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Andorr
Class Reptilian humanoid
Average height 6'3
Average weight 230 pounds
Color Light yellow or tan skin. Brown or grey armor
Features Armor growing on their skull, shoulders, back, and tail.
Lifespan 110 years
Alliance UNT
Home world Andorra
Sectors 69 and other southern sectors mostly
Population rank {{{population}}}

A populous race and moderately powerful member of the UNT that has been on the rise in recent years. They're good all-rounders but with a little more focus on physical abilities over magic. Still, pick an occupation and they could probably do it with enough practice. This allows them to be very useful and reliable allies, especially with their high level of bravery. However, not all of them are with the UNT. Some have broken off from the Alliance to join other factions or become pirates. In fact they make up a sizable amount of those in the pirate profession as far as a single race is concerned, joining such groups all around the galaxy and even forming some groups of their own.

They originated from sector 69 but have spread to many different sectors in the area, least felt to the north and east. They're leading an effort to claim territory to the south of UNT space for themselves and the UNT, although haven't had very much support so has experienced little success in this matter, hitting major roadblocks in wars with certain forces native to those sectors.

Appearance[]

Andorr

A typical Andorr male.

They're rough skinned light yellow or tan humanoids with an average height of around 6'3" and the females a couple inches smaller, but on average it's not very noticeable. The top of their skull is brown, light brown, or grey in color and very hard, surrounded by small boney white spikes. This tough skullcap also extends all the way down the back of their neck, onto their shoulders, and to the tip of their tail, which extends around 4 feet off of their tailbone but the actual length varies a little depending on the individual. It continues growing throughout their lifetime, albeit at a much slower rate after they enter adulthood. Like their skullcap, the armor on their tail is also surrounded by small boney spikes on the sides. Their back armor is not as hard as the rest of the skullcap and shoulderguards in order to be more flexible, blending in more with the rest of their body and softer feeling, but still not nearly as soft as skin would feel.

Their irises take up all of the whites of their eyes and are often blue or silver in color but could be warm colors as a recessive gene. Their pupils are large and slightly slit. Their nose is mainly just two nostrils with only a slight vertical bump for the bridge of the nose and their ears are mainly two holes found just below the skullcap. They have no hair, their eyebrows just slightly protruding patches of rough skin, this protrusion connecting upwards with the bottom of the skullcap. They have five fingers and toes that are able to grow strong and thick nails. The back of their heels have one short boney spike each and their hands have the same armor plating as their skull following their tendons down to their knuckles, which go into points like brass knuckles.

The females have larger breasts than the average race but with firmer connective tissue to reduce bouncing, a trait developed to aid the physically active females of the species from discomfort. The males don't have nipples because their development in the womb distinguished between male and females earlier than most humans.

Another race of andorr exists called the khazerrung. They're around five inches taller on average, often have a more dulled color scheme, and experienced a mutation on their forearms that had the armor on their hands extend upwards, connecting into one another and growing until they formed a point on their elbows. This over-active armor platting gene also effects their legs, growing off of the top of their feet and making their way all the way up to the knees in some cases. They're also prone to more debilitating growth around the rest of their armor plating by way of locking joints such as the neck and hurting their spine, effecting 10% of adult khazerrung and in much higher percentages once they grow older, but among children it's not yet noticeable. It's important to note that this disorder could happen to normal andorr, just not as commonly because most of the gene mutations are already present in the khazerrung race.

Birth and Aging[]

The birthing process is similar to humans. Their average life expectancy is 110 years (98 years for khazerrung) and they reach legal adulthood at 15. As babies they have very stubby tails and no spikes or armor plating; in their place are squishy cartilage.

A male's reproductive organs are inside their body, extending outward for mating.

Culture[]

They're willing to settle things peacefully if the opportunity presents itself but they're not afraid to engage in war if it's deemed necessary or beneficial to their cause. They tend to have a diverse culture depending on many factors, much like humans, so it would be hard to say even in general what they're like. Some of the different groups even bump heads with each other because of such issues (pun intended, because they literally butt heads on occasion). They do well enough being incorporated into whatever cultures they live under, so it can best be said that most don't put too much stock in old timey beliefs and would be willing to go with the flow of whatever works for them at the time. Most still value some of their old traditions, but mainly just for fun celebrations and not as strict guidelines that they must follow.

Personality[]

They have a very diverse set of personalities but are often very courageous and a bit on the rough side. Their males and females act basically the same in personality, outside of who they find attractive, which is mostly on a heterosexual basis. This means that, from the point of view of certain races, the females are a lot more rough and tumble then normal, being brought to the level that people stereotype as manly rather then the men being mellowed down to better match how women would stereotypically behave. It's possible, then, that either gender would be just as likely to exhibit the more feminine characteristics, but this isn't very common in either case. They don't normally want to be seen as wimpy, understandably.

War[]

If they get into conflict they often act aggressively until the situation is resolved one way or another. They dislike giving up after a war is declared so often tough things out until either they win or can no longer fight. They do tactical retreats if absolutely necessary, but if it's just to save themselves and not help out the cause then they likely wouldn't.

Females are allowed in all military service and can be drafted if need be, much like the males. They make up somewhere between 35% to 45% of the andorr armed forces. They are mainly less likely to join in the event of pregnancy.

Awkhis Nac Veyly[]

Their coming of age ceremony, "Awkhis Nac Veyly", roughly translated as "Trial of Beating Heads" in their language, is done by most andorr when they reach the age of 15 and on the certain date of that year where the event takes place. By that time their head plates should be at their full defensive properties, meaning that they have reached adulthood. To prove this fact there's a contest where they must charge at each other and ram their heads into other individuals also taking part in this coming of age ceremony. The object is to knock them off their feet while staying on their own. They get awarded a bead for a necklace for each opponent they win against under said rules. They can challenge any other competitor and if they accept the challenge then the joust goes underway. They can challenge the same person multiple times.

This is a day long ceremony (based on the day's length of their home planet) so each andorr takes part in at least 40 jousts, as they call it, depending on their endurance being able to last. They don't need to win the most, although this is certainly a great accomplishment. Conversely, nobody is dishonored if they fail too much in today's era despite some possible name calling by the other competitors.

This is now mostly played for fun although some do take it seriously. It's regarded as an official holiday where andorr students taking part in the ceremony can take the day off. Even their parents are often allowed off work to watch, but of course this is not always possible.

Naght Tu Lan[]

Translated as "Honor by Joust", this is an ancient andorrian tradition. When they feel like they have been wronged by another andorr then they can challenge them to a joust, in which case they charge each other and bash into the other's skullcap. This can be performed multiple times until both parties feel satisfied. Most can feel the determination in the other's attacks and back down if they are impressed. If someone is half-heartedly offending them then they'd likely fair poorly in the joust. Andorr claim that they can tell more about the other through a single joust than they could with 1,000 words.

They can allow other races to participate in this tradition although most andorr are hesitant due to fear of damaging the other too severely. This is not meant to permanently harm the other or else it's not honorable.

Abilities[]

Physical[]

On average they have a slightly higher level of physical ability than humans in almost all aspects, although their senses and reaction times are comparable to humans. They tend to keep to this all around nature of physical abilities, and although they can focus on and improve a certain quality such as brute strength over the other qualities, humans would be better at maxing out such things than an andorr would be. Andorr are known to have very high endurance, allowing them to keep up on heavy activity for longer periods of time.

They are very difficult to knock out through blows to the head.

Magical[]

They don't excel at any one type of magic, having potential for an average skill level of any type. Around 20% of andorr can use magic.

History[]

WIP

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