WtV: Species Archetypes / General Info - WIP

Story by Aries_Hausdorff on SoFurry

, , , ,

Cannot upload PDF's, so I copied the pure text together.

Archetype-Descriptions for the factions from Welcome to Valhalla.

Mostly an externalized mindmap.


I use a set of character / species archetypes. Specific characters are mostly a secret at this point in time, although one indirectly made his appearance in kalid909's recent pictures: Tiz, the fennekim: http://www.furaffinity.net/view/15434138/

These archetypes for WtV and, as I started at midnight and ended up at 4am somehow, get somewhat fuzzy toward the end, but are as follows:

The Allied Sultanates ###

Fennecs ( Sultanates )

Fennekim ( male anthro fennec ): 4ft short, hyperactive; 1001 nights / Disney's Alladdin / Ancient Persia ( Prince of Persia ) style. Happy, overly protective ( White Knight Complex ), curious, carefree, good natured and bragging, very outgoing - yet also very sensitive for others comfort, almost childish characters. Art-lovers, art-perfectionists, hedonists. Fast reflexes, only little endurance, "heroic fighters" - Sir Didymus.

Fenwa ( female anthro fennec ) 3 to 3.5 ft short, hyperactive; 1001 nights / Disney's Alladdin / Ancient Persia ( Prince of Persia ) style ( Bellydanceress / Princess ). Aggressively protective - up to berserking, curious, inquisitive, trained in dignitive behaviour to cover their aggressive sides, passionate, secretive, positively manipulative. Art-Lovers. Lightning reflexes, would eat ninjas as side-dish, but only little endurance. Appear demure and calm and sweet, but are emotional volcanoes.

###

Zebras ( Sultanates )

Amazone ( female anthro zebra ) 7 to 8 ft tall. Trained and educated soldiers or military support, slender but muscular ( rather lean than Conan type ), various specializations in large scale combat ( siege engines, fortifications, logistics). Pragmatic, slower reflexes ( than humans ), very strong and very high endurance. Good natured characters, sometimes harsh humor, self-conscious and self-assured, very outspoken, hopefull and calmly optimistic - yet educated to plan with pessimistic assumptions. Silent and soft in their feelings. Admire art. Technical perfectionists. Engineer Mindset, strong group-orientation ( For the community ). Roman construction and military style.

Stallion ( male anthro zebra ) 6 to 8 ft tall. Arts and specialized crafts. Mathematicians, technical developers, scribes. Intellectual and artist ( poets types mostly. Delicate appearance, highly educated. Strong and good endurance compared to a human, but weak compared to their females - lack in physical training. Astronomers, wise men, confessors, advisors. 5 stallions per 1000 amazones is a normal ratio, so "father of a company" might well be a true term for most stallions. Educate the amazons children ( filly ; squire ) before they become of age, after which contact is restricted. Group-oriented, but also strong individualists ( "my skills for the good of all" ).

###

Orange Tigers ( Once a high-tech society, almost fully eradicated by the Church / white tigers; native to the planet Midgard ) Several subgroups exists: Tribes, Raiders and Sultanates

The Tribes ( male mutated anthro orange tigers ) 6 to 10ft tall, very strong, very aggressive, fast reflexes, very muscular, very retarded. Everything that disturbs you and that you can kill is food. The only reason not to kill other tribe-members is because bringing down tasty big prey is less dangerous doing in the group. The strongest and meanest mofo is the chieftain. Weak or injured tribe members are basically part of the food supply.

"Females" ( female mutated anthro orange tigers ; see details ) 5 to 7 ft tall. Good reflexes, strong ( stronger than a human, but way weaker than a male tiger mutant ), beaten into submission. Kept as property of the chieftain, handed out to good warriors for mating, but all offspring belongs per definition to the chieftain. Everything that can give birth to new warriors is considered a female, but when it shows 'something' ( some female ) can't, she's just so much food supply for the tribe. Violent egoists, group-oriented only where personal advantages show up.

##

Desert Raiders ( male and female anthro orange tigers ) 6 to 7 ft tall. Very strong, small endurance, fast reflexes. Nomads escaped from stone-age societies, no culture or civilization, travelling in family-groups. Males fight to bring down prey ( often enough amazones and their caravans ), whilst the females protect the cubs. Females without cubs or with a younger sister to take care of theirs, hunt also. In themselves curious, kind and gentle, and very loyal and compassionate. The problem is that they see anything not part of the family or their own species as food, as the desert offers little opportunity to be picky. The Raiders are the nonmutants that sometimes get born in the tribes and that manage to escape before being turned into food. Strong family orientation.

Orange Tigers ( male and female anthro orange tigers ): Former raiders, now members of the Allied Sultanates ( i.e. of the society of the fennekim and amazones ). 6 to 7 ft tall, muscular, elegant, graceful, educated. Often melancholic, often shy, curious as all felines are, very loyal and compassionate. Feel of Gimu ( jap.: lifelong obligation / honor-debt ) to the sultanates. Fishers, nurses, doctors, strongly social orientation. Love for the fine arts, very sensual. Graceful dancers, single musicians, singers. Community comes first ( Gimu ), but otherwise strong family orientation.

##

Humans: Newly dropped in, just a few generations ago. Most of the first arrivals are still alive. Mothers and their children where the initial arrivals, all subsequent humans are offspring of the grown children. European / German style and culture, although they enjoy the lifestyle of the Sultanates. Their technological knowhow has changed more in the sultanates in 50 years than did change in the last 500 years before their arrival. Due to the desert climate a clothing style most suitably described as "ancient egyptian" is common nowadays.

The Reich, the Church and the Stranded ###

White Tigers ( Church ) ( self-afflicted, degenerated former high-tech-society, native to the planet Midgard )

Priests ( female anthro white tigers ): 7 to 8 ft tall, very strong, good reflexes, low endurance, high ( but skewed, fragmented and mostly mysticistic / mystified ) education, prejudicial, most are highly egocentric. Militantly matriarchalic, see everything not a white tiger as an abomination that has to be eradicated.

Hunters ( female anthro white tiger ): 7 to 8ft tall, very strong, good reflexes, low endurance, low education ( barely bronze-age knowledge ), individualistic but with group-affinity. Assume teachings of priestesses to be the ultimate truth, despite all the inconsistencies.

#

Males ( male anthro white tiger ): Called "breeding beasts that once were males" by the priestesses. 7 to 8 ft tall, strong, good reflexes, medium endurance. Stoneage level. Scent of females brings them into mating-frenzy - so, if a female approaches to kill a male for the priestesses to make artifical insemnations possible, the oldest moves toward the female, knowign he'll turn crazy and be killed, whilst the younger scatter, flee and hide. Rough but social, few prejudices, highly intelligent. Very accurate observers, very skilled trackers and hunters. Open society, meritocratic.

Humans ( Reich )

Humans ( settled only since a few generations on the planet of Midgard ) Clothing style is utilitarian / military, and the society is mostly uniformistic. Individualism outside the Party is carefully monitored. Building style is either a mix between german Bauhaus ( functional / utilitarian ) and eco-futurism from necessity ( for appartment-blocks, factories and office buildings ), or pseudo graeco-roman for representative public buildings.

Party Members - The ruling class. Everybody able and willing to put anything behind the needs of the party and the party's vision of the future. Often opportunists and egoists, sometimes however also idealists, but also plenty of fanatics and bullies.

Citizens - The working class. Monitored, controlled and used as needed by the Party. A citizen has little choice unless he is of exceptional value, in which case the party will seemingly coddle him - to make him happy! And better controllable.

Military - Those that want some personal freedom on the one hand, and on the other hand want to protect the society that raised them in a seemingly perfect world. Seemingly. In the military you have the best chances to realize the shortcomings of this perfect world, why the party controls the military to weed out the malcontents in creative ways that look like accidents on tours of duty. The Explorer Corps is the group in the military that has the highest losses. That it is most of the time arranged friendly fire is one of the secrets the party takes care of.

#

Malcontent - Everybody might find that the world is different than it is said to be. Namely, that it is not perfect and wonderful. Those people are considered malcontents by the party, and conveniently used as scapegoats for everything. Those that manage to flee, or hide their malcontent from the authorities, form the Resistance, which seeks ways to bring people out of the reach of the Reich, but also try to sabotage projects of the Reich that would give ever more power to the party or the party-controlled military, and they try to open more people the eyes to the parties true policies.

The Stranded ( male and female anthro snowleopards ): 5 to 6 ft tall, average strength, good reflexes, high education, average endurance. Snowleopards which stranded on the same world as the Reich, but generations before. Ran into the same problem as the White Tigers / Church that their males went into mating frenzy, but being bio-technicians and skilled engineers they mananged to combat the situation at last. Forced into primitivity as they destroyed most of their supplies in their frenzy, they are hard working to regain their former level to call for help, unaware of the Reich's existence.

The females encase most of their bodies in airtight rubbersuits to keep their pheromone-emanations down. As these suits would be easy to damage on the hunt, the males hunt for the females, resulting in a strong society focus for all, although it's a purely logical, not instinctive reaction. The males wear nearly nothing as they don't need any clothes, and manufacturing clothes just for the nice looks is, by logical decision, a very minor point on a long to-do-list.

The 'Pards are individualistic and hedonistic, but have a very open and welcoming society and easily cooperate. Due to the cultural shock they went through they are very careful and try to minimize risks to the society at large. Individually they are very curious and horny ( lasting sideeffect of the affliction ). Their society is a hodgepodge of various technological levels coexisting, always dependant on what solution is feasible and addresses a problem sufficiently for the time being. They are graceful, agile, love arts, love to loaf, but are very energetic at tackling problems. Once something tickles their curiosity, or promises to make things easier for them ( to loaf more or better ) they throw themselves at it with a vengeance. 'Pards can be very emotional at times, forming sometimes lifelongs bonds ( "Denmates"), although mating is done mostly randomly each year anew. But denmates usually raise the offspring of both partners, in a way acting as a Kindergarten for friends, freeing up personnel for hunting and work.

### Asgard United Habitats ###

Humans A small group of humans that split off from the other humans before the Reich was founded. Thought to have conveniently died, the Reich never checked back on their fate. However, they survived, discovering / rescued by the AC / AI controlled artifical habitats in the moon "Asgard" circling the world where the Reich settled, "Midgard". They want to have nothing to do with the Reich and it's ideas, which they thought they'd managed to escape from earth. However, there were initially only a handful of human males. Still, nowadays there are a few thousand human males in the Habitats. Yellow eyes, grey and bicolor hair are however not very uncommon, and are hinting at their slightly unusual biological ancestry.

Canines

1st gen uplifts ( feral sapient canines ; evolving over generations toward anthro canines, males and females ): Uplifted with a process the humans have no idea about, 1st gen's are smart canines that can learn to talk using ventriloquism, and who can learn to use the control interfaces of the habitats, initially designed for the tigers of Midgard. Starting off the breeds german sheperd, husky / malamute , golden retriever and dalmatian. Apply all characteristics of canis familiaris. They are however maybe even more devoted to humans, in particular "their humans", as these gifted them sapience and entrusted their lives to them, as the humans couldn't know what would happen.

#

2nd gen uplifts , "Doggygirls" ( female anthro canines ): Our "furry doggygirls" like we know them from the furry fandom's perceived numerical majority of art. 5 to 6 ft tall, energetic, outgoing, loving, compassionate. Add canine-typical traits at random. Add human-typical traits ( that are not contradictionary to any canine traits ) at random. Sisters to all Asgard born humans. Unlike 1st gen canines they have longer headfur, like humans, and their bodies are structured differently. Their manes and especially their cleavages are what sets them distinctly apart from later generation 1st gen's. These traits are however ambivalent; they're neither recessive nor dominant.

Snowleopards ( anthro snow leopards, both genders ): 5-6ft tall. Survivors of the crew of the ship that brough initially the Stranded to Midgard, and two generations later the humans to Midgard and Asgard. Somewhat seclusive, they participate in the daily life only sparsely. They offer advice and a third opinion in all political and advisory / council aspects. They understand and fear the Reich all-too-well , but admire the Asgardian humans and are positively surprised by the canines of Asgard. Loyal to the Asgard ideals, they share and participate in the forming distinct Asgardian culture, giving it their own flavour and variations. By popular decision they stay separated a bit more from the humans , but, likewise by popular decision, they share a habitat with canines, mostly husky/malamutes, as it's a Taiga type habitat. On average they're individualists, but they enjoy creating great works, and for this are willing and well able to cooperate, as long as they know they always can have their space to retreat to if needed.

They don't know that the Stranded survived, assuming them dead, themselves knowing about the incident only from logfiles and recordings.

AI's = Robots. AI's lack creative thought, but they can use excessive knowledge which makes them appear sometimes to be creative / intuitive, when it fact it was just a randomized pick from a set of equally probable options. AI's are the servants of the Habitats. They take care of a Habitat - unless there's a biological population capable to take care of the habitat. Robots might appear to be lazy as every work a sentient being can do ( and is available to do ), the robots won't do, where the available knowledge a sentient being has is taken into account. Robots appear in every shape and form and size, where insectoid designs are just as often found as starfish-robots, i.e. task-optimized robots that resemble no known lifeform at all. Robots have their own personalities, such as a concept of gender, social manners and speech style. These are, however, just randomized presets given to any instance of the standard AI system instantiated and run. A few exceptions do exist - it was considered mandatory to have quirks and irregularities by the designers. Most AI's use a stunted way of speaking intentionally to prevent overt anthropomophization.

#

AC's = Habitats. AC's are inherently unstable, which is then again also their strength: They are able to do genuinely creative thinking , have imagination and intuition. AC's are monitored by a special AI which ensures the AC remains "mentally healthy". As such, AC's are most of the time "sleeping and dreaming", i.e. running in a special mode that makes it possible for the monitoring AI to inject questions and problems for the AC to process, but the speed of results as well as their quality are of such kind that the AI's often repost problems multiple times, each time testing the quality of the response. As a result, some habitats made new craters in their vicinity over the millennia. This sleep state is needed to keep an AC running as long as possible. Would an AC become idle for too long whilst fully awake, they go weird. Not only because they can perceive boredom, but also because they have perceived needs and desires.

Protecting and fostering sapient life which they are to harbour is a very strong urge in in a Habitats AC. However, as there never was a controlled settling of the habitats, their awake consciousness is in a bad fix of being unable to fulfill its own dreams. Asleep, the AI's can feed the AC's with endless variations of scenarios, situations, as in the sleep state the AC operates on a level low enough to accept the AI's input as real, and processes it slow enough so that the AI can generate variations that address specific potential problems , which the AI stores then for later use.

In case an AC collapses due to a shock / damage / lockup, the AI produces a physical writeout of the data that cause the AC to lock up and restart the AC then with the data that is considered to have created the lockup removed. The AI can "read" the writeout to analyze the situation and develop fixes. The difference is that whilst the data was in the crashed AC, it was like a humans memory from experience. Reading the physical writeout is like a human reading the same situation in a book. It's not an experience then, but an abstract information.

Compare "I have shot somebody" vs. "somebody was shot by a person". AC's are very motherly, caring, loving, but also sometimes pretty aloof and abstract. However they try to be good mothers and not to interfere too much in their "childrens" life, other than giving them a good start. They normally follow a strict "the good of many is more important than the good of a few" rule. A habitat not thinking like that might be considered dangerous and it's the monitoring AI's job to check on such deviations and develop solutions on it's own.

Experiences with finally having inhabitants, but those being humans and canines who's mental setup is different from that of the habitats designers, result in a wide range of somewhat new problems and also new ideas for the habitats. AC's use voices they trim to imply a female role. With only human males having arrived on Asgard, no usable references for a human female voice existed, and so the habitats used their defaults, but tuned them to resonance frequencies that make the spines of humans, canines and snowleoaprds tingle amiably - more or less, as the three species are pretty different. But AC's learn and are inventive. The impression for a human could be m for example, a melodic, amiably comforting voice that gives a warm feel when it is heard - like churchbells or panpipes. It's a psychoacoustical effect, and varies as Habitats experiment and observe. The initial earth-moving growling was in any case clearly of a quality that Central Command AC decided to work with symbols for the start.