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Physiology: Originating on a high gravity(10G), metal saturated world, the Zir are deceptively dense and resilient to injury; there tissues being composed of disproportionaly large amounts of metallic compounds. They are possessed of cone shaped rubbery bodies, with coloration ranging between various earth tones. Zir have a blow hole at the top for breathing and communication, a larger mouth on the underside of their cone for eating, and 12 finger-like ambulatory limbs ringing the bottom of their cone.the "front" of their cone has a triad of small black domed eyes located just at their midsection. The average Zir stands only 1-3 feet tall, while weighing 50 - 200 Lbs.
Communication:Their blow hole allows them to speak in squeeks and whistles, but nearly all Zir encountered have a translator module grafted to the upper left-hand side of their cone, just below their blowhole.
Trade: Renown traders of Known Space, Zir have no currency, exclusively operating on a barter system.The Zir Market has become the measure of economic stability for all of Known Space.
Culture: They have no names, but have a constantly shifting pattern of importance, based upon the rank of their productiveness and wealth. , as well as a digital identifying number patch.
Native Environment: Their birthworld, a high gravity(10G), metal saturated world is located just on the edge of the Pan-Galactic Concordance.However, when the Zir established space travel, unlike most species, their first instinct was not to spread out on their own, but to get themselves assimilated into the Pan-Galactic Concordance as quickly as possible.Given their mindset this shouldn't be a surprise;what was to be gained in colonizing uninhabited worlds, when they could join with other races with whom they could TRADE(!)?
Diet: Omnivores, Zir feed on a combination of seeds, small insects and edible clays found on their home-world.
History: The Zir came into prominence in Known Space as a major race during the Second Galactic War, when this previously unnoticed race became the primary suppliers to rebel forces on K'Jhad-held worlds.In recognition of this, they began to receive many of the more lucrative trade deals, which established the beginnings of Zir dominance in Intergalactic Trade.
Reproduction: Zir breeding is considered one of the spectacles of Known Space. Regardless of distance, all Zir come into heat at the same time, once every 56 days (the equivalent of their home world's week). When in heat, Zir within up to 3 kilometers of each other are drawn by scent to converge in a seething pile, rubbing their cones together furiously for up to 10 hours. (the ring around their blow-hole is lined with microscopic pores that secrete at this time.) Despite the seeming chaos that ensues, each Zir can withhold receiving genetic material from an unwelcome mate.(or even if they at that time don't wish to become pregnant.) No Zir however can resist the lure of piling up with other Zir at this time. (save if they distance themselves from others of their race, or deaded their urges chemically.) Note that Zir never seek privacy for their mating, preferring to pile themselves publically. (to show how fertile and virile their race is....)
Zir Names: An off-shoot of the all-pervasive Zir Market in their lives, none of their race has a true 'name' as such. Their designation is the rank they hold as a trader for the Zir Market. (this of course also dictates their status among other Zir.) Thus, most Zir will have a designation in the billions, whereas a Zir of note would be Zir 7,000 or lower. Examples: Zir 15,874, Zir 123, Zir 12, etc.
Weight Range-adult: 50-200 lbs. Height Range: 1-3 ft. Life Span: av.80 years Zir Rank Name is not static, and therefore can be confusing to non-Zir.
Roleplaying the Zir: Zir should be played with a sort of playful detachment. They've actually found that it's to their advantage when other races overlook them, or do not take them seriously due to their stature (or lack there-of) and their seemingly obsessive behavior. Zir are always keeping secrets from other races, to use as collateral for the future. (like novice Phoenicians.) Though Zir might laugh off slights aimed at them, they DO hold grudges and will find the first opportunity to get back at the offender. (Eidetic memory is therefore a common Zir physical bonus, both for this reason as well as to remember all of their business dealings.) No Zir would ever take terms in the Psionics Institute because that would remove them from the Zir Free Market for an unacceptable duration. Therefore, for a Zir to have Psionics, they must take Natural Born Psionics as a Physical Bonus.
Alliances: The Zir have a very strong alliance with... profit. As a people without their own nation, they don't have any allies that are universal to all Zir. If the Zir showed any favoritism to one race or another, that would start bringing politics into their market and could put them right in the middle of disagreement between two nationed peoples, and would limit their markets. (as enemies of those they favored would refuse to deal with the Zir.) Socially, Zir do have races they're more comfortable being around. These include the Loom, Humons, and the Sylum.