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Empires - Xenopaedia
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PostPosted: Sat Jun 23, 2007 9:08 am    Post subject: Empires - Xenopaedia Reply with quote

Hi all, please use this thread for your entries for your races. By the way, keep up the great work. The ideas that you have shown me have been outstanding!

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PostPosted: Sat Jun 23, 2007 1:30 pm    Post subject: Reply with quote

Hey Lore.

May Hyperception send you a PM? He has some questions regarding your planetary physics and arthropod physiology, but felt since he is not taking part in the Game that perhaps he should ask privately.

:::and why do the vassal oQiinsinth remind me of Houka?:::
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PostPosted: Sat Jun 23, 2007 1:43 pm    Post subject: Reply with quote

WOW!!! Lore ... WOW!! Shocked Shocked

No waaay I have the time to create something so complex!! I thought Syl's game looked waaay complicated!!
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PostPosted: Sat Jun 23, 2007 3:43 pm    Post subject: Reply with quote

Astavyastataa Kadna wrote:
WOW!!! Lore ... WOW!! Shocked Shocked

No waaay I have the time to create something so complex!!


:::vigorously nodding:::

But I suspect most of the other races in the Compendium won't be quite as thought out completely. I look forward to learning more about each of them when the Game officially launches.

Astavyastataa Kadna wrote:
I thought Syl's game looked waaay complicated!!


Heh. Syl lost me when the word map entered the picture. I'll sit back and observe from the outside unless a player decides to do what Bhakti did for me in Pantheon before I joined in and gives me access to their behind the scenes moves. (and no more swearing about this decision of mine Av, OK? Once was enough.) Wink
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PostPosted: Sat Jun 23, 2007 3:54 pm    Post subject: Reply with quote

Damn, Lore! I haven't even read it all yet. eheh.

It seems that I will need to do some more work on my race.
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PostPosted: Sat Jun 23, 2007 4:00 pm    Post subject: Reply with quote

Impressive.

I've decided to just turn a blind eye to most of the elements of physiology relating to my race, and just concentrate on the necessary bits. I have only the vaguest idea of what mine look like. And the details of the planetary orbit &c. I'm not willing to go into for fear of accidentally making the world entirely uninhabitable...
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PostPosted: Sat Jun 23, 2007 5:41 pm    Post subject: Reply with quote

HEHEHE. That is a very good point, Murrin! I hadn't thought of that.
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PostPosted: Sat Jun 23, 2007 6:35 pm    Post subject: Reply with quote

Menolly wrote:
Hey Lore.

May Hyperception send you a PM? He has some questions regarding your planetary physics and arthropod physiology, but felt since he is not taking part in the Game that perhaps he should ask privately.


Sure.

Menolly wrote:
:::and why do the vassal oQiinsinth remind me of Houka?:::


Laughing

Thanks for the compliments, everyone. I appreciate them. Embarassed
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PostPosted: Wed Jul 04, 2007 8:34 am    Post subject: Reply with quote

Bump.
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PostPosted: Mon Jul 09, 2007 6:51 am    Post subject: Reply with quote

Here's the updated info for the people of Ross 154. Heh. Moved from the Game Thread. TOTALY missed this. Embarassed Very Happy

Ross 154 Alliance

The people of Ross 154 are humanoid. Arms are shorter as they evolved as plains creatures, but other than more hair and bigger ears, there are no differneces. O2 breathers, Carbon based.

There are two distinct classes on Ross 154. The Technicians and the Artisans. The basic mindset of the people of Ross 154 is that the Technicians provide ways to make life better for the Artisans in ways that Artisans are not capable. In the same manner, the Artisans provide support to free the Technicians up to provide the betterment of life. Both are benefited. The Technicians are are scientists and great mindsl; the Artisans the solid workers.

The people of Ross 154 lived (until recently) on a lush and green homeworld. Most of the planet was used for farming and conservation. The only places where people lived in any mass numbers were the Central Cites. At these vasts cities the Technicians lived, researched and governed Ross 154. The rest of the planet was full of small provinces. Each province was a collection of farmland centered around a small Middle Cite in the center. The Middle Cite was where the schools were for the Artisans, where local government officials lived and where all information was sent from the Central Cites.

They're homeworld was then struck head on by a passing comet. By pure chance or terrible fate this comet had diverged from it's normal 40 year cycle and slammed straight into Ross 154. The effects were instant and crippling. The world was cracked staright to the core, and spun out pieces of it's once beautiful landscapes. The people of Ross 154 barely had time to evactuate to the various space stations and orbition research ships in time. Only 10% (is that about right?) of the population was saved, and only 3% of the Technicians were among them.

In time the gracvity well sucked back into itself, and returned the pieces of Ross 154 back into orbit around what was left of the planet itself. The atmospher is gone, and unless massive terraforming plans are laid down the people of Ross 154 will never return to their home. They have instead built domed provinces and Central Cites on their new asteroid belt orbititing what is left of their planet. This if refered to as the Obelix Field.
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PostPosted: Mon Jul 09, 2007 7:24 am    Post subject: Reply with quote

Feel free to use the image I sent you if others want a better look at Ross 154.
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PostPosted: Mon Jul 09, 2007 10:50 am    Post subject: Reply with quote

Quote:
Free Traders

Almost exclusively Human, the Free Traders are a faction of loosely allied but largely free-spirited traders, explorers and independent miners. Founded by the last remnants of a once great planetary civilisation, the Free Traders scratch out a tenuous existence in the asteroid belt that is all that remains of their ancestors’ planet, carving bases, habitats and production facilities out of the mineral rich asteroids that are all that remain of it.

A small, rag-tag collection of the lost and dispossessed, their free-for-all capitalist society thrives on the day-to-day intricacies of trade, both internal and external. Not for nothing is it said that if it exists in the universe, the Free Traders will sell it.

Under the nominal control of Jay Gyan, putative leader of the Council of Free Traders, it is nonetheless rumoured that this council exists mainly as a legalistic entity to grant legitimacy to the less questionable activities of the Traders.

More questionable activities, including, but not limited to, alleged piracy in the space lanes, are categorically denied by the Free Traders themselves, although rumours persist.

Built directly into the rock of a large asteroid, the exact location of the Free Trader base within their system is a closely guarded secret, and the perils of navigating the chaotic and largely uncharted asteroid belt is usually sufficient to discouraging other factions from making a truly determined search. Contact is easily established however simply by visiting the sector. The Free Traders, it seems, are extremely alert to incoming vessels.

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PostPosted: Mon Jul 09, 2007 10:19 pm    Post subject: Reply with quote

The Orions

Orion – blue water/green planet much like earth and rich in natural resources. Specializing in healing herbs and plants. Flora and fauna different from earth (develop as time goes on). Orions are hunters and farmers, taking advantage of the abundant food resources of their planet. Some mineral resources that have not yet been developed.


ORIONS:

Tall, humanoid creatures with pale skin and no body hair and all have blue eyes. They are tall and athletic, similar to an earth althlete. Dedicated to perfection of mind and body, everything Orions do is focused on the perfection of their forms and health.

Orions are highly intelligent and can control animals and with their minds. They can communicate with each other through thoughts.

Orions have two sexes – male and female - and do not reproduce quickly. Thus they selectively breed to produce the strongest and best offspring Because of this selective breeding, the Orions are in danger of too much inbreeding for they are beginning to see too many birth defects.

Orions focus on research. They are peaceful but will defend themselves effectively.

Government - Monarchy.

Queen - figurehead and advisor
Council - Leaders and lawmakers
Protectors - military


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PostPosted: Tue Jul 10, 2007 4:57 am    Post subject: Reply with quote

The Krullen

Race: Reptilian. The Krullen evolved to be an extremely tall (around 7 feet), durable (with armor-like scales covering them), agile (they have the reflexes of a lizard), and powerful (with the strength of 2 men) race, suited perfectly to the harsh, arid conditions of their homeplanet Argothia. The Krullen possess powerful tails and deadly claws which they can use in combat. They stand on two feet and resemble a lizardman from DnD except with more human-like posture. They also have hardier constitutions than the average human and consequently have a longer lifespan.

Government: Theocracy- (High Priesthood of Argoth). The history of the Krullen is fraught with warfare, strife, and near extinction. For millenia, the Krullen were isolated into small nomadic tribes located around Argothia. Basically barbarians, the Krullen were hunter-gatherers with little culture. Life continued unhindered for the Krullen until the sudden appearance of a mysterious and unknown race of machines. These machines, that the Krullen would later call "the Xenoth," recieved little resistance from the Krullen, as their superior technology and organized military conquered the planet. The Xenoth enslaved the defeated Krullen, using them for manual labor. For centuries the Krullen remained the slaves of the Xenoth, their numbers thinning as a result of constant uprisings. Around 400 years after the enslavement, the Xenoth began selecting the most able Krullen from their enclaves to use in their genetic experiments. Their goal was to create a puppet leader for the Krullen in order to quell the uprisings. Among those selected was a young Krullen named Argoth, chosen for his intelligence, strength, charisma, and genetic flexibility. After numerous failures, the Xenoth found success with Argoth, enhancing his strength and intelligence to god-like proportions and giving him an indefinite lifespan (the Krullen don't know about this, they believe he's truly a god). Ultimately, the Xenoth's success would be their downfall. Far from being a puppet, Argoth rallied the broken Krullen, using stolen technology to defeat the Xenoth and free his people from their clutches. The Xenoth enclaves were destroyed and in their place Argoth built the first Krullen cities. With Xenoth technology, Argoth brought his people from the state of barbarism to civilization. It's been 6 millenia since the emancipation. Argoth is still alive, but is in a state of hibernation, guarded by his priests. The Krullen government is run by Argoth's high priests.
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PostPosted: Tue Jul 10, 2007 4:25 pm    Post subject: Reply with quote

The Delucrii
(A humanoid race inhabiting the planet of Delucri and surrounding objects.
Race: Unique
Government: Socialist)


Standing at a height of around five feet, the average Delucrian is small and heavily built, and quite definitively not the most graceful of species. In fact, they are almost entirely lacking in the areas of agility and dexterity, and universally suffer short-sightedness--it is for this reason that, should you happen to see one of the Delucrii coming towards you at speed, and he has forgotten to wear his spectacles, you would do well to step aside. It is often to much surprise that a visitor learns that these are some of the most talented labourers and engineers in the galaxy.


Wars on Delucri were inevitably short and bloody, with great losses on both sides. Indeed, the Delucrii quickly came to view hand-to-hand combat as somewhat distasteful, not least because they were terrible at it. Their efforts to avoid war has resulted in past disputes being settled by many unusual means, from the training animals to fight in their place, to the outcome of board games, and as any Delucrian will happily recount given the opportunity, on one occasion the fate of three nations was decided by the flip of a coin.
Such disputes, however, are a thing of the past. Following a series of increasingly powerful trade alliances between the largest factions on Delucri, a group of the planets most powerful merchants--backed by several governments--formed the Quorum of traders; a decision which proved to be incredibly stupid on the governments' part, as within a few short years the Quorum's combined influence over the Delucrian economy allowed them to destroy all of their opposition, buy out the smaller nations that would not take part in their alliance, and, finally, to declare their sponsor nations' now entirely powerless rulers defunct. The Quorum have since acted as the de facto government of the entire Delucrian people, directed by the Auctor Delucrius, who is elected from among their number every three years--though in fact an Auctor, once chosen, will often serve this role for the remainder of their lives.
Under the rule of the Quorum Delucrii, Delucri has undergone several major social reforms, most directed toward increasing the control of the Quorum over Delucrian assets. The Quorum as a result controls almost all aspects of Delucrian society, providing employment, food, housing, and healthcare to the people. Despite the somewhat selfish motivations of the Quorum for these changes, they have nevertheless resulted in a better quality of life for most of the Delucrian people.
Industry has always come easy to the Quorum of Traders. Ever quick to see the profit in a new technology, the latest advancements will often be universally adopted within months of their invention. With a growing population and busy production lines eating up planetary resources, it did not take long for the Delucrii to move beyond the boundaries of their homeworld when the technology to do so emerged. Soon mining colonies on the Delucrian satellites were regularly shipping ore down to the planet, and as they pushed the technologies further they were able to reach further out into their system, to the neighbouring planets and asteroid belt.
It was around this stage that analysts began to realise the difficulty of their situation. Though they had begun to expand beyond their world, their advancement was not fast enough to cope with the rate at which they were consuming resources. Developments beyond Delucri and its moon were proving dangerous and costly, and it would be years before any benefits to these operations might be seen. The Delucrian world, the analysts said, was heading for financial disaster.
Their rescue came in the form of a technological breakthrough. In defiance of all previously known Delucrian physics, the engineer Olic Mericus gave them what they needed in the form of the supra-light engine. Capable of propelling a vessel at speeds never before possible, this device would be the key to Delucrian survival: no longer need they risk their assets in the asteroid fields of their home system; instead, they would travel beyond its bounds, and discover for themselves new grounds on which to build their empire. The Delucrii were about to take their first step into the galactic theatre.
(Excerpts taken from The Birth of the First Empires: Delucri, by Frrl.)
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PostPosted: Wed Jul 11, 2007 7:46 am    Post subject: Reply with quote

An Account of the Anthropological and Sociological Findings concerning the Race of the Erkirith-Sha,Compiled by Mercuse di Montressor, Professor at the University of Bologna, Earth.

Learned sirs, I trust that this communication shall find you in good spirits, and I shall hope that you have not forgotten about my little expeditions into the depths of space. I have, I confess, some most remarkable findings to relate regarding the inhabitants of Utara-Mikud, tropical world in an isolated sector of space.

Utara-Mikud, being alike to earth in that the majority of its surface is denuded in ocean, is unlike it in the chief respect that Utara-Mikud is an almost entirely tropical planet. There are only two continents and a great many islands and archipelagoes. The larger continent, Ariki, is the chief habitat of the Erkirithi-Sha, a highly developed and perplexing race, creatively minded and curious, as well as given to flights of violent political expression, and strange semi-religious customs. Gentlemen, I shall not furnish you with a complete physical description of these beings as yet, as I believe my sketches will suffice to convey their form. An Admiral Kelem was most kind enough to pose for me, and you can see his picture below.



Apparently, the race is descendent of some kind of primitive crustacean, though, excepting some similarities in their eyes, they have almost no physical features in common with their natural ancestors. The Erkirithi-Sha are 60% male, and this leads to a slow growth in population, and a somewhat elitist bent to reproduction. The female of the species has considerable authority in the selection of a mate, though the society of Utara-Mikud is highly patriarchal.

Government is clearly by the few, ostensibly in the interests of the many – though obviously in the interests of the few – and there is a sharp division between politics and religion. Or so they had me assume. According to their histories, the society embraced science wholeheartedly after its industrialisation, and forcibly did away with any form of animism or what they termed superstitious religions. As they could find no scientific proof for the gods their ancestors worshipped, they rejected them entirely. In their place, they seem to have made their own god. The stories are somewhat sketchy though, it appears, they have been deliberately sustaining the life of their emperor for some centuries through all kinds of medicines and, principally, surgery.

They do indeed have an entire priest class, despite their essentially atheistic nature. The priests, in fact, are the surgeons who tend to the emperor. No doubt, these priests are descendent of tribal shamans, as many of them still carry on strange customs, such as the surgical implanting of the ribcage of the previous High Priest in a radial fashion around the skull.

Sustaining the emperor, it seems, has made him less intelligible to the government, and the priests lay claim to be able to interpret the thoughts of this god as if he were akin to an oracle. Indeed, a heretical text, published some decades prior, argued that the Emperor was no more than a mute sack of harvested organs, insanely babbling nonsense, which the Hierophant (the chief priest) interpreted to his own predilections. This is not an orthodox view.

They are entirely lacking in any conception of an after-life, and are – perhaps in consequence – highly motivated individuals. They do not believe in any destiny, except that which they have made for themselves. They do, however, have an unshakeable belief in their own superiority.

Many tribal customs seem to have survived industrialisation, particularly amongst the lower classes, and one can observe all manner of curious habits to the Erkirithi-Sha. Totems, for instance, are still commonplace sights, though they are not believed to be imbued with any spiritual relevance. There is a custom of soldiers smacking a totem with some of their own blood before battle, though I was never able to ascertain if this was anything more than a ritualised habit. Tribal tattoos are no longer common, except amongst the priest class.

The Erkirithi-Sha, though not physically much more imposing than a human male, are a militaristic species. They hold much stock in rigid formalities, dress, discipline, and proper deference to authority. Paradoxically, violent protest is a common and near accepted social reality. Many cabinet ministers hold their posts for short terms, not living to the see the end of them. The Erkirithi-Sha use the same word for political assassination as they do for reform. Assassins are punished, though they are always somewhat romanticized by the public.

The second continent, Kweld, is inhabited by a more tribalistic version of the Erkirithi-Sha, who are the same in all racial respects, except they are in a state of pre-industrial existence. The Erkirithi-Sha are content to leave them be, occasionally trading with them, or pressing the natives into their armed forces as scouts. I have heard that they sometimes use these natives, whom they call the Kwellenn, as marauding boarding parties in naval engagements.

The religion of the Kwellenn is highly atavistic, and they live in a fairly savage and brutal state of existence. Warfare is even more important to these tribal creatures than to their civilised brethren. Nonetheless, the Erkirithi-Sha have largely left them alone. Sometimes they deliberately quell populations so as to test out new military technologies and theories, though they do not try to civilise them. I suspect this is largely because Kweld is a resource poor continent. The Erkirithi-Sha, being a curious race by nature, tend to view their lesser cousins with a kind of scientific imperialism – seeing them as quaint throwbacks to an earlier state of existence, who can be studied for social and anthropological insight. Which, I believe, is largely how they viewed myself and my research team.

Gentlemen, I intend of course to furnish you with a more complete account, though I hope this has been enough to whet your appetites.

I remain yours,

Mercuse di Montressor
Professor of Anthropology,
University of Bologna, Earth.
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PostPosted: Thu Jul 12, 2007 4:27 am    Post subject: Reply with quote

The Khatan Imperium is a human confederation led by the House of Aristo, based on the planet of Khatan, an ecologically diverse planet that resembles the Earth of legend from which all humans are reportedly descended. The House of Aristo rose from the status of local chieftains to monarchs of the entire planet, through brute force and military conquest.

They apply that same philosophy to extra-planetary exploration, as they import space travel technology from abroad. The Aristos are notorious for their penchant for slave labor. They employ slaves in the production of technology, in the military, in agriculture, as house servants, and as exports to other civilizations.

The Imperium makes use of its slave labor and agriculturally useful planets by exporting foodstuffs to neighboring civilizations, using the famed Imperial Fleet of Khatan as guardians of their precious exports of food.

The Imperial military, under the direct control of the Emperor and his Council of Commanders, is notorious for their brutality and efficiency. But the widespread use of slave troops makes mutiny a constant worry for Imperial commanders.

The Khatan social structure is made up of: a large slave population, the lower freed classes, a small but thriving middle class, a class of aristocrats, and the Imperial House of Aristo.

The emperor is the totalitarian leader of the government. Aristocratic houses rule at the local level, with houses in favor being granted entire planets. The only democratically elected body is the Council of Commanders, the military command group, wherein admirals and generals are elected by their peer officers.

The current Emperor is Cronus II Aristo, Emperor of Khatan, Grand Admiral of the Imperial Fleet, Commander of the Imperium. He has three sons and one daughter.

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PostPosted: Mon Jul 23, 2007 11:57 am    Post subject: Reply with quote

Distress message............

Sent,3 years, 2 months, 6 days and 19 hours ago...........

Sender, research vessel Halo's watch............

Message follows..................


To anyone who receives this message, we are in need of help.

I, Sir Heinrick Ipplemen, commander of the research ship, Halo's hope, sends this message in the hope that some ally will answer our call for help.

Its been near to 4 years since we passed through the worm hole to research the galaxy. Our old nuclear powered ship had been managing to hurtle us through space at a good rate, when we neared a system that seemed right to contain life. God how I wish we had steered clear.

Not longer than a week after we had entered the system, we passed a sensor beacon. Its now two days later and the welcoming committee has arrived.

A ship approaches. We tried to hail them but their methods of communication are different to ours. After some time we managed to hear them on the ancient radio system, but their language was completely alien and we could not understand them at all. They didnt seem to react well to the lack of communication.

Soon afterwards, they snared us with lines. After pulling our ship close, they have started to board us. I can see them on the ships security cameras. They are soldiers, armed with short rifles of some kind. They arent firing upon my crew, but they seem angry.

Thy are covered in head to toe in uniforms an armour. I couldn't tell you more, except that they are dog legged and of medium height..

I have locked the door to my cabin. I can hear them outside my door. They dont sem hostile so far, So I shall try and communicate.In the mean time, send help. We are in sector R3. Please, anyone, send help.

They are firing upon my door. I must go.


Transmission ends..................
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PostPosted: Wed Jul 25, 2007 3:57 am    Post subject: Reply with quote

Message received................

Sent,3 years,3 months,2 days and 8 hours ago...........

Sender, research vessel Halo's watch............

Message follows................


Greetings.

I, Sir Heinrick Ipplemen, commander of the research ship, Halo's hope, sends this message to inform you all of our survival.

I have spent these last few weeks in the company of these creatures, who I have learnt are called The Vishal. They have kept us as prisoners on a prism like space station and have been keeping us under supervision.

For the first week or so we were kept in a room with no contact with them, apart from them offering us meals of gruel. The food was salty but edible, and seems to keep us all reasonably healthy.

The walls are made of a strange metal like material, that has a whitish gleam to it. Unlike anything I have seen before

I managed to get a better look at the soldiers. They stand about 5.8 feet and seem strongly built. Their hands are odd, only having a thumb and three fingers, a large flat finger being where their ring and pinky fingers would normally are. They are always covered in head to toe in their one piece uniforms, with strong looking plates of armour over top, as well as full head helmets, with an array of visors and sensors on the front. They seem well equipped to handle them selves in a fire fight.

After spending over a week in the room with little contact, another species entered. The alien that introduced its self as Far'quesh, was different to the others. He was shorter, and smaller. Looked weak and frail, yet still healthy. His head was large and uncovered. He was bald and his skin was a salmon pink. A slit was in place of a nose and he had a small mouth full of small sharp teeth. his eyes were disturbing however, being slitted like a predator. His hands were different again, with the one less finger, the middle, but the fin like finger being larger.

At first he tried to speak to us, but we couldn't understand anything, except his name. He seems incredibly intelligent. He has been picking up our own language at an amazing rate. He seems intent on learning as much about us as possible.

He told us that their race was called the Vishal, and that they are beginning their quest into the stars in search of the great goal. He wouldn't say much more than that however, caring more about us and were we came from.

He is still learning our language, but he says he will tell me everything I need to know about the Vishal soon. In the mean time, he has allowed me to return to my ship to get clean clothes and send this message to let you all know we are safe.

I still dont know how much longer these aliens will remain civil however.

regards, Sir Heinrick Ipplemen commander of the research ship Halo's hope.


Transmission ends............
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PostPosted: Wed Jul 25, 2007 9:45 am    Post subject: Reply with quote

From The Encyclopaedia Galactica:

T'lesir

The T'lesir are one of the strangest races revealed to the cosmos thus far, and unlike any other known major race. Entities composed of an unknown type of energy, the T'lesir appear to be simultaneously unknowable and wise.

Appearance and Physiology

The typical T'lesir is difficult to describe, lacking a definite body of flesh and blood. Seeing a T'lesir has been compared to seeing the northern lights of some O2-rich planets, taking the form of a large, green-blue birdlike silhouette with bright white eyes. It is unknown whether this is the true form of the T'lesir, or simply a form they assume to communicate with flesh-and-blood beings. The typical T'lesir is at least 6 m. long, although - being made of energy - these creatures can presumably reduce their size if it is so needed. In their natural state, the T'lesir emit a low amount of radioactivity, but they seem to be able to dampen this effect at will. Older T'lesir grow larger, and the color spectrum may shift to yellow or even red; they retain their bright white eyes, however, and apart from the size and change in the color spectrum, no other outward sign of aging is visible. It is unknown whether the T'lesir can die of natural causes - i.e. aging - or not; however, scientists speculate that, the T'lesir being made of energy, they might live forever, barring accidents or violent deaths. Indeed, rumors persist of T'lesir as large as small cities, deep red in color, reaching into the infrared spectrum, who could be extremely ancient T'lesir; however, these rumors have never been substantiated, also due to the extreme difficulty inherent in visiting New T'lesir. The race does not feed upon materials, like races of flesh and blood do; rather, the T'lesir seem to sustain themselves through various forms of energy, of which the most important ones are solar energy and radioactive decay.

Culture

The culture of the T'lesir is every bit as strange as their physiology. As energy beings, the T'lesir are largely free of material trappings, and their technology - if it may be called so - seems to rely on the modulation of their energies and their matrices to produce the desired effect. The closest the T'lesir come to using material technology is in the use of specific metals and crystals as foci for their energy, in order to produce a wider variety of effects. The T'lesir do not build permanent settlements; they appear to float in the winds of their worlds, like clouds, and to gather together or drift apart without pattern. Nevertheless, the T'lesir are a gregarious race, and they enjoy the company of their brethren; they are also highly intelligent, although their intelligence is different than the intelligence of flesh beings. T'lesir "ships", called nuclei, are not made of metal or crystal; rather, the T'lesir cosmonauts join their energies together, creating a comet-like structure which is guided by the mindmeld of all the T'lesir composing it. The more T'lesir take part in the construction of the nucleus, the larger the nucleus is.
The T'lesir political organization is equally strange and mistifying. The race does not seem to have elected or hereditary leaders, per se; rather, a council of the most ancient and brilliant minds of the T'lesir - the T'lesir Core - acts as one through their Chronaster in order to guide the race. This council gathers together in very much the same way as a nucleus is formed; however, rather than soaring through the sky, the T'lesir Core is formed in a secret location in New T'lesir (or so it is believed). Like in the case of a nucleus, the T'lesir Core shares the minds and experiences of all its components; therefore, it may draw upon a vast wealth of knowledge and wisdom when detailing the path of the race. The Chronaster is the one member of the T'lesir Core who is empowered to speak for the whole Core; this position, however, seems also to be considered the humblest in the T'lesir Core, another sign of the cryptic nature of these beings.
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