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:
____________Size:
Total height: 1 u.
____________Origin:
P'kun - Oneiros
____________Distribution:
Allmost everwhere
____________Life expectancy:
80 year aS.
____________Sexual maturity:
20. year
____________Distribution index:
Very High
____________The 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:
____________Size:
Total height: 3-4 u.
____________Distribution:
Kéryx - Bathys Hypnos
____________Life expectancy:
120 year aS.
____________Sexual maturity:
30. year
____________Distribution index:
Very Low
____________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.
____________Distribution:
Rakwah - Bathys Hypnos
____________Life expectancy:
85 year aS.
____________Sexual maturity:
15. year
____________Distribution index:
Low - Mid
____________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:
The Free Capitalists of Rakwah (FCoR), aligned with the Aphtenici
The Legitimate Power in the Name of Kwenike (LPNK), aligned with the Kweniki
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
The Dulay originally came from Piona, a land they inhabited for generations. However, due to a catastrophe known in their legends as Dujan, they were forced to leave their homeland. According to the legend, a massive crystal structure struck Piona and thus dramatically changed the weather, gravity, and the entire nature of the land. Due to these changes, life on the domain became nearly impossible, which forced the Dulay into exile.
The exodus was only possible because their ancestors, according to the legend, were able to tame floaters and ride them. But since the range of their steeds was quite limited, the Dulay ultimately only reached Eik Piona – a place which in their language means “New Homeland.”
Upon arriving in Eik Piona, the Dulay settled and soon formed a strongly feudal societal system. On one side was the wealthy nobility, who lived in ethereal-looking palaces, and on the other side, the poor people, who lived in primitive dwellings.
The construction of settlements or even cities was forbidden for the common Dulay, and so they were repeatedly destroyed to keep the population easier to control. While a cult developed among the nobility around their ancestors and especially around their savior Nikana Tell, who had led the Dulay to Eik Piona, the people held on to the old stories of the people, which told of Vel Huel'ksicht (the “Many Masks”), who had rescued the people from the ruins of the old cosmos and had given them both a history and their homeland, Piona.
Characteristics:
____________Size:
Total height: 1,5-2 u.
____________Distribution:
Eik Piona - Oneiros
____________Life expectancy:
95 year aS.
____________Sexual maturity:
20. year
____________Distribution index:
medium
____________This cultural rift had enormous effects on the development of society. While the nobility in their golden and white stone* cities drifted further and further from reality and increasingly saw themselves as god-like, the societies outside the cities developed into technologically rather primitive tribal societies of hunters and gatherers. Out of fear of the well-organized military of the nobility, the tribes paid tributes, which in truth ensured that the city-dwellers were even provided for.
However, these conditions changed drastically with the arrival of the first P’kun-Aloo. These were far superior to the Dulay both technologically and organizationally. The nobility, blinded by their own arrogance, rejected the P’kun as inferior and soon denied them access to their cities. This was a grave mistake. The P’kun, who had a strong “interest” in the wealth of the nobility, forcefully gained access to the few, but densely populated cities and looted them down to the last possession. When the nobility tried to resist, their military was completely wiped out in a very short time. The few surviving nobles fled, only to be brutally slaughtered by the oppressed tribes shortly thereafter.
Within a few weeks, the nobility was completely wiped out. The cities were looted by the P’kun down to the last valuable item and all the buildings were occupied. Administrations were set up, and P’kun conditions were established. In the process, most of the writings and knowledge about the time of the nobility were lost. However, for the tribal Dulay in the rural areas, the fall of the nobility did not come as liberation. For them, only the name of their oppressors changed. Instead of the nobility, they now had to work for the P’kun, who forced them to work in the economic enterprises that soon spread across all of Eik Piona. These were mainly run by the Dulay but led and guarded by the P’kun. Other Dulay fared even worse, as they were abducted and taken to completely different sectors where they worked as cheap labor in mines and other industries.
Despite all attempts by the P’kun to assimilate the Dulay and impose their culture, many of them held on to their traditions. Furthermore, the Dulay became indispensable workers in many areas, which allowed them to repeatedly fight for rights through strikes and protests. In many areas, for example, the Dulay tribal masks were quickly re-permitted after the original ban was lifted by protests from the workers. Over the years, many Dulay communities began to develop into economically significant markets, which, in turn, drew the attention of the CCG.
About 50 years ago, when the CCG finally officially recognized the Dulay as equal citizens, many things changed, though this largely happened because many Dulay had eventually integrated very strongly into P’kun society.
Today, only a few traditionally living Dulay remain, and mostly only on Eik Piona. In the large metropolises, strong hybrid forms of traditional Dulay and P’kun culture have developed. This shows in their clothing, jewelry, and often also through a strong slang that uses many terms from their former language. Furthermore, Dulay cuisine has gained many followers, not only among the Dulay.
*White stone is a natural stone that came from a several-kilometer-large chunk that fell to Eik Piona before the arrival of the Dulay.
The Shugi
The Shugi are the original inhabitants of Mananra, a domain in the Oneiros sector shaped by vast lakes but primarily dominated by towering rainforests with a uniquely vertical, interwoven ecosystem. From these labyrinthine forests emerge these relatively small beings, perfectly adapted to the demanding environment, living largely isolated from the rest of the cosmos.
Throughout Mananra’s history, various peoples have come and gone - stranded Aloo settlers, deported Dulay, and eventually the CCG administration - yet the Shugi have always remained hidden. They took no part in the conflicts over Mananra’s control nor in the societal upheavals that reshaped the domain.
Their deep knowledge of the forest and its hidden pathways makes them nearly invisible figures, rarely seen by outsiders. Those fortunate enough to encounter a Shugi experience a rare and special meeting with a culture that has largely escaped outside influence.
Even today, the Shugi play no role in global politics. They preserve their traditions and their secluded way of life while Mananra continues to change.
Yet, rare exceptions exist. Despite their reclusiveness, not all Shugi are mere observers. Every now and then, a few dare to step out of the balance of their natural sanctuaries into the often wildly unbalanced, chaotic, yet undeniably adventurous outside world. It is estimated that only a few tens of thousands of Shugi exist in total, with an even smaller fraction ever having left Mananra.
Thus, their existence remains a fascinating mystery to most. Even for those who explore the depths of Mananra - discovering only fleeting traces of the Shugi’s presence - or for those who happen to encounter one of these peculiar little beings in the streets of a metropolis, the Shugi leave an impression that is not easily forgotten.
The Xicca
Coming soon...
The Kur
Coming soon...
The Gwond
Coming soon...