and more embrace the Empire and its goals. Those who still cling to their traditions often face discrimination in many parts of the Empire, and have thus formed their own communities that are isolated from others; however, they still must abide by Imperial law, and mandatory military conscription. What will ultimately come of Avrin culture is up to debate, but most believe that it will be gone within the next few centuries, assimilated into the militaristic machine of the Empire.

 Kalkrik 

Notable Kalkrik: Cyrom Kartarak, Chief Cybernetics Engineer Nahtev

Often nicknamed as 'Kriks,' the Kalkrik people come from the cold continent of Kalkrik. They tend to be either average height or somewhat short, with small wings and a small tail but a stocky, muscular build. Their scales are small and tightly packed together, helping to seal them from cold air while making them smooth. Colors range from a dull shade of white to shades of gray to charcoal black. Their snouts are V-shaped and are equal in width, but the bottom jaw is slightly longer than the top, giving them a slight overbite; this results in most of their teeth interlocking until the one reaches the tip of the snout, where the bottom teeth are significantly more prominent. They often have no horns on their head, but may occasionally have one or two jutting from their chin.

The Kalkrik are historically known best for their fierce independence and ingenuity. Life on Kalkrik was harsh and unforgiving, with frequently cold weather, deadly wildlife, harsh terrain, and the possibility of resource shortages; the people living here had to find any way they could to adapt and survive. Before easy methods of heating were discovered, many Kalkrik lived in underground settlements based inside of mountains and hills; not only did these protect them from the harsh weather and wildlife, they were close to necessary natural resources as well as easily defensible. From these settlements, the Kalkrik would slowly expand outward in an effort to dominant their homeland. They acquired a great deal of national pride from this feat, and saw themselves as a strong people who were subject to no one. The Kalkrik have an extensive history with the Arkevon, with whom they fought over the many islands which sat between Kalkrik and Nolsaras. Of note is Vahro Island, which changed hands several times over several hundred years before the Arkevon finally managed to permanently claim it shortly before the space era. A great deal of animosity existed between the two during the initial years of unification, but this has declined down significantly over the years.

 Quolvan 

Notable Quolvran: N/A

The Qolvan inhabit the central regions of the continent of Quolvri, as well as many of the islands surrounding it. They tend to be a bit taller than average, and have small, tightly-knit scales akin to individuals of Kalkrik descent. They possess dark, gray colored scales that are sometimes pitch black; a rare genetic mutation sometimes adds a dark purplish hue to their scales. They possess large wings, almost to the point of being disproportionate, unlike those on the Avrin. They have wide, U-shaped snouts with interlocking teeth and jaws of equal size. Like the Lekon, they have horns right above their eyes, as well as on their snout. They can also have them on their chin and along the base of the jaw.

Secularist, freedom fighters, hypocrites, and xenophobes; these are some of the terms many have used to describe the Quolvan and their culture. The Quolvan are remembered for their ferocious opposition to the Arkevon Empire and all of its tenants in the pre-unification era and during the early days of the unified Empire. The basis of Quolvan thought is that the Arkevon themselves are a superior species that was to lead its own destiny, without the intervention of religion or under the dominion of either aliens or authoritarian governments. They were the inventors of democracy, believing that the Arkevon should have a universal right to choose their leaders. Seeing the Empire as a threat, it was the Quolvan who formed the greater Quolvrin Republic to try and stop the Empire's growth. While this Republic lasted for several centuries, it was ultimately defeated.

Once one digs deeper into Quolvan history, however, they see the truth of their hypocrisy; the Quolvan repressed and for a time enslaved the neighboring ethnic group of Quolvrin, the Altan. This stemmed partly as retaliation, as the Altan often tried to break out of their peninsula into Quolvan territory, but was also born of the belief that the Altan were 'inferiors' who needed to be 'enlightened.' Their fierce opposition to religion also resulted in a large-scale effort to repress it within their territory, banning them and imprisoning their devotees. They were also very xenophobic towards alien life, believing that all life was inferior and deserving of death or enslavement to make room for Arkevan expansion. Some of these beliefs do remain today, but are generally in considerably milder forms or in small extremist pockets spread throughout the Empire.

 Altan 

Notable Altan: Valxelva Kelevien Valrus, Priestess Qalrovah Ghasene

The Altan developed in the northernmost peninsula of Quolvri; cut off from the rest of the world by jagged mountains which made travel difficult and time-consuming, they developed largely independent of any other culture. They are short and thin, with tightly-knit scales that can be many different shades of gray and black. They often have two row of tiny 'sails' going down their back, akin to the Lekon. Their wings are the smallest of all ethnic groups, which occasionally gets them mocked, much to the Altan's frustration. They have a short, V-shaped snout that bulges slightly at the end. The jaws are even in size, and the teeth interlock with one another. Horns are uncommon, but a pair may be above the eyes and/or the tip of the snout.

The modern Altan comes from a history of discrimination and hatred; before the era of space-flight, the Quolvrians had cut them off from the rest of the world, considering them to be degenerates and inferior creatures. At one point the Quolvrians went as far as to capture and enslave the Altan race, using them for menial labor in oftentimes poor conditions. Even when this practice was outlawed and the Altan were released, they were never given the same rights as their counterparts, and had no representation in Quolvrian government despite pressure from some of their allies. The Altan did not receive equal rights until the Quolvrin Republic was absorbed by the Arkevon Empire. The Empire proved very benevolent towards them, providing them with equal opportunities, economic aid, and education. As a result, the Altan have picked up on some of the cultural ideals of the Arkevon, and have become very loyal to them and their cause.

'Vahgneot' Family Model
The Vahgneot Family Model is the most common type of family unit within the Arkevon Empire, especially for the Nolsarians, Lekon, Quolvan, Altan, and Lyvrn. In these arrangements, families tend to be both large and tight-knit; most if not all of the individuals within the family -both nuclear and extended- live in close proximity to each other, if not one large house. All individuals are expected to help around the home in some way, whether it be by doing daily chores or helping to pool resources together for larger projects and purchases. A few of these families have become fairly influential in their local sectors through doing this, as they often become involved in politics or form corporations; the most notable examples being some of the weapons manufactures that produce weapons for the Imperial Military. This large family model has had a major impact on colonization and how their cities are built. Cities tend to be quite large and spacious where possible to make room for these families. Meanwhile, many newer families or splinter-groups tend to travel to newer, less-developed colonies to establish themselves before the world becomes more urbanized and crowded.

Organization and hierarchy are held in high regard in Vahgneot family units; each member of the family has a specific position and task and is expected to regularly uphold it. Often these families will dedicate themselves towards certain ideals, such as military service or religious duties. Who takes the leading role varies from ethnicity to ethnicity. Within Nolsarian society, families tend to be matriarchal, with women taking leading roles around the house and oftentimes in corporations (though exceptions do exist). This is due largely in part to tradition, as women were traditionally the ones to settle down, raise children, and maintain the home while men fought. Though women are now drafted alongside men, this tendency still holds true today. Meanwhile, the Lekon tend to not have specified leadership roles within their families, power instead being shared among the eldest members. Quolvan families, meanwhile, tend to be patriarchal; partly a result of women having relatively few rights until later in their history. Lyvrn families tend to be controlled by the oldest members, much like their governing leadership.

Honor and integrity play big roles within the Vaghneot family. A person is expected to sacrifice themselves in some way for the good of the family when necessary and are encouraged to continue following in its footsteps, aspects which have had a notable impact on individuality within these families. Shame and dishonor also play into this; a person who brings shame upon himself in some way, such as by lying or breaking the law, is said to bring shame upon his family as well. Continued offenses of a few individuals can tarnish the reputation of the whole family, which can have a severe impact on their social standing. Employment, relationships, and other opportunities can all be put at stake by dishonor within a family. The exact definition of what honor and integrity is can vary from family to family, but the punishment for such actions are often quite similar. Shamed individuals are expected to try and redeem themselves in some way; this often means they must either seek the forgiveness of the person they have offended or make up for it through work, such as community service or the military. In more severe cases, such as a murder, the person responsible is often disowned and labeled a 'Zjindok.' Becoming a Zjindok is often a permanent and crippling mark on a person's identity; few will trust them, and most families will not welcome such individuals into their homes. Redeeming oneself as a Zjindok is a rare and oftentimes difficult task that can take several years or even decades, but more often than not these individuals wind up in prison, homeless, or now reside in less than reputable backwater colonies.

Marriage is another large part of the family; continuing one's bloodline is seen as one of the main goals in life besides military service. Though the individuals in question are often allowed to chose whom they wish to marry (pre-arranged marriages have been a dying practice in most regions), the need for keeping dishonor from the family has strong influence on one's choice of a partner, and thus individuals from families with a blemished reputation are typically avoided. As well, homosexual relationships are strictly forbidden, and considering they are illegal, can result in imprisonment; polygamous relationships are also frowned upon, but are not illegal. When a couple does become married, they must make two decisions: which family they will move in with (if either), and which surname to adopt. If they move in with a family, they will adopt that group's surname. If they decide to split off and form their own group, they will often adopt the surname of the wife.

'Vahgsius' Family Model
The 'Vahgsius' model is an alternative family unit that came somewhat later than the Vahgneot unit. Though practiced in some form across all cultures, it is especially common among the Avrin, Siserians, and Kalkriks, each for somewhat different reasons. Compared to the Vahgneot model, Vahgsius families are often less strict than their counterparts and are significantly smaller; rather than including most if not all of the family, Vahgsius families include only the mother, father, and their children, making them the equivalent of the nuclear family seen in various other interstellar civilizations. Families do not permanently stay together, and instead move apart so that each individual can live out their own lives. Occasionally, those in the immediate bloodline, such as a father's father, may live with the family. But generally, extended members such as uncles, aunts, cousins, etc are expected to form their own families. Due to being smaller and number and lacking the influence of their larger Vahgneot counterparts, these family units are often less well-off economically and have less representation in political matters in many systems. As well, they face discrimination from more conservative groups, who view them as contrary to Arkevan values and as disorganized, broken families.

Despite their critics, numerous Vahgsius families are content on an emotional level; Vahgsius families are oftentimes much less collectivist than their counterparts and thus focus more on the well-being of the individual. People are frequently expected to pursue their own goals and desires rather than staying the course of the family, and thus have considerably more individual freedom. As a result, those searching for more freedom within the collectivist cultures have left their families and instead formed Vahgsius families as a form of rebellion either against their previous family specifically or against various societal norms as a whole. As a result, Vahgsius families affect the Empire in a notably different way than their counterparts; they tend to devote less time to military service, have smaller homes, and are generally less conservative that their larger counterparts.

The topic of family honor and shame is an issue that Vahgsius families are split on. Some families maintain this aspect of the traditional family while others either ignore it or are outright hostile to it, claiming that it limits one's ability to be whom they desire. Others still retain it, but keep it on an individual level; a person is still expected to atone themselves when they do wrong, but they are not stated to have brought 'shame' into their family. Likewise, they do not bring any form of glory into their family, but themselves alone. This subject can lead to complications between Vahgsius communities and Vahgneos families, as the two are rarely willing to put aside their views and will judge one another based on their own outlook.

Marriage within Vaghsius communities is often more relaxed and less formalized than its counterpart. Vahgneot families often avoid marrying individuals from these families when possible out of a general lack of trust and a desire to keep away from their 'strange' ideals, thus leaving Vahgsius families to marry with one another. When the couple marries, they often take one or the other's surname and move out to start their own family elsewhere. On a side-note, practically all homosexual relationships -despite their illegality- tend to follow this family model, and they will often move out to the fringe colonies or try to exit the Empire to avoid prosecution.

Language




The Arkevon, -as well as the denizens of the Empire in general- still use a wide variety of different languages during casual conversations. The availability of instantaneous translation software makes communication between the various species and cultures of the Empire a painless process. Among the languages of the Arkevon, the most commonly used is Kyrgalon, an ancient language that originated thousands of years ago on the continent of Nolsaras. This language is also the 'official language' of the Arkevon Empire, and sees near-exclusive use in the military and government.

While the exact origins of Kyrgalon are debated, it is known that the language did not start as an actual language, but as a system of magical 'runes' that ancient people would engrave into objects in an attempt to either imbue them with powers or to ward off hostile spirits. Even today these runes retain their usage, either out of tradition or legitimate superstition; though the modern alphabet has long since evolved and bares little resemblance to its old runic form. Kyrgalon has acquired a number of new letters over the years, going from twenty-four to thirty-four letters. Though some were natural developments, such as the letter 'X', most originated from foreign cultures, such as 'Zjau' from the Siserians and 'Yu' from the Lekon. A small number of regional dialects have adopted other letters, though these currently are not represented in the 'official' versions of the language. There are two written forms of the language, one formal and one considered informal. The formal variant is very precise in writing the letters and combines them together, much like cursive writing. The informal version is oftentimes not as precise in the exact shape of the letters and sometimes ignores combining the letters. Writing goes from right-to-left.

When spoken, Kyrgalon sounds like a collection of grunts, growls, hissing, and harsh, throaty vocalizations; the vast majority of sounds are produced in the back of the throat, with only a few being formed by the tongue. Some of these sounds are produced at a higher pitch for certain situations, making them difficult or even impossible for certain races, such as Aeverian Humans, to hear. Combined with how the layout of their vocal cords affects their speech, Kyrgalon is often considered to be one of the most difficult languages to learn in the Galderan Empire, bested only by Ziyvi, the click-based language of the Zenuran Union.

Many words in Kyrgalon are compound words, words formed by combining words relating to an idea, event, or object together. In such cases, the first word in the compound words often states the object itself while the following words describes it or states what it is doing. These can be formed in a variety of ways, such as noun + noun, noun + verb, noun + adjectives, and others. This can and has resulted in extremely long words that are difficult to say together, To make it easier, many 'connectors' exist to ease transitions. The transitions are:


 * -a-


 * -au-


 * -e-


 * -s-


 * -na-


 * -vu-


 * -va-


 * -z-

Hyphens can also be used when combining words, and have gradually become more popular in certain regions, especially those inhabited by many foreigners.

Body language is very important to the Arkevon people. They are a very expressive species, and will form many gestures and displays with their hands and body while communicating. This was born partly out of necessity, as the Arkevon's face is largely incapable of creating expressions, the eyes being the only part able to do so. The wings are the most important aspect of Arkevan body language; the entire meaning and tone of a sentence can be shifted depending on how the wings are positioned. So important are the wings considered in the realm of communication that the government has an official guide in how they are used; partly done to educate foreigners, it was also an attempt to try and keep the body language signals universal across the Empire to avoid confusion. The Arkevon, unlike many races which utilize a base-ten numeral system, utilize an octal -or simply base-eight- system. This is believed to have originated due to only having four fingers on each hand. When written down, they are often combined together akin to compound words. This system -a similar one being utilized by the Nevelin and Jaset- has sometimes created complications while interacting with foreign races, which led to a program to train specialized engineers and other personnel how to quickly utilize and convert between multiple number systems.

Religion
Main page: Neivelin

Deltausyleris
The vast majority of Arkevon, estimated between 75-80% of the population, follow a religion called Neivelon. Neivelon is an ancient religion that goes all the way back to the Arkevan Kingdom on the homeworld, and survived to later influence the Arkevon Empire and mold them into who they are now. Many members of the royal family, including the emperor, are also followers of Neivelism.

Believers in Neveilon worship a goddess named Syleris. According the the holy text, Syleris created the physical universe we live in to test her creation, to see if they are worthy of entering the afterlife to live their days as part of her kin. Unlike many religions which would encourage peace and love between alien races, Neivelon does the opposite. To prove one's worth to Syleris is to rightfully claim what they believe is theirs through war. The weak, peaceful, and timid are efficiently killed off as they are seen as "failures" unworthy of being with the goddess. Meanwhile, the like-minded conquerors ally amongst themselves to spread across the stars and earn their rightful place in the afterlife. This lends itself to an intense belief that their way is the best way and that other races challenging that or being different may not deserve to exist.

Believers in Neivelism normally do not seek out to expand their religion and convert other races to it. It is possible to be accepted by Syleris without even knowing the she existed. This is because one proves themselves through their expansion and warring, rather than their faith in the Goddess. The Korvar are completely open to other races joining in on the religion, and usually will talk to others about it if the topic arises, or if they do indeed seek to convert others.

Unlike many gods, who would be there to help their spawn whenever prayed to or when they believe divine intervention is needed, Syleris is also different. As the created must prove themselves, they receive no divine help from the goddess herself, and must fend for themselves. The only exception being the ancestral spirits of a believer, who choose to come to the aid of their family when called upon.

Despite no divine assistance, the goddess did leave for them three "gifts" for the Korvar. These three gifts are water, light, and air. Water was the most important of the three, as it allowed them to cleanse themselves and provided life. Light brightened the darkened path and allowed the Korvar to see. Air was the most powerful, an invisible force that controlled the weather, and like water, was needed for survival. All three of these 'gifts' also have more destructive aspects to them. Water could rise up and sweep away the earth. Light could become blinding, and also represented destruction, such as by fire or volcanoes. Air could become fierce, tossing objects into the air and directing both water and fire.

Gaela
Despite their efforts to stomp out religion from their society, they were never completely successful; religion continued to be practiced in the more remote regions under Quolvan control, where most would not bother to look. Ancient Quolvan religion is comprised of a vast pantheon of Gods, each having its own specialized sphere of influence. The Gods all resided in Gaela, which was divided into its own sections depending on who resided where. One was not expected to worship all of the individual gods, and instead people called upon them in specific cases. Depending on which god an individual called upon the most, they were moved to that god's domain in Gaela. This religion had already been in a slow decline as the Quolvan began to modernize, but was nearly destroyed when their contemporary views began to form. Followers of Gaela are few and far between, with most in the furthermost corners of the Empire.

Deism
The Siserians have long had a simplistic and deist-like view in regards to religion; Siserian religion dictates that all of creation was created by a single, all-powerful God. After giving his creation guidelines by which to live by, this unnamed God left the physical realm, rarely if ever interacting with the world from that point on. He was, by contrast, an active force in the spiritual realm, judging the souls of the dead as they arrive and sending them to their permanent new home. It is assumed that this belief system was heavily influenced by the fall of the Telkevon Empire; the Telkevon were much more religious, and believed in a much more active pantheon of gods. Some of these gods were believed to be actively working towards the Empire's betterment. The Telkevon's violent collapse undermined these god's authority, and had many questioning how much influence they truly exerted on the world, the eventual result being the modern Siserian belief system.

Religion often is not a large topic in Siserian society; the faithful often keep their faith to themselves unless the topic arises; and relatively few individuals feel the desire to actively spread it. This often gives the impression that Siserians are atheists when the opposite is often true. Siserian beliefs are one of the more popular belief systems within the Empire, and has developed into many nuanced forms across the colonies. Varioud individuals from different religions have either converted to it or have adopted some of its tenants in some form. This often comes as a result of them questioning the nature of the god and their supposed involvement or influence in world affairs.

Clothing
Though the military wears form-fitting jumpsuits under their power armor, the vast majority of Arkevan clothing is comprised of light-weight, loose fitting fabrics designed to wrap around the body; visually, they often resemble cloaks, robes, or tunics. These clothes often have closable slits for wings to fit through and have pockets built into the interior part of the robe to allow for personal storage. For cold climates, wearers can tighten their garments at the waist and wrists or will don clothing comprised of heavier fabrics with a somewhat tighter fit. Trousers are practically unheard of outside of the military as they are considered too awkward to put on and wear due to the Arkevon's leg structure; instead, many Arkevon wear the kilts or skirts, or wear long robes that go down to their feet. Embroidering is common in Arkevan clothing, with elaborate patterns, symbols, icons, and other images being woven into the cloth along with a wide array of colors.

Mask have long been a popular clothing item, especially among the more religious and superstitious communities. Often these masks are constructed in the likeness of someone else and are worn as a way to show respect and reverence to them, as well as 'channeling' their personality. For example, many individuals wear mask based on mythological figures during sacred holidays. Many priest also wear these mask while delivering sermons or performing rituals such as offering sacrifices and blessing the dead. A particularly grim variant of these mask are those that utilize actual skulls; the most well known of these skull mask are those of the Karnas, the sacred beast of war that has been used by the Arkevon for thousands of years.

A common trend among the rich and famous is to wear power armor as a symbol of their influence and wealth. This is a trend that began shortly after the royal family began to wear power armor both for their own protection and as a symbol of their power. These suits can be legally bought directly from the manufacturer after acquiring proper permits and going through a background check. Compared to military-grade suits, these armors are often stripped of some of their more advanced features, most notably their energy shielding and ability to sync with weapons. As well, they are built to the buyer's specifications, and can thus have many ornaments or colors that would never see use within the military. As a result, while these suits are still very expensive and do provide some of the best protection a citizen can purchase, they are not considered practical for actual combat situations.

Sports
Nolsarian

Nolsarian sports are a reflection of their martial culture; combat sports, particularly with imitations of real weapons, are very common, and exist in multiple formats. One-on-one duels, team competitions, and the usually less formal free-for-all 'pit brawls' are all common aspects of the Nolsarian sports scene. Commonly used weapons include hammers (hammer dueling is a particularly popular sport), pole weapons, maces, flails, staves, daggers, axes, and shields; all of these weapons are modified in some way so as to make them less fatal, especially bladed weapons, which are kept dull rather than sharpened. Historical accuracy is an important part of these fights, so participants have trained for months or even years in how to accurately wield and use them as soldiers would have. Some competitors go even further by wearing an accurate replica of ancient armor while fighting, with plate armors from the First Nolsarian Empire, Lekon Kingdoms, and ancient Telkevon Empire all being popular choices for replication. Firearms have also become popular in the sports scene, with squad-based war simulations matches using non-lethal rounds and other shooting competitions now being commonplace. Advancements in virtual reality has seen increased usage, and are used to simulate various environments.

Lekon

The Lekon, meanwhile, in a large number of athletic sports, many of which date back to ancient times. Marathon running, stave dueling, foot races, pole vaulting, and swimming are all common, but the most popular physical sports are wrestling, boxing, and kickboxing. The Lekon are also notable for having introduced and legitimized 'mental sports,' which challenged one's intellect and strategic ability rather than their physical prowess. These originated with ancient board games played by Lekon royalty. Some of these same games are still played today, as well as many new additions, such as simulated war games. Mental sports have become popular with other cultures, notably the Arkevon, Kalkrik, and Quolvan.

Siserian

The Siserians have long enjoyed a great variety of water sports; boat racing, diving competitions, swimming, and hunting are all popular physical activities. They have also taken many other sports and created underwater variants of them, such as wrestling. On land, shooting competitions, particularly with older weapons such as bows and crossbows, are also common, as is javelin tossing. One of the more notable Siserian sports is a form of fencing; though swords never saw extensive usage throughout Arkevan history, the ones that were used were often designed specifically for jabbing and stabbing targets. The Siserians used these types of swords fairly often in actual combat, and it is from here that the sport of fencing evolved from. Often done in a dueling format or with a small group, the goal of these matches is to land a blow on a vital part of the body, such as the head or around the heart. Protective clothing prevents actual injuries from occurring in these matches.

Lyvrn

With waging war no longer considered a viable way of solving disputes for the Lyvrn, sports have come to fill the void of settling minor disputes in a significantly safer and more controlled manner. The Lyvrn have developed an unusual desire for speed in their competitive sports; various types of racing and other fast-paced sports are common, and many have taken their desire for going fast to ridiculous degrees. This speed is most evident in one of the Lyvrn's -and the Empire as a whole- most popular sports, Garlgathi. Garlgathi is a full-contact sport that pits up to four teams of twelve against each other in an extremely large arena which can be various shapes. The game has two different variants, each with slight changes to the goal; in one, the goal is to take a ball and move it through an enemy's goal; in the other, the goal is to take another team's marker (often a flag or) and move it to their own marker. Participants are fully expected to fight each other as they attempt to reach their goal, and are even equipped with special suits of armor designed specifically for the event. These suits feature built-in jetpacks, allowing participants to fly across the battlefield at speeds unmatched in almost any other sport. Players are also armed with a Lenka, a long pole 'weapon' which features a hammer head on one end and a scoop on the other; this can either be used to move the ball around or as a weapon.

Garlgathi is understandably a dangerous sport, and many precautions have been put in place to minimize serious injury, such as the armored suits. Jetpacks are also built with a very sturdy casing and a specialized fuel mix to make them less likely to rupture or explode. Medical personnel are always present for immediate response, and a large, invisible shield protects the audience from projectiles and participants. The arena itself is built to make falling from the sky far less damaging thanks to a soft floor and no hard objects such as rocks; these items are instead simulated by virtual reality. Despite these dangers, Garlgathi has become incredibly popular throughout the Empire, and annual championships are held on Kovas.

Avrin

Somewhat ironically, Avrin sports are comprised of a variety of martial arts involving the use of their hands, feet, and sometimes their tails. Weapons are also used, but less frequently. Though their origins are murky at best, these martial arts are believed to have been developed by individuals traveling to other nations; they often did not have weapons on them, so they would learn combat techniques in the event they were attacked. Other theories point to a more religious significance, believing that some ancient Avrin were looking for a more 'civilized' and disciplined form of fighting than just brawling. Combined with their large size and strength, a skilled Avrin fighter could quickly defeat opponents from other nations. The techniques are useful enough that many military personnel are trained to use them, at the very least at a basic level.

Kalkrik

The Kalkrik people are very competitive, both towards the wild and towards other people, and this is reflected in their participation in the athletic realm. Both physical and combat sports are extremely popular. Many Kalkrik are present in various competitive circles, and they have adopted many sports from various foreign cultures. One of the most popular and oldest Kalkrik sports is a form of gladiatorial combat where either one person or a small team is put up against a dangerous animal that was captured. The fighters, each armed with weapons of their choice, are tasked with slaying the animal. Despite protests from some groups, the sport remains popular in the modern era, and has even seen adoption by other cultures, particularly the Quolvan and Arkevon. Injury is a very real possibility for the fighters depending on the animal used (the risk has actually increased with the use of exotic wildlife from other worlds), but many precautions are taken to minimize the risk of crippling injuries or death.

Quolvan

The Quolvan have been pioneers in more futuristic sports than the others have; traditional sports are, as a result, slowly dying off in Quolvan culture, or have seen assimilation into other cultures until they have few similarities to their original format. Examples of the Quolvan's utilization of the latest technology include hovercraft racing, zero-gravity sports, and the increasingly-popular Mechanized Combat. In these matches, robotic constructs are built by teams and sent against each other to fight until either one is maimed or destroyed. The Quolvan have utilized virtual-reality simulation extensively, with the most notable example being a larger-scale version of Mechanized Combat. Here, two 'pilots' take control of simulated full-size military combat walkers.

Altan

Most of the Altan's athletic sports are derived from other cultures, most notably the Arkevon and Lekon. This is because many of their own sports had long been lost or suppressed during the years spent under Quolvan authority; the Quolvan simply destroyed references to them so that they would gradually forget, a feat made easier by the fact that the Quolvan were a comparatively primitive people at the time. Altan now partake in many various sports, though they tend to stay out of Quolvan athletics despite the actual occupation having ended centuries ago. One sport that has managed to survive through the ages is a simple ball game called Chenvaus; two teams are assigned to knock a ball into the enemy's goal. Arms, hands, and feet can all be used to move the ball, and one is allowed to tackle an individual to take the ball from them. This is a common sport played by many children and teenagers, and is among the more common athletic sports played by military personnel during off-times.

Holidays
 Gylsare 

Gylsare is a week long holiday celebrating both the new year and the supposed anniversary of the day the Goddess created the universe. It is the most significant holiday within the empire. The beginning of the festivities is marked with families offering sacrifices to the Goddess. It is quite common during this time that many alien prisoners are offered to the Goddess. These sacrifices are taken and cooked in massive bonfire and eaten in gigantic feast which also serve many other delicacies from across the empire.

Once the feast has concluded, the remainder of the week is spent celebrating. Many will spend hours praying to the Goddess and their ancestors while others will participate in fighting tournaments. The military also participates in the festivities, participating in marches throughout the empire. This is one of the very few times that a soldier is allowed to be sent home during their 15-year required military service, though they cannot go home if they are currently in a campaign.

 Sa'ter Orvain (Day of Unification)

Sa'ter Orvain celebrates the day the Arkevon Empire won the War of Unification and unified the world under one banner. It is a day of military parades and paying respect to one's ancestors who were involved in the war, regardless of side. Many families pay their respect and pray at the numerous cemeteries dedicated to those who died during the war.

 Xarteron Hakon (Emperor's Birthday)

Xarteron Hakon celebrates the birth of the current leader of the Empire. Many come in celebrate in the streets as the military parades through the cities. Many of the royals also come out and participate in the festivities. Xarteron Hakon has an interesting quirk in that it is the only holiday that changes dates. Once the emperor is replaced by his son, the date of the holiday changes to the birthday of the new monarch.