Andalite

Missing image
Visser_Cover.jpg
Alloran-Semitur-Corass on cover of Visser

The Andalites are a fictional alien race of grazers in the Animorphs book series and Animorphs television series. They are centaur-like creatures, with the lower body similar to a deer and a torso similar to a human. Their entire body is covered in blue fur, with some tan splotches. Their arms, slightly weak in comparision to humans, end in seven-fingered hands. While they are weaker, they are nimbler as well. The head of an andalite has a set of almond-shaped eyes, as well as a pair of stalk-eyes that are constantly moving, searching their surroundings. Their sense of sight is similar to ours, though the stalk eyes can see a small ways more into the ultraviolet spectrum. The other most notable feature of the face is the lack of a mouth. They eat by crushing grass under their hollow hooves and absorbing the nutrients. They communicate by way of telepathic communication, called thoughtspeak. They evolved as prey animals, but they do have a very formitable defense: their scythe-like tail. This bladed tail is long enough to reach well in front of the andalite to strike deep blows in an opponent. The tail is also a large symbol in Andalite culture, and is frequently referenced to in sayings and rituals.

Andalites are grazers, originally herd animals, and are accustomed to open plains. Clastrophobia is a deeply ingrained trait in Andalites, and they loathe enclosed spaces. At one point in their development, they began their transition into herd animals, and formed small groups, similar to a family. Soon, families joined together, forming small communities. Then, as their society advanced, they grew closer and closer together, forming dense cities. Eventually, they decided that this wasn't a good idea, and nobody liked the proximity, so they broke the cities down and moved apart into small, family-based 'scoops' once again.

Contents

Homeworld

The Andalite homeworld is nameless and vaguely described in several books of the series. The number of suns is not specified, but it seems to be more than one as whenever an Andalite sun is mentioned, it's in plural, as are the moons. While the Andalite home world does not boast the sheer number and variety of organisms that Earth does, they have many interesting plant and animal species. The Kafit bird, for example, is one of the only three bird species on the entire world. It is a predatory bird, with six wings and a long, sharp beak. It uses its spear-like beak and maneuverability to spear its prey. Their plant life is interesting as well, with grass in shades of green, blue, and even a bit of red.

Technology

Andalites are very technologically advanced, and boast of a vast knowledge of science. They have several notable developments. First, there is Z-space technology. Z-space engines allow a ship to travel through Z-space, an entirely blank, void, white space, and exit again some distance away, shortening travel time immensely, and working around the limitations on faster-than-light travel. Z-space transponders work similarly, allowing one to communicate through Z-space, similar to radio transmissions. Next, the ships themselves deserve note. First, there is the standard fighter ship, with short stubby wings, and a shredder (particle beam?) gun slung over the top, fashioned to mimic the raised Andalite tail. Next, there is the vast Dome Ships. These ships are the main transport ships for fighters and crew. The 'Dome' portion is an entire ecosphere, complete with atmosphere, grass and water, to sustain the Andalites on-board. These ships can host many fighters, and generally only one Dome Ship is called out for an entire battle, with the occasional need for two, and the rare necessity for three. All Andalite ships are equipped with Z-space flight capacity, and shredder guns. The shredders on a Dome Ship are rumored to be capable of punching a hole clear through a moon!

Morphing Technology

The last technology of note, and a recent development at that, is the morphing power, obtained via the Escafil Device, a small blue cube. Morph-capable beings are capable of 'acquiring' any animal, absorbing their DNA, and then at any time 'morph' that animal, physically transforming into that creature. The technology uses cascading cellular regeneration, combined with a variant on Z-space technology, in order to make the transformation. It typically takes about two minutes to morph, and if one stays in morph for more than two hours, they are stuck, becoming a Nothlit. A Nothlit can never return to their original form, or morph, again. While in morph, one is still capable of thought speak. One also has the drawback/advantage of being confronted with the morphed creature's instincts. This proves very useful for using the body and functioning at its peak, but it also proves to be a struggle when you first enter the morph, and also whenever you go against the creatures desires. (eg: a mouse attacking a cat, etc)

This technology is very new, and very unpredictable. Any damage or injury sustained while in the morph will be healed, as the body is based purely on the DNA. Therefore, similar to injuries, things such as surgeries and implants would not affect the morph as well. Some have found success in integrating very small amounts of skintight clothing into morphs. Usually this would consist of things such as leotards or similarly tight items, and no shoes. Several other quirks known to morphing: First, an Estreen is a person naturally talented at morphing. This type of person can usually morph at an accelerated rate, control instincts better, and also control the normally chaotic process of morphing itself.

'Morphing-sickness', a rarely documented case when a morpher is allergic to DNA they have acquired. They become nauseous, and are prone to involuntary bouts of morphing when under stress. After a certain amount of time, between a few days and a week, one 'burps' the DNA so to speak, forcing out the creature in its entirety. Through the cascading cellular regeneration, an entirely new animal is created, and expelled from the morpher's system. They are then faced with the problem of having the animal there in the first place, should this animal prove to be dangerous.

Then there is once again the issue of Z-space. When one morphs a being smaller than themselves, the extra mass is extruded into Z-space. In the rare event that a ship would pass by, they would be drawn into it and likely evaoprated by the ship's forcefield. According to a recently documented occurrence, the being's consciousness is pulled back to the mass in Z-space, rather than staying with the morphed body as usual. It used to be thought that the mass would be unorganized, random blobs, but it is now known, or at least conjectured, that the mass is in fact fully formed and proportioned. Should the mass survive somehow, it is subject to a 'snap-back' effect, causing the consciousness to return to the original body, with no time passing whatsoever. There is the issue of the Nothlit, one trapped in morph by staying in morph for longer than two hours, as previously mentioned.

Finally, there is the effect during the acquiring process itself. When an animal is 'acquired', it becomes docile, similar to being tranquilized. This effect lasts for mere seconds after the acquiring is completed, so for it to be advantagious, it would have to be used quite carefully. Rarely, the acquiring process has no effect whatsoever, and the animal is not affected. This is very rare, however, and not usually an issue. There is no known limit as to how many morphs one can possess, though one would assume by means of its storage that the number would be quite high. The DNA is stored inside the body within a small, molecular sphere, supercooled to subzero temperatures, lying dormant until called upon for a morph. Therefore, the body would be capable of holding much more than would ever be concievably necessary to a morpher. As a final note, a particularly useful aspect of morphing is the Frolith Maneuver, in which one combines the DNA of several samples from the same species, to create a new being for a morph. This could be used, for example, to aviod having an exact duplicate of a human when in morph, should one be morphing a human.

Interspecies Relations

The Andalites have many relations to many different species outside their planet. They are usually well-known for being 'good-guys', spreading enlightenment and aid wherever possible. However, an example that severly marrs the reputation of the Andalites, and simultaneously jades many Andalite minds to their own culture as well as outside species, is Seerow's Kindness. Seerow was one of the first Andalites stationed on the world of a newly discovered species, the Yeerk homeworld. In their natural state, Yeerks are blind, defenseless slugs. They were capable, by some odd fluke of evolution, to enter into the brains of other species, interface, and control them. They had done so already with the pitifully weak species on their own world known as the Gedds. Even so, they were never really aware of anything beyond their small, homeworld Kandrona pools. Seerow felt sorry for them, and aided them. He taught them technology and showed them the stars. He even built them portable Kandrona tanks, enabling them to leave the Kandrona-rich pools sustaining them.

In gratitude for his aid, the Yeerks attacked the Andalite outpost, slaughtered the minimal guards, who had been specifically instructed not to fire on Gedds, stole the Andalite fighters on the ground, and escaped to space, but not before returning to the far side of the planet to stock up on their brother Yeerks. Then, with numerous pools full of Yeerks, they left to conquer the galaxy. Since then, the Andalites have been battling against the Yeerks, trying to prevent them from taking over more innocent worlds. They have already taken over numerous species, including the cannibalistic Taxxons, and their ironically herbavorious shock-troops, the Hork-Bajir. The problem was that there are simply not enough of these troops. So, the Yeerks are now after the humans, hoping to gain the sheer numbers to burst out in every direction and subdue numerous races, and eventually take the Andalite homeworld itself.

Culture

Andalite government, headed by the Electorate, functions on honor and respect, pride in culture as well as self. As the chain of command works down, one eventually reaches the basic, personal leadership role: Prince. Every warrior is supposed to have a Prince. Princes can have more than one Aristh, or cadet, under them, often times many more, but every warrior is expected to report to one, and only one, Prince.

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