Kins of Arcpunk

THe Aloo

General:

The Aloo are the most widespread Kin in the Arcpunk cosmos. Known for their insatiable drive for exploration - and often their greed for anything they deem worth possessing - the Aloo are highly intelligent and extremely adaptable. However, they tend to use their advanced, artifact-infused technologies to reshape environments to their liking rather than adapting to them. As a result, the majority of Aloo live far removed from nature, residing in bustling metropolises, Flux harbors, and aboard the countless ships traversing the Flux.

Despite their small stature, Aloo are often perceived as conquerors and warmongers. Their flexible - though more often opportunistic - nature has earned them a somewhat negative reputation among the other Kin of Arcpunk. Yet, not every Aloo conforms to these common stereotypes. In fact, few other peoples boast such a wide cultural diversity. Peaceful, nature-centric Aloo tribes do exist, though they are pushed to the brink of extinction by the overwhelming rise of the P’kun.

Some see the Aloo as conquerors, others as a chaotic, all-consuming force - and still others understand that one’s heritage does not dictate who they choose to be.

Characteristics:

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Size:

Total height: 1 u.

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Origin:

P'kun - Oneiros

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Distribution:

Allmost everwhere

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Life expectancy:

80 year aS.

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Sexual maturity:

20. year

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Distribution index:

Very High

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P'kun

Why is it important to highlight the P'kun alongside the other cultures of the Aloo? Because the P'kun represent a unique form of the Aloo. They symbolize a power structure that has spread like wildfire across the cosmos, consuming everything in its path. Today, the term P'kun no longer refers solely to the biological descendants of the Aloo who originally came from the eponymous domain. It now represents an entire culture, along with its corrosive hyper-capitalist philosophy of life.

And yet, to this day, the P'kun are almost exclusively associated with the Aloo. The dominance of the Aloo who align themselves with the P'kun is so overwhelming that in many regions, the term P'kun is used synonymously with Aloo.

This has led to the other, much rarer and comparatively smaller Aloo cultures often being forgotten. Be it the Baz Akuenara, the Akutao, or other, even smaller ethnic groups of the Aloo—they are frequently overlooked.

THe Kérxy

General:

The Keryx are intelligent beings native to their eponymous, inhospitable, and radiation-saturated domain of Keryx. Located within a dense nebula, their home thrives almost entirely without Opaion’s light. Both physically and mentally adapted to their environment, they are driven by an inherent urge for efficiency and the creation of practical value, resulting in a society devoid of hierarchies or egoism.

The biosphere of Keryx is exceedingly sparse; instead of traditional food sources, they draw sustenance from the sediments and atmosphere of their world. Their technology is minimalist and always purpose-driven, while their culture emphasizes collaboration and communal progress. For the Keryx, only what benefits all holds true value. It is therefore unsurprising that traditional Keryx have no concept of gender roles or similar distinctions—everyone is seen as equal and equally valuable. However, this fundamental belief often leads to significant challenges when interacting with the wider cosmos.

In general, it can be said that only the harsh, and for other species, fatally uninhabitable conditions of their homeworld have spared the Keryx from being displaced or even annihilated by external civilizations over time.

Characteristics:

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Size:

Total height: 3-4 u.

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Distribution:

Kéryx - Bathys Hypnos

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Life expectancy:

120 year aS.

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Sexual maturity:

30. year

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Distribution index:

Very Low

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Ecology and behavior:

The technology in Arcpunk is mostly mechanical. However, various "artifacts" grant constructs—whether small or large—properties that far exceed the capabilities of pure mechanics, rivaling or even surpassing our own in some areas.

For the Keryx, however, entire areas of technology are irrelevant. While they do experience emotions, they lack hormonal spikes. They wouldn’t feel the thrill of a rollercoaster as we do, but they could still appreciate the dazzling lights of a fairground. Entertainment, as we know it, doesn’t exist in their society. Instead, entertainment always serves a purpose. For example, Keryx might meet to collectively build houses, not caring who the house belongs to, but cherishing the shared experience of creating something together.

This also answers why the Keryx pursue technological progress at all. Their love of and drive for efficiency, balanced with respect for the individual, guides and motivates them. Systems are analyzed, and over time, the most efficient solutions are developed. When someone improves a process, ego is not the focus—Keryx love being improved upon, seeing it as a form of progress, warmly accepting it as an honor.

This principle extends to all aspects of their lives: providing sediment as nourishment, medicine, child-rearing. As a result, their technology is always highly purpose-driven but also inherently beneficial to society as a whole. Most of what they produce consists of tools, storage facilities, protective structures (primarily against the elements), and supply systems.

One might be tempted to compare Keryx society to that of an ant colony, but that would be incorrect. Rather than being controlled by a central authority, each individual acts entirely independently. The only reason their society doesn’t descend into chaos is that every individual is motivated by the concept of value creation. For the Keryx, true value can only exist if it serves the greater good. While there may be individuals who fall outside this system and live at the expense of others, the society carries these few without issue—a practice that might seem unjust to outsiders but is perfectly natural to the Keryx.

THe Zéra

General:

The Zéra are a war-scarred people, whose culture and society have been profoundly shaped by decades of relentless conflict. Their homeland, Rakwah, is a land ravaged by endless wars that have claimed fields, cities, and entire generations. An unyielding, propaganda-fueled patriotism drives the Zéra to continue fighting despite immense hardships, with their communities heavily militarized and their technology almost exclusively dedicated to warfare. This perpetual state of war has forged a society deeply rooted in discipline, self-sacrifice, ruthlessness, and an often openly displayed hardness of heart.

The Arrival:

Several years before the discovery of the Zera, a series of events foreshadowed their emergence. Approximately three years prior to the CoCG’s discovery of the Zera, a peculiar anomaly was recorded by a group of Veil-hunters—individuals who use Flux anchors to venture into regions beyond the Sweet Veil. They observed that the normally stable boundary zone of the turbulent Sweet Veil began shifting toward Oneiros. This bulge in the boundary soon gave rise to a heavily charged, stormy “fog” that remained impassable.

For months, this cloud, spanning hundreds of kilometers in diameter, drifted through the Oneiros sector. After approximately two and a half years, the anomaly ceased and began to contract. The fog gradually dissipated, and six months later, it revealed a completely new, massive Chunk—a domain named Rakwah.

The Deliverance:

Before the fog had fully cleared, the CoCG began asserting its claim over this new Chunk. However, they were taken aback to find not only a landscape partially ravaged by war but also a society deeply fractured by conflict—the Zera.

The Zera were overwhelmed when they learned that they were not alone and that Rakwah was not the only habitable "world" in the cosmos. To many Zera, the arrival of the CoCG represented a chance to escape the horrors of their war-torn lives. With the assistance of the CoCG and other organizations that soon arrived, a massive exodus began. Hundreds of thousands of Zera fled Rakwah, spreading across countless Chunks.

Seeing this deliverance from Rakwah’s eternal war as a fresh start, many Zera abandoned their old traditions and culture, fully integrating into the societies of their new homes.

Characteristics:

____________

Size:

Total height: 1,5-1,75 u.

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Distribution:

Rakwah - Bathys Hypnos

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Life expectancy:

85 year aS.

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Sexual maturity:

15. year

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Distribution index:

Low - Mid

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A Remarkable Population

Despite the many devastating wars that ravaged Rakwah over a relatively long period, its population at the time of its discovery was surprisingly substantial.

While many refuges—and even domains—often served as homes to smaller societies, Rakwah was still home to several million Zera in the year of first contact.

This changed rapidly when the inhabitants were given the opportunity to flee. Within the first few months, the majority of Rakwah’s former population had already dispersed across large parts of Bathys Hypnos and Oneiros. 

An Eternal War Does Not End:

While many Zera fled the violence of their homeland, the most fanatical, hate-driven nationalists—who valued victory above all else—remained behind. These extremists reorganized and radicalized, launching a renewed cycle of endless war over Rakwah. The resources fueling this new conflict primarily came from deals with CoCG trade representatives, who quickly monopolized the domain’s commerce and infiltrated its various factions and orders.

This created peculiar power dynamics, heavily influencing the regional CoCG. Often, extreme nationalist Zera rose within the local CoCG hierarchy. However, rather than adhering to the organization’s principle of remaining neutral between the two Zera factions—the Kweniki and the Aphtenici—they sought to wield the CoCG itself as a weapon against their enemies. To achieve this, they needed to position themselves as the legitimate voice of the CoCG in the region.

Thus, two opposing CoCG subfactions emerged:

Although opportunists occasionally worked for both sides, the two subfactions primarily sought to establish themselves as the sovereign power over Rakwah.

In the last two years—around 17 years after Rakwah’s discovery by the CoCG—both factions have faced manpower shortages, as the brutal frontlines consumed soldiers faster than they could be replaced. Certain regions, especially within the trench-ridden central zone, earned grim nicknames such as Minicerbay, Corpshill Camp, and Shred’o Flesh Mound.

To address these shortages, both subfactions turned to propaganda missionaries to recruit new fighters. Their primary target was the once-migrated Zera or their descendants. With appeals to national honor and promises of camaraderie and adventure, thousands of Zera from the diaspora were drawn back to their ancestral home—only to face slaughter in the brutal battles raging across the war-torn frontlines.

THe Dulay

Coming soon...

Characteristics:

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Size:

Total height: 1,5-2 u.

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Distribution:

Eik Piona - Oneiros

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Life expectancy:

95 year aS.

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Sexual maturity:

20. year

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Distribution index:

medium

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THe Xicca

Coming soon...

THe Koor

Coming soon...

THe Gwond

Coming soon...