THE ENTITY SPECIES

KDVI

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NEEDS REWRITING

ENTITIES

The entities are a humanoid, bipedal species resembling humans yet based heavily upon technology and smilodons (or felines in general). Living on Dimentor, a Mars-sized planet residing in a completely separate universe in a system of dimensions, there is some variety within the species. They have a tendency to be destructive, animalistic, and violent, yet also possess the drive to be inventive, exceptional, and powerful. This species was created in March 2013 by KIDOVANI and has been constantly revamped and improved upon for five years and counting. Everything written here will be updated as often as possible, but I am trying to keep the information permanent and concrete... Entities are a species made for my personal story and are not to be permitted to be used by anyone other than myself. I am very attached to them and they mean a lot to me. qwq

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CONTENTS
⇢ physiology, reproduction, lifespan, health
⇢ powers, abilities
⇢ relationships, customs, behaviors
⇢ terminology, language, mindsets

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⇢ PHYSIOLOGY
As mentioned before, all entities are humanoid and bipedal. Since their arms and legs are slightly more equal in size than humans (but not by much, and the difference isn't too noticeable), some may choose to move around on all fours, but this is rather uncommon and only really used for when moving quickly or climbing. They are typically very large and heavily built, particularly in the upper body, but this of course will vary by time period, class, and region. Overall, female entities are larger, stronger, and faster than male entities.

There are two "official" classes of entities. These classes are essentially the equivalent of races, or can at least be viewed in the same sort of manner. There are negative entities and positive entities. The shared physical characteristics between these two classes are black hair, large canines that typically protrude from the mouth, pointed or rounded ears, and feathered wings. Entities, regardless of class, commonly have wavy hair, and more often than not it is also very thick. Many also have freckles. The third class is known as divisional entities and are simply mixed entities. Given this, they are not considered an actual class since they are technically both.

Negative entities reside primarily within the Negative District; about 85% live in their native country. 5% reside in the Positive District and the remaining 10% can be found in the Division District. They are the shortest and smallest class of entity. They are characterized by dark gray skin of various shades, but no lighter than this shade of gray. Anything lighter will usually place them in divisional territory. Since most negatives are found in the Negative District, an unstable and underdeveloped country, they are typically plagued with undernourishment and harsh treatment and thus their growth is stunted and limited. Their canines are typically larger and more noticeable than those of a positive's and actually have a tendency to speak with a lisp because of them. Because of the strict caste system in the district, heights and sizes can vary greatly. Overall, on average, male heights range from 5'4" (163 cm) at the shortest and 7'6" (229 cm) at the tallest. Female heights can range from 5'6" (168 cm) at the shortest and 7'10" (216 cm) at the tallest.

Positive entities reside primarily within the Positive District; about 73% of them live there. The remaining 27% live in the Division District; they are barred from entering the Negative District. They are the largest class of entity. They are characterized by pure white (or very, very light gray) skin with a few shades, but no darker than this shade of gray. Like with negatives, anything darker may place them in the divisional class. Most positives benefit from a relatively stable and very wealthy country, and thus they have more access to necessities, permitting them to grow larger and stronger. Their canines are still large and typically protrude just a little bit from their mouths, but nothing as overwhelming as what the negatives have to deal with. There is usually less variation in their heights, since there is not much of a caste system cutting off resources to certain types. For males, heights can range from 5'7" (170 cm) at the shortest and 7'7" (231 cm) at the tallest. For females, it is 5'8" (172 cm) at the shortest and 8' (244 cm) at the tallest.

Continuing on heights, entities fall into three size groups: Populator, fatalis, and gracilis. Populator entities are the largest of the three and can be either class and any type. Only a very small fraction are populator entities, and they are very rare. They are typically 7'9 to 9'6 in height and are much stronger than the others. Their fangs are larger and they have a stockier, more muscular build. They typically have some entity version of gigantism, which obviously contributes to their immense size. Fatalis entities are average in size and, in fact, most entities fit into this category--about 90% of them. Fatalis entities will fit the average characteristics of their class and type. Finally, gracilis entities are the smallest of the three and are considered just as rare as populator entities, if not more so. They are typically 4'8" to 5'2" in height and are typically weaker than most entities. Their fangs are smaller than usual and have a lean build. They have some entity version of dwarfism that contributes to their size. In general, an entity's size group will not affect their well-being and health too dramatically, although there of course can be complications, particularly with gracilis entities; childbirth and reproduction is particularly dangerous.

All entities have feathered wings, but their size and functionality depends on the entity's type. Their feathers always match the skin tone. Despite all having wings, entities actually do very little flying. It is an exhaustive activity that requires intensive training to even guarantee flight for long distances, and thus flight is typically reserved for soldiers. Flight is particularly common in warfare and similar environments. Citizens are able to teach themselves to be able to fly, but an entity's best chance at learning to fly is joining the military. Additionally, entities have additional muscles in their chest and upper body to support flight and their wings. This gives them a more robust, broader build in the torso. Entity wings are surprisingly flexible, and this allows them to wear normal clothing without having to alter it much.

As mentioned before, along with all the other little characteristic groups, entities can be one of three types: Advantages, disadvantages, and defaults (the latter two are collectively referred to as "faults"). This continues on the more technological side to this species.

Advantages make up about 40%-45% of Dimentor's overall population. They have no inherent physical or psychological technological flaws, and as a result they are regarded as superior and "pure." Their wings are proportional and perfectly capable of flight. Advantages control almost everything on the planet, as they run everything and are given more authoritative positions. The system benefits them, especially in the Negative district.

Disadvantages are the first type of fault. They are referred to as "half-advantage," because that's pretty much what they are. They only possess minor technological flaws that are primarily psychological. Many of them have overloads/freezes, which affects them in a way where they will get overwhelmed easily and may result in impaired senses and movement. These differ from mental illness as they are directly related to the technological aspects of entity biology. Most stereotype disadvantages as nervous, oversensitive wrecks. They have a higher standing than defaults. Unlike the other two types, they fall onto a spectrum; there are advantage-leaning and default-leaning disadvantages. Advantage-leaning disadvantages have larger wings, but they aren't always able to fly with them. Default-leaning disadvantages have smaller wings that they are unable to fly with. At times they are given some advantage privileges, but this operates on a case-by-base basis.

Defaults are the lowest in society and the second type of fault. They possess severe physical technological flaws. Major ones include glitches, followed by crashes. Entities with glitches will physically distort and glitch, most often in the extremities (especially hands). With great focus and plenty of practice they can learn to control and manipulate it, but for most it's uncontrollable and happens primarily when they're upset, especially angry, and is usually extremely taxing on the default's body. Those with crashes will become completely unresponsive and dysfunctional when upset and overworked enough, and at times will "paralyze" themselves. They can stay like this for 30 seconds or 5 minutes. Defaults' wings are small and useless, and many are deformed so that they appear broken or mangled. Some defaults chose to remove theirs, but most decided to keep them. This is an example of glitching, but imagine it more concentrated in the limbs.

When it comes to their more technological attributes, on the back of each entity's neck are 3-4 USB drive-like slots. At times, they may hinder the use of the neck and may make it harder to look the the sides, up and down, etc. Most often voice changers and hearing and/or voice aids are inserted into them. Additionally, if an entity sustains any major damage to the head, especially around the eyes, their eye (or eyes) will become filled with static. The amount of static depends on the severity; it may only be half the eye in some cases, or the entire eye in others. The eye will leak static as if they're tears, and will feel numb to the victim. They will still be able to see out of the injured eye(s), but not very well at all. (rewrite with more clarity and detail!!!)

All entities are hermaphrodites, but there are still two sexes. Entities still produce hormones that align with their sex and different genetic material based upon these hormones. Every entity has what humans would call a female reproductive organ (the "rut") and a male reproductive organ (the "jut"), but other than the rut, which is the closest to human, their reproductive organs resemble those of a human very little. Juts are more alien and, in a sense, more "tentacle"-like. Yay for weird technology cat dicks. Think trolls because I'm not creative!!!!!!!!!!!!!!!!!!!!!!!

Finally, all entities have something officially called a "natique". Each entity has their own representative color that takes the color of their eyes, blood (and therefore blush), reproductive organs, and genetic material. A slight tint of an entity's skin from their blood may be visible, more so on negatives than positives. These colors can be any color imaginable, and thus they are not always unique to just one entity. There are two scenarios for natiques. The first is that usually an entity gets a natique from the combined natiques of their parents. So Parent A and Parent B would have Child C. The second case is that the entity is a pureblood, meaning that their natique is the pure form (or close to the pure form) of a color, such as these shades of gray, red, orange, brown, gold, yellow, chartreuse, green, teal, cyan, blue, purple, pink and magenta.

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⇢ REPRODUCTION
As mentioned earlier, all entities produce a particular genetic material based upon whether they're male or female. Given that this genetic material will only react with its own kind, entity reproduction is almost completely homosexual. There are ways for a male and a female to have a biological child, but it involves altering hormones in order to match up and thus ensure the possibility procreation.

All entities will go into heat at least once a month, if not more or less so. When an entity is in heat, which is for about three to five days, they become increasingly sensitive, emotional, and of course, horny as fuck. Sexual activity can lessen the severity of the effects of being in heat, but it will not end until the heat cycle is done or the ended gets impregnated. Entities refer to this as "getting pended" or the overall pregnancy as a "pendency." Since there is no birth control, or at least anything particularly advanced at this time, entity reproduction can be completely random. The closest thing to birth control is a heat-suppressing medication which lowers the probability of getting pended, but not completely. There is also heat-inducing medication, but not used at the same rate as the suppressors.

If a male and a female wish to have a child, they have to go through a process in order to even make it possible; and even then, there is the chance one may not even end up getting pended. One of the entities, typically the one who wants to get pended, will take a special medication that alters their genetic material to match that of their partner's. The medication must be taken throughout the first few months of pendency to ensure there are no complications, but beyond that point the parent is free to go off of it. Both entities must also be in heat for this to have an increased chance of success.

It is possible for an entity to have three biological parents. Given their biology, and the fact that their wombs and overall reproductive system is structured and operated differently than that of a human's, two entities can impregnate one entity. It can either be done at once or within a short period of time. This is very common in the Negative District. Whether all three will take care of the child (or children) is up to the individual. Typically, however, any entity who impregnates another entity will have an instinctive urge to either provide for the parent or their own child whether they want to or not.

When an entity is pended, they experience fatigue, cravings, mood swings (typically severe aggression, particularly toward whoever got them pended), and overall discomfort. They will only remain pended for a couple of months, 3 at the least and 5 at the most. Entity babies, sometimes referred to as kits, are very tiny during development and even at birth as well and thus it's not very noticeable when an entity is pended unless they're very small or underweight. Entities are always born through C-sections or similar procedures. They are born blind and deaf, and will not see or hear a few weeks into their life.

Entities typically will have 5-10 children in their lifetime.

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⇢ LIFESPAN
Entities typically live from 175 to 250 years. Depending on what they are and where they live may increase or decrease their lifespan. An entity grows rather quickly for the first five years of their life before their growth slows and becomes a little more "normal," or at least similar to that of a human. They typically mature from ages 21 to 27. From age 25 onward, their growth begins to slow down immensely and will very gradually continue to grow all throughout their lives. Once they're around 150 or so, they begin to grow old. Their hair doesn't gray and they don't really get wrinkles, but their hair will seem to thin/get rattier and they will take on a much more sickly, exhausted appearance.

Their feathers will "age" with them; young entities have soft, fluffy feathers, and as they age they will grow their normal flight ones. Older entities' wings and feathers are worn and frail, and feathers will fall out often.

Generally this is how it works: 0-1 infant, 2-3 toddler, 4-13 child, 14-19 teenager, 20-45 young adult, 46-100 adult, 101-150 middle aged, 151-onward elderly.

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⇢ HEALTH
Many entities are born deaf or mute, or more often than not, both. There are voice and hearing aids, usually a singular device, that looks similar to a cochlear implant but connects to the back of the neck instead, which helps with giving an entity a voice. This is among their more technological aspects. Blind entities aren't very common, and there is little technology to aid them.

There is a condition entities can develop known only as "going rogue." Instinctively, entities are animalistic and relatively violent. Most commonly seen in soldiers, this is a state of mind an entity can enter if they are routinely subjected to violence. It only becomes serious when the entity enters it frequently within a short period of time or never leaves it. A rogue entity is violent and animalistic. They mercilessly kill and attack anyone regardless if they usually get along or not. The transition can be sudden or gradual. Warning signs include only the pupil turning to a slit and acting overly stressed and irrational. They typically can only be controlled by force. Entities who suffer from going rogue must undergo extended treatment and therapy.

They can develop an illness known as [come up with a name] that is essentially a type of fatal fever. The entity becomes weak and coughs almost nonstop, along with constantly having high fevers and no appetite. They will often begin to hallucinate vividly, and this is usually when they should be going to the hospital if they're not already in one. If left untreated, can be fatal.

There are of course the two growth conditions seen in populator and gracilis entities. Conditions seen with populator entities are for the most part genetic, but anything associated with gracilis entities seems to be entirely random.

The static-inducing brain damage is another condition entities may suffer from if they're met with enough blunt trauma force to their head. This is often accompanied by bruising, lack of balance, short-term memory loss, slurring of words, fatigue, and confusion. Again, if an entity is hit one too many times in the head, the trauma will create static in their eyes, and the severity of the static depends on their injuries. The static may only be visible in the pupil or their entire eye, and in one eye or both.

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⇢ POWERS AND ABILITIES
Unlike in earlier drafts, entities don't possess any outlandish powers unless they are the illegitimate offspring or descendant of a god. Or they are a god.

However, overall, entities are much stronger and tougher than humans are. It is harder to kill them due to their natural durability and increased blood volume. All are resistant to the cold, some more than others, but this leaves them sensitive to heat. Given the fact that they can fly and, if they are desperate enough, can move on all fours, they are faster than other species.

Some may suggest that entities are inherently intelligent, as their technology is much more advanced than it would be on their Earth counterpart. For example, television and WW2-esque machine guns have been invented and in use since the 1880s on Dimentor; on Earth, they did not show up until the 1930-40s or 1890s respectively.

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⇢ RELATIONSHIPS
Relationships and marriage differ in each district. Overall, things are relatively the same, but the reasoning is different. Polyamory and polygamy are societal norms and, given that three entities can be the biological parents of a child, it is rather common. Not all entities participate in polygamy, as many are just married to one (usually a particularly special) entity, but they may be romantically and/or sexually involved with others.

In the Negative District, marriage for advantages is much different than marriage for faults. Advantages marry for wealth, power, or breeding purposes—not for affection or romance. Most marriages between advantages are arranged by the State with the ideas of influence and strong offspring in mind. Furthermore, advantages show very little affection toward each other; they are taught to believe that it is weak, and thus keep their feelings to themselves. One is much more likely to see advantages aggressive toward each other than making friends. Seeing two advantages genuinely in love with each other is rare. Many may have multiple spouses or partners.

Faults, on the other hand, typically marry for love. They have no wealth or power to marry for and are much, much more open to expressing affection and other emotions the advantages would consider "weak." They are much less likely to practice polygamy and polyamory but may have multiple spouses or partners over the course of their lives as their lifespans are short and death can be sudden. Given the suffering they've had to endure, faults, especially defaults, are very willing to treat each other kindly. They know their lives are short and are open to helping improve the lives of others who are in the same situation as they are.

Advantages and defaults typically have the same amount of children, on average; advantages because they're required to by law, defaults because their children usually die before they turn two.

In the Positive and Division Districts, both advantages and faults marry for love. There is no pressure from the government to reproduce or marry for purely selfish means and the societies are much more accepting of affection and disapproving of violence and suppression of emotion. While it can be common for high class positives in both districts to marry for wealth, it doesn't happen at the same rate as the negatives.

They also have less children due to better access to healthcare, safer environments, and more wealth.

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⇢ CUSTOMS AND BEHAVIORS
tba i don't feel like writing this part rn LOL

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⇢ TERMINOLOGY
Most of what is here is just slurs and slang. Mainly slurs.

Badvantage — a slur for an advantage, typically used by younger entities. Used in all districts.

Bleeder — a derogatory name for en entity with static trauma, especially if it's severe. Used in all districts.

Crosser — a derogatory name for an advantage who (willingly) marries a fault or positive. Used in the Negative District.

Dimmer — a slur for a negative. Used by positives.

Distort — a slur for faults, primarily defaults. Used in all districts, especially the Negative District.

Doxy — similar to a paramour, but with a more negative connotation and less affection involved. Used in all districts.

Paramour — the name of an entity who is essentially a spouse to another, but are not actually married. Used in all districts.

Revo — a name for revolutionaries, typically used in a derogatory sense. Mainly used in the Negative District.

Shiner — a slur for a positive. Used by negatives.

Symp — a slur for a sympathizer. Used primarily in the Negative District.

Sympathizer — an entity, usually an advantage, who rejects the NAM and the State in favor of faults. Used in the Negative District.

Vantie — a slur for an advantage. Used primarily in the Negative District.

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⇢ LANGUAGE
Entities speak abridged versions of languages found on Earth, primarily English, Dutch, German, and Russian.