Species

Wert’Pataku

Sunday, March 6th, 2011

The Wert’Pataku are carefully engineered Cardassian soldiers that were created by the Dominion during the Dominion Wars in the Alpha Quadrant. They were created using a combination of cybernetic implants and genetic manipulation and few that were inducted into the programme survived.

The Wert’Pataku, like the Vorta and Jem’Hadar, are fiercely loyal to the Dominion in general and the founders in particular. They will do anything to carry out their mission and have the skills and abilities necessary to accomplish virtually anything. Wert’Pataku are incredibly strong, agile, intelligent and have untold healing capabilities. Nanites ensure that the body is repaired quickly following physical or mental damage and their cybernetic implants ensure that Wert’Pataku can resist any drug or poison. In addition, their bodies are also an armoury of sorts: Saliva is highly acidic, fingernails are stronger than most metals and can be removed for external use. Finally, they also have the ability to ‘phase shift’, making them invisible to the naked eye and any known sensors. This also allows them to move through solid objects, such as walls, doors etc. The use of their skills can be very draining, however.

The Wert’Pataku are few in number. The only know surviving member of the ‘race’ is Saul G’hmet, but others may have fled with the founders to the Gamma Quadrant at the end of the Dominion War.

Saul G’hmet boarded the USS Shadow and has remained with the crew ever since. His frequent attempts to steal the USS Phantom, or contact the Dominion have cost the crew dear. However, his knowledge of the Phantom and its systems has proven indespensible.

INFORMATION

Species: Wert’Pataku
Classification: Bi-pedal Humanoid
Affiliation: Dominion
Homeworld: None
Location: Gamma
Quadrant

Special Abilities:
Wert’Pataku are virtually unbeatable. They are single minded of purpose, cold-blooded and calculating. They can phase shift to become invisible to sensors and normal vision and can pass through solid objects in this state. They have numerous cybernetic implants that give them untold abilities and are stronger than most species. They heal at a fantastic rate, due to nano-technology and can resist drugs and poisons.

Traits:
Highly intelligent, aggressive, calculating, strong

Description:
Wert’Pataku look as Cardassians.


Mrrshan

Sunday, March 6th, 2011

Little is known of the Mrrshan at this point. It is understood that they have chosen to remain neutral in the F’asa sector mainly due to the civil conflicts within their Empire with a faction of dissidents.

The Mrrshan have kept to themselves throughout the conflict with the Federation and Falcarian Allegiance and have remained neutral. They occupy an area of space bordering the KessRith Empire and Ssoran Hegemony.

INFORMATION

Species: Mrrshan
Classification: Bi-pedal Humanoid
Affiliation: Mrrshan Empire
Homeworld: Peth Kar
Location: Delta
Quadrant

Special Abilities:
Unknown

Traits:
Unknown

Description:
Unknown

Jaharabese

Sunday, March 6th, 2011

The Jaharabese were bio-engineered by the Alberag during their war with the Falcarian Confederacy (2330-2336). They were engineered to serve the Alberag and to be cold-blooded killers that would continue in their given mission until death. The Jaharabese were first used on the frontlines in 2335 at a time when the Alberag were considered to be losing the war. They were successful in capturing the Falcarian colony of Daria in one of the bloodiest and most one-sided battles of the war.

Little is known of the Jaharabese as, since the assimilation of the Alberag homeworld, the surviving Jaharabese have been nomadic. Whether they have a homeworld or not is unknown. But, since being freed of their genetically dictated obligations to the Alberag, the Jaharabese have become a race of mercenaries turning their considerable talents to whatever cause pays well.

The Jaharabese were encountered by the USS Guardian.

INFORMATION

Species: Jaharabese
Classification: Bi-pedal Humanoid
Affiliation: Mercenary
Homeworld: Unknown
Location: Delta
Quadrant

Special Abilities:
Jaharbese have polymorphic abilities, enabling them to mimic any other bi-pedal humanoid species. They cannot take any form, however.

Traits:
Cold hearted and dedicated to the given task/mission

Description:
The Jaharabese’ physical form is unknown.

Ferengi

Sunday, March 6th, 2011

First contacted by the Federation in 2364, the Ferengi tend to be shorter than the majority of humanoids species and their most distinctive feature is a set of very pronounced ears. These are among the most sensitive of any known species, as well as being one of the major Ferengi erogenous zones.

The current Ferengi culture dates back some ten thousand years – it was at this time that Gint came to power. The first of the Ferengi world leaders – called the Grand Nagus – Gint codified a set of two hundred and eighty five ‘Rules of Acquisition’: a code of honour by which all Ferengi males are expected to live. The rules of acquisition heavily emphasise the accumulation of personal wealth, although some rules relate to general ethics. All Ferengi males are expected to memorise the rules at an early age. Women are treated as second class citizens in Ferngi society and are forbidden to wear clothing.

Although they are capable of building powerful warships, the Ferengi are not a major military power as they rarely become involved in open conflict except as arms suppliers – usually to both sides. Nevertheless, there have been several skirmishes between the Federation and the Ferengi. However, relations have remained generally cordial. Little trade occurs between the Ferengi and the Federation, as the latter’s ethical trading policies frequently clash with Ferengi philosophy, and The Ferengi have remained neutral during times of conflict.

The presence of Ferengi in the F’asa sector is limited to a few ships and a handful of colonists that came to take advantage of new business opportunities. The most successful have remained neutral throughout the periods of conflict.

INFORMATION

Species: Ferengi
Classification: Bi-pedal Humanoid
Affiliation: Neutral
Homeworld: Ferenginar
Location: Alpha
Quadrant

Special Abilities:
Ferengi have very keen business sense and are always open to profiteering and other money-making opportunities. They have large ears and have an accute sense of hearing as a result.

Traits:
More intelligent than they are given credit for, can be devious where business is involved.

Description:
Ferengi have typically orange toned skin, large ears and jagged teeth


The Entity

Sunday, March 6th, 2011

Little is known of the Entity. It has thus far made an appearance in the Delta Quadrant only once, at which time it destroyed the USS Dauntless, Deep Space Delta and destabilised the Delta Wormhole, trapping what remained of the fleet in the F’asa Sector.

It is widely believed that the Entity is an energy cloud that feeds on emotion. It appears to affect all humanoids, causing individuals to relive periods of heightened emotion. In addition, the Entity has been known to cause deep coma in particular individuals. Once such occasion resulted in the long term incapacity of Captain Thomas Halloway almost a decade ago. Halloway is currently being cared for in a medical facility on New Terra, but has remained in a coma since his encounter with the Entity.

In 2373, the Entity travelled, via the Deltan Wormhole, to the Alpha Quadrant where it ravaged an entire fleet. The Entity disappeared in a flash of white light and has not been seen since. Starfleet categorised the Entity as destroyed.

The Entity was responsible for the destruction of the original Starfleet station in the F’asa Sector, Deep Space Delta. It also destroyed the USS Dauntless and destabilised the Deltan wormhole, trapping the fleet and the residents of the Federation Colony on New Terra. The Entity resulted in hundreds of deaths and left Captain Thomas Halloway comatose.

INFORMATION

Species: The Entity
Classification: Energy Cloud
Affiliation: None
Homeworld: Unknown
Location: Delta
Quadrant

Special Abilities:
The Entity prays on emotion – particular negative emotions, such as fear, anger, hatred, regret etc. It can cause most species within it’s range to experience highly emotive periods of their past over and over and has been known to cause coma. The energy of the Entity is highly destructive, tearing apart any structure in its path.

Traits:
Intelligent, feeds on emotion

Description:
Characterised as a large energy cloud.


Cardassians

Saturday, March 5th, 2011

Easily recognizable by their pale grey skin and heavily ridged neck Cardassians are evolved from reptilian ancestors. They prefer a darker more humid environment than Human beings, although they can tolerate Human living standards if necessary.

Cardassian history tends to consist of extremes; once a peaceful and spiritual people, their planet’s poor resources proved unable to support their expanding population and starvation and disease became rampant. Millions of deaths resulted, leading to a general breakdown in the government. The military forces of the planet staged a take-over and launched several wars against their neighbours in order to secure new resources. Although further millions were lost in these wars, the military government did succeed in stabilizing the situation on Cardassia.

In recent history there has been a great deal of tension between the Cardassian Union and it’s neighbours. In particular, the Cardassian Military allied with the Dominion throughout the Dominion War. Ultimately, Cardassian Prime was devastated by the Dominion and the civilasation has been left to rebuild.

Although for many years an enemy of the Federation in the Alpha Quadrant, Cardassians in the Delta Quadrant have been anything from an enemy to an ally! The Cardassian Union does not have a significant presence in the F’asa Sector. In fact, there are only two Cardassians in the entire quadrant: Saul G’hmet, a genetically modified Cardassian of the Dominion Wert’Pataku project; and Path Meridian, a rebel. Both arrived in the Delta Quadrant aboard the Dominion vessel Nemer-Hellae, which was subsequently destroyed. G’hmet has consistently been a thorn in the side of Captain Reena Harras of the USS Phantom (formerly the USS Shadow) but has proven useful, while Path has offered her skills to aid the Federation and the Phantom in particular.

INFORMATION

Species: Cardassian
Classification: Bi-pedal Humanoid
Affiliation: Cardassian Union
Homeworld: Cardassia Prime
Location: Alpha
Quadrant

Special Abilities:
The Cardassian people are proud of their heritage and are as well known for their culture and the arts as for their agressive imperialistic tendancies. They are generally physically stronger than humans but are have a lack of tolerance for extreme cold. They prefer the humidity and warmth of their native lands.

Traits:
Imperialistic, highly intelligent, cultural

Description:
Cardassians have grey-toned skin and dark hair. They have muscled ridges that extend down the side of the neck across the shoulder and have a facial ridge above the nose and up the forehead.


Allasamorphs

Saturday, March 5th, 2011

Very little is known about this unusal race due to their ordinarily isolationist attitudes. Allasamorphs are shape-shifters, able to take on alternative appearances at will. Their natural form appears as a vaguely humanoid outline of light. It is not known if there are any limits to the shape-shifting abilities, although it is suspected that they can only take the shape of life-forms, rather than being able to become inanimate objects.

The Allasamorph homeworld, Daled VI has an unusal synchronos orbit of the Daledian star, which means that one half of the planet is in permenant daylight, while the opposite half remains dark. Factions from these two hemispheres have traditionally warred against each other for status and power. However with the birth of Salia, the child of a darkling and a lightling, it is hoped that a lasting peace can be achieved.

There is only one Allasamorph believed to be in Starfleet, that being Lieutenant Yannon, who is presently stationed aboard the USS Phantom. Previously, Allasamorph bounty hunters, who were sent to bring back or assasinate Yannon during her first posting on the USS Hunter, ended up assassinating Captain Catherine fforbes – the then commanding officer of the Hunter.

INFORMATION

Species: Allasamorph (Allasomorph)
Classification: Non-corporeal
Affiliation: None
Homeworld: Daled IV
Location: Alpha
Quadrant

Special Abilities:
Allasamoprhs have the power to alter their molecular structure to take different forms.

Traits:
Shape-shifters, somewhat xenophobic

Description:
Allasamorphs can appear in virtually any form. There is no known limitation to their abilities, although little information has been collated due to their isolationist culture.

Ssoran Hegemony

Saturday, March 5th, 2011

The debate over the origin of the Ssorans – whether or not they evolved from Terran dinosaurs – is fuelled by some confusion in the Ssora accounts of their own history. While they have no memory of a period of exploration by ships lacking T-Space drives, when they travelled to a number of nearby worlds they located traces of what could have been Ssoran civilisations. Many have suggested that perhaps the Ssorans accomplished at least one interplanetary migration in their history. (Revisionist humans claim generation ships from Earth seeded that whole side of the galaxy, but only one civilisation survived. )

The idea that the Ssorans had a headstart on all the other sentient races has followers because of the amount of time it took for the Ssora to claim their arm of the galaxy. Though records are unclear, it appears that the Ssorans developed T-Space drives about 100 000 BC. Their resultant spread proceeded at a pace not driven by the desire to explore, but by the need to find new worlds for an expanding population.

The Ssorans expansion eventually brought them into conflict with the KessRith. They ran across a KessRith generation ship orbiting a system. It had long since downloaded its cargo and had been maintained by the dominant clan as little more than a gunnery platform. True to KessRith philosophy, the KessRith shot first, then put the pieces of the Ssora vessel back together. Their scientists managed to reverse engineer the T-Space drive, and within a century had a spacegoing fleet of T-Space travel.

The KessRith would have pursued the Ssora and wiped them out in another millennium, but ran into a more worthy foe first – Humanity. The Ssora made the best of this respite – they negotiated an alliance of convenience with the KessRith and made a run at the Human Raj, the Human holdings in the quadrant.

The Ssora interest in fighting seemed secondary to showing the KessRith that they were holding up to their end of the alliance. This was important because the Ssora had begun to infiltrate and liberate some of the worlds the KessRith had taken. Apparently the KessRith Clan Leaders decided returning those worlds were worth Ssora help in the alliance because they did not repudiate the treaty. However, when the Ssora pressed too hard at some key systems, the KessRith did react and sent the Ssora home in tatters.

Ssora interest in Human holdings apparently intensified when the Ssora learned about New Terra. This coincidence has been put forward as yet more evidence of the Terran origin for the Ssora. And while that might be explained away as coincidence, the Ssora demand for New Terra when it fell after the Snow Plague was very deliberate. While the declaration loses something in the translation, the Divinity (as the Ssora leader is called) informed the KessRith Grand Dominator that to refuse his request would “lead to a war in which we will eat your hearts and leave the rest of you for the scavengers.” [Editor's note: The actual translation uses a Ssora term for "tender parts" where the author used the word "hearts." The Author apparently used an older, expurgated copy of "War Declarations of the Ssora.]

The gall of their demand struck the KessRith as brilliant within the realm of malavoqa, so the demand was respectfully honoured. The Ssora rejoiced at gaining this fine planet and renamed it Swuivuli – Birthplace. [Editor's note: Again, this translation is not wholly accurate. Swuivuli is more correctly rendered, "a place suitable for egg-laying." The author overlooks the fact that no fewer than seven other worlds within Ssora holdings bear the same name.] The obvious question begged by this rechristening is this: Why would the Ssora call New Terra their birthplace if it had not been the world on which they had arisen, or the first world they started the colonisation?

Many experts feel the Ssora deny this theory so vehemently because of their current embarrassment over loosing the world. This embarrassment would explain why the Ssora did nothing to warn the KessRith about the Human uprising until too late. Of course, an alternate explanation – they didn’t want to lose face in front of the KessRith because of the uprising – also has some validity. [Editor's note: In fact, the Ssora Admiral on New Terra at the time literally died from an asthmatic attack over his embarrassment. Without their leader, and accustomed to following orders, the rest of the Ssora did exactly what the rebels told them to do.]

PHILOSPHY

The Ssora, because they have rejected the concept of free will, have not developed much in the way of philosophy. They believe in honouring the Ciesiesr as best they can and, other than that, they seek to do whatever they can to get what they want. After all, falling for a plan laid out by a Ssora is part of the will of the gods. (The Ssora do know they are blessed by the gods because they had T-space drive first in the quadrant. They also know they’re beautiful, unlike the other species, which is yet more proof.)

EVALUATION

Unless you’re soul bonded to a Ssora, trust him as far as you can throw two KessRith.

The Ssoran Hegemony allied with the Falcarian Confederacy shortly after the Federation established a strong presence in the F’asa Sector. They had previously been only of the main powers in the sector and felt threatened by the arrival of the Federation. In 2373 the Ssorans, with the assistance of the Romulan Empire, occupied the Federation Colony on New Terra. Again, during the Falcarian War, the New Terra colony fell to the Ssoran Hegemony.

INFORMATION

Species: Ssoran
Classification: Bi-pedal Reptilian
Affiliation: Falcarian Allegiance
Homeworld: Ssora Prime
Location: Delta
Quadrant

Special Abilities:
As a reptilian species, Ssorans have above average strength, height and weight. They are generally untrustworthy. They tend to be less intelligent and resourceful than humans.

Traits:
Strong, but not particularly intelligent.

Description:
Ssorans are lizard like but stand upright on their ‘hind’ legs.


Romulan Empire

Saturday, March 5th, 2011

Physically, Romulans are almost identical to their Vulcan cousins. However, the Romulans lack the rigorous mental disciplines developed by the followers of Surak and this, combined with the more benign environmental conditions on Romulus, has greatly limited the physical capabilities of Romulans compared to their ancestors. As a species the Romulans are generally thought of as duplicitous, a reputation the actions of their government over the last decade has reinforced. In particular, the Romulan Intelligence Service, the Tal’Shiar, is renowned for its ruthlessness and deceitfulness.

The Romulans rapidly spread to their system’s second habitable planet, Remus. From there they founded an interstellar empire spanning many worlds. In the 2150′s this empire came into contact with what would come to be known as the Federation. Relations between Humans and Romulans continued to be poor, and eventually a brief but intense war resulted. Long after the war was ended, a Romulan Bird of Prey penetrated the Neutral Zone to test Federation defences. The ship was destroyed but this action marked a long ‘cold war’ between the two powers. Eventually this culminated in the Tomed Incident of 2311, when thousands of Federation lives where lost to the Romulans. The incident led to the Treaty of Algeron, which forbade the Federation from developing cloaking technology and reaffirmed the existence of the Neutral Zone. Subsequent to this the Romulans cut off all contact with the Federation.

Eventually the tension softened and the Romulans agreed that they would again take a more active role in intersteller relations. They acted in opposition to the Federation for some years, until the emergence of the Dominion threat in 2370.

In the Delta Quadrant, there exists a significant Romulan presence, lead by Tal’Shiar Admiral Custle tr’Khellian. The Romulans formed an alliance with the Falcarians immediately upon their arrival in the Delta Quadrant via the Seru Wormhole. They later formed an alliance with the Ssoran Hegemony and have since been allied with the Falcarian Allegiance and been behind every significant action against the Federation. In particular, Admiral Custle has a personal vendetta against Captain Reena Harras and has been hunting her since he first became aware of her presence.

INFORMATION

Species: Romulan
Classification: Bi-pedal Humanoid
Affiliation: Romulan Empire
Homeworld: Romulus
Location: Beta
Quadrant

Special Abilities:
Romulans are not as physically strong as Vulcans and do not have the same mental prowess, but are tended towards empathy within their own species and are stronger than humans. They are renowned for their deceitfulness and devious nature. They are a highly xenophobic species and distrustful of all other species. They are, however, highly developed as a society.

Traits:
Devious, intelligent, strong

Description:
Romulans are characterised by their pointed ears and the bony ridges on their foreheads. They typically have olive skin and very smooth dark to grey hair.

Orion Syndicate

Saturday, March 5th, 2011

The Orions have long had a rather dubious reputation. Occupying a region of space adjacent to the Klingon Empire, the Orions were once primarily slave traders. More recently, the Orion Syndicate has become involved in a great deal of criminal activity on alien worlds, often operating through non-Orion operatives. However, the Orion slave trade continues, although to a lesser extent as the Federation has expanded. The Orion Syndicate has been known to sell captured aliens as well as their own women into slavery. In addition, it is been discovered that it is the women who rule the Orion.

Orion females are known for their extreme attractiveness and appetites, something which makes them highly desired as slaves to a certain clientele. Their bodies produce an extremely strong version of pheromones which can cause males of many different species to become infatuated with them, to the point of overwhelming all logic and judgement. Alien females are generally made listless and tired by the same pheromone, thus helping to eliminate the competition. The females tend to be approximately the same size as Human women, but Orion males tend to be much larger and far stronger than most Humanoids.

The Orion Syndicate is very active in the F’asa sector, although contact with the main warring factions has been limited as it is bad for business. Rather, the Orion Syndicate has become the regions main supplier of black market goods and, of course, slaves.

INFORMATION

Species: Orion
Classification: Bi-pedal Humanoid
Affiliation: Orion Syndicate
Homeworld: Unknown
Location: Beta
Quadrant

Special Abilities:
The women excrete a powerful pheromone that has an intoxicating effect on the majority of other species. Men generally have above average build and strength.

Traits:
Orions tend to be devious and manipulative

Description:
Orions have green skin


Falcarian Confederacy

Saturday, March 5th, 2011

The Falcarian Allegiance is an interstellar power in the Delta Quadrant with 52 star systems under it’s domination, from colonies to subjugated worlds. The fascist government, the Garos party, had been in power for more than 40 years when the monarchy was ousted in a bloody coup. The secret police, (HKL) act as the government’s instruments to ensure loyalty among it’s citizens and deal with matters of state security.

A Falcarian average height is approximately 6’3″. They have black antennae above the eyes where eyebrows would be. The species is telepathic, however the gift is not encouraged and most never master it. Falcarian strength can rival that of a Vulcan and they have a similar life span. As a people, Falcarians are very militarial. They are efficient soldiers. Cold, unsympathetic and often arrogant.

Falcarians born before the coup abolished the Monarchy used the word ‘STAR’ as a prefix to their family name. The current regime is against this tradition but it continues to be used by rebels and dissidents. The rebel movement to oust the Garos party and return the Monarchy to the empire has grown in strength since the return of the exiled crown prince, Sword Starheavens, to the Quadrant. Although the HKL attempt to control the rebelian, the movement has gained momentum by gathering supporters in the Narnian kingdoms and the Federation as well as within the Confederacy itself.

The presence of Falcarians is all but limited to the Delta Quadrant. The Falcarian Confederacy is the lead power in the Falcarian Allegiance, with the Ssorans, Atzae, Chuec, Parthos and Iries. The Falcarian Allegiance is presently at war with the Federation and it’s allies, and recently destroyed the Orbital Defense Station Delta II and captured the Federation’s main colony in the Delta Quadrant, New Terra.

INFORMATION

Species: Falcarian
Classification: Bi-pedal Humanoid
Affiliation: Falcarian Confederacy
Homeworld: Falkar
Location: Delta
Quadrant

Special Abilities:
Above average strength and agility make the Falcarians a formidable enemy. They also have telepathic tendancies although few attempt to master their skills.

Traits:
Aggresive, tall and strong.

Description:
Falcarians can be identified by their above average height (usually up to 6’7″) and strength, and also by their antennae which extend like eyebrows from immediately above the eye.

Dark Mane Society

Saturday, March 5th, 2011

The Dark Mane Society is the facist political faction within the 12 Narnian Kingdoms. They operate with the aim of taking control of the 12 kingdoms to create a facist empire modelled on Falcarian society.

The Dark Mane Society (DMS) was founded during the Falcarian Civil War. The Falcarian Garos party was losing many battles in the early part of the war and so some of it’s high ranking members saught to plant the seed of their political aims within Narnian Society. The Garos party was opposed by the Narnians in great numbers and was consequently banned from the 12 Kingdoms in the hope of preventing it from influencing Narnian politics. However, the Garos party did gain a small following within Narnian society who decided to continue the party agenda, although not through war but through politics and the Royal council. Thus was created the Dark Mane Society.

Although the birth of this polictical faction caused great concern within the 12 kingdoms, Narnian society had been built on morality and principal and the Royal Council chose to accept the DMS as a valid opposition party, rather than punish its citizens or restrict their right to choose freely. It is widely accepted that this choice has lead to the continuance of the DMS, and has brought a dark influence to the 12 kingdoms, but it is likewise accepted that this is the price of free choice.

Despite the ban against the Garos party, the Dark Mane Society has always found secret support from it and the Garos secret police, the HKL.

The Dark Mane Society has been allied with the Falcarian Allegiance throughout the conflict with the Federation and has recently resorted to kidnapping of the senior crew of the USS Phantom during the celebration of King Eric’s marriage. Having continually been a thorn in the side of Narnian Society, when the Phantom’s crew were rescued with vital intelligence against the DMS, the Royal Council chose to destory DMS infrastructure and leadership rather than let the party continue.

INFORMATION

Species: Narnian
Classification: Bi-pedal Humanoid
Affiliation: 12 Kingdoms of Narnia
Homeworld: Ramandu’s Island
Location: Alpha Quadrant & Delta
Quadrant

Special Abilities:
Narnians have similar attributes to humans – adaptability, resourcefullness and courage

Traits:
Narnian religion and history is the centre of their culture. They have the unique ability to incorporate an almost medieval religious and cultural structure along with advanced technology.

Description:
Narnians appear very much like humans. So much so that many anthropologists believe Narnians and Humans to be distantly related.

Chuec

Saturday, February 19th, 2011

There is very little known about the Chuec as they have been allied to the Falcarian Confederacy long before First Contact with the Federation. They are a lesser power and as such there has been less emphasis on their culture.

The Chuec are a lesser power and a member of the Falcarian Confederacy, at war with the Federation in the Delta Quadrant.

INFORMATION

Species: Chuec
Classification: Bi-pedal Humanoid
Affiliation: Falcarian Allegiance
Homeworld: Chuec
Location: Delta
Quadrant

Special Abilities:
Unknown

Traits:
Unknown

Description:
Unknown

The Borg

Saturday, February 19th, 2011

The Borg represent one of the most serious known threats to the Federation, and indeed to all species in this galaxy. Little is known about their origins; their combination of biology and technology has been evolving for thousands of centuries. At some point they began to ‘network’ their minds together into a single species-wide consciousness – the Borg Collective. Unfortunately, this collective mind had little regard for individuality; it embarked on a program to assimilate into itself any species it considered useful, by force if necessary.

There are many variations between Borg drones, optimising them for their various roles, but most drones share certain common features. Their bodies are covered with a leather-like substence crisscrossed by varius tubes and mechanical appliances. One eye – most often the left – is usually replaced with a holographic viewing system, while the right forearm is often replaced with a mechanical appendage. Borg have a built-in replicator unit which can create or modify their mechanical systems as required and synthesize nutrients for their organic systems. Drones carry a supply of nanoprobes which they inject into other lifeforms; these nanoprobes rapidly begin to construct machinery in the victim, beginning the assimilation process. The Borg rely on an onboard power cell for energy, and this must be recharged periodically. The two features shared by every known Borg are a shield system and a subspace transceiver which keeps the links between the drones intact; it is this network of links which comprises the collective itself.

For as yet undetermined reasons, the Borg have failed to move into the F’asa sector, despite bordering the area of space.

INFORMATION

Species: Borg
Classification: Bi-pedal Humanoid
Affiliation: Borg Collective
Homeworld: None
Location: Delta
Quadrant

Special Abilities:
The hive mind of the Borg makes them almost unstoppable. They can think and react faster and as a result of the combination of cybernetics and biology, they are easily a match for any Klingon, Falcarian or Vulcan for strength.

Traits:
Hive mind, strong and intelligent.

Description:
The Borg are a combination of many biological life-forms implanted with cybernetic devices. Their appearance can therefore vary widely. However, the Borg are distinguishable by the tight-fitting body suits and the machinery which is implanted throughout their bodies.

Atzae

Saturday, February 19th, 2011

There is very little known about the Atzae as they have been allied to the Falcarian Confederacy long before First Contact with the Federation. They are a lesser power and as such there has been less emphasis on their culture. It is hoped, with the battle of Atzae Prime, that the Atzae will be removed from the war with better ties and further information available in the future.

The Atzae are a lesser power and a member of the Falcarian Confederacy, at war with the Federation in the Delta Quadrant.

INFORMATION

Species: Atzae
Classification: Bi-pedal Humanoid
Affiliation: Falcarian Allegiance
Homeworld: Atzae Prime
Location: Delta
Quadrant

Special Abilities:
Unknown

Traits:
Unknown

Description:
Atzae are typically human in appearance, but are generally of a more slender build.

Vulcan

Saturday, February 19th, 2011

One of the founding members of the Federation, Vulcans are culturally one of the most fascinating member species. They were once an extremely violent and emotive people who waged almost constant war. As they became more technologically advanced, their violent ways threatened to entirely annihilate them. In an effort to divert them away from this eventual fate, a Vulcan name Surak developed a new philosophy of logic over emotion. He reasoned that the root of their problems was the uncontrolled outpouring of emotion, whether negative or positive, and under his teachings all emotion was consequently forbidden. Although his philosophy was widly and quickly accepted by the populace, there were some who did not agree and who left Vulcan to found colonies throughout the Galaxy. Most notable of these was the Romulus colony, which eventually became know as the Romulan Star Empire.

Vulcan culture prizes scientific and medical advancement through the application of logic, but also values art and music. However, due to the Vulcan denial of emotion, most other species find their artistic expression too rigid and formal. Vulcans have created many popular ‘games’ that were originally designed to practice the application of logic, although most are beyond the average user. Vulcan politics are stable, and the species as a whole is pacifist, preferring negotiation to armed conflict. The reunification movement in Vulcan society is gaining popularity, endeavouring to create more cordial ties with their Romulan ‘cousins’.

The Vulcan homeworld is a harsh M class planet, with much of the surface consisting of large expanses of desert and mountain ranges. Vulcan has a higher gravity and thinner atmopshere that most other M Class worlds, which has resulted in the species developing a greater strength, endurance and stamina. The Vulcan hearing range is far greater than that of Humans and they also have an inner eyelid, which is believed to be an evolutionary defense against the harsh sun.

Vulcans serve at all levels within Starfleet and there are numerous Vulcans serving within the Delta Fleet.

INFORMATION

Species: Vulcan
Classification: Bi-pedal Humanoid
Affiliation: United Federation of Planets
Homeworld: Vulcan
Location: Beta
Quadrant

Special Abilities:
Vulcans are telepathic within their own species and interspecies are mildly telepathic. The Vulcan Mind Meld is a telepathic merging of minds by touch. Vulcans are also physically strong, despite a relatively slender build, but prefer to use intelligence rather than force, as demonstrated with the vulcan nerve pinch, where a Vulcan will render an opponent unconscious through the manipulation of nerve endings in the shoulder.

Traits:
Highly intelligent, physically strong

Description:
Vulcans appear very similar to Humans, with the exception that they are generally taller on average and that they have pointed ears and sharply angled eyebrows.

Narnian

Saturday, February 19th, 2011

Narnian society is heavily centred on it’s religious belief in Aslan, as the highest source of life and wisdom. Delta Quadrant Narnians are descendant from the ancient line of Alpha Quadrant Narnians, whose homeworld was destroyed by an asteroid strike. The peoples of Narnia fled to the 12 inhabitable moons creating the first 12 kingdoms. After a thousand years of peaceful and prosperous habitation of these moons, disaster once again struck as it was discovered their star was dying. The peoples of the 12 kingdoms gathered together and determined to seek out the lands of their birthright – Aslan’s Country.

However, on the eve of their departure, it was discovered that the people of the 7th Kingdom were unable to leave. Despite the combined efforts of the other 11 Kingdoms, neither transporter technology, nor ship to space transportation enabled the people to leave. Eventually, the remaining 11 Kingdoms set out on their own in search of Aslan’s Country. It took more than 500 years of wandering until they came to ‘the beginning of the end of the world’, the region of space known as the F’asa Sector. Believing they were nearing Aslan’s Country, the 11 Kingdoms spread throughout the sector, claiming planets for each of their Kingdoms. Unbeknownst to the 11, the 7th Kingdom in the Alpha Quadrant still exists in the light of the Narnian star.

The 12 Narnian Kingdoms are governed by the Royal Council – a reigning monarch from each of the 12 Kingdoms with the High King as the unifying leader and guardian of the 12 Kingdoms. There have been four High Kings since the Council was created. High King Dylan is the current ruler. His predecessor, High King David III, ruled for 200 years before his death in 2378. The 12 Kingdoms have three military branches: The Army of Aslan, the oldest and most traditional branch of the Military; The Royal High Guard, the elite miltary forces; and The Royal Narnian Navy (RNN), traditionally the protectors of the waterways of Narnia they are now responsible for the skies too.

Like most civilisations, the 12 Kingdoms are not without their problems. For most of Narnian Deltan History, the 12 Kingdoms have been allied with the Falcarian Empire under the rule of the Starhawk family line. However, approximately 40 years ago, an uprising saw the creation of the Totalitarian Garos party who overthrew the Falcarian monarchy and threatened to engulf the Narnian Kingdoms as well. Narnia severed it’s political ties, creating a splinter group within their own society, that supported the Garos Party and wanted to see reform for the 12 Kingdoms. The Dark Mane Society (DMS) was accepted as a political party rather than immediately quashed, as the Royal Council believed they would pursue peaceful change. However the DMS, backed by the Falcarian Garos party, became increasignly violent, eventually thrusting the 12 Kingdoms into their first civil war.

In 2379, with Federation assistance, the Narnian Royal Council managed to defeat the DMS, although the 12 Kindgoms remain watchful of further unrest. The 12 Kingdoms continue to maintain close ties with Federation forces in the Delta Quadrant.

King Eric of the 7th Kingdom of Narnia served aboard the USS Shadow and then the USS Phantom as a fully trained Starfleet officer before accepting the crown of his kingdom and resigning Starfleet to return to his native Royal Narnian Navy. He is currently stationed aboard the USS Phantom as the Narnian ambassador to the Federation, along with his wife, Lieutenant Elizabeth Loviath, and his adopted family, Princes Nikolas and Randal, Heirs Presumptive to the Eighth and Tenth Kingdoms of Narnia.

The DMS staged a kidnapping of the senior crew of the USS Phantom in 2379 during the celebrations of the marriage of King Eric and Elizabeth Loviath. The DMS held the Phantom’s officers for several weeks and were responsible for the deaths of Eric and Beth’s two young sons, before a succesful rescue attempt, during which time vital intelligence that enabled the Royal Council to destory the DMS infrastructure and leadership, was seized.

INFORMATION

Species: Narnian
Classification: Bi-pedal Humanoid
Affiliation: 12 Kingdoms of Narnia
Homeworld: Ramandu’s Island
Location: Alpha Quadrant & Delta
Quadrant

Special Abilities:
Narnians have similar attributes to humans – adaptability, resourcefullness and courage

Traits:
Narnian religion and history is the centre of their culture. They have the unique ability to incorporate an almost medieval religious and cultural structure along with advanced technology.

Description:
Narnians appear very much like humans. So much so that many anthropologists believe Narnians and Humans to be distantly related.

Klingon

Saturday, February 19th, 2011

Legend says that the Klingon race was born out of a single Klingon – Kortar – whose heart was forged by the gods out of fire and steel and declared to be the strongest heart in the heavens. The gods created a female companion for Kortar, whose heart beat even stronger. The female also possessed great wisdom and suggested that the two join together as an unstoppable force. Fearful of what they had created, the gods attempted to flee but the joined hearts destroyed the gods. As punishment, Kortar was condemned to ferry dishonoured souls to Gre’thor, the Klingon equivalent of hell. The honoured dead reside in Sto’vo’kor.

A major Alpha/Beta Quadrant power, The Klingon Empire itself was reputtedly founded by the mighty warrior, Kahless the Unforgettable, some 1,500 years ago. Kahless performed many amazing and heroic feats and is credited with creating much of the Klingon way of life, as well as the Bat’leth and the Mok’bara, a Klingon martial art which has become popular throughout the galaxy. Klingons live and die for glory and honour: The most important Klingon virtues. Klingons can be fierce and are fervently loyal to their family and patrons. An intimidating crudeness of manner, an unabashed lust for life and a healthy respect for the ritual, tradition and superstition that make up their culture, round out a well liked Klingon. The arts are surprisingly valued, and Klingon art, poetry, theatre and Opera is renowned throughout the galaxy.

Klingon society is structured into Houses – an extended clan organization – and a Klingon’s heroic acts bring honor to the House while cowardice or treason brings shame and dishonour to the whole. Klingon politics are volatile to say the least, as competing Houses apply their warrior instincts and lust for victory to domestic affairs. The Klingon High Council governs the Empire, with authority resting with the Chancellor of the High Council. The emperor, currently Kahless – a clone of the original hero, is essentially a figurehead.

Klingons in the Delta Quadrant are limited to the handful that are serving in Starfleet, either as Starfleet Officers or as Klingon Officers on exchange prior to the closing of the wormhole. There are also several Klingon civilians however there is no military presence in the Delta Quadrant.

INFORMATION

Species: Klingon
Classification: Bi-pedal Humanoid
Affiliation: Klingon Empire
Homeworld: Qo’noS (Kronos)
Location: Beta
Quadrant

Special Abilities:
Internally, the species has significantly more multiple redundancy in their organs that most, including twenty three ribs, two livers, an eight chambered heart, redundant neural function and even multiple stomachs! This redundancy means that they can survive even the most grievious of injuries.

Traits:
Strength, aggression

Description:
The species larger and physically stronger than humans. Klingons are generally identifiable by their distinctive hairline and deeply ridged foreheads. It is common to assume that the warrior way of life and the ritual and superstition of their culture indicate that Klingons are less intelligent than other species, however this is not neccesarily the case and many Klingons posses a great deal of wisdom and no less capacity for learning than other humanoids.

KessRith

Saturday, February 19th, 2011

Like the duckbilled platypus, the KessRith have been put forth as a proof that God has a sense of humour, Centauroid in configuration, they combine the body of a rhinoceros with a powerful tail and a torso that makes human gladiators look weak. Their heads rests on a strong bull neck and their gaping mouth is lined with teeth that look and functions much like that of a terrestrial shark. Their hands have four fingers and an opposable thumb, but their four feet have only two toes apiece. Thick, fleshy plates cap their tail and protect their torso, arms, neck and skull.

The KessRith are built for heavy combat. They are, without a doubt, the strongest of the sentient races known to the Federation and they value physical strength. In fact, struggle is so noble that few KessRith actually reach the 100 years of age their physiology would allow: Most die 20 to 30 years prematurely, though no KessRith would use that term if an individual died in battle.

Pregnancy lasts for 23 months (Which is approximately one year on the KessRith homeworld) and calves are capable of locomotion within two hours of birth. Female KessRith have no breasts and do not lactate, instead they regurgitate a thick, nourishing mucus with the colour and consistency of warm caramel. The young reach maturity in 15 years, and the average female will bear children from that time to the age of 40.

More than one calf at a time is unusual, because KessRith females are able to control their rate of pregnancy. From a single impregnation a female can retain enough genetic material to fertilise as many as a dozen eggs. This means a KessRith warrior can continue to provide genetic material for over a decade after his death. Female KessRith can induce pregnancy if they have a store of sperm, provided the local conditions are appropriate for gestation.

The male/female ratio of 1 to 5 is similar to that of migratory herd animals. The development of a partial upright posture has been seen as a survival trait for surveying the local area for predators. (The mind boggles at what could have eaten the KessRith, and the fossils in the KessRith Museum of Natural History make terrestrial dinosaurs look like salamanders.)

The KessRith are organised into extended family/clan units that generally include thousands of individuals. Each male has one to five wives – the number determined by the Dominator as a sign of the male’s rank within the family. The Dominator is the senior male of a family. With sentience, the KessRith have realised that brute strength is not the way to decide Domination. A Domination battle takes place in three parts, a survival challenge (to pit the candidates against the world), a mental/verbal challenge (to test their reasoning ability against each other) and physical combat. Female KessRith leave their own family and join that of their husband. Family units combine into herds based on related Dominators. The Patriarch is the strongest of the herd’s Dominators. Herds form clans, the largest social group.

Because inheritance and descent are figured paternally, and because it is a polygamous system, it would appear that women have little value and have no importance beyond raising children. This is not true. The KessRith are egalitarian about the position of women in society and they accept them in politics, but “puppet Dominators” are not unknown. More importantly, women keep track of bloodlines (since they know for certain the identity of father of their children) and make sure that marriages do not combine poor genetics. As marriage partners generally come from herds within the same clan, genetic compatibility is constantly overseen.

Battles between clans are common, though civilisation has changed things from the days when two clans would array themselves on a dusty plain for a fight for the death. Now Banker Clans wage financial war with other Banker Clans, and so forth. One human observer characterised these battles as mixing the worst parts of corporate raiding with organised crime wars. Duelling is still legal, however, and rare is the KessRith who allows himself to get very far from his sword.

Despite the emphasis on conflict, the KessRith are capable of artistic endeavours. Granted, they do tend to martial expression in their art: swordmaking, armoring and the like are highly valued skills and artforms. Fighting a duel with a treasured clan sword, then, becomes a performance and is likely to spawn yet one more tale to be passed from Dominator to child. The KessRith often enjoy malavoqa – “sweatless combat” is a rough translation. This form of verbal sparring that involves intricate wordplay, and the human affinity for punning have made them favoured malavoqa contestants.

There is very little distinctive government beyond that of the clan, and it is cited as the overwhelming reason the Ssora and KessRith do not get along – the Ssora cannot abide disorganisation. Each clan is an entity unto itself, although most are related to a half-dozen other clans because of a blood link somewhere in the past. These larger clan groupings are called meta-clans or Unities. Only if a clan has been defeated in combat with another clan does it defer to that other clan. The dominant clans on a world select two representatives to a loosely defined provincial meeting (Diet). The Diet then sends representatives to the Council of Champions on Sovi’KessRoth to select the thirteen clan leaders who rule. The thirteen choose one of their own as the Grand Dominator.

The dominant philosophy among the KessRith can be summed up simply: a bull is defined by the challenges he has accepted and exalted in the struggles he has won. It is simple yet eloquent. KessRith do not bear grudges because they respect those who are able to defeat them. As with the initial battles between the KessRith and their enemies, a defeated KessRith will always strive to fight once more. This is seen as homage paid to the victor.

Without doubt, the KessRith see the Borg as their greatest challenge. They know that to lose the struggle against the Borg is to be exterminated as a Race. This they refuse to accept and fight on to prevent it. They recognise, value and respects the abilities of their allies in this struggle.

The KessRith have a very strict code of honour that binds them to family, homeworld and Dominant Clan. It governs everything from forms of address for all manner of family, herd and clan relations, to the proper way to kill oneself to expunge a spot on your honour (generally by doing whatever you can to take as many of the enemy with you). This code specifies 1296 different shades of dishonour and 432 different acts that will atone for those dishonours. Over 90 atonement’s involve dying.

As a resident Delta Quadrant race and considering their cultural emphasis on family and clan, there are no KessRith serving in Starfleet although they have alligned with the Federation against the Ssorans – their mortal foe. They are a space faring race, but tend to avoid getting involved in the Federation’s concerns, particularly in relation to the war with the Falcarians. The KessRith, historically, only meddle in the affairs of the Federation when it involves battle against the Ssoran

INFORMATION

Species: KessRith
Classification: Centauroid
Affiliation: KessRith Clan System
Homeworld: Sovi’KessRoth
Location: Delta
Quadrant

Special Abilities:
The KessRith physical prowess in more than impressive. They are easily the strongest known race.

Traits:
Intelligent, aggressive

Description:
The KessRith combine the body of a rhinoceros with a powerful tail and a torso. They are large and threatening in appearance. Although they value aggression and honor is very important in their culture, they will not attack without reason or provocation.

Human

Saturday, February 19th, 2011

One of the most influential and important species in the Alpha quadrant, Humans originate from the planet Earth in the Sol system. With an overly warlike nature, the species early history is dominated by conflict. It was only with the birth of warp propulsion and the ensuing first contact with the Vulcan people, that mankind truely began to overcome their differences. By 2113 poverty, hunger and war had been wiped out and humanity had become a significant interstellar power.

As founding members of the United Federation of Planets, established in 2161, Humans make up a significant portion of its population and therefore also tend to dominate its political structure and organisations such as Starfleet. Small wonder then, that they are also regarded as the average measure for a bi-pedal humanoid.

Physically, however, Humans are anything but average, with great varity between individuals. As with most species there are two genders, male and female, but unusually there are several different racial groups.

Humanity makes up the bulk of Starfleet personnel in the quadrant and also the majority of the civilian population. Their presence in the quadrant, and the presence of the Federation, has, in many ways, destablised the quadrant. The F’asa sector has seen more conflict since Mankind’s arrival than it did in the previous century. However, their presence has also successfully brought together two traditional enemies within the quadrant: The Falcarians and the Ssorans.

INFORMATION

Species: Human
Classification: Bi-pedal Humanoid
Affiliation: United Federation of Planets
Homeworld: Earth
Location: Alpha
Quadrant

Special Abilities:
The Human race has become known throught the Federation for its courage, resiliance and adaptability. The Human ability to work individually and with others to a common goal is reknowned.

Traits:
Adaptable, intelligent, capable of unique, expressive and creative thought

Description:
There is no such thing as an average human – as a species Humanity encompasses a great deal of variation. Males tend to be slightly taller and broader in build than females. Females also tend to style their hair with longer and more elaborate styles. Skin tone varies from extremely pale to extremely dark. The female figure is also more curved than that of the male. Average height tends to be around 5’6″.