Your name, and your agreement to process and distribute your personal data and biodata.
Submitting collectively:
Khraga Zongrung (Sunforge) Aldriki, of Grunga of Khahzkhaeng Naizagaznai (Hold Unforgotten)
Lugas Harhirn (Firehorn) Grozaz, of the Nameless of Khahzkhaeng Mingoli (Hold Watchtower)
Barada Alabgrund (Swifthammer) Tolduranna, of Gazula of Khahzkhaeng Zulbaraz (Hold Oathsteel)
Margrima Reimdibna (Numbertwiddler) Abokri, of Rukha of Khahzkhaeng Drazhun (Hold Blacksun)
We agree to allow such data to be processed, and to be distributed on the condition given below of the standard of oath-maintenance required of anyone who might come into contact with currently-existing Durazi.
The name of your species. (If you are a one-person species or are unaware of your origins, please specify so.)
Durazi (The Folk of Stone)
Physical description of your species, in form (how do you look?) and constituency (what you are made of?).
Without armor or cybernetics Durazi range from roughly one and one-quarter meters to one and five-twelfths tall, and seven-twelfths to eight-twelfths meters wide at the shoulders. From front to back there is a fairly tight range of zero point forty-two to zero point sixty (per-gross) meters. Typical mass ranges from ten and one-half to sixteen and one-quarter throngagrams.* We are composed of primarily silicon and oxygen with significant hydrogen, fluorine, phosphorus, sulfur, and chlorine, with many other trace elements. In short, we are composed of rock, very heavy, broad and squat compared to carbon-based humanoids.
Despite the significantly different biological composition, our basic body plan and features are very similar. Our facial expressions move much more slowly and discretely, and we have found it convenient to mount faceplates which translate these into more responsive, more demonstrative facial expressions when conducting diplomacy with the Naibanti. The silicate fountain that forms below our faces as we age has been analogized in form and location to human beards.
We move slowly but suddenly and precisely in other respects as well. In warfare, which if you are fortunate is considerably less common in your world, this makes us good marksmen but poor duelists. The force of our arms is quite large, which is helpful in both war and peace, and can be controlled very precisely, which is useful primarily in peace.
Mental and social description of your species. You may use the multiversal-standard-human psyche as a reference point.
Durazi are extremely strict in describing the future with appropriate confidence, and to make a promise about the state of the future is specifically marked and socially inviolate. Penalties for breaking an oath are voluntary but universal, consisting of ritual mental modification and exile, to progressively lose identity and memory other than that required to expunge your shame in fighting the many voidborne predators and enemies of the Zonal Ankor until your death. It is extremely important that anyone taking on Duraza form also maintain this standard and if violations occur within reach of our existing society they are currently projected, with the highest confidence short of oaths, to be responded to with a campaign of extermination against all non-born Durazi within contact.
We maintain very high standards for ourselves in our expectations of craftsmanship, loyalty, and consistency. Progress is steady and extensive, but not swift, nor should it be; better to be very confident in a new development before using it as a base for further development. Loyalty to your guild and the masters who trained you and worked alongside you is the most solemn of oaths, and reverence for skill and craft long predates it. Each of the guilds but the Nameless reveres a specific ancestor who invented the earliest and greatest techniques of the discipline, and most guildsworn of the Nameless believe so do they, that the Nameless Master is forgotten but did have a name.
We do not appear significantly more patient than other species relative to our natural lifespans, but humans find us excessively patient and we find them impatient.
Magical description of your species, if applicable.
Our ancestors act as a collective consciousness which can give us advice, though this is not controllable by most Durazi. This Gromthi-Lidazit provides guidance in mastering crafts both traditional and new, and protection against the many hostile psychic phenomena that are present in our universe. Visiting our universe without protection at least this strong is highly disrecommended; you will(-extrapolation-from-data) go insane and be used as a puppet by hostile entities in under three centuries. Whether this collective consciousness will function in a universe in which you are the first and only Duraza is unknown and believed impossible for us to test.
It is possible to use this gift actively in the forging of devices, but this is highly controversial and forbidden among the core society of Durazi since Master Thrungza's War banished those who used it. They are more reliable than any other race's psychic abilities, but poorly understood even by the masters of the art and unreliable by our conventional standards.
The description of drawbacks and advantages, abilities and flaws of your species. You may use the multiversal-standard-human capabilities as a reference point. Please include the average lifespan and the mode of reproduction.
Durazi do not die of old age. Our eldest living ancestor is chronologically one and one-quarter throngayears.* Our bodies are as immortal as the stone, and easily reparable as well as improvable with cybernetics. Our minds are not, and absent an augmenting cybernetic, the years calcify the mentation, which begins to kick in around four gross years (this is usually referred to as a 'generation'). We know how to avoid this, but it must be maintained with a reflexor, which induces periodic long-term hibernation to consolidate memories without calcification; with the aid of a reflexor, the same living ancestor is subjectively somewhat less than half a throngayear*, about sixteen generations.
Without a reflexor, complete loss of mental flexibility occurs around eight gross years; such a person is known as 'Durazara', 'Once-Person', and can perform only actions they had learned and performed in life, and only in precisely identical circumstances. Durazari crafters exist in some holds, and can continue to reproduce the same chips, weapons, or materials they mastered in life, but if one necessary tool is moved a twelfth of a meter to the left, they will stop short and be unable to continue when they first require it. Their maximum age is essentially infinite, but it is not generally considered a fate better than death except in its continued utility to your fellows of your Hold and Guild.
Durazi memory is extremely good, and indeed our chief hazard of age is it becoming too good (see above). We interface well with prosthetic computing devices to enhance our working memory and other mental capacities, to the point that we have never bothered with independent thinking machines of even the simplest kind. Gromthi-Lidazit and memory serve to make creation and scientific investigation popular and swift relative to other species. If the whispers function, you are likely to reinvent a diverse array of our existing technologies before reaching your personal generation and its age of living death, almost certainly including the reflexor.
If you cannot work out how to reproduce without us informing you after assuming our form, it is right and proper that you remain unable to do so. In the interest of being cooperative with the spirit of the question, we will disclose that no Duraza has ever been conceived in a hold less than a century old, that safe conception requires sustained attention and effort over at least a year, and that development to a youngling who can navigate the hold independently takes at least a dozen years.
The natural habitat of your species, and its necessary components.
As far back as our memory stretches we have lived on rocky worlds and asteroids near the galactic core, thoroughly terraformed including tunnels networks. Worlds with a dense atmosphere are avoided, as the worlds without it have more ready access to extremes of heat and cold usable for energy and creating unusual manufacturing conditions, and typically also easier to launch installations into orbit. Historically we occupied worlds suitable for carbon life but these are not very defensible, particularly against the Grobi, and the techniques for them are not widely taught or remembered. Gravity is not necessary for life or health, and ten G creates no health issues.
The needs of your species that are necessary for comfortable survival.
We do not require atmosphere and have an extremely large range of comfortable temperatures - 100 to 700 Kelvin are perfectly livable, though not always truly comfortable without armor. Enclosed spaces, preferably tunnels, are more comfortable, and gravity of at least one-twelfth G in nonindustrial spaces is created if possible. The highest gravity of any Hold at its founding was three G, though as it was mined out of its ore over the centuries it has since dropped to only two G.
A brief history of your species, if known to you.
Records before the invention of the reflexor long-term memory flexibility augment (two throngayears* before present) are poor, but ancestral memory and sagas tell that we were once resident in another galaxy and were brought to this one, some time twelve throngayears ago or more, and we began to terraform and fortify the core worlds. At this time we settled many carbon-life-bearing worlds and made Hold Worlds of them, as well as the asteroid-like worlds now common. Travel was harrowing but reliable, by means now forgotten.
After several dozen generations we had developed advanced computing and interstellar spaceflight, but remained only partly in contact with each other. This was when we made contact with the Elgi, initially friendly but soon attacked by their stellar empire. This resulted in tactical victories, driving them away, but left us without our travel methods, destroyed or unusable. We were entirely disconnected from each other and vulnerable, therefore, when the Grobi, fungus-animal lichen humanoids who live entirely for war and destruction, found us - we suspect, though we were never able to prove before the Elgi Empire was destroyed by an even greater evil, that they directed them to us on purpose.
When the Grobi made their way into our tunnels, our civilians were slaughtered. Our guns could hold them at bay, but we did not yet have the culture of going always armed, always with a shield and axe and pistol near to hand, even at home. Even when we beat them back, on the carbon-rich atmosphere worlds they sprouted in the soil and were nearly impossible to eradicate. None of those Holds survived; handfuls of slow light-hugger ships carrying hibernating refugees are the only memories that escaped.
Three dozen generations passed before the modern techniques of traveling the stars safely - a protective field that holds out the madness of the non-space that allows swift travel - were developed, in four places within a century thanks to the whispers. We reunited slowly, with short trips establishing a network of communications relays that could convey information quickly and allow for navigation at longer range. The Zonal Ankor was constructed.
After about seven dozen more generations, the reflexor was invented, allowing for life beyond two generations, other than the Drengi's sacred tools that removed the recent memory to preserve the older. The modern age began, with ever-growing age and accumulated expertise among the masters and ever-better invention and innovation. Travel became easier, knowledge spread more easily, and the importance of Clan and birth Hold dropped and Guild and Hold of residence increased. The Golden Age lasted another three dozen generations.
It ended with Master Crafter Thrungza, a genius and innovator, who invented Dumgrungnaz - 'Warp-Forging.' It is described above, but suffice to say it does the impossible and anchors it to a concrete physical thing, that works without active maintenance and does not, as far as anyone ever saw, invite the horrors of the Warp. But the Thrungzi were confident it was completely safe, and the rest were not, and so we had our first and hopefully only civil war. They were driven away, to distant stars we do not know, though we know they live as information periodically arrives in the Zonal network mapping new distant locations.
We have made contact with humans, for a generation or two a dozen generations later and then again in a more sustained way two dozen generations after that. The caution about innovation that emerged after Thrungza fled has perhaps begun to recede. But we are worried that another civil war may begin soon and leave few survivors, hence putting this data out into the universes despite misgivings around the trust that it may damage.
What kind of a person would you recommend to change their species to yours, and why? You may optionally address a two sentence message to anyone who might choose the form of your species.
Consent is granted on the condition any individuals who might come into contact with existing Durazi society are bound to or otherwise strictly uphold Durazi expectations of inviolate oaths. We have not determined whether this will come about automatically from a physical transformation when not raised from childhood with Durazi mental structures and the Gromthi-Lidazit (ancestor whispers).
One who is willing and able to uphold this, has reverence for memory and craftsmanship, and wishes to see the far future even if it means spending ever greater portions of it asleep and waiting, may gain much from becoming a Duraza in flesh.
Further information about our species from a human perspective exists in this file.
Your personal opinion on the programme, and your personal feedback.
It would be preferable if conditions could be specified upfront, and rejected before the full application is filled.
We strongly disrecommend sustaining contact with our universe if not protected very thoroughly against psychic and 'magical' phenomena. We presume you are already protected, or this attempt would likely have produced gibbering madness as with most other local species, but you may not have noticed that it an advanced and persistent threat that may capture you over years even if you are protected over minutes.
*One throngagram is 12^4 grams, one throngayear 12^4 years. These numbers are roughly two hundred twenty to three hundred eighty kilograms, twenty-five thousand years, ten thousand years, and forty-three thousand years. They use a base-12 number system, their standard metric equivalent uses 12^4 as the prefix ("throngi" = 12^4 = "army-count", throngathrongi = 12^8, 'dwe' = 3 and 'throdwengathrongi' = (12^4)^3, etc.), and they express numbers in pairs of grosses, like if we pronounced 1234,5678 as 'twelve hundred and thirty-four ten-thousands, fifty-six hundred and seventy-eight' but by 144s and 20736s instead of 100s and 10000s.