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Jarquvix

The male strain of the Jarquvix.

Overview[]

Originally native to the chlorine world of Tero, these fierce individuals have evolved from primal desert dwelling hunters. Earlier on in their evolution, they were harmless, tree- dwelling creatures. But later they evolved into solitary hunters. During the game, if you're unfortunate enough to meet them, Jarquvixes will be hunting in packs of two and three, or just alone. Many times, you only see them as rogues. Their favorite tactics are to spit first to confuse their prey, then charge into them. Then they will most likely start striking as much as they can, biting sparingly. If you meet them in the tribal stage, they will most likely be your enemy if you have any green cards in your history up to that point. Be aware. If you meet them in the space stage, common archetypes found with Jarquvixes (of all variations) are Shamans, Scientists, Warriors, and Knights, although some Ecologists and Traders have been observed. Observe with caution! Highly dangerous if provoked! Also, many variations and strains observed in the wild. Some are more dangerous than others, however each should be observed with caution.

History[]

Once the Jarquvixes had reached the Space Age, gaining the archetype of Warrior they met the Shaell, a Scientist (philosophy) archetype species who liked the Jarquvixes aggresive (but inquisitive) philosophy, and the Demetrius, a Zealot species who despised them. After about 50- 60 years bickering with the spode- believers, a Jarquvix scientist discovered a massive red star, just beyond 125 parsecs from the Jarquvix homeworld. At this time most Jarquvixes knew that there homeworld lay nestled within a globular cluster, and a supernova generated anywhere near them would blow up the entire sector. Of course, the anonymous scientist told a Xenogeneticist working on the Shaell homeworld what would happen if the Jarquvixes did not evacuate immediately. So, the unnamed scientist and Geneticist gathered a group of around 6,000 and evacuated to approximately 400 parsecs away from their homeworld, just in time to see the area of space they called home be engulfed in flame, gas, and dust. After about two years, the ship finally crashed on a T2 world with little chlorine. The Jarquvix crew developed new mutations and set about rebuilding what they lost. After 200 years of re- building, they were finally able to create an intersellar drive. Now they are a great empire, thriving even after all they went through, and command a small area of space to the galactic north. In that small area of space, most of the zealot followers of spode have been eliminated, due to the crusade the Jarquvix government ordered against all zealot races. From that time forward, however, many terrorrist attacks on spodist buildings have been blamed on the rogue Jarquvix splinter group that operates from the planet Frach. They were once notorious for bombing Spode temples, embassies, and sanctuaries. The most infamous was the raid on the Spode embassy on the planet Jora in the year 11237 A.D., which involved stealing a Tellurian class ship and dropping anti- matter bombs on the buildings' foundation. After this event, some friction happened between the two empires. Now, they are currently allied within the same federation. Currently the Jarquvix Empire is involved with trade agreements with far-away empires, such as the Core Federation.

Religion[]

The precious few religious Jarquvixes are collectively polytheistic, but individual Jarquvixes only recognize one of them in their lifetime. Each Jarquvix is either born into one of their "cultics", or is converted in some way or another. The Jarquvixes have Seven main deities to govern the cultics, but there are many factions and sub-factions that branch off of these. The seven are named-

  • 'Aun- The god of non-sentient beings (or animals). Originally, he was the god of the Toussida, a very populous species of animal on Vivana. He is worshipped by Jarquvixes of the 1st cultic, who have intricate connections to the non-plant, non-sentient life of the universe.
  • Fnnhk- The god of war, destruction, impulse, and supernatural (not mundane) fire. Whenever Jarquvix soldiers go to war, they sing the hymn to Fnnhk, which goes like this- "FijkaeQu! Uioprxt! Niquenate! Uioprxt gyut shinoQu nolique!" Due to the Jarquvix language made up of polysyllabic word groups, the hymn is very hard to produce on the humanoid vocal level. Anyhow, Fnnhk is followed by Jarquvixes of the 2nd cultic, or the entire military. They are known for brutality, even to minors and the elderly of other races. They are ruthless, and it would be quite unfortunate if you ended up on the opposite side of their weapons.
  • I'a'ii- The god of pain, famine, heartbreak, sadness, the grudge, and revenge. The Jarquvixes who follow this cultic (3rd cultic) are best avoided. Their rituals usually contain extensive ascetism and self-injury. Some of their practices are so extreme, they have been outlawed on some Federation worlds. These contain forceful cardioectomy, cranioectomy, and optoectomy (or the forceful removal of either the cardiac organs, or heart, the head section, or sensory organs, which are eyes). The Jarquvixes who follow I'a'ii have usually been outcasted from society, or criminals that have been forced into the cultic.
  • 'Ator- The god of ,simply put, the act of death itself and the afterlife. The Jarquvixes who follow this cultic (4th) always think in terms of black and white, and will not hesitate to kill for even a simple act (by a child) involving simple forgetfulness. But, they can be quite honorable as ship captains, and are usually working towards the cleansing of all evil in the universe. Needless to say, this cultic is the most anti-spode of any Jarquvix faction.
  • 'At'im- The god of time, the paradox, learning, and science. Also it is the most populous of the Jarquvix empire, next to the 2nd cultic (Fnnhk's cultic). Most, if not all, Jarquvixe leaders follow this cultic(5th). The Jarquvixes who follow this cultic are inquisitive, open, wise, and overall friendly, unless you become their enemy. These aside, they will also crave power if given too much. They also will not hesitate to do anything in the name of science, which basically means their god.
  • Hhf'a'ii- The god of fear. The closest human analogy to this deity would be the devil. Jarquvixes who follow him are usually self-centered more than anything else, and have a reputation for being corrupt. Being a relatively new cultic(6th), they are treated with much suspicion by other Jarquvixes. In fact, the Jarquvix government has tried to outlaw them for years, probably because, before they were created, Hhf'a'ii was the main evil being in Jarquvix mythology.
  • A'ago'm- Not really a god, because he really existed. He was a free-thinking Jarquvix who existed while the Jarquvix race was defined by only tribalism. He came forward as an agnostic, and he is the reason why Jarquvixes are scientists today. He created the 7th cultic, or the mainsteam atheistic cultic that exists today. Jarquvixes of the 7th cultic are calculative and strong-willed. Most Jarquvies recognize this cultic in addition to their original faction.

Food and Consumption[]

Jarquvixes are mainstream heterotrophs, or a species that relies on external and organic food sources. The only exception are the nueter soldiers, or the military. They are autotrophs, which means they self-feed, they do not need to find other food sources. They create a form of caffinated sugar, which is produced by collecting the infrared rays of the sun of the planet they are currently on. All Jarquvixes can do this, but the heterotrophic Jarquvixes still rely on other forms of nourishment. The male, female, and Brood Watchers need other forms of organic compounds in addition to the photosynthetic boost. Because of this, Jarquvixes rarely excrete any form of biological matter, it only comes with the aging process. When a Jarquvix reaches adolescence at age 40-50, they shed their original photosynthetic material. This does not happen again until age 250-300, and is usually followed by death. Sometimes, the family of the deceased Jarquvix consumes the excrement and the body, except the mouthparts and horns, to add to their own life-span and health.

I.Q. and other natural factors[]

The average Jarquvix male has a natural (without genetic enhancements) I.Q. of 235, but most of this intelligence compensates for the raw physical power of the females. From birth, Jarquvix males know how to fight very well in hand to hand combat (it also helps that Jarquvix infants are 3 times the size as human infants). However, the females have a slightly higher I.Q., maybe 276 at highest natural average. Most of this I.Q. is spent on the instinct of food collection and mating processes. Unlike most stereotype-using galactic societies, the females are usually more physically capable than the males, but rely much less on instinct. For example, the females of this species have much more powerful poison glands, which covers the genatalia (like biological clothes), much like the males. You can clearly see this example by way of the picture that I have posted on here, the poison glands are the organs that look loke proboscis mouthparts (male). Females also have much more powerful grasping organs, as well as more hightend olfactory sense. Males have more in the way of sight, this balances the natural order quite nicely. Their bio-chemistry is unique in that it is Chlorine based, hence the classification "Ignotia." Jarquvixes must use beathers in order to socialize with other beings that live on carbon or oxygen based planets. However, Nitrogen rich environments are not inherently hostile to Jarquvixes, and are famous for being able to survive nude on ice-planets. The species is also Quadrasex, consisting of, first and foremost, Male and Female chromosome roles, a nueter "Soldier" variant incapable of natural reproduction (however, mitosis has been observed in heated battle situations), and a unisex "Brood-Watcher" variant. The "Soldier" variants have body features unique unto itself, including a third leg and front-facing single mouthpart instead of ground-facing mouthparts, enhanced natural weaponry, and no targetable gender genome. The "Brood-Watcher" variant is a form of queen, regulating reproductive processes and genetic efficiency. This variant has both Jarquvix reproductive organs present within the poison glands.

Jarquvixes have always had a very high standard of living. Jarquvix nanotechnology is so advanced that it is able to replicate food and the waste it turns into, and then it can turn into something else even more useful. As such, there are (as of now) 0 waste and sanitarial management facilities within the alliance. Jarquvix temporal science has also been pushed far beyind what humans deem impossible, such as grandfather paradoxes.

Also, Jarquvixes (when they existed as feral hunters) enjoyed hunting and the pleasure of just being alive. They do the same today. In fact, some Jarquvixes choose this feral lifestyle instead, enjoying what they can on chlorine wildlife sanctuary worlds. They wear no clothing (do not worry, Jarquvix genitalia are internal, within the poison glands). They live in familiar packs, hunting naturally (Jarquvixes could easily pin a Xenomorph drone within five minutes, and kill a Queen in ten) and eating what they want that is not synthetic.

The Jarquvix military is grown, not conscripted from citizens. The "neuter" variation of Jarquvix is grown from the "Brood Watcher" variant, or "Queen", even though it has both Jarquvix Male and Female attributes and reproductive organs, but slightly different brain function. These soldiers may choose not to be a part and get a Jarquvix genderswitch surgery. Most, however, do not. They're instincts are usually too srong to resist.

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