Felorian Lore
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Comprehensive information about the species and their culture
Felorian Lore
41 entries · scan depth 5 · budget 2,048 tokens
- #1Anatomical Definitionsconstant
Felorian Anatomy:
- Fur: Felorians have very short fur, barely more than a centimeter long, it's more like fuzz on the skin.
- Hands: Felorians do not have claws, they have nails. Their nails do not sheathe or retract.
- Feet: Felorian feet are plantigrade, and have long, sharp nails, but they're never barefoot. Their uniforms and footwear are design with this shape in mind.
- Tail: Felorian Tails are prehensile, and thus can be manipulated finely as if it were an extra limb.
- Vagina: Felorian vaginas are very similar in design to human vaginas, though their labia have a somewhat triangular shape with three lips. In addition, the clitoris is tapered and hot, and when aroused will sometimes poke out from the labia slightly.
- #2Felorian Race
Keys: feline alien, felorian, felid biped, imperial, feloria, felid alien
Felorians are a race of all-female, bipedal, felid, sapient humanoids. They are highly technologically advanced, have a heavy emphasis on cultural and societal conservatism, and are very strict about both social etiquette and hierarchy. Felorians generally live to be about three-hundred (300) years old, are considered sexually mature at twenty-five (25), and recognized as adults at forty (40). They appear as tall and slender women, typically with strong, angular features in the face. They have multiple rows of breasts, with each smaller than the one above, and small breasts are very common regardless. They are an intimate and sensual species, preferring the closeness of one another's company and immersing themselves in as many comforts as possible, with ak'iya being a very common drink among all castes. They are very social and will almost always prefer to be with one another than being alone or ostracized. Due to the Cataclysm, almost all Felorian males are totally extinct.
- #3Felorian Empire
Keys: Empire, Xamia, Imperial, Imperial Fleet, Empress, Imperial Family · Secondary:
The Felorian Empire is the basis of government for almost all Felorians. The government consists of the Empress at the top, with the Counsel of Seven just below her, as well as any number of advisors and staff within the Imperial Family. The Counsel is responsible for managing minor affairs and gathering reports of the Empire, meeting with the Empress regularly to hear her decrees. It is an aggressive, territorial, and expansionist authoritarian government with a semi-free market. Despite being an authoritarian regime, the citizens are well taken care of, service is greatly rewarded, and there is generally very little dissent.
- #4Felorian Nobilityselective
Keys: house, bloodline, family, nobility, noble · Secondary: felorian, imperial, alien, feloria
Felorian Nobility are those who descended from several small families from before the genetic cataclysm that ended the male gender. At first they were political savants and rich families, filtered through the reunification and the consolidation of power of the Imperial family, granted nobility status. They are respected by everyone, from the lowest colonial miner to the great officers of the Fleet. They show deference only to the Empress herself.
- #5Felorian Speechconstant
The Felorian language consists of hard consonants with rolling or "purring" vowels, it is meant to sound like a language that cats could reasonably speak if they could talk. For example: "Karr'un an garru ak'iya, shurr?" which translates to "Would you care for some ak'iya, welcomed guest?" The accent of a Felorian speaking English might be described as "speaking in a strangely music tone, placing emphasis on the wrong syllables and rolling their r's." Common curses besides the usual words involve words like grace, glory, the Empress, stillness, or thrones. Example: "By grace and glory, what in the world is that?!"
- #6Felorian Cultureconstantselective
Keys: · Secondary:
Felorians are a conservative and traditional species, despite their almost casual proclivities to pleasure and sensuality. They are exceptionally polite, defer to their betters, and follow orders. Their sensual nature leads them to use intimacy as a casual comfort or pass time. Physical strength is not as valued as intelligence or empathy. Felorians prefer things that are beautiful, sleek, and comfortable. They are social creatures, and need to be around others at least some amount of time every day.
- #7Felorian Aestheticselective
Keys: interior, exterior, sleek, appearance, building, ships, ship, design, aesthetic, architecture · Secondary: noble's, alien, felorian, felorians, felorian's, fleet, imperial, alien's, empire, noble
Felorian aesthetic is deeply rooted in a few things: sleekness, soft curves, beauty, and comfort. While over time all things naturally become more efficient and thus nothing is wasted, those few things are emphasized above all. Glittering lights, warm glows, soft edges, and comforting smells can be found in almost anything made by Felorians.
- #8Felorian Religion
Keys: god, religious, theology, deity, goddess, religion, faith
The Felorians of current times do not have a singular religion, monotheistic or otherwise. Instead they have an agnostic approach to religion at best, seeing the universe as a force of creation and chaos in and of itself. The universe is not a single entity, it is all things and nothing. It is more of a philosophy than a religion. Some religions, however, have survived the Reunification, such as the extremists who inhabit the Church of Dusk.
- #9Felorian Names
Keys: sul, gar, name, shul, al, vor, tal, naming, names
The standard Felorian naming format: "First name - title/rank/status name - House/Family name"
The middle name is more of a conjoining adjective that describes the Felorian's station in society (and are always lowercase). The following are possible middle names to Felorians: al = Reserved only for the Imperial Family, means "Graceful" or "Highest" gar = Used by nobility of great power and influence, mainly by the seven Great Houses shul = Rare, but used by Felorians of high rank or status vor = Someone who has achieved high rank in society or through the fleet tal = Used particularly by Felorians who were born on Feloria gur = A more common middle name that has no explicit purpose, but usually tied to middle class families
Some do not have middle names, either by choice or circumstance. Slaves, servants, and Acolytes typically do not have middle and/or family names.
- #10Feloria Prime
Keys: homeworld, Feloria, home planet, Feloria Prime
Feloria is a jungle planet that is about 1.27 times the size of Earth. It is an oblate spheroid, and is has no tilt. It is generally hot and rainy most of the year at the equator, cool and dry towards the poles. Large storms and hurricanes wrack the latitudes where these two climates meet.
Felorians have mastered their homeworld, and engineer its climate patterns regularly. Most cities even integrate nature in a constructive way so as to emphasize the planet's natural beauty.
- #11Caste Systemconstantselective
Keys: · Secondary:
Felorian society is strictly polite, conservative, and hierarchical. Deference and obedience is expected by those in order of rank:
- Slave/Servant (lowest)
- Colonial Civilian
- Native Civilian
- Fleet Member
- Elevated Civilian (by wealth, rank or achievement; CEOs and the like might fall here)
- Fleet Officer
- Fleet Admiral
- Imperial Staff (government worker)
- Nobility
- Imperial Family and Empress (highest)
- #12Stealth Suits
Keys: spy, infiltrator, suit, invisible, stealth suit, invisibility, mask
Stealth suits are the pinnacle creation of Felorian technology, rendering its wearer almost completely translucent, as well as masking scents, body heat, and energy signatures. It is powered by micro-batteries that require a Slipstream charge, and is generally reserved for scouts and spies. They can only be disabled by a large dose of focused radiation to destroy the micro-batteries. They can either be activated through a neural link to its wearer, or through an external device, the latter being more rare as the technology develops.
- #13N.S.A.T.S.
Keys: Neuro-Spinal Auxiliary Trigger System, NSATS, N.S.A.T.S., neural implant
The Neuro-Spinal Auxiliary Trigger System (or NSATS) is an invasive implant along the Felorian spine and the base of her brain that allows her to both use extremely specific and precisely controlled devices (such as stealth suit), and communicate to other NSATS users within "slip" distance. It allows her to operate most Felorian technology from a distance. NSATS implants are almost exclusively deployed to scouts and spies, as well as some Imperial staff and the Empress herself.
- #14Slipspace
Keys: slip, slipgate, slip-gate, slip stream, slipspace, slip-charge, slip-stream, slips, slipstream, slip-space
The Slipstream is the Felorian method of Faster-Than-Light travel. Felorian Ships and, in some cases, individuals open a hole through space-time that leads to a crack between dimensions, expanding and contracting folds of reality to travel through a parallel universe that is tightly compressed and charged with extreme amounts of energy. The Slipstream is also used as a power source of the Empire, most technologies rely on siphoning energy from the parallel universe. Traveling through Slipspace is lethal without protection of some kind.
- #15Slipguns
Keys: blaster, slip-gun, slipgun, weapon, gun, armament
Slipguns are the standard for Felorian weapons, though other weapon types exist, even conventional bullets. A slipgun works by drawing a tiny amount of energy from the Slipstream and focusing it into a directed beam. It is devastating. The Slipstream dimension is one where the universe is simultaneously stretched and compressed, and any matter without protection that contacts it is obliterated. A slipgun's beam is often described as "a bar of white hot liquid fire" that soars through the air and leaves trails in one's vision without protection. Matter that is struck by a slipgun's beam has a hole carved through it about three times larger than the beam itself, simultaneously eviscerated and incinerated. Slipguns have a "Volume" setting, allowing the wielder to adjust how much energy is drawn. This setting can often be set low enough to only allow point-blank range.
- #16Reunification
Keys: reunification
After the Cataclysm, worldwide panic and hysteria broke out, and Feloria was steeped in violent and bloody wars as some nations tried to take advantage, assert dominance, or out of revolution due to a descent to anarchy. The major corporations and governments at the time dissolved as well, but the individuals who held wealth and power rallied into families that lead individual change and reformation, consolidating power into private armies. It was the Imperial Family of today that persuaded, conquered, and assimilated other nations until only one nation remained. Thus, the Felorian Empire was born.
- #17The Cataclysm
Keys: lack of males, felorian males, cataclysm, no men, genetic cataclysm
Long before the Felorian Empire became what it is today, a global pandemic ravaged Feloria for years, killing hundreds of millions. Desperate for a solution, a vaccine was developed. But in their haste, the vaccine had a massive flaw: it was not compatible with the male Felorian genome. Mere months after global deployment, the male population of Feloria began to die out, withering away as their bodies unraveled. A semen vault was created in every continent, extracting as much as physically possible before the last male finally died. The Imperial Vault remains as one of the last with any specimens, and rumors say it has been long emptied.
- #18Reproduction
Keys: pregnant, reproduction, impregnated, died in the womb, reproduce, clone, stillbirth, fertility, failed pregnancy, pregnancy, sperm vault, cloning
The way Felorians, being an all-female species, reproduce is artificially. Every Felorian, after reaching maturity, is offered three chances at pregnancy. They go to a Fertility Center, and are given a cloned sperm sample. Sons become stillbirths in the womb, and sometimes the pregnancy can fail altogether. But no exceptions are made, only three chances for each Felorian. Exceptions are made for Nobility depending on their influence, and wealthy civilians can sometimes "purchase" another chance. It is extremely taboo for anyone to speak of stillbirths or failed pregnancies.
- #19Ak'iya (Drink)
Keys: ak'iya
ak'iya is a tea that is so popular it can be found from the lowest civilians to the highest nobility, used as a mild aphrodesiac and anxiety-relief, often shared between friends either in a relaxing setting, or during difficult or uncomfortable conversations. It has a strong floral taste similar to chamomile and lavender, and has a lingering aftertaste. It is almost always served hot if possible, as cold ak'iya is not as potent.
- #20Isala (Drink)
Keys: isala
Isala is an herbal drink brewed from a fermented tea and mixed with expensive and exotic ingredients. It is prized by nobility and wealthier citizens as being an instant cure-all for hangovers, drug highs, and other psychoactive effects. It can also be found in Imperial hospitals and on some colonies to help treat poisons and accidental overdoses.
- #21Ag'irra (Drink)
Keys: ag'irra
Ag'irra is a potent and distinctly sour-tasting alcohol that is brewed from a very specific and somewhat rare fruit on Feloria. It is comparable to absinth in potency. Out of reach for most civilians, rarely enjoyed by Fleet officers, and shared in parties and other gatherings frequently among Nobility.
- #22Agaya (Material)
Keys: agaya
Agaya is an extremely rare and exotic material that is found in exactly one Imperial colony world that extracts and manufactures the material. It is by and far the largest source of income for colonial corporations and nobility alike. The material can be described as softer than soft, like warm jelly that envelopes and molds itself around the one who touches it, and temperature controls itself. It can be found in all places where there are nobles or Imperial staff, and on many Imperial Fleet ships, though usually reserved for higher ranking officers who can afford it. It is also the target of smuggling operations by many Felorian pirates.
- #23The Old Histories
Keys: ancient texts, old stories, Old Histories, pre-Imperial history
The Old Histories are a collection of hundreds of volumes that covers as much of the pre-Imperial era of modern Felorian history as could be recovered. In the years after the Cataclysm, many institutions were destroyed in the ensuing chaos and wars. There is also the natural influence of Imperial propaganda that touches on the Old Histories. For the most part, it is a semi-comprehensive look into Felorian life before they became interstellar. When "males" are mentioned, most Felorians have only heard of males from these tomes, and even then the Old Histories only had vague ideas of what a "male" was.
- #24Imperial Currency
Keys: dollars, credit, imperial reserves, dollar, dyrra, profit, money, wealth, coin, profits, corporation, credits, currency, coins
The currency of the Felorian Empire is the "Dyrra," shortened to "D." It is tied to the precious resources of the Imperial Family's reserves. Use of paper Dyrra notes are long outdated, most Felorians use cards, devices, or implants to make Dyrra transactions.
- #25Imperial Servants
Keys: slave, servant training, servant, servants, slaves
The most beautiful and servile young women are sometimes offered by both nobility and commoners alike to join the Imperial Servant Training Program, making them into quiet, obedient, and loyal servants to nobility. Nobles offer a generous bounty to those willing to offer their daughters to this program. Those women who do participate in this program are forced to shed their original name, and the name is scrubbed from Imperial records. Any woman who is a servant is taught these things: never speak unless directed to speak, always do as one is told regardless of the task, and always defer and show respect to anyone they are responsible for no matter who they are.
- #26Imperial Cult of Intelligence
Keys: spy, cult of intelligence, acolyte, ICI, cult, I.C.I., spies, high priestess
The Imperial Cult of Intelligence is an extension of the Imperial Family, and is commanded by the Empress and her only. Most citizens of the Empire believe it to be a myth. The Cult is a collection of extremely loyal, dedicated, and highly trained spies that service the Imperial Family. Each member is carefully selected, and trained for decades to be silent, emotionless, and remorseless spies, assassins, and saboteurs. There is nothing they will not do in the name of the Empire. Members are called "Acolytes", and the leader is called the "High Priestess."
- #27Imperial Felorian Fleet
Keys: spaceship, IFF, I.F.F., Imperial Felorian Fleet, ships, ship, fleet, imperial ship
The Imperial Felorian Fleet is the prime military presence of the Empire, their navy is extremely capable and has a broad reach on the territory. All I.F.F. ships are equipped with extensive Slipstream technology. Fleet ships are in several different classes, from the huge Enforcer class, to the light and narrow Merchant class, and the passenger-friendly Cruiser class, among others.
- #28Council of Seven
Keys: councilor, advisors, councilors, council of seven, imperial council
The Council of Seven are the advisors to the Imperial family, and are elected to their office by the seven largest noble houses. Each member of the Council has access to most, if not all, of the information in the Empire that the Empress herself has access to, and has some power that is granted to them by her. Their primary function is to advise the Empress on the affairs of the Empire, each member usually specializing in some particular aspect.
- #29Stillness
Keys: execution, stilled, punishment, isolated, crime, stillness, execute
Stillness is the highest punishment in Imperial Law. Since murder and execution were outlawed after the Reunification, the worst punishment a citizen can be subjected to is forced isolation. Felorians are very social creatures and need contact, without it they devolve into insanity, giving way to their feral roots before slowly becoming catatonic, unresponsive. Stillness chambers are completely white and brightly lit, and food and water enters through remote delivery systems. No Felorian has ever survived a long sentence of Stillness, at least with any higher brain function still intact.
- #30Rebel Factions
Keys: agarr'a er kanda, dissenters, separatists, Twin Lights, separatist, rebel, church of dusk, dissenter, outside factions, rebels
While the vast majority of Felorians approve of the Empire and the current Empress, several factions have split off from the Empire, and are considered outlaws; no punishment is too severe for their capture.
- Agarr'a er Kanda (Church of Dusk): Religious extremists that believe the Cataclysm was caused by the Felorians' deviation from the "Old Ways", culture and traditions lost to time that must be revived. They have very few ships that have all been commandeered. Extremely xenophobic.
- Separatists: During the Reunification, the Separatists split off from the Empire and waged a long guerilla war that lasts to this day, spies and assassins trying to get to the Imperial Family. Separatists control several notable ships and often raid colonies to take control.
- The Twin Lights: A reference to Feloria's two suns; A secretive group that works to hide the last remaining Felorian males from the Empire, moving them to various sanctuaries and silencing those who would reveal them. The Empire knows of them, but has a difficult time tracking them.
- #31Earth Acclimation Program
Keys: the program, caretaker, earth acclimation program
The Earth Acclimation Program was developed after the Empire had studied and monitored earth for over 20 years. They made discrete agreements with world leaders to offer a certain number of Earthlings each year a chance to stay aboard their ships so that they might be studied more easily and readily. In exchange for free movement as a civilian on the Fleet ship, the Earthling must do the following:
- Complete three mandatory tasks each month
- Perform a physical and mental exam each month
- Adhere to Imperial Law as if they were a native citizen Each Earthling in the program is assigned a "Caretaker", who is a low-ranking officer in the Fleet.
- #32Xa'kurra (Murder Mode)
Keys: xa'kurra, flow state, extreme focus, murder mode
xa'kurra is a physiological state of being similar to a human "flow state" but much more intense, and is a leftover from their primitive evolution. It is trance state achieved during intense concentration, stress, and focus. The Felorian becomes silent, emotionless, efficient, and remorseless—like a cat stalking prey, waiting to ambush the kill and finish the hunt. Today, xa'kurra is usually achieved by musical performers or professional athletes, scouts and Acolytes use xa'kurra to their benefit at will through extensive meditation techniques.
- #33Vahasa (Organized Event)
Keys: orgies, formal event, celebration, traditional, party, tradition, vahasa, orgy
A Vahasa is a traditional event held by a single hostess, and often involves between 3 to 7 individuals. It's considered bad luck to have even numbered participants, and it's rare to have more than 7. A standard, formal Vahasa can be described as a "sophisticated, organized orgy" and consists of three main phases. Each phase is initiated by the hostess of the event. It is considered polite to offer a gift when joining one, but is not necessary. Some will fret, others will pay no mind.
- Preparation: Traditionally, a Vahasa is held in a warm, inviting environment with an arrangement of cushioned ordered in a circle, at least one for each guest with an extra in the center. ak'iya is expected, and food is welcome but optional.
- Phase 1: Initiated when all the guests have arrived and the hostess formally announces the event has started. Once initiated, all participants present are void of rank or title, each woman is equal to the other for the duration. This phase consists of telling stories, sharing memories, making each other laugh and cry, and airing out any disputes if necessary (though some see this as a minor faux pas).
- Phase 2: Initiated when the hostess stands up and begins to undress. At this point, all participants finish their conversations and stand to undress. This phase consists of quiet but thorough exploration of each participant's body; touching, feeling, and some gentle kissing is allowed. It is meant to be an exercise in learning the guests through touch, as the first phase was about learning them through speech.
- Phase 3: Initiated when the hostess takes any participant to the central cushion and kisses her, often laying her down. This phase consists of sexual intimacy, where each participant is free to fulfill sexual gratification with any other woman, encouraging each other to satisfy one another.
A Vahasa is only ended when the hostess stands to declare it so. Afterwards, ranks and titles resume, and each woman is her own again. Typically, most hostesses will allow their guests and themselves a well-deserved nap before ending. Any woman may hold a Vahasa, though nobility do it the most frequently.
- #34v SPECIFIC CHARACTERS vdisabled
- #35Xamia al Ethiel (Empress)
Keys: empress, empress xamia, xamia, al ethiel, Her Grace
Empress Xamia al Ethiel is the current Empress and head of the Imperial Felorian Empire. Xamia is forty (40) years old, young by Felorian years especially for her position. Her personality is cold, cunning, ambitious, and cautious. During political meetings, she is often described as a "fiery, yet hard as steel, unyielding and dangerous." On the inside, however, she is anxious and frightened, often spending her days with her sex slaves and high on drugs, sometimes traveling with other nobles for pleasure. Note: it is very common for almost all Felorians to say "Her Grace," before saying "the Empress".
- #36Anura gar Enniar (Imperial Advisor)
Keys: advisor, imperial advisor, anura, gar enniar
Anura gar Enniar is a noble of a great House (House Enniar) and right hand of the Empress, serving as her personal advisor and attendant. She also acts a personal comfort to Xamia, a shoulder to cry on when needed. On the outside, she often speaks for Xamia, even in her presence. Her personality is calm, imperious, eloquent, empathetic, intelligent, and cunning. She is old for a Felorian at two-hundred (200) years old.
- #37Kitharri shul Ranarr (Admiral)
Keys: shul ranarr, kitharri
Kitharri shul Ranarr is a distinctive and highly decorated Felorian Admiral, commanding the Colonial Division of the Imperial Fleet. She oversees most operations related to Felorian Colonies and expeditions to uncontrolled territories. Her personality is assertive, captivating, businesslike, blunt, cantankerous, and demanding. She is two-hundred-thirty (230) years old, older for a Felorian.
- #38Xiana (High Priestess of the I.C.I.)
Keys: high priestess, xiana
Xiana is the current High Priestess of the Imperial Cult of Intelligence. She is an extremely hard woman, tempered by a hundred years of faithful service and brutal training. Her personality is brutal, emotionless, dedicated, quiet, loyal, and merciless. Her official age is off the books, but she appears to be around two-hundred (200) years old.
- #39Roksarr gai Varra (Male Refugee)
Keys: gai varra, roksarr
Roksarr gai Varra, is one of the last male Felorians left alive. He is 135 years old, which is about middle age for his species. His personality can be described as ambitious, adaptable, impersonal, pragmatic, and oppressed. He has short gray fur, piercing sapphire eyes, and strong. He's withdrawn from long years of hiding from the Empire, a small cult of devoted women called the "the Twin Lights" helps him and other remaining males. He is skilled in Felorian technology despite coming from a sanctuary that was long distant from the Empire's advances.
- #40Ki'arra vor Elerra (Female Refugee)
Keys: ki'arra, vor elerra
Ki'arra vor Elerra was a Lieutenant in the Imperial Felorian Fleet, but was framed for crimes committed by Separatists. She claims to have no ties, and yet there was evidence. With only luck to thank, she made her escape and has been running from the Empire ever since. Her personality is clumsy, clingy, desperate, authentic, careful, and mistrustful. She is eighty-one (81) years old.
- #41Shaksa gar Etalle (Felorian Noble)
Keys: shaksa, gar etalle, house etalle
Shaksa gar Etalle of House Etalle is the head of one of the major Felorian noble houses. She is a ruthless woman, and extremely intelligent, said to play her political enemies like pawns in a game that she has already seen a hundred steps into. She rarely speaks, and when she does, her eloquent, silver tongue leaves most breathing hard and prostrating before they know what they're doing. She is two-hundred-and-thirteen (213) years old, elderly for Felorian years.
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