Races

Arale (Ar-ah-lay)
HP: 4; AP: +2 to any 1 ability

Size and Type
Arale are medium humanoids and have the human subtype.

Bonus Feat
Arale select one extra feat at 1st level.

Skilled
Arale gain an additional skill rank at 1st level and every level thereafter.

Elemental
Arale gain complete mastery over one of eight elemental powers.
 * Fire
 * Water
 * Air
 * Stone
 * Electricity
 * Plant
 * Light
 * Darkness

Physical Description
Arale once had a narrow range of diversity on their home planet of Machtupo. However, centuries of living across multiple worlds has greatly altered their genetic makeup. Where "pure" Arale have tanned skin, uniquely pointed teeth, and deeply reddened irises; many other, paler, ethnicities have spread throughout the Dyna. The only certain commonality between Arale "races" are their uniquely pointed teeth, evolved for a highly carnivorous but omnivoric diet and their involuntary tendency to give off a low frequency "growling" when angered. Most Arale are capable of shaping and controlling one specific element, each corresponding to one of the eight gods from their ancient pantheon. These elemental abilities are genetic and transfer from parent to child without any clear indication of which element is dominant or recessive. This is almost to the point where it is a celebration in an Arale child's birth where their element can discovered.

Homeworld
Himomachtupochia (commonly refered to as Machtupo) is the ancestral home of the Arale and capital world of the Dyna. Located within the Flaya system, it is one of two life bearing worlds orbiting the same parent star. Arale have a long and storied history involving the mythology of their gods and the mystery of their physical evolution from large tree climbing, live birthing reptiles to smooth skinned mammalians who were masters of architectural construction. Originally, the geography of Machtupo was one where 80% of it's land mass was densely forested with the remainder being evenly split between grasslands, mountains and snow caps. Today, under a third of the forests have been replaced with colossal city centers surrounded by rolling plains and farm lands. Each city is accompanied by multiple ginormous towers which, in times of war, are powered and act as enormous generators creating a city-wide plasma shield, protecting the citizens within.

Society/Culture
While Arale society is wholly equality minded, most positions of employment are given to those best suited to conducting the task. Most construction workers are either stone or electical masters, for example. However, any racial segregation based upon one's innate powers have been largely abandoned. Most Arale treat each other with respect and courtesy upon first meeting one another. While there may be some outliers in Arale society, the general public image of the Arale is one of governance, certainty, and self entitlement. Traits that the Arale have had held against them in various issues of state.

The Arale council sits at the head of the stellar government as it's octarchy. Each member a grand master of one of the eight elemental powers that their species commands.

Relations
Arale are the societal backbone of the Dyna. Their ambitious drive and thrist for knowledge made them the first race in the Dyna to achieve faster than light travel. This allowed them to discover the Arato, Toari, Lobo, Globluk, and Erians. All of whome they've assisted or enriched in some fashion. This long history of being the "saviors" or "teachers" has caused small elements of society to view the Arale as self entitled and arrogant. Much to the bitterment of the more upstanding Arale citizens in the Dyna.

Adventurers
Traveling from core world to core world is a common occurance within present Arale culture. Many of these wanderers gain an even greater thirst for seeking out what lies beyond the core worlds and indeed, the very edges of the Dyna. While all these individuals share a common trait in space travel, they each have their own unique ways of going through with their plans. Some join the Dynic military and travel the ether as soldiers or move alone as mercenaries. Others ply their social skills and visit each world as an ambassador or even as mechanics. Repairing and modifying machinery or studying technological artifacts. Still others hold true to the faith of their forefathers and operate as disciples of their chosen deity, acting as an extension of their god's will.

Names
The names of Arale are as varied as the people who own them. Some are from a genetic ancestor, others a product of their planet's culture. Some even are new names the individual has chosen for themselves after abandoning the one they were granted as birth. Examples of Arale names are; Leyana, Seren, Kolai, Malak, Yessi, Izzi, Razen, Nokai, Minh, Sephia, Navasi, Aleza, Aki, Honla, Terel, Hyroki, Asan, Mesra, Liun, Saika, Taretha, Tanyma, and Issa.

Mano (Mah-Noh)
HP: 4; AP: +2 Int +2 Dex -2 Wis

Size and Type
Mano are medium humanoids and have the human subtype.

Natural Empathy
Mano are incredibly empathetic and sometimes read too much into how others feel. They gain a +2 to saving throws against illusions spells and effects.

Skill Focus
Mano are quick learners but tend to specialize soon after learning a new trade. They gain Skill Focus as a bonus feat.

Maybe They're Born with it...
Mano possess a strangely beautiful adaptation to their home planet's unique seasonal patterns. As the foliage changes color, so can a Mano consciously change the shades of color of their hair. Changing a hair color takes an hour and cannot be changed again for a week. This beautiful transition of hues gives the Mano a +2 to diplomacy checks against any species except another Mano.

Cooperative
Mano were essentially conquered and domesticated by the Arale many generations ago. As such, they have learned how to predict the reactions of their neighbors and coordinate their actions. A Mano gains a +2 bonus to skill checks for the aid another action and to attack rolls to provide harrying fire. A creature using the aid another action to assist a Mano’s skill check gains a +2 bonus to her check.

Physical Description
Standing between 5-6 feet tall, the Mano is comparable in height to both the Arale and the Erian. Two other species who were also modified by the ancient Sol Imperium. Mano are originally derived froma  primate-like species which had their evolutionary pathing forcibly changed to a more similar look to Humanity's genetic appearance. The only real things that set the Mano apart from the Arale or Erians are their ears, slightly pointed and elongated, and their hair. The Mano hair pigments can range from red to green to blue and everything inbetween, earning them the derogatory name, "Sparkle-tops."

Homeworld
The Mano homeworld of Ryoh is larger than it's sister planet of Machtupo, but more temperate than its heavily forested sibling. Originally discovered by Arale stargazers in the Arale bronze age, it was the main point of interest to Arale scientists throughout their history. Eventually, Arale "void-walkers" landed upon the primitive world of Flayon, it's denizens barely in the stone age, and essentially kidnapped some of them to be taken back to Machtupo. A few decades later, most of the planet was thoroughly invaded and an established Arale colony existed upon it's surface. The native Mano population, at first culled, was uplifted to a state similar to a mentally challenged Arale so they could help establish a lasting society. Eventually, the Mano's innate adaptive abilities allowed them to stand as intellectual equals to their Arale invaders.

Society/Culture
The Mano were never given the ability to form any sort of lasting culture before the Arale subsumed their entire species into their society. As such, Mano and Arale culture are considered one and the same. Most other species, when refering to the two species as a whole, call them Machtupons, the homeworld of the Arale where their shared culture hails from.

Relations
Although the Mano were conquered millenia ago, modern Mano do not hold the current Arale people responsible for their ancestors actions. When it comes to their relationships with other species however, Mano are seen in a similar light to their Arale cousins by the galaxy at large. Proud, self-entitled, and overtly curious.

Names
Mano names are largely similar to their Arale counterparts. Not having any culture of their own has created a sort of mirror image between the Arale and Mano. Some examples of Mano names are; Imasa, Hitan, Hoshi, Reru, Rusa, Mesat, Osane, Samu, Fumu, Keke, Nisaya, Komi, Kusan, Niron, Teku, Karat, Amushi, Asasu, Itansu, Kuruna, Yuchi, and Ayari.

Arato (Ah-ra-toe)
 

HP: 3; AP: +2 Cha +2 Dex -2 Str

Size and Type
Arato are medium avians and have the Arato subtype.

Master Engineers
Due to their deep history of crafting ever more complicated machinery, Arato gain a +2 racial bonus on engineering checks.

Sharp Mind, Sharper Tongue
The Arato culture is built heavily around communal discussion and situational assessment. They gain a +2 racial bonus on diplomacy and bluff checks.

Darkvision
Arato can see up to 60ft in the dark.

Hex-sighted
Arato have three pairs of eyes which can be used 1 pair at a time, increasing the acuity of their vision. This grants them a +2 on visual perception checks.

Physical Description
Arato are an avian race with a theropodal stance with an average height of 4.5-5ft. Over 80% of their bodies are covered in fine, soft feathers save for their legs and parts of the head. Their elongated beak sports an evolutionarily specialized "saw" at the end on the upper bill. This "saw" was used to cut open tree roots or dig up soil for food in the dense jungles of the Arato homeworld of Thrii. An Arato's most prominant feature is their three pairs of eyes. These run down the sides of their head, growing smaller in size as they near the Arato's beak. Besides these bodily features, another glaring part of Arato anatomy is their minute range of colors. All Arato are one of three shades; blue, purple, or green. While wildly varied in the contrast of these hues, there has so far never been a new Arato color scheme in written history. Sexual dimorphism is also limited between Arato genders. While both are extremely similar looking to one another, male Arato are born with a seashell-shaped keratin headcrown that fully forms once they reach sexual maturity.

Homeworld
The Arato homeworld of Thrii is the thriving economic center of the Dyna. Nearly covered wholly in either dense jungle or sprawling cities, there is always something occuring on the planet. Due to the nature of being the central point of most credit flow in the Dyna, Thrii is heavily restrictive on air traffic attempting to land or take off from the surface. This allows for largely open skies and little noise-pollution in the atmosphere. The Arato capital city of Angar is the most ancient, still inhabited city on the planet. First built before the Arato medieval age, it was entirely abandoned and lost to time until well after the Arato had moved on past fossil based power sources and was therefore largely untouched by reckless industrialization. Upon it's rediscovery, it was chosen to be the center of the newly unified Thrii republic. Carefully being planned out and upgraded with far cleaner sources of power and infrastructure. Angar is a cultural heritage point for all Arato in the galaxy.

Society/Culture
While an Arato can be largely whatever they wish to be, the most common occupation they are found in tends to be credit handling or mechanical engineering. This is far more than personal preference but rather a deep societal connection to the physical and material world which has permeated their culture since long before their discovery by the Arale. The Arato leadership consists of fifteen "Master Scholars" who are tasked with the collective duty of recording and preserving all forms of media from across the Dyna. Especially those that pertain to the mysteries of the universe. While their power does not stretch far from Arato claimed worlds, they are the source of pride for any upstanding Arato citizen living within their space.

Relations
The Arato were a young, early space-age civilization just beginning to explore the deeper recesses of their home system when they were discovered by the Arale. The Arale saw a potential ally in the deep void of space and worked with the Arato leadership to formally create the Dynastic Pact, known today as simply the Dyna. Due to this uplifting process, Arato/Arale relations are upheld with the highest regard between all but the most cynical of people. Arato relations with the other races in the Dyna differ wildly however. Toari are respected warriors and sages to the Arato, their wisdom apparent and strength unforgetable. Lobo however, are quite the opposite. Between many cultural misunderstandings and planetary disputes, Lobo/Arato relations are barely kept in check by the successful leadership of the Arale Council. Most other races the Arale as a whole do not care one way or another for, but individuals may have great respect or disdain for one or more of these species.

Adventurers
All across the Dyna Arato are found; repairing ships, designing new technologies or just playing the stock markets. Some of these people begin to turn their eyes to the galaxy outside from their enclosed world. Arato excel greatly as engineers on board traveling starships or as diplomats attempting to broker deals with disgruntled factions. Some have even made comfortable living off of stealth based occupations such as assassins sent to other, neighboring countries. Whatever the reason for an Arato to venture out on their own or with a group, one can be sure that it's always with a specific goal in mind.

Names
Arato names are largely limited in scope by their species lack of lips or proper teeth. Infact, the name "Arato" is a construct of the Arale dialect. A name that had been inserted into universal translators a century after their discovery. Regardless, some still choose to pick up names other than those they were born with. Examples of traditional Arato names are; Okla, Taten, Kulo, Noku, Thera, Krot, Lolla, Neru, Klao, Hena, Alko, Kleet, Kuta, Thrao, Killo, and Leita.

Toari (Tor-ee)


HP: 6; AP: +2 Str +2 Wis -2 Dex

Size and Type
Toari are large humanoids and have the Toari subtype.

Warrior Tradition
Toari physiology is uniquely adapted to a pre-industrialized lifestyle. Their bodies far sturdier and more redundant than a "modern" race's. This grants them a +1 racial bonus to AC when wearing armor. When wearing heavy armor, their armor check penalty is 1 less severe than normal.

Old World Wisdom
Toari history was abruptly altered by an invasion of a far more technologically advanced race. Their descendents remember these tales well and recieve a +2 racial bonus to saving throws against fear and charm effects.

Tusked
All Toari possess a single large facial tusk which takes up the large majority of their facial region. This tusk, although tooth-like, is actually a hefty keratin horn that extrudes from the facial cavity and curves downwards at a shallow angle. This tusk can be used as a natural weapon with a -2 penalty to hit.

Naturally Brawny
Toari are always considered armed. They can deal 1d3 lethal damage with unarmed strikes and the attack doesn't count as archaic. Toari gain a unique weapon specialization with their natural weapons at 3rd level, allowing them to add 1-1/2 x their character level to their damage rolls for natural weapons to their damage rolls for their natural weapons (instead of just adding their character level, as usual).

Physical Description
Standing at around 8ft tall, Toari are a very hefty and robust species. Their imposing physical form dwarfing all other races save for the Lobo. Their heads are equally strong jawed and sport a thick, curved tusk that extends down the length of the skull. A series of sturdy keratin plates runs from between their eyes up to the crown of their heads, an evolutionary adaptation to consistantly recieving and dealing head butting manuevers. Toari are seasonal breeders. This means that regardless of what planet or station they live on, female Toari are only capable of becoming pregnant in a rather specific time of the Dynic year. While detrimental to their survival on their homeworld after the calamity their species underwent, it has proven to be much to the benefit of the Dyna's education and health systems. Only after the species was rescued was it realized just how quickly the Toari could repopulate an area. Giving birth to entire litters was an evolutionary advantage to life on their regularly hostile homeworld of Cora. While if allowed to continue to advance at their own pace, an industrialized Toari society would have likely overpopulated their planet long before developing space flight. It is for this reason that an enourmous amount of gratitude is still placed on the Dyna by the Toari for rescuing their race from not only the immediate danger they were once in, but the future disaster they would have seemingly been unable to avoid.

Homeworld
Now little more than a vast, planet-wide desert, the Toari homeworld of Cora was never the most lush world to live in. Small pockets of forested regions surrounded by a sea of plains and mountains. Cora never had a vast ocean in it's geologically recent history, rather, it supported thousands of lakes ranging in size from small oasis to inland seas. Today however, these storied tales of Cora are simple legend. Almost entirely dominated by either sandy deserts or arid plateaus, most of it's life-giving waters dried, their beds cracked and thirsty. Cora currently supports a small population of only a couple thousand archeologists and pilgrims who search the dry wastes for artifacts to recover or to remember their cultural heritage respectively. All these woes that have befallen the planet can be traced to one singular source. An artificially created crater dug deep into Cora's western hemisphere. It is a remnant of an attack against the Toari made by the Klo'rei, a technologically advanced race at the time who once attempted to sway the Toari to bend to their will. When the Toari pride won out, however, the Klo'rei decided to utilize their personal Class-6 weapon, the "World's Voyage." A colossal ship booster that was attached to the crust of a planet deemed worthless by the Klo'rei leadership. This booster was used to destabilize a planet's orbital period around it's host star and drive it into the star's heart. The booster was meant to be used on class-D planets, however, not Cora, a class-B world. Cora's immense size meant the booster could only reduce it's speed by a marginal amount, just enough to guarantee that the planet would, eventually, crash into it's host. This has led to the present day Cora, a dry, heated waste with a nearly lost civilization's mark buried under it's landscape.

Society/Culture
Toari culture is a scientific anomaly continually studied and theorized endlessly. Being the first known tier-7 civilization rapidly elevated to tier-2 status without total loss of identity. Toari society is structured much like a primitive tribe would be. Everyone works according to what their particular strengths favor and all of them follow the guidance of their repsective leader. These leaders are known as "Broodvoices," they are a form of dual chieftain/shaman for the Toari. Living embodiements of continually perfected strength and wisdom, they have led the Toari through the unknown since before the Dyna ever made contact, when they were tasked with the survival of their ever dwindling clans. Astoundingly, although Toari culture is rather rigid, it is steadfast in the ways of honor, peaceful negotiation, and cooperation. Rarely has a Broodvoice's disagreement with another led to open conflict. Rather, long term discussions are held between the two to work out the best consensus for their respective peoples.

Relations
Toari hold the Arale, Mano, and Arato in extremely high regard for saving their species from near total extinction nearly five centuies ago. They view the Lobo as "equals from other origins" citing their prestige in scientific discoveries just as "Hard earned and long studied" as the Toari are in pursuits of strength and heritage protection. Most Toari hold a deep grudge or even hatred for the Klo'rei species who nearly wiped them out but the latter appears to be wholly apathetic to their own historical grievances against the Toari. Most other species are either dismissed or regarded as friends by much of Toari society.

Adventurers
Although the bulk of the Toari population inside the Dyna are soldiers, mercenaries or just general "muscle", Some reach out for other pursuits of stellar life. Scientists, diplomats and mechanics also can be found among Toari worlds, working through their daily lives, ensuring the continued existance of themselves, their friends and their people. It is quite common for a Toari to venture off on their own in search of "finding themselves in the void."

Names
Toari names tend to be simple, low syllabled, and rememberable. This is due in part to their massively exploded population throughout the Dyna, rendered longer, complicated names troublesome. Most Toari names also mean something in the old Toa dialect. An individual named Gotye, for example, can be recognized as resourceful and open-minded. Some forms that Toari names can take are; Getrun, Julak, Klen, Yugran, Jugga, Orren, Lokk, Beln, Herja, Nerla, Gotra, Ilken, Porg, Grao, Denta, Droln, and Ikao.

Lobo (Loh-boh)


HP: 4; AP: +2 Int +2 Dex -2 Cha

Size and Type
Lobo are large humanoids and have the Lobo subtype.

Four-armed
Lobo have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

Omnipercipient
You can see any beings that are invisible within 30 ft. Such creatures are visible to you as reddened blotches in their respective body shapes. This racial trait does not enable you to see through opaque objects. It does not reveal creatures who are concealed, or otherwise hard to see.

Natural grace
Lobo receive a +2 racial bonus to Acrobatics and Athletics checks.

Expansive Knowledge
Lobo are exceptional at learning new ideas and stories on the fly. This grants them a +4 bonus each day to one non-class skill of their choice.

Physical Description
The Lobo is something of an oddity even among the many diverse sapient races in the known galaxy. Two long, spindly legs support a four-armed torso, each hand possessing three fingers and an opposable thumb. The head is often considered their most striking feature however, two sets of eyes, the lower smaller and closer together than the other. While the upper eyes appear a deep black and indeed function as normal eyes, the lower set have an appearance more similar to deep "pits" in the face. Often misinterpreted as nostrils, these "eyes" are sensitive to infrared light and form a heat map of the area infront of the Lobo. While only good up to a certain range, this adaptation to heat sensitivity has proven invaluable to the Lobo's survival on their homeworld of Likike (Leh-kee-keh). A final oddity of the Lobo physique is the layers of skin on the rear of the skull which resemble something akin to a soft armor plating. When a lobo is in a new enviroment or studying intensely, the Lobo's brain actually swells in size, extending the back of the skull until the new information is processed and the swelling subsides. This evolutionary trick to rapid learning has earned the Lobo the unfortunate nicknames of "Air Sacks" and "Bloat Brains."

Homeworld
Likike is one of the most scientifically interesting worlds currently known to Dynic society. Not only is the world tidally locked to it's host and far smaller than it's total density would suggest, but the entire planet possesses a world spanning mountain range all the way across it's circumference. From pole to pole, this immense range bisects the planet almost perfectly between it's day and night sides. flora and fauna living on world are totally cut off from half of the planet. This has created two very different biological ecosystems between the two hemispheres. The day side containing species covered in metallic carapaces and many colors while the night side is gloomy and quiet. Almost all of the creatures living on the dark side of Likike are masters of hunting and hiding. Few eyes and muted shades if any at all are all that exist on this side of the planet. The Lobo themselves are strange even among their evolutionary kin. Being one of the only species to migrate from the day side to the night side and eventually form tribes in the twilight zone. The Lobo began their industrialization deep into what most would have considered an early medieval age. digging vast tunnels in Likike's endless mountains. Almost the entirety of the modern day population of Likike lives within these deep caverns and "trench cities."

Society/Culture
Lobo society revolves around one thing, progress. Whether this is technological or spiritual, the effect is the same. The leading body of Lobo culture is engulfed with an addiction to understanding the universe and themselves. This has led them to being regarded as the greatist scientific minds in the Dyna, and perhaps even the galaxy. Lobo physicists and economists work with such ferver as to be almost akin to patriotic soldiers in the middle of fending off an invasion. This has caused a great number of controversies in Dyna society, particularly with those involving the Arato, who view progress as something that must be tempered with reason and direction. This has caused rifts in Lobo/Arato relations but has also granted them the spot of renowned scientists throughout the Dyna. The Lobo are guided by the "Masters," a meritocratic council that heads the entirety of Lobo owned worlds.

Relations
While most relations between the Lobo and other members of the Dyna are stable and some even favorable, the Arato's opinion of the Lobo are quite sour. An individual Arato or Lobo may become friends, but on the whole, the Lobo Masters and Arato Scholars are slowly moving towards open hostilities. The Machtupon council has made numerous attempts to quell these feelings of both sides, but to little avail. For the time being, the Masters and the Scholars are each dancing on thin threads.

Adventurers
Lobo are natural explorers and archeologists. Constantly attempting to find new explainations for old mysteries or new ideas. It is a common sight, almost to the point of being expected, to see a Lobo out traveling through the void either by themselves or with a group of like-minded individuals.

Names
While the name "Lobo" describes their entire race, it actually has Toari origins. Being first discovered by the Dyna four centuries ago, it was a Toari xenologist who cataloged the race as an emergent species and dubbed them as "Lobo" or savants. Since then, all translation devices use the Toari word inplacement of the Lobo's own name, something difficult for the early translation software of the time to understand. As such, Lobo names have more variety in them today than most other species possess, as Lobo children will often decide if they wish to use their birth names, which mean different things in the Lobo language, or if they wish to ctrade it with it's Toari equivalent. Some examples of lobo names are; Ekli, Prod, Klik, Herki, Grett, Uinta, Losri, Frus, Otka, Kilik, Juro, Tret, Flo, Dren, Jakl, Gret, Ilik, Roun, Trot, and Mink.

Erian (Ear-ee-ann)
HP: 4; AP: +2 to any 1 ability

Size and Type
Erians are medium humanoids and have the human subtype.

One of The Pack
Erians are used to working with others as part of a team. Once per day, as long as an ally is within 10 feet, an Erian can roll a single attack roll or skill check twice and take the higher result.

Elemental
Erians gain complete mastery over one of eight elemental powers.
 * Fire
 * Water
 * Air
 * Stone
 * Electricity
 * Plant
 * Light
 * Darkness

Lupus Aures
Erians possess remarkable hearing capabilties and gain a +4 racial bonus to auditory perception checks.

Physical Description
Erians are eerily similar in outward appearance to Arale and Mano. The prime differences, however, are inside their DNA. Originally hailing from a bipedal canine species, the modern Erian has managed to retain some of their ancestral traits. Exceptional hearing, moderately better sense of smell, and a seemingly benign peculiarity. When an Erian's mood shifts from a neutral or positive state into one of anger or extreme sadness, their eye colors can darken. Much like the Arale's involuntary growling, this is occasionaly one of the few ways to gauge an Erian's true mood. Besides looking almost identical to Arale and Mano, Erians also possess generally lighter skin shades across their species.

Homeworld
Erians are directly named for their homeworld of Eria. While the populace tend to refer to themselves as "Magolonians," Dynic translators retranslate the phrase into "Erian" in order to minimize confusion among other species. The planet of Eria is a fairly pristine world for a post industrialized civilization. Separated into four distinct sub-nations with their own individual identities, the vast majority of scarring from prolonged industrialization appears most prominently in the western sub-nation known as Weshel. The other sub-nations; Nalina, Estabar, and Senalia, each are governed by their own singular leaders who work together as a sort of pseudo-council known by the Dyna as the Erian Heads. As the Erians are still a fairly new race on the galactic stage, they do not possess many colonies. None of which are yet entirely self-suffecient. Therefore, the Erian people living on Eria and her few colonies are entirely regulated and governed by their Heads on the homeworld.

Society/Culture
Erian society is largely socialist. While the sub-nations of Weshel or Senalia may be more akin to a dictatorship and a monarchy respectfully, the average Erian lives out their lives in a more liberal form of attachment to their surroundings. It is largely due to this free-willed nature of the people that the Dyna's discovery of their species and their rapid elevation to stellar status had minimal penalizing impact on Erian culture. Simply viewed as a massively more expansive open market and "opportunities galore" for Erians wishing to travel the stars. This nonchalant view of the universe has placed the Erians in a situation of caution with other races, as their largely easy going attitude has been quite effective at shrouding their massive political clout. Being discovered ten years ago, and fully integrated only five after that, has created a sort of question among other species of if the Erians are even capable of being entrusted with the burdens of a stellar society.

Relations
Species relations are fairly muddled when it comes to Erians, as they are still largely new to the galactic stage. However, it can be generally stated that among all the races of the Dyna, the Arale are viewed most favorably by the Erian populace. Mano however are viewed as just another species in the Dyna and in no way directly intertwined with the actions that the Arale took on the Eria's behalf. Toari, Lobo and Arato are generally regarded as friends but interspecies relations still has much to go through before a totalling of opinions can be tallied. Perhaps the only two races that the Erians despise are the Klo'rei and the Ri'shka. The former having conducted abduction campaigns on their world only four years prior to the population's introduction to the Dyna's existance. While the Ri'shka first came to realize that more "instruments" of the defuct Sol Imperium still existed when coming into contact with the Erian homeworld during an exploration survey mission. The moment the Ri'shka were discovered on one of Eria's moons, they had already placed a warp signal on the moon's surface and called in a sizable Ri'shkan fleet to invade the planet. A joint effort by Dynic and Nelkati forces managed to break the Ri'shkan advance but not until multiple drop pods were sent to Eria. Searches are ongoing today for these pods and the subsequent elimination of their passengers, though some are still unaccounted for.

Adventurers
Practically the moment that Eria was granted passage to other stars within the Dyna, tourists had gathered into lines. Although still considered a devloping civilization by some, Erians can often be found aboard almost all commercial and residential holdings in Dynic space. It is so much expected that one would come across many Erians during their travels that most individuals will ensure to update their Magolonian/Arlan translation softwares before leaving their homes. Although Erians are regarded as one of the most carefree species in the galaxy, they possess a strong sense of loyalty and honor and will generally help whoever they can whenever they can. This has seen greater sign-ins for the Dynic military and exploration corps. Though an Erian truly doesn't need much of a reason to venture out beyond their terrestrial holdings.

Names
Erian names are derived from their ancestrally shared language of Magolonian. An ancient tongue that has possessed the same name over four different iterations of it's form. Due to this, some Erian names are genrally new while others have deep roots in ancient Erian history. Some examples of Erian names are; Ania, Nerril, Fransi, Moraki, Medukai, Tersa, Karel, Arrya, Treia, Maroi, Manda, Geralna, and Mishka.

Klo'rei (K-loh-ray)


HP: 6; AP: +2 Int +2 Str -2 Cha

Size and Type
Klo'rei are medium humanoids and have the Klo'rei subtype.

Precise Feelers
Klo'rei antennae are highly sensitive to changes in air pressure, granting a +4 racial bonus to Perception checks.

Cavernous Origins
Klo'rei evolved in immensely sprawling cave systems, giving them darkvision up to 60 ft and a racial bonus of +2 to stealth checks.

Four-Armed
Klo'rei have four arms, which allows them to wield and hold up to four hands’ worth of weapons and equipment. While their multiple arms increase the number of items they can have at the ready, it doesn’t increase the number of attacks they can make during combat.

Opto-crystallogist
Centuries of working with crystal lattices and the study of how their structures manipulate light has granted the Klo'rei race a unique insight into the science of photonic physics. This grants the Klo'rei the ability to, once per day, modify any weapon or armor that uses light based mechanics. Granting weapons either a +1 to hit or damage or granting armor a +1 to EAC or KAC.

Physical Description
As an offically classified insectoid species, Klo'rei are one of the few known space fairing arthropods in the galaxy. With a complex segmented exoskeleton, the Klo'rei species is rather difficult to fight against in combat. Capable of sensing where it's enemies are with it's highly sensitive antennae and a natural sense of direction when within an enclosed space. The most striking part of the Klo'rei anatomy is not it's shape, but it's facial region. Two medium-to-large sized black eyes sit in a commonly mammalian predator orientation while a second pair of more sensitive eyes sit directly above. The Klo'rei mouth is made up of multiple complex mandibles which combine to resemble something akin to a mammalian structure, save for the two mandibles sitting on either side of the rest. It is these "loose" mandibles that create the rythmic "clicking" heard in the Klo'rei language. Often meant to exude prominence or important detailing to the words they are speaking.

Homeworld
Klo'rei originally hail from their ancestral homeworld of Priea. A planet who's location has been forever lost. Long ago, a primitive Priean civilization on the planet was so religiously centered upon itself that upon finally reaching for the stars, an event known only as "The Disillusionment" occured. Where a large force of the state's warlocks split from their bretheren and went to war for control of the planet. In the end, the rogue faction chose to use a newly developed super weapon, known as the "World's Voyage" to push their own homeworld into it's parent star, forever destroying both their home, and the ancient cults that they deemed heretical and blind. The surviving members of the species took on the name of Klo'rei, the "Eternals" as they began constructing their new homes among the stars. Over time, the knowledge of Priea faded into obscurity and eventually into legend. No known databases hold the location of the home star system of the klo'rei, not even their home cluster.

Society/Culture
Klo'rei society is a tumultuous thing in te modern day. After the events of the "Great Disillusionment," the Klo'rei were a strong and steadfast force which terrorized their sector of the galaxy for centuries until finally coming into contact with the Dyna. A nation with whom they'd fight for sovereignty against for a further century. After the "War of Lights" had ended, and the Klo'rei populace were absorbed into Dynic space, their entire society changed with it. Since their break off with their other religious kin, the incredible zealotry of the Klo'rei began to wane in the centuries prior to their contact with Dynic forces. By the time the Dyna finally crushed all remaining resistance in the Klo'rei's fleets, it's populace had gone through a second, more gradual disillusionment. Today, the Klo'rei fill the roles of physicists and researchers all over the Dyna. However, given their history with some of the other species in the Dyna, the Klo'rei have not been granted near full autonomy as the core members have been. A fact that some Klo'rei tend to resent.

Relations
Klo'rei themselves are almost universally looked down upon in the Dyna, only a select few have been regarded as role models for the Klo'rei race. These few are seen as advocates for Klo'rei rights in the Dyna by their kin and are placed on immensely tall pedestals, much to these individual's dismay. As for outward relations, as a whole, the Klo'rei do not tend to directly choose to asscociate themselves with those they see as their "conquerers." Instead, choosing to remain in huddled clusters on the worlds they reside on. Although a few Klo'rei do tend to befriend and even enter relationships with other species, this is seen as highly offensive by most of their kind.

Adventurers
While it isn't unheard of for a Klo'rei to "go out adventuring" through the void, it is something of an anomaly. Highly communal, the standard Klo'rei will often prefer to stay with those that they known on a personal level rather than intermix with the rest of Dynic society. Those few that do, however, are opened up to an entire galaxy of opportunities. Many serving as mercenaries or solarian priests. Anything that will allow them to earn the trust of those around them. At least just enough trust to not have to worry about being spontaniously vented into space for a small misdemeanor.

Names
Klo'rei names are near impossible to fully translate as they possess feelings along side their pronunciation. Nevertheless, Most Klo'rei tend to ignore the offense of a foreigner mistakingly saying their name slightly incorrectly. Some examples of Klo'rei names are; Kil'ru, G'len, Ru'then, Illict, Yong, Drak, Oc'rei, Til, X'ril, Ulok, Trik, Droi, Hik, Runt, Jik'il, and Ni'kil.

Xi'lex (Z-ee-leh-ks)
HP: 2; AP: +2 Wis +2 Dex -2 Str

Size and Type
Xi'lex are medium amorphids and have the Ooze subtype.

Nelkati (Nel-caw-tee)


HP: 4; AP: +2 Wis +2 Con -2 Cha

Size and Type
Nelkati are medium quadrupeds and have the Nelkati subtype.

Corroded Spit
As a standard action, the Nelkati can spew a stream of acid from its mouth. This attack has the line weapon special property and a range increment of 30 feet. (1d6A + 1d6/5 levels)

Quadroped
Due to the Nelkati's multi-legged form and strong stance, they recieve a racial bonus of +4 to Bull rush and CMD checks.

Relic of The Past
There hasn't been a Nelkati child in over eight thousand years, all that time spent ruminating on their lost civilization has allowed the Nelkati workforce to become more specialized. The Nelkati begins play with +2 racial bonus to any three skills of their choice.

Physical Description
The Nelkati form consists as a quadropedal creature with a secondary torso that supports another set of limbs. Their skin is covered in beautiful scales that, at one point in history, shone like starlight. Today, however, the Nelkati species is technically considered extinct. Every last member of the Nelkati race is an undead being. Brought back to life from what was once considered to be a forbidden magic in Nelkati society. Even with this accursed affliction, the Nelkati's body perseveres through undeath. Four powerful legs support a reptilian body and humanoid torso, topped with varying styles of reptilian heads. Despite being undead, Nelkati are still capable of a devastating spitting attack which spews a corrosive poison that affects all known forms of organic life.

Homeworld
The Nelkati homeworld of Tuthea stands as one of the most beautiful planets in the known galaxy. An immensely diverse eco-system exists here, protected and moderated by a planet spanning artificial network designed to cultivate the world into a magnificient symbol of peace and growth. Nelkati civilization has always been one about protecting life and granting safety from needless danger or cruelty. Originally a Class-C continental planet, Tuthea has been carefully cultured into a heavenly proto-gaia world. When the Human designed terror known as the Ri'shka first began their devastating destruction of Nelkati worlds, Tuthea and her sister systems were fiercely guarded from harm. Drazi scientists living on the surface even worked tirelessly to catalog and store seeds/eggs/embryos of every living organism on the planet. When the Ri'shkan Swarm finally broke through the Nelkati's final defenses, it was these samples that allowed the Nelkati to return their home to a fraction of it's former glory. A process still underway today. Still defended as vehemently as it was during the Destiny wars, Tuthea remains a beacon of hope in the ever gloomy lives of her children. A sign that perhaps one day, they too, can return fully to life.

Society/Culture
Ancient and mysterious, the wise Nelkati are a species of formality and dignity. They culture is structured similarly to a feudalistic society, save for the fact that all patrons answer directly to the Empress. A living god in the eyes of many of her people. The Nelkati are a fortunate race in unfortunate circumstances. They were what many would call a "Progenitor" race. One of the first known species to reach a technological renaissance and reach out beyond their star cluster. Born early and without competitors, the Nelkati spread fast and hard throughout their sector of the galaxy, eventually finding another species who was just in the beginning stages of their space programs. This other species had collapsed into open warfare and was slowly destroying all the technological progress that they had achieved. The Nelkati, lovers of life, attempted to intervene to end the blood shed. But all they created was a joint alliance by the primitive species to remove them from their world before shortly returning to their large scale slaughter. This humiliating show of weakness from the Nelkati humbled them further, vowing to never take interest in another primitive's affairs, no matter how costly it was to said species' survival. This only changed for a moment when a few Nelkati surveyors stumbled upon a damaged Drazi ark ship hurtling through space. Upon a successful rescue, the denizens of the ship expressed great relief and excitement for both their timely rescue and their first contact with other forms of life. It appeared that this ark ship was a final effort by the Drazi to escape their dying homeworld. It's host star beginning to age into a red giant, burning away their home's atmosphere. A pact was signed between these two races who have worked together in harmony ever since.

Relations
The Nelkati are an extremely reclusive race and only recently have begun large scale trade and diplomacy with the other "younger" nations in the galaxy. Naturally xenophobic to space faring races, the Nelkati have kept their origins quite secretive to others. It is only recently, with the open trade markets, that the ancient past of this cursed species has begun to be brought to light. Most Nelkati view the other races on the galactic stage as loud, obnoxious or even destructive. They see these nations as children playing in the graves of gods. Tending to instead prefer the company of other Nelkati or even the synthetic Andromeda, a machine race designed to preserve and promote the natural beauty in the universe.

Names
Nelkati naming conventions are vastly complex and considered unnecessarily long by other species. No longer capable of procreation, all Nelkati have adopted names that specify them directly. An example of a full Nelkati name is "Tressal, child of Raelou, of the world of Rennai, in the territory of Nalinni, under the protection of her empress's indominable will." Most Nelkati understand this confusion and instead introduce themselves with just their given name when speaking to other races. Some examples of Nelkati names are; Saral, Harlyht, Nellra, Ironae, Rennae, Ryhtra, Bellae, Haerou, Messrae, Oreina, Saolla, Illouda, Oneida, and Uhaella.

Juhl (J-oo-L)
HP: 6; AP: +2 Str +2 Dex -2 Wis

Size and Type
Juhl are large humanoids and have the Juhl subtype.

Abominable and Indomitable
Once per day, a Juhl brought to 0 Hit Points but not killed can fight on for 1 more round. The Juhl can act normally until the end of their next turn, when they become unconscious as normal. If they would lose additional Hit Points before this, they cease to be able to act and fall unconscious.

Shaggy
Juhl have a thick layer of fur that protects them from the freezing winds of their arctic homeworld. Juhl recieve a racial bonus of cold resistance 5, which stacks with other sources of cold resistance.

Work, you piece of-
As a move action, a Juhl can remove the penalties associated with the broken condition from a single piece of equipment until the start of their next turn. The item then becomes unusable for 10 minutes (and retains the broken condition after that until it is fixed).

Names
Juhl names are very harsh and guttural, just like their culture. Even so, most Juhl names are almost fully unique and rarely would one meet two Juhls with the same sounding names. Some examples of Juhl names are; Shunuz, Chiddal, Yiyaja, Asheni, Bejiru, Ashakra, Yinurru, Aject, Yinral, Shurkeni, Naddare, Chorkare, Ksarkus, Beshnai, Amkal, Yijuz, and Nathiru.

Chua (Choo-ah)
HP: 3; AP: +2 Int +2 Dex -2 Wis

Size and Type
Chua are small humanoids and have the Chua subtype

Physical Description
Relatively resilient, reproduces in litters. reproduction rituals obscured. Little to no sexual dimorphism.

Homeworld
Bez-gelor, Jungle world, very hot, very humid. various predators. Because of predators, Chua have only recently worked together to develop a workable society. Dyna satellite falls to planet and Chua reverse engineer it and go through a technological renaissance. Decimating their planet in the process. Uses newfound technological gadgets to reach for the stars.

Society/Culture
Chua society is a scientific meritcoracy. Led by a science directorate. Not always a benevolent leadership. Often seeks progress regardless of consequence.

Ri'shka (R-ee-sh-K-ah)
HP: 6; AP: +2 Str +2 Dex -2 Cha