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Physical Attributes

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Social Structure

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Fabric .
Description .


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Resources (in order by relative value) .
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Military . Purpose .
Law Enforcement .
Courts and Punishment .


Tarl have been found on most planet types, excluding habitates that are beyond their large area of adaptability. What has been found about them is limited by how hidden they are and how evasive they seem to be around other races when first discovered. It was found better to let them come to new settlement and greet, rather then go out and find them. Mostly found moving in small hunting groups, but beleived to live in tribal/clan/family groups, in villages with a cheif, warrior, hunter/gather, scout and and other non-violent castes that form a clan. Depending on the local enviroments sustainability of their kind and customs, living arrangements vary on a tribe to tribe basis. They have been spotted living in the middle of sand dessert and even swamp lands where other races would be turned away due to lack of food or being inhospitable and distant. Tarl are very much at a balance with their enviroment dispite being decendant of scavengers, also bearing an uncanny knack for finding where Old ones have placed there technological caches around the universe. Various sub-species of Tarl have been spotted and confirmed on many planets, but still very little is know about these Tarl all up besides tid bits of what was found. by other races.

Customs vary between tribes, but most seem to be peaceful and willing to live beside their neighbours without incident, others prefering to slink in cover to observe and remain hidden from sight. Few are all out hostile to outsiders, these few mostly contained within the remote parts of a planet, mostly seeking seculsion. But all have a common ground that when hostile intentions are seen, they have not hesistated to defend their homes and take the attack to the enemy in a guirillera fight. Tribal wars have not been unheard of over hunting grounds and other important matters, but mostly they get along without resorting to fights.

Mad Fang[edit]

Only once has a Tarl muttered the story of the First Mad Fang in common tongue, otherwise it is a closely guarded secret that has been kept hidden for a long time. "After the old ones left our first home, we started to evolve into our humanoid shape, which was fine as there was no war between the tribes, it was a peaceful exssitance of savaging and finding how to use the things left behind. There was a young male whom was head strong and was able to refuse his Chief's commands, strange in the way he acted with selflessness and care for the others. He lead what was a noble life until one day he seems to just snap. We were too late to catch him before he turned on his own tribe and slayed every person quickly, down to the children. An attack was organised to goad him out into a spot that he could not find cover from arrow fire. It was the cheif's order to fire at them while he held him still in a dead lock, the chief did survive the hail, kept the mad fang at bay while it was slowly brough down under the wounds. Cutting his head off, but not before the chief was slain by his wounds over time. He was the first Mad Fang on our history, but not the last... Others over the generations have fallen to the curse, some say it was the old ones way of insuring we culled our own numbers to a manageable level, other it is the curse that strikes at random."

Mad fang is actually a genetic trait in the Tarl gene pool artificially introduced by the Old ones, a measure built into them before they evolved into humaniod shape, to stop over population (and thus mass starvation) but also make them more strong and agile, able to take down things many times their size and natural strength level in an emergency. Sadly the alterations wasn't perfected and a flaw from it grew wider as generations of breeding went on. One whom awakens to the trait are sent insane rapidly if not helped along soon after showing signs of trait surfacing or having an elder repress the change. Very few Tarl have the will to resist this on their own, but one or two have done it. Only the Elder/Preist caste are privy to the truth about the matter, and they only devulge such information... They are also the only caste of the tribe that is completely immune to ever falling to Mad Fang, and in some tribes, enduce it in their kin in times of dire need.

Known Castes[edit]

Warrior, Hunter/Gather, Cheif, Scout, Healers, Preist and Trader.


Dialects vary between Tarl groups in sutble or sometimes very large ways between planets in which Tarl have inhabited. To the untrained ear, it sounds like a set amount of various hissing, grunts, gestures, other sounds made at various pitches and lenghts that they are capable of making. A common tongue has been formed for the Tarl for tribal discussions, refered to in ? as Common Tarl. Some tribes have shown understanding of the universal common tongue Unliang, more common amongst tribes that live along side race with access to Unliang, even speaking it with a slightly brutish and a hissing accent.


Facial appearances range from near human to forms of reptiles, depending on the climate and surrounding of the group. Cheifs tend to be rarely born, only once or twice in each life time. They have a prominant eye and skin color that sets them apart from others. they also have the rare gift of being scaled without a penalty to flexiblity, showing high intelligence and leadership talents. Warrior born tend to be the heavest scaled and taller then other types, as to do their jobs better. This scaling makes them resilient to harm, plus they have more solid muscle, making them less flexible then other castes. They also tend to suffer in mental capabilities for their strength, but some have shown the ability to lead a battle. Followed by the hunters/gathers also gaining some scales and tend to be of medium to slightly tall height for gender, making them more resilient to harm but less flexible then the castes other then the warriors. Their mental capasity is medium, able to plan attacks, track and trap prey. They make exceptional soldiers and are sometiems sort after for their talents. Scouts bear little to no scaling at all, and tend to be dull colors to suite their task, to better blend into terrian. Their height tends to be small to medium, show exceptional intelligence and tracking skills, more incline to hide behind the soldiers and hunters then a face to face assault. Healers and Traders are more weak then their other castes, tending to rarely see combat, merely plying their trade in villages or places of trade. Both have a high interlect for their race, excellent reasoning and bartering skills. There is usually two to ten healers per group, atleast one or three traders. Preists can come from any caste, thus there appearance is varied. Depending on where the tribe is found, the balance of scouts, hunters and warriors varies, savage tribes tending to have more warriors then hunters while less violent tribe have more scouts.

Appearances sutbley change depending on the enviroment they live in: Tarl found living in swamp/high water enviroments have been seen to have less spines in numbers and size along the body, instead forming fins and webbing amoungst limbs/fingers/toes, even gils along the neck to help them prolong time under the water. They also have a exceptionally large lung capassity, an adult capable of spending twenty minutes in full motion under the water before having to surface for breath.

Desert dwelling Tarl have developed better water retention and reserves in their body, able to lower body temperature further then their swamp dwelling relatives. A slower metabelism helps them survive in areas where food is scarce. This gives them more chance at survival in extremely hot enviroments. This makes them extremely good dessert troops, having to relie on little to live.

Mountain dwelling have adapted enhanced lunge capassity, webbing capable of gliding on warm currents of air, more lean in frame then other species. Snow dwellers tend to have more bulk then the other sub species, the main factor is their need for extra body fat to survive the cold waters and snow covered world they live on. Other sub-species include the ,snow, jungle, humid, tropical and the standard Tarl whom have adapted traits that best suit their enviroments.


Tarls most commonly breed in a simular method to human reproduction, giving birth to a live offspring within four to five months, most commonly timed to be born during the spring when food is plentiful and the oppspring has the most time to be ready for winter. The female bears her child all that time and generally are unable to do be pysical after the third month of pregnancy. one oppspring is extremly common, twins are not as common but do occur three times every ten births, even five living children has occured with extremely rare cases... There are rumored to be a few egg laying breeds, but reproduction is mostly dependant on which traits the female birthing iheiriated.

Children as raised as a community effort, each adult teaching them at one point or another various skills taht shape there adult lives. The children live with both parents, both mother and father looking after them when night falls and morning comes. Orphans of the village are usually given to a home that can support them, not uncommon for an Elder to raise them if they are gifted in some way.


Tarl are mostly looked upon as a primative race for their lack of advancements in technology and have tendacy to not disparage this image given, surprising those who would try to be greed and take from them. Unlike others they have little care of what other races think of them, they merely just wish to live out their lives, perpetuating the species and waiting for the Old ones to come back. They tend to settle on planets within tolerance range, some earlier settler having evoled to their envirmental needs, but also they instinctually settle on planets where Old ones technology can be found, making there most sucessful settlements over them.

Thy villages of friendly tribes are open to aliens as long as they have shown no intention of trying to move them away, many a foolish and greedy explorer has found a grizzy end for daring to violate that trust. Certain places one needs the escort of a Tarl to walk into, even a few more where no person outside of the tribe is allowed on pain of death. They have a concept of ownership that is basic, each person has their weapons, armor, home and tropies, but after that it mostly becomes the communal property of the whole tribe. They tend to not get involved in politics, leaving that to other races to deal with fickle and moot details so long as it doesn't bother their way of life. They tend to have a iron rule with other races, don't disturb natures balance and we can all get along fine, break the balance and expect a hotile send off.

The hostile tribes while mostly on a kill for the slightest transgression are not without their manners, they share some of the same principles as their more friendly side of the species, but have more harsh penalties and rules about outsiders. A basic concept of ownership being that you own it if you can take and keep it from others, but to take from the chief is to ask for a quick death as the whole tribe unites to get the object back. These form of tribes tend to be isolated in hostile enviroments, toughening them up from constant warring with competing tribes and the enviroment to hone their skills. These forms of tribes have lead to some other races concidering the Tarl a bunch of savage primatives.

No matter what the type of tribe, the chief in any tribe is ultimately the first and final word on any matter, to disobey his words is to show disrespect towards the entire community, but only the elders are safe from this wraith, having to be able to disagree. So blindly do the tribe follow, that all within the group would follow him to the grave if he so ordered it, and be more incline to end their own life then to harm him in any way. Ultimately it is this figure that is head and unquestioned leader from birth, if he was to die, the tribe would sink into depressive mentalities. At this time when no Cheif is present, the Tribe seem to become depressed, even lack luster until a new one is born to replace it or they die off to the last.

The Preist caste is held in high reguard, only second to the Chief in standing but each has a gift that sets them apart from the other member of the tribe and gives them privilage. As a group, they are able to telepathicaly communicate with the other tribes of Tarl that are vast distances away near instantaniously, how is unexplained and a secret of the Elders that is guarded very preciously. They are held as highly prized being, for to lose these people takes generations to replace, so they are fiercely guarded and if possible, placed out of harms way. Also should a chief die, they would become the collective council to govern the tribe until such time as a new cheif is born. The primary purpose of these Elders is to maintain order, wisdom, history and other little mental needs of the tribes, it is not uncommon for them to be without family, some even adopting villiage orphans to fill the void.


The Tarl have many beliefs that again vary in tribes that are dominately maintained by the elders. The majority see the Old ones as godly figures and worship for them to return to aid them in finding paradise, a place where food is plentiful and the curse of Mad Fang is removed. Others worship the Mad Fang trait and even encourage it openly, most of these type of tribes are constantly at war with others, fighting for land and food in an every changing border. One constant is the organisation of the religions, the elders the conduents of the gods, divining their will, and that the Chief is the chosen one, who will lead them to the right path.

(Suggestion? Comments? Criticism?)