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March 25, 2019 | History
An Irish-born British novelist, academic, medievalist, literary critic, essayist, lay theologian and Christian apologist.
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Protected DAISY, Accessible book, Internet Archive Wishlist, Fantasy, In library, Narnia (Imaginary place), Juvenile fiction, Christianity, Fiction, Good and evil, Christian life, Theology, English Authors, History and criticism, Nonfiction, Religion & Spirituality, Translations from English, Anglican authors, Children's stories, German, Fantasy fiction, Witches, Correspondence, English Fantasy fiction, History, Quotations
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England, Narnia, Great Britain, Italy, London, Narnia (Imaginary place), Cair Paravel, Europe, Middle Earth (Imaginary place), Narnia (Imaginary place)s, Narnia (Lugar imaginario), Stone Table, Venus (Planet), england, london, narnia
People
C. S. Lewis (1898-1963), Aslan, Giovanni Calabria Saint (1873-1954), John Milton (1608-1674), Arthur Greeve, Arthur Greeves (1895-1966), Aslan the Lion (Fictitious character), Bible, C.S. Lewis, C.S.Lewis, Digory Kirke, Edmund, Edmund Pevensie, Edmund Spenser (1552?-1599), Eustace, Father Christmas, G. K. Chesterton (1874-1936), Giant Rumblebuffin, Giovanni Calabria (1873-1954), Jadis the White Witch, Joy Davidman, Lucy, Lucy Pevensie, Maugrim, Mr. Beaver
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20th century, 15th and 16th centuries, Early modern, 1500-1700, Renaissance, 1450-1600, 1946, 1950-, 1960-, Middle English, 1100-1500, To 1500, WW 2 era but it's timeless., WWII
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Alternative names
- Clive Staples Lewis
- Lewis, C S.
- C. S. (Clive Staples) Lewis
- Lewis, C. S., 1898-1963.
- LEWIS C.S.
- C.S Lewis
- C. S. Lewis
- C.S. Lewis
- C. S. LEWIS
- C.S LEWIS
- LEWIS, C. S. (CLIVE STAPLES), 1898-1963.
- C.S. LEWIS
- C. S Lewis
- C S Lewis
- Lewis, Clive Staples, 1898-1963.
- Clive S. Lewis
- C S [Clive Staples] Lewis
- Lewis, Clive Staples, 1898-1963
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Pelicula Cristiana El Regreso Del Peregrino
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Axcel chapter 3 . 1/30/2017 Actually, Twi'leks approve of themselves being slaves, not the enslavement of others. Even then it is due to a combination of economics, propaganda, and a deep sense of duty to their people. |
LARRYNIVENFANFIC chapter 3 . 2/17/2016 Whrloo 324PAGES ON THIS WIKI Edit Comments0 Whrloo are a race of meter-tall insectoids with long stalk eyes, they're used to low gravity enviroments and dense atmospheres of their planet, from which not even stars were visible. They hadn't even reached space when they were enslaved by Kzinti. Categories: Races Add category |
LARRYNIVENFANFIC chapter 3 . 2/17/2016 Grog 324PAGES ON THIS WIKI Edit Comments0 Grog A Grog from the Ringworld: Revenge of the Patriarch video game Grogs are sentient, telepathic species native to the planet Down.[1] It was hypothesized that they were the devolved descendants of the Thrint species, but the Grogs claimed to have no knowledge of their ancestors and appeared to be friendly and benevolent. They experience two distinct life stages: the young are motile but upon adulthood, females enter the sessile life phase, and attach themselves to rocks. Remaining immobile ever after for several centuries, they enlarge, attain sentience and telepathy which helps them attracting food[1] along with their long tongue. Their telepathy is the most powerful in Known Space but telepathic control of an individual does not extend very far from her, and the power does not gain from being combined with that of other individuals. Grogs aren't known to use their telepathic powers to manipulate other sentients, but some humans believe they are as dangerous as Thrintun and exert telepathic control.[1] Contents[show] |
LARRYNIVENFANFIC chapter 3 . 2/17/2016 Tnuctip 324PAGES ON THIS WIKI Edit Comments0 Tnuctip They only Tnuctip met alive, in the video game Ringworld: Revenge of the Patriarch. The Tnuctipun (singular Tnuctip) are an extinct alien species, the most advanced of the races enslaved by the Thrint Empire, known for their mechanical and biological accomplishments.[1]. Tnuctipun were small, mammalian, arboreal pack predators[1], averaging about 3–4 feet long. Their heads were long and lean, and their eyes opened laterally. They were highly intelligent (average IQ estimated around 130–140[2]) and social. As befits their carnivorous nature, they were also ruthless, aggressive, and cunning. Their word for alien most closely translates to 'food that talks'. |
LARRYNIVENFANFIC chapter 3 . 2/17/2016 Trinoc 324PAGES ON THIS WIKI Edit Comments0 Trinoc From the video game Ringworld: Revenge of the Patriarch. Trinoc KevinBannister Kevin Bannister's portrayal of a Trinoc. Trinocs are sentient, bipedal alien species, so named for their three eyes (trinocular). Contents[show] CharacteristicsEdit Trinocs have 3 eyes, 3 fingers, and a triangular mouth. Methane breathers and culturally paranoid, they are extremely secretive and suspicious of aliens.[1] They can turn their heads about similar to an owl. |
LARRYNIVENFANFIC chapter 3 . 2/17/2016 BackgroundEdit They debuted in Niven's The Handicapped, published in the mid-1960s. Other media Edit Thrintun were one of the species detailed in Barlowe's Guide to Extraterrestrials. The Dnyarri of Star Control are very similar in description, powers, and history to the Thrintun race. Similar to the Grogs, the Talking Pets are their devolved forms. ReferencesEdit 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Concise Encyclopedia 2.0 2.1 2.2 World of Ptavvs' Teacher's Pet; like most of the Man-Kzin Wars short stories, its canonicity is unknown. Peter Robinson from the book Man-Kzin Wars X Children's Hour by Dean Ing External links Edit Portrait from Barlowe's Guide to Extraterrestrials Categories: Races Add category |
LARRYNIVENFANFIC chapter 3 . 2/17/2016 The Pak and Humanity Edit Humans are descended from a colony of Pak Breeders that were stranded on Earth 2.5 million years ago. The Protectors that built the colony ship died when their Tree-of-Life crops failed. The Tree-of-Life virus in the root requires thallium in the soil to survive and Earth is not adequately thallious; consequently all of Earth's Pak Protectors died out millennia ago, allowing the original Pak Breeder form (Homo habilis) to evolve into modern humanity (Homo sapiens). Other Earth primates (such as gorillas, chimpanzees, and orangutans) are also descended from the original colony of Pak Breeders, and could also transform to Protector form if Tree-of-Life root were available to them. It is widely accepted that the Ringworld was built by Pak Protectors. One claimed to be one of the original builders — and populated by Pak Breeders. The Pak Protectors dwindled in numbers until they were no longer able to maintain the genetic purity of the Breeder forms and the Breeders eventually evolved into all the other hominids of the Ringworld.[3] |
LARRYNIVENFANFIC chapter 3 . 2/17/2016 CowardiceEdit The Puppeteer's tendency to be heedful of the slightest risk and adept at avoiding danger results in their famous extreme timidness which is reinforced by a cultural tradition. All advances in their civilization served the survival of the race, and only after extreme observation and experimentation.[1] The cowardice is thought in Puppeteer society to originate with the Puppeteer instinct for turning one's back on danger. However, the trait is thought to actually originate from their herd instinct, as the instinct to turn one's back is linked to an instinct to kick the hind hoof at an attacker. Another noticeable behavioral trait is the catatonic state in face of danger (unless it is decided that action is preferrable to minimize the danger) — they fold up into a ball, tucking their three legs and two heads underneath the padded cranial bulge. This is, in part, an explosion reflex, learned during childhood. A science experiment also partly contributed to cowardice; having proved that the Puppeteers have nothing equivalent to a soul, and therefore death is, for their species, absolute nothingness. As a result, the Puppeteer race is fanatically devoted to its own safety.[6] The only thing worse than death is physical pain.[1] This is also reflected in their architecture and object design, as all the Puppeteer-designed rooms and vessels have no sharp edges, everything curves into everything else, giving a 'half-melted' look and meaning that objects are less likely to damage someone inadvertently, through their own carelessness. Courage is a mental illness among Puppeteers. Incidentally, though, aside from the crew of the Long Shot in the novel Ringworld, no human has ever met a sane Puppeteer, as no sane Puppeteer would ever leave the safety of the Fleet of Worlds (see below), and even those who do would not venture out without a painless method of suicide, in case circumstances required it. In contrast, Puppeteers (both in general and in personal) can be criminally indifferent in the welfare of others, when it conflicts with their own survival.[1] |
LARRYNIVENFANFIC chapter 3 . 2/17/2016 Efar 324PAGES ON THIS WIKI Edit Comments0 Efar From the video game Ringworld: Revenge of the Patriarch. Baron Efar is a Kzin Baron on the Map of Earth on Ringworld. Returning from the annual Festival of Obedience on a cart drawn by a Human slave, he met Seeker-of-Vengeance and Quinn. Pretending to be Seeker's slave, Quinn asked him about that world and Efar told them about the Kzin telepath who self-proclaimed to be Patriarch of the land. Veeshka 324PAGES ON THIS WIKI Edit Comments0 Veeshka was the Patriarch of the Kzin Empire. When he learned that the Puppeteers had helped Humans during the First Man-Kzin War and that some Kzinti cooperate with Humans he ordered Centurion Shachra to eliminate them. Shachra 324PAGES ON THIS WIKI Edit Comments0 Shachra Shachra is a Kzin centurion of the Empire of Kzin under Lord Veeshka. Shachra was ordered to go W'kkai Rift where traitor Chmeee while collaborating with the United Nations and exercise Rucch-la upon him; he would then command the Hyperdive II starship Destroyer to the Fleet of Worlds and destroy the Puppeteers with the Destroyer's Slaver Dirsupter Cannon. Following this, he would steal the Coalition Prorotype Hyperdrive II ship and forfeit it to the Main Battle Fleet of the Empire. |
LARRYNIVENFANFIC chapter 3 . 2/17/2016 AnatomyEdit Kzinti and Humans have a similar biochemistry which hints the existence of a common ancestor in the remote past.[1] Kzinti are larger than humans, standing around eight feet (2.4 to 2.8 meters) tall and weighing around 200kgs[1]500 pounds. They have large membrane ears with fur only on the outside of the ear and only about half way up the ear itself, usually appear pink; they can fold back flat against the head for protection during a fight. Their noses are black. They have a barrel-chested torso with a flexible spine, and large fangs and claws. They stand on two legs like humans (no digitigrade or 'backwards-bending' legs), their feet have five toes, their hands end in three fingers and an opposable thumb. Their tails are naked and are similar in appearance to a rat's. They are covered with a thick coat of long fur (except the ears, the tail, palms and soles[1]) that comes in various combinations of orange, yellow, and black. Though full black coats are rare, and all who have them are taken by the black priests. |
wingcommanderfan chapter 3 . 2/11/2016 Steltek 900PAGES ON THIS WIKI Edit Talk0 The Steltek are an ancient race in the Wing Commander universe. They appear in Wing Commander: Privateer. HistoryEdit The Steltek were once the rulers of a powerful empire that existed 2.4 billion years before the evolution of humanity. They were by far more technologically advanced than any race that evolved after their time in the galaxy. The Steltek were once a prosperous race until they lost control over their own technology. During the final years of their great empire's existence, a civil war is assumed to have been raged among the Steltek. They used their advanced technologies to fight each other, only to bring themselves to near-extinction when they found that their weapons were far too powerful to control. Following their disastrous downfall, the Steltek abandoned their empire and fled deep into the galaxy. They have made it their personal duty to destroy any technology they might have left behind, and often send conventional vessels to annihilate these weapons. The Steltek hope to spare any other race from the destruction they caused to themselves, but some technologies remain hidden where nobody can find them. During the year 2669, the final year of the Kilrathi War, a young privateer named Grayson Burrows accidentally activated a Steltek Drone after a skirmish with some pirates. This single drone destroyed the entire Sixth Confederation Fleet from the Terran Confederation, and destroyed many other vessels all across the Gemini Sector. Burrows made it his personal goal to destroy the device, but did not have the weapons to do it. Fortunately, the Steltek arrived and provided him assistance in procuring a Steltek gun from one of their fighters on an abandoned carrier. Burrows tracked down the drone and destroyed it with his new gun. The Steltek then retreated back to their own territories to await for their chance to destroy more of their lost technology. |
wingcommanderfan chapter 3 . 2/11/2016 Mancusian 900PAGES ON THIS WIKI Edit Talk0 Mancusian pirates had criminal activity along the frontier of the Terran Confederation during the eve of the Terran-Kilrathi War. As humans along the frontier were disappearing, it was rumored that they were captured by the pirates as prisoners and then sold as slaves across the frontier.[1] ReferencesEdit William R. Forstchen, Action Stations, ch. 6 Categories: Races Add category |
wingcommanderfan chapter 3 . 2/11/2016 AnatomyEdit Physically they are bipeds who strongly resemble big cats: they have leonine manes, but also have markings which distinguish their clan of origin. In the Wing Commander film they are portrayed as having hairless, wrinkled skin and glowing green eyes. The Kilrathi have natural 3-inch claws which they employ in combat and are capable of cleanly severing a human spinal column.[1] The average Kilrathi warrior has sufficient strength to dead-lift about 700 kg overhead. Even armed with a knife or staff, humans are grievously overmatched against Kilrathi warriors in close combat.[1] |
wingcommanderfan chapter 3 . 2/11/2016 Eyoka 900PAGES ON THIS WIKI Edit Talk0 The Eyoka were an alien race. They were defeated in a war against the Kilrathi who were led by The Emperor's grandfather.[1] ReferencesEdit William R. Forstchen, Action Stations, ch. 1 Categories: Races |
H20 Ferrum Dominuschapter 3 . 2/12/2016 I-i don't know what to s-say author san. But i know one thing, this story is the most awesome multicrossover fic I have ever read! It is so Cool and Baddass! I am crying tears of happiness here dammit! Thank you for this wonderful story. It is pure gold!1 |
WorldofDarkness chapter 3 . 1/22/2016 Imprints and labels[edit] White Wolf has different imprints under which various books are published, most notably: Arthaus - products for which White Wolf serves as publisher, not developer Black Dog Game Factory - adult themed products (defunct) Sword & Sorcery - products compatible with the d20 system by Wizards of the Coast Black Dog Game Factory was also a fictional company in the World of Darkness, as detailed in the Subsidiaries: A Guide to Pentex game supplement. The Onyx Path[edit] Main article: Onyx Path Publishing At GenCon 2012 it was announced that CCP Games/White Wolf would not continue to produce table-top RPGs[citation needed]. Onyx Path Publishing, a new company by White Wolf Creative Director Richard Thomas, purchased the Trinity games and Scion from CCP and became licensee for the production of World of Darkness titles (classic and new), as well as Exalted. Onyx Path does not, however, hold a license to the Mind's Eye Theatre titles. By Night Studios[edit] At Midwinter Gaming Convention in 2013 it was announced that as a result of CCP Games discontinuation of publishing, By Night Studios had acquired the license to all Mind's Eye Theatre titles. In May 2013, By Night Studios launched a successful Kickstarter campaign[6] to rebuild the Mind's Eye Theatre: Vampire The Masquerade product specifically for the Live-Action Role Play audience. By Night Studios is currently in development of Mind's Eye Theatre: Werewolf The Apocalypse in the same rebuilding fashion as Vampire The Masquerade. |
WorldofDarkness chapter 3 . 1/22/2016 Volumes[edit] There are six books total in the Orpheus line; the first is the main rulebook, which hold the rules used throughout the series. The five that follow carry out a specific, albeit optional, plotline, told through fiction and roleplaying, as well as expanding on the roleplaying tools presented in the first game. They are, in chronological order: Book NameWhite Wolf Product NumberISBN Number OrpheusWW21000ISBN 1-58846-600-0 Crusade of AshesWW21001ISBN 1-58846-601-9 Shades of GrayWW21010ISBN 1-58846-602-7 Shadow GamesWW21011ISBN 1-58846-603-5 Orphan-GrindersWW21012ISBN 1-58846-604-3 End GameWW21015ISBN 1-58846-605-1 Orpheus is noteworthy in that it began the trend of White Wolf creating game series with limited numbers of supplements. This concept continued on with the new World of Darkness games Promethean: The Created, Changeling: The Lost, Hunter: The Vigil, and Geist: The Sin-Eaters, all of which were initially planned as limited releases. There also was an anthology based on Orpheus named Orpheus: Haunting the Dead (WW11905 / ISBN 1-58846-837-2). |
WorldofDarkness chapter 3 . 1/22/2016 History[edit] The War in Heaven began when an Elohim (angel) named Ahrimal, one of the Seers, foresaw a disaster in the future - a disaster which God had either directly orchestrated or would allow to happen. The Elohim debated whether or not to act against God in order to prevent this disaster; many argued that it would be safer to do nothing, because their action could potentially be the cause of the disaster. Lucifer, one of the Heralds as well as the first and greatest Elohim created by God, was the first to make a conclusive decision in favor of rebellion, and he became the leader of the rebel Elohim; the Fallen. These Fallen revealed themselves to humanity in order to bring them the light of forbidden knowledge and awareness. In so doing they incurred the wrath of God, who had given humanity the potential to be aware of the Word, the good and evil, yet had not intended Man to have this kind of awareness yet. The humans, Adam, Eve and their descendants, had been given gifts that they could not use due to their initial innocence, and Adam and Eve are portrayed as having had only rudimentary knowledge and awareness, solely concerned with their survival. During the war that followed, the sin of Caine taught the Fallen how to kill and many grew twisted and evil. In the end, the Fallen lost the war, and were banished to the abyss of Hell as punishment for their transgressions. Lucifer was not among their ranks and wandered the Earth aimlessly after the war until finally setting down in modern-day Los Angeles. This background provides a possible explanation for the conflicting origin stories of the other games in the Classic World of Darkness setting. Reality is presented during the Fall as being far less static and banal than it is in the modern game settings. The world went from being populated by two humans to having billions of humans with various civilizations and pasts existing at the same time (even when those pasts were contradictory to each other). One could deduce from this that the answer to which game provides the correct world origin story is: all of them were correct, all at the same time, and all at that one crucial point (the Fall). |
WorldofDarkness chapter 3 . 1/22/2016 Inspired media[edit] Novels[edit] The following novels were released by White Wolf: Inherit the Earth (WW11903) Predator & Prey #1: Vampire (WW11700) Predator & Prey #2: Judge (WW11701) Predator & Prey #3: Werewolf (WW11702) Predator & Prey #4: Jury (WW11703) Predator & Prey #5: Mage (WW11704) Predator & Prey #6: Executioner (WW11705) Video games[edit] Three Gauntlet-style video games have been produced with the Hunter license: Hunter: The Reckoning on the Xbox and GameCube Hunter: The Reckoning: Wayward for Sony PlayStation 2 Hunter: The Reckoning: Redeemer for Microsoft Xbox Movies[edit] Ambox current This section is outdated. Please update this article to reflect recent events or newly available information. (August 2008) A film adaptation based on the above video games was announced for release in 2007. The movie was originally planned as a simple videogame-to-movie adaptation, but writer Drew Daywalt confirmed that the writers worked with White Wolf in order to create a new, darker story, more in the spirit of the RPG. Uwe Boll was, for a time, attached to direct the film, a fact that further displeased fans of the game, given the negative opinions and reviews of his previous game-to-movie films.[4] See also[edit] List of Hunter: The Reckoning books References[edit] Jump up 'Darker Days Radio Episode #22'. Darker Days Podcast. February 23, 2011. Retrieved 2012-02-26. Old World of Darkness game overviews. Jump up to: a b c Shannon Appelcline (2011). Designers & Dragons. Mongoose Publishing. ISBN 978-1-907702-58-7. Jump up Darker Days Radio Episode #9. 'Chuck Wendig Interview'. Darker Days Podcast. Retrieved 2012-02-26. Jump up Movies Online. 'Uwe Boll's Hunter The Reckoning'. Retrieved 2012-02-26. External links[edit] Official site Hunter: The Reckoning in The official World of Darkness Wiki [show] v t e World of Darkness Categories: Hunter: The ReckoningRole-playing games introduced in 1999 Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView history Search Go Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version Languages Deutsch Français Português Svenska Edit links This page was last modified on 20 September 2015, at 16:45. Text is available under the Creative Commons Attribution-ShareAlike License; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy. Wikipedia is a registered trademark of the Wikimedia Foundation, Inc., a non-profit organization. Privacy policyAbout WikipediaDisclaimersContact WikipediaMobile viewDevelopersCookie statement |
WorldofDarkness chapter 3 . 1/22/2016 Hsien[edit] Found in the book Land of Eight Million Dreams (by James A. Moore) these are the closest equivalent to kithain native to the realms of central and western Asia. More so than any other of the gallain, the hsien are not like standard changelings. They use an entirely different system of magic much closer to that of Mage: The Ascension. The closest analogue mythologically are the Hsien or Shinma, small gods who were once the servants of greater spirits and who now must secretly answer the prayers of the faithful. Rather than their souls being born into human bodies, Hsien appropriate the bodies and mortal personalities of the recently deceased, usually hiding the fact that they died at all. They are organised into ten 'kwannon-jin', kith-like divisions which include the noble Kamuii and the commoner Hirayanu. Each of the Kamuii are aligned with one of the five Chinese elements: Suijen (Water), Chu-ih-yu (Metal), Komuko (Earth), Hou-chi (Wood) and Chu Jung (Fire). The Hirayanu are equivalent to the commoner kith; each can transform into a certain type of animal. There are five: the Nyan (cats), Tanuki (badgers), Hanumen (monkeys), Heng Po (usually fish, particularly carp or catfish, or sometimes dolphins) and Fu Hsi (snakes). |
WorldofDarkness chapter 3 . 1/22/2016 Main Concept[edit] The game of Wraith: The Oblivion sets the players as characters who have recently died and found themselves within a grim afterlife. Characters have the options of struggling to find a means of ascending into a 'true' afterlife (referred to in the game as Transcendence), becoming embroiled in the politics of the afterlife's denizens, or gradually succumbing to the dreaded Oblivion that seeks to devour all newly deceased souls. Wraiths draw their strengths from the passions that held them to the living world. In game-terms, each character possesses Fetters, representing an object, place or person which binds them to the world of the living, and Passions, representing an emotion that they have not resolved. Fetters allow a Wraith to remain close to the world of the living, while Passions allow them to gain emotional energy to sustain themselves. However, each Wraith also possesses a secondary personality called a Shadow. Their Shadow, often portrayed by another player, works to assert dominance over the character. The Shadow's motives are always self-destruction of the Wraith. With a mix of emotional fetters and the confrontational play style that the Shadow presents, games of Wraith: The Oblivion are often powerfully emotive. |
WorldofDarkness chapter 3 . 1/22/2016 Forces[edit] Forces concerns energies and natural forces and their negative opposites (i.e. light and shadow can both be manipulated independently with this Sphere). Essentially, anything in the material world that can be seen or felt but is not material can be controlled: electricity, gravity, magnetism, friction, heat, motion, fire, etc. At low levels the mage can control forces on a small scale, changing their direction, converting one energy into another. At high levels, storms and explosions can be conjured. Obviously, this Sphere tends to do the most damage and is the most flashy and vulgar. Along with Life and Matter, Forces is one of the three 'Pattern Spheres' which together are able to mold all aspects of the physical world. |
WorldofDarkness chapter 3 . 1/22/2016 Later plot and finale[edit] Aside from common changes introduced by the World of Darkness metaplot, mages dealt with renewed conflict when the hidden Rogue Council and the Technocracy's Panopticon encouraged the Traditions and Technocracy to struggle once again. The Rogue Council only made itself known through coded missives, while Panopticon was apparently created by the leaders of the Technocracy to counter it. This struggle eventually led to the point on the timeline occupied by the book called Ascension. While the entire metaplot has always been meant to be altered as each play group sees fit, Ascension provided multiple possible endings, with none of them being definitive (though one was meant to resolve the metaplot). Thus, there is no definitive canonical ending. Since the game is meant to be adapted to a group's tastes, the importance of this and the preceding storyline is largely a matter of personal preference. |
WorldofDarkness chapter 3 . 1/22/2016 n addition to these groups, other groups of Garou exist but are not part of the greater Garou Nation aside from the evil Black Spiral Dancers. Ronin are Garou who have been expelled entirely from Garou society for grievous acts that violate the very laws of the Garou Nation. The Siberakh are a disavowed group of Garou who are allegedly the result of a breeding program between the Silver Fangs and Wendigo to produce a hardy group that can survive in Siberia as well as lack the insanity plaguing the inbred Silver Fangs. The Silver Fangs acknowledge them as Ronin, while the Wendigo accept their reluctance to join the Garou Nation. The Skindancers are disenfranchised Kinfolk who have learned a forbidden Rite that allows them to become Garou after killing five other Garou to become one themselves, tainted by the Wyrm itself. The recent 20th anniversary edition of Rage Across the World has introduced a dwindling tribe of Garou living on New Guinea who have the Indonesians, Papuans, and New Guinea singing dog as Kinfolk. Breed, Auspice, and Tribe all affect the various other stats, such as Abilities and Backgrounds a player can choose, as well as the Gifts, or special (often magical) skills the player's character can perform. |
WorldofDarkness chapter 3 . 1/22/2016 In addition to these groups, other groups of Garou exist but are not part of the greater Garou Nation aside from the evil Black Spiral Dancers. Ronin are Garou who have been expelled entirely from Garou society for grievous acts that violate the very laws of the Garou Nation. The Siberakh are a disavowed group of Garou who are allegedly the result of a breeding program between the Silver Fangs and Wendigo to produce a hardy group that can survive in Siberia as well as lack the insanity plaguing the inbred Silver Fangs. The Silver Fangs acknowledge them as Ronin, while the Wendigo accept their reluctance to join the Garou Nation. The Skindancers are disenfranchised Kinfolk who have learned a forbidden Rite that allows them to become Garou after killing five other Garou to become one themselves, tainted by the Wyrm itself. The recent 20th anniversary edition of Rage Across the World has introduced a dwindling tribe of Garou living on New Guinea who have the Indonesians, Papuans, and New Guinea singing dog as Kinfolk. Breed, Auspice, and Tribe all affect the various other stats, such as Abilities and Backgrounds a player can choose, as well as the Gifts, or special (often magical) skills the player's character can perform. |
WorldofDarkness chapter 3 . 1/22/2016 According to Garou oral history, it was always their duty to keep the balance in nature on behalf of Gaia. They did so by culling overgrown populations, hunting too powerful predators that otherwise would rampage unchecked and fending off otherwordly spirits that overstepped their stance. In addition they believe in the existence of the Triat, a trio of deities that define how the world works: the Weaver is the deity of order and scientific advancement, the Wyld is the deity of creation, and chaos, while the Wyrm was the deity of entropy and balance between order and chaos who destroyed that which ended the harmony. At some point, the Weaver went mad by trying to bring the entirety of the Wyld's chaos into order and trapped the Wyrm in her Pattern Web, injuring it while also driving it to madness and making it seek out the destruction of the world of Gaia's creation. |
WorldofDarkness chapter 3 . 1/22/2016 The 13 Clans[edit] Vampire: The Masquerade introduces the use of 13 clans (or major bloodlines) in the game. Each accepted clan can trace its origins to one of 13 elder vampires known as an Antediluvian, for they survived God's biblical flood. Each Antediluvian is a “grandchilde” of Cain, who killed Abel and was cursed by God and His archangels into becoming the first vampire. Through the back story of the game, Antediluvians started a war among themselves, called the Jyhad, and use their clansmen to fight this war for them. Each Clan and Bloodline has a unique set of powers called Disciplines, and their own set of weaknesses, also unique to that particular branch of vampire. Assamite: A cult of undead assassins based in the middle east. They kill for hire and are paid in Vitae for use in special rituals that bring the clan's members closer to Cain. They possess a specialized Discipline called Quietus which aids in stealth and killing. In the ancient past, the Tremere placed a curse on the entire clan in order to curb their rampant Diablerie. As a result, the clan could not consume Vitae without suffering terrible wounds and is unable to benefit from Diablerie. (This curse was broken in the game's third edition, and the 'Antitribu' faction in the Sabbat was never affected by it; un-cursed Assamites are instead highly susceptible to 'blood addiction', and may be driven to compulsively attack other vampires for their Vitae). Assamites are largely independent of sects.[8]:20, 49 Brujah: In ancient times, the Brujah were a clan of noble philosophers and warriors-poets. Since the loss of their city of Carthage, which was their crowning achievement, they have become a clan of malcontents, rebels, rogues and anti-authoritarians. Brujah possess great passion but this same passion makes it harder for them to resist the Beast. Brujah are one of the seven founding clans of the Camarilla.[8]:20, 51 Followers of Set: A clan of cultists who worship their Antediluvian progenitor, the Egyptian snake god Set. They are masters of secret and forbidden lore and foster corruption and desperation in the world as part of their worship of their god. Their signature Discipline is Serpentis which allows them to take on aspects of snakes. Setites are especially sensitive to light and take twice as much damange from sunlight as other Kindred. Followers of Set independent of the sects considering themselves a sect unto themselves.[8]:20, 52-53 Gangrel: A clan of animalistic shape-shifters who shun the cities for the wilderness beyond. Independent and more interested in their own survival the Gangrel prefer to run with wild animals rather than play politics with others of their kind. Gangrel are masters of the Discipline Protean which allows them to change their bodies into bestial shapes. When Gangrel frenzy they begin to resemble the Beast taking on animal features and disfigurements. Gangrel are one of the seven founding clans of the Camarilla, although they broke from it close to the end of the game line.[8]:20, 54-55 Giovanni: The Giovanni originate from a wealthy Venetian merchant family of necromancers whose patriarch, Augustus Giovanni, was embraced into clan Cappodocian. Giovanni exterminated the parent clan, Diablerized its founder, and founded a new clan but in doing so gained the enmity of the larger Kindred community. Branded 'Devil Kindred' the Giovanni were able to make peace with the rest of the clan by swearing to remain neutral in the Jyhad. The Giovanni are tight-knit, highly organized, and embrace only within certain mortal families. The Giovanni appear to be only interested in wealth and necromancy but these are simply a means to an end. The clan's founder wishes to remove the barrier between the living world and the dead in order to reign supreme. The clan's weakness is that their bite (which in other vampires is normally pleasurable to the victim) causes excruciating pain. The Giovanni are independent.[8]:20, 56-57 Lasombra: Darkly aristocratic vampires who see power over others and self-mastery as their noblesse oblige. As one of the two founding clans of the Sabbat they gained notoriety for allegedly destroying their Antediluvian founder. The Lasombra practice a Discipline known as Obtenebration that allows them to manipulate shadows and darkness. Perhaps as a result of their signature Discipline they do not appear in mirrors or on film.[8]:20, 58-59 Malkavian: A clan of lunatics whose madness grants them strange insight. Their Discipline of Dementation allows them to spread their insanity like a plague (prior to the third edition, knowledge of this Discipline was suppressed within the Camarilla). All members of this clan are insane in one manner or an other. They are one of the seven founding clans of the Camarilla.[8]:20, 60-61 Nosferatu: Clan Nosferatu are doomed to wear their bestial nature on the outside. The Embrace turns its victims into hideous and deformed monsters who are marginalized by their appearance and forced to dwell in the shadows of the sewers. Their lives on the fringes and their stealthy abilities allow them to learn secrets others would rather keep hidden; and as a result, they often traffic in information. All Nosferatu are hideously ugly and obviously monsters to the point that appearing openly would break the Masquerade. They are one of the founding members of the Camarilla.[8]:20, 62-63 Ravnos: Clan Ravnos have reputations as outcasts and troublesome thieves and charlatans. While some among them follow Indian spiritual beliefs of cycles of incarnation others are simple opportunists taking advantage of whatever chaos can be had. Ravnos rarely embrace those not of Eastern European Romani backgrounds. They practice a special Discipline known as Chimestry which allows them to create illusions. All Ravnos indulge in a particular vice as their clan weakness. The Ravnos are independent.[8]:20, 64-65 Toreador: A clan of sensitive, artistic, and sometimes debauched hedonists fascinated by the mortal world and its artistic creations. The Toreador are enthralled by the ever changing mortal world and are one of the few clans, as a whole, to seek to keep up with it. Toreador often Embrace for beauty or to preserve some artistic talent. Beauty can utterly captivate them causing them to become immobilized and unable to act for a period of time. They are one of the founding seven clans of the Camarilla.[8]:20, 68-69 Tremere: A clan of blood sorcerers and mages originally belonging to the Order of Hermes. The Tremere gained their immortal status by experimenting with Tzimisce Vitae. Their ambitious founder Diablerized the Antediluvian of the former clan Salubri, solidifying the Tremere's status as a clan. Their Discipline of Thaumaturgy allow them to use the power of their blood to cast spells but their dependency on Vitae makes them more easily susceptible to Blood Bonds. The clan is highly organized and its members are all partially Blood Bound to the ruling seven Elders of the clan. They are one of the founding seven clans of the Camarilla.[8]:20, 68-69 Tzimisce: Otherworldly and scholarly, the Tzimisce ruled over their lands in Eastern Europe for centuries. Like the Lasbomra the Tzimisce also claim to have destroyed their founder and are pillar of the Sabbat. Alien but mystical the Tzimisce use their unique flesh and bone shaping Discipline of Vicissitude to transform themselves into superior beings. The Tzimisce are deeply tied to the lands where they were Embraced. If they do not rest within proximity of at least two handfuls of the land where they were born or Embraced they become increasingly debilitated.[8]:20, 70-71 Ventrue: The Ventrue are the aristocrats and kings of vampires having historically played a leadership role among the clans. Clan Ventrue seek power and wealth to support their legacy of rulership over Kindred and Kine. Ventrue, as a clan, may only feed from a specific kind of vessel (e.g. virgins, blondes, youngest siblings) which the player selects at character creation.[8]:20, 72-73 |
WorldofDarkness chapter 3 . 1/22/2016 Weaknesses[edit] Sunlight is fearsome and deadly to vampires of this canon, and at most, they can tolerate a few seconds of exposure before perishing. A wooden stake through the heart is not deadly to these creatures but will immobilize them until it is removed.[8]:8 Arguably their biggest weakness is what is known in-game as the Beast. The Beast is a savage, carnal predatory drive within all vampires. The Beast seeks only to satisfy its base urge to survive. Anger, mortal threats, hunger, or blood lust are some of the things that can cause the Beast to rise. The Beast is capable of taking over the vampire's conscious mind, forcing them into a frenzied state where they take violent, often deeply regrettable, actions that they perhaps otherwise would not. One of the major themes of Vampire is characters' battle to strike a balance between their violent, predatory nature and being morally responsible before their humanity is eroded by this powerful force within themselves.[8]:16-17 This theme is summed up in the axiom, 'The Beast I am, Lest The Beast I Become.'[8]:14 Vampires may enter a deathlike sleep called torpor. Torpor may be caused by near-fatal injuries or may be entered voluntarily. In-game, the level of the vampire's humanity determines how long they sleep for.[8]:283-284 Though they cannot die of old age, vampires in this setting can die. Fire, sunlight, decapitation, supernatural powers, or succumbing to a clan weakness can cause the vampire to reach what is referred to as Final Death-to truly die.[8]:283-284 Torpor allows the vampire release from their existential pain but it also may make them vulnerable. Vampires in this state, if not well hidden, may have difficulty defending themselves and are vulnerable to destruction by vampire hunters or Diablerie by other vampires.[8]:283-284 |
WorldofDarkness chapter 3 . 1/22/2016 The Onyx Path[edit] Main article: Onyx Path Publishing In 2011 a 20th Anniversary Edition of Vampire: The Masquerade was released, also called V20, and a series of further books for the cWoD were announced.[7] Those books include conversion rules between some cWoD games and their nWoD counterparts, as well as material that was planned but not published before the End of the cWoD, as well as additional material for V20 and a 20th Anniversary book based on Werewolf: The Apocalypse. For V20, as well as the upcoming V20 Companion and the 20th Anniversary Werewolf: the Apocalypse White Wolf Publishing used an Open Development approach, where readers and gamers could give feedback to the authors.[8] At GenCon 2012 it was announced that Onyx Path Publishing is a new company by White Wolf Creative Director Richard Thomas, that will produce material to the new and classic World of Darkness as licensee. In November 2012 it was announced by Onyx Path Publishing that due to the resounding success of the W20 Kickstarter, which reached over 400% of its target funds goal, a 20th Anniversary Mage: the Ascension would be launched for 2013.[9] At GenCon 2012 announced its 2013 Release Schedule, including 2 new game settings, Mummy: The Curse and Demon: The Descent. Onyx Path also announced that 2013 would feature a Revised World of Darkness 1.5 core rules update titled The God-Machine Chronicle (for New World of Darkness) and The Strix Chronicle (for Vampire: the Requiem).[10] |
WorldofDarkness chapter 3 . 1/22/2016 New rule system[edit] The new World of Darkness rules are much more streamlined than the previous system. One 10-sided die is rolled for any 'dot' possessed in Attributes and Skills, and 1 success is achieved for every die showing a result of 8 or higher. The '10-again' rule has been added, in that a 10 indicates a re-roll, and the 10 still counts as a success (this rule was present in the original WoD only for Traits ranked at least 4 out of the usual maximum of 5, and then only for a 'Specialty' or particular sub-field of the Trait's application). If another 10 is rolled, this step is repeated until anything but a 10 is rolled. 'Exceptional Successes' are indicated by having 5 or more successes on the action and can be regulated by the Storyteller. 'Dramatic Failures' are now only possible on 'Chance' die rolls: When a dice pool is reduced by penalties to 0 or less, a single Chance die is rolled. If a 10 is rolled, it is a success (and, as mentioned above, is re-rolled). If the result is less than 10 but not 1, then it is a 'Simple Failure'. On a Chance die, if the roll is a 1, then it is a 'Dramatic Failure', which is usually worse than a Simple Failure of the action and is regulated by the Storyteller (although examples of Dramatic Failures in certain situations are occasionally given).The game also features a much more simplified combat system. In the old system, each attack made during a combat scene could easily involve 4 separate rolls and, in many cases, required more due to supernatural abilities possessed by the characters. Combat scenes involving large numbers of combatants could take a very long time to resolve. The new system requires only 1 roll which is adjusted by the defensive abilities of the character being attacked and represents both the success and failure of the attack, as well as the damage inflicted (indicated by number of successes).The nature and demeanor rules which represented the personality of the characters that were common in the old games have also been removed. In the new system, characters have a virtue and a vice trait that not only represents the personality of the characters, depending on how well the player role-played the trait, but also represents actions that the character can take in order to regain willpower points that have been spent during the course of play. The vices are the same as the deadly sins (lust, gluttony, greed, sloth, wrath, envy, pride), while the virtues correspond to the four cardinal virtues (prudence, justice, temperance, courage) and three theological virtues (faith, hope, charity). Storytellers and Players are encouraged to invent new ones as seen morality stat represents the moral outlook of the character and the notion that, as a character takes more and more morally questionable actions, he/she will eventually stop feeling bad about it. A character with a high morality would be more moral and saintly, while a person with a low morality would be able to take more dubious actions. As a person’s morality falls, they run the increasing risk of becoming mentally example, a hunter kills a mortal cultist who has been trying to kill him. Since she attacked him, it is not murder; it is manslaughter, which is represented as '4' on morality. The hunter's current morality stat is '6.' He fails his roll and thus drops to morality '5.' In addition, he must now make a second roll to resist gaining a derangement (a trait that affects characters' rolls and actions).There is some version of morality in each of the game lines which represent internal struggles of the characters. There are also specific action bonuses which can be attached to the Skills. These give modifiers to whatever the person is doing. |
marvecomicsfanfi chapter 3 . 12/23/2015 Historia Esta Nova casco fue diseñado para ser utilizado sólo por los miembros de la élite de supernovas. Finalmente se transmite a la nueva Nova Sam Alexander, de su padre, Jesse Alexander. Ha sido utilizado por otros miembros, el señor Z'zz, Phlish (¿Quién ha parecido han unido con el casco en lugar de que lo lleva) y ex-Nova, Tito. [Cita requerida] |
marvecomicsfanfi chapter 3 . 12/23/2015 History Origin Nova Corps (Nova vol 2) Originally, the Nova Corps was Xandar's space militia and exploration division. It consisted of over 500 soldiers ranging in rank from Corpsman up to Centurion and its leader, Centurion Nova Prime. The Corps also had a regiment of Syfon Warriors, of which Powerhouse was one. After the reformation of Xandar, the Nova Corps expanded its protective range to include the entire Andromeda Galaxy and Earth. They are also known as the Xandarian StarCorps. Queen Adora (in the role of Prime Commandant) has ultimate authority of the Nova Corps. The source the Corps' power is called the Nova Force. This is a nearly limitless energy field generated by the a living supercomputer called the Xandarian Worldmind. The energy is then transmitted into the centurions at varying levels depending on their rank. The Worldmind contains the entire record of Xandarian history and civilization. A number of notable individuals were once members of the Corp such as former heralds of Galactus Firelord and the Air-Walker to name two. |
marvecomicsfanfi chapter 3 . 12/23/2015 Xandarians 153,974PAGES ON THIS WIKI Edit Talk0 Information-silk Xandarians Gallery Information-silk Name Xandarians Information-silk Base of Operations Formerly Xandar Information-silk Body Type Humanoid Information-silk Skin Pink Information-silk Number of Limbs 4 Information-silk Number of Fingers 5 Information-silk Number of Toes 5 Origin Information-silk Origin Andromeda Information-silk Star System of Origin Tranta Information-silk Home Planet Xandar Information-silk Creators Marv Wolfman, John Buscema First Appearance Nova #1 (September, 1976) Contents[show] |
marvecomicsfanfi chapter 3 . 12/23/2015 The Chitauri are a race of shapeshifting aliens who have attempted to conquer the Earth, most notably during World War II and again in the early 21st century. The Chitauri claimed to be part of 'the immune system of the Universe', wiping out disorder and free will wherever they find it. They seem to prefer to act behind the scenes, mimicking and influencing the social and military methods of the species they are currently infiltrating. For example, they aided the Nazis in their attempt at world conquest by providing them with the technology to create a nuclear bomb carried by an intercontinental ballistic missile.[4] However, this attempt was thwarted by the super-soldier codenamed Captain America. Through the entire conflict of World War II, the Chitauri were being driven out of their operations in Africa and Europe. And even from their main Japanese training camps in Hiroshima and Nagasaki. Following the end of the war, the Chitauri withdrew to make new plans. |
marvelcomicsfanf chapter 3 . 12/23/2015 Culture Languages The Skrulls speak different languages and dialects, among them the Irdu Dialect of the Skrull Thort Language,[46][47] and the Tligi Dialect of the Skrull Language.[48] Weapons Photon Blaster: Standard issue military sidearm. Representatives Emperor Dorrek - He reigned during the first Skrull contact with the Kree.[49] Emperor Dorrek VII Prince Dezan - The younger brother of Dorrek VII,[50] he is a highly-unusual (for Skrulls) pacifist, and as such, was long imprisoned as a traitor to the Empire Super Skrull (K'lrt) - He was the first Super-Skrull, and was later crowned new Emperor of the Skrull Empire following the war with the Builders. Anelle - Princess and daughter of R'Kll and Dorrek VII. Super-Skrull wanted her for his mate. She died along with her mother and Throneworld. Hagar - The High Judicator, the leader of the Skrull judiciary. Jaketch - An apprentice executioner who shot Reed, Sue, and the Thing with an accelerated-aging ray. He detests Hagar and yearns for the day he can execute him. R'Klll - A Skrull Empress. She avenged her father by assassinating her husband, the Emperor Dorrek. Her reign following Dorrek's death was marked by several attempts at peace-the end of the war against Xandar and the treaty ending the Kree war-and the destruction of Home-world. She died along with several billion of her people. Empress S'Byll - She acclaimed as Empress following successful restoration of shape-shifting abilities to Skrulls,[26] killed in destruction of new Throneworld by Devos the Devastator.[51];[52] Jazinda - A Super-Skrull who is the daughter of Kl'rt. Ethan Edwards Flaw - Warskrull member of the Shi'ar Death Commandos. De'Lila Talos - A Skrull who cannot shape-shift due to a mutation he had. The mutation[citation needed] he had gave him super-strength. Lyja the Lazerfist Paibok the Power Skrull Replica - Member of the Galactic Guardians, power mimicker Skrull Cows - A group of Skrulls who initially tried to frame the Fantastic Four, but were eventually turned into Cows and slaughtered. Skrullian Skymaster (Sk'ym'x) - Member of the Squadron Supreme Crusader Titannus - A Skrull who cannot shapeshift. Xavin - A Super-Skrull in-training. Cadre K - A group of Mutant Skrulls. Veranke - The former Skrull Queen. She posed as Spider-Woman and orchestrated the Secret Invasion. Criti Noll - One of the Skrulls who posed as Henry Pym during the Secret Invasion. He not only has the abilities matching Henry Pym, he also has the powers of Black Panther, Quicksilver and Vision. John the Skrull - The last surviving member of the Skrull 'Beatles'. A member of MI: 13. Khn'nr - A Skrull who posed as the original Captain Marvel. He turned against the other Skrulls during the Secret Invasion. Pagon - A Skrull who posed as Elektra after Siri's demise. Killed by Echo as part of a suicide mission. Pitt'o Nili - A Skrull who posed as the Captain America (and brainwashed to be him) who came from a downed ship in the Savage Land. Killed by Shanna the She-Devil after being hit by a poisonous dart that has a huge effect on Skrulls. Kreddik - Skrull Ambassador to the Intergalactic Council Krimonn - Conspired against Dorrek VII, failed, was condemned to be imprisoned in a crystalline form. The Grandmaster turned him into Doctor Spectrum's Power Prism Planets Aks'lo - Paradisaical vacation planet, destroyed by the Annihilation Wave.[53] Kral IV - The highly-unusual Kral system is populated by Skrulls fascinated with the culture of 1930s Earth and who have attempted to duplicate that time period. Skrull inhabitants of Kral maintain human rather than Skrull form. Skrullos - Original Skrull home-world Tarnax IV - Former Skrull Throneworld, consumed by Galactus.[54] Tarnax VII - Home of Xavin; engaged in a war with the non-Skrull planet Majesdane Throneworld - It can refer to either the former Throneworld, Tarnax IV, or the newer, unnamed Throneworld which was destroyed by Devos the Devastator.[51] Zaragz'na - Home of the Super-Skrull's son, destroyed by Annihilation Wave.[55] Notes While the average Skrull will fearlessly and loyally execute any duties, he will also try to find ways to better his own position. A Skrull will betray another Skrull if it is to his own advantage.[citation needed] The Skrulls are somewhat associated with the Chitauri. Trivia The adjective form is both 'Skrull'[citation needed] and 'skrullian'.[56] The Deviant branch of their species,[5] it is kind of ironic that they considered Dire Wraiths as z 'Deviant branch of Skrullkind',[6] and the Mutant Skrulls 'Deviants'.[57][58] Footnotes 1.0 1.1 1.2 1.3 Skrulls! #1 2.0 2.1 2.2 Marvel Fact Files #2 Official Handbook of the Marvel Universe A-Z Update #2; Dire Wraiths' entry Uncanny X-Men #376, opposed to Mutant Skrulls 5.0 5.1 5.2 Official Handbook of the Marvel Universe Vol 2 #12 6.0 6.1 Rom #50 Ultimate Secrets #1 8.0 8.1 Ultimate Fantastic Four #27 9.0 9.1 9.2 Ultimate Fantastic Four #28 Thor #215 Silver Surfer Vol 3 #5 Fantastic Four #2 Fantastic Four #18 Fantastic Four #32 Fantastic Four Annual #19 Avengers Vol 5 #18 Infinity #5 Infinity #6 Universe X #X Hercules: Twilight of a God #1 Official Handbook of the Marvel Universe Master Edition #30 Official Handbook of the Marvel Universe #10 Blackwulf #10 Uncanny X-Men Annual #1987 Skrulls! #1; Citadel of Light and Shadow's entry 26.0 26.1 Silver Surfer Vol 3 #25 Silver Surfer Vol 3 #27 Maximum Security: Dangerous Planet #1 Skrulls! #1Cadre K's entry Skrulls! #1Warskrulls' entry Uncanny X-Men #274-277 Fantastic Four Vol 2 #6 Fantastic Four Vol 2 #13 What If? #20 2099: Manifest Destiny #1 What If? #11 What If? #12 What If? Fallen Son #1 What If? #15 Ultimate Fantastic Four #29 New Avengers Marvel Salutes the U.S. Military #1 Marvel Zombies Return #5 The Marvel Action Hour: The Fantastic Four /title/tt0577647/ New Avengers Vol 3 # New Avengers #40 What If..? World War Hulk #1 Mighty Avengers #12 Avengers #133-134 Avengers Annual #14 51.0 51.1 Fantastic Four #383 Marvel: Ultimate Alliance Annihilation: Super-Skrull #1 Fantastic Four #257 Annihilation: Super-Skrull #3 Skrulls! #1Flaw's entry Uncanny X-Men #376 A X #16 Recommended Readings Fantastic Four #2 - First Appearance Fantastic Four #18 - First Super-Skrull Fantastic Four #37 - First look at the Skrull home-world. Avengers #89-97 First Kree-Skrull War Silver Surfer Vol 3 #1-31 Second Kree Skrull War See Also Discuss Deviant Skrulls on the forums Appearances of Deviant Skrulls Media Deviant Skrulls was Mentioned in Race Gallery: Deviant Skrulls Links and References Skrull entry (currently almost no content) on , official Marvel website Skrull entry on List of less well-known Skrulls on Footnotes [show] Avengers [show] Captain Marvel [show] Fantastic Four [show] Guardians of the Galaxy [show] Runaways [show] Young Avengers Categories: Races with Public Identities Earth-616 Races with Green Eyes Races with Green Hair Races with Green Skin Races with 4 Limbs Races with 5 Fingers Races with 5 Toes Andromeda Galaxy Drox Skrullos Stan Lee/Creator Jack Kirby/Creator Races Articles Needing Citation Templated Articles Shapeshifters X-Men Villains Avengers Villains Fantastic Four Villains Captain America Villains Iron Man Villains Spider-Man Villains Wolverine Villains Carol Danvers Villains Guardians of the Galaxy Villains Rom Villains Darkhawk Villains Young Avengers Villains Runaways Villains Inhumans Villains Captain Marvel Villains Deviants by Species or Race Skrulls by Species or Race Evolution-Ended Species Must Watch Videos First Image of Ultron in Avengers 2 - IGN News01:12 First Image of Ultron in Avengers 2 - IGN News Ant-Man Debut Trailer - Fannotation02:15 Ant-Man Debut Trailer - Fannotation IGN Keepin' It Reel Podcast, Episode 282 Marvel Movies01:11:56 IGN Keepin' It Reel Podcast, Episode 282 Marvel Movies News Marvel Movie Updates on Avengers 2, The Wolverine01:37 News Marvel Movie Updates on Avengers 2, The Wolverine Hugh Jackman Wants Wolverine to Join The Avengers Onscreen01:11 Hugh Jackman Wants Wolverine to Join The Avengers Onscreen Recent Wiki Activity Dmitri Smerdyakov (Earth-616) edited by Nurdboy42 17 minutes ago Harvey Allen (Earth-TRN554) edited by TG90 23 minutes ago Marcus Lyman (Earth-616) edited by Nurdboy42 24 minutes ago Nicholas Fury (LMD) (Earth-616) edited by Nurdboy42 25 minutes ago See more Live! 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marvelcomicsfanf chapter 3 . 12/23/2015 History Fantastic Four Vol 1 2 page 05 Skrulls (First appearance) See Also: Skrulls Expanded History Origins The ancestors of the Skrulls existed on Skrullos, a planet in the Drox system. Over six million years ago, the Xorrians allegedly spawned the Skrulls (along with all humanoid life-forms, such as Kree and Humans) from their own DNA.[10][1] Almost a billion years ago the Celestials arrived and experimented on the Skrulls' reptilian ancestors. As the Celestials did with humans, they split the species into three branches: the 'normal/latent/Prime' branch who were capable of eventually rapidly evolving into Celestial-like beings, the shape-shifting Deviant branch, and the immortal Eternal branch. As in the case with humans, the Deviant and Eternal branches went to war. Unlike the case with humans, however, the Deviant branch wiped out all other Skrulls, thus all modern Skrulls were descendants of the Deviant branch. The Skrulls later (or earlier)[11] split into two more groups, being the modern Skrulls and the Dire Wraiths, a parasitic race that could still shape-shift and had use of magic, but were not as technologically advanced as the Skrulls. Dire Wraith's are analogous to the Skrulls as vampires are to humans. |
marvelcomisfanfi chapter 3 . 12/20/2015 Classification Blue-skinned The Blue-skinned Kree represent the Archetype and the base of the Kree species.[citation needed] 'Seventh Sense' Kree women possess the potential for psychic abilities of various kinds, collectively referred to as a 'seventh sense'. This psychic potential has manifested as clairvoyance, precognition, or even lethal attributes. Some Kree women can reach into the mind of male-sex species to manipulate their desires or drain another's life force completely. Kree technology has since been created to discover and remove the powers surgically, and technorganic Bloodhounds were used to track down female reaching the adult age with those abilities.[25] Pink-skinned In an attempt to further their development, some Kree bred with other species, producing the 'pink-skinned' Kree, who are similar in appearance to Caucasian humans. These pinks (also called 'whites') eventually outnumbered the blue-skin Kree.[citation needed] Ruul The Supreme Intelligence arranged for further advancement of the Kree. Through a series of events,[26] he arranged for a large number of his people to be irradiated with a Nega-Bomb (killing 90% of the Kree), and then artificially sped up their evolution by means of an artifact called the Forever Crystal.[10][27] This new brand of evolved Kree, called Ruul, have a grayish skin tone and many shoulder-length tentacles atop their heads. Individuals possess the ability to 'will' adaptation to different environments, spontaneously developing the ability to breathe underwater, fly, or whatever their circumstances require.[11] Eternals and Deviants The Celestials have at some point, as many others species visited and modified the ancient Kree genetics. The last and only known Kree Eternal is Ard-Con, alias Ultimus the Demon-Druid. The fate of the Kree Deviants is unknown.[4] |
marvelcomisfanfi chapter 3 . 12/20/2015 History Origins The Xorrians Over six million years ago, the Xorrians allegedly spawned the Kree (along with all humanoid life-forms, such as Skrulls and Humans) from their own DNA.[3] The Celestials The Celestials experimented on the ancient Kree, creating the Kree Eternals and the Kree Deviants.[4] The Skrulls A million years ago,[4] a race of humanoid reptiles called the Skrulls came upon prehistoric Hala. At that time the Skrulls were a largely peaceful space-faring race, and they set about educating the natives to the point where they could join their trading empire. However, Hala was home to two equally intelligent races, the Kree and the Cotati.[2] The Skrulls proposed a test to determine the worthier race between the Kree and the Cotati. Taking members of both races to a distant planetoid in another galaxy, the Blue Area of the Earth's moon, the Skrulls created an arena and bid the two races to use the resources they had to create something of worth. The Skrulls then left. The Kree constructed a magnificent city, while the Cotati created a beautiful garden.[2] A year later the Skrulls returned to judge the two races and found the Cotati's accomplishment the worthier. Enraged, the Kree killed the Skrulls and the Cotati and seized the Skrulls' star-ship. They used the ship to return to their native planet, then set about deciphering the technology of the star-ship. Within a hundred years of acquiring interstellar technology from the Skrulls, the Kree empire began to spread throughout the Greater Magellanic Cloud.[2] Kree Empire & Kree-Skrull War The Kree launched an attack upon the Skrull empire and the peaceful Skrulls were again forced to become war-like to defend themselves. The Kree-Skrull War would continue for hundreds of thousands of years.[2] At the same time the Cotati on Hala were almost driven to extinction by the Kree. However, a small handful of Kree, the pacifist priests of Pama, hid and kept safe a group of Cotati. Eventually these Kree began worshiping the Cotati that they had kept sheltered. To further hide and keep them safe, the priests relocated the surviving Cotati throughout the universe.[5] About 250 years later the Kree Science Council, aware that the Skrulls had once created an incredibly powerful weapon called the Cosmic Cube, designed a cybernetic/organic supercomputer called the Supreme Intelligence (sometimes referred to by the honorific 'Supremor') to help them in creating a Cube. When the computer became functional, it determined that a Cosmic Cube would be too dangerous to construct and refused the Science Council's request. The computer was then used simply in an advisory capacity.[citation needed] At the beginning of the Kree-Skrull War, millions of years ago in Earth time, the Kree established a station on the planet Uranus, a strategic position between the Kree and Skrull empires. Through their work at this station, they discovered that sentient life on nearby Earth had had genetic potential invested in it by the alien Celestials. Intrigued, the Kree began to experiment on Earth's pre-humans.[6] The Inhumans' Creation Their goal was apparently twofold — to investigate possible ways of circumventing their own evolutionary stagnation, and to create a powerful mutant race of soldiers for use against the Skrulls. However, although their experiments were successful in creating a strain of humanity with extraordinary and diverse abilities, the Kree abandoned their experiment for reasons which are not yet clear.[citation needed] Their test subjects, eventually dubbed the Inhumans, went on to form a society of their own, which thrived in seclusion from the rest of humanity. Their city Attilan has frequently been relocated and rested for a long time in the Blue Area of the Moon. The Kree abandoned the project eventually, but stationed a giant surveillance robot, Sentry 459, on a small South Pacific island. The Fantastic Four's unwary awakening of the long-dormant Sentry, alerted the Kree to Earth's advanced state of evolution. The Sentry's destruction brought the Kree official Ronan the Accuser, with the intent of passing judgment on those who 'murdered' the outpost guard; his own defeat increased Kree scrutiny of Earth.[7] Over time, and as the war with the Skrull dragged on, the Supreme Intelligence gradually accrued more and more political power and responsibility until finally it was elected as absolute ruler of the Kree. Eventually, the Supreme Intelligence came to be worshiped and an organized religion built up around.[citation needed] The Earth's importance as a strategic beachhead became apparent when the Avengers became involved in the latest round of Kree-Skrull hostilities. The Skrull were revealed to have been infiltrating human society in an effort to control America's political infrastructure, using their shape-shifting abilities to replace key political figures. In the meantime, the Kree were reestablishing cultural ties with the Inhumans, ostensibly for the purpose of technological exchange, although their true intentions turned out to be far more sinister. At this point, Captain Marvel, former hero of the Kree Empire, approached the Avengers with evidence that renegade elements within the Kree Hierarchy (led by Ronan the Accuser) were planning to 'erase' humanity through the use of exotic technology. This particular scheme was foiled by Marvel and the Avengers (comprised, at that time, of Goliath, Quicksilver, the Scarlet Witch, the Vision, Yellowjacket, the Wasp, and eternal side-kick Rick Jones) but it proved to be only the tip of the iceberg. As the war escalated and Earth's position became increasingly precarious, the original Avengers (including Thor, Iron Man and Captain America) were recalled to active service after a Skrull scouting party (led by interstellar menace The Super-Skrull) managed to abduct Marvel, Quicksilver and the Scarlet Witch. The Skrull also attempted to destroy the Inhumans' Great Refuge with a nuclear-level incendiary device, but failed when the Avengers intervened. This was the group's first inkling that an interplanetary war was being fought over possession of the Earth. During the ensuing conflict, the Skrull took his prisoners back to the Skrull home-world, leaving the remaining Avengers to pick up the pieces and reform their tattered forces. The conflict worsened when the Avengers began to understand the scale of the war erupting all around them. Setting off in pursuit of their kidnapped allies, they discovered a vast 'Skrull' armada en route to devastate the planet Earth; an equivalent Kree fleet poised to annihilate the Skrulls; and a full-scale insurrection breaking out between the Supreme Intelligence and Ronan the Accuser. All sides were determined to either invade or decimate the Earth in order to prevent it falling into the 'wrong' hands. Led by Thor, Iron Man and The Vision, the Avengers launched an attack on the Skrull flagship, somehow managing to turn back the fleet after a desperate battle (during which Goliath 2 was deemed to be MIA and presumed dead). The war came to a close when the Supreme Intelligence managed to bring Rick Jones into his presence. The Supreme Intelligence had been usurped by Ronan the Accuser, but (as he explained to Rick in retrospect), he was still capable of channelling his powers through an agent. While the Supreme Intelligence cared little for the fate of Earth and its inhabitants, he recognized that the Kree-Skrull war was futile, and temporarily altered Rick's DNA to release his 'full evolutionary potential.' Armed with godlike powers, Rick literally froze both Kree and Skrull forces in mid-stride, allowing the Supreme Intelligence to re-establish control over his people and bring the war to a halt. The effort proved too much for Rick's fragile human physiology; as he collapsed lifeless to the floor, the Supreme Intelligence teleported the remaining Avengers to his side to witness his grim sacrifice. The irony was not lost on the assembled heroes, who reflected that a frail teen-aged boy had succeeded where all of their collective might had failed. The final act in the cosmic tragedy was played out by Captain Marvel, who - understanding the debt owed by all of them - agreed to merge his life-force with Rick's body, bringing the boy back from the brink of death: at the cost of his own existence.[8] At several points in the years after the end of the first Kree-Skrull War hostilities were said to have broken out again between the two empires. It is unclear how serious these conflicts were though they were often referred to as 'wars'.[citation needed] The most significant of these instances came when the Skrulls lost their ability to shape-shift, and a Skrull Warlord provoked new hostilities. During this war, the Supreme Intelligence was incapacitated by the Silver Surfer who removed the Soul Gem which the creature used to maintain peaceful balance between its blue and pink Kree components. Afterwards, Nenora, a Skrull spy in the guise of a high ranking Kree official, took command of the Kree empire. The war ended with Nenora being exposed as a Skrull. Leadership of the Kree was assumed for a time by an alien named Clumsy Foulup.[citation needed] Another significant conflict arose during the Infinity Gauntlet crossover when the machinations of Thanos led to the sudden elimination of half the universes lifeforms. Unaware of Thanos' role in the disappearance, the Kree and the Skrull blamed each other and temporarily renewed fighting.[9] Not long after the conflicts with the Skrull ended, the Kree again found themselves embroiled in a war, this time with the Shi'ar Empire. This war was much shorter, and was engineered by the Skrull and the Supreme Intelligence.[10] The Avengers of Earth became involved in the conflict and their involvement inadvertently set off a chain of events which led to a Nega-Bomb being detonated in Kree space. The bomb explosion, in which negative energy was released in |
marvelcomicsfanf chapter 3 . 12/20/2015 History The Shi'ar are a race of avian-descended humanoids (see Biology). Phoenix Saga D'Ken Neramani, a corrupt Shi'ar ruler, attempted to use the powerful M'Kraan Crystal to take over the universe. His younger sister Lilandra and her new allies, the X-Men, foiled his plans. He was rendered comatose by the crystal, and Lilandra took over as the Majestrix of the Shi'ar Empire.[2] The Trial of Galactus The Shi'ar put Reed Richards on trial for the crimes of genocide. He was guilty of reviving Galactus after he was defeated on Earth. Shortly after his revival, Galactus proceeded to consume the Skrull throneworld, resulting in the death of billions. Uatu the Watcher, acting as his lawyer and with the help of Odin and Galactus himself, convinced the gathered tribunal that Galactus was a necessary force of betterment of the universe, not a villain. This was done by summoning Eternity. The truth as shown by Eternity however, was so grand and overpowering that none of the tribunal's members could remember it fully, although the comprehension stayed.[3] |
marvelcomicsfanf chapter 3 . 12/20/2015 War with Galador The Dire Wraiths did not venture out until the male science-oriented wraiths brought a proposal before the then queen to expand their evil into the neighboring Golden Galaxy of Galador. In preparation, the science wraiths had constructed a fleet of warships and when the Galadorian Armada entered the Dark Nebula seeking to offer trade of goods, culture, and enlightenment, the wraiths seized the opportunity to strike. Though outnumbered and caught completely off guard, the Armada was able to form a defense sphere. With their advanced technology, they would have been able to retreat from the Dark Nebula as long as the sphere was maintained. Seeing their prey about to escape, the Dire Wraiths summoned forth their most terrible ally & weapon, the Deathwing. This mystical creature penetrated the Galadorian defenses and 'consumed' all living flesh present destroying the Armada. The Wraiths then regrouped and mounted an invasion force that headed to Galador. |
marvelcomicsfanf chapter 3 . 12/20/2015 Evolutionaries 153,721PAGES ON THIS WIKI Edit Talk2 Information-silk Evolutionaries Gallery Information-silk Name Evolutionaries Information-silk Aliases 'monkeys',[1] 'pre-Homo sapiens'[1] Information-silk Identity Secret Information-silk Affiliation Ally of the High Evolutionary; Evolutionary (Member and leader); Phastos (Creator, founder and benefactor); Self-appointed protectors of Homo sapiens, formerly of Homo superior Information-silk Body Type Humanoid Information-silk Eyes 2 Information-silk Hair Brown Information-silk Skin Brown Information-silk Number of Limbs 4 Information-silk Number of Fingers 4 Information-silk Unusual Features Proto-human appearance Origin Information-silk Galaxy of Origin Milky Way Information-silk Star System of Origin Sol Information-silk Home Planet Earth Information-silk Place of Birth Africa Information-silk Creators Christopher Yost, Paco Medina, Dalabor Talajic First Appearance X-Men: Giant-Size #1 (July, 2011) Contents[show] |
starwarsfanficti chapter 3 . 12/17/2015 Sarvchi and the Sages Sarvchi was the one world where Tharmis Stal had expected to fall without firing a show. The world however, was the domain of House Chaf, who believed he had been put into power by the same forces who had killed the Chaf Aristocra Faran. The Colonial Syndic of Sarvchi, the second daughter of Faran, declared her world independent and offered refuge to all who opposed the new regime. Among those who accepted the offer were the Chiss Sages . The enigmatic Chiss mystics who used what the rest of the galaxy called 'the force' to divine the mysteries of the universe, were a problem because Tharmis Stal saw them as a State Sponsored Religion which had no place in his new society. He ignored their offers to advise him, citing them as attempts to manipulate the new Crahsyndic. Tipped off that they would be arrested after meeting secretly with members of parliament, the Sages fled to Sarvchi. Tharmis Stal believed he had all the proof he needed of their complicity with his enemies. So he prepared to organize a force to take Sarvchi and crush the final obstacle to his regime. The CEDF 'Administrators' on other worlds were either fanatical favorites or ambitious schemers looking to supplant Crahsyndic Rmisst. Each world had its own local problems, which plagued the new government. On Sposia, a popular judge had been put to death by the new governor, who was the friend of a CEDF pilot that Judge had jailed years earlier for theft of an airspeeder. However, his greatest threat was still on the homeworld. House Sabosen lost control of the Judicial Circuit after Tharmis Stal took power. The one institution that remained independent was the Chiss Expeditionary Library, which was now supplying news content thanks to the decline of House Inronkini. The CEL contained many scholars and the press was openly critical of the new regime. Tharmis Stal presented evidence to the Parliament that the CEL had been involved in allowing the Chiss Sgaes and other opponents of the regime to escape offworld. CEL staff began arming and even recruited local CEDF troops to defend the Rmmist marched his bodyguard troops, the Flame Phalanx, onto the CEL campus to arrest the CEL staff. No one knows who fired first, but a charric rifle was fired and Rmisst's troops charged before they could get into position. Suddenly an explosion rocked the cavern and the entire campus was buried in an underground avalanche. An incredible number of records were lost that day, including the latest information about the Chiss Colonies. Now only the few beacon ships which remains in system had that knowledge. Once again, the government was on the verge of a shutdown. Two new political parties were founded to organize Parliamentary opposition to him:The Throne Party and the Conservative Party. The Conservative Party favored a true republic with popular elections and the end of military rule, while the Throne Party favored turning control of the government to one Chiss House in the name of new coalition used the immigration wave and the CEL Crisis to win a majority of seats in Parliament. At the same time, the Crahsyndic supported the decolonization of the other colonies in the Csilla system, hoping that the renewed population would allow a boost in economic development. Unfortunately he also brought a huge number of those who opposed him. Tharmis Stal had a plan to solve all his problems and it all involved Sarvchi. One of the people on Sarvchi who held no ill feelings against him was a young artist he had met earlier in his military career. The pair met in secret because she was a government informant in the Vesci Syndicate. He planned to personally lead a strike force to liberate the planet and free it to save her and be rid of all his enemies. Rmmist would then marry the young woman and declare their young child his heir presumptive. The Thronists would break from the Conservatives to declare the new Chiss monarch. Risst would then reopen the borders and begin to participate in the multilateral agreements established at the end of the Vagaari Wars. One day when he was deciding which of his favorites on Csilla to name as Steward(the last thing he needed to do before leaving for Sarvchi), a young CEDF lieutenant entered holding a datapad. Assuming it was an update on the readiness of the Task Force, he accepted, While he was reviewing the pad, she revealed a charric that had somehow gotten past the sensors and shot the Crahsyndic, shouting 'To Csesin Cart Ran'zezo! Tun'ho Vez To Rot'san'esibi!(THE TYRANT IS DEAD! LONG LIVE THE ASCENDANCY!). The assassin was shot while trying to escape before anyone could find out anything further |
starwarsfanficti chapter 3 . 12/17/2015 Biology and Appearance Native to the planet Csilla , the Chiss are a race that very closely resemble humans, but there are significant differences between the two, most notably in outward appearance. Chiss have black hair and glowing red eyes while their skin colour ranges from pale to dark blue; it is believed that their coloration and the eye color is influenced by the level of oxygen in the environment. They also have an increased metabolic rate, which typically results in a very lean physique with well-defined musculature. Whilst their hair was typically jet black, it did on rare occasions go gray with age which was seen amongst their females and was a sign that they had borne children that would have a great impact on their society. Their physical form led to some speculation on whether they were an offshoot of humanity's ancient expansions into the galaxy or whether their physical form coincidentally matched that of Humans. However, genetic analysis indicated that they were an offshoot of humanity and it was believed that moving underground led to a divergence between them and base line Humans. Their unique skin tone was seen to be the result of glacial minerals. Male and female Chiss tend to be more powerfully built when compared to Humans but exhibit the same variances as Humanoid sexes. A Chiss stood between either 1.6 to 2.1 meters in height though an average height of an adult was believed to be 1.7 meters. The Chiss vocal mechanism was noted for being similar to Humans but there were apparent differences which was evident in their capacity to speak their native language. In addition, their growth rate was greatly accelerated to the point that they matured quickly and much faster when compared to Humans. Chiss of the age of 10-years of age held the physical maturity of a 20-year old Human. This in turn resulted in a culturally-imprinted emotional maturity that was many times above that of their Human counterparts. They were capable of living up to 80 years old where a Chiss was considered venerable; children were between 1-10 whilst they became adults between 11-13 and were considered full adults by 15-50. Middle-age was between the ages of 51-62 and those between the ages of 63-79 which was considered old. |
marvelcomicsfanf chapter 3 . 12/16/2015 Powers and Abilities Powers As a Spaceknight, Rom's 'Plandanium' armor gives him superhuman strength, durability, stamina and reflexes, as well as interstellar flight. He does not need to eat, breathe, or sleep in this form. An auto-repair system heals injuries to his cyborg parts. Strength level As a Spaceknight ROM can lift roughly 70 Tons. In his normal form he seems to have the strength of a man who engages in intensive regular exercise. The Official Handbook of the Marvel Universe has consistently stated that Rom can only lift 15 tons but his strength level was always shown to be much greater in the series, having been able to overwhelm Rogue (Anna Marie) (Earth-616), match Colossus in strength, battle Missing Link hand to hand, and engage Gladiator in hand to hand combat. Paraphernalia Equipment Rom's Energy Analyzer: device used by Rom to detect Dire Wraiths. It was able to penetrate their sorcerous shape-shifting ability to reveal them as they were to Rom's video receptors. This device was able to track energy trails and immediately provide Rom with an analysis of any thing or person that he trained it upon. Rom's Translator: This translator is a complex Galadorian computer originally programmed with the linguistics of all languages known to Galadorian scientists. It allows Rom to quickly learn new languages after it collects enough samples of the language used. Transportation Rom can travel vast distances in his Spaceknight form. Weapons Primary:Rom's Neutralizer: The level of power is adjustable: It is most often used to banish Dire Wraiths to Limbo. It can cancel out harmful radiation. The weapon is keyed to ROM so that others cannot use it against him. Secondary: Power Siphoning - Rom's armor was able to absorb energy on contact. Rom's armor stored a 'Solar Charge' that could be used as an offensive/defensive weapon. Notes The Rom comic was designed to accompany a line of action figures. Due to rights issues, Rom has only made a few cameos (and only in humanoid form) in recent years. Links and References 100 Appearances of Rom (Earth-616) Media Rom (Earth-616) was Mentioned in 50 Images featuring Rom (Earth-616) 2 Quotations by or about Rom (Earth-616) Character Gallery: Rom (Earth-616) Fan-Art Gallery: Rom (Earth-616) . / Rom toy commercial Rom fan site rom wiki page References OHMU #X, MMM 19XX, MARVEL COMICS GROUP Discover and Discuss Search this site for: Rom · Rom · Rom (Earth-616) Footnotes Spaceknights #1 Rom Annual #2 Rom #15 Rom #24 Rom #25 Rom #27 Rom #43-#44 Rom #48 Rom #65 Rom #66 Rom #71 Rom Annual #4 Rom #75 Incredible Hulk #418 Like this? Let us know! Categories: Characters Living Characters Spaceknights (Galadorian) members Spaceknights (First Generation) members No Dual Identity Galadorians Married Characters Male Characters Height Height 6' Height 6' 1' Weight Blue Eyes Black Hair Earth-616 Characters Bill Mantlo/Creator Sal Buscema/Creator Bronze-Age Characters 1979 Character Debuts Cyborgs Armor Users Clark Family Must Watch Videos News Marvel Studios Phase 2 Showcased02:03 News Marvel Studios Phase 2 Showcased Agent Carter Fan Brain - The Blitzkrieg Button00:57 Agent Carter Fan Brain - The Blitzkrieg Button Identity of Mystery Woman in Age of Ultron Trailer Revealed - IGN News01:08 Identity of Mystery Woman in Age of Ultron Trailer Revealed - IGN News Marvel Comics Shows New Iron Man Suit - IGN News01:17 Marvel Comics Shows New Iron Man Suit - IGN News The Avengers Blu-ray Clip - Working Together00:57 The Avengers Blu-ray Clip - Working Together Recent Wiki Activity Uncanny X-Men Vol 1 348 edited by Dimadick 4 minutes ago Eternals Vol 3 3 edited by Undoniel 10 minutes ago Skrull Dictionary edited by Undoniel 11 minutes ago Fantastic Four Annual Vol 1 22 edited by Nausiated 12 minutes ago See more Live! Chat Marvel Database Start a Chat Around Wikia's network |
marvelcomicsfanf chapter 3 . 12/15/2015 Strengths and weaknesses[edit] Reapers have the following distinct advantages over other vampires: A thick case of bone, covering their heart in the front and back, making it near-impossible to be staked directly. A 'three-way' jaw, in which the two sides of the lower jaw split apart at the chin. The left and right sides of the lower jaw have fangs that inject a neurotoxin to paralyze their victims while feeding. This jaw is easily concealed, allowing the Reaper to surprise the victim. Their mouth also contains a toothed, inner proboscis: this does the actual bloodsucking when the Reaper's three-way jaw splits apart, and is what transmits the Reaper strain into the victim. In addition, a Reaper's mouth has overdeveloped masseter muscles which allow for a much stronger bite. The ability to transfer the Reaper strain to victims through a bite. The virus is carried by barbs through the Reaper's tongue. The ability to turn even a dead victim into a Reaper A highly evolved 'thirst', which allows them to feed on both humans and normal vampires alike Even greater strength and durability than normal vampires. Standard vampires will at least be stunned if shot by standard, non-silver bullets, but Reapers practically shrug off automatic weapons fire. Total resistance to silver and garlic Improved resistance to EDTA. While normal vampires literally explode into a cloud of blood after several seconds if injected with EDTA, Nomak was only briefly stunned and in moderate pain, before shrugging it off with no long-term damage. The only Reaper weaknesses are to sunlight/ultraviolet light (which causes them to combust almost instantly), and the constant pain caused by the virus which is only satiated by feeding daily. Impaling a Reaper through the heart is possible, but difficult due to the extra layer of hardened bone. Because the heart is protected in the front and back by bone plate armor, it is necessary to impale a Reaper from the side, which is very difficult. Additionally, with the exception of Nomak, all other Reapers are so dependent on fresh blood that their bodies will start to consume themselves if they are unable to feed for a couple of hours; their bodies will still try and 'feed' even after their brains die. Appearance[edit] Reapers have a grayish complexion and little to no hair. They have a thin scar starting from the lower lip that ends at the base of the neck, this is where their 3 way jaw splits apart. While feeding there can be seen a feeding tube with sharp teeth for penetration. When Reapers die and combust, their ashes glow blue instead of orange as is the case with vampires. Jared Nomak[edit] Jared Nomak, the first Reaper, is the main antagonist of the film Blade II and is played by actor Luke Goss. Whether he was created by using Damaskinos DNA as a template-as several fetuses were in the film-or was his actual child is unknown. It is known that he considered Nomak his son and gave him a ring which was passed down in Damaskinos' family. When it becomes clear he is not a daywalker Nomak becomes estranged from his father. Nomak sets out for revenge, feeding on vampires and spreading the Reaper strain. This effort is resisted by Damaskinos through an alliance with Blade. Damaskinos offers his elite pack of killers (the 'Bloodpack'), originally trained to slay Blade, to help hunt and kill Nomak and his Reapers. Nomak also initially offers an alliance to Blade, who refuses. Due to his powers being enhanced by the Reaper strain, Nomak succeeded in killing Damaskinos and transmitting the Reaper strain to Nyssa. He was then defeated in battle against Blade after Blade pierced his heart with a sword. Mortally wounded, Nomak pushed Blade's sword further into his heart to finally free himself from the pain his condition constantly caused him. Powers and abilities[edit] Nomak possesses the common powers of the Reapers. However, in addition to this, Nomak seems to be in much more control of his 'thirst' than the other Reapers he turns, and his physiology allows him to go for longer periods between feedings than his progeny. Nomak has an immunity to silver as well as a more robust internal structure, protecting his vital organs, especially his heart. Nomak is still susceptible to UV light. Nomak also retains all of his higher brain functions, not relying on his basic instincts to feed. This allows him to formulate plans and also communicate in both English and the ancient vampire language. His physical strength is also greater than normal Vampires and even Blade himself. He along with the other reapers have the innate physical ability to stick to walls and climb them as easy as they would walk. His physical strength is slightly less than Dracula but he is still incredibly strong able to push aside mechanical doors weighing tons. See also[edit] Vampire (Marvel Comics) References[edit] Jump up Blade (Motion Picture). 1998. Event occurs at 120 minutes. Jump up Blade Trinity (Motion Picture). 2004. Event occurs at 113 minutes. Jump up David S. Goyer (April 1, 2012). 'Blade script by David S. Goyer'. Blade script. Retrieved 2012-04-02. Jump up Blade II (Motion Picture). 2002. Event occurs at 117 minutes. External links[edit] Vampires at Marvel Wiki List of Vampires at Marvel Wiki [hide] v t e Blade Creators Marv Wolfman Gene Colan Films Blade soundtrack video game Blade II video game Blade: Trinity soundtrack Television Blade: The Series Marvel Anime Characters Frank Drake Dracula Deacon Frost Quincy Harker Harold H. Harold Hannibal King Morbius, the Living Vampire Nightstalkers Noah van Helsing John Carik Vampires Abraham Whistler Steppin' Razor Miscellaneous Marvel Vampires The Tomb of Dracula Categories: Fictional vampire typesBlade (comics)Marvel Comics speciesHuman-derived fictional speciesMarvel Comics vampiresFictional virusesFictional microorganisms Navigation menu Not logged inTalkContributionsCreate accountLog inArticleTalkReadEditView history Search Go Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version Languages Русский Edit links This page was last modified on 7 October 2015, at 21:24. 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marvelcomicsfanf chapter 3 . 12/15/2015 Neo (Marvel Comics species) From Wikipedia, the free encyclopedia Neo Publication information PublisherMarvel Comics First appearanceX-Men vol. 2, #100 (May 2000) Created byChris Claremont Leinil Francis Yu Characteristics Notable membersCrimson Pirates: Bloody Bess Broadside Killian (leader) Sea Dog Goth: Beldame Goth (Leader) Sanguine Wanderer Guardian Clan: Backhand Flare Pillar Repulse Sinew Singularity Stare (leader) Lost Souls: Desolation Dirge Lament Requiem (Leader) Shockwave Riders Unnamed members Warclan: Anteus Barbican Domina (Leader) Elysia Jaeger Junction Kilmer Ransome Sole (Renegade Neo) Rax Salvo Seth Static Tartarus The Neo were a fictional race of superhumans in the Marvel Comics Universe, created by Chris Claremont. Before facing global extinction, the Neo were another of Earth's races, apparently a very ancient one that prefer to live in seclusion. They appear to be a subspecies of mutants, but much more powerful. This is seen in the way they call mutants 'spikes', as if they didn't even register on the Neo's power scales. Contents [hide] 1Species Biography 2Powers and abilities 3See also 4References 5External links |
marvelcomicsfanf chapter 3 . 12/15/2015 Vampire weaknesses and limitations[edit] Weaknesses[edit] Vampires had many limitations imposed upon their supernatural abilities, and even upon their very existence. Destruction[edit] The only substances which could cause a Vampire pain were silver and, to a lesser extent, unless it penetrated the Vampire's heart, wood. The surest way to kill a Vampire was to drive a wooden stake or a silver blade through his or her heart. The stake or blade prevented the heart from supplying ichor to the rest of the body. If the stake or blade was removed, however, even if the Vampire's body had crumbled to dust, the Vampire's mystical vitality would restore his or her body to the condition it had before the Vampire was slain, and return him or her to Vampiric 'life.' Beheading a Vampire would also kill him or her as well as extensive damage to the majority of his or her body. However, there were only three methods of making sure of destroying a Vampire permanently. One was to expose the Vampire to direct sunlight and then to scatter the ashes. Another was to pierce the Vampire's heart with wood or silver, sever his or her head, burn the head and body in separate places and scatter the two resulting piles of ashes in separate locations. The third was mystically, most notably by using the incantation known as the Montesi Formula (after the monk who first realized its significance). Montesi created the incantation by studying fragmentary copies of the Darkhold. It was lost amid many other documents copied by various anonymous monks over the centuries. Research by various Vampire hunters over the past few decades revealed its significance, and it was sought by both those hunters and by Dracula, who wished to destroy all copies of it. The incantation apparently cancelled the mystic curse that allowed any Vampire within earshot to exist, causing it to crumple to dust. The danger is that, as the Montesi Formula was created from black magic theory from the Darkhold, using it untrained (in the mystic arts) causes the user to lose his soul. At one point, a cult who worshiped the elder Demon Gods apparently fixated on Dracula as a recipient of their power. Dracula gave them the fragments of the Darkhold he had discovered; the cultists (who were low level mystics) repeatedly recast the original spells that created the first Vampires. This increased Dracula's powers considerably, and he lost his vulnerably to sunlight and others. Dracula was able to take full control of their minds (as well as anyone around the world that Dracula had ever hypnotized in the past, at will). Doctor Strange (who at the time was in a great battle with Dracula) was aware of the Montesi Formula. He tracked down the Darkhold and using the original source material to study the spells that created Vampires, Doctor Strange created a massive version of the Montesi Formula (backed by his power as Sorcerer Supreme) to wipe out all Vampires in the Marvel Universe. As shown in the Runaways series, staking a Vampire is not always completely effective. Nico Minoru shoots the Staff of One completely through the Vampire Topher without permanent damage. However, Topher was shortly defeated when he drank Karolina Dean's blood, which contains pure solar energy (Karolina is a Majesdanian, an alien race that lives within a star.) |
marvelcomicsfanf chapter 3 . 12/15/2015 Sustenance and transformation[edit] Vampires require the fresh blood of living beings, preferably human, in order to sustain their health and power. Usually, they obtain it by biting their victims and draining their victims' blood. The bite of a vampire transfers an unidentified enzyme found only within the saliva of a vampire into the bloodstream of the victim. If a vampire drinks enough blood to cause a victim's death, this enzyme triggers a metabolic change within the victim's body, beginning with the production of a green liquid referred to as 'ichor' into the bloodstream. After roughly three days, enough of this liquid in the victim's body that it begins to course through the veins in the same way his or her blood once did. The victim then returns as a newborn vampire and is capable of all the basic capabilities of ordinary humans, with the exception of being able to have children, plus a number of supernatural abilities of strength, speed, agility, endurance, senses, immortality, and healing factor. However, if the victim retains sufficient blood to survive the vampire's attack, he or she begins to show signs of anemia because of the presence of the enzyme in his or her bloodstream. The victim does not die under such circumstances, but until a newly created vampire's body metabolizes the enzyme—a process that might take as long as several months in some cases—he or she is extremely weak and highly susceptible to hypnotic suggestions, verbally or through long-range mental contact, by the vampire responsible for the attack. There is also a distinct possibility of the newly turned vampire developing a sexual attraction for the vampire responsible for their transformation, and vice versa; this theory is most possible and appropriate in cases where a victim is of the opposite gender of their vampire (e.g., male vampire and female victim or female vampire and male victim). Note that a new vampire is not created unless the attacking vampire wishes to do so, or loses control and injects too much enzyme. Superhuman strength[edit] Vampires possessed superhuman strength anywhere from 10 to 20 times greater than they possessed in their mortal lives. Their strength increases to a degree as they get older; elder vampires are stronger than younger, weaker vampires. The vast majority of known and recorded vampires were capable of lifting from 1,000 lb (450 kg) to 4,000 lb (1,800 kg), with only Count Dracula and his predecessor Varnae being known to lift more at 4 and 7 tons respectively due to their advanced age and special stance as ruler of Earth's vampire race. In addition to their strength, vampires possess speed, senses (including night vision), stamina, agility, and tracking far beyond that of humans and animals. Willpower[edit] The overall extent of a Vampire's abilities depended upon the strength of the Vampire's will. Exceptional Vampires with powerful wills, such as Dracula or Varnae, were capable of summoning and controlling thunderstorms, even though the mystical concentration required to do so left them extremely weak for a certain period of time. The Vampire's willpower could also determine the extent to which he or she could master their craving for blood and retain the same personality they had in life. However, most people that became Vampires quickly found themselves unable to resist the all consuming craving for blood. They quickly degenerated into cruel and animalistic hunters of ordinary Human beings, even if these new Vampires had been kind and sensitive people in their mortal lives. Summoning and shapeshifting[edit] Vampires could summon and control certain creatures such as bats, wolves, and rats. Vampires could also transform themselves into bats, and in the case of some Vampires, wolves, while retaining their Human intelligence in these forms. Some Vampires could even become Human-sized bats. Vampires could also transform themselves into mist at will, while still retaining their normal consciousnesses in that form. Hypnosis[edit] A vampire could make most human beings into his or her temporary slave if he or she could catch their gaze for a sufficient amount of time, usually only a matter of seconds. The exact length of time needed to mesmerize the victim depended on the strength of will of the vampire and that of his or her victim. Healing factor and immortality[edit] Vampires were rendered immune to the ravages of disease and of aging. However, if deprived of blood for a lengthy period of time, a vampire would begin to show distinct signs of aging, such as his or her hair turning gray. Upon ingesting fresh blood, the vampire would revert to the age in which he or she had been at the time of death. In most cases, vampires were able to heal themselves from minor injuries within a very brief period of time. Some vampires, such as Count Dracula, could heal from severe burns or broken bones within the span of a few hours, whereas most other vampires might require several days to heal exactly the same injury. Vampires were not able to regenerate missing organs or severed portions of their anatomy, with the exception of hair and skin. Apart from periodic inconveniences, injuries like these would not critically impair a vampire's effectiveness. Because the ichor was similar in function to blood, poisons and other toxic substances that were circulated in its bloodstream would adversely affect a vampire, although no dosage was large enough to cause death. |
marvelcomicsfanf chapter 3 . 12/15/2015 Publication history[edit] Dr. Joanne Tumulo, later revealed to be a member of the Cat People race, first appeared in Claws of the Cat #1-4 (November 1972-June 1973), and was created by Linda Fite and Roy Thomas (co-writers), and Marie Severin (artist). The Cat People race first appeared in Giant-Size Creatures Vol. 1 #1 (July 1974), and was created by Tony Isabella and Don Perlin. The race subsequently appeared and was further detailed in Adventures into Fear #22 (June 1974), Marvel Two-In-One #19 (September 1976), Marvel Premiere #42 (June 1978), What If #35 (October 1982), West Coast Avengers Volume 2 #6-7 (March-April 1986), #15-16 (December 1986-January 1987), Fantastic Four #314 (May 1988), Avengers Spotlight #38 (November 1990), Dr. Strange III #27/2 (March 1991), and Tigra #1-4 (May-August 2002). The Cat People received an entry in the Official Handbook of the Marvel Universe Update '89 #1. |
marvelcomicsfanf chapter 3 . 12/15/2015 Eternals volume 3[edit] Recently, the Eternals have begun reappearing on Earth in Neil Gaiman's new take on the immortal beings. Most seem to have no memory of their own history and abilities, except Ikaris, and no records of their previous appearances remain. Apparently the Eternal known as Sprite, angered at having to remain an eleven-year-old and unable to grow any further, managed to induce collective amnesia in the Eternals as well as distort their perceptions of history. This can possibly be seen as Gaiman's attempt to retcon the characters; early stories as well as officially published statistics portrayed most of the current generation of Eternals – such as Ikaris and Thena – as being 'only' several tens of thousands of years old but Gaiman's run describes them as being closer to a million years old. A group of Deviants manage to kidnap Makkari, using him to awaken the Dreaming Celestial. Upon awakening, he decides to judge humanity. The Eternals, realizing that they cannot stop him, leave him be. The Eternals then embark on a quest to go and recruit the other members who have similarly forgotten their true selves due to Sprite's trickery. |
marvelcomicsfanf chapter 3 . 12/15/2015 Secondary mutations Some mutants have shown the ability to develop a secondary mutation. Omega-level mutants An Omega-level mutant is one with the most powerful genetic potential of their mutant abilities. The term was first seen in the 1986 issue Uncanny X-Men #208, but was completely unexplained beyond the obvious implication of it referring to an exceptional level of power. The term was not seen again until the 2001 limited series X-Men Forever. Some abilities depicted by mutants described as Omega-level include immortality, extreme manipulation of matter and energy, high psionic ability, strong telekinesis, and the potential to exist beyond the boundaries of the known physical universe. No firm definition has been offered in comics. Examples of mutants that have been confirmed as Omega-level include Jean Grey,[6] Quentin Quire,[7] Vulcan,[8] Rachel Summers,[9] Iceman,[10] Legion,[11] Elixir,[12] Franklin Richards,[13] and Psylocke.[14] 'Homo superior superior' Introduced in Chris Claremont's X-Treme X-Men, a character known as Vargas claims to be humanity's natural response to mutants. Vargas was born at the epitome of peak physical skill, having superhuman levels of strength, speed, reflexes, agility, stamina, and durability. Vargas also seems to be immune to various mutant abilities (such as Rogue's absorption and Psylocke's telekinetic blast).[15] Externals Created by Rob Liefeld, Externals are immortal mutants whose powers have allowed them to exist for centuries. Eventually, most of the Externals are killed by Selene. Gideon, Selene, and Apocalypse are examples of Externals. Cheyarafim and Neyaphem Cheyarafim and Neyaphem first appear in Uncanny X-Men #429. According to the character Azazel, the Cheyarafim are a group of angel-like mutants who were the traditional enemies of the Neyaphem, a demonic-looking group of mutants who lived in Biblical times. The Cheyarafim were fanatics who had a strict, absolutist view of morality which led them into conflict with the Neyaphem. This escalated into a holy war, causing the Neyaphem to be exiled into an alternate dimension. What happened to the Cheyarafim after this has not been revealed. The X-Man Angel is said to be descended from Cheyarafim,[citation needed] while Nightcrawler is supposedly the son of a Neyaphem, Azazel. It is unknown if Joshua Guthrie, known as Icarus, is a descendant of the Cheyarafim. Dominant Species/lupine Maximus Lobo claims to be a part of a mutant sub-species of feral, wolf-like mutants, whom he calls the Dominant Species. He later tries to recruit Wolf Cub into his ranks, to no avail. A few years later, another mutant, Romulus, claims that some human mutants evolved from canines instead of primates. Mutants who are a part of this group include Romulus, Wolverine, Daken, Sabretooth, Wolfsbane, Wild Child, Thornn, Feral, and Wolf Cub, with X-23 and the Native as other likely candidates. These groups appear to be one and the same.[16] Changelings Introduced in the second series of X-Factor, a changeling is a mutant whose powers manifest at birth. Jamie Madrox (Multiple Man) and Damian Tryp are examples of this sub-class. Extraterrestrial mutants Humans are not the only species to have mutant subspecies. Ariel, Longshot, Cerise, Ultra Girl, and Warlock are examples of mutant aliens. |
marvelcomicsfanf chapter 3 . 12/15/2015 Homo sapiens superior[edit] Main article: Mutant (Marvel Comics) Actually the same as the 'normal' Homo sapiens sapiens mentioned above, but due to the human genetic potential to support benevolent mutations, has spontaneously develop a gene within the newly created zygote which endows superhuman abilities and/or appearance on the individual; however, anyone born with this 'X-gene' is automatically considered a member of what has been named Homo sapiens superior, individuals distinguished only by the presence of a single gene. The gifts endowed by the presence of the gene can be minimal (one mutant, Jazz, simply has blue skin), to phenomenal (such as the abilities of any well-known powerful mutant hero or villain, for example, many of the X-Men, or former members of the Brotherhood of Mutants). There are any number of theories as to what can catalyze the development of the gene within an individual, ranging from sunspot activity, to parental exposure to radiation in some form; however, ultimately, the answer is unknown. The number of so-called 'mutants' within humanity as a whole has risen dramatically, and fallen almost as dramatically, since the first recorded appearance of a known mutant, 5,000 years earlier, with the birth of En Sabah Nur, later known as Apocalypse. Apocalypse was a lone mutant, but almost 5,000 years later, by the 1970s, there were hundreds. Due to unknown causes, the mutant population exploded within the following decades, seeing perhaps 32 million worldwide by the 1990s (the evil Cassandra Nova exterminated 16 million with her Sentinel attacks, and that was theorized to be approximately half of the mutant population). Finally, in the Decimation event of 2005, Wanda Maximoff's alteration of reality removed the powers of most of the remaining 16 million, leaving perhaps a few hundred remaining mutants on the Earth. The circumstances and opinions surrounding mutants as a political body have always been very much polarized, presumably because of a similar polarization within the attitudes of the mutant community; some strove for acceptance, whilst others declared themselves 'humanity's successors' and sought to take their place by force. As a result, opinions on how to deal with the mutant community have always been similarly divided. There have been attempts to exterminate mutants (with the robotic Sentinels, or the deadly Legacy Virus, amongst other things), enslave them (using the mutate process created by the Sugar Man and employed by the Genegineer of Genosha), or indeed both (such as the Weapon Plus Program), and even appease them (such as when Magneto was given sovereign command of the country of Genosha); it has only been recently that mutants have been accepted as members of society by law, as equal to other superhumans (as evidenced by the Super-Hero Registration Act, which affects all with superhuman abilities, regardless of origin of said abilities). However, as a side note, given the events of the series Son of M, in which the depowered mutant Quicksilver restored the powers of other 'fallen' mutants in the wake of the Decimation event, it seems likely that the mutant X-gene, the presence of which denotes a being as Homo sapiens superior rather than Homo sapiens sapiens, either leaves a 'genetic shadow' within the rest of the individual's DNA, or takes its characteristics from said DNA. However, it is more likely that both assertions are correct. This can be stated due to evidence witnessed; the traditionally Inhuman-controlled Terrigenesis (the taking of the mutagenic Terrigen Mist) was a process designed to induce benevolent mutations to maximize the genetic potential of the individual, creating unique powers. Now, given that applying Terrigenesis to a former mutant restores powers of a similar nature to their own, it can be seen that the general genetics of an individual seem to give some shape as to which powers they will manifest (the ultimate genetic fingerprint); however, since the powers are restored at far greater level than they existed before, it seems likely that the DNA sequence of a mutant, even a former mutant, contains far more inherent power than that of a human (and almost certainly more than most Inhumans). |
MARVELFANFICTION chapter 3 . 12/2/2015 Known Vampires See Known Vampires. Classifications Vampire Sects The Vampire Sects are diverse as human religions and Vampires from different sects might have different characteristics of abilities: Kreiger Sect: Western European type warriors, one of the strongest sects. Claw Sect: Middle Eastern type warriors, rivals of the Krieger. Mystikos Sect: American Vampires embraced the modem world. They are Businessmen, with skill at technology. Anchorite Sect: American rural outcasts who prefer to hide from humanity and live in peace, similar to the lifestyle of the Amish. Purebloods: Born as Vampires. Nosferati: Eastern European, similar to Count Orlock, their need for powerful blood sometimes drives them to attack other Vampires. Moksha Sect: Seers who gain their powers by feeding as little as possible. Siren Sect: All beautiful female Vampires with powers of seduction. Adze: African Vampires who are able to survive the usually instantaneous methods of Vampire destruction for ten minutes. Ancients: Italian Vampires with superior superhuman speed and healing factor compared to that of other Vampires. Yiki Onna: Japanese Vampires with the power to turn into ice storms rather than fog as most Vampires can. Jumlin: Native American Vampires. Sub-Species Huskie: Vampires who are brought back brain dead and are basically human husks. They only follow their base instinct and feed on small animals. They will not rest until they have completed a task from their human life. Charniputra: Gargoyle like Vampires that reside in the Himalayas Aqueos: Atlantean (Homo mermanus) converted Vampires Tryks: A powerful, parasitic race that prefers the blood of other Vampires. Pseudo Vampires Baalists The followers of Ba'al exhibited many of the same properties as traditional vampires, but were not in fact true vampires. They wore false fangs and were not inhibited by ultraviolet radiation, but they did partake in the consumption of human blood. Ba'al bestowed power to his underlings, making them stronger, faster and more durable, but they did not possess characteristics that could be defined as superhuman. The Baalist vampires originate from the region known as Gehenna and have followed the edicts of Ba'al since about 13,000 BCE.[2] Level Classification Class-2 Vampires Morg was stated to be a 'standard Class-2 Vampire',[3] without clear explanation of the classification. Also see the list of confirmed Class-2 Vampires. |
LarryNivenfanfic chapter 3 . 11/24/2015 AnatomyEdit Kzinti and Humans have a similar biochemistry which hints the existence of a common ancestor in the remote past.[1] Kzinti are larger than humans, standing around eight feet (2.4 to 2.8 meters) tall and weighing around 200kgs[1]500 pounds. They have large membrane ears with fur only on the outside of the ear and only about half way up the ear itself, usually appear pink; they can fold back flat against the head for protection during a fight. Their noses are black. They have a barrel-chested torso with a flexible spine, and large fangs and claws. They stand on two legs like humans (no digitigrade or 'backwards-bending' legs), their feet have five toes, their hands end in three fingers and an opposable thumb. Their tails are naked and are similar in appearance to a rat's. They are covered with a thick coat of long fur (except the ears, the tail, palms and soles[1]) that comes in various combinations of orange, yellow, and black. Though full black coats are rare, and all who have them are taken by the black priests. |
knownspcefanfict chapter 3 . 11/23/2015 Stories by Niven himself Edit TitlePublishedFirst appearanceCollection 'The Coldest Place'1964Worlds of IfTales of Known Space 'The World of Ptavvs'[1]1965Worlds of Tomorrow-- 'Becalmed in Hell'1965[[The Magazine of Fantasy and Science FictionThe Magazine of Fantasy Template:I5and Science Fiction]]Tales of Known Space 'Eye of an Octopus'1966Galaxy MagazineTales of Known Space 'The Warriors'1966Worlds of IfTales of Known Space 'Neutron Star'1966Worlds of IfNeutron Star 'How the Heroes Die'1966Galaxy MagazineTales of Known Space 'At the Core'1966Worlds of IfNeutron Star 'A Relic of the Empire'1966Worlds of IfNeutron Star 'At the Bottom of a Hole'1966Galaxy MagazineTales of Known Space 'The Soft Weapon'1967Worlds of IfNeutron Star 'Flatlander'1967Worlds of IfNeutron Star 'The Ethics of Madness'1967Worlds of IfNeutron Star 'Safe at any Speed'1967The Magazine of Fantasy Template:I5and Science FictionTales of Known Space 'The Adults'[2]1967Galaxy Magazine-- 'The Handicapped'1967Galaxy MagazineNeutron Star 'The Jigsaw Man'1967Dangerous VisionsTales of Known Space 'Slowboat Cargo'[3]1968Worlds of If-- 'The Deceivers'[4]1968Galaxy MagazineTales of Known Space 'Grendel'1968(collection only)Neutron Star 'There is a Tide'1968Galaxy MagazineTales of Known Space World of Ptavvs1968(novel)-- A Gift From Earth1968(novel)-- 'Wait It Out'1968Futures UnboundedTales of Known Space 'The Organleggers'[5]1968Galaxy MagazineThe Shape of Space Ringworld1970(novel)-- 'Cloak of Anarchy'1972Analog Science FictionTales of Known Space Protector1973(novel)-- The Defenseless Dead1973(collection only)The Long ARM of Gil Hamilton 'The Borderland of Sol'1974Analog Science FictionTales of Known Space 'ARM'1975EpicThe Long ARM of Gil Hamilton The Ringworld Engineers1980(novel)-- The Patchwork Girl1980(novel)also Flatlander 'Madness Has Its Place'1990(collection only)Man-Kzin Wars III 'Procrustes'1994(collection only)Crashlander 'Ghost'1994(framing story, collection only)Crashlander 'The Woman in Del Rey Crater'1995(collection only)Flatlander The Ringworld Throne1996(novel)-- 'Choosing Names'1998(collection only)Man-Kzin Wars VIII 'Fly-By-Night'2002(collection only)Man-Kzin Wars IX Ringworld's Children2004(novel)-- 'The Hunting Park'2005(collection only)Man-Kzin Wars XI Fleet of Worlds (co-authored with Edward M. Lerner)2007(novel)-- Juggler of Worlds (co-authored with Edward M. Lerner)2008? (scheduled)(novel)-- (Note that most stories appeared in more than one collection, though only one each is listed here.) |
knownspcefanfict chapter 3 . 11/23/2015 Miranda Rees: 322PAGES ON THIS WIKI Edit Comments0 Rees Miranda Rees was a human, the chief engineer of the Coalition Hyperdrive Project. She was on board the Quantum II Hyperdrive Lance of Truth when Quinn and Iacch hijacked it. She attempted to disable the hyperdrive so that the thieves would be arrested, but was shot by their stunner before she managed to. The hijackers took her to the AutoDoc and tried to explain that Veeshka wished to annihilate the Puppeteers and kill Chmeee, but Quinn managed to persuade her by showing an infodisk with Veeska's orders to Shachra. Following the directions of the Puppeteer Hindmost, they arrived to Ringworld looking for technology. When they arrived to the village of the Canyon People, Miranda used Altarian Ale to make the leader Rock That Safeguards His People sleep. Much later, after Quinn and Seeker brought a stasis box from the Flesheater cave, Miranda opened it and found a device. After the visit to the Slaver Sunflower plateau, Miranda found out that the device is a Control Module which alters the neural waves of the sunflowers and control their laser beams; it used a variable width beam to distort neural wave patterns like a regulator, or disable them. In that box Miranda found a stasis control module. After Quinn's return from the Coastal Sea People, Miranda used it on the new box but it turned to be empty. After Quinn and Seeker returned from the Map of Earth, the trio returned to the Canyon People and used the stasis control module on the Sky Silver. There they found a wounded Tnuctip survivor. |
knownspacefanfic chapter 3 . 11/16/2015 Pierson's Puppeteers From Wikipedia, the free encyclopedia (Redirected from Pierson's Puppeteer) Pierson's Puppeteers, often known just as Puppeteers, are a fictional alien race from American author Larry Niven's Known Space books. Illustration of Pierson's Puppeteer from Barlowe's Guide to Extraterrestrials Contents [hide] 1Biology and sociology 2Politics and relations with other species 2.1General Products 2.2Foreign policy 3Homeworld—The Fleet of Worlds 4Appearances in Known Space works 4.1Novels 5Appearances in other media 6External links and references Biology and sociology[edit] Pierson's Puppeteers are described by Niven as having two forelegs and a single hindleg ending in hoofed feet, and two snake-like heads instead of a humanoid upper body. The heads are very small, containing a forked tongue, extensive rubbery lips, rimmed with finger-like knobs, and a single eye per head. The Puppeteer brain is housed not in the heads, but in the 'thoracic' cavity well protected beneath the mane-covered hump from which the heads emerge. They use the 'mouths' to manipulate objects, as a humanoid uses hands. The Puppeteer's native language sounds like highly complex orchestral music, but they seem to be able to reproduce human language without difficulty or device, as well as the Heroes' Tongue (Kzinti), suggesting their vocal arrangement may resemble a pair of avian-like syrinx rather than vocal cords. The sobriquet 'Pierson's' comes from the name of the human who made first contact in the early 26th century in the Known Space timeline. According to the Niven story The Soft Weapon, Pierson was a crewman aboard a spaceship at a time when there was a camp revival of the ancient Time for Beany TV show featuring Cecil the Sea-Sick Sea Serpent, an animated character based on a hand puppet; Pierson accordingly described the alien he had met as a Puppeteer, given some resemblance of the head and neck with Cecil. Puppeteers dealing with humans usually give themselves the names of centaurs and other figures in Greek mythology, such as Nessus, Nike and Chiron. Puppeteers' names for themselves are highly complex, and unpronounceable by humans. The group name they use for their own species translates as 'Citizens'. Biologically, Puppeteers are highly intelligent herbivores; a herd animal, Puppeteers prefer the company (and smell) of their own kind. Their cycle of reproduction is similar to that of Earth's digger wasps: the Puppeteers consider themselves to have three genders (two male, one female): the two 'male' genders are the equivalent of human female and male (one has an ovipositor, the other produces sperm) and the 'female' is a (non-sentient) parasitized host into which the ovum and spermatozoon are deposited. Puppeteers are very long-lived. The exact length of a Puppeteer's lifespan is unknown, but it is at least several centuries—Nessus, the most prominent individual Puppeteer in the works, is over 300 years old during the events of the original Ringworld novel. This, together with a total lack of contraceptives (except major surgery) for their species, is responsible for extreme crowding: the Puppeteer homeworld has a population of over a trillion, and four farming worlds are dedicated entirely to supplying the population with food. Technologically, the Puppeteers are very advanced, centuries or millennia ahead of most other species (including humans). For example, humans in Niven's universe invented a method of cheap teleportation in the twenty-fifth century called a transfer booth, which requires an enclosed space at either end of the transmission. Puppeteers use a much more elegant and sophisticated booth-less 'open' version in the form of stepping disks, which require no enclosure. They transformed their home world, and several other astronomical bodies, into a Klemperer rosette, in order to flee a galactic catastrophe. Socially, two notable traits of Puppeteers are their racial/cultural penchant for cowardice and their tendency to congregate in herds. The cowardice is thought in Puppeteer society to originate with the Puppeteer instinct for turning one's back on danger. However, the trait is thought by many to actually originate from their herd instinct, as the instinct to turn one's back is linked to an instinct to kick the hind hoof at an attacker. In Ringworld, when Nessus and the expeditionaries are threatened, the Puppeteer defends himself quite effectively: All in one motion, the puppeteer had spun on his forelegs and lashed out with his single hind leg. His heads were turned backwards and spread wide, Louis remembered, to triangulate on his target. Nessus had accurately kicked a man's heart out through his splintered spine. (Ringworld, Chapter 13, published 1970.) Another behavioral trait is the coma state, broadly a cognate of the human fetal position–in the same way that ostriches are said to bury their heads in the sand, Puppeteers fold up into a ball, tucking their three legs and two heads underneath the padded cranial bulge. This is, in part, an explosion reflex, learned during childhood. Their cowardice is also reflected in their architecture and object design, as all the Puppeteer-designed rooms and vessels have no sharp edges, everything curves into everything else, giving a 'half-melted' look and meaning that objects are less likely to damage someone inadvertently, through their own carelessness. In Ringworld, Nessus, a Puppeteer, explains how his race's cowardice is partly a result of a science experiment (the details of which are not given) that proves the Puppeteers have nothing equivalent to an immortal soul, and therefore death is, for their species, eternal oblivion. As a result, the Puppeteer race is fanatically devoted to its own safety. A courageous Puppeteer is regarded as insane by his species, and actually shows symptoms associated with human mental illness, such as bipolar disorder, clinical depression and so on. However, aside from the crews of the Long Shot (in the novel Ringworld) and Explorer (in the novel Fleet of Worlds), no human has ever met a completely sane Puppeteer, as no sane Puppeteer would ever leave the safety of the Fleet of Worlds (see below). On occasion a Puppeteer will express its amusement by facing its two heads towards each other, in effect, looking at itself. This is described by Niven to be the closest to laughter a Puppeteer comes. |
knownspacefanfic chapter 3 . 11/16/2015 Recurring characters[edit] Chuut-Riit - Leader of the Kzinti conquest forces occupying Wunderland. Buford Early - ARM general known for unorthodox tactics. Ulf Reichstein-Markham - Wunderland resistance leader and, eventually, traitor. Dimity Carmody - Interpreter of the alien hyperdrive manual. Nils Rykermann - Biologist on Wunderland, later resistance leader, later Wunderland politician. Rarrgh - Kzin soldier, later protector of Vaemar-Riit, later Senechal of Vaemar-Riit's palace. Leonie Rykermann - Wife of Nils Rykermann. Vaemar-Riit - Son of Chuut-Riit. Leader of the 'Wunderkzin'. Arthur Guthlac - Originally an Earth museum guard and illegal collector of forbidden militaria, later brigadier on UNSN General Staff. |
knownspacefanfic chapter 3 . 11/16/2015 Naming convention[edit] Kzintoshi are born without names, which they must earn through valorous deeds. They are originally known by their relation to their father when they are kittens. After maturity, they are known by their rank or occupation. A Kzin who has performed a great deed will be granted a partial name by a superior; a further, greater deed earns a full name, the second of which is the family name. In rare instances, a sufficiently illustrious accomplishment will earn a nameless one a full name in one fell swoop. An example of this is the granting of a full name to Trainer-of-Slaves, who single-handedly delivered a fully working hyperdrive to the Patriarchy in the novella 'The Heroic Myth of Lieutenant Nora Argamentine' by Donald Kingsbury (appearing in Man-Kzin Wars VI (1994)), thus earning the full name Graaf-Nig. An exception to this rule seems to accrue to the members of the Riit family, who have held the office of Kzinti Patriarch for uncounted generations. These appear to earn names upon reaching adulthood. However, in the 2006 novel Destiny's Forge by author Paul Chafe, the heir apparent to the Riit throne, 'Pouncer', does not receive a name until it is earned by deed. (Under normal circumstances Pouncer would have received his Name automatically; however, in his position after the death of his father, earning his Name traditionally was essential to establishing his strakh as the heir to the Patriarchy.) Only those Heroes who have earned a full name are allowed to breed. There seem to be exceptions to this, such as the reference made to Kzaargh-Commodore's harem in the novella 'Catspaws' by Hal Colebatch (appearing in Man-Kzin Wars XI, 2005) despite his not having yet earned a full name. An example of a Kzin's naming transition would be: Birth description: Third-Son of Khral-Hrag Occupation description: Weapons-Technician Partial name: Frep-Technician Full name: Frep-Hrag |
masseffectfanfic chapter 3 . 11/14/2015 History Edit Turian civilization spans fifteen thousand years of history. Before the dawn of their civilization, the race was known to elder spacefaring species like the Protheans, who viewed them as primitive as the other ruling races of the modern era. The Unification War Edit For list of turian colonies involved in the Unification War, see UNC: Turian Insignias. The turians had already discovered several mass relays and spawned colonies throughout the galaxy when the asari reached the Citadel. At about the time the asari were forming the Council with the salarians, the turians were embroiled in a bitter civil war next door. The Unification War, as it was later named, began with hostilities between the colonies furthest from the turian homeworld, Palaven. These colonies were run by local chieftains, many of whom had distanced themselves from the Hierarchy. Without the galvanizing influence of the government, the colonies became increasingly isolated and xenophobic. Colonists began wearing emblems or facial markings to differentiate themselves from members of other colonies and open hostilities became common. When war finally broke out, the Hierarchy maintained strict diplomacy and refused to get involved. After several years of fighting, less than a dozen factions remained and the Hierarchy finally intervened. By that time, the chieftains were too weak to resist; they were forced to put an end to fighting and renew their allegiance to the Hierarchy. Though peace was restored, it took several decades for animosity between colonists to fade completely. To this day, most turians still wear the facial markings of their home colonies. The Krogan Rebellions Edit In the midst of the Krogan Rebellions, the Citadel Council made first contact with the turians. At the Council's behest, the turians brought their considerable war machine to bear on the krogan, now a recognized threat. While the initial turian offensive was successful in routing many krogan warrior bands, it provoked a massive counterattack from the krogan which devastated several turian colonies. Three turian worlds were rendered completely uninhabitable after the krogan used fusion torches to throw asteroids at them, and the bloodiest battle in turian history occurred at Digeris, where the planet was severely bombarded and the turians sacrificed many frigates and fighters to take out a fleet of krogan dreadnoughts. Rather than scaring off the turians with this show of force, the turians only fought with more resolve to quash the krogan utterly. Eventually, the turians implemented the salarian-developed genophage. With their advantage in numbers removed, the majority of krogan were subdued by 800 CE, although scattered insurgent actions would continue for decades. By 900 CE, the turians were granted full membership on the Citadel Council in gratitude for their service during the Krogan Rebellions. The turian military fills the military and peacekeeping niche left by the decimated krogan. Relay 314 Incident Edit In 2157 CE, following Council laws in place since the Rachni Wars which prohibited the activation of uncharted mass relays, a turian force opened fire on explorers from an as yet unknown race: humanity. One human starship managed to escape and warn the Systems Alliance, which retaliated and destroyed several turian vessels. The situation quickly escalated to war. Evolution Shanxi Turian PatrolOver the next several weeks, the outnumbered Alliance lost multiple scouting parties and patrols to turian offensives. The conflict came to a head when a turian fleet broke through Alliance lines and besieged the human colony of Shanxi. With no other options, the Alliance garrison on Shanxi surrendered, and the turians proceeded to occupy the world, confident that the majority of Alliance forces had been defeated. However, one month later the Alliance's Second Fleet caught the turian occupiers by surprise and evicted them from the planet. Both sides began preparations for a protracted interplanetary war. Before that could happen, the Citadel Council intervened and revealed the galactic community to humanity. Terms of peace were negotiated and the conflict effectively brought to an end. The turians were ordered by the Council to give heavy reparations to the Alliance for their part in instigating the conflict, known to the galaxy as the 'Relay 314 Incident'. Mistrust between both races would linger for years to come. ME3 Icon“There won't be an Earth left to save..” — Spoilers for Mass Effect 3 3 Icon The Reaper War Edit During the Reaper invasion in 2186, the turian colony of Taetrus is one of the first worlds the Reapers attack following their conquest of Khar'shan and Earth. The Turian Hierarchy made two attempts to liberate Taetrus, but were unsuccessful. As the Reapers began to pour into the Trebia system and assault Palaven, they broadcasted images of Taetrus's destruction to the turian comm buoy network. Menae - tobestik bartus corinthusThe Reapers met with heavy resistance from the turians during their invasion of Palaven and Menae; much of the turian fleet remained operable after the Reapers' initial assault, and the turian citizenry was heavily armed and capable of supporting turian troops. Although the Hierarchy maintained that Palaven had not fallen and the battle for it continued, the Reapers nonetheless made significant gains and turian casualties rapidly mounted. Relief came with the help of an unlikely ally: the krogan, who had agreed to join the war once the genophage was cured. The combined turian and krogan counterattack caught the Reapers off-guard. While the Reaper fleet orbiting Palaven was distracted by an apparent turian offensive, transport craft carrying krogan reinforcements landed on Palaven and coordinated with turian resistance forces, handing over warp bombs and fission weapons. These weapons were smuggled aboard Reaper processor ships and detonated simultaneously across the globe, allowing large swathes of territory to be retaken. News of the victory gave a much-needed boost to the morale of the turian resistance and the galactic public, but it was not long before the Reapers retaliated. Realizing the hopelessness of the situation, Primarch Victus ordered the remaining turian warships to withdraw from the Trebia system in order to participate in the Allied assault on Earth. The only way to end the war was to activate the Crucible, and doing so required the Citadel, which the Reapers had moved to Earth orbit for safekeeping. Turian forces heroically assisted in the space and ground battles, while Commander Shepard reached the Citadel to trigger the Crucible. |
masseffectfanfic chapter 3 . 11/14/2015 Salarian 2,975PAGES ON THIS WIKI Edit Talk90 New Salarian Races Page Image The second species to join the Citadel, the salarians are warm-blooded amphibians native to the planet Sur'Kesh. Salarians possess a hyperactive metabolism; they think fast, talk fast, and move fast. To salarians, other species seem sluggish and dull-witted, especially the elcor. Unfortunately, their metabolic speed leaves them with a relatively short lifespan; salarians over the age of 40 are a rarity. Salarians are known for their observational capability and non-linear thinking. This manifests as an aptitude for research and espionage. They are constantly experimenting and inventing, and it is generally accepted that they always know more than they are letting on. |
masseffectfanfic chapter 3 . 11/14/2015 History Edit ME3 Icon“There won't be an Earth left to save..” — Spoilers for Mass Effect 3 3 Icon Origins Edit Athame muralThe asari arose on Thessia, a rich world with abundant quantities of element zero that caused much of life on Thessia to exhibit biotic tendencies. Instrumental to the rise of asari civilization was the intervention of the Protheans. Upon discovering the asari, the Protheans crafted the guise of Athame, a benevolent goddess who imparted gifts of wisdom to the asari through her guides Janiri and Lucen, a deception that allowed the Protheans to rapidly accelerate asari development. The Protheans also genetically altered the asari to grant them biotic capabilities, and defended Thessia from an asteroid strike and the resource-hungry oravores. When the Protheans departed, they left a single beacon on Thessia, around which the asari later built a lavish temple devoted to Athame. This beacon contained Vendetta, a Prothean VI, and over the following centuries was the source of countless technological advances that allowed the asari to eventually become the most powerful race in the galaxy. The beacon's existence became a closely-held state secret, as its revelation would have discredited the virtually universal belief that the asari attained such heights on their own merit. By 2183 CE, few outside the highest echelons of the asari government were aware of the part the Protheans played in asari history. Forming the Citadel Council Edit The asari were the first contemporary race to achieve spaceflight and discover the mass relay network. When they found the Citadel in 580 BCE, the asari also encountered the keepers, whose mute assistance enabled them to quickly settle on the station and learn how to operate its systems. Sixty years later, the salarians made first contact with the asari, and together the two species agreed to found the Citadel Council in 500 BCE, a galactic governing body that would come to unite dozens of races. In later years, the asari continued to explore the galaxy and welcomed several other races to the burgeoning galactic community. ME3 Icon“There won't be an Earth left to save..” — Spoilers for Mass Effect 3 3 Icon The Reaper War Edit Thessia ground assaultDuring the Reaper invasion in 2186 CE, the asari refrained from supporting the other races in the war as they were reluctant to take resources away from the defense of their own worlds. Despite this caution, the Reapers tore through the asari defenses and deployed forces throughout asari space. Asari hit-and-run tactics managed to slow the Reaper advance, but not stall it. Desperate, the asari government authorized their Councilor to reveal the existence of the Prothean beacon concealed in the Temple of Athame on Thessia to Commander Shepard in the hopes that it would provide the key to completing the Crucible, the galaxy's only means of defeating the Reapers. While Shepard attempted to retrieve the beacon's data, Thessia was assaulted by Reaper forces, the first time the asari homeworld had been attacked since the Rachni Wars, and swiftly fell. Out of options, the asari finally joined the Allied war effort, providing numerous resources to bolster the Allied fleets and complete the Crucible. Asari forces went on to fight alongside the other Allied races in the final confrontation with the Reapers over Earth. |
masseffectfanfic chapter 3 . 11/2/2015 Krogan 2,975PAGES ON THIS WIKI Edit Talk232 ADVERTISEMENT Codex ME - Krogan DisambiguousThis article is about the krogan species. For information about the enemies called krogan, see Krogan (enemy). The krogan are a species of large reptilian bipeds native to the planet Tuchanka, a world known for its harsh environments, scarce resources, and overabundance of vicious predators. The krogan managed to not only survive on their unforgiving homeworld, but actually thrived in the extreme conditions. Unfortunately, as krogan society became more technologically advanced, so did their weaponry. The end result is that they destroyed their homeworld in a nuclear war that reduced their race into primitive warring tribes. With the help of the salarians, the krogan were 'uplifted' into galactic society, and lent their numbers and military prowess to bring an end to the Rachni Wars. Ironically, after the rachni were eradicated, the rapidly-expanding krogan became a threat to the galaxy in turn, starting the Krogan Rebellions and forcing the turians to unleash the genophage. This genetic 'infection' dramatically reduced fertility in krogan females, causing a severe drop in births secondary to prenatal and postnatal death and, ultimately, population, eliminating the krogan numerical advantage. Contents[show] Biology Edit KroganconceptDue to the brutality of their surroundings, natural selection has played a significant role in the evolution of the krogan. Unlike most sentient species, krogan eyes are wide-set - on Earth, this is common among prey animals, and in this case it gives the krogan 240-degree vision, giving them greater visual acuity and awareness of approaching predators. Krogan eyes have narrow pupils. Their irises may be red, green, amber, or blue in color. Prior to the genophage, krogan could reproduce and mature at an astonishing rate. Females are known to produce clutches of up to 1,000 fertilized eggs over the course of a year. In present conditions, according to EDI, the odds of a krogan successfully giving birth to two females stand at 1 in 2,000. Their large shoulder humps store fluids and nutrients, enabling them to survive extended periods without food or water. A bigger shoulder hump is seen as a sign of high status, showing how successful an individual krogan is at hunting. Their thick hides are virtually impervious to cuts, scrapes or contusions, and they are highly resistant to environmental hazards, including toxins, radiation, and extreme heat and cold. Consequently their diets can include food and drink which would prove very dangerous to other species—a fact reflected in the krogan liquor of choice, ryncol, which is said to 'hit aliens like ground glass'. Younger krogan have yellow or green markings on their hides. These markings darken to brown or tan over time, showing their age. Krogan typically stand over 7 feet. Heavy creatures, krogan have been known to weigh at least 150 kilos, upwards of nearly 200 kilos for above-average specimens, and counting guesses by non-krogan observers even estimates of 800 pounds are made. Biotic individuals are rare, though those who do possess the talent typically have strong abilities. The most amazing physiological feature of krogan biology is the multiple instances of major organs. These secondary (and where applicable, tertiary) systems are capable of serving as back-ups in the event of damage to the primary biological structures. They have, for example, two hearts, four lungs, and four testicles. This reflects in their slang, where they often speak about a 'quad' where a human would use the words 'balls' or 'pair'. Krogan also have a secondary nervous system using a neuroconductive fluid, meaning they are almost impossible to paralyze. Krogan bleed a yellow or orange fluid when shot, which may be this fluid or actual blood. Aside from redundant systems, the legendary krogan 'blood rage' adds to the race's reputation for being notoriously difficult to kill or incapacitate in normal combat scenarios. In this state, krogan become totally unresponsive to pain and will fight to the death regardless of injury level, with the side effect of reducing their capacity for logic and self-control. Sheer physical hardiness means an individual krogan can expect to live for centuries. Krogan can live for well over a thousand years, as evidenced by Warlord Okeer, a veteran of the Krogan Rebellions who died (of decidedly unnatural causes) well over a thousand years after the Rebellions ended. Despite their natural propensity for toughness, krogan do have physical weaknesses. According to Zaeed Massani, if one lodges a knife at a certain spot near the frontal plate on a krogan's head, the plate can be ripped off. It is apparently the one thing krogan do fear. ADVERTISEMENT History Edit Tuchanka - krogan memorial on steroidsAncient krogan society was once rich with cultural, architectural, and artistic accomplishments. However, the krogan birth rate exploded despite the natural limits of their predatory homeworld once they achieved industrialization. Technology made life 'too easy' for them, so when they looked for new challenges they found those in each other. Wars were fought over dwindling resources as the krogan expanded. Four thousand years ago, at the dawn of the krogan nuclear age, battles to claim the small pockets of territory capable of sustaining life escalated into full scale global war. Weapons of mass destruction were unleashed, transforming Tuchanka into a radioactive wasteland. The krogan were reduced to primitive warring clans struggling to survive a nuclear winter of their own creation, a state that continued until they were discovered by the salarians two thousand years later. Rise of the krogan Edit The krogan were liberated from their primitive state by the salarians, who 'culturally uplifted' the race by giving them advanced technology and relocating them to a planet not cursed with lethal levels of radiation, toxins or deadly predators. The salarians even gave the krogan the means to stabilize Tuchanka's atmosphere by means of the Shroud. UrdnotdargBut the salarian intervention was not without an ulterior motive. At the time the Citadel was engaged in a prolonged galactic war with the rachni, a race of intelligent space-faring insects. The salarians hoped the krogan would join the Citadel forces as soldiers to stand against an otherwise unstoppable foe. The plan worked to perfection: within two generations the rapidly breeding krogan had the numbers not only to drive back the advancing rachni, but the ability to endure the harsh conditions of the rachni worlds. They were able to pursue them to their home worlds, find the rachni queens, and eradicate the entire species. For a brief period the krogan were hailed as the saviors of the galaxy and were given not only the conquered rachni worlds but other planets in Citadel space to colonise, in gratitude for their help. The Citadel Council even commissioned a statue for the Presidium—the Krogan Monument—to honor the krogan soldiers who died defending Citadel space. But without the harsh conditions of Tuchanka to keep their numbers in check, the krogan population swelled to unprecedented numbers. Overcrowded and running out of resources, the krogan spread out to forcibly claim other worlds—worlds already inhabited by races loyal to the Citadel. There was always 'just one more world' needed. The final straw was when the krogan began settling the asari colony of Lusia. When the Council ordered them to leave, Overlord Kredak, the krogan ambassador, stormed out of the Chambers, daring the Citadel races to take their worlds back. War broke out soon afterward. Rebellion and decline Edit Tuchanka - sabotaged cure wasteland 2The resultant Krogan Rebellions continued for nearly three centuries. The krogan sustained massive casualties, but their incredible birth rate kept their population steadily increasing. Victory seemed inevitable. In desperation, the Council turned to the recently discovered Turian Hierarchy for aid. The turians unleashed the genophage on the krogan home worlds: a terrifying bio-weapon engineered by the salarians. The genophage caused near total infant mortality in the krogan species, with only 1 birth in every 1000 producing live offspring. No longer able to replenish their numbers, the krogan were forced to accept terms of surrender. For their role in quelling the Krogan Rebellions, the turians were rewarded with a seat on the Citadel Council. The krogan, on the other hand, still suffer from the incurable effects of the genophage. Over the last millennium krogan numbers have steadily declined, leaving them a scattered and dying people. Some try bizarre treatments for the genophage, including testicle transplants. But, faced with the certainty of their extinction as a species, most krogan have become individualistic and completely self-interested. They typically serve as mercenaries for hire to the highest bidder, though many still resent and despise the Citadel races that condemned them to their tragic fate. Wrex comments disdainfully that clubs, bars and brothels often try to hire krogan bouncers, reducing his people to some kind of status symbol. Modern times Edit Urdnot camp lifeDespite announcements about failed, krogan-funded research into the genophage by 2183, most krogan have not worked toward a cure as they are more interested in combat than science. Unless one is discovered and used, the extinction of the krogan seems inevitable. In 2185, Mordin Solus explains that the krogan are in fact evolving to undo the damage of the genophage. To prevent overpopulation, Mordin's Special Tasks Group team created and applied a modified version of the genophage, which he claims will keep the population down but still allows for a viable population, indicating the krogan race isn't as doomed as they believe. Mordin states that both the original and new genophage were des |
starwarsfanficti chapter 3 . 11/2/2015 Coruscant Coruscant Location SystemCoruscant SectorCoruscant Galactic Coordinates(-15, 88) System Coordinates(5, 8) Rotational Period24 standard hours Orbital Period368 standard days Astrographic EntryCoruscant Statistics TypeTemperate/Breathable Primary Terrain:Rock Glacier Controlled ByGalactic Empire Population91,374,165,407 inhabitants Sentient RacesCoruscanti Coruscant is a planet covered in one, massive city and is the galactic capital. Description Coruscant has been considered the center since the beginning of interstellar travel. In fact, there are still several widely-accepted navigation charting formats that places the Coruscant System at the coordinates (0, 0, 0), noting it as the standard point of all location references. The space in the Coruscant System has never had a day of rest for many centuries now. The Coruscant Traffic Control division of the Coruscant System Transportation Department employees more manpower than some planets’ entire populations merely to guide the incoming and outgoing traffic volumes to this system. People foreign to this system often say that a if one expects a trip to Coruscant to take three days, expect to spend up to six days by factoring in traffic volumes, random boardings for security purposes, and landing bay availability if you are heading into the Coruscant city-planet. The outer edges of the Coruscant System is lined with many defense platforms, acting both as bases for the customs agents performing the random boardings, as well as powerful defense platforms in the occasion that the system is to be invaded by foreign powers. The Galactic Empire is known to place its military’s top academy graduates at these platforms, both for their talent and efficiency as well as for their hands-on training. Many graduates who acquire positions as station officers go on to eventually hold important positions such as captains to Star Destroyers. Besides these defense platforms, one will also find that space mines are emplaced throughout the edges of the system. At the frequency of one mine about every click, these mines with wide orbits around the Coruscant Sun add an additional layer of security, slowing down potential invaders, therefore giving the defense fleets additional time to deploy defensive formations. These space mines are equipped with heavy laser turrets, turbo laser turrets, or concussion missile launchers, depending on the type. The different types of mines are randomly deployed in terms of sequence, and is purposely manufactured to have very small differences in appearance, so to force the potential invaders to take the time to find out which mines they must take down first depending on the invader’s fleet component. Coruscant is also considered the center of trade, among others. With millions of merchants visiting this system on a monthly basis, the Coruscant System is often considered an independent market segment, with thousands of subcategories under it, by the premier marketing firms of the galaxy. History Notable Locations Categories: Planets Homeworlds |
starwarsfanficti chapter 3 . 11/2/2015 History Birth and childhood Dail was born on Year -3 at a luxurious Space Station inside Lantillian sector to Arthio and Gath Gwaed. Her litter consisted of several other kittens that remain scattered all around the Galaxy, due to their profession choices. Arthio, a proud Hapan father, and Gath, her Cathar mother, kept Dail and the other kittens safe and well fed, regardless of their lowly positions as station workers; Arthio was a space station repairman, while Gath, or commonly called by the kittens Fach, due to her compasionate nature, worked the mensa as a cook. Kittens grew and played in the lower reaches, oblivious to the tasks and obligations of adults. Dail's skills surfaced at an early age: her technical demeanor guided her to fiddle with broken household appliances and droids, revealing her restoration skills. A true member of her race, she raced and pounded with her siblings, sharpening her senses, agility and physical balance, slowly becoming a lean huntress; a true prospect for a future Blood Hunt. Adolescence Upon reaching the age of ten Dail sat down with her parents and asked them about acquiring work. Arthio approved, but Gath still considered her a little kitten and objected, although it was a rather silent objection, so with Year 7 Day 134 Dail has acquired a position of Intern inside the station's Repair and Recycle Division, led by an old Toydarian named Kollu. Repair and Recycle Division were an odd bunch; Toydarian led the team of six: small Jawa mechanic named Nkin and Chadra-Fan named T'Nil, commonly known as Dwarvies for their ability to enter small, narrow compartments in order to engage repairing a broken conduit, a female Wookiee named Katchill and Sluissi named Sera-Lu were usually employed when heavy lifting was required, and for precision Kollu had Hyltar, female Squib, and Edna, female Coruscanti. This motley crew accepted Dail in their ranks and everyone considered her a personal apprentice, leaving Dail to either go mad or learn a great deal about repair and recycle. Thanks to her dexterity and young mind, she took everything in like a sponge, learning along the way. Six months later, Dail was second in command of R&R Division, managing 'the troops' and repairing highly volatile locations herself. With increased responsibility came increased respect and she was often asked about her opinion, on both personal matters as those business related. Departure to a wider Galaxy Feeling she has learned much from R&R, as she came to call them, Dail decided to leave the station for a more daunting task, more knowledge, more challenge. Once again she talked with her parents and got an approval, after several misplaced comments about her personality by her parents. She booked a passage on a beaten Barloz-class freighter, bound for Shataum sector. Year 11 Day 224 marked her voyage to a brighter future. Paying her voyage aboard the freighter by her services as a repairwoman, she was given scarce accommodations, but she didn't complain. Ship had a lot of work to do, and upon reaching Shataum, she had it in almost prime condition, much to the Captain's surprise. Boarding another trading station, she found herself at a familiar surroundings and quickly devised a way to learn a new trade: she will advertise her services and see what crawls out. Several days passed before she received an offer she couldn't refuse: Master Repairmen on a Strike-class cruiser. One look through the transparisteel at the magnificent vessel was more than enough for her to sign onboad. Offeryn Lladd Manning the engine room for any pending repairs, Dail had time to brush up her technical knowledge as well as to familiarize herself with the ship. Mercenary crew usually took easy patrol or convoy duties and Dail had minor issues with broken appliances and terminals, right until they hit the first pirate raid, few parsecs after entering Phalleem sector. The vessel took heavy beating and the crew decided to condemn it, in order to acquire a new couldn't allow that; she took out several loans, including one from an infamous loanshark, in order to buy off the Strike-class. Naming her Offeryn Lladd, she had her towed into Kuat Drive Yard facilities in order to make repairs herself, while contracting out her services. After several years of contracting, she realized that Offeryn Lladd won't be ready for a few more cycles and, running out of funds, she had to find work. Closest business opportunity was Trade Federation, a neutral government set around principles of honor, integrity and, what she found inviting at that point, profit. Entering the Service Upon completing the Academy at Year 14 Day 117 in top five percent of her class, Dail was assigned as a pilot to Department of Logistics. Unfamiliar with piloting controls, she had a few hiccups along the way, but quickly got intimately acquainted with various missions. Early in her career she found that long hypertrips that were called for when hauling equipment and materials across the Sectors were exactly what she desired for. Her positive approach to every mission was not overseen, as she quickly went through ranks, reaching the rank of Flight Sergeant at Year 14 Day 282. End of Year 14 found Dail promoted to a Flight Lead Officer, leading her team of Pilots into the fray of Logistics missions, all the while keeping herself busy with hauling. Several high profile mission were thrown at her, to see if she's worth of something more than just a pilot. Performing admirably, Dail proved that she was indeed intended for something more. Ascension TFL Magnanimous Early Year 15 found Dail deeply engrossed in her team's missions that she almost misplaced her promotion to Deputy Director of Logistics at Year 15 Day 60. Throwing her into the fray, Director Salo gave her open hands regarding the day-to-day operations of the Department. Dail approached her new position carefully, not wanting to diminish the importance of previous Directors. She implemented several procedures and manuals for better understanding of the Department, all the while keeping it running, keeping the pilots occupied and allowing flow of goods inside the Federation. In addition, she was given access to her new command ship, Lucrehulk 3210 Battleship named TFL Magnanimous, which is used heavily for entity hauling missions, ranging from ships to raw materials. Her pride and joy, albeit a bit slow, she uses it expertly in every situation, darting from one side of Trade Federation space to another. Countless thousands tons of raw materials have been transported with it and more than five hundred ships have passed through its enormous cargo hold. Year 15 was extremely successful for Dail, as she was promoted to full Director of Logistics on Day 208, pending retirement of previous Director, Marco Salo. Promotion came straight from Minister of Interior, Marcus Justinian. Being caught by a surprise is an achievement on itself, as Dail didn't anticipate it; being engrossed in her work didn't help either - the datapad containing the promotion memo almost slipped her attention. Resumption Gofawlr Early Year 16 found Dail engrossed with work on various projects. Seeing she won't be able to continue at the pace she set forth, Dail filed in her resignation to Director of Admissions Augustine Phiro, stepped down from her position as Morale Team Team Leader and thanked the Citizenship Approval Board for having her. Her time with the Federation was only starting and she felt the need to go to her roots - Logistics. She engrossed herself with training her Deputy, Dro Siphodius, and making sure that Department runs efficiently. Logistics was her passion, her life. She started there and she was elevated to command all the pilots to a better future. Following the merger between The Avance Coalition and Trade Federation, their respective leaders, Viceroy Jacob Jansen and First Seat Navik Ikron organized a raffle for all members of the new family. Dail was lucky enough to win a Dreadnaught-class Heavy Cruiser which she named Gofawlr, meaning Caretaker in Catharese. Currently she is still in process of finding a proper shipyard to refurbish the beastly ship to her specifications. |
starwarsfanficti chapter 3 . 10/27/2015 Ferroan: 122,593PAGES ON THIS WIKI Edit Talk0 Eras-legends GET IT NOW! Jabitha Hal Ferroan Physical characteristics Skin color Pale blue Hair color White Black Eye color Gold Sociocultural characteristics Homeworld Ferro Zonama Sekot Members Aken Darak Shappa Farrs Sheekla Farrs Fitch Gann Jabitha Hal Kroj'b Maydh Owell Rowel Senshi Tescia Tourou [Hide][Source] Ferroans were pale-blue skinned humanoids with gold eyes. Most females had white hair but some had traditional black hair. They were from Ferro and had colonized the inner Ferro systems. They were known for their independence, reclusive manner, and for not often leaving their homes. A Ferroan year was equal to 3 standard years. On Zonama Sekot, they celebrated Uniting Day. They were the colonists of Zonama Sekot and believed in the Potentium. When Luke Skywalker first met them he mistakenly called them Zonamans. The Ferroans of Zonama Sekot were also very attuned to the idea of a sentient planet, many having grown up very aware of the lifeforces around them. However, they weren't symbiotic to it, as the Yuuzhan Vong were presumed once to be. AppearancesEdit Rogue Planet (First appearance) Star Wars Episode III: Revenge of the Sith novelization (Mentioned only) The New Jedi Order: Destiny's Way (Mentioned only) The New Jedi Order: Force Heretic I: Remnant (Mentioned only) The New Jedi Order: Force Heretic II: Refugee (Mentioned only) The New Jedi Order: Force Heretic III: Reunion The New Jedi Order: The Final Prophecy The New Jedi Order: The Unifying Force SourcesEdit The Complete Star Wars Encyclopedia The Essential Reader's Companion In other languages DeutschEspañol Categories: Legends articlesFerroansHuman and Near-Human speciesMammalian sentient speciesSentient species (F) Recent Wiki Activity Elevated Binocular Sensor edited by Cade Calrayn 3 seconds ago All Terrain Armored Transport/Canon edited by .Z 21 seconds ago Hypodermic injector edited by Cade Calrayn 58 seconds ago Smokescreen generator edited by Cade Calrayn 1 minute ago See more Around Wikia's networkRandom Wiki MOVIES About Help Community Central Careers Advertise API Contact Wikia Terms of Use Privacy Policy Global Sitemap Content is available under CC-BY-SA. |
starwarsfanficti chapter 3 . 10/27/2015 Galactic victoryEdit Blue Glass Arrow Main article: Battle of Yuuzhan'tar 'The war is ended.' ―Warmaster Nas Choka[src] Supreme Overlord Luke Skywalker fights Supreme Overlord Shimrra. The Galactic Alliance fleet thundered down the Perlemian Trade Route to force an end to the war above Yuuzhan'tar. The Battle of Yuuzhan'tar was a furious engagement above the Vongformed Coruscant. Han Solo and Leia Organa Solo managed to rescue hundreds of high-ranking Alliance prisoners facing sacrifice to the enemy's gods while Luke Skywalker and a team of Jedi assaulted Shimrra's Citadel. In the end, Supreme Overlord Shimrra was killed by Luke Skywalker; his familiar Onimi, the true mastermind behind the invasion, was slain by Jacen Solo, who had achieved his ultimate goal in experiencing Oneness with the Force in the process, and the Yuuzhan Vong were defeated. In the face of the Supreme Overlord's death and incredible losses, Warmaster Nas Choka ordered the Yuuzhan Vong to surrender. Though many chose suicide, those who survived were placed under Zonama Sekot's jurisdiction.[6] AftermathEdit Zonama Sekot revealed itself to be the seed of the long-dead original Yuuzhan Vong homeworld. One of the terms of surrender the Galactic Alliance placed before the Yuuzhan Vong was that they were to help rebuild Coruscant. The Galactic Alliance moved its temporary capital to Denon,[6] but would revert to Coruscant after the rebuilding was complete. After the cease-fire, the remaining Yuuzhan Vong were recalled from across the galaxy to Zonama. The living world, with its Yuuzhan Vong, disappeared back into the Unknown Regions where its new inhabitants could live in peace and establish their relationship with Sekot. They planned to abolish their caste system and eliminated the posts of Warmaster and Supreme Overlord, although Choka seemed to remain their de facto leader.[6] A few dozen shapers remained behind on Coruscant to assist in the rebuilding, but some scattered Yuuzhan Vong forces in outlying portions of the galaxy refused Choka's call to surrender, continuing to fight for at least several more months. Many Bothans, however, were unforgiving for the death of Fey'lya, and refused to end their state of ar'krai genocide against the Yuuzhan Vong, sending ships into the Unknown Regions to hunt for Zonama. By 36 ABY, however, their primary efforts had been foiled by the Alliance, which had impounded the ships detailed for the expedition.[4] Though the Yuuzhan Vong had terraformed many planets in Hutt Space, the affected worlds proved oddly resistant to the invaders' biotech, and within a decade of the conflict's end the Hutts had reclaimed most of their territory and were seeking to dominate reconstruction efforts in surrounding regions.[5] In the Centrality, an independent territory between Hutt Space and the Cron Drift, fear of the Yuuzhan Vong prompted Fleet Admiral Sris Lehhett to install himself as Scrivinir in a bloody military coup, replacing Ottdefa Tavell Geen, who went into exile on Coruscant. The invasion also brought a flood of refugees to the region, resulting in overpopulation and scarcity of jobs.[81] Ailon suffered crippling economic sanctions due to the Ailon Nova Guard's support of the Yuuzhan Vong during the war.[18] Six years after the end of the war, a major consequence from the invasion would take form in the Dark Nest Crisis and the Swarm War, thanks to the reappearances of Raynar Thul, Lomi Plo and Welk, who were lost in the war during the Mission to Myrkr at the height of the invasion. The Dark Nest Crisis wasn't the only consequence from the war, however. During the latter half of the Yuuzhan Vong's invasion, while young Jedi had been sheltered away from the conflict in the the Maw, most of those young Jedi were having their minds subtly corrupted by the far-reaching influence of the ancient entity known as Abeloth, who would later begin using those Jedi, grown-up, years later to try to fulfill her diabolical machinations. Jacen Solo's defeat of Onimi convinced him to embark on a galactic sojourn for five years after the war in order to expand his knowledge and experience with the Force. That, combined with his prior tutelage to Vergere, ultimately led him down the path of the dark side of the Force leading up to the Dark Nest Crisis. By 40 ABY, eleven years after the end of the war, Solo would take over the Galactic Alliance for a full year during the Second Galactic Civil War as the Sith Lord Darth Caedus before his own sister, Jaina, struck him down in combat; in effect, Jaina's defeat of her own brother saw the completion of the Yuuzhan Vong's prophecy of the fabled twins engaging in fatal combat. |
starwarsfanficti chapter 3 . 10/27/2015 La elección del 28 ABY Editar Blue Glass ArrowArtículo principal: Nueva República elección presidencial, el 28 DBY Dentro del gobierno de la Nueva República, políticas derrotistas del senador Pwoe cuestan él gran parte de su apoyo y una nueva elección se llevó a cabo para el cargo de Jefe de Estado. A diferencia de elecciones anteriores, no hubo un claro ganador y los cuatro candidatos principales Cal Omas, Fyor Rodan, Cola Quis y Ta'laam Ranth preparados para el recuento de votos. Lucas y los Jedi temían lo que sucedería si el vehemente candidato anti-Jedi Rodan fue elegido y favorecieron Omas, que había sido uno de sus más grandes partidarios bajo el gobierno de Fey'lya. [7] El intento de romper el impasse, Omas ofreció Quis un asiento en el Consejo de Comercio a cambio de su apoyo, pero esto todavía no fue suficiente para ganar la elección. La llegada de los Alianza Contrabandistas cambió la elección considerablemente a medida que sus líderes Lando Calrissian y Talon Karrde decidieron ayudar Omas y que hicieron donaciones a algunos de los partidarios más cuestionables de Rodan. En la segunda votación, Omas y Rodan eran de nivel, dejando Ranth con la elección de quién sería elegido. Supremo Soberano Shimrra, por temor a que la elección de Omas arruinaría sus planes para una rápida victoria, ordenó que fuese asesinado. [7] Los contrabandistas y luego hicieron su movimiento, convencer a los senadores que habían sobornado a lanzar su apoyo a Omas y Ranth estaba convencido de hacer una copia de Omas para un asiento en el Consejo de Justicia. Fue entonces cuando los yuuzhan vong lanzó un intento de matar Omas y su jefe partidario Triebakk pero fueron detenidos por Mara Jade Skywalker. Omas ganó con una victoria rotunda y estableció el Consejo Superior y reorganizó la Nueva República para continuar la guerra contra los yuuzhan vong. [7] |
starwarsfanficti chapter 3 . 10/27/2015 Apocalipsis en Garqi Editar Blue Glass ArrowArtículo principal: Batalla de Garqi Siguiendo Dantooine, los yuuzhan vong asegurado Garqi y el oeste de Braxant Run, y atacó Ciurtric, asegurando el Rimward Spur Celanon para un ataque en las encrucijadas del hiperespacio en Agamar. La conquista exitosa de Agamar abrió la Braxant Carrera por los yuuzhan vong, potencialmente lo que les permite avanzar hasta el final a Dorin en el Región de Expansión. [42] En respuesta, un equipo de Jedi liderado por Corran Horn y Jacen Solo viajó detrás de las líneas a ocupado Garqi. Allí fueron atacados y rodeado de yuuzhan vong liderado por el guerrero Krag Val. [9] Durante su última defensa, los Jedi se retiró a un bosque de árboles bafforr, trasplantado de Ithor. Como se acercó a los yuuzhan vong, el polen de los árboles provocó una reacción alérgica mortal en su armadura de cangrejo vonduun que provocó que se sofoque ellos. Con los yuuzhan vong distraído, los Jedi escapó a Ithor. [9] |
starwarsfanficti chapter 3 . 10/26/2015 The Fel Empire and the One SithEdit Blue Glass Arrow Main articles: Fel Empire and One Sith 'I made an alliance with the reborn Empire at Bastion. We manufactured a cause for war, making the Vong seem responsible. Split, the Galactic Alliance began to fight itself. And so died.' ―Darth Krayt[src] OssusTemple Jedi Temple on Ossus after the Vongforming. The Galactic Alliance gradually finished rebuilding itself a few years later, but it never would be the same as the pre-invasion New Republic. Some time after 41 ABY, as part of a move to improve relations between the Yuuzhan Vong and the rest of the galaxy, the Galactic Alliance's New Jedi Order permitted Yuuzhan Vong Shapers, headed by Master Shaper Nei Rin,[23] to use a desolate portion of Ossus, one of the order's most ancient strongholds, as a test site. The intent of those who championed the project—such as Jedi Master Kol Skywalker, a leading member of the Jedi Council—was to see if Vong terraforming methods, such as those that had once transformed Coruscant into the species' temporary homeworld of Yuuzhan'tar (27-29 ABY), could restore the barren and devastated world. Though most of the species had left for the Unknown Regions on Zonama Sekot, enough shapers remained to start a pilot program on the world. The experiment appeared to work, returning vibrant life to Ossus, and when the Jedi revealed the results to the outside galaxy, other worlds vied for the chance to restore planets the Yuuzhan Vong War had left devastated. Ultimately, one hundred planets were chosen for terraforming. Yuuzhan Vong Shapers, accompanied by Jedi, set to work, and at first the results were wondrous to behold. Unfortunately, none had reckoned with interference by the One Sith. On the command of the cult's leader, Darth Krayt, the Sith secretly sabotaged the terraforming process on these worlds. Plants grew deformed, and painful bony growths, of a kind not seen since the Vong forcibly took populations as slaves, sprouted from the skin of the inhabitants, killing millions in the process. The Jedi suspected sabotage, but did not know who was responsible. All across the galaxy, however, blame fell upon the Yuuzhan Vong. Far too much animosity still existed against the former invaders for many to believe they had truly given up their ambitions of conquest. The Jedi however, were certain that the Yuuzhan Vong were innocent, and convinced the Galactic Alliance to support the Yuuzhan Vong against domestic criticism. FEG-YV-lecg Two Yuuzhan Vong confronting a FEG-series pilot droid. This turned out to be too much for the Empire. The signing of the Pellaeon–Gavrisom Treaty (19 ABY), had brought peace between the Imperial Remnant and the New Republic, and the war against the Yuuzhan Vong had all but united the former rivals. However, the Moff Council still contained many hardliners who sought to restore the Empire to primacy as the dominant galactic power. Calling for retribution and invoking the Treaty of Anaxes, they declared war on the Galactic Alliance. The peace that so many had fought and died for in decades past was undone in a stroke, as the Sith had planned. Fearing what could ultimately happen, the Jedi High Council ordered the creation of the Hidden Temple at the start of hostilities, its location chosen by Nat Skywalker so the Jedi could have a refuge.[39] From the start, the Alliance was handicapped. Its defense of the Yuuzhan Vong had alienated numerous member worlds, whose populations still nursed bitter memories of the Vong invasion, and many of them refused to support the GA. Suddenly, the Alliance found itself facing a secessionist movement as well as general war. The Empire used this to its advantage, luring some of these disaffected worlds into the Imperial camp and weakening the GA government. Other worlds, like Hapes, declared neutrality. Thus, the war started with the Empire having all the advantages. Despite this, Emperor Roan Fel himself was less than enthusiastic; he had only reluctantly declared war and thus never threw his full support behind it, even going so far to prevent his Imperial Knights from participating.[40] It was at this time that things were not going smoothly for the Fel Empire: despite the Alliance handicap, the Jedi were more than making up for that. Also, because Roan Fel refused to let the Imperial Knights enter the war, the Empire didn't have the strength necessary to counter the Jedi. Soon, the Sith inserted themselves into the war. Through Moff Nyna Calixte, the ruthless and ambitious Director of Imperial Intelligence, the Sith approached the Empire and allied themselves with the Imperial cause. When the Sith then declared themselves openly, the Jedi quickly realized that it was they who were responsible for sabotaging the Yuuzhan Vong terraforming projects though the Order was never able to definitively prove it. As events progressed, even members of the Imperial regime—including Emperor Fel himself—realized the truth, that they had been used as pawns in the One Sith's plan for galactic domination. Sadly by the time the true motivations of the Sith had been made clear to Emperor Fel it was far too late to halt the designs already set in motion. The Yuuzhan Vong, upon learning the truth, were at first relieved that it was not the work of their gods, were then determined to reverse the damage the sabotage had caused. Shaper Nei Rin journeyed from Ossus to try to discover the Sith's method of sabotage, hoping that this knowledge could help discredit the Sith and end the war.[23] LegacyVong Yuuzhan Vong in the Legacy era. After three years of bloody warfare, the Galactic Alliance was a spent force, while the Sith only grew in power and strength, even independently manufacturing and fielding their own starfighters.[41] Imperial forces had even retaken Coruscant after more than a century. The Alliance finally surrendered, and its territory was absorbed into the Empire. It is unknown if the Empire made any efforts to exterminate the Yuuzhan Vong. The Emperor called on the Jedi Order to surrender and subject itself to the will of the Empire. Some of them did, becoming the Imperial Knights. But the rest, remaining true to the will of the Force, refused to ally themselves with the Sith and withdrew from Coruscant to their temple on Ossus. The Sith eventually followed the Jedi there. Darth Nihl, former Nagai warlord turned Sith, led a brutal attack on Ossus, aided by Imperial forces led under Moff Rulf Yage. The Massacre at Ossus scattered the Jedi across the galaxy, though the order was not yet entirely defeated. Nei Rin returned to Ossus the day after with proof that the Sith had been behind the projects sabotage, but unfortunately too late to stop either the war or the massacre.[23] Shortly after, the Sith, determined to rule the galaxy themselves, turned against Emperor Roan Fel and his Imperial Knights. After killing what he later determined to have been a double of the Emperor, Darth Krayt assumed the Imperial throne himself, restoring, for the first time in over a century, the rule of a Sith Lord over most of the galaxy.[42] Though most of the Yuuzhan Vong who accompanied the Jedi in the Ossus Project were slain, three managed to survive where they remained beneath the Jedi Temple and guarded the remains of the dead Jedi out of respect for the Jedi Order. Master Shaper Nei Rin had been off planet investigating why the project had gone wrong, but arrived back at Ossus with her findings too late to stop the War or the massacre. Shortly afterwards, Rin, her guards, and a few Jedi who had returned to the world were hiding from an Imperial patrol under the temple when the patrol's Sith commander ordered the Academy destroyed from orbit.[43] Luckily, thanks to Jedi Master K'Kruhk, the occupants managed to survive.[39] After some time, it was revealed that a fanatical Yuuzhan Vong named Zenoc Quah had survived the war and had hid on Wayland for over a century before allying with the One Sith to sabotage the Ossus Project. Seven years later, he was a part of Darth Maladi's plot to overthrow Darth Wyyrlok from the rule of the Empire as well as put a new, more powerful Dark Lord at the helm. Quah and Maladi worked at creating a new weapon that would secure their hold on the galaxy from dissident Sith. For this purpose, Maladi and Quah set up a trap to capture Cade Skywalker as their test subject. |
starwarsfanficti chapter 3 . 10/26/2015 CultureEdit LEGYVMF A female and male Yuuzhan Vong. Yuuzhan Vong culture was centered on sacrifice and their gods, although warriors in particular were centered on the philosophy of pain. They tended to glorify pain, not as a motive for action but rather as a state of living. This was because they believed that, just like their gods had sacrificed their bodies to create the galaxy, the Yuuzhan Vong themselves were to sacrifice parts of their body for a greater purpose. As such, they believed that by remaking their own bodies, they were becoming closer to their deities. While this was the case, they never maimed their bodies in a manner that would permanently hinder their ability to function.[13] This resulted in individual Yuuzhan Vong having mottling or scarring, and sweeping tattoos. The more elite individuals were even known to graft organs from other creatures into their bodies. Devotional practices to the gods called for bloodletting at prayer times. Shamed Ones were forbidden from attending religious ceremonies.[2] As a Yuuzhan Vong grew more successful in their life, they began the process of sacrificing body parts and replacing them with organs from another creature, thus enhancing their abilities. This was done so during the Escalatier Ceremony, where an engineered organism related to an Implanter began to make cuts, incisions and place the implants. At times, the implant was accepted into the body and the Yuuzhan Vong was promoted to a higher rank.[14] However, there were occasions where the implant failed to be accepted into the body. This resulted either in death or the individual becoming a derided Shamed One. Such failures were believed to have been the work of the Yuuzhan Vong gods, though there were times that such a happenstance was due to the failure of the Shaper in charge of the Escalation ceremony.[5] Family was noted as being a strong element within their society.[15] A member of the Yuuzhan Vong was typically associated with a family group, known typically as a Domain. Some Domains were more powerful than others. In addition to this family structure, the Yuuzhan Vong also employed a caste based system which included respective castes for warriors, shapers, priests, intendants and workers. Love affairs between two different castes was considered forbidden.[10] In fact, domain loyalties ran deep, and went far beyond simple likes or dislikes.[9] There were a series of ritual statements that a Yuuzhan Vong was required to utter as part of protocol from a member of lower ranks to a member of a higher rank.[16] While this was the case, members of one caste were not obligated to salute a superior from another caste, which was the case with intendants to higher ranking members of the warrior caste.[14] YuuzhanVongUAA Two members of the Yuuzhan Vong species. Yuuzhan Vong children were raised in caste-specific crèches by designated caretakers, and likely did not know their biological parents until they were older. Their crèche parents named them. Deformed children were killed at birth, but if the deformity was mild enough, as was the case with one Ona Shai, the child was spared.[11] A survival trait for these children was paranoia and its usefulness in order to live through such a harsh and competitive environment.[9] Twin births were uncommon events; only a handful of cases were known to the New Republic, in which each was thought to be a portent of a great event. In each case, one twin killed the other as a prelude to a great destiny.[17] Funeral processions were typically carried out in a way that did not preserve the dead and Yuuzhan Vong mortuaries often consisted of Yuuzhan Vong mourners who met with assigned priests. During such conditions, priests were involved in removing various body parts of the dead in order to dedicate them to the various gods.[6] According to the insights of an Imperial officer, the Empire and the Yuuzhan Vong had some elements that were common to one another. These included the need for strict discipline and the obedience to one's superiors. However, at the time of the invasion, it was believed that their ultimate goals were completely different, with the Yuuzhan Vong desiring to change the way of life of the inhabitants of the galaxy. One of their goals was the destruction and removal of all forms of manufactured technology, which was one of the key strengths of the Imperial Remnant.[5] This great belief in discipline and obedience in one's superiors meant that subordinates never contradicted their leaders; they were capable of subverting or altering the will of their commanders, but did not point out errors in that will.[6] They were ultimately highly skilled warriors who never retreated in the face of defeat, as they feared this would insult their gods.[13] While this was largely the case, it was known that certain Yuuzhan Vong were capable of cowardly actions. For actions like this they became Shamed Ones.[18] Yuuzhan Vong beliefs highly influenced their actions and personality. According to their religion, life was suffering, and death was the ultimate release from that suffering. Thus, the Yuuzhan Vong were resigned, and willingly went to their deaths. In addition, the priests claimed that they did not ask of others what they themselves did not accomplish, meaning that they equally sacrificed their own numbers as well as 'infidels'. This was an act of service to their deities, who were believed to have sacrificed their body parts in order to create all of existence.[19] According to their beliefs, the gods of the Yuuzhan Vong declared that life was suffering and that pain was their truth. As such, the Yuuzhan Vong felt that nothing could be learnt unless it was purchased in pain. Some amongst their race, such as Domain Shai, went as far as to inflict pain on themselves to the point that they enjoyed it. Such groups felt that the infliction of pain was a means of earning the favor of their deities.[12] Furthermore, it was believed that the greatest glory was death in battle.[4] This fixation on death varied depending on the circumstances, as dying in the cold void between galaxies was considered a disgraceful death.[11] Consequently, this meant that most Yuuzhan Vong fought to the death and thus also meant that other empires had very few opportunities of exploring the extragalactic aliens' organic warships.[7] The species also greatly believed in honor, with that subject ranking quite high in the beliefs of certain members of the race. Even under interrogations, the word of a Yuuzhan Vong was high, and if they promised respite to their victims for revealing information, they typically kept their word.[6] In another case, a Yuuzhan Vong commander agreed to a personal duel over the fate of a planet and, if defeated, he agreed that his forces would spare that world. While the Yuuzhan Vong himself was sincere, his subordinates worked with the Warmaster to subvert that honorable combat.[20] Furthermore, the denial of the right to honorable combat was seen as a disrespectful act, worthy of scorn from the warrior caste.[11] In fact, warriors would even award a single worthy opponent of fighting a single Yuuzhan Vong warrior at a time in respect to their bravery as well as their fighting skills.[12] There also existed a similar concept to the Wookiee Life debt, which was known as Us-hrok. This was a display that showed eternal gratitude and loyalty to another for something they had done, and meant that the Yuuzhan Vong in question would fight to the death on that person's behalf.[7] In regards to food, the Yuuzhan Vong held no great joy of eating and thus felt indifferent about gastronomic tastes. The only exception of this was if the enjoyment came from an event such as the slaying of a great beast during a ritual.[9] InvasionYuuzhanVong Yuuzhan Vong onboard their living ships. The psychology of the Yuuzhan Vong during wartime engagements was based around attack, and involved the use of high levels of aggression. This made them dangerous, though at times their actions were somewhat predictable.[5] The Yuuzhan Vong were often encouraged by an enemy's resistance to them and tended to see such foes as being worthy of fighting.[14] Internally, the Yuuzhan Vong greatly believed in the concept of competition as a means of breeding strength. However, this had the side effect of bringing about internal feuds between Domains and castes, who would attempt to escalate their positions above their kin. This resulted in civil war in the past, and it was believed that the Invasion would allow the Yuuzhan Vong an external enemy to fight, but after some time the same divisions began to appear once more. They also believed deeply in the concept of revenge, and had no reservations to the use of aggressive emotions—unlike the Jedi. This often meant that the Yuuzhan Vong engaged in suicide attacks or ritual suicides when facing defeat in order to attain glory, which was a source of pride of the warrior caste.[9] This aggressive and warlike nature meant that they did not have any concept of peace or remorse. In their language, peace meant the willing submission to a conqueror.[8] Furthermore, within their society, the use of profanities meant that the individual in question was capable of calling out a blood challenge to his opponent; the two would fight in a battle to the death. In addition, the use of particular insulting words, such as calling the other a 'fool', meant that the wounded party was perfectly within their rights and even expected by their comrades to kill their opponent.[6] This meant that an attack on a Yuuzhan Vong's pride was the grounds for demanding satisfaction, which was also capable of being accepted as a sacrifice to their gods.[13] The Yuuzhan Vong had a fanatical hatred of machines, believing them to be abominations and an affront to their gods. According to their beliefs at the time of the Invasion, they believed that combustion, the creation of fire through a |
starwarsfanficti chapter 3 . 10/23/2015 Srrors'tok: 122,529PAGES ON THIS WIKI Edit Talk1 Eras-legends30px-GoodIcon GET IT NOW! Srrorstok AE Srrors'tok Biological classification Designation Sentient[1] Classification Feline[2] Physical characteristics Average height 1.4–1.7 meters[1] Hair color Golden,[1] yellow, or gray with shades of brown[3] Distinctions Fangs[1] Sociocultural characteristics Homeworld Jankok[1] Language Hras'kkk'rarr[1] Members Tyionsis Cex[3] Ahnjai Rahmma[2] [Hide][Source] 'Kneel … now' ―Ahnjai Rahmma[src] The Srrors'toks were a sentient species of fur-covered, fanged, anthropomorphic felinoids native to the planet Jankok in the Bozhnee sector. They had a mostly non-technological society of hunters, characterized by their stern concept of honor and their life debts. A Srrors'tok could be indentured to any being, which led some Srrors'toks to leave their homeworld to travel with an alien who had saved their lives. Such was the case with Tyionsis Cex and Ahnjai Rahmma, two Srrors'toks who served the Galactic Empire during the Galactic Civil War. Contents[show] Biology and appearanceEdit Srrors'toks were sentient felinoids,[4] although they had some anthropomorphic features. They were commonly 1.4 to 1.7 Imperial standard meters tall in adulthood, standing digitigrade on the four clawed goes of each of their hind limbs. They were usually burlier than a Human of comparable height. Their long arms ended in three clawed fingers. A Srrors'tok walked as fast as a Human. Having evolved from predatorial creatures, a Srrors'tok had a tail and natural fangs that could be used in combat to bite an opponent. The Srrors'tok face was relatively flat and featured two slit-pupiled eyes, a distinct triangular nose, prominent jowls from which grew whiskers, two large, triangular ears, and a mouth that featured a long, cleft upper lip into which slotted the U-shaped lower mandible.[1] Srrors'toks easily endured high or medium temperatures, but they were uncomfortable when naked in cold climates because they were covered with short natural fur that did not keep them warm. Their pelage was commonly golden,[1] yellow, or gray streaked with shades of brown.[3] Certain Srrors'toks grew longer hair around their necks in the form of a mane; such accouterments did not share the color of the body fur.[2] Some Srrors'toks developed the skill of ventriloquism, being able to generate grunts from different positions in a nearby area. The ability could be used to confuse prey, making them believe that they were surrounded by several Srrors'toks.[3] ADVERTISEMENT: Society and cultureEdit 'As … you … (growl) … wish, Lord.' ―Ahnjai Rahmma to Antinnis Tremayne[src] The Srrors'toks lived in small groups that were linked by blood relations. The Srrors'toks in each tribes bonded with one another through certain activities, such as hunting together. For the most part, Srrors'tok culture had not adapted to advanced technology by the time of the Galactic Civil War, although some individuals used blasters. Knowing that they were susceptible to cold weather, Srrors'toks commonly wore warm clothes when visiting inclement areas. Some pierced their ears. Otherwise, Srrors'toks chose to avoid clothes and wore only bags to carry tools.[1] The language of this species, known as Hras'kkk'rarr,[1] used the sounds that they could produce naturally and easily[2]—namely growls, grunts, and clicks—combined in an intricate and elaborate way.[1][2] To fully communicate concepts, Hras'kkk'rarr also used non-verbal communication, including body poses and gestures.[1][2] Communication with aliens was not easy for the Srrors'toks, as their mouths had not evolved to pronounce Galactic Basic Standard with ease. The Srrors'toks only attempted to say complex words in Basic if they knew the listener was already familiar with Basic spoken with the Srrors'tok dialect.[1] Honor conceptEdit Ahnjairahmma Ahnjai Rahmma, a Srrors'tok with a life-debt An unsparing concept of honor was the basis of Srrors'tok society.[1][2] A member of the species could never betray any of his or her friends or any other Srrors'toks. Nor could a Srrors'tok abandon any of those people to their fate. Some Srrors'toks were unable to even conceive the abstract idea of doing so.[1] An important part of this honor-bonded social structure was the Srrors'tok tradition of life debts, which was in many senses similar to that of the Wookiees.[1][2] If a Srrors'tok's life was saved by another person, the Srrors'tok was obligated to pledge their life to serve the savior, sometimes as a bodyguard. The life-debt only ended when either of the parties died.[1] If the Srrors'tok was unable to fulfill the life-debt—either by choice or, more commonly, by impossibility—the Srrors'tok was considered dishonored and was supposed to commit suicide as a punishment for the failure.[1][2] Srrors'toks sometimes contracted a life-debt with a dishonorable person, an event that most Srrors'toks loathed; but, even in these cases, the Srrors'toks felt compelled to do their best to protect the individual.[2] Sometimes, a Srrors'tok contracted two simultaneous life-debts, and in some cases the beneficiaries happened to be enemies of each other. In such a case, the Srrors'tok could decide to either consider the older life-debt to be canceled[1] or to consider both life-debts to be canceled.[2] However, Srrors'toks believed that contracting a second life-debt on purpose was a great shame,[1][2] speculating that, should such be allowed, their society would became a labyrinth of interwoven life-debts leading to the end of their culture as they knew it.[1] HistoryEdit The Srrors'toks evolved on the planet Jankok,[1] located in the Bozhnee sector of the Outer Rim Territories.[5] By the time of the Galactic Empire, Jankok had been discovered by the galactic community. However, as the rainforest world had few resources of interest, it was only rarely visited. Extraplanetary arrivals commonly included scouts and some merchants, who occasionally attempted to make deals with the native Srrors'toks. Due to that lack of interest, Jankok had no spaceport.[1] Srrors'toks in the galaxyEdit TyionsisCex Tyionsis Cex, a Srrors'tok bounty hunter Very few Srrors'toks ever left Jankok—partially because they had little chance to do so due to the light traffic to their native planet.[1] Nonetheless, Srrors'tok itinerant traders were not unheard of, and a number of Srrors'tok families settled on planets other than Jankok, such as Sellasas.[3] Certain Srrors'toks traveled through the galaxy as a consequence of having a life-debt with a highly mobile individual. The Srrors'tok Ahnjai Rahmma contracted a life-debt with High Inquisitor Antinnis Tremayne[2] and became Tremayne's bodyguard,[2][4] buffoon, and occasional assassin.[2] A Srrors'tok with a life-debt might travel either in the company of that Srrors'tok savior or alone if the Srrors'tok could better serve the savior's interests by not being in the individual's presence. The Srrors'tok Tyionsis Cex, born into a family of traders on Sellasas, lost his relatives during a raid of the Rebel Alliance mostly directed against the local Imperial presence. Cex's life was then saved by Imperial commander Amara Jedselk and, due to his resulting life-debt to Jedselk, Cex eventually became an almost-independent bounty hunter, accepting works for the Empire and seeing Jedselk only infrequently.[3] Behind the scenesEdit The Srrors'toks first appeared in the 1993 roleplaying game book Galaxy Guide 9: Fragments from the Rim, by Simon Smith and Eric S. Trautmann, in which the species was exemplified by the character of Ahnjai Rahmma. The illustration of a Srrors'tok that accompanied the game text was drawn by Mike Vilardi. The following year a new Srrors'tok, Tyionsis Cex, was mentioned in Galaxy Guide 10: Bounty Hunters. The species was further developed in another roleplaying game book, Alien Encounters, published in 1998. SourcesEdit Galaxy Guide 9: Fragments from the Rim (First mentioned) Galaxy Guide 10: Bounty Hunters Alien Encounters The Complete Star Wars Encyclopedia Notes and referencesEdit 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 Alien Encounters 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 Galaxy Guide 9: Fragments from the Rim 3.0 3.1 3.2 3.3 3.4 3.5 Galaxy Guide 10: Bounty Hunters 4.0 4.1 The Complete Star Wars Encyclopedia SWCustom-2011 Star Wars: The Essential Atlas Online Companion on (article) (backup link on ) Categories: Legends articlesWookieepedia good articlesFeline sentient speciesSentient species (S)Srrors'tok |
starwarsfanficti chapter 3 . 10/23/2015 CultureEdit 'Never let a man become so deluded as to believe that he is the intellectual equal of a woman! It only leads him to evil.' ―Proverb of the women of Hapes[src] Hapan culture, at least among the upper classes, was based on assassination attempts and struggles for power. Most upper class Hapans would think nothing of arranging the death of one of their own if it would advance their own cause. Ta'a Chume had demonstrated this principle numerous times when she had arranged for the deaths of her elder son, her younger son's fiancé, and her daughter-in-law, and attempted to have her granddaughter and great-granddaughter killed. In addition, there was a class based system within Hapan society. Among the royal family of Hapes, its members did not treat their servants well with women being accorded greater respect than men, industrialists afforded more respect than farmers and finally royalty being given the most respect to all. Thus, the concept of treating one of lower status as an equal was something that was quite foreign to their way of thinking.[1] Hapan Proposal After arriving on Coruscant the Hapan people give gifts to Leia Organa. The Queen Mother was treated like a goddess by the Hapans, and her selection of a consort was important to all her people. Candidates for the role of consort often came from the nobility, mainly to keep the gene pool vibrant. There were fierce rivalries between many noble houses over which house would get their sons to father the next Queen Mother, and nobles often plotted against both the consort and the heir of the Queen Mother who was not fathered by one of their own. It was because of this that Allana's paternity was kept secret, so all the noble houses would believe that one of their own possibly fathered her and would not harm her. Due to the matriarchal society of the Hapes Consortium, men were often treated as second class citizens. Although most Hapan males were used mainly for breeding, some held positions of power, although their ability to use it was limited. Some Hapan men who felt trapped by their position in society often ran away and became pirates. These men hid out in the Transitory Mists and preyed on unsuspecting vessels, at least until caught by passing Nova Battle Cruisers. When captured, they would be put on trial, and possibly executed depending on how severe the charge was. Anti-Jedi sentiment was rife among the Hapans, mainly due to the fact that the Lorell Raiders had fallen to the Jedi. This sentiment came to head during the reign of Ni'Korish, Ta'a Chume's mother. Ni'Korish had an immense hatred of Jedi and had done her best to wipe out any that had made their way into the Consortium. Because of this, an anti-Jedi faction had formed among the Hapans named after her. The faction had come into prominence during the Yuuzhan Vong War, mainly due to the backlash of the Battle of Fondor. Many Hapans who had blamed Teneniel Djo for the disaster at Fondor became members of the Ni'Korish. It was this faction, under the control of Ta'a Chume, that had Teneniel Djo assassinated in 27 ABY. It is not known what the thoughts of the general Hapan public were regarding the new Queen Mother, Tenel Ka, being a member of the Jedi Order. However, there is a hint of greater tolerance towards the Jedi during Tenel Ka's leadership after Jacen Solo saved her from Corellian sympathizers in 40 ABY. The Hapan loyalists highly praised Jacen as a hero for his actions, seemingly an indication of the decrease in anti-Jedi sentiments. The Hapan people had a deep (some would say neurotically so) love of beauty. If a person, especially the heir to the throne, was blemished or deformed in any way, it was considered a fate worse than death. |
starwarsfanficti chapter 3 . 10/23/2015 HistoryEdit OriginsEdit 'The Hapes cluster was originally settled by pirates, a group called the Lorell Raiders. For hundreds of years they stalked the trade routes of the Old Republic, seizing ships, stealing cargo. And when they found a beautiful woman, some raider would take her as a prize to the hidden worlds of Hapes. In short, Han, the raiders were your kind of people.' ―Leia Organa to Han Solo[src] Hapans were the descendants of the Lorell Raiders, a group of pirates who had found routes through the Transitory Mists and used the Hapes Cluster as their base. The Lorell Raiders, along with any other treasure they would plunder, would abduct beautiful Human women from all over the Galaxy and bring them back to Hapes. The women would stay on Hapes and raise their children. The Lorell Raiders would take boys and make the raids only to return to Hapes to rest. Around 4050 BBY, however, the mostly male Lorell Raiders were devastated by the Jedi when they ventured out into Galactic Republic space. Hapes was forgotten, and the women left behind took control and vowed that a man will never rule them again. They formed the Hapan society, with a Queen Mother at its head. Around 3100 BBY, a Queen Mother sealed the borders to the newly created Hapes Consortium from the rest of the Galaxy, ordered the starship Star Home to be constructed, and quickly captured many more planets for the Hapans to colonize. Information on Hapan history between 3,000 BBY and 8 ABY was very hard to come by, but what was found was that sometime in the distant past, several members of the Hapes Consortium tried to secede from the influence of Hapes, but were quickly crushed. Those worlds became known as the Rifle Worlds, and eventually they became the commerce base of the Consortium.[2][7] Reign of the EmpireEdit Starhome Star Home 'The Hapans have kept closed borders for over three thousand years. I've seen firsthand what happens when you get too close to them. Believe me, they're hiding something.' ―Han Solo[src] Shortly before the Great Jedi Purge and the rise of the Galactic Empire, a Hapan Jedi washout named Sinsor Khal returned to the Hapes Cluster to become a scientist. Due to his failed Jedi status and his location in the Hapes Cluster, he survived the Great Jedi Purge. Later on, he would be banished to a lockdown science lab on Gallinore by Ta'a Chume for cruelty to his subjects, although she would continue to fund his research.[8][9] According to one account, the Hapan people were pacifists and diplomats who led with a more peaceful stance. Despite this, there were numerous advocates that desired a stronger military presence, with one of those becoming the future Ta'a Chume. Eventually, the Consortium encountered the Galactic Empire and was said to had fallen to them with some claiming that the actions of pacifists and diplomats nearly ruining the Hapan realm. It is believed that the Hapans were left to their own devices by the Galactic Empire, as no records of any major confrontations between the two parties exist as of yet. However, there were some skirmishes near the border that resulted in the Hapans capturing some Imperial Star Destroyers. Some of these Star Destroyers would be later presented as a gift to Leia Organa and used by the New Republic.[1] During Palpatine's reign, some people believed that he was secretly in love with a Hapan woman.[10] Isolder NEGTC Isolder, Chume'da of the Hapans In 2 ABY, Kalen, the Chume'da (or heir) of the Hapes Consortium, was captured in the Terephon system and killed. Kalen's brother Isolder then went on a two-year undercover quest to find and apprehend the killer. The culprit, a Hapan pirate named Harravan, was eventually found and apprehended, but died mysteriously in jail before he could be questioned. A short time after, Isolder's fiancée, Elliar, was found murdered in one of Hapes's many reflecting pools. As far as it was known, no one was ever charged or questioned in Elliar's death. It would later come out that Ta'a Chume was responsible for arranging the murders of both Elliar and of her own son.[1][2] Contact with the New RepublicEdit 'Never have the Hapans initiated contact with us on such a grand scale. I suspect that this is to be the most important contact our peoples have made in the past three millennia.' ―Chief of State Mon Mothma[src] In 8 ABY, Princess Leia Organa went to Hapes to discuss with Ta'a Chume a possible alliance with the New Republic. While Organa was there, Isolder fell in love with her, and requested of his mother permission to marry her. Permission was granted, and was made a part of the deal: Hapes would ally with the New Republic if Organa married Isolder. Instead, after an adventure on the planet Dathomir, Isolder proposed marriage to a Dathomiri Witch named Teneniel Djo. Ta'a Chume disapproved of the young Dathomiri, but grudgingly accepted her son's choice of a bride after Djo used the Force on her. Isolder also demanded of his mother that the Consortium join the New Republic,[1] which she agreed to, but eventually did not live up to an effort to preserve internal stability.[7] Also at this time, Dathomir was admitted into the Consortium as the unofficial 64th planet.[2] Some time later, Ta'a Chume stepped down as Queen Mother, and was replaced by Teneniel Djo.[8] The Consortium stayed out of galactic politics for over a decade and a half, until the advent of the Yuuzhan Vong War. The people rejoiced at the birth of Tenel Ka in 10 ABY, but they would be disappointed in their heir's preference for her mother's culture.[8] Since Tenel Ka had trained to be a Jedi and had no interest in taking over the Hapan throne, the issue of another heir had become a hot topic. To resolve the issue, Isolder and Teneniel tried to have another child. They had succeeded, as Teneniel was in the early stages of pregnancy in this time.[11] Yuuzhan Vong WarEdit 'My friends, the New Republic and the Consortium have never been anything but allies. But I come before you tonight with a request that is sure to test the bonds of that alliance. And in place of gifts I bring only an urgent warning.' ―Leia Organa Solo to the Hapes Consortium.[src] During the Yuuzhan Vong War, Leia Organa Solo once again visited Hapes in 25 ABY to request the assistance of the Hapan Royal Navy in the fight against the Yuuzhan Vong. A vote was made by the planetary delegates, which ended up in a tie. Beed Thane then provoked an honor duel with Isolder, with the winner controlling the tie breaking vote. Isolder defeated Thane, and the navy was dispatched to Fondor, with Isolder himself commanding the Song of War. However, due to Centerpoint Station being misaligned, the beam from that ancient weapon took out three quarters of the Hapan fleet. Due to the Force backlash, Teneniel miscarried and went into a deep depression.[11] With the Queen Mother incapacitated and Isolder blamed for the loss of many lives at Fondor, the people began calling for stronger leadership. Since Isolder refused to allow Ta'a Chume to reassume the throne, she began a plot to find a new wife for Isolder. In 27 ABY, when the survivors of the Myrkr strike team, among them Tenel Ka, flew to Hapes for refuge, Ta'a Chume saw a younger version of herself in the grieving Jaina Solo and tried to groom her to be the next Queen Mother. Ta'a Chume also put pressure on Isolder to divorce Teneniel and marry Jaina, telling him that unless he did so, or unless she retook the throne, their relatives would kill them all. In an attempt to further her plot and remove what she perceived to be an obstacle, Ta'a Chume also arranged through the Ni'Korish to have Teneniel Djo poisoned. In her semi-coherent state, Teneniel offered no resistance, and died shortly before the Battle of Hapes.[8] In the aftermath of Teneniel's death, it was Tenel Ka who took up her fallen mother's crown, not because she desired it, but to keep her grandmother and other bloodthirsty relatives from ruling Hapes. Isolder had his mother arrested for her part in his wife's death, and she remained under house arrest for the next nine years. The new Queen Mother revealed Teneniel's legacy: A whole fleet of ships built in secret and hidden in the Transitory Mists, ready to be used in the fight against the Yuuzhan Vong. Tenel Ka placed this fleet under the command of Jagged Fel, a human member of the Chiss fleet, and the Hapan fleet repelled the invaders.[8] Under Tenel Ka's leadership, The Consortium would eventually joined the Galactic Federation of Free Alliances in 28 ABY,[12] and they aided in Alliance campaigns against the Yuuzhan Vong, with the Hapan fleet even participating in the Battle of Yuuzhan'tar.[13] Dark Nest CrisisEdit TenelKa Tenel Ka, Queen Mother of the Hapans and former Jedi Knight In 35 ABY, Jacen Solo came to Hapes to visit his friend, Queen Mother Tenel Ka, and to ask for her assistance in sending a fleet to defend the Killiks against the Chiss. Tenel Ka granted the request, provided he spend some time with her.[14] Shortly after, she secluded herself for almost a year, and in 36 ABY, Tenel Ka gave birth to Jacen's daughter,[15] whom she named Allana. The identity of Allana's father remained unknown to all except her parents, and Tenel Ka refused to release any holoimages of her.[4] Shortly after the birth of Allana, Ta'a Chume, who was still under house arrest for the death of Teneniel Djo, arranged a secret meeting with the Dark Nest of Killiks. The two parties brokered a deal: Ta'a Chume would supply the Dark Nest with navicomputer technology in exchange for having them assassinate her newborn great-granddaughter. A week after Allana's birth, Jacen Solo and his younger cousin Ben Skywalker were summoned to Hapes. While the pair were visiting with the Queen Mother and her newborn daughter in a secluded part of Hapes to which only the Queen Mothers had access, the Dark Nest took the opportunity to attack, and Tenel Ka, Allana and Ben were saved from the attack |
avengers marvel chapter 3 . 10/18/2015 Nova Corps From Wikipedia, the free encyclopedia Nova Corps Publication information PublisherMarvel Comics First appearanceCameo: Fantastic Four #204 (March 1979) First full appearance: Fantastic Four #205 (April 1979) Created byMarv Wolfman In-story information Type of ?Military/law enforcement Base(s)Nova Corps Starship Xandar Roster See:Known members Part of the collection on Cosmic Marvel Major characters Adam Warlock Annihilus Beta Ray Bill Beyonder Black Bolt Blastaar Collector Ego Firelord Galactus Gladiator Grandmaster High Evolutionary Howard the Duck Mar-Vell Molecule Man Moondragon Nova Richard Rider Sam Alexander Phyla-Vell Quasar Ronan Silver Surfer Stardust Star-Lord Super-Skrull Terrax Thanos The Watcher Wraith Groups Annihilators Cosmic entities Elders of the Universe Eternals Guardians of the Galaxy Earth-691 Modern Herald of Galactus Imperial Guard Infinity Watch Inhumans Nova Corps Spaceknights Starjammers Objects and concepts Cosmic cube Infinity Gems Negative Zone Phoenix Force Ultimate Nullifier Uni-Power Star Brand Major species Badoon Brood Celestials Chitauri Dire Wraith Kree Phalanx Shi'ar Skrulls Symbiot The Nova Corps is a fictional intergalactic military/police force appearing in comic books published by Marvel Comics, and related media. Created by writer Marv Wolfman, the Corps first appeared in Fantastic Four #204 (March 1979). They have since appeared in numerous other Marvel stories set in outer space, and media adaptations, such as the animated TV series The Super Hero Squad Show and the 2014 film Guardians of the Galaxy. |
avengers marvel chapter 3 . 10/18/2015 The Nova Corps[edit] Main article: Nova Corps The Xandarian Nova Corps were originally Xandar's militia and had 500 members. After their planet was devastated by Zorr and restructured into a network of inter-connecting domed cities the Xandarians guided by the Worldmind became a more proactive peace keeping force helping stop threats in the Milky Way and Andromeda galaxies. The Nova Force originally consisted of Xandarians empowered by the Xandarian Worldmind. After the planet's original reconstitution other races were invited into the ranks of the Nova Corps. The Nova Corps military ranking consists of: Corpsman Millennian Denarian Centurion The highest-ranking officer and overall leader of the Nova Corps is the Centurion Nova Prime. Over the years this position has been held by Xandarians such as Tanak Valt, Rhomann Dey, Garthan Saal and most recently by the human Richard Rider. |
starwarsfanficti chapter 3 . 10/16/2015 Human Races: Terran Alderaanian Corellian Coruscanti Hapan Naboo Thyferran |
masseffectfanfic chapter 3 . 10/5/2015 Military Edit ArmatureLandingThe key element of geth warfare is surprise. Their sudden and unexpected return from beyond the Veil after three centuries was typical. Shepard describes the geth as perfect ambushers—'they don't move, they don't make noise, they don't even breathe.' Their freedom from the need to eat or sleep allows the geth to leave dormant garrison units in ambush at key positions, and the fact they don't feel pain allows them to drop units directly onto the battlefield from high altitudes. Geth can even be packed tightly into crates and left in storage, shutting down their power sources to stay undetected. A tactic particularly favoured by the geth is to set 'distress signals' and then ambush the rescuers; they also turned the freighter MSV Cornucopia into a drifting trap. In combat, geth units show little sense of self-preservation. Because geth programs can share memories and files with extreme ease, the experiences of individual geth programs are not lost when a platform is destroyed and archived versions of programs can be downloaded into new bodies. As geth programs are functionally immortal, they place little value on platforms and will expend thousands of units to take an enemy position, which was commonly experienced by the quarians during the Morning War. For this reason, geth are willing to engage in seemingly-suicidal actions like boarding a ship, engineering it to crash, and then remaining on board to ensure the ship goes down. Heretic geth use psychological warfare on the battlefield with dragon's teeth, a Reaper implement. These implements pierce the bodies of dead soldiers, turning muscle tissue into synthetic material, creating a zombie-like monster called a husk. This severely lowers morale, as their enemy now has to kill fallen comrades. When geth shut down, they fry their memory cores as a defensive measure, which is probably why geth haven't been successfully captured for study. However, Tali'Zorah nar Rayya was able to retrieve some of the data cache from a deactivated geth, using her quarian tech expertise and quick decisiveness. Geth weapons and armor are of extremely high quality but are difficult to find—a Geth Armory license allows Shepard to buy them. Their weapons are pulse based. Despite preferring stealth and cutting edge technology to neutralize their enemies, the geth are extremely numerous, and are well capable of building a much larger force than they have. They have massive fleets and the largest infantry corps in the galaxy. Best size estimates on a single geth fleet (the one around Charoum to be specific) range from 5,000 to 10,000 ships with unknown armament. These fleets include dreadnoughts, dropships, cruisers, and fighters. Since the geth are not limited by the demands for rest, wages, or autonomy that organic workforces require, they are limited only by time and raw materials in what they can construct, allowing for the creation of such massive fleets. Owing to their software nature, the geth decided to omit escape pods in their ship designs, requiring anyone who can't download who's trapped in one of their vessels to seek alternate means of transport off the ship, like stored geth fighters. In addition, the geth are not restricted by the Treaty of Farixen and other Citadel regulations in building their ships. Geth dreadnoughts can exceed the size of Alliance dreadnoughts by as much as 30%, and utilize more expensive and energy-demanding ultraviolet antifighter lasers as opposed to the cheaper infrared antifighter lasers employed by most organic built ships. |
masseffectfanfic chapter 3 . 10/5/2015 Geth 2,975PAGES ON THIS WIKI Edit Talk195 New Geth Races Page ImageThe geth ('Servant of the People' in Khelish) are a race of networked artificial intelligences that reside beyond the Perseus Veil. The geth were created by the quarians as laborers and tools of war. When the geth became sentient and began to question their masters, the quarians attempted to exterminate them. The geth won the resulting war, and reduced the quarians to a race of nomads. The history of the geth's creation and evolution serves as a warning to the rest of the galaxy of the potential dangers of artificial intelligence and to the legally enforced, systematic repression of artificial intelligences throughout galactic society. Contents[show] SmallMLogo“This mission just got a lot more complicated.” — Spoilers for Mass Effect ME2-2icon“The chances of surviving are… slim.” — Spoilers for Mass Effect 2 2-2icon ME3 Icon“There won't be an Earth left to save..” — Spoilers for Mass Effect 3 3 Icon Design Edit Feros Geth HopperPhysically, the humanoid geth resemble quarians—their hands, head shape and legs are similar—which is probably a holdover from their origins. A common design feature among geth is a single brightly glowing photoreceptor, causing some to refer to them as 'flashlight heads'. Geth are primarily composed of two materials: a flexible but durable outer shell, and a kind of synthetic muscle tissue that gives Geth Hoppers their incredible agility. It is actually possible for this synthetic muscle to be grafted to organic tissue (Saren Arterius has a grafted geth arm). Geth 'bleed' a white conductive fluid when shot, but they don't have any internal organs or nervous system, so the geth do not feel hunger or pain. The geth are also seen using omni-tools, and have seemingly modified them to heal synthetic wounds; likewise, some geth facilities contain first-aid kits, implying that their synthetic 'tissues' can be repaired using conventional medical technology. Part of the geth's success is due to their neural network. Effectively, they 'share' their processing power, distributing low-level processes like motor control and visual identification to free up bandwidth for higher reasoning and complex thought. Geth can't share sensory data—they aren't a hive mind like the rachni—but in large groups they have more to think with. An individual geth has only a basic intelligence on par with animal instincts, but in groups they can reason, analyze situations, and make tactical decisions as well as any of the organic races. An exception would appear to be Legion, a geth specifically designed to operate as an autonomous sentient unit outside the Perseus Veil. Legion possesses over 11 times as many geth programs as a standard geth platform and can function intellectually on its own. Normandy - geth processing signal, 1 unitAccording to Legion, each geth is made up of hundreds of programs equivalent to VIs, all operating in parallel with one another to form a kind of emergent intelligence described by EDI as 'a thousand voices talking at once'. An individual geth is thus more of a 'mobile platform' than an actual body; the programs that make up its consciousness are constantly being transferred and downloaded; the mind operating one of these 'mobile platforms' might just as easily inhabit a starship body should it need to. Most of the time geth programs can be found residing in server hubs, which function as something akin to the organic equivalent of a city, and can run millions of geth in communion. As all geth are networked to each other, they may communicate their exact thoughts and ideas at the speed of light. They find organic methods of communication, such as body language and spoken word, to be largely inefficient; the geth are able to communicate their thoughts flawlessly without any fear of misinterpretation. Because of this they have no true form of government and no system of rank. When a matter must be decided upon, the geth communicate all viewpoints of a situation and a consensus is made, the decision being whatever benefits the geth as a whole the greatest. |
masseffectfanfic chapter 3 . 10/3/2015 Religion Edit The quarians used to practice a form of ancestor worship. This involved taking a personality imprint from the individual and developing it into an interface similar to a VI. The quarians began experimenting with making these imprints more and more sophisticated, hopefully leading to the wisdom of their ancestors being preserved in an imprint that could be truly intelligent. However, the geth destroyed the quarians' ancestor databanks when they rebelled. Some quarians saw their subsequent exile as punishment for their hubris, but most accept that the geth rebellion was a mistake, not a punishment. However, respect for their ancestors is still prevalent in quarian society. Admiral Shala'Raan vas Tonbay opens an Admiralty Board proceeding offering thanks to their ancestors, who saved them from the geth by founding the Migrant Fleet. Tali sometimes exclaims 'Keelah!' when shocked, and many quarians offer the phrase 'Keelah se'lai' as an apparent benediction or religious oath. This means 'By the home world I hope to see one day.' It is often said in the same vein as 'peace be with you' and resembles the Islamic الله أكبر (transliteration: Allāhu Akbar, English: 'God is Greatest'), the Christian Deus Vult (Latin for 'God Wills It'), or the Hebrew 'ברוך אתה אדוני' (transliteration: Baruch Atta Adonai, English: 'Blessed are you, Lord'). |
masseffectfanfic chapter 3 . 10/3/2015 GovernmentEdit The elcor government is known as the Courts of Dekuuna. The elcor follow the recommendations of their Elders, who spend years poring over ancient records of jurisprudence to determine the precedent that should be followed in any given situation. The Elders record closely argued and minutely detailed instructions on what course to follow in any theoretical crisis. These are filed away in huge libraries of data discs and are consulted when needed. This makes elcor policies very predictable, provided one has done a great deal of research. |
masseffectfanfic chapter 3 . 10/3/2015 Drell 2,975PAGES ON THIS WIKI View source Talk36 ADVERTISEMENT DrellThe drell are a reptile-like race that were rescued from their dying homeworld by the hanar following first contact between the two. Since then, the drell have remained loyal to the hanar for their camaraderie and have fit comfortably into galactic civilization. Contents[show] |
masseffectfanfic chapter 3 . 10/3/2015 History Edit Joining the Citadel Edit The volus were the third race to post an embassy to the Citadel after the asari and salarians, roughly 2,384 galactic standard years ago (according to Citadel records accessed through Avina, outside the Embassies). The volus' mercantile prowess made them instrumental in developing a stable galactic economy. They authored the Unified Banking Act, which established the credit as the standard currency of interstellar trade, and the volus continue to monitor and balance the galactic economy even today. After first contact with the turians during the Krogan Rebellions in the first millennium CE, the volus petitioned for client status within the Turian Hierarchy. Modern Issues Edit Despite their important contributions to the Citadel and galactic society, they have never been offered a seat on the Council. This is a source of anger for some volus, particularly the volus ambassador Din Korlack. Council races need to have provided some extraordinary service to the Citadel, such as the turians' military support during the Krogan Rebellions. Council races also need to provide fleets, resources, and economic aid in case of disaster, none of which the volus can currently supply. Recently, the volus have been negotiating with the Systems Alliance through the Turian Hierarchy over colonisation rights to Patavig. These negotiations have been running smoothly thus far. ME3 Icon“There won't be an Earth left to save..” — Spoilers for Mass Effect 3 3 Icon The Reaper War Edit During the Reaper invasion in 2186, the volus quickly came under attack as the Reapers overwhelmed the turian defense fleets. Reaper husks were deployed on Irune, endangering many volus cities which had been built on opportune trade routes rather than militarily defensible positions. Volus refugees fled Irune for the relative safety of turian colonies. After the Miracle at Palaven, a joint turian and krogan force landed on Irune to attempt to liberate the planet. Depending on Commander Shepard's actions, the volus can contribute the following assets to the allied war effort: a bombing fleet, the dreadnought Kwunu, fabrication units, and an engineering team. |
starwarsfanficti chapter 3 . 9/30/2015 Togorian: 122,029PAGES ON THIS WIKI Edit Talk5 Eras-legends Togorian Togorian Biological classification Designation Sentient Classification Feline Physical characteristics Average height 2.5 - 3.0 meters (males), 1.6 - 2.2 meters (females) Hair color White to black, orange, browns Average lifespan Up to 79 standard years[1] Sociocultural characteristics Homeworld Togoria Members Alfreda Goot Kra'ake Elotis Ffaseer effet Ihsss Mlatar Thon Gra Morto Mrrov Muuurgh Rrowv Tynan Ryln Mei Tyrimm Wyln Mezgraf Coelle [Hide][Source] The Togorian people were a feline warrior species native to the planet Togoria. They were known for their association with the Mandalorians, and the unique cultural divisions between their sexes. Both male and female Togorians were also noted for their strong sense of honor. Contents[show] Biology and appearanceEdit Togorian head A male Togorian As a species, they were large bipeds, with retractable claws on their hands and feet. Female Togorians were up to 2.2 meters tall, while adult males ranged up to 3.0 meters. They were covered in gray-white to black fur, often with more colorful spots or stripes. They had extremely dense bone tissue, allowing them to endure greater physical trauma than beings with similar physiques. Society and cultureEdit Togorians evolved as nomadic hunters of creatures like the bist and etelo. In turn, flying reptiles called liphons preyed upon the Togorians. Primitive Togorians noticed that slightly smaller flying reptiles, mosgoths, were also targeted by liphons who attacked their nests and stole their eggs. Togorians began camping near the mosgoths for mutual protection, eventually domesticating them as mounts. Soon, a rift in their society developed—while males wanted to continue their lifestyle as nomads, females wanted the comfort and safety of permanent camps. In other species, the conflict would have led to one lifestyle winning over the other, but both male and female Togorians were too stubborn. Eventually, the males continued their nomadic ways, riding their mosgoths and hunting, and competing in contests of prowess. Meanwhile, the females stayed in villages with pre-pubescent children, with those communes eventually growing into cities. While the males continued to hunt in the wilderness, the females tended domesticated herds and developed technology. Males would visit their mates for about a month each year, but the sexes lived completely separate lives otherwise. Whether in spite of the separation of the sexes, or because of it, Togorians were monogamous, and devoted to their chosen mates. HistoryEdit The Togorians were first discovered by galactic society when the Mandalorians tried to conquer Togoria. When the Togorians united to defend their planet, the Mandalorians were so impressed with the Togorians' fighting tactics and techniques that they recruited them. These Togorians were among the first non-Taung or non-Human people to join the Mandalorian ranks. When the Mandalorian Neo-Crusaders were defeated, some Togorians turned to mercenary work, bounty hunting, and joining space pirate colonies organized and controlled by the Hutts. During the Clone Wars Togorians aided General Grievous in the Battle of Togoria. In the final days of the Galactic Republic, a Togorian Jedi youngling escaped Order 66. Mezgraf DT3 Mezgraf, a former-slave, on Orvax IV. During the Imperial era, they were ruled by a male hereditary monarch, titled the 'Margrave of Togoria'. The Margrave lived like any other nomad, save only that it was a great honor to be allowed to pitch a tent in his camp. Either his wife or a close blood relative governed the female population from the city of Caross, which was effectively the planetary capital. Males rarely left their homeworld, though a few were pirates and mercenaries, or were unwillingly forced offworld to search for a missing mate. Since the only offworlders they met were smugglers, pirates, or slavers, they considered most of them no better than rossorworms. They found droids and Imperial stormtroopers (or 'Metal Men' and 'White Shells', as they called them) particularly objectionable. Offworlders on Togoria found trespassing outside Caross would be returned to the females of Caross to be dealt with. On a second offense, they were staked out for the liphons to eat. Despite this, male Togorians could be amiable towards offworlders, especially those not dependent upon technology. Han Solo and Mammon Hoole were among those who were honored by the Togorians. Solo was once invited by the Margrave to stay on Togoria and hunt with the males, while Hoole even pitched his tent in the Margrave's camp (though the Shi'ido sentientologist may have been taking the form of a Togorian at the time.) Mosgoth Mlatar Thon Gra, a Togorian member of the Zulirian Swordmasters, riding his mosgoth, Ktlin. Female Togorians, on the other hand, were willing to deal with outsiders. They stereotypically enjoyed luxury, though not to the point of decadence, and tended to be acquisitive, industrious, and cunning. Females who could afford it often rewarded themselves with a few years on resort planets such as Bespin or Ord Mantell. The females had developed fairly high technology on their own, showing expertise in solar energy. By the Imperial era, they had almost enough technical expertise to develop their own starships. Offworlders had difficulty negotiating with Togorians in order to gain access to their planet's natural resources, so their trade was limited. Female Togorians were, however, a valuable market for comlinks, datapads, small droids, and other small electronics and luxuries. Mastercrafted scimitars or 'sc'rath' produced by male Togorians fetched high prices on offworld weapons markers. Both sexes, however, preferred to walk or ride mosgoths rather than ride vehicles. Han Solo's friend Muuurgh and his mate Mrrov were Togorians. AppearancesEdit Togorian GG4 A Togorian Star Wars: Knights of the Old Republic 39: Dueling Ambitions, Part 1 Star Wars: Knights of the Old Republic 41: Dueling Ambitions, Part 3 Knight Errant Jedi Apprentice: The Rising Force Jedi Apprentice: The Dark Rival (Mentioned only) Jedi Apprentice: The Deadly Hunter Star Wars Episode I Journal: Darth Maul End Game (Mentioned only) Portrait of the Artist as a Young Rodian In the Name of the Maker Cloak and Vibroblade Star Wars: Republic: Darkness Shatterpoint Star Wars: The Wrath of Darth Maul (Mentioned only) Order 66: A Republic Commando Novel (Mentioned only) Imperial Commando: 501st (Mentioned only) Star Wars: Dark Times: The Path to Nowhere Star Wars: Dark Times: Parallels Star Wars: Dark Times: Vector Star Wars: Dark Times: Blue Harvest, Part 1 (Appears in flashback(s)) Star Wars: Dark Times 15: Blue Harvest, Part 3 Star Wars: Dark Times 17: Blue Harvest, Part 5 Star Wars: Dark Times 18: Out of the Wilderness, Part 1 Star Wars: Dark Times 19: Out of the Wilderness, Part 2 Star Wars: Dark Times 20: Out of the Wilderness, Part 3 Star Wars: Dark Times 21: Out of the Wilderness, Part 4 The Paradise Snare (First appearance) The Hutt Gambit (Mentioned only) Rebel Dawn WizardsoftheCoast Positive ID on (original article link, backup links on ) Jedi's Honor Star Wars Missions 8: Togorian Trap Scoundrel's Luck WEG icon2 'Going My Way?'—Star Wars Gamemaster Kit WEG icon2 'Going My Way?'—Classic Campaigns (Reprint) The Abduction WEG icon2 'The Abduction of Crying Dawn Singer'—Classic Adventures (Reprint) Tatooine Ghost Jade Solitaire Specter of the Past Vision of the Future Survivor's Quest SWGsmall 'The Crystal'—Star Wars Gamer 5 (Mentioned only) The New Jedi Order: Agents of Chaos I: Hero's Trial (Mentioned only) The New Jedi Order: Edge of Victory I: Conquest Emissary of the Void The New Jedi Order: Edge of Victory II: Rebirth The New Jedi Order: Star by Star Dark Nest I: The Joiner King (Mentioned only) Dark Nest III: The Swarm War (Mentioned only) Legacy of the Force: Sacrifice Legacy of the Force: Inferno Crucible SourcesEdit Wiki-shrinkable Wookieepedia has 18 images related to Togorian. Galaxy Guide 4: Alien Races Galaxy Guide 6: Tramp Freighters Dark Force Rising Sourcebook Galaxy Guide 6: Tramp Freighters, Second Edition Alliance Intelligence Reports No Disintegrations The Essential Guide to Alien Species Ultimate Alien Anthology The History of the Mandalorians The Official Star Wars Fact File 26 The New Essential Chronology The Force Unleashed Campaign Guide Topps logo Star Wars Galaxy Series 5 (Card: Amy Pronovost sketch card) The Essential Atlas Galaxy at War Topps logo Star Wars Galaxy Series 6 (Card: Amy Pronovost sketch card) SWInsider 'Expanding Empire: How The Empire Strikes Back rocks the EU'—Star Wars Insider 132 The Essential Guide to Warfare (Picture only) The Essential Reader's Companion The Bounty Hunter Code: From the Files of Boba Fett Notes and referencesEdit The Force Unleashed Campaign Guide In other languages DeutschEspañolNederlandsPolskiРусский Categories: Legends articlesFeline sentient speciesMid Rim speciesSentient species (T)Togorians Recent Wiki Activity Rey Meets BB-8 edited by Dentface 31 minutes ago Kylo Ren's command shuttle edited by A Wikia contributor 32 minutes ago Kylo Ren edited by Dentface 35 minutes ago Luke Skywalker/Canon edited by Dentface 40 minutes ago See more Around Wikia's network |
WINGCOMMANDERFAN chapter 3 . 9/29/2015 AnatomyEdit Physically they are bipeds who strongly resemble big cats: they have leonine manes, but also have markings which distinguish their clan of origin. In the Wing Commander film they are portrayed as having hairless, wrinkled skin and glowing green eyes. The Kilrathi have natural 3-inch claws which they employ in combat and are capable of cleanly severing a human spinal column.[1] The average Kilrathi warrior has sufficient strength to dead-lift about 700 kg overhead. Even armed with a knife or staff, humans are grievously overmatched against Kilrathi warriors in close combat.[1] EvolutionEdit The Kilrathi race evolved on the harsh, arid planet of Kilrah. Their ancestors were among the fiercest predators of the planet. On the other hand Humans were also predators, but hunter-gatherers. The Kilrathi reached the top of the food chain much quicker than proto-humans did.[1] Before achieving sentience, at least 10 million years ago, Proto-Kilrathi performed ambushes. Hunting packs concealed themselves along known game-trails and attacked herds of food-animals, specifically the weakest, most vulnerable prey, in a coordinated manner, using only instinct and natural weaponry (Humans on the other hand did so when they achieved sentience and and used weapons 3-4 million years ago).[1] It is theorized that, typical of pack-hunters, presentient Kilrathi displayed dominance patterns: a smaller/inferior hunter would respond submissively to any challenge from a dominant pack-leader, a behavior still underlying modern Kilrathi institutions, beginning with the Imperial Throne. To counter this submissive behavior, which is unacceptable in warfare, the Kilrathi civilization employed the construct of honor thus engaging lesser warriors to engage more potent enemies; honor obliges a Kilrathi to answer a challenge to combat to the death (backing down is punishable by death). This gave room for traps veiled as challenges.[1] Intelligence itself emerged at first as a means to enhance the Kilrathi natural hunting abilities and to preserve them from the dangerous environment of their planet; they started to build tools and traps to capture their prey, but also shelters where to take cover during the volcanic eruptions that often rained acidic ash on the surface of Kilrah. Due to their fierce territoriality and the growth of their communities, which required larger territories for hunting, the Kilrathi soon learned that creating weapons and traps to kill other members of their species was as easy as preparing new tools for hunting. The race remains a predatory species, only magnified to a galactic level; they attack and claim their opponents in the far reaches of space and take by force those who do not bow to them.[2] Because of the above, pack-hunting tactics remained very deeply ingrained in their nature. It is the paradigm they will turn to under stress, or when they have the advantage. Natural guerrilla fighters, they are naturally predisposed to attack over defense, and to ambush over attack-in-force. They are most comfortable in groups of 3 or more, feel more courage (even suicidal) and engage numerically superior forces. However, a single or two Kilrathi will tend to avoid contact. Because of their natural inclination to group tactics, Kilrathi are not prone to insertion operations involving a single individual, such as sabotage or espionage. A lone Kilrathi is normally a decoy luring opposing forces into an ambush situation.[1] Their tendency to fixate on the most vulnerable/wounded prey/enemy and pursuing it to the death, means ignoring more dangerous opponents ('blood frenzy'). Early in their social development, this behavior was deemed strategically inappropriate as the most dangerous adversaries remained. One of the central principles of all Kilrathi tactics therefore became the focus against the strongest asset first. However this left open the possibility of deceiving them by feigning the strongest asset, or allowing a coordinated attack on the flanks while they are concentrated on the primary target.[1] In order to prevent instinctive hunting behavior, endangering a strategic mission, orders to inferior warriors are specific, not open to interpretation. Imagination and creativity are only encouraged in senior commanders and nobles. An adversary, once determining the force's mission goals, might manage to make them unachievable, throwing it to a complete chaos.[1] |
larrynivenfanfic chapter 3 . 9/29/2015 Known Space Map of Known Space by Rick Sternbach copyright 1975 by Del Rey Books The entire volume of space explored by Human-built starships [1], about 33,000 light years from the galactic axis [2]. In the pre-hyperdrive era (before 2411), most exploration was by ramrobot. By 2645, Known Space included Human Space plus the Kzinti and Kdatlyno spheres of influence, and was more than 60 light years across. In 2850, it was 70 light years across. Reference: 'The Ethics of Madness', 'At the Core', Ringworld chs. 3, 5, 24 |
MARVEL AVENGERS chapter 3 . 9/20/2015 Iron Legion 5,938PAGES ON THIS WIKI Edit Comments34 Iron Legion IronLegionArmorDrone03 CreatorTony Stark Made2012 (original) 2015 (second) MovieIron Man 3 Avengers: Age of Ultron ComicIron Man 3 Prelude StatusDestroyed 'This quadrant is unsafe. Please back away. We are here to help.' ―Iron Legion droid to the Sokovian population[src] The Iron Legion is a group of androids used to guard civilians when the Avengers are fighting perilous battles in populated areas. The Iron Legion was originally a group of remote-controlled Iron Man armors, ranging from Marks VIII to XLI, that served as Iron Man's main combat support team when he was in need of reinforcements in battle. The first Legion was destroyed by Stark after the Battle on the Norco so he could show how much he loved Pepper Potts. The second was made sometime before the War on HYDRA. Contents[show] History The Original Legion Creation Iron man prelude 8 Tony Stark shows James Rhodes the Iron Legion. 'Iron Man's not enough. Not even with a War Machine watching his back. For what's coming, we're gonna need an Iron Legion.' ―Tony Stark to James Rhodes[src] The Battle of New York caused Tony Stark to realize that Iron Man even with the help of War Machine might not be enough to defend the Earth from the next extraterrestrial threat. Because of this, Stark decided to make several new Iron Man armors that could be remotely controlled to assist him in any future battles. He named them the Iron Legion.[1] Battle on the Norco Iron Legion The Iron Legion arriving at the Roxxon Norco. 'There's my boys.' ―Tony Stark[src] Taking the battle to Aldrich Killian and his Extremis Soldiers on the freighter Norco, Stark ordered J.A.R.V.I.S. to initiate the 'House Party Protocol' - this would activate the Iron Legion hidden below his destroyed mansion and have them engage all hostile forces. During the battle, the Iron Legion sustained a few losses, but victory ultimately came to Iron Man's side. The remaining armors were all destroyed by Stark's 'Clean slate' self-destruct protocol.[2] New Iron Legion Iron Legion Bot 1 An Iron Legionaire in Sokovia. 'Sir, the city is taking fire.' 'Well, we know that Strucker doesn't worry about civilian casualties. Send in the Iron Legion.' ―J.A.R.V.I.S. and Iron Man[src] Tony Stark made new unwearable suits inspired by the Iron Man suits and named them as the Iron Legion. They were controlled by J.A.R.V.I.S. and aided the Avengers by getting the civilians to safety to prevent any collateral damage from occurring. Some arrived during the Attack on the HYDRA Research Base, requesting the Sokovian citizens to get away from the facility the Avengers were raiding. Iron Legion Return The Iron Legion returning to the Avengers Tower to be repaired When Stark wanted 'to build an iron suit around the world', he convinced Bruce Banner to help him to create a new software, the Ultron Program. Ultron used his abilities to take control over Stark's tools to build himself a body. In the process, he also took control of the Iron Legion and used it against the Avengers.[3] Avengers Party Strings Crush Ultron possessing a half-constructed Legionaire. While the Avengers in the Avengers Tower were celebrating and trying to lift Mjølnir, Ultron emerged to greet the heroes as he described them all as killers. Ultron beckoned the Iron Legion to attack the heroes as he watched. As the battle ensued, one of the Iron Legion drones left with the Scepter in hand. When all the Iron Legion drones were destroyed, Ultron crushed the remains of one of the drones while describing the initial confusion he had felt when he was 'born'. Thor immediately destroyed Ultron's body. Ultron was then heard ominously singing a phrase from 'Pinocchio' as his voice died out. The robots would later serve as the blueprint for the Ultron Sentries used by the artificial intelligence.[3] Armors [Expand] Armors Trivia Whereas other armors were programmed to allow secondary users (James Rhodes and Pepper Potts) approved by him, Stark had these coded so only he would be able to use them. The Iron Legion robot used by Ultron to speak to the Avengers was Unit 5, referencing how the fifth iteration of Ultron was the one who became a supervillain in the comics. References Iron Man 3 Prelude Iron Man 3 3.0 3.1 Avengers: Age of Ultron |
MARVEL AVENGERS chapter 3 . 9/20/2015 Battle for the Kree City WTB Skye unlocking her Inhuman abilities. During a protracted conflict between S.H.I.E.L.D. and a HYDRA branch led by Werner Reinhardt (now going by the name Daniel Whitehall), Grant Ward eventually captured both Raina and Skye for HYDRA, allowing Zabo and his daughter to reunite. Whitehall had Skye touch the Diviner, proving that she was one of the descendants of the experimented. Uninterested in what the Diviner could really do, Skye chased Raina into the Kree City under San Juan, Puerto Rico, to stop Raina from using it, but they found themselves locked in a chamber. The Diviner that Raina had brought floated to a pedestal where it opened to reveal the Terrigen Crystals inside and released its Terrigen Mist. Both women underwent Terrigenesis, after which Skye emerged with the power to create earthquakes and Raina grew sharp thorns over most of her body. Afterlife Afterlife Afterlife. Meanwhile, the Inhuman and right hand of the their leader Jiaying, Gordon, who owned another Diviner, contacted one of his associates as the Diviner began to glow, informing them that he would begin searching for the two, newly transformed Inhumans.[11] He found Raina first and volunteered to help guide her through the emotional and physical trauma of her change, just as he was guided years before.[3] Though he had the opportunity to teleport Skye, Gordon was sent to retrieve Calvin Zabo, telling the doctor that he was drawing too much attention to the Inhumans.[12] Eventually, Gordon did get Skye and brought her to Afterlife, the Inhuman settlement hidden from the world but accessible through Gordon's teleportation power. There Skye was given a form of acupuncture from Lincoln Campbell that caused her body to adapt to the Terrigenesis. Campbell explained to her that others in Afterlife were jealous of her because she transformed while they still desired for it. Campbell also accidentally revealed that Raina was there also. When Skye attempted to use her power to kill Raina to avenge the death of Antoine Triplett, she was stopped by Jiaying, who offered to be her mentor.[4] Meanwhile, Calvin Zabo was imprisoned in Afterlife and, though Jiaying was thankful to him for reuniting her with their daughter Skye, his request to see her was denied.[4] |
MARVEL AVENGERS chapter 3 . 9/20/2015 Nine Realms 5,939PAGES ON THIS WIKI Edit Comments16 Yggdrasil An Yggdrasil representation at the Hall of Science[1] displaying the Nine Realms. 'You! What Realm is this? Alfheim? Nornheim?' 'Uh, New Mexico?' ―Thor and Darcy Lewis[src] The Nine Realms are a group of distant planets connected by the cosmic nimbus Yggdrasil, and are home to various different races and cultures. Contents[show] History The Nine Realms are nine individual worlds that, while located in separate star systems, are systematically connected by Yggdrasil. The inhabitants of the realms mostly associated with each other rather than the other advanced species residing beyond the realms. Earth, where Humanity resides, is one of the Nine Realms, but its inhabitants are considered to be too underdeveloped by the other races to associate with. Asgard is considered to be the head of the Nine Realms, and its inhabitants, the Asgardians, are arguably the most powerful species in the realms. Odin, the former ruler of Asgard, and his troops act as the protectors of the Nine Realms and even other regions of space. They act as a police force that tries to preserve peace. The Asgardians produced a sister race which settled on the planet Vanaheim, and are referred to as the Vanir. Nidavellir, home of the Dwarves, neighbors Asgard, and a strong relationship is present between the two. The world of Alfheim also lies close to Asgard. Slightly below Asgard is Jotunheim, which is inhabited by the Jotuns, also known as the Frost Giants. The Frost Giants have tried to conquer the other realms a number of times, but were thwarted in each attempt by the Asgardians. Located above Asgard is Muspelheim, a world that is bathed entirely in flames and is home to many beasts that manifested from the fires. Located at the bottom of Yggdrasil are Svartalfheim and Niflheim. The former was once home to the Dark Elves before a cataclysmic battle against the Asgardians ravaged the planet's surface and nearly drove the species extinct. The latter is a world notable for being the location of Hel, a shadowy area that the Asgardians believe hold the souls of those in the Nine Realms who have died. The Convergence Convergence Portals opening to the Realms during the Convergence. Every five-thousand years, an event called the Convergence would take place in Yggdrasil where the spatial boundaries between the Nine Realms gradually decrease until becoming almost non-existent. This would result in the formation of portals between the worlds. Heimdall of Asgard watches over the Nine Realms and other regions of space. He mentions to Thor that from his post at his observatory he can see nine realms and ten trillion souls. This is the approximate number of inhabitants throughout in the Nine Realms or in the region of space the Asgardians preside over. The Asgardians preside and watch over not only the Nine Realms, but other planets too. Therefore, many species of the Nine Realms have had history of contact with species and civilizations from beyond the Nine Realms. Nine Realms Asgard - Home of the Asgardians. Ruled by Loki (disguised as Odin). Midgard - Also known as 'Earth' or 'Terra'. Home of the Humans and Inhumans. Jotunheim - Home of the Frost Giants. Formerly ruled by Laufey. Vanaheim - Home of the Vanir. Svartalfheim - Also known as the 'Dark World' or 'Harudheen'. Home of the Dark Elves. Formerly ruled by Malekith. Nidavellir - Home of the Dwarves. Ruled by Eitri. Muspelheim Alfheim Niflheim Other regions: Nornheim Hel Valhalla Gallery Realm Sketch Thor's sketch of the Nine Realms Selvig Nine Realms Erik Selvig's notes about the Nine Realms Add a photo to this gallery References The Art of Thor: The Dark World Categories: Locations Realms Iron Man (film) Locations The Incredible Hulk Locations Iron Man 2 Locations Thor (film) Locations Captain America: The First Avenger Locations The Avengers Locations Iron Man 3 Locations Thor: The Dark World Locations Captain America: The Winter Soldier Locations Guardians of the Galaxy (film) Locations Avengers: Age of Ultron Locations Ant-Man (film) Locations Captain America: Civil War Locations Doctor Strange (film) Locations Thor: Ragnarok Locations Black Panther (film) Locations Captain Marvel (film) Locations Marvel One-Shots Locations Agents of S.H.I.E.L.D. Locations Agent Carter (TV series) Locations Daredevil (TV series) Locations Jessica Jones (TV series) Locations Iron Fist (TV series) Locations Luke Cage (TV series) Locations The Defenders Locations Most Wanted Locations Comics Locations Video Games Locations WHiH Newsfront (web series) Locations Showing 10 most recent 16 comments Comments sections are to provide casual comments about the subject of the page. Suggestions for changes or improvements MUST be adequately written in the Talk Page, which can be found adding 'Talk:' right before the name of the article. Please stay on topic, as any comment classified as spam or unrelated to the subject of the article will be immediately deleted. Please log in to post a comment on this wiki. HyperactivePotato Seriously, if you guys would just read the article, you'd understand that it contains planets, not universes. June 16 by HyperactivePotato Brandonbaker01 How do planets like Xandar fit into the nine realms? Since Earth and Xander are in the same universe is Xandar and other planets part of Midguard? May 24 by Brandonbaker01 Bratpack Thor: Ragnorok might explain that; no one has given that much info to help form a theory.. May 24 by Bratpack Shabook Thor explained it in his very first film. The Nine Realms are simply a group of nine planets connected through a cosmic nimbus, Yggdrasil. There are plenty of other planets outside of that nimbus.. May 24 by Shabook Where is Yomamaheim, the biggest of them? May 14 by A Wikia contributor How the nine realms are connected with the rest of the universe? I mean how the Ravagers got to the Earth? Or the Asgardians to Collector's Museum? Is there any official/non-official explanation that shows the whole universial map of the MCU? January 30 by A Wikia contributor A brief look at wiki pages that talk about the subject of deities and such in the Marvel universe indicates that the godly realms are other dimensions and there are not 9 of them. The movies seem to indicate that they are other planets by Mjolnir flying straight into space when Thor gets sent to another realm. I would have to check by going back and watching the movies again, but every time Mjolnir has this happen and Thor goes through a portal it is the world of 'Svartalfheim'. These facts seem contradictory or indicate the movies are not following comic lore which could be problematic the future.. However, there is a solution and it could be why they are called the '9 realms' and why they can 'align' and that is that they are not all in the same universe or dimension. Earth and Asgard could be in different dimensions while Earth and Svartlfheim are in the same universe. Thor drawing on the picture of planets to illustrate could simply be him not caring as long as their spheres or the people in charge knowing that sphere are the most common shape could represent anything from a planet to a universe. Also that the realms having such a relationship would explain how the Dark Elves are from before the beginning of the Nine realms while being part of the Nine realms. It's a bit hard to explain but there are even more concepts one can associate with universe. Svartlfheim could be in the same dimension as Earth, but part of another universe. Basically one theory is that essentially there is a big bang that happens and in this universe that forms and ages it forms blackholes which are universes in themselves.. and in these at yet another layer more universes.. so it is possible that Svartalfheim is in Dimension 1 Universe B, Earth is in Dimension 1 Universe A, and Asgard is in Dimension 2 Univerese A with all the others being their own unique situation and link to whatever it is that Ygdrassil actually is.. yeah.. that's confusing, but that is comics for you. May 4 by A Wikia contributor More and the world of the dead (Hel) January 7 by A Wikia contributor Man Marvel is SOOOOOOOO complex! December 30, 2014 by A Wikia contributor So the Nine Realms are planets and Yggdrasil is in space after all and not just in a parallel world/universe? December 29, 2014 by A Wikia contributor Yggdrasil is a cosmic formation that spans throughout a majority of the Milky Way galaxy in a root formation. The Nine Realms are individual planets scattered around different, indeterminable points that are connected only by Yggdrasil. No parallel universes. December 29, 2014 by A Wikia contributor Does the History outline seem like it has a typo or two to anyone else? I'm just having trouble understanding it. August 4, 2014 by A Wikia contributor Blaublau94 Is really necessary to categorize this page with the 'Location' tag? Aren't the Nine Realms a group of several locations? There is not a physical place called 'Nine Realms'.. What do you guys think? July 17, 2014 by Blaublau94 Fandoms Unite I think you're right December 3, 2014 by Fandoms Unite Do we now they're just distant planets instead of dimensions? In the Thor movie there was talk about the 'foster theory' and the bifrost being a gateway to another dimension. In the post credits scene and in the deleted ending. April 12, 2014 by A Wikia contributor Alientraveller Hollywood using scientific terms inaccurately? Otherwise, there's nothing to indicate Asgard, Jotunheim and Svartalfheim aren't planets/planetoids linked by a tree-shaped wormhole. April 12, 2014 by Alientraveller Read more Earth Earth United States of America United States of America New York City New York City Must Watch Videos News Marvel Studios Phase 2 Showcased02:03 News Marvel St |
knownspacefanfic chapter 3 . 9/19/2015 Brown, Teela 'Teela Brown: Ringworld Explorer' by Arcass, copyright 2009 Human female Flatlander, member of the First Ringworld Expedition. Teela Jandrova Brown IKLUGGTYN was the descendent of five generations of Birthright Lottery winners. At the beginning of the expedition, in 2850, she was twenty years old, was tall and had a 'fragile beauty': black, wavy hair; large eyes described as brown or green [13]; Nordic-pale complexion; an oval face; small mouth, and a tiny nose. Louis Wu found her very pretty, although initially he thought her vapid. She was actually quite intelligent, although very innocent; she had never been hurt enough to be traumatized, either physically or emotionally. She could not empathize with another's pain, either physical or emotional. She had never learned to reject anyone, nor to deliver a calculated insult. A very fast reader, Teela could perform complex math in her head. She had never heard live music, only recordings. Lacking any urge for adventure, Teela had never been off Earth, but agreed to join the First Ringworld Expedition because she fell in love with Louis Wu. [Spoiler alert: Ringworld] On the Ringworld, Teela's experiences and the traumas she endured matured her and allowed her to empathize with others; see Ringworld (story summary). By the end of the First Ringworld Expedition, Teela had fallen in love with Seeker, and remained on the Ringworld with him when the Expedition left. See also Teela Brown gene, Teela's luck Reference: Ringworld (throughout) |
knownspacefanfic chapter 3 . 9/19/2015 Fleet of Worlds 'Puppeteer Fleet of Worlds' by Schuyler Horn [Spoiler alert: 'A Relic of the Empire', 'At the Core', 'The Color of Sunfire', Ringworld] The grouping of Puppeteer homeworlds: several planets of equal size arranged in a Klemperer rosette [1], equally spaced in a ring orbiting around a common (but empty) center. As encountered by the First Ringworld Expedition, this was five planets: Hearth, the actual Puppeteer homeworld, and four farming worlds. However, in the past the arrangement has included different numbers of farming worlds. Origins of the Fleet: According to Nessus, the formation of the Fleet of Worlds got its start over half a million years ago, when the Puppeteers moved two worlds in their planetary system, using enormously powerful planetary thrusters purchased from the Outsiders (see thruster (c)). These two planets were moved closer to the sun, and terraformed into farm worlds to feed their population of half a trillion. Hearth is the only densely populated planet in the Fleet. All sane Puppeteers prefer to never leave Hearth, so the farm worlds remain lightly settled. Later, about half a million years ago, the Puppeteers moved Hearth outward from its sun, to relieve the problem of waste heat produced by their highly technological civilization. Two more farm worlds were added, and probably at that time the five planets were arranged into a Klemperer's rosette. Still later, the Puppeteers' yellow sun ('Giver of Life' or 'Red Star') began expanding into a red giant, and the Fleet of Worlds was moved outward to about two-tenths of a light-year from the sun. Puppeteer Migration: In 2645, the Puppeteers were alerted to the danger of the Core explosion, and decided to begin the Puppeteer migration. The Puppeteers already had experience moving their worlds, and few wanted to leave Hearth, which by this time had a population of about a trillion. So they simply took their worlds with them, leaving their sun behind. In 2850, the First Ringworld Expedition found the Fleet of Worlds moving at near-lightspeed to galactic north, out of the plane of the galaxy, propelled by its powerful Outsider thrusters. At that time, Nessus claimed the ultimate destination of the Fleet was the Lesser Cloud of Magellan, a small satellite galaxy of the Milky Way galaxy, which they would reach in an estimated 85,000 years. But other accounts have suggested different destinations. Reference: Fleet of Worlds, Juggler of Worlds, Destroyer of Worlds, Ringworld chs. 5, 6 |
knownspacefanfic chapter 3 . 9/19/2015 Quantum II hyperdrive An experimental hyperdrive propelling a starship much faster than normal (Quantum I) hyperdrive, at the speed of one light year in 1.25 minutes. This is approximately 3,447 times as fast as Quantum I hyperdrive. The starship Long Shot was the prototype for this hyperdrive, completed in 2645 and as late as 2893 still the only ship known to be so equipped. See also: 'Hyperspace Theory & Practice' in the Articles section Editorial Note: Science/Continuity Reference: 'At the Core', Ringworld chs. 1-3, 5, 24, Ringworld's Children |
knownspacefanfic chapter 3 . 9/19/2015 autodoc: 'Shipdoc', by Michael Blum copyright 1984 by Chaosium In use by 2126, a full-sized autodoc is a machine like a giant coffin into which a patient climbs for sophisticated, automated medical care. In 2353, at the time the most complex unit ever built was aboard a safe ramscoop starship. It could create its own biochemicals, plastiskin and artificial organs. It could in theory cure anything and keep someone young and healthy indefinitely; it could also perform manicures, haircuts, and massage. By 2355 surgery was normally done by autodocs instead of Human doctors, and on the starship Angel's Pencil, a huge autodoc covered the back wall of the infirmary. Aboard the starship Lying Bastard in 2850-51 was a Puppeteer autodoc, shaped as a Puppeteer coffin. Smaller, more limited machines also existed; see desk doc. Reference: 'ARM', 'The Ethics of Madness', 'The Warriors', 'Flatlander', 'Grendel', Ringworld ch. 24 |
knownspacefafic chapter 3 . 9/19/2015 Chapter 16: The Map Room The map room was on the top floor of the dream-castle. It featured a holographic scale projection of the Ringworld's inner surface, and a projection screen showing enlarged details. Speaker used the screen to show Louis the rim transport system, a series of linear accelerator rings running along the tops of the rim walls. However, the views were not live, but rather old recordings. There were also holograms of ten planets in the room. In a large ocean, Louis found groups of large islands which he thought were large scale models of flat projections of the planets' continents, nostalgic reminders of the homes the Ringworld Engineers left behind when they moved to the Ringworld. Oddly, Fist-of-God mountain did not appear on the map. Louis and Speaker were dismayed at the hundreds of thousands of miles still left to travel before reaching one of the spaceports at the rim wall. Teela entered, and reported natives were gathering in a square in the ruined city below [see Zrillir City], looking up at the dream-castle. Speaker suggested trying the 'god gambit' with the natives, but Louis and Teela laughed at the idea of the furless Kzin, with his ridiculous appearance, trying to pose as a god. Louis decided to contact the natives alone, and flew his flycycle to land in the middle of the city square, beside a priest and an Arch-shaped altar [see altar of the Arch]. These natives were of the same hairy race seen at Zignamuclickclick. The priest related their legends of the dream-castle they called 'Heaven'. It was once ruled by Zrillir, who threw sunfire from Heaven when he was displeased. But there came a time when it was suspected Zrillir could no longer command sunfire. The natives revolted, then tried to invade Heaven. This failed, but later the 'angels' left Heaven in flying cars. Suddenly Louis' communicator disc, which was translating their dialogue, delivered a recorded warning regarding use of a restricted wavelength [see edict twelve], then it grew red-hot and Louis had to throw it away. Now unable to communicate with the natives, Louis flew back to Heaven. |
knownspacefafic chapter 3 . 9/19/2015 Chapter 6: Christmas Ribbon They landed in a deserted parkland of colorful plants surrounded by miles-high skyscrapers, on a tiny island on the Puppeteer homeworld. Nessus left to meet with the Puppeteer leaders. A projected image of a Puppeteer named Chiron briefed them on their mission. The Puppeteers had discovered that near the flight path of the Fleet of Worlds lay a star with a ring around it, as seen in the picture shown to Louis. The Puppeteers' telescopes had revealed the ring was a solid object; an artifact bigger than worlds — the Ringworld. Spectroscopic analysis showed the inside surface, towards its sun, had an Earth-like atmosphere and temperature. The ring was spinning fast enough to provide Earth-like gravity, and 20 rectangular shapes regularly spaced in a closer orbit blocked the sunlight at regular intervals, providing a day/night cycle. The Ring was about a million miles wide, with a radius just slightly more than Earth's distance from its sun; the surface area was about three million times that of Earth. Louis and Speaker speculated that to justify such an enormous, ambitious and costly engineering project, the Ringworld Engineers must have been limited to slower-than-light travel, and must have had overwhelming population pressure. The rest of the Ringworld's stellar system had been cleared of planets, asteroids and comets, presumably to prevent collision with the Ring. Speaker spoke of landing on the Ringworld, but Chiron instructed them to land only if the Ring builders insisted. |
knownspacefafic chapter 3 . 9/19/2015 DATING NOTESxz Notes for Stories after 1975: 'The Coldest Place' — Date not specified, but the Timeline in Tales of Known Space starts with the year 1975 (the year that book was published). This story appears to be set later than that, but because of the order listed on the Timeline must be before 1989, the date of 'Wait it Out'. This story is listed first on the Timeline. after 1975: 'Becalmed in Hell' — As above, for 'The Coldest Place', except this story is listed second on the Timeline. Nothing in the story specifies it's set after the earlier story, but an interstital note (Tales of Known Space p. 6) specifies 'Becalmed in Hell' is the sequel to 'The Coldest Place'. 1989: 'Wait it Out' — '..in 1979, ten years ago' (Tales of Known Space, p. 22). 1996?: 'Eye of an Octopus' — (a) 'At the Bottom of a Hole' says 'Somewhere on Mars there are wells. The first expedition found one in the 1990s. A mummified something was nearby' (Tales of Known Space, p. 87). This clearly refers to the events in 'Eye of an Octopus'. Thus the date could be anywhere between 1990 - 1999. (b) 'A string of ill-fated attempts to colonize Mars began in 1996' (Ringworld Role-Playing Game— Explorer Book, p. 27). It seems clear that the later 'How the Heroes die' describes the first real attempt to colonize Mars, so the date 1996 may refer to this first exploratory mission. 2042: 'How the Heroes Die' — (a) Date appears to be specified as 2040 on the Timeline in Tales of Known Space. (b) 'There must have been dozens of slits in the dome material. Nick found twelve dried bodies within. Martians had murdered the base personnel over a century ago' (Protector p. 76). It seems fairly clear the base described here is the one from 'How the Heroes Die'. 'Over a century ago' would indicate a date prior to 2025. However, Truesdale, who wrote the account of Protector, seems to be careless with his dates (see note for 2125, below). We have therefore disregarded this rather vague dating indicator in favor of: (c) 'At the Bottom of a Hole', set in 2112, states 'The airmaker is in a great cube of black metal, blackened by seventy years of Martian atmosphere' (Tales of Known Space p. 87). The 70 year period refers to the time since the end of 'How the Heroes Die', when Martians slashed the outpost's bubble, exposing everything inside to the Martian atmosphere. Thus the date is (2112 - 70 ) 2042. [Thanks to Spike MacPhee for spotting this. —ed.] 2099?: 'The Jigsaw Man' — Date specified on the Timeline in Tales of Known Space. The story mentions 'records of his [prior] arrest in 2082' (Tales of Known Space, p. 79), which places the story after that date. 2106: World of Ptavvs — (a) 'In 2106 you learned not to hear extraneous noises..' (World of Ptavvs, p. 53). (b) 'Mankind's first meeting with extraterrestrial intelligence came in 2106— although Kzanol..' (Tales of Known Space, p. 82). 2112: 'At the Bottom of a Hole' — Dates are specified between 'April 20, 2112' (Tales of Known Space, p. 84) and 'April 30, 2112' (p. 96). 2113: 'Intent to Deceive' — Lucas Garner is 174 (Tales of Known Space, p. 102), and was born in 1939. His year of birth is specified in Protector (p. 91), and also in a footnote for the Timeline in Tales of Known Space. 2123: 'Death by Ecstasy' — The date 'November 2, 2123' is specified (Flatlander, p. 1). 2124 - 25: 'The Defenseless Dead' — (a) The date 'February 3, 2125' is specified (Flatlander, p. 109). There is an earlier prologue where Gil visits the organ banks, after which he says '..eleven months later' (p. 75), so the opening of the story must occur during the previous year. (b) There are other indications in the story that 2125 is the correct year for the bulk of the story. For example, it is specified Leviticus Hale was put into the freezer banks in 1991 (Flatlander, p. 89), and that he's been there for 134 years (Flatlander, p. 72); 1991 134 2125. (c) This story is somewhat episodic, and (aside from the opening) the first impression is it may span several months. However, all references to previous events place all parts of the story two years after 'Death by Ecstasy', so we suggest the story (other than the opening) spans only several weeks or a very few months. 2125: Protector— 1st half — (a) Lucas Garner '..was approaching.. his one hundred and eighty-fifth birthday.' (Protector, p. 43) He was born in 1939, as later specified (p. 91), and also as stated in a footnote for the Timeline in Tales of Known Space. This would seem to place the story in (1939 185 ) 2124, or perhaps 2123. (b) 'Eleven years ago a Belt miner named Müller [..] was murdered by martians' (Protector p. 58). But Müller's own account is clearly dated 2112, which would place the first half of Protector in 2123. (c) Truesdale's own timeline includes '2125 A.D.: Pssthpok arrives Sol. Brennan turns protector' (Protector, p 190). Note the postscript of Protector makes it clear the account was written by Truesdale, and therefore it should be considered a first-person account (altho it is written in the style of a third-person narrative). Therefore, since Truesdale's own timeline cannot be reconciled with other dating information, especiallly the date of Müller's account, it appears Truesdale was careless with his dates. Therefore we have disregarded the earlier dating information, on the assumption that Truesdale would at least take care to put the correct year on his own timeline. 2126: 'ARM' — (a) Although the date is specified as 'June 4, 2124' (Flatlander, p. 140) this must be disregarded. (b) Gil says 'I'm one of those people who blocked the second corpsicle law' (Flatlander, p. 155), clearly referring to events in 'The Defenseless Dead', so 'ARM' must occur after that date. Furthermore, Gil says it had been two years after he first met Detective-Inspector Julio Ordaz (Flatlander, p. 127), which happened at the beginning of 'Death by Ecstasy' in November 2123 (Flatlander, p. 2). (c) Definitively, Gil states '..and the Anubis case early last year. When we realized what the man had done, Bera was close to killing him on the spot' (Flatlander, p. 136). This refers to Bera's actions at the end of 'The Defenseless Dead', in 2125. The date of that story is solidly established, with numerous references in the story to various dates and events. Thus, we must consider the date given in 'ARM' erroneous. Since the Anubis case ended the previous year, 'ARM' must occur in 2126. (d) Dates in the following 'Gil the ARM' story, The Patchwork Girl, begin with April 2126 (Flatlander, p. 273). Clearly that story takes place after 'ARM', so the date cannot be as late as June, 2126. 'ARM' must occur between January and March, 2126. (e) Taffy Grimes, Gil's live-in girlfriend in 'The Defenseless Dead', is mentioned nowhere in this story. In The Patchwork Girl, Gil says he had suffered 'two and a half months of separation' from Taffy immediately prior to that story, following her emigration to Luna to practice medicine there (Flatlander pp. 199-200). While Taffy's absence from this story isn't conclusive evidence that 'ARM' occurred during this period of separation, it is certainly possible this story occured during that time. (f) Why would Gil give a false date for the 'ARM' case? It has been noted repeatedly on I. Marc Carlson's timeline that various dates Gil gives for personal data, such as his birth date, vary from story to story. It is perhaps understandable that an active ARM agent would obscure certain personal information, giving misleading dates to make it harder for criminals seeking revenge to track him down. Furthermore, this particular case involved some famous and influential people, including Raymond Sinclair. Therefore, it is not surprising that in telling this story, certain details may have been, as the saying goes, 'changed to protect the innocent'. 2126: The Patchwork Girl — 'One hundred fifty-seven years after the first landing on the Earth's moon' (Flatlander, p 194). Thus the year is (1969 157 ) 2126. April 12 is specified as the date of one event in the story (Flatlander, p. 273). 2127: 'The Woman in Del Rey Crater' — '..November 2125. Two years ago' (Flatlander, p. 346). 2135?: 'Cloak of Anarchy' — Date specified on the Timeline in Tales of Known Space. 2322 - 67: 'The Ethics of Madness'— 1st part — The years listed cover roughly the first half of the story, from the development of the 'safe' ramscoop up to Douglas Hooker's takeoff from Earth. No other story in the Known Space series has presented as many difficulties with dating and continuity as this one. For details, and a partial timeline showing how events from this story fit with events from other stories, see 'Dating Notes for 'The Ethics of Madness' and A Gift from Earth'. 2341: A Gift from Earth — The difficulty of fitting this story into the Timeline has been second only to 'The Ethics of Madness'. For details, and a partial timeline showing how events from this story fit with events from other stories, see 'Dating Notes for 'The Ethics of Madness' and A Gift from Earth'. 2341: Protector— 2nd half — Truesdale's timeline specifies '2341, October: Discovery of Pak Fleet' (Protector, p. 190). c. 2361: Protector— epilogue — (a) The date of Truesdale's arrival at Home colony, and the subsequent failure of the colony, is somewhat conjectural. According to Truesdale's timeline (Protector p. 190), the Flying Dutchman, a ramscoop ship carrying Brennan-monster and Truesdale, left Kobold in 2341, spent about eight months traveling (mostly coasting) towards Wunderland, then detected the main Pak fleet and changed course to Home colony, a distance of 11.8 lightyears (Ringworld Roleplaying Game— Explorer Book, p. 30). But if the 'right angle turn' at Pssthpok's star meant they traveled the two shorter legs of an isosceles right-angle triangle, then the distance traveled was about 1.41 times as far, or 16.6 light years. Truesdale's timeline gives the ship's-time date of the right-angle turn a |
knownspacefafic chapter 3 . 9/19/2015 2314/10Douglas Hooker is diagnosed as a potential paranoid at age 18. ['Ethics'] 2324Moscow Motors builds the first 'safe' ramscoop field generator (perhaps subtly aided by Brennan-monster). ['Ethics'] 2325.4The elder Matthew Keller jumps off the edge of Plateau to his death. [Gift] 2326/06Skyhook Enterprises builds the first manned ramscoop starship. ['Ethics'] 2341(Brennan-monster leaves Sol system.) [Protector- 2nd half] 2342Revolution on Plateau [Gift] 2354(News of revolution on Plateau reaches Earth, perhaps inspiring the Loefflers to emigrate.) 2354/09Greg and Joanna Loeffler leave Earth for Plateau. Skyhook Enterprises is designing the first 'safe' ramscoop colony ship. ['Ethics'] 2355(Angel's Pencil, a 'safe' ramscoop colony ship, is launched.) ['The Warriors'] c.2356*Plateau abolishes the death penalty. ['Ethics'] c.2366(Angel's Pencil makes first contact with Kzinti.) ['The Warriors'] 2367.3*The Loefflers arrive at Plateau. ['Ethics'] c.2368*News of Plateau abolishing the death penalty reaches Earth. ['Ethics'] 2370/12Hooker's desk doc malfunctions. ['Ethics'] 2371/02Hooker goes insane, steals a ramscoop ship, leaves Earth for Plateau. ['Ethics'] 2375(Message from Angel's Pencil, warning of Kzinti attack, reaches Earth. The news is suppressed.) ['Madness Has Its Place'] 2377/05 *Ex-UN official Loughery leaves Earth for Plateau in a colonist ramscoop ship. ['Ethics'] 2383(First Kzinti invasion of Sol system) ['Choosing Names'] 2383.8Hooker arrives at Plateau and torches Loeffler's house, killing Loeffler's family. ['Ethics'] 2383-5Hooker undergoes nearly two years of psychotherapy on Plateau. ['Ethics'] 2385.6Hooker and Loeffler independently leave Plateau in ramscoop ships. ['Ethics'] 2390.0Loughery arrives at Plateau. ['Ethics'] 2395(News of Kzinti attack on Sol system reaches Plateau.) c.2409(First hyperdrive ship reaches Earth, making ramscoop starships obsolete.) |
marvel avengers chapter 3 . 9/18/2015 History The Frost Giants are the race of large humanoid beings that inhabit the frozen, barren realm known as Jotunheim. They are ruled by Laufey, king of the Frost Giants, who is also Loki's true biological father. In 965 A.D., an army of Frost Giants invaded Tønsberg, Norway, attempting to subjugate the earth and plunge it into a new ice age using the Casket of Ancient Winters. However, they were opposed by Odin and an army of Asgardians, who, after a pitched war, drove the Frost Giants back into the heart of Jotunheim and took the Casket, forcing the Frost Giants into a peace agreement. Laufey Laufey, the late king of the Frost Giants Centuries later, during Thor’s coronation ceremony, a group of three Frost Giant intruders entered Odin's Vault, attempting to take back the Casket of Ancient Winters, but were dispatched by the Destroyer. Apprehensive of Odin’s lack of concern over the intrusion, Thor convinces Loki, Lady Sif, and The Warriors Three to accompany him to Jotunheim to confront Laufey. After a divisive battle, the group of Asgardians are saved by Odin, who exchanged a few heated words with Laufey before returning the travelers to Asgard. Odin then banished Thor soon after for his brash actions in this incident, which nearly restarted a war with the Frost Giants. After Loki learned of his true origins as a Frost Giant, and took control of the throne of Asgard while Odin was in Odinsleep, he made a deal with Laufey to allow him to kill Odin and reclaim the Casket of Ancient Winters, in exchange for peace between Asgard and Jotunheim. However, as part of Loki’s true plot, he double-crossed and killed Laufey and set the Bifrost Bridge to destroy Jotunheim. Despite this, Thor’s timely destruction of the Bifrost ensured Jotunheim and the Frost Giants' continued survival.[1] Frost Giants TTDWP The Frost Giants after the Bifrost Bridge is broken After the death of their leader Laufey and Loki's attack on Jotunheim, the Frost Giants were now a broken people. However, when the Bifrost Bridge was destroyed and chaos began to extend over the Nine Realms, they could sense that something had happened. Around 2014, one Frost Giant was a specimen being held in the Collector's Museum on Knowhere before its destruction. |
marvel avengers chapter 3 . 9/18/2015 History The Dark Elves are a proud, ancient race, their history extending centuries before the 'Great Beginning' (Big Bang). However, this can be explained by their connection to dark energy and the possibility that their race grew old in a different universe before coming to the Nine Realms, where they reigned absolute. When the other civilizations of the Nine Realms arose, the Dark Elves sought to return the universe to its former state of darkness. It was then that their leader, the sorcerer Malekith, engineered the Aether, a super weapon forged from the substance permeating and surrounding the universe before it came into being. The Kursed The Asgardians, led by their then-king Bor, fought a fierce war with the Dark Elves, eventually driving them back to Svartalfheim as Malekith attempted to use the Aether. In that final battle, with the Convergence approaching, the Dark Elves fought with all of their might, utilizing their advanced technology as well as their elite troops, the Kursed, to attempt to halt the Asgardian advance. The Asgardians were able to triumph, however, launching an attack on Malekith and his bodyguards. During the struggle the Aether was lost to Malekith, taken by the Asgardians via the Bifrost. His plans ruined, Malekith launched a final, suicidal attack on the Asgardians, dropping the Dark Elf ships out of the sky in an effort to crush all beneath them. Malekith and Algrim Malekith himself escaped the battle, along with dozens of his kin and his lieutenant, Algrim, who would later become one of the Kursed himself. The battle caused the utter destruction of the rest of the Dark Elves, leaving those that escaped aboard Malekith's ship as the only survivors. Five thousand years later, as the Convergence neared again, Malekith attempted to use the Aether again. By this point, however, it had planted itself within the body of the human woman Jane Foster. Malekith led his kin in an attack on Asgard, where Thor had taken Jane. Using cloaking devices, Malekith's ship, along with a number of smaller ships, were able to launch a surprise attack on Asgard, using their nimbleness and durability to smash through the Asgardian defenses, though two of the ships were destroyed by the Asgardians in the process. The final ship, with assistance from Algrim, now the last of the Kursed, managed to break through the Asgardian defenses and disgorge its complement of Dark Elf soldiers, along with Malekith himself. The Dark Elves engaged the Asgardian soldiers, both sides suffering heavy casualties as Malekith made for the chambers of Frigga. The Dark Elves were eventually driven away, bereft of their prize, losing three ships and dozens of soldiers in the process. When Thor, Jane, and Loki came to Svartalfheim in order to trick Malekith into removing the Aether from Jane where it would be destroyed, a number of Dark Elves accompanied Malekith and Algrim out onto the field. In the ensuing fight, Loki and Thor killed all of the present Dark Elves, including Algrim, though seemingly at the cost of Loki's life. The rest went to Earth, where they could disperse the Aether to all nine realms and destroy the universe. The rest of the Dark Elves were killed in the ensuing battle, along with Malekith.[1] Dark Elf Museum2 A Dark Elf inside the Collector's Museum. At least one of the Dark Elves did not die in the presumed extinction of his species, a specimen held in Taneleer Tivan's museum before its explosion.[2] |
GRIMMFANFIC chapter 3 . 9/18/2015 Hybrid 1,221PAGES ON THIS WIKI View source Comments12 S1 S2 S3 S4 S5 Icon - Comics Icon - Book Hybrid 208-Pierces struggle on the roof Notables:Sean Renard Diana Schade-Renard Handcuff Pierce Higgins Alexandros Jenkins Appearances TV Show: [Show] Season 2 [Show] Season 3 [Show] Season 4 Comics:Issue 0 Issue 7 Issue 9 Issue 12 Grimm: The Warlock Issue 1 Grimm: The Warlock Issue 2 Books:The Icy Touch The Chopping Block A Hybrid is a being who is the product of a union between two types. Two types of hybrids have been seen so far, natural and artificial. An example of a natural hybrid is Sean Renard, the son of a human father and Hexenbiest mother. An example of an artificial hybrid is Pierce Higgins, who is a Genio innocuo and has Löwen DNA due to his mother altering him while he was in utero. ('The Other Side') Characteristics 405-Renard woged Sean Renard If a human produces offspring with a Wesen, the results vary. In the case of a Hexenbiest, the offspring will inherent the ability to woge. However, due to their nature as hybrids, the offspring will only have a partial woge; certain parts of their bodies will appear woged while others will not. Despite this, the offspring will still have a degree of Wesen powers, as Sean Renard has demonstrated a degree of superhuman strength characteristic of Zauberbiests. Naiads have to mate with humans since their men are sterile, meaning all Naiads are technically hybrids, but the Naiad strain is dominant, so all are considered full Wesen. Alexandros Alexandros Jenkins, shortly after birth, had the physical appearance and mental capacity of a young boy. In the case of artificial hybrids, it is unpredictable what will happen. An artificial hybrid will have two different sides of woge. Their natural Wesen form will be their dominant form, which they will have complete control over. Their secondary unnatural form will exist as a separate personality with its own ambitions. During times of extreme stress, the secondary form may temporarily take over. Having to coexist may cause the primary half to experience fatigue and major headaches. The primary half may go for years without knowing about their secondary half. It should be noted that all of these characteristics were exhibited by Pierce Higgins, so it is quite possible that other artificial hybrids do not display all of these characteristics, if any. Genetics According to Rosalee and Monroe, under normal circumstances, if a spouse is a Wesen and the other is a normal human, then there is a fifty-fifty chance for the child to be Wesen. In a Kehrseite-Genträger and Wesen couple's offspring, it will result in a Wesen child in all cases. Also, if the two parents are Wesen but of different types, then the offspring will be considered a Vorherrsch with the dominant strain's biological characteristics being more prominent; however, there is a small risk of health issues. ('Stories We Tell Our Young') Categories: Wesen Season One Types Season Two Types Season Three Types Season Four Types Season Five Types Comic Book Wesen Volume One Wesen Volume Two Wesen Showing 4 most recent 12 comments Anonymous User Log in? Post comment Scout Trooper 164 Diana technically doesn't count as a hybrid, especially for the fact that she's almost a hexenbiest, even if she's a quarter human, it doesn't count. August 5 by Scout Trooper 164 Reply Leon Art This is exactly why real world things like 'biracial' make no sense what so ever, even if there was such a think as a biological race :P August 5 by Leon Art Primerage her father is half human half zabuerbiest or whatever which is the male version of a hexenbeist. her mother is a witch.. so diana is some what a hybrid August 15 by Primerage Scout Trooper 164 Primerage, I still don't think she's a hybrid in any way. If you just removed Renard's human type, she would only be a hexenbiest. She's barely one at all, so no count for me. August 17 by Scout Trooper 164 PDXBlazer Are you saying she's barely human or barely a Hexenbiest because she's 3/4 Hexenbiest so I'd say that's more than 'barely' August 17 by PDXBlazer Scout Trooper 164 PDX, I mean that she's barely human, and she just mostly a hexenbiest if Sean wasn't 1/2 human. 24 days ago by Scout Trooper 164 The unborn son of Adalind and Nick can not be considered a hybrid? He is the son of a Hexenbiest and Grimm, and there is a great possibility that he possess supernatural traits of both (the eyes of a Grimm and their attributes superhuman and telekinetic and mystical abilities of a Hexenbiest, including the Woge). July 4 by A Grimmster Reply PDXBlazer We have to wait and see. August 5 by PDXBlazer Let us say wesen have a gene trait such as Wg with W being Wesen trait/parahuman trait and g being Genträge trait. Let us say the human trait is Kehrseite represented as K. Now normally speaking this is how it works: K W WK g Kg Because of this if a human and wesen have a chid then it is a 50% chance of the child being wesen and getting the WK trait and 50% chance of the child being human. This happens because the Wesen gene (W) is more dominant then the human gene (K). The human child will be a Kehrseite-Genträge which is a human with a recessive wesen gene. Now if a wesen and a Kehrseite-Gentrage have a child then the child would be wesen but according to genetics because although the Wesen trait is more dominant, for the Kehrseite-Genträge the child presents itself as human because the child's human gene was carried along with a recessive wesen gene. This should mean that although unlikely the child should have a 25% chance of being Kehrseite-Genträge, 25% chance of being full Wesen with no human gene, 25% chance of being wesen with a recessive human gene and 25% chance of being wesen with recessive wesen genes. K g W WK Wg g Kg gg Next a child of wo wesen depends on which trait would be dominant over the other from the 'mixed blood' relationship such as Fuchsbau and Blutbad or Lowen and Eisbiber. The child would have the traits of whatever genes are dominant and be born as the wesen type of either one of its parents such as Fuchsbau or Blutbad. Now for Naiads they can only be explained from what I understand of genetics is that when DNA is split the dominant wesen trait (W) gets passed on to the child and the human trait does not so the child is always as the trait WK being wesen with a recessive human trait and a more dominant wesen the wesen trait is dominant then the child is always wesen. As for Sean Renard I thought I had seem a comic pciture of him fully wodging but perhaps not. His situation can be explained in that Hexenbeist are not like other Wesen and as such do not fall under the normal rules of genetics regarding wesen/human children. As they are not parahumans while most or all other wesen are parahumans. Because of there nature being different hexenbeist can have children with Kehrseite but the resulting offspring is half-wesen and half-human. This is not to be confused with Kehrseite-Genträge who are human, but have a recessive wesen trait. May 12 by A Grimmster Reply Leon Art I can certainly see how some of it makes sense, but it's still really confusing to me. The idea that a 'Wesen gene' exists is already strange, why aren't it specific Wesen genes? Or do all (para)humans, have other genes too (that are always recessive and determine the type of Wesen), and having the gene for actually being Wesen (but not-type specific) would allow this recessive 'Wesen-type'-gene to be expressed. Also the part about the Kehrseite-Genträge and Hexenbiests.. those seem odd exceptions, to me, and I don't quite understand it. Thanks though! May 26 by Leon Art Leon Art Did they change/retcon this 50/50 concept? Rosalee and Monroe said than wen a human and a Wesen or Wesen-type A and Wesen-type B get children, there's a 50/50 chance the child will be like one of their parents (either human/Wesen or Wesen-type A/B), this was the reason 'Pierce Higgins' was such a surprise. At least, this is what I thought. April 5 by Leon Art Reply That was different, it wasn't natural, Pierce's mum actually did something to make like that. She wanted him to have the characteristics of a Lowen, to balance out the non-violent and weak physical attributes of male Genois, and so she joined some Lowen DNA strands with his DNA when he was still in her uterus (something like that). You could say Pierce's case was a very bad side effect. May 24 by A Grimmster Read more Klaustreich Klaustreich Fuchsbau Fuchsbau Skalengeck Skalengeck Must Watch Videos GRIMM LONELYHEARTS01:33 GRIMM LONELYHEARTS GRIMM PILOT01:09 GRIMM PILOT GRIMM THREE COINS IN A FUCHSBAU01:09 GRIMM THREE COINS IN A FUCHSBAU Grimm El Cucuy02:45 Grimm El Cucuy Grimm Wesenrein01:42 Grimm Wesenrein Recent Wiki Activity Nick Burkhardt/Images edited by PDXBlazer 10 hours ago El Cucuy/Images edited by PDXBlazer 10 hours ago Maréchaussée/Images edited by PDXBlazer 10 hours ago Juliette Silverton/Images edited by PDXBlazer 10 hours ago See more Live! 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GRIMMFANFIC chapter 3 . 9/18/2015 Characteristics To date, if there has been a study on Wesen origins, it has not surfaced. Even Sean Renard, who is a half-Zauberbiest of Royal patronage, has not heard of any such study, and the only studying he's aware of, done by Grimms, has been on how to kill them. ('The Icy Touch') Wesen are liminal, that is, they display two states of existence simultaneous within one physical body. ('Happily Ever Aftermath') Physiologically, Wesen are parahuman, exhibiting two distinct sets of DNA within the same system. ('Big Feet') Albert Denswoz and his followers refer to themselves as Duo homo instead of Homo sapiens. Because some Wesen tend to de-humanize themselves in this manner, many treat humans as we would treat animals. ('The Icy Touch') When in human form, Wesen are, by all accounts, physiologically that way and thus, can pass as human. However, certain aspects about them still sets them apart from the rest of humanity, such as the addictive effects that Jay has upon them (which would otherwise be fatal for humans) and their susceptibility to the Yellow Plague. Every creature encountered by Nick Burkhardt is Wesen (excluding La Llorona, Volcanalis, the Golem, Mishipeshu, and Jack the Ripper). The community consists of both good and bad creatures ranging from Blutbaden to Bauerschwein to Mauvais Dentes. Individually, Wesen generally behave stereotypically in accordance to their own kind (i.e. the Blutbaden being fierce and vindictive, Siegbarste being dangerously vengeful, or Mellifers having a hive-like mentality and penchant for sending messages). Some Wesen follow ritualistic practices passed down through history (i.e. the Aseveracion and the Roh-hatz). Other than the Grimms keeping the Wesen in check, only the Seven Houses are aware of the real workings of the world, as the majority of humanity is blissfully unaware of their existence. 221-Cracher-Mortel spitting2 A Cracher-Mortel spitting tetradotoxin on a victim Ziegevolk, Musai, and Cracher-Mortel all have abilities that allow them to influence or have complete control over people. Ziegevolk use their pheromones to control and manipulate whoever they want, usually women. ('Lonelyhearts') ('One Angry Fuchsbau') Musai's lips secrete a psychotropic substance, making its kiss known to be very euphoric and addictive. After they kiss someone, they are able to easily manipulate their victims, who will do whatever they have to in order to prove their love for the Musai, even kill someone or die themselves. ('Kiss of the Muse') Cracher-Mortel have the ability to create an army of zombie-like victims by spitting tetradotoxin on to the face of a victim, which seeps into the skin of the victim or is inhaled by the victim and shuts down the neurosignals of nerves and heart cells, causing suspended animation. Atropine and scopolamine toxins reanimate the victim in a zombified state. In this state, the victim is in a trance and will perform whatever task is asked of them by the Cracher-Mortel. ('The Waking Dead') ('Goodnight, Sweet Grimm') ('The Ungrateful Dead') Despite being parahuman themselves, many Wesen eat humans (ex: Blutbaden, Schakals, Wendigo, Coyotls, and Mauvais Dentes) or other Wesen (ex: Blutbaden eat Bauerschwein and Seelengut, while Lausenschlange eat Mauzhertz). Some Wesen, like Raub-Kondors, hunt other Wesen, such as Glühenvolk, for their skins. They use a potion called Sauver Sa Peau to keep them woged after death for up to 8 hours so they can skin them. ('Endangered') 117-Hexenbiest spirit2 The Hexenbiest spirit leaving Adalind's body In 'Love Sick', Nick fights with Adalind and gets her to bite his lip causing him to bleed, and some of the blood gets into her mouth. A few seconds later, the Hexenbiest spirit inside of Adalind leaves her body causing her to become a normal person and lose all of her powers. So far, this is the only time that a Wesen became a human, and it's unknown if Grimm blood affects other Wesen types the same way. However, it is possible for the Hexenbiest to regain her powers if she completes the Contaminatio Ritualis, which results in the creation of a red paste that must be rubbed on the stomach of the Hexenbiest. If a Hexenbiest is pregnant during the performing of this ritual, once she gives birth, her powers and ability to woge return to her, and the infant also will have enhanced abilities. ('The Ungrateful Dead') ('PTZD') ('Mommy Dearest') It may also be possible to turn Wesen into normal humans via drugs. Konstantin Brinkerhoff pioneered a series of medicines that would supposedly remove the ability to woge. While the experiments were undoubtedly a failure, ('Big Feet') it must be pointed out that Brinkerhoff insisted that the drugs would work if he'd been given the time to perfect the dosage and delivery system. It was also unclear as to whether the drugs interfered with other Wesen abilities, such as enhanced smell (Blutbaden) and increased bone density (Siegbarste). |
x-comfanfic chapter 3 . 9/16/2015 Seeker 613PAGES ON THIS WIKI Edit Talk1 Seeker XCOM EW Seeker Statistics Aim 65656565 Critical Chance 001010 Defense 10102020 Health 4556 Mobility 14161616 Will 0000 Attributes WeaponPlasma Pistol AbilitiesAirbornXEU GhostXComEW Strangle TraitsXEU AlienAbility EvasionXEU AbilityPlaceholderXEU AlienAbility StunImmune A Seeker is a new alien enemy introduced in XCOM: Enemy Within. Contents[show] DescriptionEdit The Seeker is a flying squid-like robotic unit. Capable of cloaking themselves (for a limited number of turns), the Seekers utilize a brand new AI that focuses on hit and run style attacks. Seekers will appear in pairs and when initially spotted are more likely to run and hide, only to reappear after your squad has engaged other enemy units. Despite being triggered in pairs, Seekers largely act individually (i.e. can strike during different turns) and have a preference for attacking isolated units (like Squadsight Snipers). DeploymentEdit Seekers first appear during the second month (April), regardless of the game's 'Marathon' Second Wave option. Their chance of being deployed declines over the following three months (Marathon: five months, from June to October), to a low rate on par with Sectoids and Floaters. Seekers can be deployed for most mission types, but are not encountered during Terror Site missions. AbilitiesEdit AbilityDescription Airborn AirborneFlying units can bypass ground obstacles. They can remain in flight if they have sufficient fuel. XEU Ghost StealthThe Seeker becomes invisible to enemies. It can use its tentacles to attack from stealth mode, but must deactivate stealth mode to use its ranged attack. XComEW Strangle StrangleStrangle can be used against adjacent humans unprotected by strangle-resistant armor, items, or abilities. TraitsEdit TraitDescription XEU AlienAbility Evasion EvasionEnemies targeting this unit when it is airborne suffer a -20 Aim penalty. XEU AbilityPlaceholder RoboticImmune to fire, poison, and several Psionic abilities. XEU AlienAbility StunImmune Stun ImmuneThis unit cannot be stunned with the Arc Thrower; taking a live specimen is not possible. CapturingEdit Cannot be captured. ResearchEdit Seeker Autopsy - Unlocks Mimetic Skin and Ghost Grenade production TacticsEdit It is worth noting that Seekers can engage Flight and allowing them to rapidly access rooftops where other ground units can't easily reach them; they also gain the Evasion ability when they enter Flight. Seekers are revealed when they attack a squad member and as they often cloak upon first contact it is usually the first time the player will see one after first contact. By keeping the squad tightly 'packed' after contact the player can allow soldiers to cover one another. Ideally every squad member will be within a 6x6 area of two or more friendlies and all will be on Overwatch. This strategy allows the player to sit tight and wait for an attack, when a soldier is inevitably assaulted the Seeker will be revealed and the squad will open fire. However, it is worth noting that this tactic is best employed when only Seekers have been triggered, the tactic relies on the Seekers being the first target after ending the player's turn. This tactic is particularly prone to a 1-2 attack where the first Seeker attacks, everyone fires their reaction shots and then the second Seeker can attack without being shot (unless there is a Support with the Sentinel ability in the team or an Assault with the Close Combat Specialist ability within 4 tiles). The following tactic allows the Seekers to be dealt with by a single squad member, allowing the rest of the squad to focus on other enemies: An Assault, equipped with a Shotgun and the Close Combat Specialist ability, and sent near where the Seekers were spotted, will be able to kill both potentially in one turn. Because the Close Combat Specialist ability has an unlimited number of uses per turn, both Seekers can be shot with high accuracy in one turn when they uncloak to Strangle the Assault, and the Shotgun is likely to kill them in one hit. This tactic can be further enhanced with the Bioelectric Skin gene mod (allowing you to see the Seekers from further away and thus having more chance to kill them) and by using a Scatter Laser or something heavier, rather than a Shotgun (as it will consistently kill the Seekers in one shot). The two weaknesses with this plan is that the Assault's ammo may run out, the Shotgun may not kill the Seeker in one hit, or the Seeker targets a squad member out of range of the Assault. It only takes one hit with any weapon to cause a Seeker to stop Strangling a teammate. However, it is best to deal the Seeker a killing blow while it is still attached as Seekers become significantly harder to hit when flying/floating. Seekers can be damaged while in Stealth mode (e.g. with explosives), but mostly leave their last position directly after cloaking. A player can occasionally locate a hidden but non-flying Seeker by spotting a nearby grid square that can't be moved into by a soldier. Using any area-effect weapon or a MEC's Kinetic Strike Module against the square can easily damage or kill the hidden Seeker. Wounding a stealthed Seeker will immediately decloak it, though if it is killed out right, a Seeker's corpse may remain invisible. Another tactic is to have a Sniper toss a Battle Scanner in the area where the Seekers initiated their stealth. This will immediately break the stealth of any Seekers in the radius of the scanner. A Seeker cannot cloak indefinitely and after a number of turns will eventually be forced to decloak. If a Seeker considers its prey too well defended, it might just decide to not attack at all in any way eventually decloaking and becoming a sitting duck; however this might just be a bug, not a real stalemate behavior. The ranged weapon is rarely used, mostly just on occasions when a Seeker cannot find a viable target to strangle, if it sees any MEC or S.H.I.V. that's immune to it, a Seeker may choose to fire upon it. Under same circumstances they can also enter Overwatch with their ranged weapon, shooting even normal enemies which are not immune to Strangulation. BugsEdit If a Seeker is Suppressed (and not killed) by a Heavy with the Mayhem ability while it is strangling an ally, a glitch may occur with the Seeker releasing its target and flying away. This triggers the Heavy's Reaction Shot, enabling the 'slow-motion' camera, but the Heavy itself does not actually fire and the Seeker's movement never ends. Since the game cannot be paused during this action, this effectively crashes the game. GalleryEdit XCOM EW ConceptArt SeekerSketches Concept art by Piero Macgowan XCOM EW Seeker Attacks A Seeker surprises soldier. XCOM EW Seeker ActivatesStealth A pair of Seekers activate Stealth. XCOM EW Seeker Strangles A Seeker strangles a soldier. Add a photo to this gallery XCOM: Enemy Unknown Enemies AliensBerserker • Chryssalid • Cyberdisc • Drone • Ethereal (Uber) • Floater (Heavy) • Mechtoid Muton (Elite) • Outsider • Sectoid (Commander) • Sectopod • Seeker • Thin Man • Zombie EXALTEXALT Heavy (Elite) • EXALT Medic (Elite) • EXALT Operative (Elite) • EXALT Sniper (Elite) Categories: Enemies (XCOM: Enemy Unknown) XCOM: Enemy Within Aliens Add category Read more Zombie Zombie Uber Ethereal Uber Ethereal Thin Man Thin Man Must Watch Videos XCOM Enemy Unknown Walkthrough - Part 2030:25 XCOM Enemy Unknown Walkthrough - Part 20 The Bureau XCOM Declassified Announced01:43 The Bureau XCOM Declassified Announced XCOM Enemy Unknown Walkthrough - Part 2226:18 XCOM Enemy Unknown Walkthrough - Part 22 XCOM Enemy Unknown Walkthrough - Part 829:27 XCOM Enemy Unknown Walkthrough - Part 8 XCOM Enemy Unknown Walkthrough - Part 927:16 XCOM Enemy Unknown Walkthrough - Part 9 Recent Wiki Activity Soldier (XCOM 2) edited by Pikablu The Crusader 13 hours ago ADVENT edited by Monkeybite 19 hours ago Berserker (XCOM 2) edited by A Wikia contributor 1 day ago Sniper Class edited by A Wikia contributor 2 days ago See more Live! 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x-comfanfic chapter 3 . 9/16/2015 Thin Man 613PAGES ON THIS WIKI Edit Talk0 Thin Man XCOM-EU ThinMan Statistics Aim 65657575 Critical Chance 001010 Defense 0000 Health 3346 Mobility 15151515 Will 15151515 Damage Modifier -2-200 Attributes WeaponLight Plasma Rifle AbilitiesXEU AlienAbility LeapXEU AlienAbility PoisonSpitXEU AlienAbility Suppression A Thin Man is an enemy in XCOM: Enemy Unknown. Contents[show] DescriptionEdit Thin Men are unnervingly human-looking aliens who apparently serve as infiltrators for the invaders. They have short black hair and wear blue suits. While they might initially pass as human, their elongated bodies and unnatural flexibility betray their true nature. Closer inspection also reveals several patches of mottled green skin around their wrists and neck, and reptilian eyes hidden behind black sunglasses. They are very agile, capable of covering great distances in a single turn. Able to flank opponents and use cover, Thin Men also have the unique ability to unhinge their jaws and spit poison; this is the same poison expelled from their bodies when fatally wounded. Thin Men and are known for their high accuracy when firing their Light Plasma Rifle; on Classic or Impossible difficulty, it may appear as if the Thin Men never miss a shot. In the early phase of the game players should exercise caution and avoid situations where they are exchanging fire with Thin Men in good cover. DeploymentEdit Thin Men are a staple of Council missions throughout the entire campaign. They can appear in other mission types in lieu of Sectoids beginning in the second month (April), regardless of the game's 'Marathon' Second Wave option. Their chance of being deployed in non-Council missions declines over June and July (Marathon: from August to October), to a very low late-game rate on par with Floaters and Seekers. They are not encountered during terror missions. AbilitiesEdit AbilityDescription XEU AlienAbility Leap LeapAllows vertical leaps onto elevated surfaces during movement. XEU AlienAbility PoisonSpit Poison SpitSpits a cloud of poison at long range, causing a noxious cloud to remain briefly on the battlefield. XEU AlienAbility Suppression SuppressionCan fire a special shot that grants reaction fire at a single target. The target also suffers a -30 Aim penalty. CapturingEdit Thin Man captive Light Plasma Rifle ResearchEdit Thin Man Autopsy - Unlocks Improved Medikit Foundry project Interrogate Thin Man - Grants UFO Technology research credit TacticsEdit Avoid being within one square of a Thin Man upon death, as it will release a toxic cloud that will instantly poison any non-MEC Trooper soldier without Titan Armor or a Medikit. Additionally, that toxic cloud will persist for one turn after the Thin Man's death so any unprotected soldier that passes through the contaminated area will also be poisoned. This cloud will also poison all other non-robotic enemy units that pass through it except Chryssalids and other Thin Men. Deaths from explosives may propel Thin Men's corpses off their original position and cause the toxic gas cloud to appear a few tiles away or above their original position. Archangel Armor, Ghost Armor, and Respirator Implants also provide immunity to poison in XCOM: Enemy Within. Thin Men will usually use their Poison Spit attack against entrenched soldiers that they cannot effectively shoot at with their guns (Operatives hunkering down while in full cover, for instance), or who are bunched-up; such triggers are similar to those of Alien Grenade-equipped hostiles who show up later on. Either split up XCOM's troops so they will be less likely to spit at the soldiers or prioritize them when they show up. Alternatively, hide the troops by keeping them at least one tile away from corners, doors or windows, as Thin Men will only use their Poison Spit attack against foes within their LoS, despite its AoE attribute. Thin Men are easy to stun and capture due to their low health. However, their Light Plasma Rifle allows them to deal high damage to any trooper who gets into stun range and fails to successfully stun them. Low health and low Will values make Thin Men highly vulnerable to Mindfray. MultiplayerEdit The Thin Man is one of the cheapest units at the cost of 1400 points. Their job is mainly to scout the area around because of their Leap ability. The Thin Man's Poison Spit is effective against low-health units or simply to weaken a stronger unit as it also enforces an Aim and Mobility penalty (for up to 3 turns). Their stats are the same as Easy difficulty. However Light Plasma Rifle adds 10 Aim and 10 Critical Chance. Good against: low HP units, weakened units and Berserkers (they can kill a Thin Man with their charge, so take advantage of high ground to stay alive). Counter: Robotic units, Chryssalids, other Thin Men, soldiers with Titan Armor. TriviaEdit The Thin Man is a play of the 'Men In Black', a common appearing item in conspiracy theories primarily in alien activity.[1] They are also an allusion to the Snakeman from the original UFO: Enemy Unknown. Their reptilian qualities and mention of substantial genetic modification to produce a human-like creature suggest that Snakemen were the base creature from which Thin Men were created. By extension, they are related to various 'Reptilians' conspiracy theories. Another possibility is that they are a reference to the Thin Man in Fritz Lang's film 'Metropolis'. The Viper from XCOM 2 is mentioned by Firaxis developers Garth DeAngelis and Jake Solomon as being the original form of the Thin Men. Upon closer inspection, all Thin Men have a visible trace of grey skin running the span of their hairline. This implies that a Thin Man's 'hair' is not a natural extension of his body, but rather a mutation and/or graft similar to a real-world toupe. Both theories are equally likely to be true, as this type of extraterrestrial was specifically designed to pass as humans, combining both the effects of genetic manipulation and human apparel to create a convincing disguise. SM Note the hair and face The Thin Man's facial features are based off those of Sid Meier, the creator of the Civilization series and Director of Creative Development for Firaxis Games. Thin Men appear to have remarkable strength: whereas XCOM soldiers (and even Mutons) appear to heft their Light Plasma Rifles as two-handed weapons, Thin Men hold and fire the this weapon extremely efficiently with one hand as if it were no heavier than a pistol. Groups of Thin Men can sometimes be spotted using a older-pattern syringe (multi-use with large metallic holds) at Alien Abduction sites. Strangely the Thin Men never try to ambush or trick XCOM's soldiers despite their humanoid appearance - especially in Terror Site missions where unchecked human civilians run around almost randomly. In XCOM: Enemy Within, a soldier dying from Thin Man poison may be memorialized as dying from 'Unknown Trauma' in the Memorial, as poison is not classified as a weapon. GalleryEdit XCOM-EU Thin Man Alien Lifeform Report Thinman Concept Art Concept - Thin Man Concept Art XCOM(EU) ThinMen Thin Men on patrol XCOM(EU) ThinMen inflitrators 'Would you like fries with that, human?' 2013-12-26 00005 Captured Thin Man in the Alien Containment facility. XComEU Thin Man anatomy Thin Man anatomy from Xeno-Biology cutscene Add a photo to this gallery XCOM: Enemy Unknown Enemies AliensBerserker • Chryssalid • Cyberdisc • Drone • Ethereal (Uber) • Floater (Heavy) • Mechtoid Muton (Elite) • Outsider • Sectoid (Commander) • Sectopod • Seeker • Thin Man • Zombie EXALTEXALT Heavy (Elite) • EXALT Medic (Elite) • EXALT Operative (Elite) • EXALT Sniper (Elite) ReferencesEdit Alien Breeds: The Evolution Of XCOM's Enemies. Reeves, B. . January 18 2012. Categories: Enemies (XCOM: Enemy Unknown) Aliens Add category Read more Cyberdisc Cyberdisc Drone (XCOM: Enemy Unknown) Drone (XCOM: Enemy Unknown) Zombie Zombie Must Watch Videos The Bureau XCom Declassified - The Decision Trailer02:06 The Bureau XCom Declassified - The Decision Trailer XCOM Enemy Unknown Walkthrough - Part 829:27 XCOM Enemy Unknown Walkthrough - Part 8 XCOM Enemy Unknown Walkthrough - Part 2547:26 XCOM Enemy Unknown Walkthrough - Part 25 XCOM Enemy Unknown Walkthrough - Part 2317:53 XCOM Enemy Unknown Walkthrough - Part 23 XCOM Enemy Unknown Walkthrough - Part 2030:25 XCOM Enemy Unknown Walkthrough - Part 20 Recent Wiki Activity Soldier (XCOM 2) edited by Pikablu The Crusader 12 hours ago ADVENT edited by Monkeybite 19 hours ago Berserker (XCOM 2) edited by A Wikia contributor 1 day ago Sniper Class edited by A Wikia contributor 2 days ago See more Live! 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GRIMMFANFIC chapter 3 . 9/15/2015 GQR Industries 1,221PAGES ON THIS WIKI Edit Comments0 S2 S3 S4 GQR Industries GQR Industries Page Notables:Dead Eric Renard Adalind Schade Viktor von Konigsburg Appearances TV Show:'Bad Teeth' Referenced:'Season of the Hexenbiest' 'The Law of Sacrifice' 'Thanks for the Memories' GQR Industries is a company in Rotterdam that is owned by the Royals. They were responsible for shipping the Mauvais Dentes to Portland. The company was first seen in 'Bad Teeth' and mentioned in 'Season of the Hexenbiest'. GQR employed Adalind Schade as some type of roving troubleshooter, possibly to facilitate travel arrangements. ImagesEdit 212-GQR Industries What We Do Page Add a photo to this gallery Categories: Season Two Groups Season Three Groups Season Four Groups Organizations Add category Showing 0 most recent 0 comments Anonymous User Log in? Post comment Read more Wesen Council Wesen Council Verrat Verrat Laufer Laufer Must Watch Videos GRIMM BEEWARE01:38 GRIMM BEEWARE GRIMM LA LLORONA02:59 GRIMM LA LLORONA Grimm Endangered01:05 Grimm Endangered Grimm Headache01:57 Grimm Headache GRIMM LONELYHEARTS01:33 GRIMM LONELYHEARTS Recent Wiki Activity The Inheritance/Transcript edited by PDXBlazer 4 hours ago My Fair Wesen/Transcript edited by PDXBlazer 9 hours ago My Fair Wesen edited by PDXBlazer 1 day ago Drew Wu edited by PDXBlazer 1 day ago See more Live! Chat Grimm Wiki Start a Chat Around Wikia's networkRandom Wiki TV About Help Community Central Careers Advertise API Contact Wikia Terms of Use Privacy Policy Local Sitemap Content is available under CC-BY-SA. |
knownspacefanfic chapter 3 . 9/15/2015 Man-Kzin Wars From Wikipedia, the free encyclopedia It has been suggested that Inconstant Star be merged into this article. (Discuss) Proposed since November 2011. Man-Kzin Wars Cover of Man-Kzin Wars III. Art by Stephen Hickman. Volumes: The Man-Kzin Wars, Man-Kzin Wars II, Man-Kzin Wars III, Man-Kzin Wars IV, Man-Kzin Wars V, Man-Kzin Wars VI, Man-Kzin Wars VII, Man-Kzin Wars VIII: Choosing Names, Man-Kzin Wars IX, Man-Kzin Wars X: The Wunder War, Man-Kzin Wars XI, Destiny's Forge: A Man-Kzin Novel, Man-Kzin Wars XII, Man-Kzin Wars XIII, Man-Kzin Wars XIV, Treasure Planet: A Man-Kzin Novel AuthorLarry Niven, Poul Anderson, Dean Ing, Jerry Pournelle, S. M. Stirling, Donald Kingsbury, Greg Bear, Thomas T. Thomas, Mark O. Martin, Gregory Benford, Hal Colebatch, Paul Chafe, Warren W. James, Jessica Q. Fox, Jane Lindskold, Charles E. Gannon, Alex Hernandez, David Bartell, Matthew Joseph Harrington CountryUnited States LanguageEnglish GenreScience fiction PublisherBaen Books Published1988–2014 Media typePrint (hardback & paperback) The Man-Kzin Wars is a series of military science fiction short story collections (and is the name of the first collection), as well as the eponymous conflicts between mankind and the Kzinti that they detail. They are set in Larry Niven's Known Space universe; however, Niven himself has only written a small number of the stories. All of the cover art for the books in the series are drawn by Stephen Hickman. Contents [hide] 1 Background 2 The stories 3 Volumes 4 Canonicity 5 Recurring characters 6 The Wars 6.1 Overview 6.2 First Man-Kzin War 6.3 'The Peace' 6.4 Second Man-Kzin War 6.5 Third Man-Kzin War 6.6 Fourth Man-Kzin War 6.7 Aftermath 7 References 8 External links Background[edit] The first story set in the Man-Kzin Wars, The Warriors (1966), was one of Niven's earliest published stories and one of the first of what would become his Known Space series. Niven did not consider himself qualified to write war stories; therefore, although a number of his later stories referenced the Man-Kzin Wars, he never actually showed them. However, there was a large fan demand for stories covering the conflict, and a number of his author friends had shown interest in writing tales set in the timeframe. Niven therefore allowed the Man-Kzin Wars to become a shared universe, starting with the 1988 release of The Man-Kzin Wars. Initially, there were only plans for two volumes. Niven, along with John Hewitt (one of the main writers for the Ringworld RPG) composed a 'Bible' for aspiring writers, including several pages of notes composed between the two of them and photocopied pages of the RPG. The Bible included corrections for some of the inconsistencies among Niven's work. Jerry Pournelle and Poul Anderson were among the first authors approached, and both ended up writing stories.[1] After the release of the second volume, reader demand was enough to allow continuing releases periodically, continuing to the current day. Starting with volume three, Niven himself has composed several additional entries. |
knownspacefanfic chapter 3 . 9/15/2015 HAL COLEBATCH: LOCAL AUTHOR THIS ARTICLE APPEARED IN HAL COLEBATCH'S LOCAL PAPER 'THE POST' ON 29TH MARCH 2003 WRITTEN BY SARAH MCNEILL, REPRINTED COURTESY POST NEWSPAPERS, SUBIACO, WESTERN AUSTRALIA Picture by Paul McGovern, reprinted courtesy POST Newspapers, Subiaco, Western Australia Another novella by Nedlands writer Hal Colebatch has been accepted by US Science fiction company Baen Books for its series, The Man Kzin Wars. Grossgeister Swamp is Hal's eighth contribution to the long-running 24th century saga, in which the peaceful and politically-correct human race collides with the ferocious tiger-like Kzinti. 'Most of my stories are set on Wunderland, a human colong world, a planet of Alpha Centauri, which spends several generations under Kzinti occupation and is then liberated,' Hal explained. 'First humans learned to survice under Kzinti and then Kzinti must learn to survive under humans. It gives me a chance to explore present day problems from another angle,' he said. Hal said that as characters matured - and some even changed sides - the overreaching theme of the series was the painfully slow development of human/Kzin cooperation and mutual respect. His new story, Grossgeister Swamp, is told from the point of view of a Kzin. The series was created by award-winning US science-fiction writer Larry Niven, creator of Ringworld. 'It's very much a matter of standing on the shoulders of giants for me,' Hal said of being admitted into 'This rich and wonderful playground'. Four of his stories are published together as The Wunder War, due out in August, Grossgeister Swamp will be published in Man Kzin Wars 11. the series is available at Supernova, science fiction shops and major bookstores with science fiction sections. |
knownspacefanfic chapter 3 . 9/15/2015 KZINTI LANGUAGE KZINTI ARE A HIGHLY AGGRESSIVE, CAT-LIKE AND WARLIKE INTERSTELLAR SPECIES, ONE OF THE MOST PROMINENT IN KNOWN SPACE. THE KZINTI EMPIRE FOUGHT, AND LOST, FOUR INTERSTELLAR WARS WITH HUMANS. NUMBERS Kzinti count in octal, which means decimal-ten is represented a o12, d100 as o144 and so on. Script is based on claw-carvings in wood and is often described as 'dots and commas' by humans. The language sounds clashing and terrible to human ears, but is in fact pitched and cased with several modes; mode being dependent upon who you are talking to. Although there is only one main language (the Heroes' Tongue), it has many modes including Mocking, Deferential, Technical and Royal, which is only spoken to and by royalty(the Patriarch and his kin). A human with plenty of spit and a good falsetto can learn the basic mode of the H. T. and be understood anywhere, but pronunciation will be difficult; similarly Kzinti can learn to speak Terran with some difficulty. FLORA AND FAUNA zheerekti, by the kzinti reaction to this plant, it contains a substance much like catnip. kz'eerkt, n. Kz'eerekti and acts very much like a monkey: humans (derog). kshat, n.A herbivore capable of digesting offal: An insulting term for one behaving as a kshat. [O.K. /Kshauvat/, eater-of-offal]. raaairtwo,A large herbivore. 2 metres high at the shoulder, covered in n. shaggy orange hair, it typically weighs in at about twelve tons. It has the temperment of a rhino, and with the spiked ball on it's tail, is well capable of defending itself. sthondat, n.'unfit for kzinti consumption'. Sthondats feature in a great many colourful kzinti insults, and an extract of the blood is used by telepaths. terrenki, n.A rather strong, fast animal which fights ferociously when cornered vatach, n.A creature analogous to an earless Terran rabbit. The meat is reputedly tasty, but the animal is considered too tame for kzinti sport. zianyas, n.A herbivore, and a favoured kzinti food ztirgor, n. .A herd beast used by the kzinti for freight haulage MICRO-LEXICON arow/A'row/prn. That. ch'rowl/ch'RAOWl/vt. to have sex with; vi. the act of mating, highly emotive sexual trigger word. chss/chSS/adv. No. chssee/chSSE~/adv. Not. chugra/chug'ra/n. Spear. h'rr/hr~/cas. Interrogative modifier; conversational fill-syllable ('um..' 'er..'). hrung/Hr~ng/v. To think (1st sing. 'hrunge'). hvraf' /h'vR~AF-/v. To scent. k'tze/KTsey/adv. That I- kchee/kch'EE/prn. Giant: extremely large. kreera/creer'a/n. A saw-edged kzinti short sword. kshat/cssh'AT/n. An offal-eating herbivore; prn. expression of disgust with. kshinn/csh'in/n. The sun of Homeworld, any local star. kzaii/cs'ai/vengance. kzarr/cs'ar~/vengeful. kzinrret/ksin'R~ET/n. kzinti female. kzintosh/ksin'TOSH/n. kzinti male maarra/maR~'a/n. Tool. mearowet'aatrurre/me'AROW'et'atru'R~E/v. To follow on from, to be led by. prret/PR~'t/n. (arch.) courtesan, pornocrat. reet'ss/reet'SS/ . Riit/reEt/p.n. A member of the patriarchal family. sero/se'ro/prn. ..This. su/soo/v. To slash. t'/t-/adv. To. t'kzintar/t'KSINtar/n. warrior, hunter, provider tai/ti/v. To be; adv. emphasises previous verb. ta'sskin/ta'SS'kin/n. Animal, non-kzin, alien. tauurre'/TAU~'r~e/v. To terminate, to stop. tui/twi/n. The prey. tza/tsa~/v. To be present. u'-/ao'../cas. Genitive casing - belonging to .. wtsai/wt'SAI/n. Ceremonial duelling knife, a symbol of virility (arch.). ya-nar/yah-NAR/n. Defier of. MOODS AND GESTURES Thus: H'rrearow t'chsee mearrowet'aatruure - This does not follow. Ya-nar kshinn - Sun-defier (name of proven vessel) Body language is, of course, very different from that of humans. A list of kzinti expressions and gestures follows: worryA flattening of the fur. frustrationOpen-shut flare of nostrils, ticking noise from throat. readinessEars laid flat. 'smile'Twitching of ears. slynessSlight lidding of eyelids. Could also mean calculating thought. laughterTwitching of ear & tail. dismissive shrugYawn. puzzlementCareful sniffs of air, slight raise of muzzle. threatCareful sniffs of air, slight raise of muzzle. saluteClaw rake in front of own face. The tail is a great indicator of a kzin's mood. A lashing tail signifies worry. A dragging tail shows depression, a raised tail happiness. If the kzin's tail is hidden between it's legs, it is badly frightened. A slow, teasing motion of a kzinrret's tail-tip is considered extremely sexy by males, as is a cool, defiant stare. (cf. Cathouse) The ears, too are highly expressive - a twitching indicates amusement, laid flat they indicate nervousness or readiness; and fanned out they indicate intent concentration or alertness. Sitting, standing or lying down with the legs splayed is considered obscene in both males and females. Body language is also important in social encounters. Those of lower social status keep their eyes averted, except when challenging (and that in it's correct place). Submission is signaled by covering of nose with paws, prostrating oneself or, in extreme circumstances, exposing belly and throat. A kzin who is about to attack or challenge will often adopt a threatening posture. The ears fold back to prevent them from being ripped or torn, the fur bottles out to hide the shape of the flesh, the tail becomes stiff and erect, ready to whip an opponents legs from under him. The lips pull back from the fangs in challenge, and the claws emerge ready for a fight. A kzin in this posture is about one second away from screaming and leaping - a favoured method of attack. Kzinti also use scent a lot. They scent-mark with glands in cheeks and hands, occasionally using their urine. Their hormones are far more active than humans: a gingery smell signals excitement - either anger or fear. KZINTI TRUE TYPE FONT Click HERE to download the zipped font VERSION 2.00 READ ME 27 April 2002 Daniel U. Thibault Well, we've got fonts for nearly every major fictional alien race out there in SF TV/Movie Land, from Babylon 5 to Star Trek by way of Star Wars. But what of Larry Niven's Kzinti? I have been able to find only two attempts at pictorial representations of this 'dots-and-commas' script. Neither was very pleasing in my opinion, and neither was a font. So I had to make one up. The two pictures ( and Kzinti ) show my resulting font. It looks best printed (300 dpi) or at large screen sizes (24 pt). Note that the 'c' is meant to be a 'ch' or 'sh', and that there are no Q, X, 8 or 9. In Larry Niven's Known Space, we learn that the Kzinti script evolved from claw markings in wood. This would influence the script the same way that runes were. Runes were also mostly graven in wood, so they had no transverse strokes -to avoid going across the grain. So I figured Kzinti markings would be dots (a simple peck of the claw) or vertical scratches with a twist (commas). This gives us a basic sub-glyph set of five symbols (the period and the vertical and horizontal mirror images of the comma). Not enough for a full alphabet, obviously, so letters and other symbols must be small groupings of dots and commas. I chose a roughly two by three matrix as my basic glyph framework. The numbers only go from 0 to 7, since the Kzin have an octal (base eight) numeral system. I used the dot as a 'one' and one of the commas as a 'two'. Simple superpositions supply the numbers 3 through 7. I used what should by all logic be an 8 for the zero -I didn't want to use a blank. The remaining symbols follow a strict convention of having a dot at the lower left, to minimize confusion when symbols run into each other. The other sub-glyph at the lower right serves to regroup the symbols. The vowels (plus H, W and Y) form one group, plosive, sibilant and labial consonants three more (with the appropriate correspondences being apparent when the symbols are compared; for example, B and P only differ by the lower right sub-glyph). The last group (which uses the double-dot base) contains the miscellaneous symbols -punctuation, mathematical, etc. I originally made this font with a combination of Corel Draw 4 and Softy 1.07b; after a four year hiatus, I revised it thoroughly using Font Creator Program 3 and some home-made software tools. VERSION HISTORY 2.00 27 April 2002; Complete overhaul, added characters 1.11 07 January 2001; re-release 1.10 02 April 2000 re-release 1.04 04 August 1998; Rebuilt using Softy 1.07b 1.03 Rebuilt using Softy 1.07a 1.00 12 March 1998; Original release (Softy 1.06b) Feedback is welcome to Daniel U. Thibault |
knownspacefanfic chapter 3 . 9/15/2015 2341: Protector-2nd half - Truesdale's timeline specifies '2341, October: Discovery of Pak Fleet' (Protector, p. 190). c.2342: A Gift from Earth - (a) The date 2397 is given for the elder Matt Keller's death (A Gift from Earth, p. 191), when the younger Matt Keller was 8 (p. 10). The younger Matt is 21 at the time of the events (p. 40). This indicates a date of (2397 - 8 21 ) 2410. However, as will be demonstrated, this date must be disregarded. (b) The Timeline in Tales of Known Space also specifies the date 2410 for this story. Nonetheless, that date still must be disregarded. (c) Gift takes place before the invention of the 'safe' ramscoop, and furthermore must occur before most of the events in 'Ethics of Madness' (see note below), as that story specifies 'On Plateau a small ruling class had held the power of life and death over its citizens.. Now there were no organ banks on Plateau and no capital punishment' (Neutron Star, pp. 192-3). It's made clear in Gift that even after the revolution, the organ banks would have to continue for a time, as the new alloplasty technology could only replace some organs, not all. To fully develop the new technology and subsequently abolish the death penalty, some time had to pass. (d) The 'Interlude' section of Protector, dated 2340, states 'Society become repressive on Plateau,' but does not mention any revolution (Protector, p. 104). Therefore Gift must occur after 2340. (e) It is impossible to fully reconcile the events of 'The Ethics of Madness' with the overall timeline of this Chronology (see notes for 'Ethics,' above.) The closest fit we can make is with Gift occurring as early as possible. Therefore we have dated it as soon as seems reasonable, the year following Protector- 2nd half, which is set in 2341. (f) 'Canon for the Man-Kzin Wars' states, in the bibliography section: 'A Gift from Earth.. By the end of the novel, kzinti may well be entering Sol system' (Scatterbrain, p. 295). While this seems to support backdating Gift to well before the time specified on the Timeline in Tales of Known Space, we are unable to see how the story could occur after most events in 'The Ethics of Madness' (see note above). In the very same section it is noted 'The Ethics of Madness' takes place before the first War with Men' (meaning the First Man-Kzin War). (g) To see how our revised dates for this story fit in with other events of the same period, see the partial timeline above, at the end of the notes for 'The Ethics of Madness'- 1st part. c.2361: Protector-epilogue - The date of Truesdale's arrival at Home colony, and the subsequent failure of the colony, is somewhat conjectural. The ramscoop ship carrying Brennan-monster and Truesdale traveled from a point outside the Solar System to Home colony, a distance of 11.8 lightyears (Ringworld Roleplaying Game- Explorer Book, p. 30), but if the 'right angle turn' at Pssthpok's star meant they traveled the two shorter legs of an isosceles right-angle triangle, then the distance traveled was about 1.41 times as far, or 16.6 light years. Truesdale's timeline (Protector, p. 190) gives the ship's-time date of the right-angle turn at the approximate midpoint of the journey, so an isosceles right-angle triangle would seem to be approximately correct for their course. At maximum speed the ramscoop ships could travel close to lightspeed, as demonstrated by the fact that when traveling to the Solar System, Pssthpok 'spent most of twelve hundred years.. it would have been thirty times that but for relativistic effects' (p. 4). However, the ships spent considerable time accelerating up to speed and decelerating; they spent six months decelerating before rounding Pssthpok's Star (Protector, pp. 192-3), and presumably the same time accelerating afterward; and there was some battle maneuvering before reaching Pssthpok's Star. All this would have lengthened the journey. If the journey took eight years subjective time, as projected by Truesdale in his timeline, then the time dilation shortened the subjective time by about 50% or a bit more, which- if the trip were all made at a constant velocity- means the speed would have been about 0.87-0.9 lightspeed, yielding a trip of about 18.4-19 years, plus the eight months they spent coasting in the Flying Dutchman (according to Truesdale's timeline), for a total of about 20 years. Of course this at best an educated guess, and ignores the different rates of time dilation for different speeds; thus the actual trip time might have been a few years less or several years more. c.2366: 'The Warriors' - (a) The date 2360 is specified on the Timeline in Tales of Known Space. (b) 'Madness Has Its Place,' dated 2375, states 'The Angel's Pencil had departed twenty years ago' (Man-Kzin Wars III, p. 6). 'The Warriors' specifies Angel's Pencil was 'Eleven years beyond Pluto' (Tales of Known Space, p. 145). This gives a year of (2375 - 20 11 ) 2366. It's possible 'twenty years' is an inexact number; thus 2366 must be regarded as an approximation. ('Eleven years' must be normal time, not time-dilated ship's time. The Ship traveled at 80% lightspeed; at that speed, time aboard ship would pass at only 60% of normal time. The journey to We Made It was only 11.3 light years, so by ship's time they would have arrived in about seven years.) c.2366: 'Telepath's Dance' by Hal Colebatch - No dates are given, but it is a sequel to 'The Warriors' and takes place immediately afterwards. The later publication 'Fly-By-Night' refers directly to events in this story, so (unlike most stories in the Man-Kzin Wars series) we regard 'Telepath's Dance' as semi-canonical, and like chronicles by Larry Niven, a historical rather than fictional chronicle. 2367: Beginning of the First Man-Kzin War - 'The Kzinti.. launched a surprise attack in 2367 AD upon the virtually-defenseless Alpha Centauri system, easily subjugating Wunderland' (Ringworld Role-Playing Game-Explorer Book, p.29). The sequence of events is supported by the interstitial notes in Tales of Known Space: 'The Kzinti had discovered and conquered Wunderland and were on their way to Earth' (p. 153). However no date is indicated there. 2375-83: 'Madness Has Its Place' - '..a Thursday evening in 2375' (Man-Kzin Wars III, p. 5). Later it's stated 'Time brought me to Mercury, and the lasers, eight years ago' (p. 29). Thus the story spans at least eight years. 2383: 'Choosing Names' - 'We were in the forefront.. when Gutfoot's Horde plunged into Sol System' (Man-Kzin Wars VIII, p. 4). This apparently describes the first Kzinti attack on Sol system, which according to 'Madness Has Its Place' is dated at least eight years after 2375; see note immediately above. 2383-90: 'The Ethics of Madness'-2nd part - This time period covers the second part of the story, from Douglas Hooker's arrival at Plateau and his murder of Loeffler's family, to the last part of the story set on Plateau. It does not include the relativistically time-dilated final section. See notes above, under '1st part'. c.2407: Outsiders sell hyperdrive technology to We Made It - According to the interstitial notes in Tales of Known Space 'The Outsiders.. sold the secret of the faster-than-light drive to.. We Made It. Two years later, a ship powered by the Outsider hyperdrive arrived in Sol System. The crew had not known of the war' (p. 153). Although the tail end of A Gift from Earth describes Outsiders moving toward We Made It with the intention to sell this technology, it specifies they were in 'No hurry' to get there. Thus there is no canonical indication when this occurred. Other than non-canonical Man-Kzin War stories, the only date clue is that given in the Ringworld Role-Playing Game for the appearance of hyperdrive armadas which drove the Kzinti out of Human Space (see note immediately below). If that information is accepted, the date has to be prior to 2410. If we assume the combined efforts of We Made It and the Solar System were able to field an 'armada' only a year after a ship from We Made It brought the technology to Sol, then the date of the Outsiders' sale would be three years prior to 2410. Of course this date is an approximation; it may have taken more than a year to field an 'armada' against the Kzinti. 2410-20?: First Man-Kzin War ended by Human hyperdrive armadas - The Ringworld Role-Playing Game-Explorer Book specifies 'The hyperdrive armadas of 2410-2420 finally drove the Kzinti invaders from Human Space' (p. 30). 2505: Fourth (last) Man-Kzin War ends - 'Fly-By-Night' specifies '..twenty-five-oh-five.. At the end of the fourth Man-Kzin War.. The Covenants of Sasht were negotiated then' (Man-Kzin Wars IX, pp. 308-9). Ringworld states 'Six times over several centuries, you [Kzinti] attacked the worlds of men. Six times you were defeated..' (p. 19). This seems to indicate six wars rather than four. However, the more recent 'Canon for the Man-Kzin Wars' clarifies this: Niven states 'There were major 'incidents' as well as the four wars.. 'Six times over several centuries, the kzinti attacked the worlds of men..' I've forgotten where the quote comes from, but at least two 'incidents' must have been major ones' (Scatterbrain, p. 293). 2642: 'Neutron Star' - Unfortunately there is no actual date specified in any Beowulf Shaeffer era story- any story set in the 2600s- which can be used to determine a date for any story. The dating of this entire era of stories is indicated by Chiron's statement in Ringworld regarding the elapsed time since the start of the Puppeteer migration (see notes for 'At the Core,' below), plus the dating of Louis Wu's birth as described in 'The Borderland of Sol' (see notes below for that story). (a) The reference in 'Neutron Star' to 'the new 2603 Sinclair intrasystem yacht,' suggesting the date is 2603, must be disregarded. That cannot be reconciled with the date specified on the Timeline in Tales of Known Space, nor the dates calculated from |
farscapefanfic chapter 3 . 9/8/2015 Kalish: 1,920PAGES ON THIS WIKI Edit Talk1 Aurora 2 A closer examination of this species is required. This article or section is incomplete and in need of attention. Please follow the guidelines in the Manual of Style and help us by expanding this article. Remove this message when finished. Kalish Kalish Height of average adult5'0' - 6'0' Skin colorLight peach with orange near the hair and orange-gold scales Hair colorRed First Appearance(4.01 'Crichton Kicks') DistinctionsAbility to shift center of gravity and allow them to defy gravity; Eat only a handful of times a cycle; Severed body parts can be easily reattached [Source] The Kalish are a Sebaceanoid species, roughly the same proportion body-wise as Humans and Sebaceans, with orange hair and pale skin that is mottled in places in a repeating diamond pattern. The Kalish body is highly efficient — indeed, the average member of the species only needs to eat ten times per cycle. These are food binges in which the Kalish will consume more than a Hynerian; the feasts are followed by a digestion period of increased body temperature. Kalish also have the ability to “shift their gravity centers,” allowing them to walk on walls and ceilings. Their relatively small and light veins and other internal body parts are somehow related to this ability. Kalish cannot tolerate translator microbes and must learn the language of each new species they encounter. If severed, their limbs can be reattached without surgery. Kalish are especially susceptible to radiation; short exposure will destroy three of their internal organs. It must be noted that most of the preceding information about Kalish physiology has been garnered from observation of one member of the species who was actually genetically engineered. It is not known which characteristics apply to the entire species and which were engineered into the subject. For example, other Kalish have not shown any difficulty in understanding English on their first exposure to it and thus may be able to use translator microbes. Thus far, little is known about the Kalish society. However, it is known that the Kalish are highly intelligent and are especially adept in science, technology, and organization. Unfortunately for them, the Kalish are also a conquered species under the thumb of the Scarrans, and are forced to be their conquerors’ bureaucrats, technicians and intelligence experts. They hate the Scarrans, and also the Charrids, another partner species of the Scarrans. The Kalish do have a sophisticated underground resistance, which includes some genetically engineered Bioloids. Though Scarrans are usually credited with creating Bioloids, which are copies of life forms given certain tasks and abilities, it may be that the Kalish were behind the idea. At the very least, they have managed to create Bioloids without the Scarrans’ knowledge. Categories: |
farscapefanfic chapter 3 . 9/8/2015 Sebacean: OverviewEdit Sebaceans are a bipedal species that largely resemble humans to the untrained eye. John Crichton (the only Human thus far who has made it into the Uncharted Territories as far as it is known) is often mistaken for a Sebacean. Indeed, there are very few differences. One appears to be eyesight, which is seemingly an improvement on human eyesight. (2.04 'Crackers Don't Matter') However, one detracting factor is that Sebaceans seem to have an intense intolerance for heat. When exposed to extreme heat, the Sebacean falls into a state commonly known as heat delirium. Left untreated, a comatose state called the Living Death sets in, reducing the Sebacean to a catatonic-like state. ('Exodus From Genesis', 'Promises') Once this Living Death takes over, Sebaceans will kill their own out of mercy. ('Exodus From Genesis', 'Promises') The Sebacean spoken language, when heard by someone not injected with translator microbes, resembles the human language English spoken backwards. ('A Human Reaction') |
cd chapter 3 . 8/19/2015 Behind the scenes WookieeJediConcept (ROTS ART) Concept art of a Wookiee Jedi The name 'Wookiee' originated in George Lucas's film THX 1138. In a line ad-libbed by an actor, a character says, 'I think I just ran over a wookiee on the expressway.' Chewnewlarge John Schoenherr's illustration (left) and Ralph McQuarrie's Chewbacca concept art (right) There were many early versions of Chewbacca's appearance, including one concept art that eventually became the basis of the Lasat. His final appearance in the movie is based on a 1976 piece of concept art by Ralph McQuarrie, which in turn was based on an illustration by John Schoenherr for George R.R. Martin's novelette 'And Seven Times Never Kill a Man', published in the July 1975 issue of Analog. According to McQuarrie, he was told by George Lucas that the drawing was actually from the 1930s. The Schoenherr illustration also includes a weapon that became an inspiration for Chewbacca's bowcaster.[58] Wookiees were present in the Star Wars saga from George Lucas's earliest drafts. In many early versions of the story which eventually became A New Hope, a crucial battle takes place on a planet full of Wookiees. This idea resurfaced in early versions of Return of the Jedi, though Ewoks would be used instead; in a DVD commentary, Lucas stated that he changed this because he couldn't reconcile the 'primitive,' Stone-Age race needed for the story with Chewbacca's strong technological know-how. (Note that the name Ewok is Wookiee with the syllables reversed.) In Revenge of the Sith, the long-awaited Wookiee army finally appeared on screen. George Lucas once decreed that there can be no more Wookiee Jedi in the Expanded Universe.[59][60] Notably, Obsidian Entertainment was forbidden to make Hanharr a Dark Jedi because of this restriction. Kirlocca, Lowbacca, and Tyvokka are the only existing Wookiee Jedi characters (though an unnamed Wookiee in Edge of Victory: Conquest appears to be an unknown Jedi student rather than Lowbacca), as they were developed before this policy was enacted. The Dawn of the Jedi series which was published years after the policy was enacted introduced the Wookiee Je'daii Ruhr. Lucas himself went back on the 'no Wookiee Jedi' rule by including a Wookiee youngling, Gungi, in the Star Wars: The Clone Wars episode 'The Gathering' and its proceeding story arc. Fans of jam bands are sometimes classified as 'Wooks' or 'Wookiees' due to their stereotype of having unshaven faces, long hair, and lack of personal hygiene. Sometimes people with hypertrichosis are said to have Wookism or Wookieeism, though not a commonly accepted term. Wookieeacting Actors preparing to play Wookiees in Revenge of the Sith. Wookiees bear a notable resemblance to the cryptozoological phenomena of the Sasquatch, with one issue of Star Wars Tales linking Chewbacca and Han Solo to the adventurous wanderings of Indiana Jones. Chewbacca being linked with Sasquatch was likewise a reference to an event that took place during filming of Return of the Jedi, where Peter Mayhew, Chewbacca's actor, had to be escorted by people wearing brightly colored vests while in-costume so he would not be mistaken by people who stumbled onto the set as Sasquatch. In the video game Knights of the Old Republic, a historical Wookiee figure known as Bacca is spoken of. Apparently, he was the first to discover the existence of life outside Kashyyyk, an occurrence which was caused by the crashing of a probe into the Shadowlands. He forged a blade from the wreckage, a weapon which still appears in Wookiee folklore and myth. In Star Wars: Galactic Battlegrounds and its expansion pack, Star Wars: Galactic Battlegrounds: Clone Campaigns, the Wookiees were shown with their own aquatic fleet, starfighters, and various mechs/heavy weapons/vehicles, as well as using various small arms besides their bowcasters (such as missiles and thermal detonators). In early publications, the word Wookiee was often spelled as just 'Wookie'. The online Star Wars wiki Wookieepedia is named after the species. Appearances WookieeWarriors A group of Wookiee warriors Star Wars: Dawn of the Jedi: Force Storm 1 'Shadows and Light'—Star Wars Tales 23 Star Wars: Knights of the Old Republic: Commencement HyperspaceIconLabor Pains on Hyperspace (article) (content removed from ; new link on Suvudu) Star Wars: Knights of the Old Republic: Days of Fear (Appears in hologram) Star Wars: Knights of the Old Republic: Knights of Suffering Star Wars: Knights of the Old Republic Star Wars: Knights of the Old Republic II: The Sith Lords Star Wars: The Old Republic, Threat of Peace Star Wars: The Old Republic Star Wars: The Old Republic: Rise of the Hutt Cartel Star Wars: The Old Republic: Galactic Starfighter Star Wars: The Old Republic: Galactic Strongholds Star Wars: The Old Republic: Shadow of Revan Star Wars: Lost Tribe of the Sith 1: Spiral, Part 1 Star Wars: Lost Tribe of the Sith 2: Spiral, Part 2 Star Wars: Galactic Battlegrounds Knight Errant Darth Bane: Path of Destruction (Mentioned only) Darkness Shared (Mentioned only) Darth Bane: Rule of Two (Mentioned only) Darth Plagueis WizardsoftheCoast Masquerade on (original article link, backup links on ) 'Survivors'—Star Wars Tales 13 Jedi Apprentice: The Evil Experiment (Mentioned only) Jedi Council: Acts of War 4 Cloak of Deception Star Wars: Darth Maul 2 Star Wars: Obi-Wan Episode I Adventures 5: The Ghostling Children (Mentioned only) Darth Maul: Shadow Hunter Star Wars: Episode I The Phantom Menace Jar Jar's Mistake Kinect Star Wars Star Wars: Battlefront Star Wars: Republic Commando Price of Business Head in the Clouds Clouded Paths Star Wars: Republic 8: Outlander, Part 2 (Mentioned only) Star Wars: Republic 21: Twilight, Part 3 Star Wars: Republic 36: The Stark Hyperspace War, Part 1 (Appears in flashback(s)) Star Wars: Republic 37: The Stark Hyperspace War, Part 2 (Appears in flashback(s)) Star Wars: Republic 41: The Devaronian Version, Part 2 Star Wars: Republic 43: Rite of Passage, Part 2 Jedi Quest: Path to Truth Jedi Quest comic Star Wars: Zam Wesell Jedi Quest: The Dangerous Games Star Wars: Racer Revenge (Mentioned only) HNNsmall Kashyyyk/Trandoshan Talks to Shaky Start—HoloNet News Vol. 531 48 (content now unavailable; backup links 1 2 on ) HNNsmall Kashyyyk / Trandoshan Talks Break Down—HoloNet News Vol. 531 50 (content now unavailable; backup links 1 2 on ) HNNsmall Dooku Spotted in Gree Enclave—HoloNet News Vol. 531 54 (content now unavailable; backup links 1 2 on ) (Picture only) Star Wars Episode II: Attack of the Clones novel (Mentioned only) Star Wars Episode II: Attack of the Clones comic Star Wars: Battlefront II Star Wars: Galactic Battlegrounds: Clone Campaigns Means and Ends Boba Fett: Maze of Deception Boba Fett: Hunted Star Wars: Republic 53: Blast Radius (Appears in hologram) Jedi: Shaak Ti Shatterpoint The Clone Wars: Decide Your Destiny: Crisis on Coruscant The Cestus Deception Republic Commando: Triple Zero Deep Forest CWACite Star Wars: Clone Wars Adventures Volume 9 – 'No Way Out' Star Wars: Republic 61: Dead Ends Star Wars: Republic 63: Striking from the Shadows Republic HoloNet News Core Edition 14:10:03 MedStar I: Battle Surgeons SWInsider 'MedStar: Intermezzo'—Star Wars Insider 83 (Mentioned only) MedStar II: Jedi Healer Order 66: A Republic Commando Novel Star Wars: General Grievous Jedi Trial (Mentioned only) Star Wars: The Clone Wars: Shipyards of Doom TCW mini logo Star Wars: The Clone Wars – 'Padawan Lost' (Pelts only) TCW mini logo Star Wars: The Clone Wars – 'Wookiee Hunt' TCW mini logo Star Wars: The Clone Wars – 'The Gathering' TCW mini logo Star Wars: The Clone Wars – 'A Test of Strength' TCW mini logo Star Wars: The Clone Wars – 'Bound for Rescue' TCW mini logo Star Wars: The Clone Wars – 'A Necessary Bond' 'Incident on Kashyyyk'—Star Wars: The Clone Wars Comic UK 6.37 Star Wars: Darth Maul—Death Sentence 1 The Clone Wars: Season Five Yoda: Dark Rendezvous (Appears in hologram) Star Wars Battlefront: Elite Squadron Labyrinth of Evil CloneWarsLogoMini Star Wars: Clone Wars – 'Chapter 22' Star Wars: Episode III Revenge of the Sith Star Wars Episode III: Revenge of the Sith comic Star Wars Episode III: Revenge of the Sith junior novel Star Wars: Republic: Hidden Enemy CWACite Star Wars: Clone Wars Adventures Volume 4 – 'Descent' Dark Lord: The Rise of Darth Vader Star Wars: Purge: Seconds to Die (Vision to Sha Koon) Flames of Rebellion Star Wars: Darth Vader and the Ninth Assassin 1 (Appears in flashback(s)) Coruscant Nights I: Jedi Twilight (Mentioned only) Coruscant Nights II: Street of Shadows Coruscant Nights III: Patterns of Force (Mentioned only) The Last of the Jedi: Death on Naboo (Mentioned only) WizardsoftheCoast A Wretched Hive on (original article link, backup links on ) WizardsoftheCoast Sword of the Empire on (original article link, backup links on ) (Mentioned only) A New Hope: The Life of Luke Skywalker A Hunter's Fate: Greedo's Tale A Hunter's Fate: Greedo's Tale webstrip The Paradise Snare The Final Exit (Mentioned only) The Hutt Gambit Routine SWAJsmall 'Passages'—Star Wars Adventure Journal 7 SWAJsmall 'When the Domino Falls'—Star Wars Adventure Journal 3 Boba Fett: Enemy of the Empire 1 Star Wars: The Force Unleashed video game The Force Unleashed novel Star Wars: The Force Unleashed comic (Mentioned only) Shadow Games Domain of Evil (Appears as Force illusion) WEG icon2 'Domain of Evil'—Classic Adventures: Volume Two (Appears as Force illusion) (Reprint) Rebel Dawn 'Kessel Run'—Star Wars Tales 16 (Appears in flashback(s)) Han Solo at Stars' End Han Solo at Stars' End comic Han Solo's Revenge Han Solo and the Lost Legacy SWAJsmall 'Breaking Free: The Adventures of Dannen Lifehold'—Star Wars Adventure Journal 1 (Mentioned only) SWAJsmall 'Tinian on Trial'—Star Wars Adventure Journal 4 WizardsoftheCoast Horning In on Wiz |
MARVELAVENGERS chapter 3 . 8/13/2015 Fictional history [ edit ] The Watchers are one of the oldest species in the universe and are committed to observing and compiling knowledge on all aspects of the universe. This policy of total non-interference came into existence due to a former, well-meant attempt by the Watchers to bestow advanced knowledge on the Prosilicans, who used the nuclear technology gained to create weapons and destroy themselves. When the Watchers returned to Prosilicus, the survivors blamed them for causing the catastrophe by giving the Prosilicans nuclear technology before they were ready for it. The Watchers then took a vow never to interfere with other civilizations. [ 1 ] Despite this, the Watcher Uatu has revealed himself to the superhero team the Fantastic Four , telling them of his race. In his first appearance, he made them battle the Red Ghost and his Super-Apes for control of the Moon . He complimented Reed Richards and claimed he would go to a more distant part of the Galaxy to observe humanity. [ 2 ] He aids them on several occasions against global threats such as the Molecule Man , [ 3 ] Galactus , [ 4 ] and the Overmind . [ 5 ] The Leader discovered his existence and tracked him to his world. He transported the Hulk there to get the Ultimate Machine, which contains all the information in the Universe. The Hulk battled the Amphibious Qnax, who had also been sent to recover the machine. The Watcher transported them away from his machines to battle, and when the Hulk won, he transported Qnax back to his homeworld. He then took the Hulk back to his base, where the Hulk took the Machine despite the Watcher's warnings. The Leader transported him back to Earth and tried to use the device. However, the tremendous amount of knowledge proved too much for the Leader. He collapsed to the ground, unmoving, and the Hulk assumed that he died of shock. [ 6 ] When the Hulk tried to use the machine himself, Uatu allowed him to hear the voice of Rick Jones , after which the Hulk removed the device. The Watcher then transported the Ultimate Machine back to his planet. [ 7 ] After blatant interference with the mission of the Kree soldier Mar-Vell , Uatu is put on trial by his own race, but is released on the provision that he never directly interfere again. [ 8 ] Uatu is later banished by his race for aiding the Fantastic Four against the threat of his rogue nephew, Aron, the Renegade Watcher , who tries to destroy the universe. [ 9 ] The Dreaming Celestial later scans Uatu and learns the Watcher has broken his pact of non-interference almost 400 times. [ 10 ] The Celestial also reveals the Watchers, like the Celestials themselves, are servants of a concept called Fulcrum , with apparent consequences for interference. [ 10 ] Despite this, the other Watchers have interfered in other civilizations' events, though rarely, notably when the world-ending robot Omegex approached the Milky Way and they deemed it dangerous enough to act directly against it. There is also a tongue in cheek splintered off faction of Watchers that call themselves The Critics , who not only observe events, but also give dramatic critique as they take place. The only known Critic looks similar to other Watchers, but wears a mustache, goatee , dark sunglasses , and, rather than toga , dresses in a tweed sport coat . [ 11 ] When Nova briefly visits Uatu and witnesses him watching various alternate realities, he learns that Uatu's father was the Watcher who originally gave nuclear technology to the Prosilicans, with Uatu's search of parallel universes being motivated by the desire to find the one world where his father's act of charity was proved to be the right thing to do. [ 12 |
MARVELAVENGERS chapter 3 . 8/13/2015 References [ edit ] Marvel Super Heroes Secret Wars #1 Secret Wars #12 Beyond #1-6 Secret Wars #2 Secret Wars #3 Guardians of Knowhere #1 Secret Wars #4 External links [ edit ] Battleworld at Battleworld I at Marvel Wiki Battleworld III at Marvel Wiki Categories : Marvel Comics planets Fictional planets Navigation menu Create account Log in Article Talk Read Edit View history Main page Contents Featured content Current events Random article Donate to Wikipedia Wikipedia store Interaction Help About Wikipedia Community portal Recent changes Contact page Tools What links here Related changes Upload file Special pages Permanent link Page information Wikidata item Cite this page Print/export Create a book Download as PDF Printable version Languages Add links This page was last modified on 13 August 2015, at 20:48. Text is available under the Creative Commons Attribution-ShareAlike License ; additional terms may apply. By using this site, you agree to the Terms of Use and Privacy Policy . Wikipedia is a registered trademark of the Wikimedia Foundation, Inc. , a non-profit organization. Privacy policy About Wikipedia Disclaimers Contact Wikipedia Developers Mobile view |
MARVELAVENGERS chapter 3 . 8/13/2015 First Battleworld [ edit ] Merged from dozens of fragments taken from as many planets (including a suburb of Denver, Colorado from Earth ), Battleworld was designed to provide an unfamiliar environment which nevertheless allowed all contestants to use their powers to the fullest. Many peoples, both alien and human, were brought along 'for the ride' by this method - it was because of this that Spider-Woman II was on Battleworld, as was Zsaji, the healer, who had brief romances with both the Human Torch of the Fantastic Four and Colossus of the X-Men . [ 1 ] In the aftermath of Secret Wars , the planet became infected with cosmic energy as a result of the Beyonder reclaiming his stolen power from Doctor Doom . This led to a 'wish fulfillment' phenomenon whereby force of will could alter reality such as repairing Captain America 's unbreakable shield or allowing Mister Fantastic to create a way to take them home extremely quickly. This is possibly either due to the Beyonder's nature as an incomplete Cosmic Cube , which allows the wielder to alter reality around them by force of will, or was an aspect of the 'heart's desire' promised by the Beyonders and granted to the default winners of the Secret Wars. All the heroes left the planet, except for Ben Grimm (who stayed behind because he was able to change to and from his human form while on the planet's surface). Ben Grimm remained on the planet for a while in his own sideseries while She-Hulk took his place in the Fantastic Four, until eventually deciding to return home. Once he left, the planet had no more reason to exist, and so it broke apart once more. It is unknown if the pieces returned to their home planets or not, although the fragment of Colorado was ferried back to Earth with its citizens and the Secret Wars' villains by the Molecule Man . [ 2 ] |
starwarsfanfic chapter 3 . 8/12/2015 Physiology 'I didn't realize Wookiees had claws like those. Though I suppose I should have. You are arboreal, after all.' ―Leia Organa Solo[src] The Wookiees of the jungle planet Kashyyyk were shaggy sentient beings whose countenance was considered impressive by many other species.[18] They were humanoid in shape, with a head, a torso, and four limbs, and they stood 2.1 meters on average.[1] Their upper limbs, or arms, ended with hands[7] sporting four fingers plus an opposable thumb that allowed them to grab things.[19] Being a species of tree-climbers, Wookiees had a strong back, dexterous hands and thick calve muscles.[20] For the same evolutionary reasons, they also possessed curved retractable claws that sprouted from hidden sheaths in their fingertips with the flex of a muscle.[21] Their heads featured a pair of forward-facing eyes, the color of which ranged from blue[7] to brown,[11] with some individuals having green,[8] yellow,[9] golden[10] or red irises.[12] The Wookiees' nose was very sensitive[7] and would provoke some sort of olfactory delirium in the presence of meat.[22] Additionally, the Wookiee's mouths were filed with sharp fangs that could puncture even the durable scaly skin of the Trandoshans, their ancestral enemies. The Wookiees were also good swimmers, which was reflected by their powerful thighs.[20] But their most striking physical feature in the eyes of the non-Wookiees was their uniform coat of water-shedding hair,[20] the color of which ranged from black to brown according to the subspecies. In fact, the word 'Wookiee' was in fact a catch-all term referring to a number of related races that could be distinguished primarily by their fur.[6] The most common subspecies were the Rwooks, who came from the region of Rwookrrorro and whose hair was typically brown, red and chestnut.[3] Although albino Wookiees were rare, they were not unheard of. However, such a birth was generally held to be a bad omen, as white hair did not blend in with the earth tones of their forest surroundings.[23] Wookiee Female SOC An adult Wookiee female They breathed oxygen from Kashyyyk's atmosphere through their lungs, and were among the variety of species that could develop asthma.[24] Their immense lung capacity allowed them to blow their Kashyyyk clarions, a feat that a Human being could not accomplish.[20] The Wookiees were also susceptible to the Blackwing virus, an infectious viral agent that attacked biological tissue and transformed its victims into zombies.[25] The Wookiee's natural habitat was the canopy of the wroshyr trees. Those towering vegetals existed in over 1,000 different varieties, most of which reached kilometers in height,[14] while some only attained 300-400 meters.[26] Wookiee families lived in treehouses nestled in the crowns of the wroshyrs. Those dwellings often consisted of circular structures of unpainted wood mounted around the tree trunks, sometimes with several stories and a veranda.[27] The most luxurious and elaborate houses were built directly into the trees. Villages were held up by branches only, without the help of repulsorlifts or any other modern technology.[28] Like many other humanoids, the Wookiees had two sexes; male and female. Female Wookiees had six breasts and gave birth to live-born young, with their gestation period nearly a year long. Wookiee pups were large at birth, averaging slightly less than one meter. After birth, a Wookiee grew very fast, fully conscious and able to walk unassisted within one standard year.[source?] During the course of maturation, the individual would grow to about 2 meters,[18] with exceptionally tall individuals attaining 2.3 meters.[29] However, cases of nanism were rumored to exist,[30] and very old Wookiees tended to shrink, becoming as short 1.70 meters.[11] |
starwarsfanfic chapter 3 . 8/12/2015 Society and cultureEdit Trandoshan-warrior-TOR A Trandoshan warrior during the Cold War Trandoshans worshiped their goddess, the Scorekeeper (a deity who exists beyond time and space), whom they would appease through acts which increased their jagannath points. This was done by living a lifestyle which was, by non-Trandoshan standards, overtly aggressive, leading many Trandoshans to become bounty hunters, mercenaries, or slavers. Trandoshans especially prized Wookiee pelts, which consequently played a large part in earning jagannath points—capturing the pelts of rare Wookiee breeds (such as silverbacks) or particularly infamous Wookiees would give the hunter a large increase in jagganath points. To be shamed or captured during a hunt would zero one's jagganath points—effectively making their life forfeit in the eyes of the Scorekeeper. They could, however, win all those points back by killing the one who zeroed their score. Like their neighbors, the Wookiees, the Trandoshans also honored life debts. The recipient of a Trandoshan life debt was referred to as a ghrakhowsk. Trandoshans were known to eat bowls of still live worms as a favorite meal. A traditional Trandoshan food is a Trandoshani flatcake. They were known to have a lizard dance, of which Cradossk was familiar.[10] There were rare cases of Trandoshans not adhering to their millennia-old cultural traditions. One such was the mercenary and assassin Nakaron whose self-confidence caused him to disregard the Trandoshan class system, being rude and disrespectful towards the Elders of the Dosha city of Forak, this led to him being banned from that city, and subsequently more cities until he was virtually exiled from Dosha. |
starwarsfanfic chapter 3 . 8/12/2015 Detras de escena Editar BothanConcept Un concepto bothano masculina. Aunque la famosa mención bothanos en la película El retorno del Jedi por Mon Mothma no exponer la naturaleza de bothanos, su papel y su sacrificio en la obtención de los planes para Estrella de la Muerte II es bien conocida como una consecuencia. Apariencias físicas bothan difieren notablemente en varios Universo Expandido fuentes. Timothy Zahn primera describe la especie en su Heredero del Imperio novela, y las ilustraciones para el Heredero del Imperio Libro de West End Games mostrarles como criaturas bastante similar a la humana con pieles. El Heredero de la cómica Imperio representa los bothanos manera diferente, ya que gran parte de la piel de rostro con hocicos largos. Las sombras de los cómics Empire seguir el ejemplo de los Sourcebooks West End Games, al igual que las sombras de la Guía Empire Planetas , Star Wars: Rebellion , el Star Wars Customizable Card Game , y el banco de datos (esta última fuente utiliza la imagen de la tarjeta y era la imagen principal durante algún tiempo). Mientras tanto, bothans hocico largo aparecen en posteriores juegos y publicaciones de la UE. La guía esencial para los planetas y lunas muestra bothans como una media entre los dos extremos. Aunque los bothanos primero apareció oficialmente en Heredero del Imperio, en 1991 había un personaje de fondo que por cierto parece un bothano en el 1985 escapar al terror episodio de la Guerra de las Galaxias: Droids animados serie de televisión. Apariciones Editar La traición de Darth Revan Star Wars: Caballeros de la Antigua República (Sólo mencionado) Star Wars: The Old Republic Star Wars: The Old Republic: Galactic Starfighter Star Wars: The Old Republic: Sombra de Revan Star Wars: Caballero Errante: Aflame 5 Caballero Errante novela Darth Plagueis WizardsoftheCoast Mascarada en ( fuente original del artículo , enlaces de copia de seguridad en ) ' Jedi Chef '- Star Wars Tales 7 (Sólo mencionado) Velo de Traiciones Darth Mutilar: Shadow Hunter Episodio I Adventures 5: El Ghostling Niños Episodio I Aventuras 6: La cacería por Anakin Skywalker Episodio I Aventuras 7: Captura Arawynne Episodio I Aventuras 8: Problemas en Tatooine ' End Game ' Star Wars: Jango Fett Búsqueda Jedi: El maestro del disfraz Jedi de misión: La Escuela de miedo SWInsider ' Reputación '- Star Wars Insider 136 Starfighter: Crossbones 1 (aparece en retrospectiva (s)) HNNsmall Gotal Standoff Termina Violentamente - HoloNet News Vol. 531 53 (contenido ahora disponible; vincula copia de seguridad 1 2 en ) (sólo imagen) MidWorld En las nubes de tormenta (Sólo mencionado) Star Wars: Episodio II El Ataque de los Clones (Busto solamente) Boba Fett: Crossfire Boba Fett: Laberinto del engaño Star Wars: Republic 53: Blast Radius (aparece en retrospectiva (s)) The Clone Wars: Decida su destino: Tethan Batalla Aventura The Clone Wars: Espacio Salvaje (Sólo mencionado) Star Wars: The Clone Wars: Los Raiders de viento de Taloraan Padawannabes El Aire Hasta Thaere MedStar I: Battle Cirujanos SWInsider ' MedStar: Intermezzo '- Star Wars Insider 83 MedStar II: Jedi Healer Los secretos de los Jedi Trial Jedi Star Wars: Battlefront (contenido corte) Star Wars: Battlefront II Star Wars Battlefront: Renegade Squadron Boba Fett: Una nueva amenaza Boba Fett: Persecución Star Wars: República: En el desconocido Star Wars: Republic 78: Loyalties Tempest pelea Coruscant Noches I: Jedi Crepúsculo Coruscant Noches II: Calle de las Sombras El último Jedi El último de los Jedi: La Misión Desesperado El último de los Jedi: Underworld El último de los Jedi: Muerte en Naboo El último de los Jedi: Un Web Tangled El último de los Jedi: El Retorno del Lado Oscuro El último de los Jedi: arma secreta El último de los Jedi: Master of Deception (Sólo mencionado) El último de los Jedi: Reckoning El Hutt Gambit Star Wars: Agente de las Metas de Empire-duros, Parte 3 (Sólo mencionado) Rebelde Amanecer La novela Fuerza II Star Wars Adventures: Han Solo y la Luna Hollow de Khorya SWAJsmall ' Lucha contra la Luna '- Star Wars Adventure Journal 9 Star Wars: El Imperio en Guerra Star Wars: El Imperio en Guerra: Las Fuerzas de la Corrupción Rookies: No hay vuelta atrás (Sólo mencionado) Hammertong: El cuento de los 'Tonnika Hermanas' (Sólo mencionado) Star Wars: Empire: The Short, Happy Life de Roons Sewell Un muchacho y su monstruo: El cuento de rencor Guardián (Sólo mencionado) Star Wars: Rebellion Star Wars: Rogue Squadron (Sólo mencionado) SWGsmall ' Feria de Prey '- Star Wars Gamer 1 (Sólo mencionado) Sombra de Stalker (Sólo mencionado) Star Wars: Empire 19: Objetivo: Vader FFG ' cajas de Krayts '- Star Wars: periferia del Imperio: BETA Juego de Rol Galaxy of Fear: Planeta Plaga Galaxy of Fear: The Nightmare Máquina Star Wars: Empire: Array del idiota Galaxy of Fear: The Ship Doomsday Galaxy of Fear: Clones SWAJsmall ' La captura de Imperial Peligro '- Star Wars Adventure Journal 10 SWAJsmall ' No hay desintegraciones, por favor '- Star Wars Adventure Journal 14 (Sólo mencionado) Gal-icon Star Wars Galaxies : An Empire Divided Star Wars Galaxies: Las ruinas de Dantooine Star Wars: Galactic Battlegrounds SWAJsmall ' Trouble Droid '- Star Wars Adventure Journal 3 SWAJsmall ' que mata dragones '- Star Wars Adventure Journal 9 (Sólo mencionado) GalaxyCite ' La caza de los cazadores '- Star Wars Galaxy Revista 6 WEG icon2 ' Safehouse Besh '- Shadows of the Empire Sourcebook Sombras del Imperio comic Sombras de la novela Empire GalaxyCite ' Asignación: Decoy '- Star Wars Galaxy Revista 7 WEG icon2 ' Hand-Off '- Shadows of the Empire Sourcebook WEG icon2 ' El Semanal Almuerzo '- Sombras del Imperio de Referencia (Sólo mencionado) WEG icon2 ' Un caso de identidades equivocadas '- Shadows of the Empire Guía de Planetas WEG icon2 ' A Most Deadly caza '- Sombras del Imperio Guía Planetas WEG icon2 ' El Ganjuko Cementerio '- Sombras del Imperio Guía Planetas WEG icon2 ' cañón de iones de piezas '- Sombras del Imperio Guía Planetas WEG icon2 ' Salir Hasty '- Shadows of the Empire Sourcebook (Sólo mencionado) Bajo un Sol Negro Star Wars: X-Wing Alliance Star Wars 80: Ellie (Sólo mencionado) Star Wars: Episodio VI El Retorno del Jedi (Sólo mencionado) Star Wars Episodio VI: El Retorno de la novela Jedi (Primera mención) Star Wars: El Retorno del Jedi 3: Misión a Endor (Sólo mencionado) WEG icon2 ' Informe al Consejo Provisional de la Alianza de Planetas Libres '- La tregua en Bakura Libro Una última noche en la cantina de Mos 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Jedi Knights: Crisis en el Crystal Coral La Nueva Orden Jedi: Vector Prime Star Wars: Invasion: Refugiados 4 La Nueva Orden Jedi: Dark Tide I: Onslaught La Nueva Orden Jedi: Dark Tide II: Ruin La Nueva Orden Jedi: Agentes del Caos I: La Prueba del Héroe La Nueva Orden Jedi: Agentes del Caos II: Eclipse Jedi La Nueva Orden Jedi: Punto de Equilibrio La Nueva Orden Jedi: Edge of Victory I: Conquest La Nueva Orden Jedi: Edge of Victory II: Renacimiento La Nueva Orden Jedi: Star by Star La Nueva Orden Jedi: Viaje Oscuro La Nueva Orden Jedi: Enemigo Líneas II: Rebel Stand La Nueva Orden Jedi: Camino del Destino La Nueva Orden Jedi: Ylesia La Nueva Orden Jedi: The Final Prophecy La Nueva Orden Jedi: The Unifying Force Nido Oscuro I: El Joiner Rey Nido Oscuro II: La Reina Invisible Nido Oscuro III: La Guerra del Enjambre Legado de la Fuerza: Betrayal Legado de la Fuerza: Tempestad Legado de la Fuerza: Exilio Legado de la Fuerza: Sacrificio Legado de la Fuerza: Inferno Legado de la Fuerza: 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starwarsfanfic chapter 3 . 8/12/2015 Duros 121.111 PÁGINAS EN ESTE WIKI Editar Hable 49 Tab-canon-negro Tab-legends-blanco Hantrooper Uh, tuvimos un mal funcionamiento ligero de abastecimiento, pero .. eh, todo está perfectamente bien ahora. Estamos bien. Todos estamos bien aquí ahora. ¿Como estas? Esta página está siendo actualmente proviene de cumplir con los requisitos del Manual de Estilo . Por favor, ayudar en esta obra y la fuente de las nuevas aportaciones que realice. Por favor, elimine este mensaje cuando el artículo está completamente originario. Este artículo es sobre la especie. Usted puede estar buscando el planeta . Duros negas Duros La clasificación biológica Designación Sensible Carreras Neimoidiano Cerca-Duros [1] Características físicas Altura media 1.7 a 2.2 metros [2] Color de piel Verde y azul [1] Color de pelo Ninguno [2] Distinciones Sin nariz, grandes rojos ojos , la afinidad para los viajes espaciales. [2] Características socioculturales Planeta natal Duro [2] Idioma Durés [1] Miembros Felanil Baaks Cad Bane Gar Stazi Chachi De Maal Lodenth Kashar [3] Hoolidan Keggle Ohwun De Maal Jenssar SoBilles Rana Mas Trehalt Leslomy Tacema Ramud Tarla Limpan Cei Vookto los hermanos Zhug [Fuente] Los duros (Ocasionalmente Durosians [4] ) eran unos humanoides especies nativas del planeta Duro que se encontraban entre la galaxia primera 's espacio civilizaciones marinera. [5] Su planeta natal se encuentra tanto en la Espina Comercial Corelliana y al final del espacio Run Duros , dos importantes rutas hiperespaciales que ligado Duro con otros centros comerciales importantes. Contenido [ mostrar |
starwarsfanfic chapter 3 . 8/12/2015 History Edit The Srrors'toks evolved on the planet Jankok , [1] located in the Bozhnee sector of the Outer Rim Territories . [5] By the time of the Galactic Empire , Jankok had been discovered by the galactic community . However, as the rainforest world had few resources of interest, it was only rarely visited. Extraplanetary arrivals commonly included scouts and some merchants , who occasionally attempted to make deals with the native Srrors'toks. Due to that lack of interest, Jankok had no spaceport . [1] Srrors'toks in the galaxy Edit TyionsisCex Tyionsis Cex, a Srrors'tok bounty hunter Very few Srrors'toks ever left Jankok—partially because they had little chance to do so due to the light traffic to their native planet. [1] Nonetheless, Srrors'tok itinerant traders were not unheard of, and a number of Srrors'tok families settled on planets other than Jankok, such as Sellasas . [3] Certain Srrors'toks traveled through the galaxy as a consequence of having a life-debt with a highly mobile individual. The Srrors'tok Ahnjai Rahmma contracted a life-debt with High Inquisitor Antinnis Tremayne [2] and became Tremayne's bodyguard, [2] [4] buffoon, and occasional assassin . [2] A Srrors'tok with a life-debt might travel either in the company of that Srrors'tok savior or alone if the Srrors'tok could better serve the savior's interests by not being in the individual's presence. The Srrors'tok Tyionsis Cex , born into a family of traders on Sellasas, lost his relatives during a raid of the Rebel Alliance mostly directed against the local Imperial presence. Cex's life was then saved by Imperial commander Amara Jedselk and, due to his resulting life-debt to Jedselk, Cex eventually became an almost-independent bounty hunter , accepting works for the Empire and seeing Jedselk only infrequently. [3] |
starwarsfanfic chapter 3 . 8/12/2015 Crado 121,122 PAGES ON THIS WIKI Edit Talk 8 X cathar4 Crado Biographical information Homeworld Cathar [1] Died 3996 BBY [2] Physical description Species Cathar [1] Gender Male [1] Hair color Brown [1] Chronological and political information Era(s) Old Republic era [1] Affiliation Jedi Order [1] Brotherhood of the Sith [3] Masters Vodo-Siosk Baas ( Jedi Master ) [1] Exar Kun ( Sith Master ) [3] [Source] ' If only Crado wasn't so eager. He is completely loyal… But he's weak—and becoming a nuisance. ' ― Exar Kun [src] Crado was a Cathar male from the planet Cathar , and a Jedi apprentice of Master Vodo-Siosk Baas . He studied the Force , along with his fellow Cathar and life-mate, Sylvar , as well as the Human Exar Kun , on the world of Dantooine . After years of rivalry, Crado chose to follow his fellow student when Kun became Dark Lord of the Sith and promised to renew the Jedi Order by combining its teachings with his own Sith knowledge. Conducting a number of missions for Exar Kun, Crado turned on the Jedi—as well as his former lover, Sylvar—in order to serve Kun, whom he admired greatly. In the end, Crado's service came to nothing, as Exar Kun sent him on a suicide mission in order to destroy a Republic and Jedi fleet. The Cathar Dark Jedi died at the Battle of Kemplex IX in an artificially-created supernova that destroyed the Cron Cluster as well as the nearby Jedi library world of Ossus . Contents [ show ] Biography Edit ' Frankly, Crado, it is no honor to defeat you! Will is half the winning. ' ' And I still say it is no dishonor to lose to you. ' ―Exar Kun and Crado — Gnome-speakernotes Listen ( file info ) [src] Crado1 Crado with his master, Vodo-Siosk Baas . Crado, along with his mate, Sylvar, and the Human Exar Kun, was trained in the Jedi arts under the Krevaaki Jedi Master Vodo-Siosk Baas, among peaceful ruins on the world of Dantooine. [1] This was quite an honor for Crado, as Baas had previously trained successful Jedi such as Qrrrl Toq , Dace Diath , and Shoaneb Culu . [4] Exar Kun was an extremely talented rival for the two Cathar Jedi, whom Kun regularly bested in lightsaber combat . Perceiving his fellow apprentice's gifts as a sign of superiority, Crado sought to impress Exar Kun, behaving submissively to the Human and assisting him when possible. [1] The Krath conflict Edit ' Sylvar… let's marry and return to Cathar. With the knowledge we have learned from Master Vodo, we will become renowned among our people. ' ―Crado [src] Following a lightsaber match in which Exar Kun injured Crado, Sylvar challenged the Human, only to be defeated as well. The three students' master intervened, using only his cane and hoping to teach Kun a valuable lesson in strengths and weaknesses, but Crado came to his rival's aid, giving him another lightsaber with which to defeat Master Vodo. Exar Kun left Dantooine, declaring himself a Jedi Knight and going in search of ancient Sith knowledge. [1] Crado2 Crado and Exar Kun After this incident, Vodo-Siosk Baas and his two remaining apprentices received news of a great meeting of the Jedi Order on the planet Deneba . The Conclave was held to discuss the rise of the dark side cult known as the Krath and its repeated attacks against the Republic . En route to Deneba, Crado asked Sylvar to marry him, that they might return to Cathar and use the knowledge imparted to them by Master Vodo to gain renown. Sylvar replied that while she would be more than willing to bear his whelp, she would remain a Jedi nonetheless. [1] Little did the Jedi know that the Krath were plotting against them even as they debated what course of action to take: the servant droids used by the Jedi Masters were reprogrammed to attack their owners on command, and a shipment of custom-built battle droids was on its way to the great assembly as well. Master Baas and the two Cathar Jedi arrived on Deneba just as the Krath droids attacked. Sylvar distinguished herself in the battle by coming to the aid of Nomi Sunrider and her daughter, Vima . In the end, the Jedi won out against the Krath droids, but not without suffering heavy losses. [1] The Great Sith War Edit ' Exar, we've been looking all over for you! You've got yourself some students. ' ―Crado [src] Having returned from his quest for dark side knowledge—and having been secretly named the new Dark Lord of the Sith—Exar Kun traveled to the library world of Ossus, where many Jedi, including Crado, had gathered. Kun's mission on Ossus was twofold: to cultivate the support of other Jedi Knights and to obtain Sith artifacts, which had been confiscated by the Order. Crado was among the young Jedi who quickly accepted Kun's promises of a new Jedi Order, and was mystified by the Sith amulet—which Exar claimed was a Jedi artifact kept secret from the Jedi apprentices by their masters—that his former rival now possessed. [5] Crado7 Crado travels with other young Jedi to Yavin 4 . However, in order to call even more Jedi to his cause, Exar Kun knew that he had to obtain a Sith holocron , and the only such object on Ossus was in the possession of the Jedi Master Odan-Urr . Odan-Urr resisted Kun, who was forced to draw on the new powers of his Sith amulet in order to defeat him. When Jedi arrived on the scene of this murder, Exar Kun claimed that Master Odan-Urr had simply died, but not before declaring Kun a Jedi Master. Along with an ever-larger group of fellow students, Crado traveled with Kun to the fourth moon of Yavin aboard Kun's starship, Starstorm One . [6] On Yavin IV, Crado and the other Jedi converts who chose to follow Exar Kun were led to a temple , where the rogue Jedi issued more promises of glory and a new Order. One of the students, a Jedi by the name of Oss Wilum , was unconvinced, having felt the dark side's considerable influence on the moon and around the temple. Wilum attempted to return to the ship, but was confronted by the Massassi , whom the long-past Dark Lord Naga Sadow had altered from their original form as Sith warriors and Kun had enslaved. When the Massassi warriors blocked Wilum's path, he fought them, and Crado and the rest of the Jedi came to his aid. Exar Kun rushed to stop the conflict, explaining that the Massassi were simple natives trying to protect their master. Upon their return to the temple, Kun explained that the holocron he had obtained was not, in fact, a Jedi artifact, but a Sith holocron—a source of dark side energy, which must be destroyed. Exar Kun pounded the item, shattering it, and its crystal shards embedded in the palms of the Jedi students, possessing them with the spirits of the Sith—all except Crado, who was an easy mark for the Dark Lord. Kun explained to Crado that he had given the other Jedi the knowledge he had promised them, and Crado easily accepted this version of the story, as his blind admiration of Kun quelled any doubts in his heart. [6] As Exar Kun began to wage the Sith War against the Jedi and the Republic, Crado stayed by his former rival's side as a trusted and eager companion. After the dark side minions had retrieved their personal vessels from Ossus, Kun sent them each on a very special mission: they were to kill their own Jedi Masters, in order to make room for the new Jedi Order of his visions. As Kun himself went to Coruscant in order to save his Sith apprentice , Ulic Qel-Droma , and personally deal with Master Vodo-Siosk Baas, Crado was sent with Oss Wilum to Ambria in order to assassinate Wilum's former master, the formidable Tchuukthai known as Thon . [7] Crado4 Crado, wounded by his former mate, Sylvar Upon arriving on Ambria, Crado and Oss proceeded to Lake Natth , which was home to the hssiss , dark-side monsters which Thon had managed to contain. Drawing upon their new Sith powers, the pair summoned a large group of hssiss from the turbid waters and directed them to Thon's house. As they neared the dwelling, Crado discovered that Master Thon had visitors: Nomi Sunrider and Vima, as well as his very own mate, Sylvar. There, Crado was faced with a choice: either he could call off the hssiss' attack to spare Sylvar, or the attack could continue, possibly killing Crado's only mate for life. Crado betrayed his mate, declaring that all present at Thon's house were to die. [7] The Jedi sensed the impending attack and rushed to defend against the beasts—Nomi and Sylvar with their lightsabers, and Thon with his very teeth and claws. The fight was savage, and the hssiss very nearly overwhelmed the Jedi. But Oss Wilum's control of the beasts was no match for Sunrider's skills at battle meditation , and the hssiss were thrown into disarray and defeat. Thon neutralized his former student Oss, leaving Crado to face the Jedi alone. Crado knew that he could not defeat his enemies without help, but as he approached Sylvar, his former mate raked his face with her claws, declaring him a traitor and a murderer as well as blaming Crado for Master Vodo's cruel death at the hands of Exar Kun. Crado rushed back to his ship—leaving Oss Wilum behind—and fled Ambria to return to his new master's side. [7] Crado's final mission Edit ' I beg you to give me another chance! Let me be a great commander like you! Please! ' ―Crado to Exar Kun [src] Returning to Exar Kun's base on Yavin IV, Crado begged for mercy, as well as another chance to prove himself to his former rival. However, Kun seemed less bothered by the setback than he should have been, and gave Crado what he'd craved all along. Crado was to go with the Krath sorceress Aleema Keto on a grand mission to lure the Republic fleet to its destruction, and he was personally named Aleema's battle commander for the mission. [7] Crado6 Crado commands his last mission They embarked on Naga Sadow's ancient flagship, the Corsair , which the Dark Lord had used to flee Republic forces centuries before. The Corsair came equipped with a terrible weapon that had only been used once before: a Sith crystal that gave its user the power to manipu |
starwarsfanfic chapter 3 . 8/12/2015 Cathar (species): 121,110 PAGES ON THIS WIKI Edit Talk 35 This article is about the Cathar species . You may be looking for the planet of the same name . Legacy 25 Rasi Tuum Cathar Biological classification Designation Sentient [1] Classification Feline [1] Subspecies Juhani Myr Rho Physical characteristics Average height Males: 1.8 meters [1] Females: 1.6 meters [1] Skin color Gold to yellow - brown with dark stripes [2] Distinctions Lion-like aliens Sociocultural characteristics Homeworld Cathar [1] Language Catharese [1] Members Crado Handa Juhani Kharr Micah Nodon Nonak Myhr Rho Sylvar Rasi Tuum Ryen Aric Jorgan Urbax [3] Dam-Powl Tem Madog [Source] ' The Cathar are a respected species and many great Jedi have come from my world! ' ―Sylvar [src] The Cathar were a species of feline, bipedal humanoids native to Cathar , a planet of savannas and rough uplands. They were known for their loyalty, passion, and temper. Quick and powerful, they were considered great warriors and dedicated, efficient predators. Cathar had high moral values, learned from both family and society. Their females were prized as slaves, whereas the males were generally regarded as too uncontrollable for slavery . Contents [ show ] Biology and appearance Edit SylvarAndEscorts-TOTJR2 Sylvar , a Cathar female and two Cathar males of the more common subspecies. The baseline Cathar had fur-covered bodies with thick manes. They had prominent, retractable claws that could deliver powerful killing attacks on foes and prey. Their bodies also possessed rapid healing abilities. On average, Cathar were 1.5 to 1.9 meters tall. These traits made them the perfect hand-to-hand specialists. The Cathar species also had two additional subspecies , known as the Juhani and the Myr Rho . Both of these were notably less catlike than mainline Cathar. [4] Cathar were born into a litter . [5] The Cathar species was biologically similar to the Bothan species. History Edit The planet of Cathar was devastated by the Mandalorians during the Battle of Cathar , leading to the enslavement and near-extinction of the Cathar species. Over 90 percent of the species were killed by the Mandalorians in the battle. [6] The few survivors were forced to flee off-world to survive. After the end of the Mandalorian Wars , Cathar began to resettle their world. By the time of the Galactic Civil War , it had fully recovered from the damage the Mandalorians had done. During the Cold War , many Cathar settled on Ord Mantell . Others attempted to settle on Taris to aid in its rebuilding, but were attacked by the Sith Empire just prior to the outbreak of hostilities . [7] Society and culture Edit On their homeworld, Cathar lived in cities built into giant trees, and were organized into clans governed by 'Elders.' Stories of their great heroes were often carved into the trunks of these tree-homes for following generations to see. The Cathar mated for life, to the extent that when one mate died, the survivor never had a relationship with another. Cathar clan society included great pageants and celebrations, especially for their heroes. Their religion included a ritual known as the 'Blood Hunt,' in which Cathar warriors individually engaged in combat against entire nests of Kiltik in order to gain honor and purge themselves of inner darkness. The native language of the Cathar was Catharese , which included the emphasis of some spoken words with a growl. Cathar in the galaxy Edit Force-sensitive Cathar often became Jedi , even though the Jedi way tended to be in opposition to their natural tendencies. Sylvar and her mate Crado were famous Jedi who fought in the Great Sith War . The story of Crado's fall to the dark side of the Force under the influence by Exar Kun was well-known to all Cathar, just as the story of Sylvar, who was able to turn away from the dark path and regain the Jedi way. Another Cathar Jedi of that era was Juhani , who traveled with Revan and assisted him in the destruction of the Star Forge . Famous Cathar Jedi during the Second Imperial Civil War were brothers Rasi Tuum , Ahn and Zho . Behind the scenes Edit Juhani1 Juhani , a Cathar female of the less common Juhani subspecies . In Knights of the Old Republic , the Cathar Jedi Juhani speaks Basic , albeit with a heavy Russian -like accent, with rolled 'r's and 'w's that sound like 'v's. Murghir , a bounty hunter and foe in the Great Hunt encountered by the Bounty Hunter class in The Old Republic , also speaks with such an accent. It is possible that this is meant to represent a Catharian accent. However, a Cathar companion of the Trooper class in TOR, Aric Jorgan , has no such accent. It is possible, however, this is because Jorgan was born and raised on the planet Rendili , not Cathar. Appearances Edit Dawn of the Jedi: Into the Void Star Wars: Dawn of the Jedi: The Prisoner of Bogan 2 Tales of the Jedi: Dark Lords of the Sith 1: Masters and Students of the Force (First identified as Cathar) Tales of the Jedi: Dark Lords of the Sith 3: Descent to the Dark Side Tales of the Jedi: The Sith War 1: Edge of the Whirlwind Tales of the Jedi: The Sith War 2: The Battle of Coruscant Tales of the Jedi: The Sith War 3: The Trial of Ulic Qel-Droma Tales of the Jedi: The Sith War 4: Jedi Holocaust Tales of the Jedi: The Sith War 5: Brother Against Brother Tales of the Jedi: The Sith War 6: Dark Lord (Cover only) Tales of the Jedi: Redemption Star Wars: Knights of the Old Republic: Flashpoint Star Wars: Knights of the Old Republic 15: Days of Fear, Part 3 Star Wars: Knights of the Old Republic 42: Masks Star Wars: Knights of the Old Republic 48: Demon, Part 2 The Betrayal of Darth Revan Star Wars: Knights of the Old Republic The Old Republic: Revan The Old Republic: Fatal Alliance Star Wars: The Old Republic The Old Republic: Annihilation Star Wars: The Old Republic: Rise of the Hutt Cartel Star Wars: The Old Republic: Galactic Starfighter Star Wars: The Old Republic: Galactic Strongholds Star Wars: The Old Republic: Shadow of Revan Darth Bane: Path of Destruction (Mentioned only) Star Wars Episode II: Attack of the Clones comic Imperial Commando: 501st (Mentioned only) Coruscant Nights II: Street of Shadows WizardsoftheCoast The Gem of Alderaan on ( original article link , backup links on ) The Star Wars Holiday Special (First appearance) ( Retcon ) Darksaber Crosscurrent Star Wars: Legacy 2: Broken, Part 2 Star Wars: Legacy: The Hidden Temple Star Wars: Legacy: Storms Star Wars: Legacy 37: Tatooine, Part 1 (Mentioned only) Star Wars: Legacy 45: Monster, Part 3 Star Wars: Legacy 46: Monster, Part 4 Star Wars: Legacy 48: Extremes, Part 1 Star Wars: Legacy 49: Extremes, Part 2 Star Wars: Legacy—War 5 Star Wars: Legacy—War 6 Sources Edit Star Wars Technical Journal (Volume One) ( Retcon ) Tales of the Jedi Companion A Guide to the Star Wars Universe , Third Edition Ultimate Alien Anthology The New Essential Chronology Power of the Jedi Sourcebook Knights of the Old Republic Campaign Guide SWInsider ' Blaster '— Star Wars Insider 101 WizardsoftheCoast Planet Hoppers: Cathar on ( original article link , backup links on ) The Complete Star Wars Encyclopedia Topps logo Star Wars Galaxy Series 4 (Card: Amy Pronovost sketch card) Star Wars: The Official Starships & Vehicles Collection 28 Galaxy at War Databank title Myhr Rho in the Databank (content now obsolete ; backup link on ) Star Wars: The Old Republic Explorer's Guide The Essential Guide to Warfare Star Wars: The Old Republic Encyclopedia Star Wars: Edge of the Empire Core Rulebook Notes and references Edit 1.0 1.1 1.2 1.3 1.4 1.5 Ultimate Alien Anthology Coruscant Nights II: Street of Shadows Star Wars: The Old Republic (quest: 'Hot Pursuit'). Planet Hoppers: Cathar Star Wars: Legacy 25: The Hidden Temple, Part 1 The Essential Atlas The Old Republic External links Edit Wiki-shrinkable Wookieepedia has 61 images related to Cathar (species) . Wizards of The Coast SWTOR Wiki Cathar on Star Wars: The Old Republic Wiki In other languages Česky Deutsch Español Italiano Magyar Nederlands Norsk (bokmål) Português Русский Categories : Legends articles Cathar subspecies Enslaved species Feline sentient species Sentient species (C) |
starwarsfanfic chapter 3 . 8/12/2015 Biology and appearance Edit ' Why you want to live in hot, humid lowlands? Mountains are much better. ' ―A Rishii questions non-Rishii settlers' choice of home location [src] The Rishii were a sentient , avian species [2] of carnivores [4] which possessed a brown and white-feathered [3] humanoid form, with two legs ending in four-toed feet, two arms, a tail, and a head. The species' two arms consisted of feathered wings ending in [1] nimble [4] three-fingered humanoid hands, capable of manipulating tools. The wings allowed the Rishii to fly [1] at great speeds, [4] which was their method of travel equivalent to running in land-based species. A Rishii's head contained a beak between two yellow eyes framed by a large brow. Rishii were capable of mimicking anything said to them perfectly, and also possessed extremely strong senses, particularly hearing and sight. Rishii on average stood 1.6 meters tall [1] and had yellow skin. [3] |
starwarsfanfic chapter 3 . 8/12/2015 Society and culture Edit When they spoke in their native language, it was considered very musical. However, when they vocalized in Basic , many species found it grating. Mrlssi were not very adventurous and were rarely found off their home planet. When they did travel, they did so with a specific purpose and destination and quickly returned home. They were quick-witted and very curious and valued knowledge more than material possessions. [2] Mrlssi figured themselves as great humorists, as humor was a key part of their societal structure. Despite this, offworlders tended to find Mrlssi humor to be complex and unintelligible. Common names within the Mrlssi culture included Crlisst Herssek, Kepor Dagwa, Krsslbel Waray, Pagda Luwa, and Virssl Jasst. [1] |
starwarsfanfic chapter 3 . 8/11/2015 Society and cultureEdit CultureEdit 'We cannot blame anyone for the Cathedral's destruction. We understand that it was an accident, and we forgive Admiral Ackbar. While the Cathedral is gone, this is not forever. We will rebuild, and this will be our sole purpose until we can once again play our concert in peace. Until that time, let no music sound. No pipe shall be blown, nor voice raised in song. It would be a mockery of our broken sacred place. In silence the first Cathedral was born, so it will be again. Let all heed this command.' ―Krini-shen, Chief Council of Vortex[src] Vor EGTP Male and female Vors had biological differences. The Vors were a creative, studious, and hard-working people who disliked conflict and made good use of their natural intelligence without rejecting manual work.[4] Nevertheless, to outsiders they were most famous as emotionless,[10] imperturbable beings who seemed not to react to important or dramatic events happening around them.[2][3] As such, the species appeared not to be affected in moments of great tragedy, or even joy;[15] however, this was a wrong impression on the part of strangers. Vors were indeed concerned and touched by such events, like most other sentients; they simply did not express those feelings in a way that non-Vors could easily interpret—except when they composed music with this goal.[2][3] Indeed, the calm, peaceful, spiritual Vors tried to stifle their personal emotions and maintain composure when among others.[4] As a species, Vors were much more centered around the needs of a collective before those of any individual, trying to grasp what they called 'the bigger picture.'[3] Vors allowed themselves outbursts of emotion only in private. A side effect of this talent to hide emotions was an unparalleled skill at negotiation and a penchant for deceit in games of chance.[4] Despite their closed nature, parts of the Vors' body language could be understood by aliens: for example, baby Vors nested and curled up to protect themselves.[16] Vor music had galaxy-wide reputation, as it could elicit emotions in other beings, although the exact feeling depended on the listener. Aliens considered the Vor voices to be particularly beautiful when in song—and the winged beings usually sang whenever working at something that did not require them to use their voice for other purposes. However, non-Vors found the species' speaking voices less appealing and weak.[2] This view notwithstanding, the Vorese language,[4] also known as Vortexlex,[6] had a rhythmic, melodic sound that made good use of the Vor ability to chirp. Vors wrote their language in imitation of the natural wind spirals of Vortex, and most of them could also speak Basic.[4] Vors commonly had one-word names, such as Deskalur, Inchiiri, Kaliopi, Wiliran, and Yiruthir. Others had names of two parts separated by a hyphen, such as Krini-shen and Sha-viri.[4] Vors could also have a name and a surname, as exemplified by Senator Fyg Boras.[7] Vors had little need for clothes, as they interfered with flying,[4] but they did cover their genitals and, in the case of women, the top of their chest.[17] Vors manufactured a delicate material known as Vors-glass that was used in ornamental glassware through the galaxy from at least 19 BBY[18] to at least 27 ABY.[1 |
fanficstarwars chapter 3 . 7/27/2015 Diathim: 120,803PAGES ON THIS WIKI Edit Talk37 Eras-legends Tab-canon-black Tab-legends-white Diathim-TCWCE Diathim Biological classification Designation Sentient[1] Classification Humanoid[2] Physical characteristics Average height 2-3 meters[2] Skin color Glowing white[1] Distinctions Six wings, yellow aura[1] hypnotic abilities[3] Sociocultural characteristics Homeworld Iego[3] Millius Prime[3] Language Galactic Basic Standard[1] Members Diathim refugee[1] [Hide][Source] 'They're the most beautiful creatures in the universe. They live on the moons of Iego, I think.' ―Anakin Skywalker, describing the 'Angels' of Iego[src] The Diathim, also referred to as Angels, were a mysterious species of winged sentients who inhabited the planet Iego and Millius Prime, the largest of its many moons. The Diathim were reputed for their beauty, and the way in which they appeared would vary depending on the beholder. They shared their habitat with the Maelibi, who lived below the ground. When the young Anakin Skywalker first met his future wife Padmé Amidala, he compared her natural beauty to that of the Diathim. Contents[show] |
MARVELAVENGERS chapter 3 . 7/24/2015 BiographyEdit Quest for the Infinity StonesEdit 'Flesh is weak. Weakness must be cast aside for the sake of power.' ―Thanos[src] Thanos Prelude Thanos overseeing Nebula's procedure Thanos became one of the most powerful and feared warlords ruling over a distinct region of space, having gained control over the deadly army of the Chitauri, eliminated the Zehoberei race and a Luphomoid family to raise two young women from both races, Gamora and Nebula, to be devoted and deadly assassins. Thanos greatly desired the Infinity Stones, objects of immense power that held considerable dominance over the various forces that occupied the universe, and forged several alliances in order to locate them. He successfully located at least one of the stones; the Mind Stone, hiding it inside a Scepter that was capable of manipulating minds. Through many years of searching, Thanos discovered a lead on the Orb's location, sending Nebula and Gamora to the Cloud Tombs of Praxius under the command of his ally, the Kree soldier Korath. Nebula fell victim to a trap during the mission, and Thanos, not one to tolerate failure, forbade Gamora from rescuing her. Nebula was forced to amputate her own arm in order to escape. The Orb was never recovered, but Thanos let the failure pass and resumed his search.[1] |
MARVELAVENGERS chapter 3 . 7/24/2015 HistoryEdit 'He has an army called the Chitauri. They are not of Asgard or any world known.' ―Thor[src] When the warlord Thanos allied himself with the exiled Loki, the Chitauri were granted to him as his personal army to conquer Earth and gain the Tesseract. Once having gained the Tesseract from S.H.I.E.L.D., Loki was able to open a portal to Earth, with the Chitauri fleet standing by, thanks to the help of a brainwashed Erik Selvig. The Chitauri immediately started to wreak havoc on New York City, destroying buildings and gunning down civilians in the streets. The National Guard could not deploy enough troops quickly enough to counter the invasion. Luckily, the Avengers arrived, having fought Loki repeatedly in an attempt to hinder his efforts at summoning the Chitauri. Soon after their arrival, a major battle ensued between them and the Chitauri. Chitauri-aliens-avengers The Chitauri Army attacking New York City. Not expecting such a resistance, the Chitauri were initially overwhelmed, but soon their numbers increased so much that the superheroes found some difficulties in containing them. Captain America took command of the Avengers as well as the police forces, and thanks to his command, the Avengers' powers were properly used while they fought the menace. Eventually, the World Security Council attempted to destroy Manhattan with a nuclear bomb in order to contain the Chitauri invasion, but Iron Man intercepted the bomb and disposed of it into the portal, where it impacted and obliterated the Chitauri Command Center, instantaneously disabling all Chitauri forces on Earth, thus ending the invasion.[1] After their defeat, pieces of Chitauri technology were recovered by both S.H.I.E.L.D. and various other parties.[2] Chitauri Museum A Chitauri inside the Collector's Museum. A Chitauri was one of the specimens being held in Taneleer Tivan's museum before its explosion.[3] Later remnants of Chitauri technology would be utilized by the remainder of HYDRA.[4] |
fanficstarwars chapter 3 . 7/20/2015 LINETIME:Draggulch PeriodEdit 2000 BBY[9] The Draggulch Period begins.[1] The New Sith Wars begins with the Fourth Great Schism: the Jedi Master Phanius leaves the Jedi Order with fifty followers and takes the name Darth Ruin as he founds the New Sith, igniting a thousand years of conflict with the Sith.[1] A group of families and friends of members of the Jedi Order flee the early battles of the New Sith Wars, settling on the Outer Rim planet of Yanibar in hopes of establishing a temporary refuge. However, the colonists' relatives and allies are killed during the conflict, causing Yanibar to be forgotten; the colonists develop the Zeison Sha Force tradition.[19] A Near-Human species immigrates to the planet Bimmisaari, where they adopt the culture of the native Bimms and are integrated into Bimm culture, also becoming known as Bimms.[4] 1989 BBY Bespin is first colonized with the commissioning of Cloud City.[78] 1960 BBY The Amulet of Kalara is fashioned. (Approximate date)[110] 1800 BBY An orbital bombardment of the planets in the Uba system, a preemptive strike by the Republic to deter the native Ubese from continuing to build banned weapons, ignites superweapon caches that engulf the planets in radioactive firestorms.[34] The native Ubese are nearly exterminated by the event,[1] with the only survivors on Uba IV; some are relocated to the Ubertica system, but the event sparks a deep-seated hatred of the Republic among the Ubese.[34] c. 1750 BBY The Dark Underlord seizes power and marshals his Black Knights, who raid space stations along the Zona Miki route. The Republic counter by hiring Mandalorian mercenaries who fight alongside the Jedi in battle at Malrev IV, where the Jedi Master Murrtaggh struck down the Dark Underlord.[45] 1582 BBY A military coup in the Tapani Empire brings down the Kappela Dynasty, and the region forms the Tapani Federation. The coup marks the transition from the Dynastic Era to the Federal Era of the region.[68] 1569 BBY The end of the height of Saffa paintings. (Approximate date)[108] 1500 BBY The Republic drafts a large number of soldiers and halts the Sith offensive at King's Galquek, Corphelion, and Hiit.[1] The Sayings, a collection of instructions about political strategy and conquest by Emperor Uueg Tching of Atrisia, are printed in a small run by the current Atrisian Emperor. The printing is a ploy by the Emperor to display his power to the Atrisian nobility, who are given the printed Sayings. (Approximate date)[103] 1486 BBY The Tapani Federation sends its first representatives to the Galactic Senate, and the Tapani sector is established as a Republic sector.[68] 1466 BBY The Battle of Mizra occurs, ending with a Jedi defeat.[1] c. 1419 BBY Dreypa's Oubliette is rediscovered on Jebble. (Approximate date)[111] c. 1300 BBY Republic scouts discover the planet Lan Barell in the ore-rich Lan system.[112] 1250 BBY The Sith Lord Belia Darzu comes to power, beginning a period known as the Sictis Wars as she unleashes her technobeasts.[1] 1230 BBY The Sictis Wars end with Darzu's death on Tython.[89] 1196 BBY Hathrox III undergoes a biochemical civil war that wipes out the entire population.[113] 1154 BBY The Bengali Uprising begins, which sees the planets Bengali and Thyrsus revolt against the rule of the Echani Command over the Six Sisters. Bengali rejoins the Echani Command less than a century later.[7] 1100 BBY The Republic Dark Age begins.[9] c. 1094 BBY The city of Zehava is founded on the planet Melida/Daan.[114] 1066 BBY The Sith Lord Vilia Calimondra instigates the Charge Matrica, a contest between her seven children to see which one would become her heir.[115] 1058 BBY The mercenary Aga Awaud returns to Mandalore and finds that the Candorian plague has killed his family and most of his clan, and that the Mandalorians are victims of raiders throughout Mandalorian Space. Appalled, Awaud leads a movement known as the Return in an effort to convince Mandalorians to defend their territory.[27] 1057 BBY The Sith Lord Xelian gives birth to her second son Daiman.[115] 1052 BBY The Sith Lord Mandragall is seduced and then killed by Xelian.[115] 1051 BBY Awaud claims the title of Mandalore the Uniter, and leads Mandalorian Space through the remainder of the New Sith Wars to become a regional industrial and military power.[27] 1010 BBY Jedi Master Skere Kaan abandons the Order with a group of like-minded Jedi, and within months his Brotherhood of Darkness emerges as the dominant Sith faction.[27] Lord Hoth decides to take the offensive against the Sith, and gathers Jedi Lords and bands of Knights behind his banner. The Grand Council of the Order ultimately declares all of the Jedi baronies united as the Army of Light under Hoth, who bears the title of Seneschal.[27] 1006 BBY The Sith Academy on Korriban is reopened.[116] 1004 BBY The Brotherhood of Darkness lands armies on Dromund Kaas and Malrev IV, but are repelled by the Republic.[1] 1002 BBY The Army of Light clashes with the Brotherhood of Darkness at Ruusan, beginning the Ruusan campaign.[1] 1000 BBY The Seventh Battle of Ruusan ends when Kaan, influenced by Darth Bane, uses the thought bomb to eradicate his enemies—but the thought bomb kills all of the Sith as well.[116] |
fanficstarwars chapter 3 . 7/20/2015 LINETIME: Great Manifest PeriodEdit 20,000 BBY The Great Manifest Period begins, sparking an era of expansion for the Galactic Republic and the widespread colonization of the Slice.[1] Etti IV is settled by Republic dissidents fleeing corruption in the Core Worlds. (Approximate date)[1] The planet Metellos attempts to establish a hyperlane known as the Metellos Trade Route that connects it with Coruscant and points westward to Orooturoo.[29] c. 19,997 BBY The planet Neona undergoes a dramatic climate change that submerges the planet's surface, driving the native species to extinction.[30] c. 19,000 BBY The planet Kamino undergoes abrupt climate change, which causes the planet's glacial reserves to melt; all of Kamino's landmasses will be completely submerged within two hundred years.[1] 18,780 BBY The Shawken Spire, a massive spire that touches low orbit and was constructed over the course of nine thousand years, is destroyed.[1] 18,000 BBY The Bureau of Ships and Services has been formed by this time.[1] |
NOVELSLARRYNIVEN chapter 3 . 7/16/2015 OVERVIEW OF KNOWN SPACE: Known Space is an ever-evolving 'future history,' a cycle made up of some 40 short stories and novels set in a 60-light-year radius of space centered on Earth. The Known Space timeline spans from the 1970s, and mankind's first explorations of the solar system, to the year 3101, when humanity lives comfortably on dozens of worlds alongside a colorful collection of alien species. The term 'Known Space' first appeared in 'At the Core' (1966), the second adventure of star pilot Beowulf Shaeffer. Known space officially became 'Known Space' in 'A Relic of the Empire.' Niven writes 'This is the story that joined early Known Space to Late Known Space; and all for the sake of a practical joke. Stage tree logs belong to the Slaver Empire and thus to World of Ptavvs. Easy interstellar travel belonged to the Beowulf Shaeffer era. I wanted to watch a bonfire made from stage tree logs. In a previous life I expect I was a pyromaniac.' THE ASSUMPTIONS BEHIND KNOWN SPACE: ASSUMPTION NO. 1 The Core of the Milky Way is exploding, in an out-of-control chain reaction of supernovas. In 20,000 years the galaxy will be awash with radiation. This knowledge has influenced the behavior of many races and individuals in Known Space, sometimes in subtle ways. For Further Reading: Protector, 'At the Core' ASSUMPTION NO. 2 One-and-a-half billion years ago, a race of telepaths called the Thrintun used their overwhelming psychic power to rule the galaxy. Tellingly, they came to be known as Slavers. A certain slave race, the Tnuctipun, were allowed limited freedoms because of their skill with biogenetic engineering and other sciences. The Tnuctipun used that freedom and that skill to wage war against their oppressors. When this brutal war was finally over, no sentient creature survived anywhere in the galaxy. Plants from that era can still be found throughout the galaxy, including Sunflowers and Stage Trees, and even one bio-engineered animal, the Bandersnatch. Explorers sometimes come across Stasis Boxes, Thrint vaults containing artifacts from the war. Opening a Slaver Stasis Box is usually more trouble than it's worth. One theory claims that the yeast left behind on many Slaver colony worlds evolved into life as we know it. As evidence, consider the fact that several of the modern races in Known Space have compatible DNA - they can eat one another, as demonstrated in more than one bloody war between species. For Further Reading: World of Ptavvs, 'A Relic of the Empire,' 'The Handicapped' ASSUMPTION NO. 3 Speaking of ancestors, humanity is descended from a race from the core of the galaxy called the Pak. The Pak have three stages of life: infant, breeder, and protector. Infant is self-explanatory; breeder is what we know as homo Habilis. Protector is the next stage of life, attained with the help of a virus called 'tree-of-life,' which gives the Pak long life, extra brainpower, thicker skin and an overwhelming urge to protect its own bloodline at the expense of all others. A colony of Pak landed on Earth millions of years ago, but tree-of-life failed to grow properly and the protectors died out, leaving homo Habilis to evolve unchecked into homo Sapiens. The Pak still exist in other parts of the galaxy. The protectors would view humanity as a dangerous mutation to be exterminated. The supernova chain reaction at the core of the galaxy has sent Pak refugee fleets fleeing in the direction of Known Space. How this situation will resplve itself is still a question. The Pak are also the species most likely to have built the Ringworld; certainly it was populated with Pak Breeders, who were then left to evolve unchecked. For Further Reading: Protector, The Ringworld Engineers ASSUMPTION NO. 4 Technology has reached near-miraculous levels, especially in the later stories of Known Space. Hyperdrive is available in the later stories, as are transfer booths (they look like phone booths, but instead of making a call you dial in a location and teleport) and sonic stun weapons. Many human worlds in Known Space don't like weapons, so they keep only what they need for law and order, and for protection from occasional attacks by aliens. Lift Belts help you get around, Autodocs keep you alive and sane (based on the assumption that chemicals can control brain activity), and boosterspice keeps you young. Known Space is exciting. Hyperdrive permits the discovery of new stars, planets, and aliens. Niven strives to keep his science 'hard,' relying on the laws of physics rather than some sort of cheap sci-fi doubletalk. Within those limits he's managed to build a fun little universe. Follow us on Facebook 1998-2014 (Known Space) All rights reserved Based on: HTML5 UP Maintained by: Cortex Media and Design |
NOVELSLARRYNIVEN chapter 3 . 7/16/2015 THE SUPERCONDUCTOR PLAGUE: The Outsiders sold the Puppeteers the location of the Ringworld in 1733 A.D. Searching for a way to expand trade at no risk, the Experimentalists immediately sent robotic probes to determine the feasibility of an expedition. The Puppeteers mistook the City Builders to be the Ringworld's engineers and become suddenly afraid to encounter so powerful a species. The Puppeteers examined the Ringworld's superconductor material and created a technophytic bacterium to seed the Ringworld and destroy the superconductor. The strategy was to follow the probes with trading ships and come to the profitable rescue of the City Builders. However, the Puppeteers soon realised that the City Builders could not possibly have created the Ringworld, and discovered several Pak artifacts. The Puppeteers feared the Pak above nearly all other threats. The Conservatives took control of the government and the Ringworld project was abandoned. The Experimentalists regained power under the threat of Kzinti expansion and decided that a manned expedition to the Ringworld might reveal treasures worth the risk (especially if they could convince others to take the risk for them). When the decision was made, the plague had reduced the Ringworld to barbarism, destroying thousands of years of civilization. Sources Consulted: The Guide to Larry Niven's Ringworld by Kevin Stein |
NOVELSLARRYNIVEN chapter 3 . 7/16/2015 STEPPING DISKS: Earth uses teleportation booths to provide near instantaneous travel throughout the world, but the Puppeteers have created a series of stepping disks on their homeworld which allow them instant travel; they can walk the entirety of their homeworld in minutes, giving them 'seven league boots'. Unlike the booths, the stepping disks can be installed anywhere and are portable. Transfer booths, used for transport on Human worlds, are an inferior variant on the stepping disc, using technology secretly sold by the Puppeteers to one of Gregory Pelton's ancestors. Sources Consulted: Ringworld, The Ringworld Engineers, The Ringworld Throne, and 'At the Core' |
NOVELSLARRYNIVEN chapter 3 . 7/16/2015 REPRODUCTION AND SEX: Puppeteers do not discuss their sex life with aliens. Puppeteer reproduction requires the use of a non-sentient host animal of a different but related species, called a 'Companion,' about half the size of a Puppeteer. A male and a female Puppeteer deposit sperm and egg inside the Companion, the female using an ovipositor. The foetus grows inside the Companion's body in a parasitic fashion, apparently like a digger wasp larva. When the baby is mature it 'hatches' of out of the host's body and is cared for by its Puppeteer parents. The host animal is invariably killed in the 'birth' process. Companions are bred to each other by Puppeteers to provide hosts for Puppeteer reproduction. Culturally, the Companion is considered part of the family. Confusingly, Puppeteers claim they have two male genders, preferring to be addressed as 'he,' and they refer to Companions as 'females.' However, this is a cultural bias, and does not reflect actual Puppeteer or Companion biology. No forms of contraception except abstinence and major surgery — neutering — will work for Puppeteers. |
NOVELSLARRYNIVEN chapter 3 . 7/16/2015 THE PUPPETEERS' INFLUENCE ON THE MAN-KZIN WARS: With their proverbial caution, the Puppeteers studied the Kzinti carefully for hundreds of years. The Kzinti were a dangerous race who would no doubt attempt to take the Puppeteer homeworld and make slaves of the inhabitants. Though there was no possibility for the relatively unsophisticated Kzinti to achieve such a goal, the Puppeteers were unwilling to give then the change. They created a plan to exterminate the entire Kzinti race and were ready to begin implementation when the first Man-Kzin war provided an alternate solution. The solution first involved a great deal of debating over the threat of the Kzinti. Experimentalist factions said that the Kzinti might provide a useful buffer against possible attacks from other races, such as the Pak, or whoever constructed the Ringworld. Conservative factions within the Puppeteer government, argued that the race should be exterminated simply because they were too dangerous for a comfortable margin of Puppeteer safety. The Experimentalists were coming into power at the time of the debates and their arguments prevailed. The result of the decision was to conduct a selective breeding experiment that would produce Kzinti who would be more docile and to open to negotiations and politicking rather than open fighting. The Kzinti ships were better armed and more manoeuvrable than the Earth fusion ramships, but the Puppeteers figured that giving the humans superior technology would undoubtedly kill the first generation of warriors from the Kzinti populace. The Puppeteers used a starseed lure to draw an Outsider ship into Human Space, where the mysterious race sold the mayor of the planet 'We Made It' the secret of the Quantum I Hyperdrive shunt (on credit). The effect was immediate. The Kzinti ships could never hope to outdistance or catch a hyperdrive-equipped vessel. The war instantly turned against them and they were pushed back, planet by planet. As predicted by the Puppeteers, the most fierce and dangerous Kzinti were killed, assuring their stock would not breed again. Defeat was not an idea taken well by the Kzinti, and revenge had always been a strong motivator for their race. The Kzinti restaged their attack against the human-held planets in the Second Man-Kzin War. Of course, the humans had learned their hard lesson. General Products hulls and thrusters significantly improved the human defensive fleet. No. 2 hulls were often converted by their original use as survey ships to attack vessels, while the huge No. 3 hulls were made into battle cruisers equipped with reactionless thrusters, fusion drives, and the Quantum I Hyperdrive. The Kzinti ran straight into Earth's new warships and quickly collapsed. Several of the Kzinti hold-worlds were annexed and the slave populations released. The Kzinti were not willing to let another defeat go unpunished. The attacked again and were repulsed more easily. They attacked a fourth time, lost, and finally gave up, the empire they had built over thousands of years drastically reduced. In each attack over centuries, Kzin had lost two-thirds of its fighting population and was unable to recover its original fighting spirit. The population of the non-sentient females had been untouched by the ravages of the war and the Kzinti's numbers grew again, aggressive, but not dangerous enough for the Puppeteers to feel the race required extermination. The Kzinti reluctantly opened diplomatic relations with other species. |
NOVELSLARRYNIVEN chapter 3 . 7/16/2015 A list of kzinti expressions and gestures follows: worryA flattening of the fur. frustrationOpen-shut flare of nostrils, ticking noise from throat. readinessEars laid flat. 'smile'Twitching of ears. slynessSlight lidding of eyelids. Could also mean calculating thought. laughterTwitching of ear & tail. dismissive shrugYawn. puzzlementCareful sniffs of air, slight raise of muzzle. threatCareful sniffs of air, slight raise of muzzle. saluteClaw rake in front of own face. |
NOVELSLARRYNIVEN chapter 3 . 7/16/2015 KZIN SOCIETY: Each Kzinti family consists of a patriarch and his male decedents. Females are treated as non-sentient property in large harems. Females are favoured for breeding success (producing strong sons), not out of personal devotion. The status of the patriarch determines how large a harem each family group keeps. Most of the females are kept pregnant to maximise the number of heirs. The Kzin social structure is similar to feudal Europe on Earth. The ruler of the empire is called The Patriarch, and he is the final arbitrator on all matters concerning the Empire, or Partriarchy. Other hereditary names are similar to nobile titles, identifying levels of nobility equivalent to dukes, barons, and so on. The current ruling family bears the Riit suffix at the end of their name. The Patriarchy calls the last war with Earth the 'Fourth Truce with Man'. The Patriarchy cannot comprehend why they have not been destroyed or enslaved by their former enemies, and consider their continued existance as a sign of weekness of their enemies, mankind. |
MARVELAVENGERS chapter 3 . 7/16/2015 Roster[edit] Main article: List of Avengers members Main teamNew AvengersAvengers Unity Division Captain America (Sam Wilson)Hawkeye (Clint Barton)Brother Voodoo (Jericho Drumm) Iron Man (Tony Stark)Hulkling (Teddy Altman)Deadpool (Wade Wilson) Ms. Marvel (Kamala Khan)Songbird (Melissa Gold)Human Torch (Johnny Storm) Nova (Sam Alexander)Squirrel Girl (Doreen Green)Quicksilver (Pietro Maximoff) Spider-Man (Miles Morales)Sunspot (Roberto da Costa)Rogue (Anna Marie) Thor (Jane Foster)Wiccan (Billy Kaplan)Spider-Man (Peter Parker) VisionSteve Rogers |
marvelavengers chapter 3 . 7/15/2015 Morag: 5,349 PAGES ON THIS WIKI Edit Comments 11 Morag Morag 1 InterestTemple Vault Notable inhabitantsOrloni MovieGuardians of the Galaxy Morag is an oceanic planet located at Andromeda Galaxy at the Eclipsing Binary Star M31V J004437994129236. Some inhabitants of this planet were the rodent-like Orloni and aquatic crocodile-like creatures. Contents [ show ] History Edit Every 300 years, the sea lowers and the Temple Vault , an ancient structure hidden deep beneath the waves, is made accessible. It is here that the Orb was located. When Star-Lord entered the Temple Vault, he obtained the Orb, but was immediately surrounded by Korath the Pursuer and two others. After identifying himself, Star-Lord ducked as Korath fired upon him, destroying a temple wall. Star-Lord activated his helmet and quickly exited the Temple Vault with Korath and his men in pursuit. Star-Lord races to the Milano and takes off. Korath and the Sakaarans fire on the Milano but Quill dodges the blast and leaves the planet. Shortly after Quill leaves, Yondu Udonta comes for the Orb and finds it and Quill gone. [1] Trivia Edit In the comics, Morag is a remote planet whose barren surface played host to a throw down between Quasar and Moondragon against the Super-Adaptoid and the Phalanx . [2] References Edit Transparent AOU Logo The Marvel Cinematic Universe wiki has a collection of images and media related to Morag . Guardians of the Galaxy From Hala To Xander: Mapping Out Marvel's Guardians of the Galaxy External Links Edit Marvel-favicon Morag on the Marvel Wiki Categories : Locations Planets Guardians of the Galaxy (film) Locations Add category |
MAVELAVENGERS chapter 3 . 7/6/2015 Pheragots: 5,328PAGES ON THIS WIKI Edit Comments0 Is it cool 'Is it cool if I take a picture with you?' This article would greatly benefit from the addition of one or more new images. Please upload a relevant image and place it here. Once finished, this notice may be removed. Pheragots TV seriesAgents of S.H.I.E.L.D. *Yes Men (mentioned) Pheragots are a blue skinned race.[1] HistoryEdit Pheragots are one of the many races encountered by the Asgardians in the Nine Realms and the worlds beyond Yggdrasil. After encountering the corpse marked as G.H. inside the facility known as The Guest House, Phil Coulson asked Lady Sif which of the many alien species she had previously encountered was blue. Pheragots were one of the races she mentioned, but she added that the Pheragots have never been on Earth.[1] ADVERTISEMENT: ReferencesEdit 1.0 1.1 Agents of S.H.I.E.L.D.: 1.15: Yes Men External LinksEdit Marvel-favicon Pheragots on the Marvel Wiki Categories: Imageless articles Race Add category Showing 0 most recent 0 comments Anonymous User Log in? Read more Frost Giants Frost Giants Interdites are a blue skinned race. Interdites are one of the many races encountered by the.. Interdites Shadow People Shadow People Must Watch Videos Marvel Studios Panel Reaction - Comic-Con 201306:34 Marvel Studios Panel Reaction - Comic-Con 2013 Ant-Man Debut Trailer - Fannotation02:15 Ant-Man Debut Trailer - Fannotation Captain America The Winter Soldier (2014) - Movies Trailer for Captain America The Winter Soldier02:31 Captain America The Winter Soldier (2014) - Movies Trailer for Captain America The Winter Soldier News Marvel Studios Updates Phase 201:48 News Marvel Studios Updates Phase 2 Captain America The Winter Soldier - Big Game Spot00:31 Captain America The Winter Soldier - Big Game Spot Recent Wiki Activity Ambush in Afterlife edited by Shabook 2 minutes ago WHiH Newsfront (web series) edited by Bratpack 2 minutes ago Melinda May/Gallery edited by Greater good 3 minutes ago Ant-Man edited by Shabook 4 minutes ago See more Live! Chat Marvel Cinematic Universe Wiki Start a Chat Around Wikia's network |
MAVELAVENGERS chapter 3 . 7/6/2015 The Bifrost DestroyedEdit After the brothers battled, Thor was forced to destroy the Bifrost and save Jotunheim. Odin awoke from his sleep but declined Loki's pleas for acceptance. Loki then allowed himself to fall into the abyss of space. The Asgardians celebrated Thor's return and heroics but they were faced with a bigger problem. With the Bifrost gone, Asgard would not be able to protect the Nine Realms.[4] Destroyed Bifrost 2 Odin saving Thor and Loki Sensing Asgard's absence, a rag tag team of invaders known as the Marauders set about robbing and killing throughout the realms. Meanwhile, Asgard discovered that Loki was still alive and had made a deal with the alien tyrant, Thanos. Loki had traveled to Earth to steal back the Tesseract and in return would be given command of the Chitauri army in order to rule the planet. Using dark energy, Odin was able to send Thor to Earth to bring Loki and the Tesseract home.[9] Loki's War on EarthEdit 'I am Loki, of Asgard and I am burdened with glorious purpose.' ―Loki[src] Loki vs thor Using the Tesseract, Loki traveled to Earth and set about causing tumult in order to proclaim himself Earth's king. Using mind control, Loki had several humans build him a device that could harness the Tesseract's power and open a portal to allow the Chitauri to invade Earth. Coming into conflict with S.H.I.E.L.D., the Avengers, and Thor, Loki and his army were met with battle as they laid waste to New York City. The Chitauri were eventually defeated, the portal closed, and Thor used the Tesseract to return Loki to Asgard for punishment.[10] |
MAVELAVENGERS chapter 3 . 7/6/2015 Xandarians: 5,325PAGES ON THIS WIKI Edit Comments11 Xandarians Thismightnotbethebestidea Home PlanetXandar MovieGuardians of the Galaxy GameGuardians of the Galaxy: The Universal Weapon 'Xandarians. What a bunch of losers! Always trying to get from something stupid to nothing at all.' ―Rocket Raccoon[src] The Xandarians are a race native to Xandar, the headquarters of the Nova Empire, and the Nova Corps. The Xandarians themselves are one of the most dominant races in the Empire, possibly its founders. Contents[show] HistoryEdit The Xandarians were involved in a Kree Empire-Nova Empire War against the Kree, during which Ronan allied with Thanos in an effort to strike against the Xandarians on their home planet.[1] ADVERTISEMENT Characteristic TraitsEdit Xandarians are externally indistinguishable from Humans, except from the fact of sometimes having different eye colors. Notable XandariansEdit Rhomann Dey Irani Rael Garthan Saal GalleryEdit Xandarians low Xandarians terrified of Ronan Add a photo to this gallery ReferencesEdit Guardians of the Galaxy External LinksEdit Marvel-favicon Xandarians on the Marvel Wiki Categories: Race Xandarians Add category Showing 3 most recent 11 comments Anonymous User Log in? |
fanficmasseffect chapter 3 . 7/6/2015 Military Edit See also: Asari Commando Noveria Hot Labs AsariCommando The asari military resembles a collection of tribal warrior bands with no national structure. Each community organizes its own unit as the locals see fit, and elect a leader to command them. Units from populous cities are large and well-equipped, while those from farm villages may be only a few women with small arms. There is no uniform; everyone wears what they like. The asari military is not an irregular militia, however; those who serve are full-time professionals. The average asari huntress is in the maiden stage of her life and has devoted 20-30 years studying the martial arts. Asari choose to be warriors at a young age, and their education from that point is dedicated to sharpening their mind and body for that sole purpose. When they retire, they possess an alarming proficiency for killing. Huntresses fight individually or in pairs, depending on the tactics preferred in their town. One-on-one, a huntress is practically unbeatable, possessing profound tactical insight, a hunter's eye, and a dancer's grace and alacrity. Biotics are common enough that some capability is a requirement to be trained as a huntress; lack of biotic talent excludes a young asari from military service. While fluid and mobile, asari can't stand up in a firestorm the way a krogan , turian, or human could. Since their units are small and typically lack heavy armor and support weapons, they are almost incapable of fighting a conventional war, particularly one of a defensive nature. So asari units typically undertake special operations missions. Like an army of ninja, they are adept at ambush, infiltration, and assassination, demoralizing and defeating their enemies through intense, focused guerrilla strikes. Asari huntresses were among the first individuals to be chosen as Spectres and played a key role in the Krogan Rebellions . As a popular turian saying puts it, 'The asari are the finest warriors in the galaxy. Fortunately, there are not many of them.' Despite this, the asari military is still very large. Rejoicing asari a The asari possess one of the most powerful navies in the galaxy. The asari navy had 21 dreadnoughts in 2183 CE, including the Destiny Ascension , a formidable warship boasting almost as much firepower as the rest of the asari fleet combined and the flagship of the Citadel Fleet . Despite the considerable force their numerous dreadnoughts can bring to bear, the asari prefer using fleets composed mainly of frigates and fighters, embodying their hit-and-run mindset with a nimble swarm rather than a slower collection of vessels. Weapons developed by the asari include the Acolyte heavy pistol and Disciple shotgun . The Acolyte excels at stripping enemy shields and barriers, but is less effective against armor; the shooter's biotics are expected to make up for that shortcoming. The Disciple uses shells packed with microscale submunitions to deal staggering amounts of damage, stunning even shielded enemies. Notable units of the asari military include the Second Fleet, Sixth Fleet, Serrice Guard, and Armali Sniper Unit . |
fanficmasseffect chapter 3 . 7/6/2015 FTL Redirected from FTL travel 2,974 PAGES ON THIS WIKI Edit Talk 31 NormandyFTLFlight FTL , an abbreviation of faster-than-light , is a method of traveling faster than the speed of light which does not involve the use of mass relays . Once a vessel makes a jump via a mass relay, conventional FTL can be used to move around the space surrounding it at reasonable speed. Contents [ show ] Physics Edit FTL drives are devices which allow ships to travel at FTL speeds through space. FTL drive cores work by exposing element zero to electric currents, creating mass effect fields . It reduces the mass of an object, such as a starship , to a point where velocities faster than the speed of light are possible. With a mass effect drive, roughly a dozen light-years can be traversed in the course of a day's cruise without bending space-time and causing time dilation . The precise maximum speed and the time this acceleration can be maintained varies depending on the exact type of FTL drive being used. In general, the larger the drive, the longer the ship can run at FTL. When travelling across space, thrusters are applied in one direction for the first half of the trip, then the thrusters are reversed for the second half of the trip in order to reach appropriate speeds for arriving. In 2185, Commander Shepard can have a conversation with Marab on this particular point stating that several people who travel in space forget that the ship must be slowed as much as it was accelerated, hence it will start being slowed halfway to its destination. Drive Charge Edit Element zero FTL drives accumulate a static electrical charge when a vessel has been in FTL flight for some time. This charge steadily increases with the amount of time a vessel spends in FTL. Eventually, it must be discharged. The safe method involves discharging into a planet 's magnetic field (for large ships, incapable of planetary landings) or actual surface contact (in the case of smaller vessels). Space stations and similar structures which are not located near planets are usually equipped with their own discharging facilities; the Citadel has dozens of these. If the drive charge cannot be discharged, it will eventually accumulate to the point at which it discharges into the ship's hull. The heat will fry everything inside; fusing the bulkheads, destroying the electronics and killing all the crew members. Appearance Edit Light travels slower through glass than it does through open air; light also moves slower in conventional space than it does in a high-speed mass effect field. This causes refraction: any light entering a mass effect field will change in angle and be separated into a spectrum. Objects outside the affected ship will appear refracted . The greater the difference between the objective (exterior) and subjective (interior) speeds of light, the greater the refraction. As the subjective speed of light is raised within the field, objects outside will appear to redshift, eventually becoming visible only to radio telescope antennas. High-energy electromagnetic sources normally hidden to the eye become visible on the spectrum. As the speed of light continues to rise, x-ray, gamma ray, and eventfully cosmic ray sources become visible. Stars will be replaced by pulsars, the accretion discs of black holes, quasars, and gamma ray bursts. To an outside observer, a ship within a mass effect drive envelope appears to have blue-shifted. If within a field that allows travel at twice the speed of light, any radiation it emits has twice the energy as normal. If the ship is in a field of about 200 times lightspeed, it radiates visible light as x-rays and gamma rays, and the infrared heat from the hull is blue-shifted up into the visible spectrum or higher. Ships moving at FTL are visible at great distances, though their signature will only propagate at the speed of light. According to Engineer Adams , the SSV Normandy 's stealth system does not work at FTL speeds because that blue-shifts the ship's emissions into frequencies too high to capture in the hull sinks. Travel Speeds Edit The exact FTL speeds at which starships of the modern galaxy travel are unknown. It is noted , however, that Reapers are believed to be capable of traveling nearly 30 light-years (283,821,914,177,424,000 meters) within a 24-hour period, and that this rate is roughly twice what Citadel starships are capable of traveling. This equates Reaper FTL capabilities to around 10,958 times the speed of light. In comparison, by 2165 , human starships are known to be capable of traveling at least fifty times faster the speed of light (14,989,622,900 meters per second). Categories : Tech Background Add category Languages: Français Suomi |
fanficHALO chapter 3 . 7/4/2015 Yonhet: 8,847 PAGES ON THIS WIKI Edit Talk 0 Axl Yonhet Biographical information Homeworld Yonhe Physical information Average height Approximately average Human height Skin color Pale white, with a green tint Distinctions Talented at acquiring difficult to find relics Military and political information Affiliation Covenant Fringe Notable individuals Axl [Source] [Talk] The Yonhet are a race of humanoid amphibians [1] native to the far borders of the former Covenant 's interstellar empire, referred to as the ' fringe .' [2] The Yonhet homeworld is a small moon called Yonhe , some distance away from the human-Covenant border. [2] Contents [ show ] History Edit The Yonhet are known to have been associated with the Covenant for a time before the Human-Covenant war . Considered militarily insignificant and having a comparatively small population, they were not formally annexed or conscripted. Operating commercially as an associated entity however, they were free to trade within the Covenant empire proper. They had interests in trading with the humans upon discovery of their existence, but the subsequent war with the Covenant prevented them from fulfilling their wishes. After the war's end in 2552, they began limited operations with human worlds such as Sedra . [2] Culture Edit What is known of Yonhet culture is predominantly with commerce and relic hunting. They have little interest in the Covenant religion , though are nonetheless interested in Forerunner relics. The Sangheili generally consider the Yonhet more trustworthy as business partners than Kig-Yar . Their native language is called Yonhetian. [2] Gallery Edit Axl Interrogation Axl , a member of the species, being interrogated by ONI . Sources Edit en-us/universe/characters/axl 2.0 2.1 2.2 2.3 Halo Waypoint - Axl [hide] v d e Members of the Covenant Empire , client and fringe races Leadership San 'Shyuum • Sangheili • Jiralhanae (Briefly) Other Races Jiralhanae • Huragok • Lekgolo ( Dipholekgolo • Mgalekgolo • Rhulolekgolo • Sbaolekgolo • Khantolekgolo • Thanolekgolo ) Yanme'e • Kig-Yar ( Ruutian • T'vaoan • Ibie'shan ) • Unggoy Fringe Yonhet • Sharquoi Categories : Halo: Nightfall Covenant Species Add category |
fanficstarwars chapter 3 . 7/4/2015 Echani: 120,351PAGES ON THIS WIKI View source Talk58 Eras-legends30px-Era-Sprotect TPM-CGYoda Master Qui-Gon, more to say, have you? It is requested that this article, or a section of this article, be expanded. See the request on the listing or on this article's talk page. Once the improvements have been completed, you may remove this notice and the page's listing. [Hide] Z-95 Headhunter Content approaching. Darth Plagueis–class. Parts of this article have been identified as no longer being up to date. Please update the article to reflect recent events, and remove this template when finished. [Hide] This article is about the Echani species. You may be looking for other meanings of the term. Raskta Lsu Echani Biological classification Races Echani, Thyrsians[1] Physical characteristics Skin color Chalk-pale, dark[1] Hair color White[2], dark[1] Eye color Silver[3] Sociocultural characteristics Homeworld Eshan[4] Members Brianna[2] Raskta Fenni[5] Handmaiden Sisters[2] Raskta Lsu[3] Yusanis[5] [Hide][Source] The Echani were a Near-Human species from the Inner Rim world Eshan. The Sun Guard arose from them. Contents[show] |
fanficstarwars chapter 3 . 7/3/2015 Cathar Redirected from Cathar (planet): 120,341PAGES ON THIS WIKI Edit Talk5 Eras-legends This article is about the planet Cathar. You may be looking for the Cathar species. Oldrepublic 27 103 Cathar Astrographical information Region Outer Rim Territories[1] Sector Quelii sector[1] System Cathar system[1] Moons 1[2] Grid coordinates N-6[1] Rotation period 24 standard hours[3] Orbital period 259 local days[3] Physical information Climate Temperate[3] Gravity Standard[3] Primary terrain Savannahs, Rough Uplands[4] Points of interest Vast Veldt[4] Native fauna Giant horned hopper Kiltik Societal information Native species Cathar Primary language(s) Catharese Government Tribal[3] Population 99% Cathar 1% Other species[3] Major imports Luxury goods[3] Technology[3] Major exports None[3] Affiliation Mandalorians Yuuzhan Vong empire[5] [Hide][Source] Cathar was the homeworld of the Cathar species, filled with many ecological niches and huge insect predators. Contents[show] DescriptionEdit Oldrepublic 27 10 A city on Cathar. The natives lived in city-trees, while wide areas of the planet were made barren by kiltik beetles. The Giant horned hopper were often killed by the Cathar species in blood hunts. HistoryEdit The planet was conquered by the Mandalorians during the Battle of Cathar, leading to the enslavement and near-extinction of the Cathar species. The few survivors were forced to flee offworld to survive. After the end of the Mandalorian Wars Cathar began to resettle their world and by the time of the Galactic Civil War, it had fully recovered from the damage the Mandalorians had done. Prior to the planet's devastation, it was not a member of the Galactic Republic. Juhani1 Juhani, a female Cathar. Cathar was conquered by the Yuuzhan Vong during the Yuuzhan Vong War. The invaders overran the planet prior to their attack on Coruscant in 27 ABY.[5] Behind the scenesEdit The 1996 PC game Star Wars: Rebellion mistakenly places this planet in the Abrion sector. The planet is really in the Quelii sector in the Outer Rim Territories at coordinates N-6 according to The Essential Atlas. In The Essential Atlas Cathar is also plotted at N-7 on the map of the Expansion Region. This was confirmed to be a mistake by Jason Fry.[6] Planet-stub This article is a stub about a planet. You can help Wookieepedia by expanding it. AppearancesEdit Tales of the Jedi: Redemption (First appearance) Star Wars: Knights of the Old Republic 15: Days of Fear, Part 3 Star Wars: Knights of the Old Republic 42: Masks (Appears in flashback(s)) Star Wars: Knights of the Old Republic 49: Demon, Part 3 (Mentioned only) Star Wars: Knights of the Old Republic Star Wars: The Old Republic (Codex entry) Star Wars: Rebellion (video game) (Non-canonical appearance) SourcesEdit SWInsider 'Straight from the Horse's Mouth: A Guide to the Star Wars: Tales of the Jedi Universe, Part 1'—Star Wars Insider 26 SWInsider 'Straight from the Horse's Mouth: A Guide to the Star Wars: Tales of the Jedi Universe, Part 3'—Star Wars Insider 28 Star Wars: Rebellion: Prima's Official Strategy Guide Knights of the Old Republic Campaign Guide Tales of the Jedi Companion The New Essential Chronology Ultimate Alien Anthology The Essential Atlas WizardsoftheCoast Planet Hoppers: Cathar on (original article link, backup links on ) The Complete Star Wars Encyclopedia Databank title Myhr Rho in the Databank (content now obsolete; backup link on ) The Essential Guide to Warfare Star Wars: Edge of the Empire Core Rulebook Notes and referencesEdit 1.0 1.1 1.2 1.3 SWCustom-2011 Star Wars: The Essential Atlas Online Companion on (article) (backup link on ) WizardsoftheCoast Planet Hoppers: Cathar on (original article link, backup links on ) 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 Knights of the Old Republic Campaign Guide 4.0 4.1 Ultimate Alien Anthology 5.0 5.1 The Essential Atlas The Essential Atlas and Galactic Cartography: Official Discussion on the Jedi Council Forums (Literature board; posted by Jasonfry on Mar 22, 2010 at 11:19 PM; accessed June 1, 2015) In other languages ČeskyDeutschEspañolItalianoMagyarNederlandsNorsk (bokmål)PolskiPortuguêsРусскийSuomi Categories: Legends articlesPlanet stubsMandalorian-aligned planetsOuter Rim planetsTerrestrial planets Recent Wiki Activity Suolriep sector edited by DKS MaXoO 21 minutes ago FC-1 flechette launcher edited by THEWULFMAN 25 minutes ago Funeral of the Jedi Temple bombing victims/Canon edited by DKS MaXoO 28 minutes ago Funeral of the Jedi Temple bombing victims edited by DKS MaXoO 28 minutes ago See more Around Wikia's networkRandom Wiki |
fanficstarwars chapter 3 . 7/3/2015 CultureEdit 'Chiss don't invade the territories of others. We don't even make war against potential enemies unless we're attacked first.' ―Commander Mitth'raw'nuruodo[src] Thrawn aodd Thrawn as Grand Admiral, the figure that defined many outsiders' image of the Chiss. Galactic perceptions of Chiss behavior was, following the Battle of Endor, much based on the personality of Grand Admiral Thrawn. However, following that period, it became apparent that Thrawn himself was an exceptional member of his kind with all Chiss demonstrating individually different traits. The impression held by the galaxy was that the Chiss were arrogant, aloof and calculating beings. However, while this was true in some cases, the Chiss demonstrated varying personality types similar to other species. General traits demonstrated by them, however, were being well-educated, artistic and cautious when dealing with outsiders.[1] Outsiders had the general impression that the Chiss were very polite and highly civilized species.[4] Their reputation meant that they were both respected and, in some cases, feared.[6] The harsh cold conditions of Csilla led to the Chiss developing a self-reliant streak which was the core of their notoriously aloof personalities. This led to outsiders characterizing their race being as cold as the ice plains of their homeworld.[5] As a people, they were intelligent as well as highly valuing of their privacy. This extreme protection of their society was what allowed them to remain hidden from the rest of the galaxy for so long. They were described as being pensive as well as contemplative, deliberate and calculating. This meant that they often studied situations from many different viewpoints. As such, they considered all alternatives to a situation and even considered scenarios of what would have happened if they had made different decisions. In combat situations, Chiss acted both calmly and intelligently as well as formed well planned strategies.[7] Chiss did not give themselves over to passion and instead viewed problems as curiosities that needed to be solved through rigorous application of brainpower. As such, they did not allow hot emotions to interfere with their methodical analysis of a problem through logic.[5] In terms of personality, they often displayed a cold, arrogant and disciplined behavior.[10] Though they showed a cold lack of emotion, their actions were not necessarily impartial as most were motivated by the pursuit of power which was encouraged by their ruling families.[5] Jagged fel Jagged Fel, a Human officer serving with Chiss forces. In general, they lived a harsh but disciplined life style where self control along with propriety were the most valued character traits that all Chiss aspired to. While passions themselves were recognized, they were done so with disdain as such energy was believed to be better applied elsewhere. The regimented style of their society meant that crime was abhorred and seen as the weakness of an individual. Blaming society was a notion completely alien to their mindset and justice was given with little thought on compassion. However, the Chiss did not believe in capital punishment as they recognized it as being an irrational, emotionally driven reaction instead of being a true deterrent. Instead, the greatest punishment they gave for their most heinous of crime was exile. Due to the great importance of family loyalty existing in their culture, exile was considered a grave punishment for any Chiss to face.[8] During their childhood, Chiss were taught to read through the great stacks of data of the great library on Csilla. These contained basic information that every Chiss absorbed during their childhood after years of intense schooling.[5] Among their kind, there was no period of adolescence as their children matured early and were given adult responsibilities very quickly.[26] Scientists believed that they essentially bypassed the adolescent stage and reached maturity quickly.[7] By the age of ten, they were ready to join military service and wear cadet uniforms.[30] The species were highly reserved in their emotions and often did not display feelings openly; either by smiling or by warm gestures.[26] As such, they rarely were vocal about any feelings of anger or frustration though they did possess some curse words to employ should the situation warrant such an expression.[33] Chiss-squib-tur A Squib in the Unknown Regions meeting a pair of Chiss. Though this was the impression projected, the Chiss were also a thoughtful people. While they were deliberate and calculating, they were not above wondering about how certain events might have turned differently had circumstances been altered.[26] Much of their ability to solve problems stemmed from their reliance on data, and when faced with unpredictable situations, typical Chiss behavior meant that they would rather flee in the scene. This was not a universal characteristic as certain individuals with the ability to learn under such circumstances, like Thrawn, were able to continue to fight.[5] In fact, whenever a Chiss suffered a setback or even a defeat, they often contemplated what might had been done differently in order to ensure that a victory was achieved in the next engagement.[10] Chiss were noted for possessing an unparalleled aptitude for tactical thinking.[30] The ideals of the Chiss were idolized in the form of the Red Flame which was a combination of courage, discipline and cunning.[30] Their society was highly structured and ordered with the rule of law being enforced by the ruling families. These were not biological family groupings but instead different branches of their government.[10] The Csapla dictated colonial issues, natural resources and agriculture whilst the Nuruoda handled the military as well as foreign affairs. Inrokini were responsible for industry, science, communication and non-military technology with the Sabosen taking the duty of overseeing justice, public health as well as education.[3] These ruling families were composed of clans that were headed by government officials known as Aristocras. Those chiss that belonged to the same house defended one another at every opportunity whilst those from competing houses searched for facts that could be used to snipe or undermine the other whilst attempting to secure any advantage for themselves. Though Thrawn was an exceptional member of his species, his rational approach to problem solving was shared by the ruling families that governed the Chiss Ascendancy.[5] Members of the ruling class of Chiss were notable for being an aristocracy within their society.[25] ChissTEA A pair of scouts on Csilla. As a general rule, Chiss did not take part in any action that would bring shame on their house with entire family lines exiled due to the actions of a single member.[1] The ruling families themselves were quite aware of any opportunity where they were able to exploit the weakness of a rival. As such, they were quick to take offense at any insult that was perceived against their position. Those Chiss caught in the middle of inter-house rivalries spent much of their time in intelligence gathering in order to get useful information that could be used for blackmail even if it was only capable of being used many years in the future. This trait made the Chiss excellent counterintelligence agents with a trained member of their kind able to see through disguises, evaluate body language, detect idiosyncrasies in speech pattern and even distinguish authentic items from forgeries.[5] The long spacefaring history of the Chiss led to the creation of a superior combat force with their starfighter pilots being infamous throughout the Unknown Regions. Such squadrons were ruled by discipline and their pilots were known to spare disabled starships if they broadcasted a surrender.[5] They also did not celebrate until their duty was completed as any celebrations made before such an event were considered false.[26] Despite this, they were highly committed in their duties and a Chiss warrior, if given an order, would carry it out even if they disagreed with it, which highlighted their belief in the chain of command.[16] It was also known that the Chiss as a culture had an aversion to suicide and expendability as they found those actions to be wasteful.[34] Though this was the case, there were occasions where Chiss gave their lives rather then surrender. In such circumstances, this was either due to the importance of the strategy for their people or because surrendering to a certain foe was considered a fate worse than death.[31] The Chiss had a keen interest in art and science and were skilled in mathematics. Their thought processes were based around a logical mindset, being interested in philosophy and in learning about other cultures. On the other hand, they were also xenophobic, and any knowledge gained from other cultures was used as a means of gaining a advantage over a potential foe.[1] One notable group of individuals that were involved in deep contemplation were Chiss sages who studied the threat of the Yuuzhan Vong and concluded that the extragalactic invaders must have spent countless generations traveling through the void between galaxies.[27] ChissScoundrel-TUR A female Chiss at a cantina tended by an Aqualish Their clinical detachment was similar to how a biologist studied an insect which was how the Chiss view their foes and they often engaged in extreme caution in such circumstances. When among non-Chiss, individual members of the race were often aloof and pensive as they plotted tactics which would ensure a victory if a confrontation were to occur. Chiss never truly lost their xenophobic instincts, even when they were among members of other species for long periods of time.[10] Ultimately, Chiss were loyal to their own kind and looked down upon aliens as being barbaric as well as immature.[8] Despite this fact, most Chiss were considered peaceful and did a |
fanficstarwars chapter 3 . 7/3/2015 The Household PhalanxEdit 'We are Syndic Mitth'raw'nuruodo's Household Phalanx. We live only to serve him. And through him, serve the Chiss.' ―Kres'ten'tarthi to Mara Jade.[src] Thrawn continued to persist in his challenges to the first-strike doctrine of the Ascendancy in the belief that it made his people weak.[5] This approach did lead to a disagreement with the Chiss ruling houses who did not approve of a pre-emptive strike against an unconfirmed enemy.[22] It was this approach and similar such actions that put Thrawn at odds with the ruling families.[5] Ultimately, they decided to brand him a renegade[22] and banished him to a primitive[5] jungle world on the fringes of known Chiss space.[22] In 19 BBY, he was discovered and recruited by the Empire. For almost three decades, however, his true capabilities, and his true status within the Imperial hierarchy, were kept carefully hidden even within the ranks of the military. Despite being exiled and rejected by his people, Thrawn was known to have remained very protective of his kind. This was evident by the fact that he never revealed the whereabouts of the Chiss to outsiders.[7] After rising to the rank of Grand Admiral, Thrawn was seemingly exiled from the Imperial court for a breach in the practices of the Imperial Palace. In truth, this was actually a cover story orchestrated by Emperor Palpatine in order to explain the departure of his greatest tactician.[16] Thrawn afterwards began an Imperial campaign of subjugation of the Unknown Regions in the name of the Galactic Empire[5] with this secondary duty seeing him disappearing for long periods at a time.[22] Sent with a task force into the Unknown Regions, this group was given the secret mission of exploring the area and conquering new systems for future Imperial expansion.[16] Whilst mapping large portions of space, Thrawn re-established contact with his comrades within Chiss territory. By this time, the Chiss had been battling the many dark threats that surrounded them and saw hope in Thrawn's manner of leadership. As a result, many Chiss ended up flocking to his banner in order to preserve their way of life.[22] Within a few short years, Thrawn had opened up large expanses of territory and placed them under the command of his Imperial forces as well as those handful of Chiss that remained loyal to him. In addition, the intense secrecy of the project meant that few outside of Palpatine and those assigned to Thrawn's forces were aware of their existence.[16] With his fleet of Imperial Star Destroyers, the Imperial forces were known to have worked alongside the native forces of Thrawn's own Household Phalanx. The territory conquered in these campaigns quickly became the basis of a new power that became known as the Empire of the Hand. This new government formed a stand-off relationship with the Chiss Ascendancy with an uneasy relationship between the two sides. Though considered a renegade by his people, many Aristocras secretly supported Thrawn's actions as they believed his proactive stance ultimately kept the Chiss people safe.[5] Whilst largely unknown, there were Chiss involved in other events in the galaxy. Notable instances included Droma Ordo and the trader Tyrral who resided at Station Gamma in 1 ABY. During the Galactic Civil War, one Chiss who had joined the Alliance to Restore the Republic, known as Captain Voldez, participated in the Battle of Restuss. Another Chiss by the name of Laen Pieweto led a group of poachers during hunts at the Rodian Hunting Grounds on the planet Kashyyyk.[23] Spiker unmasked Chiss gangster Spiker. There were no other recorded encounters of the Chiss although they were known to have fought against the Ssi-ruuvi, a potent reptilian species who were a military threat as fearsome as the Nagai and the Yevetha.[7] This event occurred a few months after the Battle of Endor when a preemptive strike carried out by Thrawn's Empire of the Hand attacked the Ssi-ruuvi Imperium.[24] This initial clash allowed the CEDF to directly intervene and invade Ssi-ruuvi territory in response to their attacks on Ascendancy colonies. The short resulting war between the two powers left the Ssi-ruuk crippled with the victorious Chiss becoming the ultimate power within the Unknown Regions.[5][3] By this point, the Far Outsiders had been arriving in the Unknown Regions and the Chiss responded by constructing stellar fortresses to combat this threat.[5] In 9 ABY, Thrawn left the Unknown Regions to take supreme command of the Empire's war machine, and launched his campaign against the New Republic. In spite of his death at Bilbringi, his legacy endured, not least in the form of the House Phalanx and their allies in what became known as the Empire of the Hand. After Thrawn's death, the New Republic managed to successfully capture a number of logs from surrendered Imperial vessels which provided a few points of interest on the otherwise mysterious Chiss. Among these records included a log by Emperor Palpatine himself on his first encounter with Thrawn.[7] |
fanficstarwars chapter 3 . 7/3/2015 Behind the scenesEdit Origins of 'Yuuzhan Vong'Edit The name 'Yuuzhan Vong' was developed at a French-Thai restaurant in New York City, called Vong, which several Del Rey employees were patronizing. The Yunnan region was mentioned in a list of teas on a menu that Shelly Shapiro—who was present—was reading, and the first draft of the name that would eventually be given to the intergalactic invaders was born of 'Yunnan Vong.'[45] It is rumored that the Yuuzhan Vong were originally intended to be exiled Sith, but that the idea was changed part-way through the series. The round-robin interview published with The New Jedi Order: The Unifying Force confirms that they were originally planned to be dark side users. Also according to the interview, the concept of the Yuuzhan Vong's exclusive use of biotechnology came from R. A. Salvatore, and their love of pain was originally confined to Domain Shai, but later authors misunderstood and applied it to the entire species. Yuuzhan Vong and the ForceEdit As discovered by the Jedi during the war with the Yuuzhan Vong they are apparently 'absent' from the Force. In the book The New Jedi Order: The Unifying Force by James Luceno, the reason for this is given. The Yuuzhan Vong are not 'absent' from the Force; their entire species has been cut off from it. It is surmised in the novel that this was implemented by the intelligence of their homeworld, the seed of which would one day become Zonama Sekot, because of their warmongering and hostile takeovers of other species. Real world inspirationsEdit Yuuzhan Vong culture and religion was heavily influenced by that of the Meso-American cultures, such as the Aztecs.[45] This includes the concept of gods who have sacrificed themselves in creation and require constant sacrifices of blood and pain; a strong emphasis on honor and a ruthless approach to war and genocide; and total devotion to a temporal and religious half-divine supreme leader, among other things.[source?] Other possible inspirations are the Māori of New Zealand, whose tattoos (called Tā moko) signaled status and rank.[source?] Similarities to other EU speciesEdit Yuuzhan Vong Clone Wars Dave Filoni drew sketches of Vong for The Clone Wars. The Yuuzhan Vong possess a number of similarities to other species that were introduced within the novels. They share the same fanaticism as the Yevetha, a caste system similar to the Ssi-ruu, and the same exclusive use of biotechnology as the Charon. The Clone WarsEdit At Celebration Anaheim in 2015, Dave Filoni and Pablo Hidalgo revealed at their The Untold Clone Wars panel that before the show was canceled, there had been plans for the Yuuzhan Vong to potentially appear in the Star Wars: The Clone Wars television series. Sketches of the species drawn by Filoni for the show were shown at the panel.[46] AppearancesEdit Wiki-shrinkable Wookieepedia has 107 images related to Yuuzhan Vong. Star Wars: Knights of the Old Republic (Indirect mention only) Maul: Lockdown Rogue Planet (Mentioned as Far Outsiders) Outbound Flight (Mentioned as Far Outsiders) Shatterpoint (Mentioned only) Death in the Slave Pits of Lorrd (Mentioned only) Choices of One (Indirect mention only) Crimson Empire II: Council of Blood (First appearance) (Retcon) Crimson Empire III: Empire Lost 2 Vision of the Future (First mentioned) (Retcon) Survivor's Quest (Indirect mention only) Boba Fett: A Practical Man The New Jedi Order: Vector Prime (First identified as Yuuzhan Vong) Star Wars: Invasion: Refugees Star Wars: Invasion: Rescues Star Wars: Chewbacca (Appears in flashback(s)) 'Revenants'—Star Wars Tales 18 (Mentioned only) The New Jedi Order: Dark Tide I: Onslaught Star Wars: Invasion: Revelations The New Jedi Order: Dark Tide II: Ruin The New Jedi Order: Agents of Chaos I: Hero's Trial The New Jedi Order: Agents of Chaos II: Jedi Eclipse WizardsoftheCoast Last Call at Leatherback's on (original article link, backup links on ) The New Jedi Order: Balance Point Star Wars Miniatures: Attack on Endor—Scenario Booklet (Mission 6: Overwhelmed) The New Jedi Order: Recovery The New Jedi Order: Edge of Victory I: Conquest The New Jedi Order: Edge of Victory II: Rebirth Emissary of the Void The New Jedi Order: Star by Star The New Jedi Order: Dark Journey SWGsmall 'The Apprentice'—Star Wars Gamer 8 The New Jedi Order: Enemy Lines I: Rebel Dream The New Jedi Order: Enemy Lines II: Rebel Stand The New Jedi Order: Traitor The New Jedi Order: Destiny's Way The New Jedi Order: Ylesia 'Equals & Opposites'—Star Wars Tales 21 The New Jedi Order: Force Heretic I: Remnant The New Jedi Order: Force Heretic II: Refugee SWInsider 'Or Die Trying'—Star Wars Insider 75 (Mentioned only) The New Jedi Order: Force Heretic III: Reunion The New Jedi Order: The Final Prophecy The New Jedi Order: The Unifying Force SWGsmall 'Hive of the Infidel'—Star Wars Gamer 8 Dark Nest I: The Joiner King Dark Nest II: The Unseen Queen (Mentioned only) Dark Nest III: The Swarm War (Mentioned only) Legacy of the Force: Betrayal (Mentioned only) Legacy of the Force: Bloodlines (Mentioned only) Legacy of the Force: Tempest (Mentioned only) Legacy of the Force: Exile (Mentioned only) Legacy of the Force: Sacrifice (Mentioned only) Legacy of the Force: Inferno (Flow-walk) Legacy of the Force: Fury (Mentioned only) Legacy of the Force: Revelation (Skull only) Legacy of the Force: Invincible (Mentioned only) Crosscurrent (Mentioned only) Riptide (Mentioned only) Millennium Falcon (Mentioned only) Fate of the Jedi: Outcast (Mentioned only) Fate of the Jedi: Omen (Mentioned only) Fate of the Jedi: Abyss (Mentioned only) Fate of the Jedi: Backlash (Mentioned only) Fate of the Jedi: Allies (Mentioned only) Fate of the Jedi: Vortex (Mentioned only) Fate of the Jedi: Apocalypse (Mentioned only) An Apology (Non-canonical mention) X-Wing: Mercy Kill Crucible (Mentioned only) Star Wars: Legacy 8: Allies (Mentioned only) Star Wars: Legacy 1: Broken, Part 1 (Mentioned only) Star Wars: Legacy 4: Noob (Mentioned only) Star Wars: Legacy 5: Broken, Part 4 (Mentioned only) Star Wars: Legacy 9: Trust Issues, Part 1 (Mentioned only) Star Wars: Legacy: Ghosts Star Wars: Legacy: Claws of the Dragon Star Wars: Legacy 27: Into the Core (Mentioned only) Star Wars: Legacy 29: Vector, Part 10 (Mentioned only) Star Wars: Legacy 30: Vector, Part 11 (Mentioned only) Star Wars: Legacy 37: Tatooine, Part 1 (Mentioned only) Star Wars: Legacy 39: Tatooine, Part 3 (Mentioned only) Star Wars: Legacy 41: Rogue's End (Mentioned only) Star Wars: Legacy 43: Monster, Part 1 (Appears in flashback(s)) Star Wars: Legacy 44: Monster, Part 2 Star Wars: Legacy 45: Monster, Part 3 Star Wars: Legacy—War 1 (Force vision) Star Wars: Legacy—War 2 (Mentioned only) SourcesEdit Handbook 2: Crimson Empire (Retcon) Star Wars Roleplaying Game Core Rulebook Secrets of Tatooine The Dark Side Sourcebook Starships of the Galaxy WizardsoftheCoast Mission to Myrkr on (original article link, backup links on ) SWGsmall 'A Campaign Guide to the Centrality'—Star Wars Gamer 5 The New Jedi Order Sourcebook Tempest Feud SWGsmall 'On Wings of Rogues'—Star Wars Gamer 9 Star Wars Roleplaying Game Revised Core Rulebook Power of the Jedi Sourcebook Star Wars: New Jedi Order Round-Robin Interview The Essential Guide to Alien Species Coruscant and the Core Worlds WizardsoftheCoast Anakin's Living Ship on (original article link, backup links on ) Hero's Guide The New Essential Guide to Alien Species Ultimate Adversaries Alien Anthology Ultimate Alien Anthology WizardsoftheCoast High Alert! on (original article link, backup links on ) WizardsoftheCoast J't'p'tan: Temples and Tybis on (original article link, backup links on ) WizardsoftheCoast Art For Art's Sake on (original article link, backup links on ) WizardsoftheCoast Positive ID on (original article link, backup links on ) WizardsoftheCoast The Kitonak Connection on (original article link, backup links on ) Hero's Guide WizardsoftheCoast Hero's Guide Web Enhancement #1 on (backup links 1 2 on ) WizardsoftheCoast Quick Locations on (backup links 1 2 on ) WizardsoftheCoast Beneath Aucellis Park on (original article link, backup links on ) WizardsoftheCoast Nightsaber on (original article link, backup links on ) Star Wars: New Jedi Order Round-Robin Interview SWGsmall 'Bartyn's Landing'—Star Wars Gamer 7 SWGsmall 'Star Wars—Silent Death: The New Jedi Order'—Star Wars Gamer 7 SWGsmall 'I, Yuuzhan Vong'—Star Wars Gamer 8 The Official Star Wars Fact File 16 (PLA12, Planets of the Inner Rim) The Official Star Wars Fact File 29 (BES10, Cloud City) The Official Star Wars Fact File 25 (UNI2, Universal Energy Cage) The Official Star Wars Fact File 37 (YAV6, The Grand Temple; AST6, Astromech Droids) The Official Star Wars Fact File 40 (YUU1-2, Yuuzhan Vong) The Official Star Wars Fact File 41 (MAR8, Mara Jade Skywalker) The Official Star Wars Fact File 57 (MAR9-12, Mara Jade Skywalker) The Official Star Wars Fact File 84 (QUE2, Danni Quee) The Official Star Wars Fact File 90 (HOR4, Corran Horn) The Official Star Wars Fact File 99 (ISO2, Prince Isolder) Geonosis and the Outer Rim Worlds The Official Star Wars Fact File 116 (CAL22, Lando Calrissian) The Official Star Wars Fact File 129 (PEL4, Gilad Pellaeon) The Official Star Wars Fact File 131 (MUS1–4, 'Music and Musicians') The Official Star Wars Fact File 135 (YUU3-4, Yuuzhan Vong) The Official Star Wars Fact File 139 (MAR13-14, Mara Jade Skywalker) The Official Star Wars Fact File 140 (YUU11-12, Do Or Die) The Official Star Wars Fact File 140 (FEL2, Baron Soontir Fel) The Official Star Wars Fact File 140 (SUR10, Surgical Technology) The New Essential Guide to Vehicles and Vessels HyperspaceIconDroids, Technology and the Force: |
fanficstarwars chapter 3 . 7/3/2015 Society descriptionEdit 'They were brutal, merciless, and unstoppable. They killed for the pleasure of it and seemed fulfilled by it.' ―Garqi refugee[src] Vong Glyph An unknown Yuuzhan Vong glyph. The Yuuzhan Vong functioned in a caste system. This ranged from the powerful one-person Supreme Overlord to the lowly, oppressed Worker caste. Not much was known of their economic system, but it appeared to be a command economy. The political system of the Yuuzhan Vong was a theocracy, with the Supreme Overlord deriving his authority directly from his status as the voice of Yun-Yuuzhan. By the time of Darth Krayt's Sith Empire, the caste-based system was still present, with warriors and Shapers included. |
fanficstarwars chapter 3 . 7/3/2015 GovernmentEdit ShareOurBeliefs Yuuzhan Vong worshippers. The head of the empire was the Supreme Overlord who was aided by the Great Council which consisted of the heads of the four castes. The Warmaster, High Prefect, and Most High Priest were known to sit on the Council. In the event of the Supreme Overlord's death, there was typically an heir present who would ascend to the leadership of the Yuuzhan Vong empire. Amongst their politics, it was considered a duty to punish insubordination of lower ranking individuals.[1] In fact, it was expected that a newly risen leader typically killed their predecessors.[3] Local planets were ruled by the Intendant caste with Prefects administering the worlds under their command. However, a few systems were known to have been granted to select Domains. The members of the Priest caste were noted for managing ceremonies and ensure the loyalty of the masses. As events in the war progressed, they noted a disturbing rise in clandestine meetings among the lower castes such as the Shamed Ones who began to venerate the Jedi.[1] The Order of Yun-Yuuzhan were noted as being a powerful political force within the Empire until their ranks were executed by Tsavong Lah. |
MarvelAvengers chapter 3 . 7/1/2015 Kymellian From Wikipedia, the free encyclopedia Kymellian Publication information PublisherMarvel Comics First appearancePower Pack #1 (August 1984) Part of the collection on Cosmic Marvel Major characters Adam Warlock Captain Marvel Galactus Nova Richard Rider Sam Alexander Odin Quasar Rick Jones Silver Surfer Thanos The Watcher Groups Cosmic entities Elders of the Universe Guardians of the Galaxy Earth-691 Modern Imperial Guard Inhumans Nova Corps Starjammers Objects and concepts Cosmic cube Infinity Gems Negative Zone Phoenix Force Ultimate Nullifier Uni-Power Star Brand Major species Badoon Brood Celestials Chitauri Dire Wraith Eternals list Kree Phalanx Shi'ar Skrulls Symbiot The Kymellians are a fictional extraterrestrial race that have appeared in many Marvel Comics. They were introduced in Power Pack #1 (August 1984). |
MarvelAvengers chapter 3 . 7/1/2015 In other media[edit] Television[edit] The Inhumans were featured in the 1978 Fantastic Four animated series episode 'Medusa and the Inhumans'. In this continuity, Medusa is the leader instead of Black Bolt. Black Bolt does make a brief appearance as an unnamed Inhuman.[52] The Inhumans were featured in the 1994 Fantastic Four animated series. The Inhumans appeared in a three part 'Inhumans Saga' episodes before becoming a sub-plot for the rest of the season.[53] The Inhumans appear in the Hulk and the Agents of S.M.A.S.H. episode 'Inhuman Nature'. In the episode 'Planet Monster' Pt. 2, Black Bolt, Gorgon, and Lockjaw are among the superheroes that help the Agents of S.M.A.S.H. and the Avengers fight the forces of the Supreme Intelligence. The Inhumans appear in the Ultimate Spider-Man episode 'Inhumanity.' Spider-Man and Triton had to work together when Maximus causes a war between S.H.I.E.L.D. and the Inhumans. The Inhumans are set to appear in the third season of Avengers Assemble. The Inhumans are introduced into the Marvel Cinematic Universe in the second season of Agents of S.H.I.E.L.D. They are revealed in 'Who You Really Are' as part of an experiment by a rogue faction of the Kree to create genetically altered soldiers on various planets. The Inhumans are the only surviving specimens as the rogue Kree faction was killed by the Kree Emperor continuing the Terrigenesis with the remaining Diviners. Film[edit] A Marvel Knights Animation motion comic DVD was released on April 23, 2013.[54] A trade report in March 2011 said Marvel Entertainment is developing an Inhumans film.[55][56] In November 2012, Stan Lee reported that the film is in development.[57] In August 2014, it was reported that Marvel was moving forward with the development of an Inhumans film, with a screenplay written by Joe Robert Cole.[58] In October 2014, Marvel Studios confirmed Inhumans, with a release date of November 2, 2018.[59] The date was later pushed back to July 12, 2019.[60] Video games[edit] The Inhumans appear in Marvel: Ultimate Alliance. They offer the heroes Atillan (the version that is located in the Blue Area of the Moon) as a temporary headquarters after Doctor Doom acquires the power of Odin and uses it to reshape Earth. After Medusa is corrupted by Doctor Doom, Triton, Crystal, and Gorgon go to Earth to fight Doctor Doom and are not heard from for the rest of the game. Vision later mentions that they may have been 'inducted into Doom's army' consisting of various other corrupted heroes that the players must fight before facing Doctor Doom himself. Black Bolt, Gorgon, Karnak, Crystal, Thane, and Medusa are unlockable as playable characters in Marvel: Avengers Alliance. Black Bolt is a playable character in Lego Marvel Superheroes. Music[edit] In his book Kiss and Make-Up, Gene Simmons writes that his make-up was taken from the bat wings of Black Bolt. See also[edit] Eternals Deviant Dark Riders X-Men |
MarvelAvengers chapter 3 . 7/1/2015 Universal Inhumanos [ editar ] En la Tierra, el Cuatro Fantásticos encontrar un grupo interestelar de Inhumans formado a partir de los Centauros, los Fantasmas , la Kymellians y los Badoons . Estos nuevos Inhumanos revelan que los Kree experimentó con otras razas interestelares, aparte de los seres humanos, y los métodos distintos de las Nieblas Terrigen utiliza. Los Inhumanos Universal resultantes se han unido y viajó a la Tierra en busca de Negro Bolt, que ellos creen que conducirá a su pueblo colectivos en una adquisición posterior de la Tierra. [30] Cuando Rayo Negro regresó, los Inhumanos Universal llegan en la luna de la Tierra donde una profecía gira en torno a las cuatro ciudades se reveladas. [31] Juntos van a la Tierra para derrotar a los cuatro cañas del Consejo Interdimensional. [32] [33] [34] Mientras tanto, la Inteligencia Suprema resucitado ordena la Kree para lanzar un ataque para destruir la Tierra y los Inhumanos en un intento por evitar que la profecía genética que se produzcan. Ellos son repelidos con los Inhumanos en su persecución. [35] [36] [37] [38] [39] Infinity [ editar ] Durante los acontecimientos de Infinity , Thanos y sus fuerzas atacan Attilan y ofrecen de preservar a la ciudad a cambio de un tributo: la muerte de todos los Inhumanos entre las edades de 16 y 22. Rayo Negro conjetura que la oferta es un ardid para ocultar el hecho de que Thanos realmente desea la muerte de Thane, un joven de medio Inhumanos que había engendrado a años anteriores. [40] La búsqueda de Thane revela finalmente que las tribus inhumanas secretas han existido en la Tierra desde hace años y se apareó con su población, produciendo una serie de aparentemente -Normal humanos que poseen genes Inhumanos latentes. [41] En respuesta a la amenaza de Thanos, Rayo Negro y Maximus evacuar Attilan antes de destruirlo como una muestra de desafío. [42] La destrucción de la ciudad activa el Terrigenisis Bomba, una creación de Maximus, que se propaga la Terrigen niebla en todo el mundo y activa habilidades especiales dentro de numerosos seres humanos inocentes que eran descendientes inhumanos. [43] Inhumanidad [ editar ] Durante la inhumanidad historia, Karnak fue dejado cicatrices mentales por dichos eventos y comenzó la destrucción de la Upper West Side de Manhattan, balbuceos y sollozando incontrolablemente. Él fue detenido por los Vengadores . En la Torre Stark , Karnak explicó a los Vengadores lo que sucedió durante su pelea con Thanos y lo que significó para los Inhumanos. Cuando él estaba cuestionando a sí mismo por la razón de Rayo Negro para difundir las Nieblas Terrigen y lo que sucederá después, Karnak tuvo una revelación en la que finalmente vio 'la falta en todas las cosas.' Le dijo a la medusa que estuvo presente durante el interrogatorio que tenía que olvidar todo lo que creía saber, ignorar los instintos, y olvidar el pasado. De lo contrario, todo se perdería. A raíz de esta revelación en la que afirmó que era demasiado tarde para desaprender toda una vida de errores, Karnak rompió la ventana de su celda de contención y saltó de la Torre Stark suicidarse. [44] El Avengers AI encontró con una anciana viuda llamada Doris quien cumplió al abogado Matt Murdock en busca de ayuda después de que su banco ejecutó la hipoteca de su casa. Después de haber estado expuesto a la Terrigen Mist, ella transforma en una criatura de pulpo con masas de tentáculos en lugar de las armas. Ella atacó la Vengadores AI antes de ser persuadido para pasar por Doombot . Doris luego se quitó de piezas desconocidas con Medusa. [45] |
NOVELSLARRYNIVEN chapter 3 . 7/1/2015 Martian: 323PAGES ON THIS WIKI Edit Comments0 Martians are primitive but intelligent humanoids who lived beneath the sands of Mars. Martians burst into flames when brought in contact with water. Martians killed many of the early human explorers on Mars, principally because they concealed their existence, and they weren't suspected. The Martians were wiped out when Jack Brennan caused an ice asteroid to crash into the surface of Mars, raising the average humidity of the atmosphere.[1] Some Martians still exist on the 'Map of Mars' on the Ringworld. ReferencesEdit Protector (novel) Categories: Races Add category Showing 0 most recent 0 comments |
NOVELSLARRYNIVEN chapter 3 . 7/1/2015 ConceptsEdit In addition to the two aliens, Niven includes a number of concepts from his other Known Space stories: The Puppeteer's General Products hulls, which are impervious to any known force except visible light and gravity, and cannot be destroyed by anything except antimatter. The Slaver stasis field, which causes time in an area to stand still; since time has for all intents and purposes ceased for an object in stasis, no harm can come to anything in its field. The idea that luck is a genetic trait that can be favored by selective breeding. The tasp, a device that induces a state of extreme pleasure in the pleasure center of the brain at the push of a button; it is used as a non-harmful method of debilitating its target and is extremely addictive. If the subject cannot, for whatever reason, get access to the device, intense depression can result, often to the point of madness or suicide. Boosterspice, a drug that extends human life to near immortality. Impact armor, a flexible form of clothing that hardens instantly into a rigid form stronger than steel when rapidly deformed, similar to certain types of bulletproof vests. Hyperdrives allow for faster-than-light travel, but at a rate slow enough (1 light year per 3 days, ~125c) to keep the galaxy vast and unknown; the new Quantum II Hyperdrive, developed by the Puppeteers but not yet released to humans, can cross a light year in just 1.25 minutes (~425,000c). Near instant point-to-point teleportation is possible with transfer booths (on Earth) and stepping disks (on the Puppeteer homeworld); on Earth, people's sense of place and global position has been lost due to instantaneous travel; cities and cultures have blended together. A theme well-covered in the novel is that of cultures suffering technological breakdowns who then proceed to revert to belief-systems along religious lines. Most Ringworld societies have forgotten they live on an artificial structure, and now attribute the phenomena of their world to divine power. MovieEdit Larry Niven reported in 2001 that a movie deal had been signed and was in the early planning stages. There have also been many abortive attempts to adapt the novel to the screen[1][2]. In 2004, the Sci Fi Channel reported that it was developing a Ringworld miniseries [3]. Other ringworlds in fictionEdit In the 1980s a role-playing-game based on this setting was produced by Chaosium named The Ringworld Roleplaying Game. Tsunami Games released two adventure games based on Ringworld, Ringworld: Revenge of the Patriarch in 1992 and Return to Ringworld in 1994. Some of Iain M. Banks' novels of The Culture involve smaller circular structures called Orbitals, a few light-seconds in diameter; their day-night cycle is inherent in their rotation. The plot of the first-person shooter Halo for the Xbox also takes place on an artificial ring structure. Given its dimensions (10,000 kilometers in diameter) it is more like Banks' Orbitals than Niven's much larger Ringworld. There is a Ringworld system tile created for the boardgame Twilight Imperium on BoardGameGeek[1]. There is a Ringworld-like structure in the Tre'illica system in the video game Escape Velocity Nova; also, in the game, Earth has a ring structure built around its equator. In an episode of Megas XLR, 'Buggin' the System', Coop and crew visit a deserted Niven ring which holds a library containing information on every known species living in the universe, as well had large buglike creatures living underneath its surface. Walter Jon Williams' Dread Empire's Fall series has each planet in that empire with an orbital ring station around its center, connected by towers to the planet (also called a space elevator). The ring has a stationary and a rotating part, generates huge amounts of power, houses millions of people, docks ships to keeps them individually from having to use energy to take off and land on the planets, and uses the 2nd, outer, moving ring section to launch ships. See alsoEdit Culture Orbital Planets in Science Fiction Known Space Megastructure Dyson Sphere Halo (megastructure) ReferencesEdit 'Ringworld Movie Around the Corner' from 'Ringworld Movie News' from Known Space: The Future Worlds of Larry Niven . ?aff_id0&this_catTelevision&actionpage&type_id&cat_id270355&obj_id41212 External linksEdit Physical parameters of the Ringworld Template:Start box Template:S-awards Template:Succession box Template:End box Template:Ringworldseries Categories: Novel Add category Showing 0 most recent 0 comments |
NOVELSLARRYNIVEN chapter 3 . 7/1/2015 Slaver Sunflower: 323PAGES ON THIS WIKI Edit Comments0 Sunflower From the video game Ringworld: Revenge of the Patriarch. The Slaver Sunflower is a plant engineered by the Tnuctipun during the reign of the Thrintun, with the purpose to serve as a defensive weapon, and are to be found throught the planets dominated by the Thrint Empire.[1] The Sunflower blossom tracks with the sun, while its petals absorb sunlight. The center of the blossom is a highly reflective surface that can burst at a target the light stored in fatal beams.[1] ReferencesEdit 1.0 1.1 Concise Encyclopedia Categories: Flora Add category Showing 0 most recent 0 comments Stage Tree: 323PAGES ON THIS WIKI Edit Comments0 Stage tree From the video game Ringworld: Revenge of the Patriarch. The Stage Tree is descented from the Mpul tree, genetically engineered by the Tnuctipun during the Thrint Empire, and is found throughout the Empire worlds.[1] The trunk consists of solid rocket fuel.[1] ReferencesEdit 1.0 1.1 Concise Encyclopedia Categories: Tree-of-Life: 323PAGES ON THIS WIKI Edit Comments0 Tol-leaf Tol-root Tree-of-Life is a perennial bush native to the Pak homeworld. The bush is found on Earth as yam, but the virus did not survive. When grown with Thallium oxide the Tree-of-Life root is infected with a symbiotic virus.[1] Its smell is unnoticeable or unpleasant to breeders until they reach about 35 Pak years (or 42 human years[2], i.e. early middle age); after that, the smell suddenly becomes irresistible.[2] Even if too old, hominid breeders are still irresistibly attracted to the root's smell. The breeder gorges on the root, infecting himself with a symbiotic virus in the root and triggering the transition; an enzyme works profound changes at the cellular level of the Pak causeing apparent, emotional and intellectual transformations.[2] The age window for the metamorphosis is relatively narrow. If a breeder is just a few years past early middle age, the virus in the root will kill him instead. (This is not a problem on the Pak homeworld, where Tree-of-Life is readily available to any breeder that reaches the age of transition.) After consuming Tree-of-Life root, Pak breeder forms (and their offshoots, such as humans) turn into the Pak Protector form. Once the transformation is complete, a Pak Protector must periodically consume more Tree-of-Life root to maintain the virus in its body. Without the virus, the protector will weaken and die. A protector can survive indefinitely on Tree-of-Life root, although it can eat other types of food provided Tree-of-Life root is a regular part of its diet. ReferencesEdit Database 2.0 2.1 2.2 Concise Encyclopedia Categories: Flora Add category Showing 0 most recent 0 comments Anonymous User Log in? |
NOVELSLARRYNIVEN chapter 3 . 7/1/2015 Rishathra: 323PAGES ON THIS WIKI Edit Comments0 Rishathra is a term used to describe interspecies sex between hominids on Ringworld. It is used as a way of sealing contracts and agreements. Categories: |
Wing Commander chapter 3 . 7/1/2015 Double Helix: 888PAGES ON THIS WIKI Edit Talk0 The Double Helix are an alien race with whom the Confederation made contact in 2654. DescriptionEdit Not much is known about the Double Helix. They are carbon-based arthropods who employ the use of scent and pheromones in order to communicate with each other. They are known for their signature double helix-shaped spacecraft, for which they are named for. They are known to be a spacefaring race, but due to limited contact with the species, it is unknown if they have created jump technology as both humans and the Kilrathi have.[1] HistoryEdit Humanity first encountered the Double Helix on 2654.072 when their presence was detected by a Terran Confederation space probe H227. However, with the Kilrathi War in full swing, humanity forgot about the race and never established direct contact with them until the year 2681. Dr. Justin Klein used holo-link transmissions to speak to the Double Helix, only to die from cerebellum damage when the Freneli-complex harmonic samples used by the Double Helix to communicate damaged his brain. When humanity announced the race's discovery to its people, they refused to reveal this incident, and they worked to find the right harmonic filters in order to talk to the race without risk of death. ReferencesEdit Claw Marks |
Wing Commander chapter 3 . 6/29/2015 Personality Edit Blair tenía un huérfano, la infancia complicada. Tenía un profundo sentido de la ética personal. Él era reservado, sobre todo en cuestiones personales, y era muy sensible a las observaciones y comentarios inapropiados acerca de su familia. Aunque reservado, solía decir lo que piensa. Debido a su difícil infancia, él no la bienvenida preguntas personales. [20] Como piloto, Maverick confiaba, enfocado, disciplinado y creativo y respondió bien a la crítica. A pesar de que entiende el trabajo en equipo, que ha obtenido mejores resultados cuando se les permite tomar la iniciativa. Su talento flighting sugerido potencial de liderazgo, aunque no es un líder natural. Él estaba controlada y disciplinada en la cabina, pero encantado tener un grado razonable de autonomía misión. [20] Maverick vio Maniac tanto como su amigo más cercano y un rival personal, sintiendo el respeto mutuo y la confianza; su cooperación sacó lo mejor en el otro, por lo que un equipo de vuelo notable, suponiendo que son inmejorables. [20] Behind the scenes Edit Homeworld Edit Hay una discrepancia en su planeta natal, algunas fuentes afirman que estaba en la Tierra (racha de la Victoria, La Saga Kilrathi), otros dicen que fue en Nephele Nephele o II. El precio de la novela Libertad sugiere que él era un inmigrante de Nephele II que habían elegido recientemente para mover allí, y el Wing Commander: The Movie novela sugiere que era nativo de Nephele desde la infancia. Tanto Nephele Prime, y Nephele dos son a la vez que se refiere como 'Nephele'. Para ser más precile la novela y la película Pilgrim Verdad Unidos nunca específicamente que nació el Nephele pero que era el único hogar que nunca conoció (aparte de un breve tiempo de Perón como un niño), y que su tío tiene una granja Ya está. Fecha de Graduación Edit Hay algunas discrepancias a cuando se graduó de la academia / Flightschool, etc. Algunas fuentes lo sitúan en torno a 2653 (La Saga Kilrathi), otros lo sitúan en torno a la primera parte de 2654. Esto no es en su totalidad una discrepancia en la que es posible que terminó su último año a bordo del TCS Formidable en 2653 y luego las ceremonias de graduación se encontraban en 2654. Parte del problema se reduce a cómo las clases se establecen en la academia también. Con el primer año, el segundo año, y el año en tres sets sobre todo a Hilthros y último año viajando alrededor en otros buques; Los años de la Academia . El Comandante de la Academia ala suma al problema en el que se pone un poco de la academia a bordo del TCS Tiger Claw (cuando otras cuentas en los juegos o material de película no tienen lo de poner un pie en él hasta después de la Academia). Este problema también afecta a Maniac bio 's también. El retcon mover gran parte de la Academia en el Período de campaña Vega provoca una serie de otros temas. Más allá de que hay discrepancias sobre si el programa de la Academia fue un programa de dos o tres años acelerado o un proram de cuatro años, que se suma a la confusión. Name Edit Debido a que Blair es Wing Commander personaje del jugador 's, que no tenía nombre oficial para las dos primeras entregas de la serie; el jugador se le permitió personalizar el nombre e indicativo de llamada del personaje. Origin Systems biblia 's de la casa se refirió a él como ' Bluehair ', una broma sobre el uso artístico de reflejos azules en su pelo oscuro, resultado de la iluminación de la garra del tigre . El nombre por defecto del carácter por el programa (por ejemplo. Al saltar misiones por un tramposo) era 'Bluehair' Nuestro héroe Wing Commander I & II: La Guía de Estrategia de Ultimate (1992): el nombre de la protagonista dieron como Carl T. LaFong (bromista). Este personaje es tratado como como el carácter independiente de la estrella * Soldado que pasó a servir junto a Christopher Blair y Todd Marshall. El libro trata el juego en sí como una combinación de diferentes historias de diferentes pilotos de muchas fuentes y batallas durante la guerra, se convirtió en un holo-vid por Tristam Roberts . Como tal, los 'jugadores' podría ser 'alguien' más o menos. Wing Commander I & II: La Guía de Estrategia de Ultimate (1992): el nombre protagonista se da como Pitak Puzaki para la estrella del Hubble y la cocina del infierno misiones. Él sirve a bordo del TCS Garra de Águila . Tratado como un carácter alternativo, y una adición a la vid-juego sugiere Tristam Roberts por Carl T. LaFong . Versión SegaCD (1994): Cuando las escenas de corte de voz requiere un nombre estándar, esto fue dado como 'Hotshot'. Como nota de curiosidades, en el manual de Saga Kilrathi Larry 'Tooner' Dibbles refirió a Blair como 'Hotshot' en la academia (aunque varios estudiantes estaban compitiendo por el título). Japonés versión Sega MegaCD: Fue nombrado Lyle Starbuck Súper Wing Commander (1994): El protagonista se llama Jason Armstrong (Maverick). Star * Soldado también hace Armstrong un carácter independiente para Maverick que existía en la misma época, y escribió otro libro de memorias de la época. Wing Commander III: Corazón del tigre (1994): Se le llama 'Blair', según un rumor de ser un acortamiento de 'Bluehair' desde el primer juego. También se le dio el nombre de 'Christopher' en honor del creador de la serie Chris Roberts . El jugador todavía se le permite asignar un indicativo. Kilrathi Saga (1996): En los lanzamientos de WC1 y WC2, el reproductor por defecto a Blair y Maverick en WC1, y también el primer nombre de Christopher en WC2. Maverick es indicativo defecto en WC3. Wing Commander IV: El precio de la libertad (1996): El jugador se le permite asignar un indicativo. Wing Commander Academia (1996): El protagonista de la serie se conoce como Christopher Blair (Maverick). Wing Commander Profecía (1997): El indicativo Maverick se menciona. William R. Forstchen novelizaciones 's lo describieron como el uso de la llamada 'Maverick'. Wing Commander película (1999): Blair es llamado con su nombre completo solamente, su indicativo 'Maverick' nunca se escuchó. La biblia serie indica que otros candidatos a la señal de llamada de Blair incluyen 'Falcon' y ' Phoenix ', el último de los cuales vio imprimir en la novela End Run (Hough no necesariamente el mismo carácter). El indicativo 'Maverick' es ampliamente utilizado en las publicaciones finales. Por último, durante el curso de Wing Commander III , Blair descubre que él es titular del juego del corazón del tigre, y en el The Price of Freedom novelización utiliza esto como una señal de llamada pública (no inusual, como señales de llamada son otorgados generalmente por compañeros pilotos o instructores para empezar). En Pilgrim Verdad , la segunda novela de una trilogía abortiva basado en Wing Commander película , Blair adopta el indicativo ' Peregrino 'en un reconocimiento de sus raíces étnicas. Christopher Blair, Carl T. LaFong y Armstrong como personajes separados Edit Carl T. 'bromista' LaFong fue creado para el Wing Commander I & II: La Guía de Estrategia último como protagonista y narrador. Él representa a la actual 'verdad' canónica detrás de los dos primeros juegos, mientras que los juegos en sí son tratados como una 'adaptación' de su carrera; como tal, está representada por el (sin nombre) personaje del jugador. El libro tiene detalles de los antecedentes de LaFong fuera de los juegos, como su inscripción a la Academia, sus estudios, su vida entre algunas misiones y los dos partidos, y su retiro. Bromista es referenciado como un personaje canónica independiente junto Maverick (Blair) y Todd Mariscal (Maniac) en Star * Soldado en la página 7; 'El Rapier II reemplazó al envejecimiento CF-117 en 2654 y de inmediato hizo un impacto:. Dragón, Bandit, Maverick, Maniac, bromista .. un número desproporcionado de los mejores veinte ases de la guerra sirvió con escuadrones Rapier II' De acuerdo con las notas escritor y diseñadores para la comprensión de esta referencia; 'Bromista' - Esta no es la última vez que usted verá esto: tan terrible como es, me parece la idea de que Carl 'bromista' LaFong (el personaje de la Guía de Estrategia I & II Último Wing Commander) y Chris Blair son dos personas diferentes hilarous '. [85] Se hace otra referencia en la página 26 de la estrella * Soldado 'La pura euforia con la que Marshall dice a sus historias de guerra da su libro una ventaja sobre los gustos de Armstrong y LaFong. ' -Michael Gallagher Esta referencia se explica por los diseñadores y escritores como tales; 'Armstrong y LaFong' - Me encanta este broma y yo nos la sensación de que todos los demás lo odia. Armstrong y LaFong eran nombres alternativos para Blair, que se utilizan en el Super Wing Commander y el Wing Commander I & Guía de Estrategia de Ultimate II respectivamente. Esto es en realidad dirigía un libro de verdad, ya que la presunción de que esta última guía es que LaFong ahora octogenerian ha escrito sus memorias y que ellos están leyendo. Sorta contradice la muerte de Blair, también, si son el mismo personaje .. El personaje del jugador en la serie fue posteriormente canonizado como ' Christopher Blair 'en Plantilla: Wc3 ya partir de entonces, los personajes han ido distanciando y Blair se desarrolló un fondo diferente. En la Saga Kilrathi Manual hay algunas referencias a la Guía , ya mencionados para referirse a Blair, al igual que los términos ' Hilthros 'y' Clase 201a 'y referencias de Raymond Blakely y Michael Anthony como compañero de habitación de Blair, y las versiones Saga Kilrathi de WC1 y WC2 defecto es el nombre de Blair y Maverick indicativo. Parece que los Saga versiones manuales y Kilrathi Saga de los juegos destinados a fusionarse LaFong y Blair o simplemente cambiar el nombre LaFong como Blair. Mientras Star * Soldado de nuevo los hace distintos personajes que a menudo sirvieron juntos. La comprensión de la vanidad detrás de la primera mitad del libro (en relación con el material WC1) es que LaFong está contando su historia, no necesariamente la historia de Blair aunque sirvieron |
Wing Commander chapter 3 . 6/29/2015 Pilgrim/Kilrathi Alliance Edit Blair en diligente Piloting the Diligent Finally as a 1st Lieutenant , he and Maniac were transferred to the Claw in the Vega Sector as replacemnet pilots. While being transported by the Diligent , he received a call from Admiral Geoffrey Tolwyn , transmitting him top secret information and ordering him to deliver the encrypted communications chip to Captain Jason Sansky . Tolwyn also mentions that he fought with his father in the Pilgrim Wars . Hearing these news, Captain James Taggart decides to arrive earlier than scheduled and sets course for the gravitic anomaly Scylla which connects directly with the Vega Sector. Blair displayed his dormant Pilgrim talents by instinctively punching the correct coordinations to jump the dangerous anomaly, making their way to Enyo and the Claw . At the Claw Edit Blair se reúne ángel First unhappy meeting with Angel On the Claw , Blair delivered Tolwyn's communique to Sansky, and was met with some scepticism because of his Pilgrim heritage, especially by XO Commander Paul Gerald . In the hangar he boarded his Rapier and was provoked by a woman, whom he thought a technician, before realising she was Lieutenant Commander Jeannette Devereaux , his Wing Commander . Blair found a hard time to understand the custom of 'disremembering' dead pilots, like Bossman whom he came to replace and he caused some friction between Hunter and Devereaux. After these events, Maniac reminded him to remove the Pilgrim Cross , which Blair already had promised, as it brought him trouble. Blair decided to visit Taggart in his quarters who told him more about the Pilgrims. Taggart invited Blair to the bridge where he displayed his experience (actually Pilgrim talents) to jump a pulsar and lead the Claw at the Ulysses Corridor . Contra concom Blair and Angel against the ConCom. Blair flew under Angel to investigate the debris of the Pegasus Station in the D-5 asteroid field , but they revealed their presence to a Kilrathi Thrakhra -class ConCom . On the Claw , Blair was considered responsible by Gerald, even as a traitor; Sansky ordered a new operation against the ConCom. Blair was assigned to the Baker Wing with Hunter, but as he denied to fly with a Pilgrim as his wingman, Blair was assigned Baker 2 under Angel. Then it was realised that Kilrathi capital ships were moving against the Claw . Angel then changed her plans and Blair with Maniac covered Broadswords against a Sivar -class battleship which Taggart managed to destroy. However on the way back Forbes lost control of her Rapier and crashed outside the corridor. Blair held Maniac back while he was running towards the vacuum, and then dissuaded Angel from shooting Maniac as responsible. The Claw descended in an asteroid crater and launched a decoy to lead the Kilrathi battle group away while it performed repairs. However a Destroyer nuked every crater at random, causing the hangar door to breach sucking Blair towards space; pilots acted nonchallant and Maniac had to save him alone. Blair then convinced Angel to forgive Maniac, as his talents were useless with Forbes' death in his conscience. Blair embarque When the ConCom approached the Claw' s hideout, Taggart organized a boarding mission. Pilots and Confederation Marines boarded the Diligent and broke into the ConCom to steal fuel cells. Following Taggart's instructions, Blair discovered the Pegasus Navcom AI and understood that the Kilrathi had the coordinates to Charybdis and a way to Sol Sector . This information would give the advantage to the TCS Concordia battle group as they would know where exactly to anticipate the Kilrathi. However the drones could not be programmed, so Blair was asked by Taggart to pilot a fighter and jump the Charybdis. To give him courage, he revealed his Pilgrim's Cross. When outside, Angel leaves Blair, as she had to hunt down a cloaked skipper missile running towards the Claw . Angel managed to destroy it moments before hitting the Carrier, but damaging her fighter severely, and ordered Blair to continue with his mission. Snakeir en scylla Reluctantly, Blair complied and jumped the quasar, making it to the Sol sector, followed by a Snakeir -class . Blair transmitted the coordinates while evading its fires. As Tolwyn was targeting at the coordinates, he could not afford sending support to Blair. Blair however lured the Snakeir towards Scylla ; the Kilrathi Admiral, thinking that he leads them towards the Terran fleet followed Blair, only to be sucked by the anomaly, too late to reverse the engines. Blair se reúne Tolwyn Meeting Tolwyn Kilrathi ships emerged from the jump point one by one just to be destroyed under the fire of the Confederation ships. Blair was soon tractored and taken to the Concordia to meet Tolwyn. He learned that the Claw arrived to Sol and Angel had been rescued. Blair arrived to the hangar where Paladin brought Angel; as soon as she recovered shed shared a kiss with Blair, before being taken by the medics. |
Wing Commander chapter 3 . 6/29/2015 Joor'ath nar Kiranka 887 PAGES ON THIS WIKI Edit Talk 0 Joor'ath nar Kiranka was a Kilrathi Emperor and ancestor of The Emperor , the last emperor of Kilrah . The quote: 'The warrior who obeys can never be dishonored' were famous words of the Emperor Joor'ath. |
Wing Commander chapter 3 . 6/29/2015 Firekka 887 PAGES ON THIS WIKI Edit Talk 0 Firekka Astronomy PlanetsFirekka Astrography SectorEpsilon Sector [1] Jump linksAntares , Corsair [1] Firekka is a star in the Epsilon Sector [1] and Antares Sector . [2] References Edit 1.0 1.1 1.2 Chris McCubbin , Official Authorized Wing Commander Confederation Handbook , History of the Terran-Kilrathi War Wing Commander I , Firekka series ( Mission 1 ) |
Wing Commander chapter 3 . 6/29/2015 Kilrah 887 PAGES ON THIS WIKI Edit Talk 0 The planet Kilrah is the homeworld of the Kilrathi race and as such, the capital of the Kilrathi Empire . Contents [ show ] Background Edit Kilrah is a semi-arid world of rolling savannas and smoking volcanoes. [1] It was located in the Kilrah system within the Kilrah Sector and has two small moons, Igrathi and Largkza . Both moons serve as construction centers for the Kilrathi's massive space fleet. Kilrah was home to billions of Kilrathi citizens and soldiers, as well as the home base of its massive armies. Dozens of space stations and hundreds of warships were stationed around Kilrah, with their fearsome crews dedicated to the extermination of all opposing races across the galaxy. |
Wing Commander chapter 3 . 6/29/2015 Evolution Edit The Kilrathi race evolved on the harsh, arid planet of Kilrah. Their ancestors were among the fiercest predators of the planet. On the other hand Humans were also predators, but hunter-gatherers. The Kilrathi reached the top of the food chain much quicker than proto-humans did. [1] Before achieving sentience, at least 10 million years ago, Proto-Kilrathi performed ambushes. Hunting packs concealed themselves along known game-trails and attacked herds of food-animals, specifically the weakest, most vulnerable prey, in a coordinated manner, using only instinct and natural weaponry (Humans on the other hand did so when they achieved sentience and and used weapons 3-4 million years ago). [1 It is theorized that, typical of pack-hunters, presentient Kilrathi displayed dominance patterns: a smaller/inferior hunter would respond submissively to any challenge from a dominant pack-leader, a behavior still underlying modern Kilrathi institutions, beginning with the Imperial Throne. To counter this submissive behavior, which is unacceptable in warfare, the Kilrathi civilization employed the construct of honor thus engaging lesser warriors to engage more potent enemies; honor obliges a Kilrathi to answer a challenge to combat to the death (backing down is punishable by death). This gave room for traps veiled as challenges. [1] Intelligence itself emerged at first as a means to enhance the Kilrathi natural hunting abilities and to preserve them from the dangerous environment of their planet; they started to build tools and traps to capture their prey, but also shelters where to take cover during the volcanic eruptions that often rained acidic ash on the surface of Kilrah. Due to their fierce territoriality and the growth of their communities, which required larger territories for hunting, the Kilrathi soon learned that creating weapons and traps to kill other members of their species was as easy as preparing new tools for hunting. The race remains a predatory species, only magnified to a galactic level; they attack and claim their opponents in the far reaches of space and take by force those who do not bow to them. [2] Because of the above, pack-hunting tactics remained very deeply ingrained in their nature. It is the paradigm they will turn to under stress, or when they have the advantage. Natural guerrilla fighters, they are naturally predisposed to attack over defense, and to ambush over attack-in-force. They are most comfortable in groups of 3 or more, feel more courage (even suicidal) and engage numerically superior forces. However, a single or two Kilrathi will tend to avoid contact. Because of their natural inclination to group tactics, Kilrathi are not prone to insertion operations involving a single individual, such as sabotage or espionage. A lone Kilrathi is normally a decoy luring opposing forces into an ambush situation. [1] Their tendency to fixate on the most vulnerable/wounded prey/enemy and pursuing it to the death, means ignoring more dangerous opponents ('blood frenzy'). Early in their social development, this behavior was deemed strategically inappropriate as the most dangerous adversaries remained. One of the central principles of all Kilrathi tactics therefore became the focus against the strongest asset first. However this left open the possibility of deceiving them by feigning the strongest asset, or allowing a coordinated attack on the flanks while they are concentrated on the primary target. [1] In order to prevent instinctive hunting behavior, endangering a strategic mission, orders to inferior warriors are specific, not open to interpretation. Imagination and creativity are only encouraged in senior commanders and nobles. An adversary, once determining the force's mission goals, might manage to make them unachievable, throwing it to a complete chaos. [1] |
NOVELSLARRYNIVEN chapter 3 . 6/25/2015 Gilkarg nar Kiranka 887 PAGES ON THIS WIKI Edit Talk 0 Gilkarg nar Kiranka RankKalralahr GenderMale RaceKilrathi BirthplaceKilrah Died2654 Appearances First appearanceAction Stations Last appearanceWing Commander IV: The Price of Freedom Gilkarg nar Kiranka was the former Crown Prince of the Kilrathi Empire and Kalralahr of the Kilrathi Armada. History Edit Gilkarg nar Kiranka was the son of the Emperor Joor'rad nar Kiranka and as such, the Crown Prince and legal heir to the throne during the 2600s. He fathered two sons to succeed him, his elder son Ratha and Thrakhath . Gilkarg had already risen to the rank of Kalralahr of the Kilrathi Fleet by the year 2634, the year in which the Kilrathi War broke out. Envious of his father's glory during the Kilrathi-Varni War , he pushed politics towards war with the Terran Confederation in order to achieve his own glory. [1] Gilkarg had a strong hatred for the humans of the Terran Confederation , and was charged with leading the assault that would destroy their empire. His first step in this grand plan was an attack on the human colony of McAuliffe , located on the frontier of the Vega Sector . Gilkarg kept the attack secret until he could unleash his full fury on the human colonies at McAuliffe. It was this expert secrecy that prevented the Confed Fleet from discovering that the fleet they were expecting was four times its expected size. When the attack was launched, Gilkarg used shield-piercing torpedoes and an enormous number of starfighters to decimate Confed forces. After four days of intense fighting, several Confed ships are destroyed, but so are many of Gilkarg's, so he retreats to reorganize his forces. Despite a formidable and devastating resistance from the Confed Fleet, McAuliffe eventually falls and 250,000 colonists are imprisoned. The Enyo Engagement was also fought around this time, resulting in the fall of Enyo and the capture of another 250,000 colonists. All of these prisoners would be massacred by orbital guns if approached by Confed. Despite Gilkarg's mounting success, he lost his son Ratha to Confed pilot Vance Richards , who would one day rise to the rank of Admiral. Ratha ejected, but out of contempt and disgrace he removed his helmet and died in space. Thrakhath became Gilkarg's sole heir as a result of this loss. Gilkarg's success did not last forever, though. During the year 2639, Confed mounted a counterattack against the McAuliffe occupational forces. A large flight of Raptor Heavy Fighters laid a large array of Porcupine Mines around one of the system's primary jump points, forcing the Kilrathi to back off. The Kilrathi fought off the Raptors when suddenly the mines were remotely detonated. The mines were just a ploy to clear Confed's route into the system, as the entire fleet poured into McAuliffe's skies within moments after the detonation. Within a few hours Gilkarg's fleet and orbital guns were annihilated, forcing the Kilrathi to retreat while the vast majority of the colonists were liberated. Gilkarg ultimately lost McAuliffe, but he was not finished with humanity. Even after his defeat, he continued to formulate plans to claim the ultimate prize: Earth . During the 2650s, the Kilrathi waged war against humanity in the Vega Sector in what became known as the Vega Campaign . The Terran Confederation ultimately won that battle with the Kilrathi defeat at Venice System in 2654, effectively forcing the Kilrathi to abandon the Sector. [2] However, Kalralahr Gilkarg was in the Sector at the time and was not ready to surrender. On the Kilrathi colony of Warhammer XII , Gilkarg commissioned the Gravitron Weapon , a device that when launched into a planet's atmosphere increased its gravitational field 137 times, annihilating everything on the surface. Gilkarg attached the weapon to the newly-commissioned KIS Sivar and successfully tested the device on Warhammer XII in order to hide the evidence. The planet was left in ruins, prompting Gilkarg to use the device on the human colonies. In the Epsilon Sector , Gilkarg used the device on the colony of Goddard , destroying it completely and killing 250,000 human colonists. Gilkarg then pulled back the Sivar Fleet to prepare for future attacks on the colonies. Gilkarg had hoped that with the Sivar and its weapon, he could blast his way towards Earth. However, Gilkarg was unprepared for what happened next. In retaliation for the disaster on Goddard, the Confederation sent the famed TCS Tiger's Claw to intercept the prototype ship and its weapon behind enemy lines in what became known as Operation: Thor's Hammer . They managed to destroy all of its escorts and a Supply Depot . Finally, the ship itself (dubbed ' Sivar ') was spotted, and the Claw took immediate action against it. Famed human pilot Carl T. LaFong and comrade Joseph Khumalo , and another wing including Christopher Blair tracked down and destroyed the Sivar and the Gravitron Weapon. [3] With the destruction of this ship, Gilkarg's plans came crashing down. Gilkarg's ambition costed his father an entire strike fleet. These unacceptable failures led to his fatal 'accident'. [4] He was thrown in chains and was executed by disintegration in 2655 on his father's orders, leaving young Thrakhath to assume leadership and the throne. [5] References Edit William R. Forstchen , Action Stations , ch. 1 Template:WC , Venice series Wing Commander I , Vigrid series ( Mission 2 ) Wing Commander II: Vengeance of the Kilrathi , Tesla series ( Mission 3 ) 'Meanwhile' Wing Commander I , Vigrid series, Epilogue Categories : Kilrathi Add category |
NOVELSLARRYNIVEN chapter 3 . 6/25/2015 Variable sword 323 PAGES ON THIS WIKI Edit Comments 0 A hand weapon with a variable length blade of mono-filament or near mono-filament(such as Sinclair Molecule Chain ), protected and made rigid by a stasis field . A glowing red ball marks the extended tip of the wire/blade. [1] References Edit Database |
NOVELSLARRYNIVEN chapter 3 . 6/25/2015 Kzin 323 PÁGINAS EN ESTE WIKI Editar Comentarios 0 Mkwars3 Kzinti en la portada de Man-Kzin Wars III . El Kzinti (singular Kzin) son una raza muy guerrera y sanguinaria de felinoide extranjeros con los que los seres humanos luchan varias guerras interestelares brutales. Tácticas kzinti son algo como un gato en la naturaleza, 'Scream y salto 'ser el principal modo de ataque. Contenido [ mostrar ] Anatomía Editar Kzinti y seres humanos tienen una bioquímica similar que sugiere la existencia de un ancestro común en el pasado remoto. [1] Kzinti son más grandes que los seres humanos, de pie en torno a ocho pies (2.4 a 2.8 metros) de altura y un peso de alrededor de 200kgs [1] 500 libras. Tienen orejas grandes de membrana con piel sólo en la parte exterior de la oreja y sólo a mitad de camino hasta el propio oído, por lo general aparecen de color rosa; que pueden doblar la espalda plana contra la cabeza para la protección durante una pelea. Sus narices son de color negro. Tienen un torso fornido con una columna vertebral flexible, y grandes colmillos y garras. Se paran en dos patas como los humanos (sin digitigrade o 'hacia atrás-bending' piernas), sus pies tienen cinco dedos de los pies, las manos terminan en tres dedos y un pulgar oponible. Sus restos están desnudas y son similares en apariencia a una rata de. Están cubiertas con una gruesa capa de pelo largo (excepto las orejas, la cola, las palmas y las plantas [1] ) que viene en varias combinaciones de color naranja, amarillo y negro. Aunque abrigos negros completos son raros, y todos los que los tienen son tomadas por los sacerdotes negros. Antecedentes e historia Editar Kzinti evolucionó de una llanura de caza del gato en el planeta Kzin un planeta un poco más frío, más seco que la Tierra. La civilización Kzin estaba en medio de su período feudal medieval, cuando los Jotok comerciantes interestelares buscan mercenarios desembarcaron e hicieron sigiloso Primer Contacto. El Jotok enseñó el Kzinti cómo utilizar las armas de alta tecnología y otros dispositivos, incluyendo naves espaciales, sólo para verlos rebelde y convertirse de empleadores / maestros en esclavos (o comida). Ellos son los primeros en curso contacto alienígena que la humanidad se ha reunido en el espacio conocido universo. El primer contacto con la humanidad termina la era de oro de la paz humana. Las Guerras Man-Kzin Editar El Kzinti fueron las primeras especies exóticas encontradas por los humanos , al mismo tiempo, cuando atacaron la colonia Tierra de Wunderland , comenzando una serie de sangrientas guerras que duraron 2 siglos. [1] Un total de cinco guerras Man-Kzin adicionales tienen lugar en el momento en Beowulf Schaeffer comentó 'El Kzinti no son realmente una amenaza. Ellos siempre atacan antes de que estén listos'. [2] Con cada vez menos impresionantes ventajas logísticas y tecnológicas, los resultados de cada guerra en la confiscación o la liberación de uno o más planetas colonia por los seres humanos. En esta manera los contactos humanidad la Pierin y Kdatlyno , ex especie de esclavos, y se hace cargo de mundos como el Cañón (antes ojiva) y Fafnir (antes Shasht). Varias de las historias del Hombre-Kzin Wars representan la colonia humana más cercana a Alpha Centauri, llamado Wunderland. En tiempos de guerra, y en otros momentos, Kzinti interrogar humanos usando un dispositivo llamado la aguja caliente de la investigación . La nave pilotada por altavoz-to-animales se llama la Aguja Candente de la Cuestión de honor de este instrumento de tortura. [3] Los reveses Kzin fueron diseñadas deliberadamente por el Titiriteros de Pierson , que atrajo a los forasteros a We Made It en el primer lugar. Los Titiriteros esperaban que el sacrificio de un cuarto a un tercio de los miembros más agresivos del Kzinti con cada guerra se traduciría en una carrera más tranquila, o al menos uno que era capaz de convivir con otras especies, sin tratar de matar y comer ellos a cada paso. [4] Este cambio en las actitudes Kzin éxito espectacular, aunque los propios Kzinti no creo que muy bien de los cambios, ni del precio que pagaron para alcanzarlos. De hecho, una facción margen de la Kzinti conocido como los Kdaptists , frustrados con las inversiones de su raza había sufrido contra la humanidad, fue tan lejos como para adoptar el concepto humano que Dios había creado la humanidad (no Kzinti) a su imagen, y que Él favorece y protege los humanos sobre otras razas. Como los Titiriteros de esperar, una forma de selección 'natural' se produjo, con el más agresivo sin pensar Kzinti morir en guerras imprudentes y la Kzinti más moderado, inteligente y prudente sobrevivir, probablemente para pensar largo y tendido sobre las consecuencias de haber comenzado todavía otra guerra. En el momento en el Kzinti alcanzado el nivel de sofisticación y la previsión necesaria para ganar contra los seres humanos, ya no tenían los números o la unidad para hacerlo. En un momento, Luis Wu , durante su visita al planeta natal Kzin y acceso dado al juego del Kzinti Patriarca preservar, fue confrontado por un joven Kzin y su padre. Cuando el joven preguntó: '¿Son buenos para comer?', Luis Wu respondió con una sonrisa (Baring de los dientes siendo un reto Kzin de batalla) y el mayor Kzin respondido 'NO'. Wu reflexiona que sería más seguro para los jóvenes Kzin comer arsénico que un ser humano. Parte de la razón la humanidad es un enemigo tan peligroso es el punto ciego psicológico del Kzinti tiene hacia las hembras humanas. Desde los Kzinti han criado inteligencia fuera de sus propias mujeres, una Kzin inexpertos a veces es lo suficientemente descuidado como para dejar a las hembras humanas a sus propios recursos, por lo general con resultados fatales a que Kzin particular. Un humano femenino combate entrenado es la peor pesadilla de un Héroe. El término Kzinti para cualquier mujer soldado humano particularmente competente 'Manrret' (singular) o 'Manrretti' (plural), llamado así por un sentido del humor negro en relación con encuentros letales con el mismo. Desde el punto de vista Kzinti una resistencia de Manrret, velocidad, reflejos, la tolerancia al dolor, y la capacidad de razonamiento (mayor intuición en virtud del aumento de la interconexión entre la mitad derecha del cerebro humano femenino izquierda) son muy superiores a los de un hombre. Esto da alguna razón Kzin para considerar cada uno de los géneros de la humanidad para ser una especie exótica separadas. Al final de la última Man-Kzin guerra, alrededor de 2618, Kzin fue ocupada y desarmado por ejércitos humanos. Cultura Editar Sociedad Kzinti es extremadamente machista y agresiva [1] . El líder de la carrera se llama el patriarca, que es un título hereditario. Honor Editar El Kzin llaman a sí mismos 'Héroes' o el 'Héroes Race' y porque creen que son 'héroes', su sociedad pone un valor muy alto en 'actuar Heroica' y comportarse de una manera heroica. Para la sociedad Kzin 'heroica' significa ser honorable y tener integridad. Honor siendo más importante que el beneficio, que no mienten ni farol y las promesas son vinculantes, y el peligro personal nunca es tomada en consideración. [1] Strakh es una especie de moneda o sistema, ya favor. Por ejemplo, si el patriarca se pone la carne de un mercado de vendedores soportar el vendedor ganancias considerables Strakh que traerá honor al vendedor que le permite obtener mejores clientes lo que lleva a más Strakh, lo que da al vendedor un estatus más alto dentro de la comunidad. Las hembras Editar Una vez Kzin tuvo acceso a la tecnología de manipulación genética Jotoki, comenzaron a manipular a sí mismos con el fin de poner de manifiesto las cualidades más 'heroicos' y retroceder los no deseados. Con este fin, porque las mujeres no se valoran, excepto como portadores de los niños, la sociedad Kzin dominada por los hombres criados (la mayoría de) sus propias hembras en sub-sapiencia. Hembras kzinti (s. Kzin rett, pl. Kzin Retti) tienen un vocabulario de menos de un centenar de palabras / sonidos y comportamientos principalmente impulsado por el instinto, y son tratados como bienes muebles por los varones (s. Kzin tosh, pl. Kzin toshi). Sociedad Kzinti explica esto indicando el Dios Fanged retira almas Kzinrrets 'como castigo por un intento de rebelión contra él poco después de que él creó Kzin. Sin embargo, algunas tribus, a largo aislados del patriarcado, se salvaron las modificaciones genéticas y todavía producen hembras sensibles, así como ciertas líneas de sangre. Naming Editar Kzintoshi nacen sin los nombres que tienen que ganar a través de hechos valerosos. Son conocidos originalmente por su relación con su padre cuando son gatitos. Después de la madurez, que son conocidos por su rango o la ocupación. Un Kzin que ha realizado una gran hazaña se otorgará un nombre parcial de un superior; una mayor acción más gana un nombre completo, el segundo de los cuales es el nombre de la familia. Sólo los héroes que han ganado un nombre completo se les permite reproducirse. En raras ocasiones, un ilustre suficientemente logro ganará uno sin nombre el nombre completo de una sola vez. Un ejemplo de esto último es la concesión de un nombre completo al Entrenador-of-Esclavos, que sin ayuda pronunció un completamente funcional hyperdrive al patriarcado lo que les valió el nombre completo Graaf-Nig . [5] Una excepción a esta regla parece corresponder a los miembros de la familia -Riit, que han ocupado el cargo de Kzinti Patriarca de incontables generaciones. Estos parecen ganar nombres al llegar a la edad adulta. Sin embargo, el heredero al trono IRTI 'Pouncer', no recibe un nombre hasta que se obtuvo mediante escritura. [6] Un ejemplo de transición de nomenclatura de un Kzin sería: Descripción Nacimiento: Tercer Hijo de Khral-Hrag Descripción Ocupación: Armas-Técnico Nombre parcial: Frep-Técnico Nombre completo: Frep-Hrag Los telépatas Editar Un pequeño porcentaje de Kzinti se atrofia, y obligado a la adicción de una droga derivada de la l |
NOVELSLARRYNIVEN chapter 3 . 6/25/2015 Biography Edit Niven is a great-grandson of oil tycoon Edward L. Doheny, an important figure in the Teapot Dome scandal of the 1920s. He briefly attended the California Institute of Technology and graduated with a Bachelor of Arts in mathematics (with a minor in psychology) from Washburn University, Topeka, Kansas, in 1962. He did a year of graduate work in mathematics at the University of California at Los Angeles. He has since lived in Los Angeles suburbs, including Chatsworth, California and Tarzana, California, as a full-time writer. He married Marilyn Joyce 'Fuzzy Pink' Wisowaty, herself a well-known Science Fiction and Regency literature fan, on September 6, 1969. |
NOVELSLARRYNIVEN chapter 3 . 6/25/2015 Biology and sociology Edit Puppet 5 A Pierson's Puppeteer. Pierson's Puppeteers have two forelegs and a single hindleg ending in hooved feet and two snake-like heads instead of a humanoid upper body. The heads are very small, containing a forked tongue, extensive rubbery lips, rimmed with finger-like knobs, and a single eye per head. They use the 'mouths' to manipulate objects, as a humanoid uses hands. Each neck contains three sets of something analogous to vocal chords, making the puppeteer's lingual ability extensive. Puppeteers have no issue learning most languages spoken in Known Space, though their native language is all but impossible for other species to duplicate heads do not contain the Puppeteer's brain; it resides near the shoulder in a massive mane-covered hump from which the heads emerge. The hump features thick hair usually curled, dyed or decorated. [1] The hind leg is also used in conflicts: when a Puppeteer is threatened, it can turn its back, spin on his forelegs and lash out with the hind leg. In that occasion heads are turned backwards and spread wide, to triangulate on the target. [2] The natural odor of the Puppeteers is characteristic and reminds Humans of some spice mixtures. [1] On occasion a puppeteer will express its amusement by facing its two heads towards each other, in effect, looking at itself, an equivalent to ironic human laughter. Puppeteers are extremely long-lived, with a lifespan of at least several centuries [3] and as a result the Puppeteer homeworld has a population of over a trillion. At least one world's entire economy is put toward growing food to feed them. Almost all puppeteers rely on synthesized food, real food being a costly luxury. Reproduction Edit Тheir cycle of reproduction is unusual, similar to a digger wasp 's: the Puppeteers consider themselves to have three genders (two male, one female), except their two 'male' genders are the equivalent of human female and male (one has an ovipositor, the other a penis, of sorts) and the 'female' is the (non-sentient) parasitised host into which the ovum and spermatozoon are deposited. Male puppeteers refer to themselves as Citizens, while the smaller females are Companions. |
wingscommanderVG chapter 3 . 6/23/2015 Hopper Drive Redirected from Morvan Drive 887 PAGES ON THIS WIKI Edit Talk 0 Hopper Schematic of a hopper drive. Morvan Drives , less formally known as Hopper Drives , are antigraviton pulse generators and were the first working engines that allowed FTL travel to Terrans . The early prototypes appeared in the late 22nd century, but it was a century later when Dr. Andre Morvan hypothesized their feasibility. The hopper drive creates a powerful and focused matter-antimatter reaction, generating antigravitons that create a temporary space warp . The ship must be correctly positioned at the very edge of the reaction's event horizon, and hop across space instantaneously, across a distance of 20% to 35% of a light-year. The earliest interstellar colonists and traders used hopper drives. Terran colonists had a success rate of 91% but Pilgrims (thanks to the Compass Savant abilities) could reach a success reaching 99%. [1] Voyages still take a significant time in relation to the human lifespan. Therefore, hopper-ships are sometimes called ' sloships '. Later the drive was obsoleted by the Akwende Drive , much safer and economical, used by most star-traffic. However hopper drives were used even into the 27th century by explorer and deep-space patrol craft. Limitations Edit Space warps are localized and many hops are needed to transit between stars, resulting to an average effective rate of up to 10 times the speed of light Time must pass between each hop, more than 18 hours apart: time is needed to place a reaction-charge, to calculate the event horizon, to generate new energy from the ramscoop , and most importantly because hops disturb space and time, and both time and distance are necessary to get to a 'quiet' to hop again. Furthermore, natural conditions might delay hops much longer, resulting even to a hop per day. If the ship is positioned too close (even a little) to the reaction, it will be 'inside' the subspace when the warp closes, confined with the full force of the reaction and will be annihilated. The space warp must be created away from any gravitic distortion, otherwise it won't be closed, exposing the ship to the force of the reaction. The safe distance from Sol System for a hop, is about 1.25 times the outer limits of Pluto 's orbit. |
NOVELSLARRYNIVEN chapter 3 . 6/23/2015 Kzinti Efar:Baron Efar is a Kzin Baron on the Map of Earth on Ringworld. Returning from the annual Festival of Obedience on a cart drawn by a Human slave, he met Seeker-of-Vengeance and Quinn. Pretending to be Seeker's slave, Quinn asked him about that world and Efar told them about the Kzin telepath who self-proclaimed to be Patriarch of the land. |
NOVELSLARRYNIVEN chapter 3 . 6/23/2015 Gummidgy is a jungle world popular with hunters. It is home to the Gummidgy Orchid-Thing, a sessile carnivore which hangs from trees and is a popular trophy for the wealthy. It orbits CY Aquarii,[12] a blue giant SX Phoenicis variable star; due to the resulting high levels of ultraviolet light, most humans (except Jinxians) require melanin-boosting medication to venture outdoors. Fafnir is a former Kzin colony covered almost entirely in water. When under Kzinti control it was called Shasht, a Kzin word meaning 'burrowing murder.' It was captured by humans during the Man-Kzin Wars. Humans and Kzinti now cohabitate. The humans prefer to live on the coral islands while the Kzinti prefer the single large continent which they continue to call Shasht. Margrave is a late addition to the family of Human colonies. In the Ringworld era it is still a frontier world, and is home to enormous birds the inhabitants have dubbed 'rocs'. It orbits Lambda Serpentis (27 Serpentis), a G0 star 34.7 light-years from Earth.[7] It is named after its discoverer, J. Margrave Julland. Silvereyes is, at the time of Ringworld, the furthest Human world from Earth (21.3 light-years, 60 days at Quantum-I hyperdrive speeds), orbiting Beta Hydri. In Niven's obscure story The Color of Sunfire[13] it has entire continents covered with Slaver sunflowers (bred as defense for Thrint manors, they focus sunlight using silver leaves as parabolic reflectors), giving it an appearance from orbit of having 'silver eyes'. The Man-Kzin Wars books, conversely, have it entirely covered by a world ocean, with groves of sunflowers growing up from the bottom of the ocean. The Ringworld Roleplaying Game describes it as an ocean planet dotted with island shield volcanoes.[7] The Fleet of Worlds is the five (at one point six, as detailed in Fleet of Worlds) planets that are home to the Puppeteers (see above), presently being moved in formation at sub-light speeds out of the galaxy to avoid destruction as the wave of radiation from an explosion of the galactic core sweeps towards the outer reaches of the galaxy. They orbit about each other in a Klemperer rosette. Hearth is the homeworld of the Pierson's Puppeteers with a population of around one trillion and is covered by arcologies, most over one mile tall. Its industries and population generate so much waste heat it no longer requires a star for warmth (the four other 'farmworlds' use artificial orbital lights to grow food). Kobold was a tiny artificial world created in the outer Sol System by Jack Brennan, a human Protector, composed of a small sphere of neutronium in the center ringed by a larger torus. Gravity generators facilitated movement between the two sections and were used in games and art. Brennan destroyed Kobold just prior to leaving for his war with the Pak Protectors. |
NOVELSLARRYNIVEN chapter 3 . 6/23/2015 Politics and relations with other species[edit] Politically, the Puppeteers have a form of democracy with two major parties: the Conservatives and the Experimentalists. The Conservatives have held power for a majority of Puppeteer history; Experimentalist regimes only take power when a crisis threatens the safety of the Puppeteer race, and action is considered less dangerous than inaction. The leader of the Puppeteers is known as the Hindmost. Since Pierson's Puppeteers are foremost concerned with their own safety and the survival of their species, the most important Puppeteer is considered to be behind, or protected by, every other member of the species. It is a shortening from the more literal the one who leads from behind. A maddened, deposed Hindmost is responsible for Louis Wu's return to the Ringworld in the book The Ringworld Engineers. |
NOVELSLARRYNIVEN chapter 3 . 6/23/2015 Louis Wu From Wikipedia, the free encyclopedia It has been suggested that this article be merged with Bandersnatch (Known Space) and Jotoki to Known Space characters. (Discuss) Proposed since February 2012. Louis Gridley Wu Ringworld character First appearance1968, 'There Is a Tide' Created byLarry Niven Information GenderMale OccupationAdventurer Louis Gridley Wu, a fictional character, is the main protagonist in the Ringworld series of books, written by Larry Niven. Louis Wu was born in 2650 to Carlos Wu and Sharrol Janss. When he appears in Ringworld, Louis is 6'2' (188 cm) tall. Without Flatlander bodypaint, his brown eyes show no discernible slant and his yellow-brown skinned features are a blended fusion of Earth's many races. Born a 'Flatlander', Louis is best known among his friends for inventing the 'Sabbatical'—going off alone in a spaceship outside the boundaries of known space until one can tolerate human company again. Louis was the first human being to make contact with the Trinoc species. He is also the only hominid ever to become a Protector and return to normal (Breeder) state afterward. |
NOVELSLARRYNIVEN chapter 3 . 6/23/2015 First Man-Kzin War[edit] The Kzinti, with vast technical superiority (including gravity drives, telepaths, and a large military empire), detected a human colonization ship in deep space, the Angel's Pencil. After the Kzin telepath learned that the humans were unarmed and didn't even understand the concept of weapons, they attempted to kill the human crew in a slow, painful manner using an inductive heating weapon hoping to capture their ship intact for intelligence purposes. However, one of the humans used the ship's powerful drive system (which doubled as interstellar communications laser) as a weapon and destroyed the Kzin ship, beginning the First Man-Kzin War. The crew then warned Earth of the warlike aliens, although the transmissions were initially dismissed as an outbreak of psychosis. Then a similar encounter between another human ship and Kzin vessel led to the destruction of the more primitive human ship. However, one of the human prisoners, with the aid of a rogue telepath, was able to escape to the Angel's Pencil and warn them of the danger from their increasing penetration into Kzinti space. In the course of the First Man-Kzin War, the Kzinti invaded and occupied the human colony of Wunderland, in the Alpha Centauri system, as a staging point for an attack on Earth. Human ships attempting escape back to Earth were shot down, but a single vessel managed to carry some refugees to the sister colony We Made It. The Kzinti fleet moved on to Earth, but in a replay of first contact, the peaceful humans used laser communications, fusion drives, and mass drivers to cut the first invasion fleet to ribbons. Over the next several decades, three more fleets were launched against Earth, and all were beaten back. However, after near defeat by the fourth fleet, it was becoming clear to Earth's military leaders that the Kzinti were learning to wage war more effectively than their traditional 'scream and leap' tactics, and that the Solar system's defenses would quickly succumb to the Kzinti's superior numbers, firepower, and technology, were it only wielded with a modicum of tactical and strategic sense. In order to delay the next attack, a Terran Bussard ramjet starship was utilized to transport and deploy several relativistic kill vehicles in the Wunderland system. Using iron slugs accelerated to 99% of the speed of light, it devastated a portion of the planet, killing humans and Kzinti alike and delaying the launch of yet another Kzin fleet against Earth. A number of specialists traveled aboard this ship, using Slaver stasis fields for lithobraking, and successfully assassinated the Kzin military leader on Wunderland, Chuut-Riit. Despite this setback for the Kzin cause, preparations for a fifth and decisive assault fleet were nearing completion. At this point, a passing Outsider ship sold the colony of We Made It the manual for a hyperdrive, a technology unknown to the Kzinti. Dimity Carmody, an escapee from Wunderland and a genius who had toyed with FTL drive concepts since before the occupation, managed to construct a working prototype drive using the manual. Hyperdrive ships were dispatched to Earth, where the faster-than-light drive was installed on several ships for a preemptive attack on the Fifth Invasion fleet. The attack hit the Kzin amidst internal struggles following the death of their leader. Due to the huge success, Wunderland was quickly liberated, freeing the fleet to attack other Kzinti worlds. The FTL drive allowed the human fleets to coordinate and concentrate their forces beyond anything the Kzinti could manage, even letting them outrun and jam the news of each successive Kzin defeat. The first indication the Kzinti Patriarchy had, that much of the Kzin empire was gone and that a significant percentage of all Kzinti had died was when human warships appeared in the skies above their homeworld. Meanwhile, however, on Wunderland, now liberated by humans, several surviving Kzin, led by Vaemar-Riit, last surviving kitten of Chuut-Riit, and with the cooperation of Dimity Carmody, Nils Rykermann, Leonie Rykermann and other humans, began to cautiously cooperate with humans and try to learn human ways. Vaemar-Riit even enrolled at a human university and obtaining a reserve officer's commission. These became known as the Wunderkzin, and some later proved to be human allies. This slowly growing Man-Kzin co-operation was bitterly opposed both by many other Kzin and by many revanchist humans on Wunderland, while others among the human and kzin communities on Wunderland sought to manipulate the situation for their own ends. There were also ongoing human situations - for example Nils Rykermann, a Wunderland academic, in love with Dimity Carmody, married Leonie Rykermann, one of his students, during the occupation, believing Dimity to be dead. This situation has not been resolved. There was also a somewhat ambiguous growing relationship between Dimity and Vaemar-Riit; the two are depicted together on the cover of Man-Kzin Wars XI. The war ends in 2433 with the signing of the MacDonald-Rishaii Peace Treaty. The vast majority of the Man-Kzin Wars stories are set around the First War. |
NOVELSLARRYNIVEN chapter 3 . 6/23/2015 The Man-Kzin Wars[edit] Main article: Man-Kzin Wars In several different stories by other authors playing in the universe we see references to a total of five Man-Kzin wars taking place. The net effect of these wars is summed up by a retrospective comment from Beowulf Schaeffer in the short story 'Grendel': 'The Kzinti aren't really a threat. They'll always attack before they're ready', because the more certain is one's victory before a fight begins, the less honour is to be had from it. With decreasingly impressive logistical and technological advantages, each Man-Kzin War results in the confiscation or liberation of one or more Kzinti colony planets by the humans. In this way humanity contacts the Pierin and Kdatlyno, former slave species, and takes over worlds such as Canyon (formerly Warhead) and Fafnir (formerly Shasht). Several of the stories of the Man-Kzin Wars depict the nearest Human colony at Alpha Centauri, called Wunderland, which was occupied by the Kzinti for over 50 years. Eventually (in Ringworld) we learn that the Kzin reverses were deliberately engineered by the Pierson's Puppeteers, who lured the Outsiders to We Made It in the first place. This allowed the mayor of We Made It to purchase a Faster-Than-Light drive on credit from the Outsiders. Once the humans had FTL warships, the Kzinti couldn't defeat the humans in space combat. The Puppeteers had hoped that the culling of a quarter to a third of the more aggressive members of the Kzinti with every war would result in a more peaceful race, or at least one that was capable of coexisting with other species without instantly trying to kill and eat them. This shift in Kzin attitudes succeeded spectacularly, although the Kzinti themselves do not think very highly of the changes, nor of the price they paid to achieve them. In fact, a fringe faction of the Kzinti known as the Kdaptists, frustrated with the reversals their race had suffered against humanity, went so far as to adopt the human concept that God had created humanity (not Kzinti) in His image, and that He favors and protects humans over other races. As the Puppeteers expected, a form of 'natural' selection occurred, with the more mindlessly aggressive Kzinti dying in the wars with humans, and the more moderate, intelligent, and cautious Kzinti surviving, presumably to think long and hard about the consequences of starting yet another pointless war. By the time the Kzinti attained the level of sophistication and foresight needed to win against humans, they no longer had the numbers or the drive to do so. At one point, Louis Wu, while visiting the Kzin homeworld and given access to the Kzinti Patriarch's game preserve, was confronted by a young Kzin and his father. When the youngster asked 'Are they good to eat?', Louis Wu responded with a grin (baring of the teeth being a Kzin challenge to battle) and the older Kzin responded 'NO'. Wu muses that the Kzin have learned that it would be safer for the young Kzin to eat arsenic than a human being. One of the reasons humanity is such a dangerous enemy is the psychological blind spot the Kzinti have toward human females. Since the Kzinti have bred intelligence out of their own females, an inexperienced Kzin is sometimes careless enough to leave human females to their own devices, usually with fatal results to that particular Kzin. It has been further described in the novels that a combat-trained human female is a Hero's worst nightmare. The Kzinti term for any particularly competent human female soldier is 'Manrret' (singular) or 'Manrretti' (plural), so named out of a sense of gallows humor regarding lethal encounters with same. From the Kzinti point of view a Manrret's stamina, speed, reflexes, pain tolerance, and reasoning capability (enhanced intuition by virtue of increased interconnectedness between the left and right halves of the human female brain) are far superior to a Man's. This gives some Kzin reason for considering each of the genders of humanity to be a separate alien species. On Wunderland, the leader of Kzin has developed a bond with a human female which only they understand. |
Evangelionfanfic chapter 3 . 6/22/2015 Core:A core (コア) is a red, spherical organ possessed by all Angels and Evangelions , serving as the primary power organ. In Angels and some Evas, the core contains an S Engine , as well. The core is (typically) the only vital point of Angels and Evas; unless it is sufficiently damaged, these entities can receive inordinate amounts of damage without truly dying. In those Evas that do not possess an S Engine, the core still serves as the primary power organ, but it is only capable of supplying limited power without an S Engine. A core is very hard and somewhat resistant to damage, though a solid strike from a Progressive Knife is enough to destroy one. Physically, cores are actually fairly brittle, and when damaged shards chip off and the core fractures, visually behaving like crystalline material. The core appears to uniformly serve as a container for the soul of the Angel or Eva. In humanoids such as Adam , the Evas, and Sachiel —and even Zeruel and Israfel —the core lays exposed in the solar plexus region. ( Lilith , alternatively, has no exposed core. Being outside of Adam's 'family', she may not possess one at all.) The organ is positioned variously in other Angels. Examples: Shamshel : 'Throat' region, exposed Ramiel : Centralized location, internal (never seen) Gaghiel : Back of mouth, visible with jaws open Sahaquiel : Center of 'eye', exposed Arael : Between 'brachial' wings, free-floating Leliel 's unusual nature results in what appears to be a flat (rather than spherical) glowing core within three-dimensional space. Ireul presents another odd case in being a collection of many microscopic entities: Is there one 'shared' core, or does each individual possess its own? The nature of the cores possessed by the amorphous Bardiel and Armisael is also unknown. For Yui and Kyoko 's Contact Experiments and Eva piloting, the ventral end of the Entry Plug is inserted into the core. According to preparations made prior to Yui's Contact Experiment, a cylindrical cavity is excavated to permit the accommodation of the plug ( 21' ). Eva cores also seem to generate their own supply of LCL ( 20 , 23' , 26' ). Unit-01 uniquely possesses two to four small core-like structures that are situated around her main core. Since it is implied that NERV can alter or even manufacture cores (or some form of) the smaller cores might be artificial inserts, for purposes unknown. One suggestion is that the small cores around the main core serve as a complementary purpose, or as a backup to the main core. At Second Impact , a black circle or ellipse appears in Adam's solar plexus region, apparently smaller in size than the core itself (OP, 12 ). Possibly related, a dark circle (sphere?) manifests within Unit-01's core shortly before she fuses with the Spear of Longinus (26'). Rebuild of Evangelion Edit In Rebuild of Evangelion , the entry plug is actually depicted being inserted into the core in imagery. Within the Rebuild continuity, the core is identified as the origin of an Eva's AT Field , as the display graph in the Sachiel battle identifies the AT Field as originating from the core and Entry Plug of Unit-01. Evangelion 3.0 introduces the full body core type Angels, who are resilient to most damage and regenerate quickly unless massive damage is done to them instantly, such as being eaten whole by Evangelion 13 or Evangelion Unit-02 self-destructing when holding one. The Evangelion Mark.09 , the Twelfth Angel , and it is implied that Evangelion-13 have full body cores. Notes Edit While the characters consistently refer to the core as 'koa' ('core'), the term koukyuu (光球) is sometimes observed in print. Koukyuu means 'photosphere' ('a sphere of light or radiance') and is apparently in reference to the core's luminescent properties. Categories : |
Evangelionfanfic chapter 3 . 6/19/2015 Mass Production Evangelion The Mass Production Evangelions (エヴァンゲリオン量産機[?], 'Evangerion Ryousanki') are the final Eva units to be produced. They were manufactured in secrecy under SEELE's mandate at seven different facilities around the world, including ones in Germany and China. The MP Evas were designed by Takeshi Honda. Nine MP Evangelions were created out of an originally planned twelve Evangelions (through Unit-16). However, SEELE had to advance the construction schedule for them, as they wanted to initiate Third Impact as soon as the final Angel was destroyed, and, as a result, three units were never completed. The nine are deployed as part of SEELE's assault on the NERV HQ Geofront, but their primary function is to carry out SEELE's version of Third Impact, which ends up utilizing Evangelion Unit-01. Within the series itself, these Evas are referred to almost exclusively as the 'Eva Series' (エヴァシリーズ). This is slightly confusing, since the 'Eva Series' technically encompasses every Evangelion ever made. Contents[show] FeaturesEdit The MP Evangelions have all been furnished with S Engines, eliminating the need for umbilical cable or internal batteries. However, unlike Angels, they do not utilize their organs for regenerative purposes (even though they theoretically could). Harpies Mass Production Evangelions with their wings extended They also possess large, fully retractable, mechanical wings (with an extended 'tail' piece), attached to their shoulders. Considering the Evas' size and weight, traditional powered flight (as observed in birds, bats, and pterosaurs) would normally be impossible, so the wings would feasibly be used in concert with A.T. Field-based levitation. The Evas are observed levitating in a manner similar to flight-capable Angels (such as Ramiel and Zeruel) later on, with their wings spread but serving no apparent function. Rather than being controlled by living pilots, they synchronize with dummy systems generated from Kaworu Nagisa's thought patterns. This presumably allows for a greater degree of control over the Evangelions than with a living pilot, who would be susceptible to sympathetic pain and emotions such as panic, fear, or rage which would impair the Evas' combat ability. Mass Production Evangelions, like all other Evangelions, truly die only if their cores are destroyed. Unit-02 did not succeed in destroying the cores of any of the attacking Evas in its final battle, which resulted in their revival and Unit-02's subsequent demise. They carry no armament except for replicas of the Spear of Longinus, colored blue-gray and initially disguised as giant, gray Heavy Spears ('ooken').Operational HistoryEdit The nine completed Mass Production Model Evangelions are deployed in Episode 25' to neutralize Evangelion Unit-02. In Episode 26', they play a role in the initiation of Third Impact and the Human Instrumentality Project. Specific Eva UnitsEdit SpecificMPE Production drawings of the MP Evas. Evangelion Unit-05 - Pushed through a wall by Unit-02, resulting in damage to its neck, then thrown through the air into Unit-13; after which it was completely impaled by Unit-02's arm as it punched a hole clear through its torso. Evangelion Unit-06 - Dueled Unit-02 using Heavy Spears, until Unit-02 was able to land a direct hit between its left shoulder and neck, cleaving downwards to the center of Unit-06's torso. Evangelion Unit-07 - Right arm cut off by Unit-02's Prog Knife, after which its neck was snapped backwards: it's head actually dangles behind it (touching its back) after this. Evangelion Unit-08 - Left leg cut off at the knee by Unit-02 using a Heavy Spear, causing it to lose balance and fall on its back. Evangelion Unit-09 - Attacked by Asuka with a flying-jump 'skullbuster' move which tore off its upper jaw and smashed its brain pan to pulp, after which Asuka held it over Unit-02 and broke it in two, spilling its blood all over Unit-02. Evangelion Unit-10 - Tackles Unit-02, prompting Asuka to fire two volleys of missile-spikes through its head, using the spike-launcher in Unit-02's right shoulder pylon. The metal spikes remain impaled through Unit-10's devastated head throughout all of its subsequent appearances. Evangelion Unit-11 - Pushed into the lake with Unit-02, then stabbed through the top of its head with Unit-02's Progressive Knife; the blade snapped off, impaled in its upper jaw and projecting into its mouth. Evangelion Unit-12 - Completely cut in half by Unit-02 using a Heavy Spear, through the waist, its upper half sent spiraling through the air. Evangelion Unit-13 - Unit-02 threw Unit-05 into it, then as Unit-02's fist came out the other side of Unit-05 as it impaled it, Unit-02's fist punched into Unit-13's chest. Unit-02 squeezed its fist inside of Unit-13 as it writhed in pain. In other mediaEdit MangaEdit In the manga, these units appear just like in the anime and also have the same role. However, their design is slightly altered as they have the forearms blades the other Evas have. As in the anime, they are deployed to fight Unit-02, and are defeated, but re-activate. However, before they can dismember Unit-02, Unit-01 rises from the Geofront to take them on, deactivating them a second time. As Unit-01 failed to damaged any of these units' cores, they once again reactivate, this time to begin Third Impact with Unit-01. Neon Genesis Evangelion -ANIMA-Edit Eva-01 Type-F vs Mass Production Evas Eva-01 Type-F fighting the Mass Production Evas In the ANIMA continuity, the invasion plan of the NERV Headquarters by SEELE was leaked by Kaji and therefore NERV hurried to repair and enhance their Evangelions. The nine Mass Production Evangelions deployed were all destroyed by the common efforts of Evangelion Unit-01 Type-F, Evangelion Unit-00 Type-F and Evangelion Unit-02. The advanced technologies retrieved from these Evas were later used to upgrade the Unit-01 and build the three EVA0.0 Units. A successor to the Mass Production Evangelions, the Angel Carrier eventually shows up later, attacking NERV. Girlfriend of Steel 2Edit In Girlfriend of Steel 2, Kaworu Nagisa pilots an MP Evangelion in battle alongside the other Eva units. Continuity ErrorsEdit Several continuity errors in the animation of the Mass Production Evas in The End of Evangelion has led to some confusion: in several cuts, the MP Evas appear to have restored their severed limbs and regenerated their injuries. However, later cuts after these clearly show that they retain the damage sustained at the hands of Unit-02 through the end of the film. |
masseffectfanfic chapter 3 . 6/16/2015 Background Races 2,974pages on this wiki Edit Talk61 Advertisement See also: Races The Milky Way galaxy has existed for several billion years. In that time, countless races have attained sentience, forged civilizations, explored the depths of space, and then became extinct. These background races are often barely understood by the contemporary galaxy, which has pieced together scant details of a mere handful of ancient races through ruins and artifacts. |
knownspacenovel chapter 3 . 6/15/2015 Stories written by Larry Niven in the Tales of Known Space series[1] Title Published First appearance Collection[b] 'The Coldest Place' 1964 (Dec) Worlds of If Tales of Known Space 'World of Ptavvs'[c] 1965 Worlds of Tomorrow — 'Becalmed in Hell' 1965 The Magazine of Fantasy and Science Fiction Tales of Known Space, All the Myriad Ways, Playgrounds of the Mind 'Eye of an Octopus' 1966 Galaxy Magazine Tales of Known Space 'The Warriors' 1966 Worlds of If Tales of Known Space, Man-Kzin Wars I 'Neutron Star' 1966 Worlds of If Neutron Star, Crashlander 'How the Heroes Die' 1966 Galaxy Magazine Tales of Known Space 'At the Core' 1966 Worlds of If Neutron Star, Crashlander 'A Relic of the Empire' 1966 Worlds of If Neutron Star, Playgrounds of the Mind 'At the Bottom of a Hole' 1966 Galaxy Magazine Tales of Known Space 'The Soft Weapon' 1967 Worlds of If Neutron Star, Playgrounds of the Mind 'Flatlander' 1967 Worlds of If Neutron Star, Crashlander 'The Ethics of Madness' 1967 Worlds of If Neutron Star 'Safe at any Speed' 1967 The Magazine of Fantasy and Science Fiction Tales of Known Space 'The Adults'[d] 1967 Galaxy Magazine — 'The Handicapped' 1967 Galaxy Magazine Neutron Star 'The Jigsaw Man' 1967 Dangerous Visions Tales of Known Space 'Slowboat Cargo'[e] 1968 Worlds of If — 'The Deceivers' (later titled 'Intent to Deceive') 1968 Galaxy Magazine Tales of Known Space 'Grendel' 1968 (collection only) Neutron Star, Crashlander 'There is a Tide' 1968 Galaxy Magazine Tales of Known Space, A Hole in Space World of Ptavvs[c] 1966 (novel) — A Gift From Earth[e] 1968 (novel) — 'Wait It Out' 1968 Futures Unbounded Tales of Known Space 'The Organleggers' (later titled 'Death by Ecstasy') 1969 (Jan) Galaxy Magazine The Shape of Space, The Long ARM of Gil Hamilton, Flatlander Ringworld 1970 (novel) — 'Cloak of Anarchy' 1972 Analog Science Fiction Tales of Known Space, N-Space Protector[d] 1973 (novel) — 'The Defenseless Dead' 1973 (collection only) The Long ARM of Gil Hamilton, Playgrounds of the Mind 'The Borderland of Sol' 1975 Analog Science Fiction Tales of Known Space, Crashlander, Playgrounds of the Mind 'ARM' 1975 Epic The Long ARM of Gil Hamilton The Ringworld Engineers 1980 (novel) — The Patchwork Girl 1980 (novel) Flatlander 'Madness Has Its Place' 1990 (collection only) Man-Kzin Wars III, Three Books of Known Space 'The Color Of Sunfire' 1993 online[13] (collection only in print) Bridging The Galaxies 'Procrustes' 1994 (collection only) Crashlander 'Ghost' 1994 (collection only, as frame story) Crashlander 'The Woman in Del Rey Crater' 1995 (collection only) Flatlander The Ringworld Throne 1996 (novel) — 'Choosing Names' 1998 (collection only) Man-Kzin Wars VIII 'Fly-By-Night' 2002 (collection only) Man-Kzin Wars IX Ringworld's Children 2004 (novel) — 'The Hunting Park' 2005 (collection only) Man-Kzin Wars XI Fleet of Worlds (Edward M. Lerner and Niven, coauthors) 2007 (novel) — Juggler of Worlds (Lerner and Niven) 2008 (novel) — Destroyer of Worlds (Lerner and Niven) 2009 (novel) — Betrayer of Worlds (Lerner and Niven) 2010 (novel) — Fate of Worlds (Lerner and Niven) 2012 (novel) — Ringworld (1970) won the annual Nebula, Hugo, and Locus best novel awards.[15][16] Protector (1973) and The Ringworld Engineers (1980) were nominated for the Hugo and Locus Awards.[17][18] a. Jump up to: a b The 1968 and 1975 collections Neutron Star and Tales of Known Space contain 21 distinct stories, 19 of which were among those 22 in the series that were originally published by the end of 1968. The three other early stories had been expanded into books published by 1973. The 1975 collection contains two post-1968 stories (as well as some 1975 nonfiction) and a fourth novel, Ringworld (1970), was 'original' beyond the published stories. See ISFDB. up Many of the stories appeared in more than one subsequent collection, which may not all be listed here. See ISFDB. c. Jump up to: a b 'World of Ptavvs' (Mar 1965) was expanded as the novel World of Ptavvs (Aug 1966). See ISFDB. d. Jump up to: a b 'The Adults' (Jun 1967) was expanded as the novel Protector (Sep 1973). See ISFDB. e. Jump up to: a b 'Slowboat Cargo' (serial, Feb–Apr 1968) was expanded as the novel A Gift From Earth (Sep 1968). See ISFDB. Man-Kzin Wars[edit] Main article: Man-Kzin Wars |
ALLFifthElement chapter 3 . 6/15/2015 Fifth Element (THE GOOD) 6,527pages on this wiki Edit Talk1 Advertisement Mila jovovich Leeloo The Fifth element is an engineered sapient humanoid. PhysiologyEdit Genetically perfect, she has speed, stamina and reflexes that far surpass that of humans. She appears human but with bright orange hair. Despite being of a small build she is exceptionally strong even being able to bring down a large Mangalore with a single back hand. Advertisement HistoryEdit The Fifth Element or 'supreme Being' is the final component of an ancient super weapon capable of destroying 'Evil' when combined with the four element stones (water, fire, wind and earth) apparently hailing from an era 'before time was time' she could very well be the oldest living being in the universe. When the Mondoshawan came for her and the stones in 1914 and then attempted to return with her three hundred years later, the ship they were on was ambushed by Mangalores and destroyed, however a few cells in her right arm survived and she was reconstructed on Earth, at which point the scientist who rebuilt her remarked on how perfect her genetics were stating that she was 'engineered'. She later escaped the room they were keeping her in by punching her way out though an unbreakable glass container (much to the surprise of the scientists) and then bursting through the wall of the room. She later meets an ex-military taxi driver whom she later befriends telling him her full name 'Leeloominaï Lekatariba Lamina-Tchaï Ekbat De Sebat' he then tells her to use a shorter version, she chooses Leeloo. |
fanficjurassic chapter 3 . 6/14/2015 ndominus rex 1,765 PAGES ON THIS WIKI View source Talk 42 NOTE: Do not add the 'Villians' category to this article. This article only describes the species and the actions of unnamed individuals when the 'Villians ' category only applies to named characters. Deceased characters also do not apply as well for the same reasosn. - The Collector 22:07, June 12, 2015 (UTC) JPIIIAviary3 'It's a birdcage.' The following article contains spoilers for an upcoming or recent installment in the Jurassic Park Franchise . Please be careful viewing this article if you do not wish to be spoiled. Baryonyxlogo Content Subject to Change The following article contains content from currently unreleased Jurassic Park Media and has the likelihood to change once more is revealed about the unreleased media or when the media is officially released. Indominus rex Indominusempire Name meaning 'untamable king [1] ' Hybrid of: Carnotaurus Giganotosaurus Majungasaurus Rugops [1] Tyrannosaurus rex Velociraptor Cuttlefish Tree frog [2] Unspecified number of modern animals [3] Diet Carnivore Height 5.5 meters (18 feet) [4] Length 12 [1] -15 [4] meters (40 [1] -50 [4] feet), could possibly be longer [1] Weight TBD Range Isla Nublar Movie canon appearances Jurassic World Game appearances LEGO Jurassic World Jurassic World: The Game Toy appearances LEGO Jurassic World Jurassic World Template Source 'She's killing for sport.' — Owen Grady ( src ) Indominus rex is a new attraction in Jurassic World . The hybrid was created by combining the genetic traits of multiple species. Some of the known species that were used in the creation of the hybrid are Tyrannosaurus , [2] Velociraptor [2] , Carnotaurus , Giganotosaurus , Majungasaurus , and Rugops , [1] as well as modern animals like cuttlefish and an unknown type of Tree frog. [2] MoviesGamesToys Story Creation InGen's chief scientist, Dr. Henry Wu , was fascinated with the possibility to create entirely new species by gene mixing, ever since he learned that the inclusion of frog DNA had given the dinosaurs the ability to switch gender . In 1997, he created a hybrid plant. [5] Years after its opening, the success of the park Jurassic World started to wane and the investors got worried. Masrani's Chief Operations Officer described the 2013 success as merely acceptable. 'The world has seen what we have to offer, but they aren't in awe as they once used to be. We need to change that. You can't expect the world's greatest theme park to merely rely on the same attractions. We need to be proactive, thinking of bigger and better things.' [6] Hybrid predator escapes Claw marks. Masrani decided to expand Henry Wu's work on hybrids and create a new dinosaur that was bigger, more intelligent and more dangerous than any other dinosaur in the park. Development of the hybrid began in 2012 [7] in the Hammond Creation Lab . [1] Upon Simon Masrani's announcement of the creation of the genetic hybrid, Indominus rex , online ticket sales for Jurassic World skyrocketed. [8] The hybrid could run up to speeds of 30 mph with its roar alone reaching 140db-160db, as loud as the liftoff and landing of a Boeing 747 airplane. [1] Indominus rex had osteoderms across its body and horn-like decorations above its eye orbits, traits that originated from the abelisaurs used in its creation. [1] It also had well-developed forelimbs complete with opposable thumbs and a giant sickle claw on each middle finger that I. rex used to grab prey and get in quadrupedal stances. It was able to change color from the cuttlefish used in its creation, which was used as camouflage in hunting. [2] Its jawline was, despite her template being from a Tyrannosaurus rex , very carcharodontosaurid-like due to it having Giganotosaurus in its genetic makeup. Due to this bit of instability, the I. rex's teeth often jutted out at unnatural angles and many were broken. The tree frog DNA had allowed it to detect thermal signatures and even remove her own thermal scent. Finally, the Velociraptor DNA used in Indominus' creation gave it a high level of intelligence as well as the ability to communicate with Velociraptor individuals. [2] They never seem to hunt for food, but rather hunt for sport. [2] However, since the I. rex who had exhibited these traits had a rough upbringing this behavior may not be natural. [9] Isla Nublar Incident (2015) Indominus Rex Jaws I. rex attacking a security guard. I. rex was kept in their own paddock that had 12 meter (40 feet) high walls. [2] The Indominus that was placed there became deranged from having no social interaction with other members of her species and not enough space in her paddock. [9] Her creators decided to make a sibling for her just in case she died, however, this sibling was later killed by the first inhabitant of the paddock. This Indominus would also attack her paddock workers as well. Three weeks before their paddock was open to the public, Simon Masrani told Claire Dearing to consult Owen Grady to see if he was interested in taking a job requiring him to inspect the Indominus rex Paddock for any vulnerabilities. That same day, the Indominus later managed to avoid her temperature being picked up by the thermal cameras and leaving scratch marks on the walls to make them think she was able to climb over the enclosure's wall. Once they realize, they run and she manages to break through the door as it has not fully shut. After her escape, she went on a rampage throughout the Jurassic World park . When Owen Grady and a Timack Construction worker were investigating the damaged paddock the hybrid took the opportunity to attack them. The I. rex managed to kill the construction worker, but Owen evaded her by hiding under a nearby car outside of her paddock by cutting its fuel tank, masking his scent. Though, she was unable to find Owen, she did kill the paddock supervisor. Her escape was not reported to Jurassic World visitors because Simon Masrani thought the Asset Containment Unit would capture her by following her tracker implant. The I. rex traveled south of her paddock having detected the thermal signatures of the visitors in Main Street . She removed her tracker and ambushed the team. killing most of the troopers, including Katashi Hamada, Craig , and possibly other members of the team. She then went into the Gyrosphere attarction and attacked brothers Zach and Gray Mitchell who were observing 4 Ankylosaurus . In her attack, she agitated one of the Ankylosaurus who proceeded to fight back against her though her counterattack ended with her being killed by the Indominus . She resumed attacking the two brothers, but the two brothers escaped her by getting out of their damaged Gyrosphere and jumping off a waterfall. Afterward, the Indominus attacked a herd Apatosaurus , killing five and fatally injuring one before moving on into the restricted area of Isla Nublar. While in the restricted area, the I. rex discovered Owen Grady and Claire Dearing inside the Visitor Center to which she took the opportunity to attack and chase them. However, her pursuit of the humans ended when she saw the JW001 piloted by Masrani outfitted with a heavy machine gun in pursuit of her. She led her pursuer to the Jurassic World Aviary where she smashed through the enclosure's walls and scarred the pterosaurs inside out of the aviary to the open hole she created. As the freed pterosaurs lead to the destruction of JW001 and attacked the guests in Main Street, the Indominus traveled further into the restricted area of the island. Indominusrex Indominus inside the Jurassic World Aviary . That night in the restricted area the members of Jurassic World's Velociraptor pack found her. However, she communicated with the raptors and became the alpha of their pack. As the leader of the pack, she commanded the raptors that were under her control to attack the humans that came with them and were in the area, to which they followed this order. Upon the initiation of this order, the InGen Security troopers, Owen, and Barry , who were following the Velociraptors opened fire on the hybrid. She managed to escape the brawl the firefight that ensued as the small arms fire had little to no effect on her, but she did nearly collapse on the ground when she was hit by rocket from one of the troopers while escaping. The I. rex finally arrived in Main Street where she met Owen, Claire, the Mitchell brothers and the three remaining raptors once again. The raptors, now aligned with Owen's group again, proceeded to attack the Indominus with Owen Grady providing suppressive fire with his rifle. But the fight ends fairly quickly as she easily kills raptors Delta , Echo , and seemingly Blue . With the raptors defeated, the Indominus rex then proceeds to resume hunting Owen and the Mitchell brothers who are huddled inside one of Main Street's shops. She nearly drags Gray to her but is stopped by another dinosaur who challenges her: Rexy , Jurassic World's Tyrannosaurus rex . Rexy carries out a heavy assault on Indominus , but Rexy is eventually brought to the ground by the hybrid's strength. The Indominus almost delivers the killing blow before she is then attacked by Blue who is still alive from the onslaught. This allows Rexy to return to her feet and grab the I. rex by the neck, pushing her into many of Main Street's buildings, all while Blue continues biting and scratching her. Finally, she is flung to the edge of the Jurassic World Lagoon where the Mosasaurus there detects the hybrid and proceeds to pull her under the water. [2] Gallery Videos |
m avengers chapter 3 . 6/13/2015 Badoon:History The Badoon were a reptilian alien species. They were notable for having a gender schism, resulting in two separate societies; the Brotherhood of Badoon (ruled by a 'Brother Royal') and the Sisterhood of Badoon (ruled by a Queen). The Brotherhood lived on the planet Moord[1], while the Sisterhood resided on the Badoon homeworld of Lotiara[2] (Capella II,[1] also known as 'Swampworld'), 42.2 light years from Earth. The planet Sqazzl was in Badoon space.[3] The Brotherhood's currency was called 'kreull'.[4] History (Earth-616) Badoon 0002 The Badoon were older than the Kree and the Skrulls. There was a natural hatred between the two genders, and they fought each other in long gender wars. Eventually, the males won, placing the females in captivity. In time, the males developed technology and abandoned Lotiara, returning only when their mating drive made it necessary. The males became conquerors of worlds, while the females became pacifists, content to remain in peace on their homeworld and ignorant of the males' star-spanning empire.[2] Among the Brotherhood's attempted conquests were the Zen-Whoberis, and the extra-dimensional world of Polemachus.[5] They were known to form alliances with the Brood[6] and the Kree.[7] Other timelines Earth-691 Earth fought a war with the Badoon in the 2990s until both Earth and its colonies were conquered in the year 3007. They were liberated by the Guardians of the Galaxy and the intervention of the Sisterhood in 3014.[8] Earth-928 During the attack of insanity brought by Psiclone, the androgynous harlot Cash imagined the Badoon between the races of extraterrestrials who swarmed the streets of Transverse City[9]. Earth-93112 The Badoon Master Ecclaw was one of the last survivors of the Intergalactic Alliance destroyed by the Magus. He was best known as the mentor of the superhero Maxam.[10] Other In another timeline, the Badoon were conquered by Kang.[11] Powers and Abilities Powers None known. Abilities None known. Average Strength level Unknown. Weaknesses None known. Habitat Habitat: 84% surface covered with water, most of the land is semi-tropical Gravity: 87% of Earth's Atmosphere: 134% Earth density, tropical humidity Population: 40 million on each world Miscellaneous Type of Government: Monarchy Level of Technology: The Brotherhood were capable of faster-than-light space travel and also possessed personal cloaking technology. They employed a hand-held particle gun called the 'basic weapon'. There was also a large, muscular cyborg-like being sometimes used in personal combat called the Monster of Badoon.[12] Although males typically wore minimal clothing, some soldiers wore an explosive 'frag-thong'[7] that destroyed approximately ten surrounding enemies once a Badoon was shot down. According to Reed Richards, the Badoon were a 'Type II civilization',[13] presumably according to the Kardashev scale. Cultural Traits: The males were militaristic, but the females were pacifists Representatives: Brother Royal, Czar-Doon, Drang, Droom, Durge, Durgg (Earth-691), Ebor, Master Ecclaw, Koord, L'Matto, Manat, Maul, Maz, Mud-Ah, Muer, Tolaria, Yur |
fanficdestiny chapter 3 . 6/12/2015 Guardian: 2,754PAGES ON THIS WIKI Edit Talk6 Guardians From left to right, a Hunter, a Titan, and a Warlock. The Guardians are the player characters of Destiny. They are a standing army of specialized soldiers tasked with the defense of the last city on Earth.[1] They are also responsible for exploring the remnants of human civilization abandoned throughout the solar system and investigating the remains of their Golden Age.[1] Guardians wage a vicious armed conflict against a myriad of extraterrestrial species who pose an immediate threat to the survival of humanity.[1] The greatest source of the Guardian's power lies in their ability to harness the energy of The Traveler and use it as a weapon against their opponents.[1] Guardians also have access to a Ghost, an artificially intelligent flying robot that can assist the Guardian in tactical situations.[2][3] Contents[show] SpeciesEdit When creating their character, players may choose to make their Guardian one of three species. Species is a purely cosmetic choice for players, affecting only appearance and not gameplay.[3][1][2][3] Human Exo Awoken ClassesEdit 10 1 Guardians 2 shot From left to right: Warlock, Hunter, and Titan. Guardians choose to play as one of three different classes.[4][5][6] Though each player class in Destiny has a distinct appearance, dress, and skill set, player classes are designed to be balanced, with no class intended to be clearly better overall than any other.[7] A player may choose to be any class, regardless of species, but each class can only access certain armor, subclasses, and abilities.[2][3] Weapons are not class-restricted; any class can use any weapon.[3] Hunter: 'Hunters once prowled the wilderness and wastelands, taking big risks for even bigger rewards. You're no outlaw—at least, not anymore—but making your own luck has always meant bending the rules.'[8] Titan: 'You hail from a long line of heroes, forged from strength and sacrifice. Our enemies may be deadly and merciless, but so are you.'[9] Warlock: 'Warlocks have long studied the Traveler, mastering some of its arcane energies. Its true purpose still remains a great mystery, but discovering truth has always driven you into the unknown.'[10] Any species may choose to be any player class.[2][3] Notable GuardiansEdit TitansEdit Ain Suhu-ässä Bayle Holborn Jagi Jolder [11] Kabr (deceased) Pujari [12] Radegast Saint-14 Lord Saladin Lord Shaxx Silimar Thalor (deceased) Tibon Tubach Vell Tarlowe (deceased) Wei Ning (deceased) Commander Zavala HuntersEdit Ana Bray Andal Brask (deceased) Cayde-6 Dredgen Yor Efrideet Gheleon Jaren Ward (deceased) Omar Agah (deceased) Pahanin Errata (deceased) Perun Sai Mota (deceased) Shin Malphur WarlocksEdit Eriana-3 (deceased) Eris Morn (former) Felwinter Ikora Rey Lyssa Osiris (exiled) Skorri Toland (deceased) OtherEdit Timur GalleryEdit |
m avengers chapter 3 . 6/10/2015 Rainers 5,287 PAGES ON THIS WIKI Edit Comments 0 Rainers Rainers MovieThor: The Dark World Guardians of the Galaxy The Rainers [1] are a species of bipedal humanoids that inhabit the galaxy. Contents [ show ] History Edit The Rainers are a species common to the wider galaxy, and are a member, or at least play a more citizen-based role, in the Nova Empire , as a family of Rainers was present on Xandar during Ronan the Accuser 's attack . [2] An individual of this race was also collected by Taneleer Tivan for his museum . [3] Characteristic Traits Edit Rainers are bipedal beings with a human-like body structure, but physical similarities between them and humans end there. The Rainers have brown wrinkly skin, pointy ears, four fingers, and cybernetic scalp implants in the place of hair. |
deadspacefanfic chapter 3 . 6/5/2015 Planet Crack: 1,371PAGES ON THIS WIKI Edit Talk0 'All right, Mr. White. Pop the cork.' —Captain Mathius[1] Planet Crack is a term used to describe when a planet is literally split open to be mined for valuable resources. It is known that a large chunk is broken off with powerful lasers, and then brought inside a 'Planet Cracker'-class ship via gravity tethers where it is then stripped and its ore content is studied. The USG Ishimura, owned by the Concordance Extraction Corporation, is the original and consistently largest of the planet crackers. Mining Vessels use gravity tethers to pull massive sections of the planet up to be processed from within the vessel's mining deck. Over the history of CEC's planet cracking endeavors, only one operation of three dozen has met with less than optimal results. Eleven years prior to the events of Dead Space, a mining operation of Wanat, presumably a mining colony, wherein a planet cracker, three supply ships, and a colony were lost due to gravity tether failure. Since that time, CEC has worked closely with the manufacturers and held crew training lectures to ensure a disaster of this magnitude never happens again. The decommissioning and eventual destruction of the Ishimura resulted in planet cracking to lose its credibility; as a result, unemployment in the CEC grew in drastic numbers. Known Planet CrackersEdit USG Castle USG Ishimura USG Perseus Text LogEdit Planetary Mining |
JupiterAscending chapter 3 . 6/4/2015 Balem Abrasax: 72PAGES ON THIS WIKI Edit Comments0 BALEMA Balem Abrasax Character information Age approx. between 14,005–90,000 Gender Male Species Human Relatives Seraphi Abrasax (mother) Kalique Abrasax (sister) Titus Abrasax (brother) Appearances Jupiter Ascending Actor Eddie Redmayne 'My mother made me understand that every human society is a pyramid and that some lives will always matter more than others.' ―Balem to Jupiter Balem Abrasax is the first primary of the House of Abrasax, the son of the deceased matriarch Seraphi Abrasax and the older brother of Kalique and Titus. After learning that his deceased mother has a genetic recurrence who threatens his ownership of Earth, Balem dispatches various assassins to kill her before she can claim her rightful inheritance. Obsessed with profit and determined to protect his holdings, Balem is willing to go to any lengths to eliminate the threat that his mother's recurrence represents. Contents[show] BiographyEdit Prior to the filmEdit Balem was born to Seraphi Abrasax at least 14,005 years ago, making him thousands years old. Balem was raised as his mother's primary heir, and she nurtured his obsession with profit and material success. Balem and his mother were very close, and Balem trusted Seraphi intensely. Their relationship soured towards the end of her life, however, and the two of them found themselves arguing frequently. During a particularly vicious fight, Seraphi told Balem that she hated her life and asked him to kill her. He fulfilled his mother's wish, but is tormented by his actions and comes to regret having killed her. As his mother’s primary heir, Balem inherited the lion’s share of her estates, including Earth, and became the head of Abrasax Industries. Balem's privileged position as first primary makes him subject to indirect attacks by his siblings Kalique and Titus, since they seek to reduce Balem's wealth in order to improve their own positions. As soon as he is alerted to the fact that his mother has a recurrence on Earth, Balem dispatches a number of assassins and bounty hunters to the planet to eliminate her and the threat she represents to his authority. Role in the filmEdit Balem and his siblings gather on the recently harvested planet Zalintyre, where comments made by Titus about Earth alert Balem to the fact that his siblings are aware that his mother might have a recurrence. This news alarms him, since his agents have yet to trace the recurrence despite their best efforts to find and kill her. After leaving Zalintyre, Balem is shown to travel to his Jupiter Refinery, where he is informed that Seraphi’s recurrence (who is believed to be named Katherine Dunlevy, but is actually Jupiter Jones) has been located; his agents dispatch a group of assassins to kill her. They fail, and Jupiter is rescued by Caine Wise; Balem is sent a recording of Jupiter’s rescue, and appears to be moved and disturbed by Jupiter’s resemblance to his mother. Razo and Ibis, the bounty hunters employed by Balem’s agents, betray him and instead of killing Jupiter they take her to Balem’s sister Kalique. This news angers Balem, and he kills Tskalikin, one of his Sargorn underlings, in retribution. He changes his order before Jupiter is confirmed as Seraphi’s recurrence, ordering his subordinates to bring her to him rather than to kill her on sight. Later, Balem’s agents Chicanery Night and Greeghan are sent to kidnap Jupiter’s family and take them back to the Jupiter Refinery for use as leverage against Jupiter. Mr Night blackmails Jupiter into going to meet Balem on the refinery, where Balem confronts her alone. Balem initially faces away from Jupiter, but becomes increasingly distressed and emotional after turning to face her and being struck anew by her resemblance to Seraphi. He repeats the mantras learned from his mother (“some lives will always matter more than others”), but seems conflicted. Balem presses Jupiter to give up her inheritance rights in exchange for her family’s safety, promising her that she and her family will never see the harvest in their lifetime. While Jupiter comes close to giving in, she ultimately refuses. Enraged, Balem attempts to strangle her. Jupiter knees Balem in the groin and Caine, having destablised the entire refinery by piercing the protective shell surrounding it, bursts in, entering into a battle with Balem’s forces and giving Jupiter a chance to get away. Balem watches Jupiter as she moves her captive and unconscious family members to safety, emerging when he thinks she is vulnerable and swiping at her with a blade, cutting her arm. Jupiter turns her gun on Balem, shooting him in the leg after he taunts her by saying that she won’t be able to pull the trigger. An explosion causes the floor to subside beneath them, and Jupiter and Balem are both sent tumbling through a grav trough. They both manage to get a hold of some railings, and Balem watches as Jupiter flees. After being separated for some time, Balem surprises Jupiter and viciously attacks her with a metal pipe. Balem knocks Jupiter down, drags her across the ground by her ponytail and addresses her as if she is Seraphi, asking if some part of her remembers her death. While he’s distracted by his rant, Jupiter presses a finger into the gunshot wound in Balem’s leg, overpowering him and attacking him with the pipe until he stays down. In a state of extreme distress, Balem confesses the ‘truth’ about his mother’s death – saying that she hated her life and begged him to kill her. Although she has the chance to, Jupiter refuses to kill Balem, saying “I’m not your damn mother” before throwing the pipe aside. Immediately afterwards, the platform that they are standing on collapses and Jupiter and Balem both fall; Balem’s fate is unknown, but it is presumed that he died in the fall. AppearanceEdit When first seen, Balem appears aged; he has a lined face and greying hair. After he bathes in RegeneX, however, he appears youthful with toned muscles and an unlined face. However, his strained and aged voice betrays his true age. He wears black exclusively, and always wears a high metal collar which he only removes in order to bathe. PersonalityEdit Balem projects an outwardly calm exterior for the most part, speaking in a tightly controlled whisper and taking a commanding role. He is merciless when his subordinates fail him and is remarkably business minded, seemingly being interested in nothing but profit and material gain. Despite this, he has moments of deep instability and remains obsessed with his dead mother; the emergence of his mother's recurrence Jupiter Jones appears to fracture his psyche still further, causing him to act irrationally in pursuit of her destruction. RelationshipsEdit Seraphi AbrasaxEdit Balem's relationship with his mother was complex but crucial, shaping his worldview and determining his fixation with profit. Balem was Seraphi's first child and primary heir, so it can be inferred that he was accorded special status and preference in line with this. According to Titus, Balem inherited Seraphi's head for business. In Balem's view, no one understood him better than his mother; he appears to miss her deeply, and frequently appears emotional when he is discussing her. When Jupiter suggests that Balem killed Seraphi, he is enraged and slaps her; however, he subsequently admits that he did murder Seraphi. Balem relates that Seraphi had come to hate her life and begged him to kill her; Balem is utterly distraught as he reveals this, seemingly caught between deep sadness, resentment and rage over his mother's death. Kalique AbrasaxEdit Balem appears to be on cordial terms with Kalique, addressing her respectfully and clearly preferring her over Titus. Titus AbrasaxEdit Balem appears to disdain his younger brother, remarking that failure agrees with him upon observing Titus's youthful and attractive appearance. He disapproves of Titus's frivolity, accusing his brother of having squandered his inheritance. Pointedly, Balem declines to say goodbye to Titus upon departing Zalintyre although he does say goodbye to Kalique. Chicanery NightEdit Balem treats Mr Night in a somewhat dismissive manner, clearly perceiving him as an underling. Mr Night has to bear the brunt of Balem's temper while Balem is at the refinery, and is dispatched on various missions concerning Jupiter that presumably fall outside of his usual remit. While Mr Night follows Balem's orders, he does so somewhat resentfully and gradually grows more stressed and irritated by the pressure placed upon him. Jupiter JonesEdit As soon as he becomes aware that his mother has a recurrence, Balem dispatches assassins to kill her. Balem first sees Jupiter after being sent a holographic recording of her rescue from the fertility clinic, and he seems moved by her likeness to his mother, speaking to her image as if Jupiter is Seraphi. Disturbingly, however, he seems oblivious to Jupiter's obvious pain and distress. After learning that Jupiter has been kidnapped by his sister Kalique, Balem changes his order concerning Jupiter; instead of demanding her death, he demands that she is brought to him. When he finally meets Jupiter at his refinery, Balem appears to be torn between loathing her on account of her low birth and feeling affection towards her as his mother's double. Balem attempts to explain his worldview to Jupiter, who finds it repellent and mostly appears to feel pity for him. Balem slaps Jupiter after she provokes him by accusing him of killing his mother, and he becomes progressively more violent and unstable in relation to her after Jupiter refuses to give up her inheritance. After Caine enters the refinery and takes on Balem's forces, the ensuing chaos sees Balem irrevocably conflate Jupiter with his mother; he addresses Jupiter as if she is Seraphi, and asks if she remembers her own murder. Balem persists in attempting to kill Jupiter, seemingly reliving his mother's murder before Jupi |
JupiterAscending chapter 3 . 6/4/2015 species: Splice: 72PAGES ON THIS WIKI Edit Comments0 A splice is a genomgineered human. Splices are created by combining human DNA with the DNA of other species, and are normally designed to serve specific purposes and functions. The splicers who create splices generally endeavour to create splices that favour certain desirable traits, with splices intended for the military being equipped with heightened endurance and strength and splices intended for administrative or advisory positions being designed to have high high levels of intelligence. Known splices Edit Caine Wise (lycantant splice) Stinger Apini (bee splice) Chicanery Night (rat splice) Famulus (deer splice) Malidictes (owl splice) Nesh (elephant splice)Sargorn 72PAGES ON THIS WIKI Edit Comments0 5d91e5a4d173f457dedc12e72e1ab8a8-1- Sargorn-05-1- The Sargorn are a branch species of Saurisapian; they resemble flying dinosaurs, and possess great strength and fighting prowess. Keepers 72PAGES ON THIS WIKI Edit Comments0 Keepers are 'grey alien'-esque aliens originating in the Diorite system. They can shape-shift and wipe memories, and are often used to infiltrate worlds when secrecy and discretion are required. Humans 72PAGES ON THIS WIKI Edit Comments0 Humans are a powerful species in the universe. They originated on the planet Orous. Wealthy humans known as the Entitled seed many other planets, such as Zalintyre and Earth, with human populations. When these planets become overpopulated they are considered 'ripe for Harvest,' and the people on them are transformed into RegeneX. |
m avengers chapter 3 . 6/3/2015 Powers and Abilities Powers None known. Abilities None known. Average Strength level Unknown. Weaknesses None known. Habitat Habitat: Habitat of this race is unknown. Gravity: Gravity of this race is unknown. Atmosphere: Atmosphere of this race is unknown. Population: Population of this race is unknown. Miscellaneous Type of Government: Alternates between feudal monarchy and theocracy Level of Technology: Advanced Cultural Traits: Xenophobia Representatives: No Known representatives. Notes Even though their first official appearance didn't take place until Eternals #1 in 1976, a retcon that made the inhabitants of monster island into Deviants retconned their first appearance to Fantastic Four #1 in 1961. Trivia No trivia. See Also Discuss Deviants (Race) on the forums Appearances of Deviants (Race) Media Deviants (Race) was Mentioned in Race Gallery: Deviants (Race) Images of Deviants (Race) Links and References Marvel Directory 1.0 1.1 1.2 Eternals #1 Eternals #2 due to the sliding timescale, that date must be considered topical Eternals #3 X-Force #86 Categories : |
fanfinjurasic chapter 3 . 6/3/2015 Subsidiaries Edit Aerospace Dynamix Edit Based in France, Aerospace Dynamix was established in 2007 and focuses on designing and producing aircraft wings. As of 2015 it is currently the leading source of aeronautical engineering, research, and design. They collaborated with fellow subsidiaries InGen Security and Mascom in the development of InGen's CT-model drones and have continued to do so since 2007. Louis Mercier is the current CEO of the company. Axis Boulder Engineering Edit Axis Boulder Engineering is located in Dubai and was founded by Masrani in 2001 to assist in the design processes of its civil and mechanical interests. It and fellow company Timack Construction constructed the Jurassic World park. Data Analysys Edit Data Analysys finds solutions to audit and assurance reports. It was founded in 1996 and is located in Johannesberg. InGen Technologies Edit Ingenicon3 Updated Logo see InGen InGen Technologies was acquired by Masrani after the death of its founder John Hammond and the failed attempts to create a dinosaur park on the island of Isla Nublar and in San Diego, California . InGen holds the record for having the most comprehensive genomic library in the world, but the company is better known for recreating prehistoric life, such as dinosaurs, via extractions from amber. InGen is currently working on a new attraction for the Jurassic World park that will be unveiled on June, 2015. Jurassic World Edit Iconjurassicworld see Jurassic World (park) Jurassic World is a zoological park on Isla Nublar inhabited by dinosaurs and other prehistoric species recreated by InGen. First opened in 2005, it has proven to be a successful venture for Masrani as it gets thousands of visitors weekly. It is the most famous subsidiary that the Masrani Global Corporation owns and has become the flagship of their company. Mascom Network Edit see Mascom Network Mascom Network is the first and the oldest running subsidiary owned by Masrani. Founded alongside the Masrani Corporation in 1973, Mascom specializes in telecommunications and has achieved many milestones in this felid such as utilizing fiber-optic communications in 1979, revolutionizing the satellite phone industry during the 1990s, and most recently, creating the Tanius 7 , the world's first holographic cellular phone set to have a consumer release in June, 2015. Mascom's satellite network covers 94% of the world. Masrani Energy Edit Masranienergy logo see Masrani Energy Established in 1998, Masrani Energy , formerly known as Masrani Oil Industries , is one of the youngest oil companies in the world, but it holds the impressive feat of currently having 21% of active vehicles using its oil. Though its major enterprise is crude oil, Masrani Oil has expanded its services into natural energies. Medixal Health Edit see Medixal Health Medixal Health , a company based in New York, controls and owns 32 teaching and researching hospitals in North America. In 2015, IneGen announced that they would use their genomic liberty of prehistoric life to assist Medixal Health in researching diseases. Tatsuo Technology Edit see Tatsuo Technology Tatsuo Technology is a Japanese computer chipset and design manufacturing company that was acquired in Masrani in 2011 where it has focused on next-gen computer processors. Timack Construction Edit Timack Construction was founded by the Masrani Corporation to construct Jurassic World in 2002. After the park's construction, Timack Construction shifted its focus towards commercial work though it still does construction and repairs to Jurassic World. Timack Construction is currently directed by Anthony Leigh and has a total of 8,000 workers. |
m avengers chapter 3 . 6/2/2015 Evolutionaries 139,340 PAGES ON THIS WIKI Edit Talk 2 Information-silk Evolutionaries Evolutionaries (Earth-616) from New Warriors Vol 5 1 001 Gallery Information-silk Name Evolutionaries Information-silk Aliases 'monkeys', [1] ' pre- Homo sapiens ' [1] Information-silk Identity Secret Information-silk Affiliation Ally of the High Evolutionary ; Evolutionary (Member and leader); Phastos (Creator, founder and benefactor); Self-appointed protectors of Homo sapiens , formerly of Homo superior Information-silk Body Type Humanoid Information-silk Eyes 2 Information-silk Hair Brown Information-silk Skin Brown Information-silk Number of Limbs 4 Information-silk Number of Fingers 4 Information-silk Unusual Features Proto-human appearance Origin Information-silk Star System Of Origin Sol Information-silk Home Planet Earth Information-silk Place of Birth Africa Information-silk Creators Christopher Yost , Paco Medina , Dalabor Talajic First appearance X-Men: Giant-Size #1 ( July, 2011 ) Contents [ show ] History 2,7 million years ago, a race existing prior to mankind on the evolutionary tree, the beings that would become the Evolutionaries were hunted by predators until the Eternal Phastos took pity on them and, using his creative abilities, created armor for them [1] powered by cosmic rays, [2] while restoring injured members to health using nanotechnology and increasing their intelligence [1] and also giving them the ability to enter a dormant state to wait between periods of evolution. [3] Given the task of safeguarding the species farthest along the evolutionary track [1] and protecting them from those who would target them simply for being an aberration, [3] they sought to protect mankind as they evolved, eradicating Australopithecus sediba , and saving the first human children born to them, in order to ensure the days of Homo sapiens . [4] Evolutionaries 0004 Eons later they showed themselves to the early X-Men , informing them they were there to ensure the survival of Homo superior . [4] After a brief battle with the young X-Men, the Evolutionaries sought the help of Magneto and his Brotherhood of Evil Mutants , viewing Magneto as the leader of all mutantkind. [5] Needing Magneto to unite mutantkind, they sought out the young telepath Emma Frost , where they came across the X-Men who, informed by Brotherhood member Quicksilver , had come to keep her from Magneto, the Brotherhood, and the Evolutionaries. [1] After the Brotherhood's successful abduction of Emma, they accompanied the group to the Xavier school grounds and watched as Emma was hooked into Cerebro and began connecting with every mutant mind on the planet. [3] Opposed by the returning X-Men and Magneto's own children, the Evolutionaries were assaulted by a device created by Beast , shutting off their access to cosmic rays and accidentally killing two of them. When Cyclops vowed to protect mutantkind, the remaining Evolutionary reluctantly left, but not before erasing the memory of their presence from the minds of the X-Men and Brotherhood and vowing to return one day. [2] Many years later, when the remaining mutants, living on Utopia were endangered by the Neo , the Evolutionaries appeared again, exterminating all Neo around the world when threatened with violence, saying the Neo were a threat to Homo Superior. They then informed the gathered X-Men that they would destroy Homo sapiens in order to protect mutants. [4] As Cyclops attempted to prevent the X-Men from attacking their foe as they'd done years ago, the Evolutionaries grew tired of waiting and attempted to kill Cyclops, who was saved by the teleporting Pixie . [5] With Cyclops stored beneath Utopia's soil, the other X-Men engaged the Evolutionaries, who attempted to stop the X-Men using non-lethal means, sighting Magneto and remembering their original encounter with him, Magneto attacked the Evolutionaries, an act that sparked a memory of the Evolutionaries in the mind of Emma Frost as well. [1] Threatened by Toad 's group of rebellious mutants, Irma Cuckoo was forced to broadcast Cyclops' memories of the Evolutionaries to the entire island, unlocking the memory in Magneto's mind and bringing all of the X-Men in on the deal Cyclops made so many years ago. [3] Realizing the mistake he made years ago, Magneto rejected the offer of human extinction, and as the Evolutionaries prepared to destroy the X-Men, Cyclops ordered the activation of a device modeled after Beast's original device, destroying all but one Evolutionary. As Cyclops informed him that the X-Men were the protectors of mutantkind, not the Evolutionaries, the remaining Evolutionary escaped, returning to Africa , and vowing to one day return and kill Cyclops. [2] Evolutionaries 0006 Their numbers somewhat restored, glowing gold instead of blue and allied with the High Evolutionary , the Evolutionaries seem determined to eradicate those they've deemed 'tainted.' Appearing in several places, they attacked the Morlocks , the mystical town of New Salem , and mutant/ Dire Wraith Hybrid . [6] Powers and Abilities Powers Flight; Capable of firing destructive blasts; Some can fire fiery blasts. [2] Cyclops stated that they should be considered an Extinction Level Threat . [7] They were Abilities None known. Average Strength level Unknown. Weaknesses Disrupting the flow of Cosmic Rays to their systems causes their armor to shut down, reverting them to their true forms. [2] Habitat Habitat: Habitat of this race is unknown. Gravity: Gravity of this race is unknown. Atmosphere: Atmosphere of this race is unknown. Population: Population of this race is unknown. Miscellaneous Type of Government: Government type unknown. Level of Technology: Eternals -level Cultural Traits: Cultural traits unknown. Representatives: Evolutionary ; Numerous unnamed members, most deceased Notes No special notes. Trivia No trivia. See Also Discuss Evolutionaries on the forums Appearances of Evolutionaries Media Evolutionaries was Mentioned in Race Gallery: Evolutionaries Images of Evolutionaries Links and References None. 1.0 1.1 1.2 1.3 1.4 X-Men Vol 3 #13 2.0 2.1 2.2 2.3 2.4 X-Men Vol 3 #15 3.0 3.1 3.2 3.3 X-Men Vol 3 #14 4.0 4.1 4.2 X-Men: Giant-Size #1 5.0 5.1 X-Men Vol 3 #12 New Warriors Vol 5 #1 New Warriors Vol 5 #2 Categories : Races Races with Secret Identities Races with 2 Eyes Races with Brown Hair Races with Brown Skin Races with 4 Limbs Races with 4 Fingers Milky Way Sol Earth Living Races Christopher Yost/Creator Paco Medina/Creator Dalabor Talajic/Creator Templated Articles X-Men Villains Extinction-Level Threats New Warriors Villains Apes Around Wikia's network Random Wiki |
m avengers chapter 3 . 6/2/2015 Caballeros de Wundagore (Tierra-616) 139.349 PÁGINAS EN ESTE WIKI Editar Hable 0 Información de la seda Caballeros de Wundagore Caballeros de Wundagore (Tierra-616) Galería Información de la seda Oficial Nombre del equipo Caballeros de Wundagore Información de la seda Equipo Alias Los nuevos hombres Información de la seda Estado Activo Información de la seda Identidad Secreto Información de la seda Alineación Bueno Información de la seda Universo Tierra-616 Información de la seda Base de operaciones Wundagore Montaña Afiliaciones Información de la seda Leader (s) del equipo Alta Evolutiva Información de la seda Miembros actuales Bova , Señora alimañas , Señor Byson , Señor Gator , Señor Tyger , Sir Delphis , Sir Lyan , Sir Ram , Snow Queen , Sir Hogg [show] Información de la seda Antiguos Miembros Origen Información de la seda Origen Creado y organizado por el Alto Evolutiva oponerse Chthon si alguna vez volver. Información de la seda Lugar de Formación Monte Wundagore Información de la seda Creadores Stan Lee , Jack Kirby Primera presentación Thor # 134 ( noviembre de 1966 ) Contenido [ mostrar ] Historia Creación Cuando el científico Herbert Wyndham fue abordado por un misterioso benefactor en el siglo 20, se le dio los recursos y el conocimiento para construir un enorme laboratorio de investigación sobre Wundagore montaña en el país de Europa del Este de Transia para llevar a cabo sus experimentos sobre la evolución y la genética. [1 ] A partir de su trabajo, se creó el Nuevo hombres , criaturas humanoides evolucionaron de animales normales y la inteligencia de nivel humano dado. [2] Poco después, el Evolutiva es abordado por el espíritu de un siglo VI brujo Magnus que habita el cuerpo de su asistente, Jonathan de Drew , quien le advierte de la llegada de Chthon y antiguo mal sellada bajo la montaña. [3] Con el fin de le repelen, Magnus ofrece para entrenar a los nuevos hombres en el arte del combate y caballerosidad como los héroes de su época, Los Caballeros de la Mesa Redonda. Los Caballeros de Wundagore se forman, y Chthon, atacando a través de un organismo huésped llamado El Otro , es derrotado. [3] El uso de un nuevo isótopo, El Evolutiva creó el hombre-bestia , un evolucionaron de lobo con poderes mentales, que rápidamente derrocaron a su creador de su ciudadela en un intento por apoderarse del mundo. [2] Thor ayuda a los Caballeros para derrotar al Hombre- Bestia, pero el Evolutiva decide tomar su ciudadela al espacio para buscar un nuevo destino para sus creaciones. [4] En El Espacio El Alto Evolutiva, convirtiendo su ciudadela en una nave espacial, dejó la tierra, junto con sus caballeros. Después de crear su propia versión de la Tierra conocida como Contra-Tierra , El Evolutiva y sus caballeros son atacados por el hombre-bestia, que los siguió hasta el nuevo mundo con su propia nuevos hombres. [5] Con la ayuda de Adam Warlock , el Hombre -Beast es derrotado y parcialmente descentralizado. [6] El Alto Evolutiva tarde migró su nuevos hombres a un planeta en el Sirius Sistema Solar llamó Wundagore II . Ceder a su naturaleza animal, todos los nuevos hombres, incluidos los Caballeros, con el tiempo se convirtió en salvaje y guerrera. Con su sociedad amenazada, la Evolutiva evolucionó a sí mismo en posesión de poderes psiónicos divinos y delegó sus propias creaciones, incluyendo los Caballeros, de nuevo en los animales normales. Algún tiempo después, este mundo sería descubierto por el comandante Arcturus de los rigelianas colonizadores que buscaba un nuevo planeta natal para utilizar como plataforma para hacer la guerra contra el líder de su pueblo, el Gran Comisionado . Cuando una de las sondas irradiados Arcturus 'aterriza en Wundagore II, se crea un efecto mutagénico que evoluciona todos los nuevos hombres de vuelta a sus formas humanoides. Flota Arcturus 'ataca el planeta, pero son repelidos en última instancia por una colaboración de los Caballeros, Iron Man , la jota de corazones , y los soviéticos Grandes Soldados . Los nuevos hombres re-formaron su sociedad y, ahora dirigido por el Caballero Sir Lyan , continuaron viviendo en paz. Sitio de Wundagore De regreso a la Tierra, el Alto Evolutiva debe luchar para recuperar su antigua casa de Wundagore Montaña de los Acólitos , que ven en el sitio como tierra santa ya que era la última ubicación conocida de Magneto esposa 's, Magda . [7] Para evitar nuevos ataques , se crea un nuevo equipo de Caballeros de velar por su ciudadela, que finalmente hacer batalla con los acólitos y Genoshan muta durante su intento de volver a tomar la montaña. [8] forzado a retirarse, los Caballeros re-grupo en su Nueva York base, The Haven y el Evolutiva nombra Quicksilver como el nuevo líder del equipo mientras recouperates en el Tierra Salvaje . [9] Cuando la base Tierra Salvaje del Evolutiva es atacada por mutantes contratados por Éxodo , los caballeros vienen en su ayuda, sólo para descubrir que uno de sus miembros, Señor Anon, es en realidad el hombre-bestia, después de haber matado al titular original del nombre , sir Wulf . [10] Los Caballeros tarde formar un equipo con los Héroes de Alquiler y son capaces de volver a reclamar su casa de las fuerzas combinadas del Hombre-Bestia y los Acólitos. [11] Quicksilver deja al equipo poco después. [12 ] Especie En Peligro Después de los acontecimientos de M-Day , donde la mayoría de los mutantes de la Tierra pierde sus poderes y los X-gen fue aparentemente borrados de la humanidad, el X-Man Bestia viaja a Wundagore montaña para reunirse con el Evolutiva de encontrar una manera de revertirla. Allí, se encuentra con un nuevo grupo de caballeros liderados por Snow Queen , quien lo ataca antes de su audiencia. [13] Más poderoso de la Tierra En un intento de invocar al dios exterior Chthon de nuevo en el mundo, el mago oscuro Modred tomó el control del Hold caverna oscura debajo Wundagore Montaña, matando a todos los presentes Knight, a excepción de Bova, antes de ser derrotado por los Mighty Avengers . [14] Es Se desconoce cual Caballeros específicamente fueron muertos durante el ataque. Parafernalia Equipo: Armadura Avanzada Transporte: ' Atómica Corceles ': que el Alto Evolutiva ellos construido con la ayuda del fantasma de un mago del siglo sexto llamado Magus. Armas: armamento avanzado, que van desde espadas a las armas de energía. Notas Una versión alternativa de los Caballeros de Wundagore aparece en el Ilimitado Spider-Man serie animada. Trivialidades No trivia. Ver También 29 Caballeros de Wundagore (Tierra-616) Miembros 41 Apariciones de Caballeros de Wundagore (Tierra-616) 1 Medios Caballeros de Wundagore (Tierra-616) fue mencionado en 3 Imágenes que incluyen Caballeros de Wundagore (Tierra-616) Galería Equipo: Caballeros de Wundagore (Tierra-616) Fan-Art Gallery: Caballeros de Wundagore (Tierra-616) Enlaces y referencias . Notas al pie Quicksilver # 9 2,0 2,1 Thor # 134 3,0 3,1 Amazing Spider-Man Annual # 22 Thor # 135 Marvel Premiere # 1 Warlock # 2 Avengers # 380 Quicksilver # 1 Quicksilver # 2 Quicksilver # 11 Héroes de Alquiler / Quicksilver # 98 Quicksilver # 13 Uncanny X-Men # 488 Mighty Avengers # 21 Categorías : |
m avengers chapter 3 . 6/2/2015 Terrigenesis Redirected from Nuhumans 139,354 PAGES ON THIS WIKI Edit Talk 0 This page is currently in creation. Please refer to the article Terrigen Mist for more information. Sorry for the current lack of consistency and references. Feel free to participate on the page or in the talk page. Undoniel ( talk ) 10:50, April 6, 2014 (UTC) Quote1 There's a belief among the Inhumans that Terrigenesis simply reveals who you truly are. That it erases the lie and uncovers the truth. Quote2 [src] Quote1 Terrigenesis is not [the Inhumans '] right, it is a privilege which should be earned through struggle and hardship. Quote2 - Videmus to Black Bolt [src] Quote1 While I possess the Terrigen Mists , I am more important an aide to our High Lord than is Sinister with all his genetic machinations. The Mists are mutagenic , it is how I have the ability to turn my ordinary countrymen into the most extraordinary of creatures . Quote2 - Death (Maximus) ( Age of Apocalypse ) [src] Contents [ show ] Overview The exposure to the Terrigen Mists , or Terrigenesis (sometimes called ' T-Gen ' [1] or ' Terrigenation ') [2] is a process allowing the Inhumans to inhale the Mists obtained from the use of the Terrigen Crystals , in order to activate their Inhuman genes and ascend as meta-humans. Inhumans are ' terrigenated ', [2] ' undergo ' [2] terrigenation or terrigenesis. [2] Origin Inhuman geneticist Randac isolated the catalyst for his people about 25,000 years ago, [3] He named material under crystal form Terrigen , [4] Having taken the work of the Kree , he intended to use it to evolve his people into weapons able to fight back if the Kree had to return, creating controversy and dividing his people by his works. Exposing himself to the Mists, Randac became a Godlike-entity, [5] with mental abilities equaling those of the Eternals . [2] He created a program of voluntary Terrigenesis, who was eventually stopped due to ahalf of the subjects demonstrating nonhuman mutations. This led to the creation of genetic testing before Terrigenesis. [2] .. [2] Functionment Process At the correct temperature and exposed to water, the crystals react to produce the Terrigen Mists . These vapors are then pumped into a flux chamber during the Terrigenesis process, powering the Inhuman. [4] Randac's original process was refined and regulated to avoid accidents. [5] In the last moments of the Silent War , the Terrigen Crystals stolen by Quicksilver and the O*N*E were once again placed into the Terrigen chamber, but Karnak stated that, due to several missing fragments, Terrigenesis would be more unpredictable in the future. [6] On Earth-1610 , Shapphire stood thirteen days and nights before emerging of the Terrigen Mists as Tri-Clops. [7] Rules and Customs Even among the Inhumans , the Terrigenesis is not a common process and not every Inhuman will go through it. In the past, all Inhumans were allowed, producing 'radical' and 'monstrous' mutations, while damaging the Inhuman gene pool. [4] In order to stop that genetic loss, every Inhuman had to go through a strict genetic screening before being allowed to go through the transformation. After 'many millenia' , that strict rule allowed the Inhumans to restore their genetic diversity. [4] The Genetic Council had forbid any humans to go through Terrigenesis, due to the risk of uncontrolled mutations, and the genetic screening prohibited the Terrigenesis to any Inhuman with human lineage, [4] As a general rule, Terrigenesis was predominately undertaken by older individuals. It is considered as a rite of passage, of a sort, not taken by every Inhuman [5] and restricted by genetic screenings. [4] Inhumans would prepare all their lives to undergo Terrigenesis. [1] It is the choice of the parents (and especially the father) [8] to expose their children to Terrigenesis, or the one of older Inhumans, and most of the Inhumans go through the mutagenic process. [9] |
m avengers chapter 3 . 6/2/2015 M-Day & Silent War Quicksilver stole the Terrigen Crystals in an attempt to give himself back his powers, and to give back the depowered mutants from M-Day their powers. The theft led to a conflict on Genosha between the re-powered mutants (whose powers came back as too powerful for their own good, and eventually surrendered), the Inhumans, and the US Office of National Emergency (ONE) . The conflict ended with ONE confiscating the Terrigen crystals, to which Black Bolt responded by verbally declaring war on the United States until the crystals were returned. [19] The Inhumans' royal court fell into shambles after that, with Maximus manipulating a number of players to his advantage. The US government weaponized the power of Terrigen to super-power a platoon of Marines before sending them to Attilan with a suicide bomber. The conflict concluded with Black Bolt in prison and Maximus again taking control of Attilan. [20] Sometime later Black Bolt was replaced by a Skrull impostor. The Skrulls attacked Attilan who intended to use Black Bolt's voice as a weapon of mass destruction. The Inhuman Royal Family defeated several Skrull soldiers and took a Skrull ship with the point of taking the war to the Skrulls and save Black Bolt. Medusa travelled to Hala and requested the aid of the Kree in finding their King. Ronan requested Crystal as his wife in trade for the Kree's aid which Medusa agreed to. The Inhumans then rescued Black Bolt and his son. [21] Having decided that they would no longer be used and abused by other races, the Inhumans took drastic action to ensure their survival as a race. To that end, they activated a series of long dormant machines beneath the city of Attilan, transforming it into a gigantic starship, powered by Black Bolt's voice. Breaking free from its resting place on the Moon, Attilan entered hyperspace and tracked down the remnants of the Skrull Armada, completely eradicating it. As Attilan entered Shi'ar space, it attracted the attention of three Shi'ar warships, who ordered them to depart or they would open fire. They, too were destroyed without mercy. Attilan reached the planet Hala, destroying the protective shield that guarded their weakened empire and entered the planet itself. The Royal Family confronted Ronan the Accuser, the steward of the Kree Empire. Ronan bowed down to Black Bolt and acknowledged him as the King of the Kree Empire. [22] When Emperor Vulcan of the Shi'ar used the destruction of the warbirds as an excuse to annex the Kree Empire, his Imperial Guard attacked the royal wedding of Princess Crystal and Ronan the Accuser. [23] War followed between the Inhumans & Kree and the Shi'ar, culminating in the explosion of a Terrigen Bomb in space that apparently killed the kings, Black Bolt and Vulcan. [24] Black Bolt eventually returned from a tear in space called the Fault, fully aware of his destiny as the Midnight King and the Supreme Intelligence's genocide of early Inhumans. He and the Inhumans severed their ties to the Kree Empire and returned to Earth. Black Bolt met with the other surviving 'Inhuman' colonies of Badoon, Centaurian, Kymellian, and Dire Wraith, becoming King of them all. [2] At the request of a future Franklin Richards, Black Bolt relented in his war against the Kree and the Supreme Intelligence, suing for peace and dissolving the marriage between Ronan and Crystal, returning the Accuser to the Kree. [25] |
fan universal b5 chapter 3 . 5/29/2015 Society[edit] The Minbari society is structured around three quasi-ethnic castes, similar to Georges Dumézil's trifunctional hypothesis. These castes are called Worker, Warrior, and Religious; Neroon succinctly describes their roles to Delenn thus: 'They [the Worker Caste] build; you [the Religious Caste] pray; we [the Warrior Caste] fight', though in an early episode, Lennier states in an interview conducted by a human character that the Minbari have only two castes, Religious and Warrior before pointing out that he and Delenn are both of the Religious caste.[4] Membership in a caste appears to be a hereditary matter - children of parents from one caste will usually follow their parents. If the parents are of different castes, the mother's caste takes precedence - any children would belong to the mother's caste. Sometimes Minbari who have a deep feeling for one caste - which they refer to as a 'Calling of the Heart' - will join a different caste. The castes are not as limited as their titles would suggest, and to some degree try to be self-sufficient. For instance, all three castes maintain armed security forces. However, the only caste permitted to maintain a full military force among the three has always been the Warrior Caste, with the exception of the Grey Council's Sharlin Class Warcruisers. In 2260, the Religious Caste broke this tenet held so importantly by the Warriors, in having their members work as assistants to the Rangers, crewing the White Star Fleet in battle, and helping the Worker Caste to build the ships. Although never explicitly stated, it is implied that the worker caste is much larger than the warrior or religious castes. Each Minbari caste has leaders which are referred to as elders. These elders oversee the governance of the internal matters of the caste. Until the breaking of the Grey Council in 2260 each caste held equal power, an institution created by Valen a thousand years before to put an end to civil war between the castes and unite them against a common enemy, the Shadows. Following the reformation of the council, the workers were given a majority of 5 satai, with the warrior and the religious castes both having 2 representatives. |
fan universal b5 chapter 3 . 5/29/2015 Religion and society[edit] 'Soldiers of Darkness' Most Narn subscribe to very strict personal codes of honor, though many other races in the past have tended to see the Narn as greedy, duplicitous, double-dealing and treacherous. Part of this view may stem from the influence of the Centauri and their hostility toward the Narn, but much of it stems from Narn behavior during the construction of their empire between the periods of the end of the first Centauri occupation and the Narn-Centauri War. Narn society (both before and after their century of enslavement by the Centauri) is strictly hierarchical and based on a class system. Physical imperfections and impairments are customarily not recognized, which means any equipment to compensate for them, such as corrective lenses for visual impairment, have to come from other species' societies. The Kha'Ri consists of 8 circles, with the royal families being First, spiritual leaders Second, government officials Third, and trainees Eighth. The ambassador to Babylon 5, G'Kar, was a member of the third circle. The Kha'Ri was based in the city of G'Khamazad on Narn. The rest of the people are divided into Skilled Workers, Plebeians, or the Lost (unemployed, criminals, and the mentally ill). Upward movement between classes is difficult for the majority. Narn cities are built in roughly concentric districts which reflect the social hierarchy. The Narn are a deeply religious and socially conservative people. Narn have several religions and some Narn are not religious at all, but those that do subscribe to a faith take it very seriously. The holy Book of G'Quan is so revered that new copies must be hand written and identical in form to existing copies, including any imperfections in the pages, and rituals must be followed correctly or not done at all, a structure that Londo, the Centauri ambassador, takes advantage of in the Season 1 episode By Any Means Necessary. It is also considered sacrilegious to translate the Book into another language while thumping it is also frowned upon. The Narn, like most races, also have winged beings of light in their myths (courtesy of Vorlon manipulation). These beings are similar to the angels of various human religions. While serving an aggravated assault sentence on Babylon 5, G'Kar wrote down his thoughts and ideas on paper. During his service as Londo Mollari's bodyguard on Centauri Prime some years later, several loyal Narn combined his writings into the Book of G'Kar, which started, if not a new religion, then definitely a powerful cult. The Book of G'Kar was the first published Narn work to outsell the Book of G'Quan and is also copied by hand with all imperfections included (e.g. a coffee stain left by Garibaldi). Hundreds of Narn flocked to Babylon 5 to seek G'Kar's guidance, forcing him to unwillingly assume the persona of a religious icon. A Shon'Kar is a Narn blood oath. The oath is sworn by a Narn against someone who wronged them or their family. An individual Narn is expected to not rest until the target of the Shon'Kar is dead. If the individual Narn fails, the family continues the Shon'Kar until the target is killed. Narn never draw weapons unless they mean to use them. If a K'tok, a Narn sword, is drawn, then blood must be spilled before it may be sheathed (even if that blood is one's own). |
fan universal b5 chapter 3 . 5/29/2015 The Shadows are a fictional alien species in the science fiction television series Babylon 5. Their homeworld is Z'ha'dum, although whether it is the world they originated from is uncertain, and they were the second race among the First Ones to be discovered and nurtured by Lorien, the 'First One'. In contrast to the Vorlons, whose philosophy is represented by the question 'Who are you?', that of the Shadows is represented by the question 'What do you want?', centering towards desire rather than identity. J. Michael Straczynski, the show's creator, once explained that he chose the name 'Shadows' because of its meaning in Jungian psychology.[1] |
universal b5 chapter 3 . 5/29/2015 Homeworld [ edit ] Little is known of the Vorlon home-world other than its name, which is also Vorlon. Vorlon territory was restricted to other alien species and every known expedition into Vorlon space failed to return to their respective governments. Much like their First One brethren The Shadows, Vorlon is protected by an array of highly advanced and automated defense systems designed to keep out intruders and primitive spacefaring races. These defense systems remain in place and active even after the Vorlons abandoned their home and left known space; evidence suggests that the systems will not allow outsiders entry to Vorlon until 1,000,000 human years has elapsed. It is suspected that the Vorlon atmosphere is a highly toxic combination of noxious gases which are harmful to almost all known species. During his time serving as ambassador to Babylon 5, Kosh's quarters were flooded with these gases, but Kosh himself was able to wander the station without additional atmospheric support. This, in addition to the incorporeal nature of their species, has led to speculation that Vorlons do not actually require an atmosphere, and instead utilize it as a deterrent to discourage visitors. When human telepath Lyta Alexander journeyed to Vorlon space to contact them, she was physiologically altered to breathe the atmosphere and serve as attache for the Vorlon embassy. Aside from Alexander, only one other human has been known to have access to Vorlon space: Sebastian, formerly known as Jack the Ripper , whom the Vorlons took from 19th century Earth in order to employ as an 'Inquisitor'. His fate after the Vorlons left is unknown, though Sebastian hoped that after centuries of 'penance and service' he would finally be allowed to die. [ 1 ] |
m avengers chapter 3 . 5/25/2015 Stark Industries 5,084 PAGES ON THIS WIKI Edit Comments 13 Stark Industries TVM-IM-01 18192 zoom FounderHoward Stark LeaderPepper Potts (2011-Present) Former leadersHoward Stark (1939-1991) Obadiah Stane (1991) Tony Stark (1991-2011) Notable membersPepper Potts Happy Hogan Notable former membersAnton Vanko HeadquartersStark Industries Headquarters Stark Tower LocationsNew York City , New York Los Angeles , California AffiliationSHIELD United States Armed Forces MovieIron Man The Incredible Hulk Iron Man 2 Thor (mentioned) Captain America: The First Avenger The Avengers Iron Man 3 Captain America: The Winter Soldier One-ShotThe Consultant TV seriesAgents of SHIELD (logo) Agent Carter GameIron Man Iron Man 2 Iron Man 3 - The Official Game ComicIron Man: Fast Friends Iron Man: I Am Iron Man! Iron Man: Security Measures Iron Man: The Price of Doing Business Iron Man 2: Public Identity Iron Man 2: Agents of SHIELD Iron Man 2: Fist of Iron Iron Man: Will Online Evils Prevail? Iron Man 3 Prelude Iron Man: The Coming of the Melter The Avengers: Iron Man Mark VII StatusActive 'I came to realize that I have more to offer this world than just making things that blow up. And that is why, effective immediately, I am shutting down the weapons manufacturing division of Stark International until such a time as I can decide what the future of the company will be.' ― Tony Stark [src] Stark Industries is a multinational industrial company handed down to Tony Stark , by his father, Howard Stark . Obadiah Stane was the CEO after Howard's death, but the position was taken over by Tony when he turned 21. Tony appointed Pepper Potts CEO when he believed he was dying, [1] and she continued in the position after Stark engineered his own recovery. Contents [ show ] History Edit Stark Industries retro The Stark Industries logo from the Howard Stark era. This industrial/weapons company was founded by Howard Stark during the early twentieth century, a great pioneer in different types of technology and constantly helping the United States Armed Forces with different and innovative weapons, helping the government to create the Super Soldier Serum . [2] Years later, he created an Arc Reactor along with Anton Vanko , [1] a source which provided free, pure and efficient energy for Stark Industries' main plant. After the death of Howard in 1991 at the hands of HYDRA , [3] the company was inherited by Tony Stark , with the help of Obadiah Stane . After Stark was kidnapped by the terrorist organization known as the Ten Rings in Afghanistan and developed a suit of armor powered with a miniaturized arc reactor to escape captivity, he decided the company would no longer produce weaponry, as he discovered his captors possessed illegal Stark tech. Stark developed further his armor to create new models, such as the Iron Man Armor: Mark III and started looking for and destroying stolen Stark tech, which he later discovered Obadiah Stane was selling behind his back. Stark faced Stane (who created his own suit of armor) and killed him in battle. [4] Stark industries The Stark Industries Headquarters in California One year later, Stark reinaugurated the Stark Expo , and was attacked by Vanko's son Ivan , who thought Howard Stark was the responsible for Anton's misery and death, although Anton was deported because he tried to use the reactor to his own profit. [1] Stark later opened a new base for Stark Industries in New York City , building the Stark Tower which is powered by a new prototype arc reactor inside the tower. [5] Sometime after the downfall of SHIELD and the hiring of Maria Hill [6] Stark Industries made privatized security a part of its services. [7] Staff Edit NamePositionStatus Howard StarkFounder and Former CEODeceased Anton VankoScientistDeported/Deceased Obadiah StaneFormer CEODeceased Tony StarkOwner and Former CEOAlive Pepper PottsCEO and ChairmanAlive Happy HoganHead of SecurityAlive Bambi ArbogastReceptionist and SecretaryAlive William Ginter RivaScientistAlive JesseIT-DepartmentAlive Natalie RushmanAssistant to the CEOUndercover SHIELD Agent Samantha CarlisleAlive Maria HillAlive Video Games Only Edit Kearson DeWitt † - Former Marc Scarlotti - Former Facilities Edit Stark Tower Sighboard Stark Tower, New York City Stark Industries Headquarters , Los Angeles Stark Industries New York Facility , New York City Stark Expo , New York City Stark Tower , New York City Products Edit Super Soldier Serum Injection Tubes Midnight Oil CXD 23 Airborne Mobile Command Station Gamma Ray Projector Stark Sonic Cannon Sonic Taser Jericho Missile Tellor Propellant Rifle Stark Medical Scanner Haz-Tek Exoskeleton Sonic Fire Extinguisher Stark HUD 2020 Insight Helicarriers' Repulsor Engines Various high-tech weaponry and equipment Subsidiaries Edit AccuTech Stark-Fujikawa Cordco Appearances Edit [Expand] Appearances for Stark Industries References Edit 1.0 1.1 1.2 Iron Man 2 Captain America: The First Avenger Captain America: The Winter Soldier Iron Man The Avengers Captain America: The Winter Soldier Agents of SHIELD: 1.20: Nothing Personal External Links Edit Marvel-favicon Stark Industries on the Marvel Wiki WP favicon Stark Industries on Wikipedia Categories : Organizations Stark Industries Companies Add category Around Wikia's network Random Wiki |
universal fan B5 chapter 3 . 5/25/2015 Dilgar [ edit ] The Dilgar were a race depicted in the show as an aggressive, warlike species who began a massive expansion of their empire when it was discovered their sun was soon to go supernova. This led to a bloody campaign to capture territory and ensure the survival of their species between 2229 and 2232. Believing all species that were not Dilgar to be nothing more than potential slaves at best, the Dilgar quickly began attacking and destroying the outposts of many alien worlds. After the intervention of the Earth Alliance, the Dilgar were forced all the way back to their homeworld. This victory established Earth as an interstellar power – having been previously regarded as a newcomer. After the war ended, the Dilgar sun went supernova , wiping out almost the entire species. A civilian colony on the planet Planthos survived the war and cataclysm. The leader of the colony was E'Phraim of the House of Ados, the Baron of Planthos. [ citation needed ] In the episode 'Deathwalker', a Dilgar survivor of the war appears in the character of Warmaster Jha'Dur (played by Sarah Douglas who is known from the first two Superman films). Jha'Dur is apparently known to many races as ' Deathwalker ' because of the many extravagant war crimes she committed. Following the war, Jha'Dur secretly entered the service of the 'Wind Swords', a particularly militant Clan of the Minbari Warrior Caste. She came to Babylon 5 to establish her people's legacy via an immortality serum, claiming that it was so that all races could be indebted to the Dilgar for immortality. However, it is revealed that the immortality serum required the death of a sentient being to work – Deathwalker intended to increase war, bloodshed and other atrocities among the other races. She nearly accomplished her plan: an alliance of races attempted to employ her to refine a version of the serum that did not require murder; however, her Minbari flyer was destroyed by a Vorlon warship as she was leaving Babylon 5. The Dilgar are depicted as humanoid with pointed ears (similar to the ears of Star Trek 's Vulcans ). They are designed to have somewhat longer eyes than the eyes of species such as Humans, Centauri, Minbari, Narn etc. Their pupils are vertically elongated similar to those of cats. The bridge of their nose is widened, and goes up the forehead, making a v-shape rise in the forehead, the tips of their eyebrows tips are pointed, similar to the Centauri's eyebrows. |
m avengers chapter 3 . 5/25/2015 Technology and Weapons Edit Dark Elf Ship Malekith 's ship . 'I thought you said you knew how to fly this thing.' 'I said, “How hard could it be?”' ― Loki and Thor , about a Dark Elf Harrow [src] Being the oldest race (predating the Universe itself), Dark Elf technology was very advanced, surpassing even the Asgardians'. They possessed massive, black, T-shaped spaceships with red lights that could travel between the Nine Realms. Each ship could carry several smaller, nimbler ' Harrow ' craft that could function as troop transports or fighters, using their blade-shaped hulls and superior durability to ram enemy ships and fortifications. Their cloaking devices could render them invisible to any means of locating them, and could even conceal them from the all-seeing eyes of Asgard's guardian, Heimdall . They were also extremely durable, able to withstand projectiles from Asgardian weaponry to a point, and also able to smash through objects without any noticeable signs of damage. The Dark Elf Harrow craft's engines each contain a small black hole used as a propulsion source; the red glowing aperture at the ship's front allows it to 'fall' along the direction of travel at very high speeds. The Dark Elves also possessed plasma energy weapons in a similar vein to the Chitauri , along with swords, bladed gauntlets, shields, and grenades that generate miniature black holes that absorb and crush anything caught in the blast radius before disappearing a few seconds later. |
stargate fan chapter 3 . 5/24/2015 Culture Edit Nox writing Nox writing on Heliopolis . The race has a symbiotic relationship with nature and, in particular, the forests of the world as well as the living beings that occupy it be they animal or plant. In the view of the Nox, all beings contribute to and receive from the universe. This view prevented the Nox from allowing their technological advances to compromise the natural beauty of their environment of their world. Nox scholars long ago discovered that ' life ', the energy that keeps all beings alive, is in essence a dynamic energy myriad of other energy fields that exist outside the physical form. The Nox believe these external energy fields comprise the ' life force ' of their planet and the universe itself. In their view, these individual fields, also known as ' consciousness ' to the people of Earth , exists with an external field with each working with the other one. The Nox appear to be less arrogant than most technologically advanced races, as they only kindly refer to the humans as 'young', instead of referring to them flatly as 'primitive', like most of the other races do. The Nox (at least the ones who live in the forest) are vegetarians: they usually eat fruit, porridge and different plants. They don't eat meat: the Nox believe that every animal, every being is sacred and has rights to live. It's likely that the Nox get protein, carbohydrates and other important elements from their white porridge and different special plants. Society Edit ' Maybe one day you will learn, that your way is not the only way. ' — Anteaus The Nox practice philosophy of absolute pacifism and non-violence that is so strict that they refuse even to defend themselves when threatened. Should a Nox find themselves in such a situation, they tend to typically hide through the use of their stealth technology or simply use their technology to remove the aggressors along with their weapons. This policy is so strict that others within their domain are forced to obey their rules of policy of pacifism when necessary. Should visitors attempt to employ violence against one another, the Nox remove their weapons as part of their rules. NoxRitual The Ritual of Life being used to resurrect Lya . The Nox race highly value freedom; both for themselves and for the others. They refuse to infringe the rights of others for free choice except where such individuals choose to make use of violence or war-like ways. As such, the Nox accept no authority except their own and thus refuse to allow others to impose their views on others. Isolationist and non-interventionist in the extreme, they feel morally obligated to help both sides of an argument, no matter if one side is thoroughly evil. Case in point, they will equally aid both the Goa'uld and the Tau'ri ( Earth Humans). They will not even fight to protect themselves; however, with their abilities of rendering objects invisible and resurrecting their dead, fighting is unnecessary. When Tollana comes under attack, it is saved because Teal'c and Lya hid an Ion cannon with Lya's abilities. When asked about this, as it should go against the Nox's rules against violence, Lya says that it was alright as she simply ' hid' the weapon, not 'fired ' it, althrough she admitted that when she did that she walked a very fine line. ( SG1 : ' The Nox ', ' Pretense ') |
m avengers chapter 3 . 5/19/2015 Inhumans (Race) 138,439 PAGES ON THIS WIKI Edit Talk 6 Información de la seda Inhumans Inhumanos Vol Anual 1 1 Textless Gallery Información de la seda Name Inhumans Información de la seda Aliases Inhomo supremis , [1] Earthbound Inhumans [2] Información de la seda Identity Public Información de la seda Base Of Operations Attilan Información de la seda Body Type Humanoid Información de la seda Average Height Same as humans Información de la seda Average Weight Same as humans Información de la seda Eyes Variable Información de la seda Hair Variable Información de la seda Skin Variable Información de la seda Number of Limbs 2 Información de la seda Number of Fingers 5 Información de la seda Number of Toes 5 Origin Información de la seda Origin Kree genetic experiment on early humans [3] ( Homo antecessor ) [2] Información de la seda Star System Of Origin Sol Información de la seda Home Planet Earth Información de la seda Creators Stan Lee , Jack Kirby First appearance Fantastic Four #45 ( December, 1965 ) Contents [ show ] History Origin At the beginning of the Kree-Skrull War , millions of years ago in Earth time, the alien Kree established a station on the planet Uranus , a strategic position between the Kree and Skrull empires. Through their work at this station, they first witnessed uninteresting life-forms, but years later they discovered that sentient life on nearby Earth had genetic potential invested in it by the alien Celestials . [1] Intrigued, the Kree began to experiment on Earth's then-primitive humans as one of many worlds in their galaxy-spanning Terrigenesis program. Their goal was apparently twofold — to investigate possible ways of circumventing their own evolutionary stagnation, and to create a powerful mutant race of soldiers for use against the Skrulls. However, although their experiments were successful in creating a strain of humanity with extraordinary abilities, the Kree abandoned their experiment after presenting their findings to the Supreme Intelligence . The organic super-computer foresaw a prophecy of a Midnight King rising from the program and bringing an end to the Kree. The Intelligence ordered its Accusers to murder the scientists responsible and cleanse the experiments on every world they seeded. In it's haste, however, the Supreme Intelligence failed to download the full data packet from the scientists, and five worlds of future 'Inhumans' escaped the slaughter. The secret of the Inhumans and the prophecy was kept only with the Supreme Intelligence. [2] Inhuman Communities The abandoned Kree test subjects of Earth, the Inhumans , went on to form a society of their own, which thrived in seclusion from the rest of humanity and developed advanced technology. [3] In the first millenium of Inhumans' existence, the Inhuman geneticist Randac discovered Terrigen Crystals and created the process of Terrigenesis . Randac subjected himself to immersion in the Terrigen Mist and gained the ability of mental manipulations. He became the ruler of Inhumans and selflessly ensured that all Inhumans could undergo Terrigenesis if they want. However when about half of the subjected to the Mists developed radically nonhuman mutations it was decided that individuals would undergo Terrigenesis only after being genetically tested. The new order was under the supervision of the Genetic Council , the government of the Inhumans. The Genetic Council was legislative, judicial and executive body and consisted of the twelve members, each of whom belong to a different family or House. The Council elects one of its members as both head of the Council and ruler (or 'king') of the Inhumans . This ruler reigns from election to his or her death. Kingship then doesn't follow a strict patriarchal or matriarchal progression, although popular rulers are often succeeded by their children. The designation 'Royal Family' is a ceremonial one that passed on from House to House with successive kings (or queens). [4] About 110 years ago, an Inhuman Agon was elected to the Genetics Council and later became king of the Inhumans and began the reign of the House of Agon , which was continued by his son Blackagar Boltagon (aka Black Bolt). [4] [5] Experiments with the mutagenic Terrigen Mist gave them various powers, but also caused lasting genetic damage and deformities. This led to a long-term selective breeding program to try to mitigate the effects of these mutations. Their city of Attilan has frequently been relocated and rested for a long time in the oxygen-bearing Blue Area of the Moon . [6] The once-secret existence of the race came to light among the general public as the Inhumans interacted more often with many of Earth's superheroes — including the Fantastic Four , the Avengers , and the X-Men — whom they aided against threats such as Galactus , Ultron , Magneto , and Apocalypse . [7] The Inhumans were led by their king, Black Bolt , and his royal family, consisting of Medusa , Karnak , Gorgon , Triton , Crystal , Maximus the Mad , and the canine Lockjaw . Both Crystal and Medusa were members of the Fantastic Four [8] [9] ; Crystal also was a member of the Avengers . [10] Attilan 's society and culture were predicated on a conformist belief system which permitted individuality as it applied to genetic development and physical and mental ability, but demanded rigid conformity in that each member of society was assigned a place within that society according to those abilities following exposure to the Terrigen Mist . Once assigned, no Inhuman, no matter how great or powerful could change their place within this rigid caste system. [11] Also, the Inhumans' culture strictly prohibited miscegenation, or racial combining, between Inhumans and other races. The Inhuman Crystal appeared to have ignored this prohibition when she married outside of her castle to wed the mutant Quicksilver . However, this may have been a privilege due to Crystal's standing as a member of the royal family. [12] In contrast it appeared that such permissive behavior was lost on the children of the immediate members of the royal family. Gorgon's daughter, for example, attempted to form relationships outside of her caste and was strictly prohibited from doing so, although this may have been because her relationship was with an Alpha Primitive , a cloned creature with subhuman intellect bred for labor, the lowest Inhuman caste. It was not clear, however, whether commoners faced such strict disciplinary measures under similar circumstances. [13] Even the highest of the royal family, however, were not free to breed unpermitted, even among sanctified unions. Medusa was chastised by the Genetics Council for becoming pregnant by the King Black Bolt without their permission, as Black Bolt's vocal power was judged too unstable to pass on to future generations. Black Bolt appeared completely by this tradition and the Genetics Council's word, and was ultimately forced to abandon the throne in order to protect his child. [14] [15] However, Inhuman society changed radically. Ronan the Accuser sought to use the Inhumans as an army to disrupt the Shi'ar control of the Kree after their defeat in the Kree-Shi'ar War . Appearing over the city of Attilan, Ronan seized control in a surprise attack and forced the Inhumans and their king, Black Bolt, to obey, or he would destroy their only home and everyone in it. During their time in forced servitude, Ronan revealed that the Inhumans had always been intended as weapons in service to the Kree. To this end, much of the genetic attributes that were encoded in them during the original experiments were meant to give them the abilities and appearances of various alien races. The idea being that these Inhuman slaves could be used to infiltrate alien worlds and races to conduct espionage or assassinations to weaken potential conquests. Ronan used the Inhumans in just this manner, disrupting treaties being negotiated by the Shi'ar, and launching attacks on ships and bases. Eventually, Black Bolt sought to free his people by challenging Ronan to a personal battle. If Ronan won, the Inhumans would continue to serve him. If the king won, the Inhumans would go free. After a terrible battle, Black Bolt won and Ronan, demonstrating that the Kree still had honor, kept his word and left the Inhumans. All was not over however, as the Inhumans were not willing to just follow Black Bolt back to Earth. Pressure had been building in the closed society of Attilan since open contact with the outside world had been made. During their enslavement by Ronan, the Inhumans had wished for their freedom, but had also developed a sense of pride in their power and a belief in their own destiny. They no longer believed that Black Bolt or the royal family was fit to lead them in the new life they wanted, and they exiled the royal family from Attilan. [16] The royal family returned to Earth to find their destiny. After suffering bigotry and living in Latveria , they returned to Attilan which was located on the Blue Area of the Moon . [17] The full population of Inhumans eventually returned to Attilan and the Blue Area as well, and the Inhumans were fostering better relations with Earth by sending students to a Wisconsin University. [18] M-Day & Silent War Quicksilver stole the Terrigen Crystals in an attempt to give himself back his powers, and to give back the depowered mutants from M-Day their powers. The theft led to a conflict on Genosha between the re-powered mutants (whose powers came back as too powerful for their own good, and eventually surrendered), the Inhumans, and the US Office of National Emergency (ONE) . The conflict ended with ONE confiscating the Terrigen crystals, to which Black Bolt responded by verbally declaring war on the United States until the crystals were returned. [19] The Inhumans' royal court fell into shambles after that, with Maximus manipulating a number of players to his advantage. The US government weaponized the powe |
m avengers chapter 3 . 5/19/2015 Marvel base de datos En la Wiki Actividad Wiki Página aleatoria Videos Fotos Charlar Foro Mapas Hubs Personajes Historietas Comunidad Contribuir Cuota La lista de observación Página aleatoria Cambios recientes Desviantes (Race) 138.459 PÁGINAS EN ESTE WIKI Editar Hable 2 Información de la seda Homo sapiens deviantis Desviantes (Enciclopedia Mythologica) Galería Información de la seda Nombre Homo sapiens deviantis Información de la seda Alias Desviantes, Cambio de Personas, [1] Información de la seda Identidad Secreto Información de la seda Universo Tierra-616 Información de la seda Base de Operaciones Lemuria Origen Información de la seda Origen Hace millones de años, el primer anfitrión de los Celestiales creó los Desviantes por sus propias razones inescrutables. Información de la seda Star System de Origen Sol Información de la seda Home Planet Tierra Información de la seda Lugar de nacimiento Lemuria Información de la seda Creadores Jack Kirby Primera presentación Eternos # 1 ( julio de 1976 ) Contenido [ mostrar ] Historia Pasado antigua Cuando los Celestiales llegaron por primera vez, se encontraron con una especie de simios. A partir de ese acervo genético se derivan dos nuevas especies: la Eternals y los Desviantes. Deliberadamente desestabilizaron ADN Deviant para fomentar mutaciones. [1] Su tasa de mutación era mucho más alto que el del Homo sapiens. Los pocos niños que sobrevivieron rara vez se parecía a sus propios padres. Para la mayor parte de su historia, su sacerdocio sacrificadas las mutaciones más radicales y los sacrificó. Otros que diferían demasiado de la línea de base humana fueron llamados muta, que a menudo se alejó o fueron exiliados. Algunos de ellos encontraron con seres humanos normales y dio lugar al folklore historias acerca de 'trolls', 'ogros', u otros monstruos. Por la misma razón, Desviantes que no mutan suficiente, es decir, parecía 'demasiado humano', fueron rechazados, [1] a veces exiliado o incluso asesinados. A la inversa, las mutaciones beneficiosas se produjeron con más frecuencia. Un Deviant típica tenía uno o más rasgos que excedieron la norma humana, como la inteligencia, la fuerza o vida útil, o una nueva habilidad. Los únicos Desviantes cosa tenían en común es que todos ellos eran infrecuentes. Desviantes Su heterogeneidad, en lugar de fomentar la tolerancia, hizo las Desviantes hostiles a todas las especies, ninguno más que los suyos. Los sentimientos positivos más básicas, tales como el amor entre padres e hijos, o entre marido y mujer, eran casi inexistentes en la sociedad Deviant. Otros sentimientos positivos, como la amistad, la lealtad y el patriotismo, por lo tanto no tenían cimientos emocionales para apoyarlos. Esos pocos Desviantes que experimentaron esos sentimientos los mantenían ocultos. Sus orígenes presos a los Celestiales y los Eternos. Ellos una vez adoraban los Celestiales como sus fabricantes. Vieron la Eternos rivales y pelearon contra ellos a lo largo de su historia. Gobernantes del Mundo Con su más alta tasa de mutación, Desviantes evolucionaron más rápido que los humanos. Por lo tanto, desarrollaron la tecnología más pronto. Por aproximadamente 20.000 aC, habían construido ciudades, por encima y por debajo de la tierra, y desarrollado la ingeniería genética. Sólo su desconfianza hacia los demás y sus constantes batallas con los Eternos les había impedido conquistar la Tierra. En alrededor de 18.000 antes de nuestra era, sin embargo, que controlaban todo el planeta a excepción de la Atlántida, de su capital en Lemuria . El Segundo anfitrión de los Celestiales llegó a la Tierra alrededor del año 16.000 antes de Cristo. El Desviantes, en medio de otro asalto a la Atlántida, atacó la nave celestial. En represalia, los Celestiales bombardearon Lemuria. Al mismo tiempo, los atlantes abrieron sus respiraderos de magma para eliminar los Desviantes. La bomba destruyó Lemuria, y las ondas de choque desde que, combinados con los respiraderos abiertos, se hundió la Atlántida. Este Gran Cataclismo remodela la superficie de la Tierra. [2] La mayoría de los Desviantes murieron en la explosión y en la devastación posterior. Los supervivientes se refugiaron en sus ciudades subterráneas. Dejaron de adorar los Celestiales en general; ahora adoraron a la 'Dreaming Celestial', a quien creían que había sido castigado por la creación de ellos. El sacerdocio cambió Pureza Tiempo, su ritual de sacrificio; ahora se ponen los 'sacrificios' en animación suspendida como un ejército para atacar a los Celestiales cuando regresaron. Las modernas atlantes anfibios aparecieron alrededor de 6500 aC. Los Desviantes pueden ellos han creado como un experimento. Era Moderna La Tercera anfitrión de los Celestiales visitó circa 1000 aC. Los Desviantes y los Eternos llama una tregua entre ellos y se comprometieron a dejar de interferir con los humanos hasta la Cuarta anfitrión llegaría. En 1976 [3] , la Cuarta anfitrión llegó a juzgar la tierra. [1] Su tregua con los Eternos terminado, los Desviantes atacó la ciudad de Nueva York para engañar a los seres humanos al atacar a los Celestiales. [4] Como es habitual, sin embargo, que pasaron como mucho, si no más, el esfuerzo en las disputas entre ellos. Ellos lograron invadir Olimpia, el hogar de los Eternos. Liderados por el sumo sacerdote, hermano Tode , los Desviantes representaban una amenaza de tal manera que los Eternos formaron su Uni-Mente , atrapado a los invasores en un bloque de piedra, y la tomó al espacio. Después de la Cuarta anfitrión encontró Tierra aceptable, abandonaron su plan para destruirlo y se fueron. La historia de Lemuria desde entonces consistía principalmente en una serie de luchas de poder entre el sacerdocio (generalmente representado por Ghaur ) y la monarquía (generalmente representado por Kro ). Biología Genética Hay un equivalente Deviant del mutante cromosoma X-Factor . [5] El Eterno Thanos es un mutante dentro de su especie, que posee una mutación, [ cita requerida ] el gen Deviant [ cita requerida ] y ser en consecuencia afectada por el 'Síndrome de Deviant'. [ cita requerida ] Grupos Deviant En la mitad del siglo 20, un grupo de idealistas, Desviantes Eternos, y los seres humanos a un lado sus diferencias y se creó la Fundación Damocles . La invención de la bomba atómica los convenció de que las tres especies necesarias para encontrar una manera de convivir, que sólo iba a pasar cuando se recombinan en una sola especie. La Fundación cree que esa especie individuales serían mutantes, y la intención de controlar el futuro mediante la creación y el control de los mutantes. Su líder era Odiseo Indigo ; sus miembros incluyen un grupo llamado Espada (compuesto de Argos el Cazador , Pira , Stranglehold y Zona ), Marcelus y vEEG. Al final resultó que, los Celestiales habían creado Desviantes en otros mundos. Los Desviantes de la Tierra aprendieron de ellos cuando un grupo de extraterrestres Desviantes llegó, después de haber derrocado especie de base de sus propios mundos. Los dos grupos, naturalmente, se negó a asimilar, por lo que los recién llegados establecieron una ciudad llamada Lyonesse debajo de Nueva York. Tenían la intención de conquistar la Tierra como lo hicieron otros mundos. [ cita requerida ] El metro de la Legión era un equipo de Desviantes, mutantes, y los héroes que protegen el secreto de Lyonesse respaldado por el gobierno. Llamaron a su líder Blackwulf, aunque el Blackwulf originales ( Pelops ) murió. Su hermano Lucian lo reemplazó. Delta Red La Red Delta consistía Desviantes tanto de Lemuria y Lyonesse, que esperaban que un día los Desviantes pudieron reunirse con sus primos humanos y asimilar a sí mismos en la humanidad en general. No es sorprendente que la mayoría de ellos ya apareció humano. Un grupo de miembros de la red de Delta, que se hacen llamar la Fuerza Delta y liderado por Kro, emprendió una misión. Miembros notables incluyen Dark Angel / Tzabaoth (Donald y Deborah Ritter) , Dragona , Enigmo , Karkas , Ransak el rechazo , El Toro Rojo y Metabo. Desviantes notables Desviantes notables incluyen: Gelt , Kro , Morjak , Hermano Tode , Ahqlau , Broop , Ignatz , Karygmax , Ragar , Shelmar , Trineo , Esclusa , de Spike , Taras Vol , Tutinax la Montaña-Mover y Reina Vira . Otros Desviantes Desviantes no tan notables (que aparecen sólo una vez) incluyen Chudar , Carbón , Darg , general Dasra , Dulpus , Dzyan , Erishkigal , Fascit , Frathag , Ghiough , Haag , Jorro , Nuncio Klarheit , Kra , Lugner , Medula , Morda , Morga , Plokohrel , Phraug , Ranar , Cadena , Trueno , Tobias , Hermano Visara , Yrdisis y Zakka . Muta Deviant Muta notables incluyen: Brutus , Dromedan , Giganto , Gigantus (Monster Acuático) , Glomm , Gorgilla , Gort , Maelstrom , Molten Hombre Cosa , y tricéfalo . Otros muta incluyen: Bandrhude , Cataphrax , Megataur , Minotauro , Neolítico , Spore , y el gusano devora Mundial . De Lyonesse Desviantes de Lyonesse incluyen: Cerda , Blackwulf (Pelops) , Blackwulf (Lucian) , Id , Khult , Señora Trident , Mammoth (híbrido humano / desviada), Nirvana (fallecido), Pandara , Schizo , Tántalo (fallecido), Touchstone , toxina , y Wraath (futura versión alternativa de Mammoth), Señora Tridente (humano / híbrida desviada) Asociado Seres generalmente asociados con los desviados, pero que no son desviados a sí mismos, incluir grottu (una hormiga mutado) y la de los hombres lagarto de Subterranea . Los otros Subterranean razas tales como Moloids , Gortokians y Tyrannoids . Poderes y Habilidades Potestades Ninguno conocido. Habilidades Ninguno conocido. Nivel medio de la fuerza Desconocido. Debilidades Ninguno conocido. Habitat Hábitat: Hábitat de esta raza es desconocida. Gravedad: Gravedad de esta raza es desconocida. Ambiente: El ambiente de esta raza es desconocida. Población: Población de esta raza es desconocida. Diverso Tipo de Gobierno: Alterna entre monarquía feudal y la teocracia Nivel de Tecnología: Avanzado Rasgos culturales: Xenofobia Representantes: repre |
NIVEN chapter 3 . 5/19/2015 2887 Grass Giants gathered with the Reds and Sea People and shared maps . ('Ringworld Throne' - '24 falans ago') 2892 : THE RINGWORLD THRONE The first Kzin ships arrive at the Ring, they are accompanied by, or closely followed by, an ARM warfleet. These are stopped by the Hindmost and Bram. An expedition organised by the Institute of Knowledge on Jinx finds the 'Suicide Night' device hidden in a 9 mile wide Slaver Stasis Box. (MKW X 'Peter Robinson') 2893 The Hindmost and Louis Wu defeat the remainder of Teela Brown's Protectors, as well as Bram and Ann. Tunesmith, the newly made Ghoul Protector, joins them. ('Ringworld Throne') 2895 The third expedition to Ringworld led by Son-of-Chmeee and an ex-ARM agent named Quinn. The Kzin Patriarch has threatened to destroy the Puppeteer-Fleet-of-Worlds in retaliation for the Puppeteer's breeding experiments and genocide of the Kzinti race. Quinn and Son-of-Chmeee are manipulated by the Puppeteers to destroy the approaching Kzin warship with technology found on the Ringworld [Referrred to in Ringworld 'encyclopedia'.] c 2900-3000 Expansion. Known Space becomes the Thousand Worlds. (KSC) Longevity strongly effects society. (KSC) 3101 Minor incident on Margrave. ('Safe at Any Speed') c 22,500 Expected arrival of the Core Wave Front. End of most life in Known Space.. presumably. c 120,000 Loeffler's ship comes close enough to Hooker's ship to destroy its life system. ('The Ethics of Madness') |
NIVEN chapter 3 . 5/19/2015 2367 Ka'ashi / Alpha Centauri / Wunderland es invadido por una flota de Kzin Hssin (un mundo en el sistema de la estrella del R'hshssia / de Innes). (MKW4 'El Sobreviviente'), (MKW10 'Una Guerra de Wunderland') El populacho de Wunderland mantiene fuera del Kzin durante casi seis meses, mientras que vuelva a colocar los tres slowboats en órbita. (MKW2 'hora de los niños') Cuatro slowboats (RPFeynman) huyen Wunderland. Ingrid Raines es a bordo de uno y Dimity Carmody en otro dirigido a We Made It, que está casi destruido. (MKW2 'hora de los niños'), (MKW10 'Una Guerra de Wunderland') Wunderland ocupado por fuerzas Kzin. 2373 El informe de la nave de guerra Kzin llega a la Tierra. (MKW7 'Tigre del coronel') 2378 Primera Flota Kzinti se lanzó en contra de Sol. 2383 Primera Flota es destruido por el lanzamiento de Array Strather. (MKW7 'A Darker Geometría') 2384 Segunda Flota Kzinti se lanzó en contra de Sol. 2389 Segunda Flota está destrozada por las baterías de mercurio de lanzamiento. Un cuarto es totalmente destruido. El resto cojear de nuevo a Alpha Centauri. (MKW7 'A Darker Geometría', MKW4 'El hombre que pudo Kzin') |
NIVEN chapter 3 . 5/19/2015 KZIN GOVERNMENT Like many of Earth's governmental bodies, the Patriarchy keeps a great deal of information from its citizens, such as the secret to the Quantum II hyperdrive and the location of the Ringworld. Kzinti diplomats are often provided with these secrets, and many know more of mankind's relation to the Pak than most humans. |
NIVEN chapter 3 . 5/19/2015 STEPPING DISKS Earth uses teleportation booths to provide near instantaneous travel throughout the world, but the Puppeteers have created a series of stepping disks on their homeworld which allow them instant travel; they can walk the entirety of their homeworld in minutes, giving them 'seven league boots'. Unlike the booths, the stepping disks can be installed anywhere and are portable. Transfer booths, used for transport on Human worlds, are an inferior variant on the stepping disc, using technology secretly sold by the Puppeteers to one of Gregory Pelton's ancestors. Sources Consulted: Ringworld, The Ringworld Engineers, The Ringworld Throne, and 'At the Core' |
NIVEN chapter 3 . 5/19/2015 PUPPETEER INFLUENCE ON MAN KZIN WARS The Puppeteers cautiously studied the Kzinti for hundreds of years. They concluded that the Kzinti were a dangerous species, who would attempt to take the Puppeteer homeworld and make slaves of the inhabitants if given the opportunity. Though there was little possibility for the relatively unsophisticated Kzinti even learning the location of the Puppeteer homeworld, let alone accopmlishing such a goal, the Puppeteers were unwilling to accept the risk. Instead, they created a plan to exterminate the entire Kzinti race and were ready to begin implementation when the first Man-Kzin war provided an alternate solution. The new stragegy involved a great deal of debate over the threat of the Kzinti. Experimentalists factions said that the Kzinti might provide a useful buffer against possible attacks from other species. Conservative factions argued that the species should be exterminated simply because they were too dangerous. The Experimentalists were coming into power at the time of the debates and their arguements prevailed. The result was the decision to conduct a selective breeding experiment that would produce Kzinti who would be more docile and open to negotiations rather than fighting. The Kzinti ships were better armed and more maneuverable than the Earth fusion ramships, but the Puppeteers realised that giving humans superior technology would lead to Kzinti defeat and result in the deaths of most of the first generation of warriors from the Kzinti populace. The Puppeteers used a starseed lure to draw an Outsider ship into Human Space, where the mysterious race sold the mayor of the planet We Made It the secret of the Quantum I hyperdrive shunt (on credit). The effect was dramatic. The Kzinti ships could never hope to outdistance or catch a hyperdrive-equipped vessel. The war immediately turned against them and they were pushed back, planet by planet. As predicted by the Puppeteers, the most fierce and dangerous Kzinti were killed, assuring their stock would not pass on their aggressive genes to the next generation. Defeat was not a concept the Kzinti were familiar with, and revenge provided them a strong motivation. The Kzinti re-staged their attack against the human-held planets in the Second Man-Kzin War. Of course, the humans had learned their hard lesson. General Products Hulls and thrusters significantly improved the human defensive fleet. Number Two Hulls were often converted from their original use as survey ships to attack vessels, while the huge Number Three Hulls were made into battle cruisers equipped with reaction-less thrusters, fusion drives, and the Quantum I Hyperdirve. The Kzinti ran straight into Earth's new warships and quickly collapsed. Several of the Kzinti-held worlds were annexed and the slave populations released. The Kzniti were not willing to let another defeat go unpunished. They attacked again and were repulsed more and more easily. After the fourth attack they and finally gave up, the empire they had built over thousands of years was drastically reduced. In each attack over the centuries, Kzin had lost two-thirds of its fighting population and was unable to recover the original fighting spirit. The population of the non-sentient females had been untouched by the ravages of the war and the Kzinti's numbers grew again, aggressive, but not dangerous enough for the Puppeteers to feel the race required extermination. The Kzinti reluctantly opened diplomatic relations with other species. Speaker-to-Animals, later known as Chmee was one of these 'Diplomats'. |
NIVEN chapter 3 . 5/19/2015 CULTURE Puppeteer civilization rose during the human stone age. They are very long lived, rarely dying from accident or disease. The population of their home planet, Hearth, long ago reached one trillion. As herd animals, Puppeteers strive for consensus and conformity. The Japanese saying 'The nail that sticks up will get hammered down' applies very well to Puppeteer culture. The politics of their monolithic world culture, which they call the Concordance, are quite simple. They have two political parties: The majority Conservatives, and the minority Experimentalists. In peaceful times, when nothing needs to change, the Conservatives rule. In times of trouble, when change is needed, the Experimentalists are voted in — but only for the duration of the emergency. It should be noted that the Experimentalists are only slightly less conservative than the Conservatives. After all, they are still Puppeteers! The vast majority of Puppeteers live in miles-high apartment buildings and arcologies. Their stepping disc technology is used ubiquitously; the buildings contain no hallways or air ducts. Everyone and everything, even fresh air, is brought in by stepping disc. Puppeteers are vegetarians, and eat a variety of grains, grasses, and leafy vegetables. They also eat bread. Like all vegetarians, Puppeteers eliminate (pass excrement) where they eat, and their dining halls are equipped with rows of stepping discs in the proper position to whisk the manure away. Puppeteers normally wear no clothing, but do wear sashes. A sash may be practical, containing pockets, or ornamental, with the color indicating, for instance, alliance with a political party. For technological and scientific research, Puppeteers employ careful observation and safe investigation, ensuring no personal or social risk is taken by anyone. Their advancement is aided by unmatched powers of deductive reasoning and logic. They view humanity's discovery of scientific principles and new worlds through trial-and-error, exploration, and serendipity to be hazardous and irrational. |
KNOWN SPACE chapter 3 . 5/19/2015 EDITOR'S NOTES My primary purpose in constructing this Chronology was to put the canonical stories of Known Space into a self-consistent order. By 'canonical' I mean those with Larry Niven as author or co-author. I've also included a limited number of other dates of historic importance. In choosing between conflicting information in establishing the order and dating of stories, my first priority has been the events described within the stories. Those must supercede anything else. For example, 'ARM' specifies a date of 2124, yet it describes events at the end of the previous Gil the ARM story, 'The Defenseless Dead,' as happening 'early last year.' The end of the earlier story is set in 2125, so clearly one date or the other must be judged incorrect. My second priority has been dates specified within the stories themselves. I found this resulted in a more consistent timeline than, for example, relying on the ages of characters specified in stories. The year of birth of Lucas Launcelot Garner and Gil Hamilton appear to vary from story to story, so relying on their ages when other information is available would create contradictions which I've avoided. It seems best to disregard most statements in various stories that a century or more has passed since a specified event or period. These are often incompatible with the overall timeline, such as in 'The Borderland of Sol' where Beowulf Shaeffer states 'The Siberia meteorite must have been weird enough, to have been remembered for nine hundred years' (Tales of Known Space, p. 181). This refers to the 1908 Tunguska event. The passage of nine centuries would date 'Borderland' at around 2808, whereas other indications put it at 2650. Likewise, in 'The Warriors' (which we date circa 2366), Sue Bhang says 'The last murder occurred.. a hundred and sixty years ago' (Tales of Known Space, p. 142). It is difficult or impossible to reconcile that with earlier events, most notably ARM lieutenant Robinson openly suspecting Roy Truesdale of murder in 2341, only 25 years earlier (Protector, pp. 115-6). Of course, one might suggest (with tongue firmly in cheek) that in the future, people's knowledge of history, or elementary math, has become rather vague.. I've taken a limited amount of information from Chaosium's Ringworld Role-Playing Game. Niven himself says in the 'Canon for the Man-Kzin Wars,' regarding the background material given to potential 'shared world' Man-Kzin War authors, that 'Most of the material was written by John Hewitt, from my books and from extensive conversations at conventions.. Believe the dates in the notes if they conflict with dates given in the Niven stories.. Hewitt and I half-busted our minds reconciling inconsistencies' (Scatterbrain, p. 293). John Hewitt wrote the background material on Known Space for this game. However, I've used game information conservatively, and only to pin down the dates of events referred to in canonical stories where no other dating information was available. For example, I wish I could use the dates Hewitt specifies for the Second, Third and Fourth Man-Kzin Wars, but the date specified for the end of the Fourth War in the relatively recent, canonical 'Fly-By-Night' (Man-Kzin Wars IX, 2003) makes Hewitt's dates for the third and fourth wars impossible, and his date for the second rather questionable. No treatise on Known Space chronology would be complete without mentioning the 'Timeline for Known Space by Larry Niven,' which appeared at the front of Tales of Known Space: The Universe of Larry Niven (pp. viii-ix). This was originally published in 1975. Of course it is now out of date, and in three cases I've found it appropriate to move a story to a different position than the 'Timeline' specifies. Nonetheless, this forms the foundation upon which any chronology of Known Space must be built. In a number of cases, the only clue to a date or chronological order for stories comes from the 'Timeline.' In the 'Introduction' to Tales of Known Space, Niven says 'Thanks are due to.. Spike MacPhee and Jerry Boyajian for their assistance with the timeline. They.. saved me a lot of research.' I can only echo that sentiment and gratitude. A Hero-sized round of thanks also to Dave Lambert, who provided some much-needed information and many valuable suggestions. -David 'Lensman' Sooby, October 2006 |
KNOWN SPACE chapter 3 . 5/19/2015 2410-20?: First Man-Kzin War ended by Human hyperdrive armadas - The Ringworld Role-Playing Game-Explorer Book specifies 'The hyperdrive armadas of 2410-2420 finally drove the Kzinti invaders from Human Space' (p. 30). 2505: Fourth (last) Man-Kzin War ends - 'Fly-By-Night' specifies '..twenty-five-oh-five.. At the end of the fourth Man-Kzin War.. The Covenants of Sasht were negotiated then' (Man-Kzin Wars IX, pp. 308-9). Ringworld states 'Six times over several centuries, you [Kzinti] attacked the worlds of men. Six times you were defeated..' (p. 19). This seems to indicate six wars rather than four. However, the more recent 'Canon for the Man-Kzin Wars' clarifies this: Niven states 'There were major 'incidents' as well as the four wars.. 'Six times over several centuries, the kzinti attacked the worlds of men..' I've forgotten where the quote comes from, but at least two 'incidents' must have been major ones' (Scatterbrain, p. 293). 2642: 'Neutron Star' - Unfortunately there is no actual date specified in any Beowulf Shaeffer era story- any story set in the 2600s- which can be used to determine a date for any story. The dating of this entire era of stories is indicated by Chiron's statement in Ringworld regarding the elapsed time since the start of the Puppeteer migration (see notes for 'At the Core,' below), plus the dating of Louis Wu's birth as described in 'The Borderland of Sol' (see notes below for that story). |
KNOWN SPACE chapter 3 . 5/19/2015 2124-25: 'The Defenseless Dead' - The date 'February 3, 2125' is specified (Flatlander, p. 109). There is an earlier prologue where Gil visits the organ banks, after which he says '..eleven months later' (p. 75), so the opening of the story must occur during the previous year. This story is somewhat episodic, and (aside from the opening) the first impression is it may span several months. However, all references to previous events place all parts of the story two years after 'Death by Ecstasy,' so we suggest the story (other than the opening) spans only several weeks or a very few months. 2125: Protector-1st half - (a) Lucas Garner '..was approaching.. his one hundred and eighty-fifth birthday.' (Protector, p. 43) He was born in 1939, as later specified (p. 91), and also as stated in a footnote for the Timeline in Tales of Known Space. This would seem to place the story in 2123. However, this isn't the only story in which Garner's age doesn't quite match a date given, and must be disregarded. (His age as indicated in World of Ptavvs, p. 45, would make his birth year 1937 or 1938). (b) Truesdale's timeline includes '2125 A.D.: Pssthpok arrives Sol. Brennan turns protector' (Protector, p 190). 2126: 'ARM' - (a) Although the date is specified as 'June 4, 2124' (Flatlander, p. 140) this must be disregarded. (b) Gil says 'I'm one of those people who blocked the second corpsicle law' (Flatlander, p. 155), clearly referring to events in 'The Defenseless Dead,' so 'ARM' must occur after that date. Furthermore, Gil says it had been two years after he first met Detective-Inspector Julio Ordaz (Flatlander, p. 127), which happened at the beginning of 'Death by Ecstasy' in November 2123 (Flatlander, p. 2). (c) Definitively, Gil states '..and the Anubis case early last year. When we realized what the man had done, Bera was close to killing him on the spot.' (Flatlander, p. 136) This refers to Bera's actions at the end of 'The Defenseless Dead,' so the year must be 2126. We suggest the actual date for the beginning of 'ARM' was June 4, 2126; and the actual date on the fast-running watch was January 17, 2127. Keeping in mind the story is told in first person by Gil, it may be that in remembering the date on the watch was off by a year, Gil's memory of what year it was became confused. |
Known Space chapter 3 . 5/19/2015 Organizations[edit] ARM[edit] The ARM is the police force of the United Nations. ARM originated as an acronym for 'Amalgamation of Regional Militia', though this is not a term in current usage by the time of the Known Space novels. An agent of the ARM, Gil Hamilton, is the protagonist of Niven's sci-fi detective stories, a series-within-a-series gathered in the collection Flatlander (Confusingly, 'Flatlander' is also the name of an unrelated Known Space story.) Their basic function is to enforce mandatory birth control on overcrowded Earth, and restrict research which might lead to dangerous weapons. In short, the ARM hunts down women who have illegal pregnancies and suppresses all new technologies. They also hunt organleggers, especially in the era of the 'organ bank problem'. Among the many technologies they control and outlaw are all trained forms of armed and unarmed combat. By the 25th century, ARM agents were kept in an artificially induced state of paranoid schizophrenia to enhance their usefulness as law enforcement officials, which led to them sometimes being referred to as 'Schizes'. Agents with natural tendencies toward paranoia were medicated into docility during their off duty hours, through the aforementioned science of psychistry (see Madness Has Its Place and Juggler of Worlds). Their jurisdiction is limited to the Earth-Moon system; other human colonies have their own militia. Nevertheless, in many Known Space stories, ARM agents operate or exert influence in other human star systems through the 'Bureau of Alien Affairs' (see In the Hall of the Mountain King, Procrustes, The Borderland of Sol, and 'Neutron Star'). These interventions begin following the Man-Kzin Wars and the introduction of hyperdrive, presumably as part of a general re-integration of human societies. |
Known Space chapter 3 . 5/19/2015 Technology [ edit ] The series features a number of 'superscience' inventions which figure as plot devices. Stories earlier in the timeline feature technology such as Bussard ramjets, Drouds (wires capable of directly stimulating the pleasure centers of the brain) and explore how organ transplantation technology enables the new crime of organlegging (as well as the general sociological effects of widespread transplant technology), while later stories feature hyperdrive , invulnerable starship hulls , stasis fields , molecular monofilaments , transfer booths ( teleporters used only on planetary surfaces), the lifespan-extending drug boosterspice , and the tasp which is an extension of the wirehead development which works without direct contact. The impact of inventions and technology on society is a recurring, if not central theme in Niven's work: for example, addiction to electric brain stimulation resulting in 'wireheads', or the secondary and tertiary effects of an invention such as teleportation on social behavior, problems, and mores. The milieu can be viewed as representing the last gasp of Campbell-era science fiction, as the iconoclastic, counterculture influences of 'new wave' science fiction of the sixties play no part in most of the stories. However, there are notable exceptions in the Gil the ARM stories; and Jigsaw Man first appeared in Harlan Ellison's landmark 'new wave' anthology, Dangerous Visions . [ citati |
mistery x chapter 3 . 5/18/2015 Shoggoths are amorphous, shapeshifting beings. They were genetically engineered by the Elder Things as a race of servant-tools, but eventually rose up against their masters and drove them to extinction. Shoggoths are now found in isolated locales across Edit A shoggoth is a sentient blob of self-shaping gelatinous flesh, something like a giant amoeba. A shoggoth is some fifteen feet in diameter if it shaped itself into a sphere, but larger and smaller versions exist. A shoggoth is capable of shaping itself into whatever organs or shapes it finds needful at the moment; however, in its usual state it tends to sport a roiling profusion of eyes, mouths, and pseudopodia. A curious behavior of the shoggoth is their repetitive cry of 'Tekeli-li! Tekeli-li!' This is believed to be a phrase uttered by the Elder Things during the Shoggoth's aeons of enslavement, possibly intended to spur the Shoggoth on with their given tasks. |
mistery x chapter 3 . 5/18/2015 The Great Race of Yith are a race of sentient beings of extraterrestrial origin. They are capable of projecting their consciousnesses across time, inhabiting the 012 bodies of individuals of other species and swapping their minds with their own. At some point in the distant past, they abandoned their original bodies for those of a species living on the primitive Earth , and built a flourishing civilization on the planet in their new bodies. They were eventually wiped out by a race of extraterrestrial beings known as the Flying Polyps , but they survived by projecting their minds en masse into an insectoid race that will one day inherit the Earth after mankind. |
visionfuture chapter 3 . 5/12/2015 Government [edit] The Federation, as its name suggests, is a federal state of more than 150 member planets and more than 1000 colonies, according to Captain Jean Luc Picard in the film Star Trek: First Contact, extends for more than 8,000 light years away in the the Milky Way Galaxy. Basically it is one of the superpowers of the galaxy. Its system of government is democratic, with a known as the Council of the Federation with one representative of each federal planet legislature, which is headquartered in San Francisco, USA, Planet Earth. Executive power is exercised by the President of the Federation, elected by the Council, which is headquartered in the Palacio de la Concorde in Paris, France. There is also a judicial power denominated the Supreme Court of the Federation. The armed forces are grouped in Starfleet, who plays the role of military agency (only in extreme cases), and scientific exploration. The fundamental law of this state is called the Charter of the Federation, as indicated in several episodes, it is similar to the Magna Charter of the United Nations, although Picard in the chapter The Drumhead refers to this as the Constitution. The Charter of the Federation includes so-called 'Seven Guarantees' similar to the fifty amendments of the United States Constitution. There are several requirements for membership in the Federation, including the abolition of all caste, genetic manipulation for military purposes, cruel treatment against the population or lack of civil rights within the state. Although it is recommended, is not required to enter the planet is completely unified and the Federation can admit planets whose governments do not manage the entire planetary territory, that is, where there is no global unification. But only in very specific cases. Commander William T. Riker said the federation would not admit to a single continent, but this case has already been given. The Federation is a military ally of the Klingon Empire during most of its history, although they were enemies for a while. Despite this, the Federation has supported violent wars and conflicts with almost all other galactic powers as the Romulan Empire, the Cardassian Union, the Ferengi Alliance, Dominion, the Borg and so on. |
evolutive chapter 3 . 5/10/2015 Nerve Web:Nerve Webs are used by Blacklight to study the effects of Element Zero on living Webs are connected to Brain HivesNerve Webs are in fact a nervous systems formed from biomass that grow from Blacklight in a web like structures grow around Element Zero, usually formed on it, over it, or around it allowing Element Zero to develop eezo nodules on the process is not as efficient as traditional in utero exposure to Element Zero, however this is aspect of Blacklight enables it to have the most well developed knowledge of how Element Zero affects the nervous systems of living changes caused by Element Zero to the Nervous system is analyzed by was this method that allowed for Organic Space Ships to use Biotics for space flight. |
who chapter 3 . 5/8/2015 The Master [ edit ] Main article: Master (Doctor Who) The Master is the Doctor's archenemy , a renegade Time Lord who desires to rule the universe. Conceived as ' Professor Moriarty to the Doctor's Sherlock Holmes ', [ 105 ] the character first appeared in 1971. As with the Doctor, the role has been portrayed by several actors, since the Master is a Time Lord as well and able to regenerate; the first of these actors was Roger Delgado , who continued in the role until his death in 1973. The Master was briefly played by Peter Pratt and Geoffrey Beevers until Anthony Ainley took over and continued to play the character until Doctor Who's hiatus in 1989. The Master returned in the 1996 television movie of Doctor Who , and was played by American actor Eric Roberts . Following the series revival in 2005, Derek Jacobi provided the character's re-introduction in the 2007 episode ' Utopia '. During that story the role was then assumed by John Simm who returned to the role multiple times through the Tenth Doctor 's tenure. [ 106 ] As of the 2014 episode ' Dark Water ,' it was revealed that the Master had become a female incarnation or 'Time Lady,' going by the name of 'Missy' (short for Mistress, the feminine equivalent of 'Master'). This incarnation is played by Michelle Gomez . |
spacecraft chapter 3 . 5/8/2015 Protoss[edit] A Protoss Zealot, as displayed in StarCraft II. The Protoss are a race in the StarCraft series. They are composed of two societies, the conservative Khalai Protoss and the exiled dark templar. The Protoss are depicted as a physically strong species with access to advanced psionic abilities. The Protoss are considered the most technologically advanced race of the series and are the focus of two episodes within StarCraft and its expansion Brood War, as well as featuring in campaigns in the authorized add-ons Insurrection and Retribution. Protoss strategy in-game is usually built around the quality of units the player controls rather than the quantity. Originating from Aiur, a planet on the fringe of the galaxy, the Protoss are normally shown in the games and the novels of the series as the nemesis of the Zerg. |
wararmy chapter 3 . 5/7/2015 Chaos (Warhammer) From Wikipedia, the free encyclopedia In Games Workshop's Warhammer Fantasy and Warhammer 40,000 fictional universes , Chaos refers to the malevolent entities which live in a different timespace, known as the Warp in Warhammer 40,000 and as the Realm of Chaos in Warhammer Fantasy . The term can refer to these warp entities and their influence, the servants and worshippers of these entities, or even the parallel universe in which these entities are supposed to reside. The most powerful of these warp entities are those known as the Chaos Gods , also sometimes referred to as the Dark Gods , Ruinous Powers , or the Powers of Chaos . Similarities exist between the Warhammer idea of Chaos and the concept of Chaos from Michael Moorcock 's Elric saga, [ 1 ] which also influenced D&D 's alignment system . Further similarities can be seen with the godlike extradimensional Great Old Ones of horror writer HP Lovecraft 's stories. |
wararmy chapter 3 . 5/7/2015 Physiology [ edit ] This Warhammer-related article describes a work or element of fiction in a primarily in-universe style . Please help rewrite it to explain the fiction more clearly and provide non-fictional perspective . (October 2009) In the fictional universe of Warhammer 40,0000 Orks are green-skinned, a side effect of their blending on a genetic level with fungi and photosynthetic organisms (essentially being enormously complex lichens ). Orks are genetically engineered for combat. They are extremely strong and immensely resilient, fortunate due to their lifestyle of constant warfare and primitive medical technology and techniques. Orks live for combat, and regard fighting as the highest form of worship for their (largely indistinguishable) gods, Gork and Mork . Orks are generally indifferent as to whom they fight, being as content to fight one another as any of the various other races inhabiting the Warhammer galaxy. As such, Orks are extremely disorganized and fractious. They eat fungi of all kinds as well as human meat . A particularly favored ingredient in their diet are the squigs , a small organism closely related to Orks in biological terms. Squigs are comparable to two legged mouths, and are often coloured red. Most such animals are used for food or in other domestic applications (to the extent that Orks have a domestic sphere), but some particularly vicious varieties have applications in combat, mainly as attack dogs or living grenades. The only other major form of squig are the elephantine (or even larger) squiggoths . Particularly large examples are used as mobile fortresses, while smaller such beasts serve as pack animals. Orks grow all through their lives, though the average Ork stands around the same height as the average man, at least given their almost perpetual slouch, meaning that, at full height, they would be much taller than a person. This typical pose gives them the appearance of a large, green gorilla. Orks grow at greatly varying rates, however, dependent on social conditions. The effect is notable in extremely aggressive Orks, which tend to grow much faster, for several reasons. First, due to the extremely peculiar nature of Ork physiology, social structure, and their unique psychic gestalt, as an Ork survives combat and wins trophies, the respect of other Orks will produce in him an effect somewhat similar to adolescence in the human male: he puts on muscle, becomes more aggressive and assertive. If an Ork continues to be successful, gaining more respect, he may become a Nob (short for 'noble,' but pronounced 'knob'), a leader of Orks, noticeably larger, tougher, stronger and of a darker green than the average specimen. Once he begins to grow, an Ork will generally keep getting bigger, stronger, and greener until another Ork defeats him, by whatever means. This indicates that the effects of adolescence in Orks continue indefinitely, but can be triggered on or off by defeat or success. However, the means by which Orks become greener is apparently not rooted in their physiology, but in their role as the comic relief in the setting. Orks achieve their theoretical pinnacle, socially at least, when a Nob becomes a Warboss or a Warlord , the rulers of continents and empires. Such creatures are exceptionally large, often standing over three meters (10') tall or higher, with the most powerful known to reach up to twice that height. And although they have achieved the highest possible rank at this point, as previously indicated, they continue to grow and become ever greener, until they are almost black. In the extremely unlikely event that they are not killed in any number of gruesome and/or implausibly humorous ways, an Ork will live indefinitely. Orks seem to live longer the more powerful they are, with some truly legendary Warbosses rumored to be hundreds of years old. It seems Ork Warbosses are, in general, possessed of great longevity, again, assuming the extreme danger of Ork lifestyle and society (not to mention the constant warfare) does not kill them. The process causing this is unknown, but most likely another remnant of the initial genetic manipulation which created the Orks, perhaps with the intention of creating a recognizable and permanent leadership base for the Orks. Retirement is nonexistent in Ork society. Orks' brutish behavior and choice to always use a direct approach in combat stems from their lack of a fear of death. They lack a traditional central nervous system found in most mammals and reptiles, a strength built into the Orks during their creation long ago as weapons in a great ancient war. Their cross-breeding with fungi allows them to reproduce asexually, which explains the lack of Ork females. This reproductive process basically involves the dispersion of spores from a decomposing Ork corpse, such that killing an Ork literally creates more Orks, which also explains why Orks are so difficult to fight and more so eradicate, and how they are able to infiltrate and build up large populations virtually anywhere imaginable from barren deserts to lush jungles, to iron glass and stone cities. The only known solution to this problem is to incinerate the entire area, or failing that the entire planet to destroy all Orks and Ork spores. Because Orks are so genetically similar to plants and fungi, their diets are flexible in the absolute extreme - Orks, and to that extent all Orkoids can be used not only as meat, but also as yeast and phytochemical -containing fibrous plantlike sides. The 'Orkoid Pie' is a staple of Ork diets, particularly on the battlefield, where little other food is available, and dead Orkoids are in abundance. |
wararmy chapter 3 . 5/7/2015 Fantasy Counterpart [ edit ] In the sense that Warhammer 40,000 races parallel the earlier (and still extant) Warhammer Fantasy Battle game, the Eldar race mirrors the Elven people. The Eldar in general consist of three distinct sides: the Craftworld Eldar (often simply called Eldar), who are similar to the High Elves ; the Dark Eldar , who are similar to the Dark Elves ; and the Exodites, who are similar to the Wood Elves . These equivalences are only in very general thematic terms, however, as the major details of the races' backgrounds differ greatly from their Warhammer Fantasy counterparts. For instance while the Dark Elves have long existed as the main antagonist to the High Elves in Warhammer Fantasy , Games Workshop originally incorporated both High and Dark Elves' elements into the Craftworld Eldar for the Warhammer 40,000 universe. Only recently in 1998, did they create the Dark Eldar as a separate army, and there is little back-story on the Eldar-versus-Dark Eldar rivalry. The Exodites exist mainly in Warhammer 40,000 background material and never had any specific models or dedicated army books for use in the tabletop game, however the Alaitoc Craftworld Eldar is closely linked with the Exodites. Both the Elves and Eldar share some deities . The bloody-handed God Khaine is a recurring entity for both the Elves (High and Dark Elves) and Craftworld Eldar. For instance, Aenarion drew the Sword of Khaine to defeat the First Chaos Invasion, while Prince Yriel used the Spear of Twilight to repel Hive Fleet Kraken from the Iyanden Craftworld. The Brides of Khaine, commonly known as the Witch Elves, are one of the forces in the ranks of the Dark Elves; while the Craftworld Eldar can summon the Avatar of Khaine. |
wararmy chapter 3 . 5/7/2015 The Tau castes are: Fire-caste - Warriors, both ground soldiers and vehicle drivers. The caste most likely to be encountered up-close on the battlefield. Skilled hunters and fighters, they are larger and stronger than other castes (some of the other castes are taller, but do not have proportionately as much muscle mass). Air-caste (also known as the invisible caste) - Pilots, both in the merchant fleet and staffing the military starships of the Tau Navy, commanded by Air-caste admirals. The Air-caste have been living and working in microgravity for so many generations that they have become exceedingly tall and slender, with unusually long and skinny limbs. They possess heightened depth-perception, high-G tolerance, and perception of 3D environments. Earth-caste - Builders, farmers, miners, engineers, and scientists. The Earth-cast forms the backbone of Tau infrastructure and population. They are short and stocky, with a generally stoic outlook on life, diligently performing their work. Their labor is respected, and considered no less valuable to the overall effort of the 'Greater Good' than the functions of the other castes. Water-caste - Merchants, bureaucrats, mid-level administrators, diplomats, ambassadors and scientists. The Water-caste is the group of Tau most likely to be encountered in formal diplomatic missions sent to other races. They are somewhat taller than other Tau, though not as tall and slender as the Air-caste. Ethereals (sometimes referred to as the 'Celestial-caste') - Leaders, both spiritually and politically. Relatively few in number, though generally they seem to be about as tall as the Fire Caste, though not quite as strong physically. All Tau have an irresistible compulsion to obey the word of an Ethereal. It is not known whether this power is psychic or pheromonal. Thus, there is very little politicking among the Tau. |
MAVENGERS chapter 3 . 5/6/2015 History and properties[edit] This section describes a work or element of fiction in a primarily in-universe style. Please help rewrite it to explain the fiction more clearly and provide non-fictional perspective. (December 2014) In the Marvel Universe, Adamantium is a group of man-made metal alloys of varying durability, but all are nearly indestructible. Adamantium is inadvertently invented by the American metallurgist Dr. Myron MacLain in an attempt to recreate his prior discovery, a unique alloy of Iron, Vibranium, and an unknown catalyst. Before molding, the components of the alloy are kept in separate batches, typically in blocks of resin. Adamantium is prepared by melting the blocks together, mixing the components while the resin evaporates. The alloy must then be cast within eight minutes. Adamantium's extremely stable molecular structure prevents it from being further molded even if the temperature is high enough to keep it in its liquefied form. In its solid form, it is dark metallic grey, shiny, and resembles high-grade steel or titanium.[4] It is almost impossible to destroy or fracture in this state and when molded to a razor's edge, it can penetrate most lesser materials with minimal application of strength.[5] Despite its utility in armament and armature, Adamantium is rarely used due to its high cost, lack of source materials and inability to be manipulated easily. Wolverine once discovers an Adamantium-laced skull in Apocalypse's laboratory and says it seemed to have been there for eons.[6] |
MAVENGERS chapter 3 . 5/6/2015 Background A March 1952 story in Amazing Detective Cases #11 called 'The Weird Woman' tells of a woman describing herself as a mutant who seeks a similarly superhuman mate.[1] Roger Carstairs, a mutant who can create illusions, is shown in Man Comics #28, dated September 1953.[2] A character with superhuman powers, born from a radiation-exposed parent, was seen in 'The Man with the Atomic Brain!'[3] in Journey into Mystery #52 in May 1959; although not specifically called a 'mutant', his origin is consistent with one. A little-known story in Tales of Suspense #6 (November 1959) titled 'The Mutants and Me!'[4] was one of the first Marvel (then known as Atlas) stories to feature a named 'mutant'. The modern concept of mutants as an independent subspecies was created and utilized by Marvel editor/writer Stan Lee in the early 1960s, as a means to create a large number of superheroes and supervillains without having to think of a separate origin for each one. As part of the concept, Lee decided that these mutant teenagers should, like ordinary ones, attend school in order to better cope with the world, in this case Xavier's School for Gifted Youngsters. These mutants first appeared in the superhero series X-Men, which debuted in 1963. Marvel later introduced several additional mutant superhero teams, including The New Mutants, X-Factor, Excalibur, X-Force, and Generation X. Officially, Namor the Sub-Mariner is considered the first mutant superhero whom Marvel Comics ever published,[5] debuting in 1939. However, Namor was not actually described as a mutant until decades after his first appearance. The same is true of Toro, partner of the android Human Torch introduced in 1940. |
MAVENGERS chapter 3 . 5/6/2015 1980s[edit] Thor eventually confronts the threat of the Celestial Fourth Host, and after an extended series of encounters learns of the apparent true origin of Asgard and Odin's plans to defend Earth from the alien judges. Despite the attempt by Odin to stop the Celestials by occupying the Destroyer armor (now 2,000 feet tall as holding the life essence of every Asgardian) and wielding the Odinsword (and aided by the Uni-Mind, an entity composed of the Eternals) and Thor himself, the aliens depart when presented with an offering by Gaea on behalf of the 'Skymothers' (e.g. Frigga and Hera) of twelve perfect humans. Thor also learns Gaea was his birth mother.[15] After restoring the Asgardian gods with a gathering of energies donated by Skyfathers from other pantheons,[103] Thor has a series of adventures on Earth, including encountering two Heralds of Galactus in swift succession;[104][105] stopping Mephisto from taking human souls;[106] clearing his name when framed by Asgardian god of war Tyr;[107][108] aiding Drax the Destroyer;[109] with ally Iron Man defeating the Bi-Beast and the Man-Beast;[110][111][112] engaging the former king of Nastrond Fafnir transformed by Odin into a dragon in combat when freed by Loki,[113] and battling Dracula.[114][115] Thor learns of the existence of the 'God Eater', a creature summoned when the death gods of several pantheons temporarily merge their realms. Thor thwarts the creature - revealed to be in humanoid guise Atum, the son of Gaea, and therefore Thor's half-brother - and ensures the cosmic balance is restored.[116] While exploring an approaching space vessel at the request of Nick Fury, Thor encounters Beta Ray Bill,[117] who after a brief battle, proved himself worthy of lifting Thor's hammer Mjolnir. After initial misunderstandings, Bill forms an alliance with the Asgardian gods, and is empowered by Odin to aid Thor and his allies in a war with an approaching army of demons,[118] which is revealed to be led by fire demon Surtur, now wielding 'Twilight', the gigantic 'Sword of Doom'. After a series of extended battles - including a battle to the death with Fafnir and thwarting the Dark Elf Malekith — the gods are finally triumphant, although during combat Odin and Surtur disappear through a rift and are presumed dead.[119][120] Thor remains in Asgard to deal with the vacuum left by Odin's apparent death, and drives off Hela;[121] meets Tiwaz, his great-grandfather;[122][123] forces Loki to cure him from the effects of a love potion;[124] with allies enters Hela's realm and rescues lost mortal souls.[125] Returning to Earth, Thor and Beta Ray Bill defeat the transformed Dark Elf Kurse,[126] although Loki uses the power of Surtur's discarded sword to change Thor into a frog. After an adventure in Central Park, Thor manages to partially restore himself and then forces Loki to reverse the spell.[127][128][129] While rescuing X-Factor member the Angel from torture by the mercenary team the Marauders, Thor is cursed by Hela, who makes his bones as brittle as glass and unable to heal if damaged; and renderes him truly immortal and unable to die no matter how severe his injuries.[130] Thor is injured again during a battle with the Absorbing Man engineered by Loki,[131][132] and is ultimately saved by Loki during a battle with the Dark Elves.[133] Eventually forced to wear armor to protect his broken body, Thor and Loki defeate a group of Ice Giants, who seek revenge by trying to locate the Midgard Serpent, hoping it would kill the thunder god. The Giants instead find the dragon Fin Fang Foom, who is revealed to be the Midgard Serpent in disguise. Time slows as the pair - mortal enemies due to prophecy that stated they would kill each other during Ragnarök — battle to the death. Thor kills the Serpent, although his body is completely pulverized.[134] Loki restores the Destroyer, and after killing the Ice Giants finds Thor's now liquid form. The Destroyer attempts to disintegrate the thunder god but can not do so due to Hela's curse. Thor assumes mental control of the Destroyer, and forces Hela on pain of death to restore his true form. The thunder god then breaks Loki's arm as punishment for his actions.[135] Thor meets and battles Leir, the Celtic god of lightning.[136] After another encounter with the Celestials on an alien world;[137] Thor finds Odin — a captive of Seth — and uses the Odinpower to fend off a returning Surtur;[138] and defeats Annihilus while Asgard is in the Negative Zone.[139][140] Thor battles X-Men foe the Juggernaut and meets the New Warriors.[141][142] |
MAVENGERS chapter 3 . 5/6/2015 Characteristic Traits Edit The Zehoberei are a humanoid race, distinguishable from humans for four biological traits of note. The first is their light green skin pigments. The second is that their facial bone structure is somewhat different than humans'. The third is their skin tissue, which is much more resistant to physical harm. While weaker than certain species, such as Asgardians , the Zehoberei's skin is much more durable than a human. The increased tissue density also contribute somewhat to their physical strength. The fourth major difference between Zehoberei and humans is the presence of a second liver, which allows Zehoberei to enjoy a larger number of alcoholic beverages than other races. [2] |
HALOFAN chapter 3 . 5/6/2015 There are many animals that have been mentioned in the Halo Universe. However, this list currently only features the animals created for the Halo Universe. To see all of the animals mentioned in the universe that includes real ones, see List of Animals . Animals Animals on Human Worlds Fish (Sierra 117 habitat) Dwarka Squirrel Gúta Fish (High Ground habitat) Moa Animals on Covenant Worlds Covenant Koi Covenant Pests Doarmir Helioskrill High Charity Bird Mud wasp Scrub Grub Shade Crab Thorn Beast Zap-Jelly Animals on Forerunner Worlds/Installations Bird (Forerunner) Butterfly (Installation 00 Species) Fish (Delta Halo habitat) Fish (Tempest) Moth Sea Worm |
HALOFAN chapter 3 . 5/6/2015 Culture Edit Little is known about the specifics of human culture during this period, however, it is interesting to note that all the human officers shown in the terminals wore their hair long, as well as having white designs either painted or tattooed on their faces. It is unknown if women served in their military. |
massactive chapter 3 . 5/6/2015 ExoGeni Corporation is an interstellar company specialising in planetary exploration and colonisation. In addition to funding the establishment of several human colonies, ExoGeni has incidentally secured resource rights to worlds that may have undiscovered resources or remnants of alien technology, such as their newest colony on Feros . Commander Shepard can view the company's mission statement from the ExoGeni VI in the main headquarters there, or from Ethan Jeong . ExoGeni, wryly described by Juliana Baynham as being a genius at 'repurposing anything and everything,' founded the Zhu's Hope settlement on Feros. The company provided funding for the colony; in return, the settlers handed over any valuable finds from the Prothean ruins. It converted one of the ancient towers above the Skyway into a base of operations, using Zhu's Hope as a port and housing most of the researchers closer to the labs. |
massactive chapter 3 . 5/6/2015 History Edit Reapers had been known to exist for nearly a billion years, judging by findings from the Leviathan of Dis, an ancient Reaper corpse. Before the Reapers came to be, the galaxy was under the thrall of a race known as Leviathans. They created an 'Intelligence' to solve the problem of organics and synthetics killing each other. However, this Intelligence turned on them, slaughtering most of their kind and processing others into the very first true Reaper, Harbinger. Harbinger's form, that of the Leviathans themselves, became the template for subsequent Reapers harvested from the galaxy's races on cyclical purges over the next millions of years. In order to speed up the time between harvests, the Reapers constructed the mass relay network and the Citadel to coordinate it. Engineered creatures called keepers were placed on the Citadel to maintain the station during their absence and to open it for them when they decide to invade. Fifty thousand years before the current galactic era, the Reapers initiated a purge against the Protheans, the dominant spacefaring lifeforms at the time. The Protheans tried to resist like so many others before them, only to fail due to the Reapers' physical and insidious might. |
massactive chapter 3 . 5/6/2015 Discovery Edit ME3 Leviathan and ShepardDuring the Reaper invasion of 2186, a Systems Alliance group known as Task Force Aurora began to threaten the Leviathans with discovery. Dr. Garret Bryson, the head of the task force, took interest in the Leviathan of Dis and surmised that whatever killed it might be an advantage against the Reapers in the present war. Under orders from Admiral Hackett, Aurora began investigating incidents and patterns that might lead to this Reaper-killer, the 'true Leviathan of Dis'. Bryson pursued several leads, including sightings of mysterious creatures around the galaxy, sites that might be frequented to gather element zero for space travel, and the activity of the Reapers as they seemingly carried out their own hunt for Leviathans. Aurora members Dr. Alex Garneau and Dr. Ann Bryson were dispatched to nexuses of these data sets, Mahavid and Namakli, to search for artifacts related to Leviathan and pick up its trail. At Admiral Hackett's request, Commander Shepard meets with Dr. Garret Bryson in his lab to assist in his research. The Leviathans took control of Bryson's assistant Derek Hadley through an unshielded artifact in the lab, shooting the doctor and killing him before he reveals anything significant in an effort to dissuade the search. Shepard is undeterred and continues the scientist's work, shielding the artifact to prevent further mishaps, and determines Garneau's location through careful investigation. On Mahavid, the Leviathans enthralled the whole population of T-GES Mineral Works staff stationed there, directing them to study an assortment of sciences beyond their normal scope of simple tungsten mining: evolutionary implications of human biotics, plant cross-breeding, turian pain threshold, global starvation estimates, and even colony disappearances. Shepard arrives on the asteroid to find the miners doing anything but mining, and soon enough, the Leviathans present a man claiming to be Dr. Garneau to the Commander. Through Dr. Garneau, the Leviathans reiterate their earlier warning to Shepard: Turn back. The darkness cannot be breached. Garneau bolts from Shepard, leading to a chase made more complicated with the arrival of Reaper forces. Shepard catches up to Garneau in the mines, near a spherical artifact identical to the one that took control over Hadley back at the Citadel. With husks close on his heels, Garneau detonates an explosive powerful enough to destroy the husks, the artifact, and himself. With the enthrallment link gone, the Reapers began retreating and the miners began acting like themselves again, only to have no recollection of previous events and learning that the Leviathans held them in thrall for at least ten years. Shepard and company learn that the 'Garneau' they were chasing was fake, and the real Dr. Garneau's body is found later near the artifact. The corpse contained encrypted data and 8 missed calls from Ann Bryson, Shepard's next link in the investigation. Namakli rock paintingBy the time of Shepard's arrival, Reaper forces have already begun assaulting Namakli in search of the Leviathans' trail. Ann Bryson is rescued, although Marauders have already begun accessing yet another Leviathan artifact found on the planet. The Leviathans once more attempt to dissuade Shepard from the search by enthralling Bryson, causing the Commander to destroy the artifact. Left with few other options, Shepard and company resort to using the artifact in Dr. Bryson's lab, with Ann serving as the bait, in an attempt to trace Leviathan communication signals. The artifact's shielding is briefly let down, leading Ann to be briefly enthralled while EDI traces the signal. The operation is successful and Shepard eventually arrives at the source of Leviathan signals: 2181 Despoina. There, Shepard dives to the Leviathans' lair deep under the planet's ocean and meets a Leviathan, who uses its powers to isolate them both within Shepard's mind. Projecting itself as multiple people enthralled during Shepard's investigation, the Leviathan explains its race's history and connection to the Reapers. Initially, the Leviathans refuse to help Shepard, justifying this skepticism with the fact none have defeated the Reapers before; they decide to allow the cycle to continue as planned, keeping the Commander as their servant while the Reapers harvest the galaxy as they have always done, but Shepard points out that the Reapers now know of their existence and that the Leviathans can no longer afford to remain in isolation. ME3 Shepard three LeviathansRealizing that the Reapers fear Shepard for defeating Sovereign and the Collectors, other Leviathans reveal themselves. Together, they agree to aid the galaxy in the war against the Reapers because they still consider themselves the galaxy's apex race, not out of a desire to help 'lesser species'. The Reapers will pay their tribute in blood, and the Leviathans swear to make slaves out of any Reaper daring to trespass on their domain. As Shepard departs the planet, the Leviathans turn a Brute against other husks and use their artifacts to transmit a powerful pulse that disables an attacking Reaper Capital Ship, illustrating their power. During the war, the Leviathans are able to sever the Reapers' control over a group of Collectors. These 'awakened' Collectors subsequently join the fight against the Reapers to avenge the Protheans. During the final battle over Earth, Shepard can inform the Intelligence that its creators have joined the war, to which it responds they are welcome to, as it is only carrying out their commands. |
wings liberty chapter 3 . 5/6/2015 The Terran-Nephilim War Edit The Midway trekked onward into the G'wriss System where their attackers began preying on human convoys. To make matters worse, these aliens were capturing ejected human pilots and were later discovered to be experimenting on them. Many helpless humans were dissected by the aliens behind the scenes. To be continued |
wing liberty chapter 3 . 5/6/2015 Flora y fauna Editar Nagga [4] Ulanna [5] Este artículo es un talón . Usted puede ayudar a Wing Commander Centro de Información por expandiéndolo . Nagga es una criatura, quizás nativa de Kilrah . Sus dientes son lo suficientemente largos para construir herramientas con. Señor Vakka tenía una daga de Nagga diente. [1]Ulanna es un árbol nativo de amplia difusión a Kilrah . Se exporta a otros planetas y Kilrathi puestos de avanzada con el fin de proporcionar una visión familiar para paisajes alienígenas. Mundial de Fawcett tenía árboles ulanna. [1] |
wing liberty chapter 3 . 5/6/2015 History Edit From that point Kilrathi history is an extended chronicle of brutal civil wars. The formations of the long and narrow lakes of Kilrah marked the boundaries of those ancient clans. [2] Xag was a legendary warrior remembered as the founder of the First Empire . [3] At some point in the past, the Kilrathi were discovered by the peaceful spacefaring civilization, the Shata . As a sign of good will, they offered the secret of the jump points . The Kilrathi however slaughtered the Shata and claimed the technology of space exploraton. [4] Technological discoveries played a key role in dictating which factions would rise and which would meet their demise. The advent of space-faring technology simply enlarged the sphere of expansion of the Kilrathi and transformed dozens of planets into battlegrounds. Such intra-species conflicts lasted until about two centuries before the War; by then the Kilrathi were divided into two, huge empires who battled to the death to establish who would rule over the whole species. After centuries of bloody wars, the leader of the winning side became the first Kilrathi Emperor . It was only obvious that such a power hungry race would direct its desire for conquest towards other species living in the nearby regions of space so that they would not consume each other. The Kilrathi conquered many worlds without difficulty; none of their enemies had the force or the technology to compete with them. |
nivenfan chapter 3 . 5/3/2015 The Man-Kzin Wars[edit] Main article: Man-Kzin Wars In several different stories by other authors playing in the universe we see references to a total of five Man-Kzin wars taking place. The net effect of these wars is summed up by a retrospective comment from Beowulf Schaeffer in the short story 'Grendel': 'The Kzinti aren't really a threat. They'll always attack before they're ready', because the more certain is one's victory before a fight begins, the less honour is to be had from it. With decreasingly impressive logistical and technological advantages, each Man-Kzin War results in the confiscation or liberation of one or more Kzinti colony planets by the humans. In this way humanity contacts the Pierin and Kdatlyno, former slave species, and takes over worlds such as Canyon (formerly Warhead) and Fafnir (formerly Shasht). Several of the stories of the Man-Kzin Wars depict the nearest Human colony at Alpha Centauri, called Wunderland, which was occupied by the Kzinti for over 50 years. Eventually (in Ringworld) we learn that the Kzin reverses were deliberately engineered by the Pierson's Puppeteers, who lured the Outsiders to We Made It in the first place. This allowed the mayor of We Made It to purchase a Faster-Than-Light drive on credit from the Outsiders. Once the humans had FTL warships, the Kzinti couldn't defeat the humans in space combat. The Puppeteers had hoped that the culling of a quarter to a third of the more aggressive members of the Kzinti with every war would result in a more peaceful race, or at least one that was capable of coexisting with other species without instantly trying to kill and eat them. This shift in Kzin attitudes succeeded spectacularly, although the Kzinti themselves do not think very highly of the changes, nor of the price they paid to achieve them. In fact, a fringe faction of the Kzinti known as the Kdaptists, frustrated with the reversals their race had suffered against humanity, went so far as to adopt the human concept that God had created humanity (not Kzinti) in His image, and that He favors and protects humans over other races. As the Puppeteers expected, a form of 'natural' selection occurred, with the more mindlessly aggressive Kzinti dying in the wars with humans, and the more moderate, intelligent, and cautious Kzinti surviving, presumably to think long and hard about the consequences of starting yet another pointless war. By the time the Kzinti attained the level of sophistication and foresight needed to win against humans, they no longer had the numbers or the drive to do so. At one point, Louis Wu, while visiting the Kzin homeworld and given access to the Kzinti Patriarch's game preserve, was confronted by a young Kzin and his father. When the youngster asked 'Are they good to eat?', Louis Wu responded with a grin (baring of the teeth being a Kzin challenge to battle) and the older Kzin responded 'NO'. Wu muses that the Kzin have learned that it would be safer for the young Kzin to eat arsenic than a human being. One of the reasons humanity is such a dangerous enemy is the psychological blind spot the Kzinti have toward human females. Since the Kzinti have bred intelligence out of their own females, an inexperienced Kzin is sometimes careless enough to leave human females to their own devices, usually with fatal results to that particular Kzin. It has been further described in the novels that a combat-trained human female is a Hero's worst nightmare. The Kzinti term for any particularly competent human female soldier is 'Manrret' (singular) or 'Manrretti' (plural), so named out of a sense of gallows humor regarding lethal encounters with same. From the Kzinti point of view a Manrret's stamina, speed, reflexes, pain tolerance, and reasoning capability (enhanced intuition by virtue of increased interconnectedness between the left and right halves of the human female brain) are far superior to a Man's. This gives some Kzin reason for considering each of the genders of humanity to be a separate alien species. On Wunderland, the leader of Kzin has developed a bond with a human female which only they understand. |
Mass Active chapter 3 . 5/3/2015 The virtual aliens are a race of some one billion individuals who downloaded their minds into a virtual world aboard a starship long ago to avoid the destruction of their civilization. As of 2185 CE, the virtual aliens have established diplomatic contact with the Citadel Council in order to secure a new power source for the systems that maintain their virtual world. The aliens' name for themselves is currently The biological characteristics of the virtual aliens are unknown. All virtual aliens do not currently have physical bodies of their own. To facilitate communication with the Citadel Council, the virtual aliens showed that they are capable of swapping consciousnesses with other sentient beings and can control their bodies. |
Valux chapter 3 . 5/3/2015 ProductsEdit A contributing factor to Umbrella's success were their non-lethal commercial products. Such products include: Adravil: A paste-based drug with the motto of 'Quick and Easy Relief: Adravil'.[6] It may be a reference to the real drug Advil. Safsprin: An apparent Aspirin-based brand. This brand's motto is 'The Common Cure'.[6] Uspirim: Another Umbrella Aspirin-based product, introduced in Alyssa Ashcroft's good ending in Resident Evil Outbreak.[7] Aqua Cure: Umbrella's crowning public achievement, Aqua Cure is an ointment used on open wounds that made the company famous worldwide. It is considered to be Umbrella's primary public product and is very effective. It is most likely the recurring item 'First Aid Spray' that appears throughout the series. It is assumed that the t-Virus is used on this product to re-accommodate the damaged cells, though no side-effect has been shown from this product. Valifin: A non-canon medication mentioned in the novelization Resident Evil: Zero Hour by S.D. Perry, Valifin is an experimental pediatric heart medication that has a side-effect of renal failure. It is interesting to note that according to Rebecca Chambers in the Resident Evil Remake, most of the products are 'home grown in Raccoon City'. It is also interesting to note that all herbs are from Raccoon City. This suggests Umbrella cultivated these herbs, explaining how they ended up in an Umbrella base in Antarctica. Sporting Int. Magnum Custom Edition A mix between a Desert Eagle and a Colt M1911, it uses .50AE rounds. Incinerator Unit A gun that uses some parts of the Colt M4A1 Carbine and fires a long range flame. Semi-Automatic Anti-Tank Rifle A large rifle used to destroy light armored vehicles. It can punch through 3 cm. of reinforced steel. Spark Shot A gun that fires electric shocks to control experimental animals. Mine Thrower A gun with specialized darts that will detonate if something pass near them, or attach themselves to a creature. Elite Python A modified version of the Colt Python made by Umbrella. Linear Launcher A Shoulder-Mounted cannon that fires extremely powerful blast of plasma. Charged Particle Rifle A gun that charges particles with negative or positive shocks that can electrocute somebody or deactivate electric shields and damage electric artifacts due to the EMP emitted by it. Umbrella Magnum This model is actually a Raging Bull .44 Magnum, it is called the Magnum Revolver There are also a multitude of other products seen briefly throughout all of the Resident Evil games including, soft drinks, cosmetics, and glasses. In Resident Evil Outbreak in Hellfire scenario, a special item can be found called 'Umbrella noodle', when found it gives the description : 'Umbrella, Inc. makes food too..Tastes pretty good too' stating that Umbrella also manufactured food of its own brand. |
Inovanyx chapter 3 . 5/3/2015 Circuitry Colors A program's circuitry colors vary depending on a its beliefs or functions or, in very rare cases, emotions. The color of a program can also dictate the circuitry color of a vehicle piloted by that program, although certain vehicles in TRON have other factors determining their color. Programs are roughly classed by several major colors: TRON Era, 1982 Blue Neutral programs Believe in and/or fight for users ENCOM mainframe security programs Users (though Kevin Flynn was able to disguise himself in red by touching an MCP-loyal program) Red Does not believe in users, considers them blasphemy Believes in and/or loyal to the MCP Some military programs, like Sark . Yellow Hacker/Search programs Green Military Programs (such as tank drivers) TRON: Legacy Era, 2010 White Neutral programs ISOs Users Arjians Red Does not believe in users, considers them blasphemy Repurposed programs loyal to Clu Literature, Games, Deleted Scene Some additional colors, and additional uses of existing colors, have appeared in media outside of the movie canon. Many of these additions can be considered non-canon. Blue TRON system security programs in 1989 System Utilities Yellow Corrupted/Rogue programs Viruses ( Abraxas ) Green Viruses Gibson / Bostrumites Purple fCon programs In the Deleted Love Scene from TRON , Yori has purple circuitry, possibly denoting that circuitry colors can change due to emotions Briefly on Kevin Flynn when transitioning from red to blue in the Solar Sailer scene in TRON , though this is likely an aesthetic change rather than a factional one. |
Inovanyx chapter 3 . 5/3/2015 Baton-Created Technology Edit Tron Legacy movie vehicle key prop Baton and case props Tools Edit Umbrella Light Cable Vehicles Edit Light Cycle Light Jet Snowmobile Light Crawler Weapons Edit Staff Light Sword |
Inovanyx chapter 3 . 5/3/2015 Appearance Edit ISOs have a glowing symbol on their arm and some depictions also show other markings on their skin. Their color circuitry is usually white, but the Bostrumites , such as Gibson, modified their circuitry to glow bright green. The symbol in their arm represents their gender. The female ISO symbol is a hexagon, followed by a 'T' shape, while the male ISO symbol replaces the cross with a sideways 'V' shape. In TRON: Evolution - Battle Grids the male/female choice is distinguished by each of these symbols. Known ISOs Edit Ada Calchas Gibson Giles Jalen (Later reconfigured into the Virus Abraxas ) Ophelia (later known as Radia ) Quorra (The last ISO) Unnamed ISO (Named by the player in TRON: Evolution - Battle Grids ) |
Inovanyx chapter 3 . 5/3/2015 EquipoDisco de Identidad VehículosCiclo de Luz (primera generación) Ciclo de Luz (segunda generación) AliadosTron Carnero Yori Alan Bradley Lora Baines Dumont Crom Bit Quorra Sam Flynn Clu 2 (anteriormente) Anon |
powerx chapter 3 . 4/30/2015 DivisionsEdit Bio-Weapons DivisionEdit Weyland-Yutani's Bio-Weapons Division was a special department that dealt with the research and development of biological and viral weapons. One of their primary goals was to obtain a viable specimen of the species they designate Xenomorph XX121, whether it be in the form of a Facehugger, a Chestburster or a mature adult; in some cases an immature Chestburster sample was considered preferable due to the ease with which one could be passed through quarantine undetected within their hosts.[2] Weyland-Yutani believed that biological self-replicating weapons such as the Xenomorph could form a ubiquitous component of distant force projection operations, which were otherwise vulnerable to unforeseen threats capable of exhausting traditional security personnel and ammunition stores that may not be easily replenished across the vast distances of space. WY Bioweapons Division Weyland-Yutani Bio-Weapons Division personnel during a Xenomorph retrieval mission. The company's attempts to obtain Xenomorphs frequently involved subterfuge and the sacrifice of human life. Ellen Ripley inevitably became a major enemy of Weyland-Yutani's Bio-Weapons Division after surviving the company's first attempt to capture a live Xenomorph aboard the USCSS Nostromo. Ripley would subsequently uncover (and defeat) numerous other attempts made by the company in this regard. Following Weyland-Yutani's collapse, much of the Bio-Weapons Division's work was appropriated and continued by the United Systems Military. The USM's own research would later fall foul of Ripley 8, a clone of the original Ellen Ripley. Reverse-Engineering DivisionEdit The Reverse-Engineering Division was mainly focussed on the study and implementation of recovered Yautja technology. The department was largely built upon the work carried out by Borgia Industries[14] and the Yutani Corporation,[15] both of which were incorporated into Weyland-Yutani through business mergers (with the Yutani Corporation being a major partner and partial originator of the company's name). As with the company's Bio-Weapons Division, Weyland-Yutani's reverse-engineering projects were generally run with little regard for morals, although owing to the research being based primarily on the study of appropriated technology, the scope for appalling breaches of human rights was less open. Even so, the division ruthlessly captured and exploited alien tech, stealing Predator and Engineer technology with little thought as to how the species that created it may react. As a result, the company often ran afoul of the Yautja, who were fiercely protective of their advanced technology and considered the slaughter of any who would attempt to steal it a cultural necessity.[7] Special Services DivisionEdit Little is truly known about Weyland-Yutani's Special Services Division, with the only confirmed contact being through employee Carter Burke, who acted as Special Projects Director within the department.[2] However, it is thought to be an umbrella division that oversaw and managed various other aspects of the company's research programs. Weapons manufactureEdit Apart from the company's bio-weapons projects, Weyland-Yutani was also heavily involved in the manufacture of conventional weaponry, and was a major supplier for the United States Colonial Marine Corps.[7] Weyland-Yutani products include the VP78 Pistol and the NSG 23 Assault Rifle. Manufactured weapons listEdit VP78 Pistol MK221 Tactical Shotgun NSG 23 Assault Rifle 88 Mod 4 Combat Pistol M260B Flamethrower ZX-76 Shotgun Remote Sentry Turret Other divisionsEdit Weyland-Yutani held numerous other divisions of interest, most notably a large stake in interplanetary cargo transport.[11] It also operated departments focussed on media and manufacturing, and worked in close conjunction with the Extrasolar Colonization Administration. Weyland-Yutani's terraforming efforts were frequently portrayed as being benevolent in nature, but almost always carried a hidden agenda, or at least a substantial profit margin for the company. Weyland-Yutani also manufactured Aspen Beer in the early 22nd century. |
powerx chapter 3 . 4/30/2015 Staff[edit] Darren Agonistes Cross - Founder and CEO Augustine Cross - CEO Ambrose Connors - Special Project Director K.H. Keeshan - Sheila Danning - Head of Public Relations Douglas Arthur Cartland - Head of Systems Design Ronald English - Jorge Latham - Hawkeye - Head of Security Technology[edit] Darren Cross' nucleorganic pacemaker[11] Hawkeye's Sky-Cycle (created by Jorge Latham)[6] Silencer's sound nullifying uniform[12] Crossfire's undertaker machine[13] Ronald English's nucleonic radiator[5] In other media[edit] Film[edit] Cross Technological Enterprises will appear in Ant-Man, with Darren Cross portrayed by Corey Stoll. See also[edit] Alchemax Oscorp Parker Industries Roxxon Energy Corporation Stark Industries |
powerx chapter 3 . 4/30/2015 Staff members[edit] Earth-928 version[edit] [icon]This section requires expansion. (June 2014) Avatarr - The second leader of Alchemax. Miguel O'Hara - A scientist in the R&D Department who is the third leader of Alchemax. Tyler Stone - Leader of Alchemax who was the head of the R&D Department. He was apparently killed when undersea invaders melt the polar ice caps. He later turned up alive and began to assist Spider-Man 2099 by sending him to 2013-2015 to watch over Alchemax. Then he also assisted Spider-Man 2099 and the other multiversal Spider-Men to find a weakness on the Inheritors. Earth-616 version[edit] Liz Allan - The leader of Alchemax. Normie Osborn - Tiberius Stone - The former CEO of Valistone who has worked with Kingpin, Tinkerer, and the Goblin Nation. He is revealed to be the grandfather of Tyler Stone. Mason Banks - An Alchemax executive who was actually Norman Osborn in disguise. Miguel O'Hara - When trapped in the present, Spider-Man 2099 took on the alias of Miguel O'Mara and became Tiberius Stone's assistant in order to keep an eye on him. Mark Raxton - The former Molten Man who works as a member of Alchemax's security force. In other media[edit] Television[edit] A billboard for Alchemax was seen in the Ultimate Spider-Man episode 'The Spider-Verse' Pt. 1. It was among the billboards seen when Spider-Man arrived in Spider-Man 2099's universe. Video games[edit] Alchemax and its employees appear as major antagonists in the 2099 segments of Spider-Man: Shattered Dimensions. Both present-day and future versions Alchemax appear in Spider-Man: Edge of Time. Alchemax scientist Walker Sloan, the game's main antagonist, alters history so that Alchemax is founded in the 1970s. However, over the course of the game, Spider-Man discovers that the CEO of Alchemax and the true antagonist of the game is in fact his future self, Peter Parker 2099. Apparently, Peter had somehow become the CEO after the deaths of Mary Jane Watson and Aunt May. Alchemax developed an anti-aging drug that limited his aging, allowing Peter to retain the appearance of a middle-aged man. Peter planned to use the Time Gateway to go back in time and erase all of his past mistakes and recreate the world in his image. Spider-Man 2099 battles Peter in a spider-like mech suit while Spider-Man battles Atrocity (a fusion of Anti-Venom, Walker Sloan, and Doctor Octopus). After pushing both Atrocity and the CEO through the Gateway, it destroys it, ending the time storm and presumably killing Peter and Sloan while returning Anti-Venom and Doc Octopus to their original selves. See also[edit] Cross Technological Enterprises Oscorp Parker Industries Roxxon Energy Corporation Stark Industries |
POWERX chapter 3 . 4/29/2015 Known Inhumans[edit] Inhuman Royal Family[edit] The Inhuman Royal Family are the ruling class of the Inhumans. Among the members of the Inhuman Royal Family are: Black Bolt (Blackagar Boltagon): King of the Inhumans and husband to Medusa. He has a destructive hypersonic voice that is so loud, he actually remains silent and has undergone rigorous mental training to prevent himself from uttering a sound, even in sleep. The fork-like antenna on Black Bolt's forehead allows more controlled use of his voice.[1] Medusa (Medusalith Amaquelin Boltagon): Wife of her cousin Black Bolt and Queen of the Inhumans. She is also a former member of the Fantastic Four and the Frightful Four, as well as the mother of Ahura and older sister of Crystal. She has prehensile hair.[2] Crystal (Crystalia Amaquelin Maximoff): Medusa's sister and ex-wife of Quicksilver. She can manipulate Earth, Air, Fire, and Water.[1] Gorgon: Cousin of Medusa and Black Bolt. He has bull-like legs in place of his actual legs that can create intense shockwaves that would be equal to an earthquake.[3] Karnak: Cousin of Black Bolt. He is also a priest and philosopher and chose not to expose himself to the Terrigen Mists. But he does have the ability to sense an opponent's weak points and is good at martial arts.[1] Triton: Karnak's fish-like brother.[1] Lockjaw: A large bulldog who serves as a transporter for the Royal Family.[1] Maximus Boltagon: Also known as Maximus the Mad, he is the brother of Black Bolt and tries to overthrow him from time to time. Maximus has the ability of mind-control.[4] The Unspoken: Cousin of Black Bolt. He was once the king of the Inhumans until the rest of the Royal Family rose up against his power-hungry ways. Black Bolt defeated and banished him, decreeing that his actions would be removed from the history books and his name never be uttered again causing him to be referred to as 'The Unspoken'. The Terrigen Mists gave him the power of 'Terrigenesis,' the ability to alter his body into any form he wished.[5] Ahura Boltagon: Son of Medusa and Black Bolt. He has psychic abilities.[6][7] Luna Maximoff: Daughter of Quicksilver and Crystal. Born human, but was later mutated by the Terrigen Crystal by her father.[8] Inhuman Royal Guards[edit] The Inhuman Royal Guards are a group of Inhumans that are responsible for protecting the Inhuman Royal Family. Among its members are: Dinu: A teenage Inhuman who was disfigured during Terrigenesis and had to wear a mask on his face with eye-holes and a zipper where his mouth is. He is a member of the Inhuman Royal Guard. It has been rumored that the ritual of Terrigenesis has disfigured Dinu so much that simply looking upon his face can cause death.[9] Naanis[10] - A tree-like Inhuman Royal Guard who is the twin brother of Timberius. Neifi: An Inhuman royal guard with gray skin and reptilian features. He possesses super-strength and durability and his skin is like armor.[9] Genetic Council[edit] The Genetic Council is a group of Inhumans who are charged with making decisions concerning the use of the Terrigen Mists and the fate of the Inhumans. Among the known members are: Arcadius: An Inhuman chancellor who is a member of the Genetic Council. He has the ability to animate statues.[11] Avia: A female Inhuman with bird-like wings who is a member of the Genetic Council.[12] Carthus: A religious leader of the Genetics Council and spiritual adviser. He was blue with several red spiked horns on his head.[9] Cynas: A female Inhuman who is a member of the Genetic Council.[13] Furgar: Member of the Genetic Council.[13] Kitang: Member of the Genetic Council.[14] Porcal: Member of the Genetic Council.[15] Sapphiras: A female Inhuman who is a member of the Genetic Council.[13] Targon: An Inhuman who is a member of the Genetic Council.[13] Thernon: Member of the Genetic Council.[14] Inhuman allies of Maximus[edit] The following Inhumans are allies of Maximus the Mad: Aireo: Also known as Skybreaker.[16] An Inhuman that can manipulate air. Member of Force of Nature. Currently a member of the Initiative team stationed in Oregon.[4][17] Falcona: An Inhuman that can control any birds in the Birds of Prey category. Her current whereabouts are unknown.[18] Leonus: An Inhuman with lion-like attributes. His current whereabouts are unknown.[18] Nebulo: An invisible Inhuman who is also known as the Shadow Uncast. His current whereabouts are unknown.[18] Seeker: Worked for Maximus during his reign of Atillan. Killed in Inhumans: Untold Stories #6.[19] Stallior: A centaur-like Inhuman. His current whereabouts are unknown.[18] Timberius: A tree-like Inhuman who can control plants. His current whereabouts are unknown.[18] Crimson Cadre[edit] The Crimson Cadre are the Inhumans' personal strike force led by General Ator. Among its members are: General Ator: General Ator is the leader of the Crimson Cadre. His current status and whereabouts are unknown.[20] Eelak the Agile: An Inhuman with enhanced agility. Current status and whereabouts unknown.[20] Glaboo: An Inhuman with super-strength. His body is composed of a malleable mud-like substance. Current status and whereabouts unknown.[20] Margoyle: A gargoyle-like Inhuman. Current status and whereabouts unknown.[20] Pulssus: An electrical Inhuman. Current status and whereabouts unknown.[20] Rootar: A bark-skinned Inhuman. Current status and whereabouts unknown.[20] Dark Riders[edit] The Dark Riders are a group of Inhumans drafted by Apocalypse. Among its members are: Barrage: Founding member of the Dark Riders. He can transform his arms into organic weapons that can absorb a type of energy and fire it in powerful explosive blasts. He was killed by a clone of Madelyne Pryor.[21] Foxbat: Founding member of the Dark Riders. He can see in the dark and use his fangs and claws as weapons. He was assassinated by Genesis.[21][22] Gauntlet: Founding member of the Dark Riders. Later becomes a mercenary for hire.[21] Hard-Drive: Founding member of the Dark Riders. He can teleport and control machinery. At some point, he was turned into a cyborg. Current whereabouts are unknown.[21] Psynapse: Founding member of the Dark Riders and the cousin of Medusa and Crystal. She had telepathy. Killed by the other members of the team,[23] but was revealed to be alive only to be incinerated by the energy released when he attempted to tap into the powers of X-Man.[21][24] Tusk: Founding member of the Dark Riders. Current whereabouts are unknown.[21] New Generation Inhumans[edit] Alaris: An Inhuman and member of the Inhuman Royal Guard with enhanced strength and bulletproof skin. He was sent to Earth as part of a reconnaissance mission/student exchange program.[25] Jolen: A vegetation-manipulating Inhuman who was sent to Earth.[26] Nahrees: An Inhuman who can generate electricity.[9] San: An Inhuman that can sculpt objects out of organic clay.[25] Tonaja:[9] An Inhuman with green scaly skin and extendable brown wings who is a member of the royal guards. Universal Inhumans[edit] The Inhumans and the Kree have experimented on some Centaurians, Dire Wraiths, Kymellians, and Badoon so that when Black Bolt is found, he can lead them into a new era. Besides the Inhuman Royal Family, among the members of the Universal Inhumans are: Aladi No Eke: The current Queen of the Badoons. Arris: A Centaurian who was an adviser to Queen Oola Udonta. He was killed by an alternate Mister Fantastic called Professor R. Avoe: The current Queen of the Dire Wraiths. Dal Damoc: An Inhuman with levitation abilities who is a member of the Universal Inhumans. He remained on Attilan to watch over it while the Inhuman Royal Family left to rule the Kree Empire. He also became a herald of a new age when the Universal Inhumans return and join together. Onomi Whitemane: The current Queen of the Kymellians. Oola Udonta: The current Queen of the Centaurians. Light Brigade[edit] A special team of Universal Inhumans who rescued Human Torch from Annihilus. Among the members of the Light Brigade are: Dara Ko Eke: A Badoon who is a member of the Light Brigade. She operates under the alias of All-Knowing. Els Udota: A Centaurian archer who is a member of the Light Brigade. She operates under the alias of Stonethrower. Hooud: A size-shifting Dire Wraith who is a member of the Light Brigade. He operates under the alias of Creeping Death. Kal Blackbane: A Kymellian swordsman who is a member of the Light Brigade. He operates under the alias of Midnight Blade. Prax Ord: A Centaurian with metal skin who is a member of the Light Brigade. He operates under the alias of Metallic Titan. Voorr: A Dire Wraith who is a member of the Light Brigade. He operates under the alias of Sun. Voorr can fly and project force fields. Other Inhumans[edit] Unless stated otherwise, it can be assumed that the listed Inhumans are residing in Attilan. Among the Inhumans listed here are: Aeric: Last seen as a child.[14] Agon: Father of Black Bolt, son of Symak, and husband of Rynda. He was elected head of the Inhumans Genetic Council circa 1870. He was killed when Black Bolt used his sonic powers to stop an escaping Kree ship which had crashed into the laboratory in which he was working.[27][28] Albakor: An Inhuman scientist, soldier, and member of the New Inhuman Elite with an aquatic physiology and is an expert in technology. He has great mobility in the oceans and zero gravity.[29] Alecto: Daughter of Gorgon and the former lover of the Alpha Primitive Reyno. She fled Attilan to be able to stay with Reyno and sought amnesty in the Baxter Building. She was later forced to return to Attilan and to deny her relationship with Reyno.[30] Ambur: An Inhuman who is the mother of Medusa and Crystal.[volume & issue needed] Andvari: An engineer who designed the technology to relocate Attilan from the ocean to the Himalayan mountains.[31] Arvak: A centaur-like Inhuman that works as a soldier.[25] Asmodeus: An Inhuman who has green bat-like wings that works as a guardsman |
POWERX chapter 3 . 4/29/2015 Powers and abilities[edit] Even without using the Terrigen Mist, the Kree modifications, combined with centuries of selective breeding, have given all Inhumans certain advantages. Their average lifespan is 150 years and an Inhuman in good physical condition possesses strength, reaction time, speed, and endurance greater than the finest of human athletes. Karnak and other normal Inhumans who are in excellent physical shape can lift one ton and are physically slightly superior to the peak of normal human physical achievement. Exposure to the Terrigen Mist can both enhance and in some cases reduce these physical capabilities. Most Inhumans are used to living in a pollution-free, germ-free environment and have difficulty tolerating Earth's current level of air and water pollution for any length of time. |
POWERX chapter 3 . 4/29/2015 List of symbiotes[edit] Central symbiotes[edit] The following symbiotes have appeared throughout several years of Spider-Man's history, appeared in multiple media such as film and video games and were main characters/villains in story arcs. NameFirst appearanceDescription VenomThe Amazing Spider-Man #300 (April 1988)Chronologically introduced in Marvel Super Heroes Secret Wars #8, merged with Spider-Man, and notably Eddie Brock. Mac Gargan then went on to be the symbiote's host for a while, but since then it has been acquired by the government and is now being used by Flash Thompson under the alias Agent Venom. CarnageThe Amazing Spider-Man #361 (April 1992)A child-spawn of Venom bonded to serial-killer, Cletus Kasady. This spawn was eventually reabsorbed into Venom. After losing his symbiote, Kasady discovers a similar symbiote in the Negative Zone and once again became Carnage. ToxinVenom Vs. Carnage #2 (September 2004)A spawn of Carnage that bonded with police officer Patrick Mulligan, becoming a hero. Later forcibly bonded to Eddie Brock by the Crime Master.[15] Anti-VenomThe Amazing Spider-Man #569 (October 2008)Created when remnants of the Venom symbiote in Eddie Brock's body were combined with his white blood cells by the mystical energies of Mister Negative. Anti-Venom possesses curative abilities and its touch is corrosive to the Venom symbiote. Unlike other symbiotes, the Anti-Venom suit is non-sentient. The suit is seemingly destroyed in the 2011 'Spider-Island' story arc.[16] Other, side symbiotes[edit] The following symbiotes have made only a few other appearances in comic books and are usually excluded from adaptations in other media. NameFirst appearanceDescription DreadfaceFantastic Four #360 (January 1992)A symbiote capable of mind-controlling subjects by touch. The alien was captured aboard the ship of Devos the Devastator but escaped during an altercation between Devos and the Fantastic Four. Dreadface is presumed destroyed. ScreamVenom: Lethal Protector #4 (May 1993)In an attempt to create 'super-cops' to police their new Utopia, the Life Foundation probed the Venom symbiote and extracted the last five of its 'seeds' - the materials used to create its spawn. These were cultured and bonded to five of the Life Foundation's best security personnel to form the Guardians: Donna Diego (Scream), Carl Mach (Phage), Leslie Gesneria (Agony), Trevor Cole (Riot), and Ramon Hernandez (Lasher). In the comics none of the five symbiotes were originally given names. However in the Venom: Planet of the Symbiotes story line the yellow symbiote was named Scream and the green symbiote was named Lasher. The name Scream was eventually used in Marvel Super Hero Island Adventures #1 and the Spider-Man Back in Black Handbook. The toyline also featured a four armed symbiote named Riot that was loosely based on the unnamed symbiote in the comic What if Scarlet Spider killed Spider-Man?.[17] The other symbiote names became popular among fans but did not appear in an official Marvel work until the 2011 Carnage U.S.A. mini-series. Mach, Cole, Hernandez, and Gesneria were all murdered by Diego after she decided that symbiotes were evil; the murdered guards' symbiotes fused to create Hybrid.[18] Years later, Scream and Hybrid are hunted and killed by Eddie Brock.[19] The Hybrid symbiote was taken in by the US Government, forcibly separated, and bonded to four soldiers to battle Carnage: Rico Axelson (Phage), James Murphy (Agony), Howard Ogden (Riot), and Marcus Simms (Lasher).[15] The four soldiers come to be known as the Mercury Team. While on another rampage, Carnage kills the Mercury Team without their symbiotes.[20] The four symbiotes temporarily bond with Deadpool to fight Carnage. After Carnage's defeat, Deadpool unbonds with the symbiotes and the symbiotes bond to Mercury Team's dog.[21] Lasher Phage Agony Riot HybridVenom: Along Came A Spider #1 (January 1996)The character was introduced as the fusion of the four 'Life Foundation symbiotes', bonded to prison guard Scott Washington. Though Eddie Brock later hunted down and murdered Washington,[19] the symbiotes survived and were somehow captured by the US government.[18] PaybackTrue Believers (September 2008)Bonded to a more evolved cousin of normal race of symbiotes. Is currently a vigilante and head of the True Believers. ZZZXXX-Men: Kingbreaker #2 (March 2009)He is a unique brain-eating member of the Symbiote species that was discovered several years ago by Shi'ar Emperor D'Ken. Unlike other symbiotes, ZZZXX didn't bother to ask permission or care to know his host. ScornCarnage #5 (August 2011)Originally a piece of Carnage recovered after his apparent destruction by Sentry. The piece was used to develop an advanced prosthetic arm used by Dr. Tanis Nieves. After she rejected its attempt to bond with her, it became attached to Shriek but grew fearful of her. Dr. Nieves accepted its desire to return to her and bonded with the symbiote to become Scorn. ManiaVenom #31 (April 2013)Eugene Thompson's neighbor in Philadelphia who bonds with a clone of the Venom symbiote (which is possessed in turn by a demonic entity). Other versions[edit] Venom, as depicted in Ultimate Spider-Man #38 (May 2003). Art by Mark Bagley. In the Ultimate Spider-Man universe, the Venom suit is a man-made creation born of an experiment by Richard Parker and Edward Brock, Sr. to develop a protoplasmic cure for cancer; it used Richard's DNA as the starting base for it, thus himself and Peter are 'related' to it. The suit enhances the wearer's strength and natural abilities, but also attempts to permanently bond with the host and can affect his/her mind. The Ultimate symbiote is seemingly weak only to electricity. When worn by a host other than Richard's son Peter, the Ultimate Spider-Man, the host is compelled to devour the life energy of other human beings or else have their own be consumed by the suit instead. The Carnage symbiote also appears in the Ultimate universe as a parasite genetically engineered by Curt Conners from Peter's DNA. Traces of the Venom suit remaining in Peter's blood give Carnage similar properties to the Venom suit. It also devours people, but does not require a host. It is killed after being consumed by fire following its attempt to absorb Peter to become whole. It later reappears in the form of Gwen Stacy, and during an encounter with Venom, the latter absorbs the Carnage suit into itself, making Venom 'complete' though more monstrous than ever before. In other media[edit] Main articles: Venom in other media and Carnage in other media Video games[edit] In the arcade title Spider-Man: The Video Game after the defeat of Dr. Doom, the final boss fight consists of a battle against an infinite number of Doom-created symbiote clones. All the clones can be killed, but there is one 'prime clone' with much more life. Defeating this clone is the only way to win. In the N64/PlayStation title Spider-Man, the symbiotes became the more common enemy after the player rescues Mary Jane and heads back to the Daily Bugle. The fastest way to kill these symbiotes was to find a fire-imbued web cartridge. The symbiote family are major characters in the video game Venom/Spider-Man: Separation Anxiety. Venom, Scream and Carnage appear as bosses in Spider-Man: The Animated Series. Venom appears in Ultimate Spiderman (for gameboy advance) as a playable character. Carnage appears too, but as a boss, venom also appears as a boss a few times when playing as spiderman. In the Spider-Man 3 video game, Shriek appears. Shriek's powers come from a symbiote in this game which is also black in color. However the symbiote only covers half of her body. This is only found on the Wii/PS2 versions of the game. In Spider-Man: Web of Shadows, Venom returns to New York to send and unleash an invasion of cloned symbiotes to rule the city. During a fight with Venom, the symbiote suddenly reproduces and the spawn bonds with Spider-Man creating a replica of the Black Suit, but with considerably more Carnage-like abilities such as projecting bladed tentacles. Over the course of the game, Venom creates symbiote 'seed-pods' in various locations around the city which absorb passing civilians and infect them with various types of symbiote ranging from Snatcher Symbiotes (the small black Symbiotes that drag unsuspecting victims to the 'seed-pods'), Zombie Symbiotes (the weak white Symbiotes), Berserker Symbiotes (the red shiny Symbiotes), Grappler Symbiotes (black and red versions of the Berserkers), and Slasher Symbiotes (the white and pink Symbiotes). The Symbiotes even manage to infect Electro, Vulture, Black Cat and Wolverine. Symbiote-Electro and Symbiote-Vulture go on to spawn other symbiotes with powers similar to their hosts resulting in Electrolings and Vulturelings. All are eventually defeated by Spider-Man and the symbiotes are separated from them. In Spider-Man: Shattered Dimensions, Ultimate Spider-Man in his symbiote suit is a playable character, Madame Web having restored the black suit as it provides this world's Peter Parker with additional abilities that he will require to succeed in his mission while she uses her psychic abilities to prevent the suit attempting to take over his mind though it does affect his temper. Also, the Ultimate Marvel version of Carnage appears as the final boss in the Ultimate levels here granted the ability to reanimate it's victims into symbiotic zombie-like creatures thanks to the powers of a fragment of the Tablet of Order and Chaos. In Spider-Man: Edge of Time, it is revealed that a brainwashed Anti-Venom is responsible for killing present day Spider-Man, altering the future of the Marvel 2099 timeline and prompting Spider-Man 2099 to tamper with the timeline further in order to save his predecessor's life and repair the timestream. In one of their battles, Anti-Venom, Doc Ock (who in the new timeline was never a villain, but still uses his tra |
POWERX chapter 3 . 4/29/2015 Fictional history[edit] Female Badoon from The Defenders #28 (Oct 1975). Art by Sal Buscema. The Badoon are older than the Kree and the Skrulls. There was a natural hatred between the two genders, and they fought each other in long gender wars. Eventually, the males won, placing the females in captivity. In time, the males developed technology and abandoned Lotiara, returning only when their mating drive made it necessary. The males became conquerors of worlds, while the females became pacifists, content to remain in peace on their homeworld and ignorant of the males' star-spanning empire.[3] Among the Brotherhood's conquest attempts are the Zen Whoberi, and the extra-dimensional world of Polemachus.[4] They have been known to form alliances with the Brood (against the Shi'ar and Earth's superhumans[5]), the Kree (against the Skrulls[6]), and Byrrah of Atlantis.[7] They were also responsible for killing a woman who would have become the universe's greatest peacemaker.[8] Badoon invasion attempts of Earth have been overcome by the Silver Surfer,[9] Namor,[7] and the New Warriors.[10] They were also opposed by the combined forces of the X-Men, the Fantastic Four and Arkon in order to liberate Arkon's homeworld and prevent an invasion of the Shi'ar empire.[11] At the time of the Annihilation Wave the Badoon Empire controlled 37.7% of the Milky Way Galaxy.[12] Despite this, the Badoon are considered a minor species. The time traveler Major Victory warned the Guardians of the Galaxy that they need to take the Badoon seriously, as soon they'll become the greatest military threat in the galaxy.[13] The Inhumans and the Kree later form an alliance with the Badoon alongside the Centaurians, the Dire Wraiths, and the Kymellians. They were put through the same experimental procedure so that they cannot be harmed by the Terrigen Mists. The Badoons' procedure had them going through Amphogenesis upon injecting one drop of the diluted water from the dormant Amphogen (a mutagenic substance).[14] The Badoons were present on Earth's moon upon Black Bolt's return and when the prophecy of the four cities is known.[15] |
POWERX chapter 3 . 4/29/2015 Government[edit] Under the Supreme Intelligence, the Kree Empire was a military-technocractic dictatorship. Under Clumsy Foulup, the Kree were temporarily a monarchy, and while under Ael-Dan and Dar-Benn they were a military dictatorship. Leaders of the Kree have included the Supreme Intelligence, Clumsy Foulup, Nenora, Zarek, Ael-Dan and Dar-Ben, Phae-Dor, Tus-Katt, Morag, Ronan the Accuser and most recently, Black Bolt of the Inhumans. The Kree began their empire over a million years ago, within a hundred years of the acquisition of interstellar technology from the Skrulls (at that time, a benevolent people). The Skrulls at the time were attempting to start a galactic empire of their own, this one based on free trade, and they landed on Hala to help the barbaric natives advance to the point where they could join. Although Hala is the official planet of the Kree's origin, for a time, the planet Kree-Lar in the Turunal system served as the capital of the Kree Empire as well as the seat of the government. The Kree Empire is ruled as a militaristic dictatorship. The permanent ruler was the organic computer-construct called the Supremor (or Supreme Intelligence), an immense computer system to which the preserved brains of the greatest intellects of the Kree race have been linked. Aiding the Supreme Intelligence were a number of imperial administrators on Kree-Lar, who are also governors of each of the member worlds, and a vast standing space militia. They also employ powerful automatons called Sentries whose job it is to keep member worlds under the empire's watchful eye. The Kree empire is later ruled by Black Bolt and the Inhuman Royal Family who gained power after Ronan the Accuser, ruler of the Kree after the Supreme Intelligence's demise, submitted to him.[volume & issue needed] |
POWERV chapter 3 . 4/29/2015 Kree-Skrull War[edit] Eventually, the Skrulls developed long-distance space travel; a great tour of the universe was undertaken, led by Emperor Dorrek, and in a full decade of travel no civilization was encountered he deemed superior to the Skrulls. Finally, the Skrull delegation reached the planet Hala, home to the then-barbaric Kree and the peaceful Cotati, and held a contest to determine which of the races would represent Hala to the Skrull Empire. Seventeen members of each race were taken to different uninhabited planetoids where they were left with sufficient supplies for one year. At the end of that period, whichever group had done the most with themselves would be adjudged the most worthy. The Kree were taken to Earth's Moon where they built a great city while the Cotati were taken to another barren world in a different solar system and used their abilities to create a beautiful park. Realizing that the Cotati were going to win, the enraged Kree killed all the Cotati. When the Kree revealed that they had solved the question of who would represent Hala to the Skrulls by destroying their opposition, the Skrull delegates were appalled and vowed that Hala would forever be banned from their circle of favored worlds so the Kree massacred them as well, took over the Skrull landing spaceship by force, and developed their own technology from it. Because of the immense distances involved, decades passed before the Skrulls learned of the Kree’s activities. By this time it was too late. The Kree were now advanced and audacious enough to attack the Skrulls in their home galaxy. During the millennia that followed, the Kree aggression forced the Skrulls to become a militaristic civilization, and the Skrulls eventually developed the vicious streak needed to conduct intergalactic war. Their entire culture was remade in the warrior image. The Kree-Skrull War continued for thousands of years with only brief interruptions.[4] The Skrull Throneworld is later moved from Skrullos to the more central Tarnax IV, with their empire encompassing over fifty worlds.[5] The Skrulls also created the first Cosmic Cube, which later became the Shaper of Worlds; the Shaper related that, upon attaining self-awareness, he lashed out blindly, destroying two thirds of the Skrull empire and casting the civilization back into barbarism (suggesting this occurred before the war with the Kree broke out).[6] The Kree Accuser Ronan had wrested control of the Kree Empire from the Supreme Intelligence and attacked the Skrulls, reigniting hostilities. The Avengers become involved once the Super Skrull kidnaps Captain Marvel, and in turn they battle a Kree Sentry robot, three of the original Skrulls that had fought the Fantastic Four, S.H.I.E.L.D. agents, rogue Inhumans and legions of Skrulls. The Supreme Intelligence ends the immediate conflict by revealing to Avengers' ally Rick Jones that he has vast mental potential, which is then used to freeze all combatants in place. The Supreme Intelligence announces that, while the Kree and Skrulls have reached genetic dead ends, the human race displays incredible untapped potential.[7] It was revealed years later that the conflict produced a Kree-Skrull hybrid, Hulkling, who is the child of one-time lovers Captain Marvel and the Skrull Princess Anelle.[8] Empire Changing Events[edit] The Skrulls became aware of Earth when they discovered a space warp linking Earth and Throneworld. Later they discovered the Earth possesses an equidistant link to Hala. They see Earth as a world to conquer but they are content to hold off a full invasion. (Perhaps they are afraid the Kree would learn of the plot.) Because of their caution, the Skrulls have sent only a handful of scoutwarriors to infiltrate Earth, but fails to take into account the presence of the modern superhero. In 1958, Skrulls attempted to sabotage Earth's space program. They battled 3-D Man, and set the Cold Warrior against 3-D Man.[9] Later a small scouting party used their shape shifting powers to impersonate the Fantastic Four, committing crimes so the country would turn against the Fantastic Four, the only ones with the power to stop them. But the Fantastic Four were able to locate the Skrulls and tricked their leaders into believing the Earth was full of threats. The fleet left and Mr. Fantastic made the Skrulls that were left behind shapeshift into cows and he hypnotized them to remember nothing about their true heritage.[10] In retaliation the Skrull Emperor Dorrek VII dispatches Kl'rt, a Skrull known as the Super-Skrull, to Earth to defeat the Fantastic Four. Kl'rt possesses the powers of the entire Fantastic Four (in addition to shapeshifting and hypnotism), and he holds the team at bay until Mister Fantastic discovers the source of his power and uses a miniature device to jam the ray, before the Human Torch imprisons him inside a crater.[11] The Super-Skrull posed as the jailed Dr. Franklin Storm, after transporting him to the Skrull throneworld, and battled the Fantastic Four as the Invincible Man; another Skrull ultimately caused the death of Dr. Storm by attaching a bomb to his chest before he was transported back, although Storm turned to the floor, saving the Fantastic Four by using his body to shield them from the blast.[12] The Fantastic Four later travel to Tarnax IV and find the Skrull responsible for the murder of Susan and Johnny Storm's father (which turned out to be Warlord Morrat).[13] Skrulls were involved in other events such as sending the Super-Skrull to battle Captain Mar-Vell,[14] and abducting the Thing as a contestant in the Skrull Games.[15] Later the cosmic being the Watcher adjudicates a duel between champions from both races: Colonel Bel-Dann of the Kree and Warlord Raksor of the Skrulls. After one year of conflict the duel remains deadlocked and is ultimately abandoned with no resolution.[16] Years later during a conflict with Xandar that included the Fantastic Four and the Champions of Xandar, Emperor Dorrek VII's wife, Empress R'klll, stages a coup and kills him to become ruling Empress.[17] Empress R'klll's reign is short-lived, however, as the greatest blow to the Skrulls arrieves in the form of the World Devourer Galactus. After his Herald Nova annihilates the Skrull fleet, Galactus devours Tarnax IV, killing billions of Skrulls, including R'klll and the Princess Anelle.[18] With the destruction of the central government, the Skrull Empire has collapsed into hundreds of bickering factions. Their galaxy is filled with Governors who have declared themselves to be Emperor of the Skrulls and soon a civil war began. The Shi'ar maintain a heavy presence in the former empire as well, constantly dealing with packets of resistance. Second Kree-Skrull War[edit] Later Reed Richards discovered that yet another Governor-turned-Emperor, Zabyk, had created a genetics bomb, which, when it exploded made all the Skrulls lose their shape-shifting abilities. Whatever form they were in they were stuck in at the time of the explosion.[19] In desperation, since without their shapeshifting powers they were vulnerable, they managed to kidnap the herald of Galactus, Nova, in an attempt to get Galactus to destroy Kree worlds for them. Their plot failed when the Silver Surfer helped Galactus rescue Nova in exchange for his freedom from Earth. When the Celestials made an appearance, this scared the Skrulls into starting a second war with the Kree to show they were not powerless. The attack was first made by Kylor, one of five governors claiming to be Emperor. He had a spy in the Kree Empire, Nenora, who gave him the early edge. They tried to hide their secret weakness at all costs from the Kree. Kylor was eventually betrayed by Nenora, as was the entire Skrull race. She assumed power of the empire and wished to keep it for herself. It was Empress S'byll who stepped up to control the Skrulls and finish the war. She was able to resurrect the Super Skrull and he returned to find the empire in shambles. They tricked the Silver Surfer into attacking a Badoon fleet, which he was not aware were allied with the Kree. Since the Kree waged war on the Surfer, he allied himself with the Skrulls to save Zenn-La from destruction. To restore their powers, the Super Skrulls DNA needed to be transferred to S'byll, because only a female could spread the ability to the other Skrulls. The Surfer helped them to power a machine that would return the Empress' shape shifting abilities. The device was successful. With this power she was able to restore every Skrull she touched and became the true Empress of the Skrulls. She and Super Skrull waged war with the Kree with the help of the Silver Surfer. She replaced Super Skrull with Captain Reptyl and he helped to change her into an emotionless reptile. But Reptyl was betrayed by one of his own and the Skrull fleet was utterly destroyed by the Kree. S'byll and Silver Surfer went alone to attack the Kree homeworld of Hala. Gaining the knowledge that Nenora was actually a Skrull gave them the advantage. S'byll gave her shape-shifting abilities back to her, crippling her and showing the Kree her true self. A peace treaty was created. The Skrulls eventually broke that peace treaty as they kept their military drive and prefer to fight rather than negotiate. Among the other races contained within the Skrull Empire are the Druff, Guna, Kallusina, Morani, Pheragot, Queega, Tekton, and Yirbek races. Other races remain independent, whether through treaties or open resistance. Such races include the Clegrimites, Gegku, Krylorians, Wilameanis, and Xandarians. The Skrull-Xandarian war with the Xandarians recently ended with the destruction of Xandar by the supervillainess Nebula.[20] Other activities[edit] Skrulls are meanwhile involved in numerous other activities. They were revealed to have conquered a medieval planet and abandoned it after its inhabitants perished.[21] Skrull Prime Ten battled the Fantastic Four and |
POWERX chapter 3 . 4/29/2015 Culture[edit] Philosophy[edit] Traditionally, the Imperium has aggressively absorbed new cultures. Warren Ellis' 1995 Starjammers limited series described the story of the Shi'ar deities Sharra and K'ythri as a parable which guides the Shi'ar expansionist philosophy to other worlds: 'Sharra and K'ythri are the gods in marriage. The gods who didn't want to marry, but were forced into it. In marriage they found strength and in strength they found love. That's what the Shi'ar Imperium does. It marries other cultures. Shotgun weddings.' There are aggressive and violent ancient traditions, such as the Rite of Arin'nn Haelar, which is a battle to the death. This rite can be invoked to settle disagreements and their outcomes are accepted by the Imperium. X-Men writer Ed Brubaker compared the Shi'ar to Star Trek's Romulans, saying they are 'smart, aggressive, and mean'.[1] Politics[edit] Though the empire has grown to include hundreds of thousands of different sentient species and worlds, the Shi'ar race controls and governs the empire. Its central base of power is located on the 'throneworld' Chandilar, while the Shi’ar homeworld is called Aerie (it is unknown if the planet still exists). The leader of the empire is given the title Majestor (male) or Majestrix (female) and is a hereditary position, occupied by members of the royal family of the Shi'ar. Formerly, the Neramani family represented the royal bloodline. The Shi'ar Empire is one of the most advanced and expansive civilizations in the universe, spanning entire galaxies. It is mainly an economic co-operative, where trade with other galactic powers is its driving force. Not all races have the same rights in the Imperium, as the Shi’ar appear to have a disproportionate influence on its governance. It is nominally ruled over by a high council, which has representatives from a large majority of the alien races that exist within the Imperium. However, in practice, the head of the council (the Majestor or Majestrix) exercises strong executive control and can institute policy virtually by decree. The leader of the empire is protected by his or her own personal guard called the Imperial Guard which is made up of the most powerful and elite soldiers from throughout the Empire. The Imperial Guard is led by a praetor. The military itself (outside of the Imperial Guard) has been depicted as consisting almost exclusively of Shi'ar personnel, at least in most of the command positions. Though having warlike and militaristic ancestry, the Shi'ar Empire has largely occupied the role of peacekeepers in many interstellar affairs. Just to name a few, Empress Lilandra Neramani tried to broker peace between the Kree Empire and the Skrull Empire to help bring an end to their devastating war: she sought interstellar accord when deciding how to end the threat of the Dark Phoenix, and attempted to avenge the destruction of Tarnax IV, the Skrull throneworld, by Galactus. However, it should also be noted that Empress Lilandra was personally responsible for authorizing the use of the Nega-bomb weapon, devastating the Kree Empire during Operation: Galactic Storm, and that the Shi’ar were pivotal in the invasion and containment of Earth during the Maximum Security event. One of the latest atrocities committed by the Shi’ar was ordering the extermination of Jean Grey’s family, in an effort to quell any future conflicts with the Phoenix entity. Attitude Toward The Arts[edit] The Shi'ar consider artistic creativity to be a sign of insanity and deviance, as they lack the ability to dream. Shi'ar who have the ability to dream and create do all they can to suppress their impulses. In the past, execution was a common remedy to such 'infections'. A race called the Fianden had the ability to cause any Shi'ar to dream; this caused mass catatonia and insanity in most Shi'ar, although a small subset who already are able to dream recover after a brief delay. The Fianden were wiped out in a mass genocide. Ironically, after they were used to destroy the Fianden, the Shi'ar executed all of the natural dreamers to purge the taint from their bloodlines. Nevertheless, the trait does still emerge periodically, to continued violent repression.[2] |
POWERX chapter 3 . 4/29/2015 Racial attributes[edit] Although they look human, all Asgardians possess certain superhuman physical attributes. They are extremely long-lived (though not purely immortal like their Olympian counterparts), aging at an extremely slow rate upon reaching adulthood (through the periodic consumption of the golden apples of Idunn). Asgardian flesh and bone is three times denser than similar human tissue, contributing to their superhuman strength and weight. An average Asgardian male can lift 30 tons (27.2 metric tons); an average Asgardian female can lift about 25 tons (22.7 metric tons). Asgardians are immune to all terrestrial diseases and resistant to conventional injury (however this resilience seems relatively incapable of defeating the zombie plague in Earth-2149 that affects even Asgardians). The metabolism of the Asgardians gives them superhuman stamina in all physical activities.[25] Demons are beings of fire and tend to be about the same stature as the Asgardians.[25] Dwarves are smaller in stature than the Asgardians, and have short, stocky bodies. Their average height is four feet (1.2 meters).[25] Elves vary greatly in size from four to eight feet (1.2 to 2.4 meters). They tend toward slender bodies and proportionately longer limbs. The dark elves tend to be darker in color than the light elves. Both types have natural proclivity towards magic.[25] Giants are basically humanoid in appearance and color although they tend toward the neanderthalic in body and bone structure. Their most distinguishing feature is their height. The average giant is twenty feet (6 meters) tall, although some may reach thirty feet (9.1 meters). On occasion giants will produce stunted offspring who look similar to the Asgardians. Loki and the Executioner are both children of giants despite their diminutive six or seven foot (1.8 or 2.1 meter) stature.[25] Trolls are the least human-looking of the denizens of Asgard, possessing body characteristics that are almost simian. Trolls are stocky and massive, have thick body hair (almost fur) and tend toward a ruddy orange color. They are on average taller than the Asgardians but shorter than giants, around seven feet (2.1 meters) tall, although some trolls are considerably taller. Trolls tend to be extremely strong, stronger than the average Asgardian, dwarf or elf and on par with giants. Trolls like Ulik rival Thor in strength.[25] |
POWERX chapter 3 . 4/29/2015 The Negative Zone is a fictional setting, an antimatter universe depicted in publications from Marvel Comics, most frequently in Fantastic Four and Captain Marvel. Created by Stan Lee and Jack Kirby, it first appeared in Fantastic Four #51 (June 1966).Planets[edit] There are different planets in the Negative Zone which consist of: Argor - A planet that is home to the Argorans. Arthros - A planet that is home to Annihilus and the Arthosians (a race of insectoids). Baluur - A planet that is home to Blastaar. Kestor - A planet that was destroyed causing the Kestorians to become nomads. Tarsuu - Tyanna - A planet that is home to the Tyannans (a race of lion-like aliens). Tyanna is located at the Crossroads of Infinity. The Tyannan scientists genetically engineered a spore that could be scattered over an uninhabited planet's surface where they can grow into new plants and animals. This would make the planet habitable (referred to as terraforming)Life[edit] As mentioned previously, the Negative Zone was originally thought to be largely uninhabited. Though this is now known to be incorrect, life having arisen on a number of its planets, the Zone is still mostly unoccupied space. Most of the encounters heroes have had with the Negative Zone revolve around Annihilus and/or Blastaar. Curiously, for as little life as there exists in the Negative Zone, it is very capable of supporting life. There, outer space itself is permeated with an oxygen-rich atmosphere, closely approximating Earth's. Consequently, humans can exist peacefully in space without the need for cumbersome pressure suits or oxygen masks. It is perhaps an issue of gravitational pull that is one of the biggest hindrances to life in the Negative Zone. While all objects of reasonably sized mass (planets, moons, asteroids, etc.) obviously have their own gravitational pull, it is weak enough to be overcome with minimal effort. Most heroes with flight capabilities can escape a planet's gravitational field with ease, as can any machine with the capacity for flight. Because of this lowered gravity, it is believed that vegetation has difficulty seeding properly, giving life a tenuous foothold at best on any given planet. Moisture also seems to be an issue in the dearth of life in the Negative Zone. While each planet has hardly been explored in full, many of the ones studied - including those that are inhabited - have shown few, if any, natural water sources. Most planets appear to be very arid, with cultures adapting to the lack of moisture much as was done on Earth's deserts. |
POWERX chapter 3 . 4/29/2015 This is a list of alien races that appear in Marvel Comics.M[edit] M'Hassians - The M'Hassians are an alien race from the planet M'Hass. First appeared in Thor Vol. 2 #22. Majesdanians - First seen in Runaways (vol.1) #1. The Majesdianians are able to absorb and project solar energy.[43] They are enemies of the Skrulls and are at war with them. Their home world is hidden under the guise of a white dwarf star and have remained hidden from attack for years. Karolina Dean is a Majesdanian. Makluans - A race of reptilians with green skin that average 32' in height when upright. They come from the planet Maklu-IV - also known as Kakaranathara - in the Maklu star system, in the Milky Way galaxy. It is known to have a highly advanced and peaceful society. Fin Fang Foom is a Makluan. His race, or at least a small faction of it, invaded China more or less by accident when their spaceship crashed, but he was (eventually) put to sleep by narcotic herbs. First seen in Tales of Suspense #62 (February 1965) and then Strange Tales (vol.1) #89. In New Excalibur #12 it is revealed that Makluans invaded Camelot around the same time, and possibly other places as well. From Axonn-Karr of Maklu-4, another crew member of the ship Fin Fang Foom arrived on, the Mandarin was able to acquire his rings of power before setting up his base in the Valley of Spirits in China. Mandos - A race of humanoids with green skin, averaging 9'1' in height. They come from the planet Mand, eight from the sun in the Tumbia star system in the Andromeda galaxy. Mando skin is capable of withstanding the vacuum of space, and Mandos are superhumanly strong. First seen in Warlock #15 (November 1976). Martians - Earth-616 has the most varied amount of beings termed as 'Martians' as any other reality in the multiverse. Likely for the reasons cited above. However, many of these different races have yet to be classified. First appeared in Marvel Mystery Comics #3. Marvanites - A semi-humanoid race with oversized craniums and green skin, averaging 40' in height. They come from the planet Marvan, fifth from the sun in the Mawnolf star system. They have psionic abilities which allow them to overcome the pull of gravity on their huge bodies and levitate themselves; their psionics also allow them to project destructive force beams from their eyes and to self-teleport. First seen in Marvel Two-in-One Annual #3 (1978). Megans - A semi-reptilian, semi-humanoid race with red skin, oversized ears, and suction cups at the end of each digit. They live on the planet Mega, third from the sun, in the Mirpet star system in the Milky Way galaxy. The people of Mega were engaged in centuries in a war with the neighboring planet Beta. First seen in Godzilla #12 (July 1978). Mekkans - A race of semi-humanoid robots with superhuman strength. They come from the planet Mekka, second from the sun in the Kirthom star system in the Milky Way galaxy. Their planet was originally called Maarin, after the humanoids who lived there. They built the Mekkans as servants, but after the Maarin were all killed by an extraplanetary spore virus, the Mekkans took control of the planet. Torgo was from Mekka. First seen in Fantastic Four #91 (October 1969). Mephitisoids - A race of humanoids with feline (originally skunk-like) characteristics, they have night vision, retractable claws, and acute olfactory senses. They come from the planet Tryl'sart, third from the sun in the Cyrane Om'lr star system in the Shi'Ar galaxy. They communicate using pheromones. Hepzibah of the Starjammers is a Mephitisoid. Male Mephitisoids, who are extremely rare now, are capable of exuding pheromones that can subject almost any humanoid that breathes them in to their will. First seen in X-Men #107 (October 1977). Mercurians - A race of the planet Mercury. Niki is from the planet Mercury. They first appeared in Marvel Presents #4 (Apr. 1976). Microns - Are inhabitants of Ithaka in the Homeworld region from the sub-atomic universe. First seen in Micronauts #1 M'Ndavians - A semi-humanoid race with yellow skin and oversized, diamond-shaped heads, averaging 6'3' in height. They possess highly advanced intellects. They live on the planet M'Ndavi, tenth from the sun in the B'lbwo star system in the Shi'ar galaxy. they have the most complex legal system in the known galaxies and are used by the Shi'ar for matters of great significance to the empire. A M'Ndavian served as the judge at the trial of Mister Fantastic (who was tried for saving the life of Galactus). First seen in Fantastic Four #262 (January 1984). Mobians - A humanoid race with orange skin and hair, averaging 8' in height. They come from the planet Mobius, eleventh from the sun in the Lemivell star system in the Andromeda Galaxy. they have the ability to survive for short periods in the vacuum of space. A Mobian named Xeron 'the Star-Slayer' was a harpooner aboard the starship Andromeda when the ship encountered the Hulk. First seen in Incredible Hulk #136 (February 1971). Morani - A semi-humanoid race with green skin and hair, averaging 19'6' in height. Some Morani possess the ability to project bioelectric energy. Morani come from the planet Moran, fourth from the sun in the Jark star system in the Andromeda galaxy. A party of Morani once attacked one of the Watchers. First seen in Tales of Suspense #58 (October 1964). Myndai - A humanoid race which appears very similar to Earth humans. The Myndai were once members of the federation of alien races called the Charter (along with the Lem, Lumina, and Nanda). They were engaged in a galaxy-wide war with the Lumina, and some were placed on Earth in suspended animation eons ago as sleeper agents. First seen in Shogun Warriors #1 (February 1979). |
Magnus8 chapter 3 . 4/29/2015 The Pak and Humanity[edit] In Protector, Niven explains that humans (and all of Earth's primates) are descended from a colony of Pak breeders that were stranded on Earth 2.5 million years ago. The protectors that built the colony ship died when their Tree-of-Life crops failed. The original Pak Breeder population (known to us as Homo habilis) bred and mutated wildly, evolving into modern humans as well as all other Earth primates. All Terran primates would transform into the Protector stage if exposed to Tree-of-Life root (or, more accurately, the symbiotic virus it contains). In The Ringworld Engineers, the characters find evidence that the Ringworld was built by Pak Protectors (confirmed by the statements of a character in Ringworld's Children who claims to be one of the original builders) and populated by Pak breeders. The Pak Protectors dwindled in numbers until they were no longer able to maintain the genetic purity of the breeder forms and the breeders eventually evolved into all the other hominids of the Ringworld that one sees in Larry Niven's novels. In Destroyer of Worlds (co-written by Niven and Edward M. Lerner), a human world (and the Pierson's Puppeteers of the Fleet of Worlds) confronts a Pak Protector war fleet. The trailing edge of that Pak fleet, carrying the primary Pak Library, also figures prominently in Betrayer of Worlds, by the same authors. See also[edit] Protector Ringworld The Ringworld Engineers The Ringworld Throne Ringworld's Children Man-Kzin Wars XI Destroyer of Worlds Betrayer of Worlds External links[edit] Larry Niven Known Space site |
Magnus8 chapter 3 . 4/29/2015 Trinocs: Named for their three eyes; they also have three fingers on each hand and a triangular mouth. They are described as 5-foot-tall (1.5 m) bipedal humanoids, with long legs, short torsos, and improbably flexible neck vertebrae. An unconfirmed source states that they breathe a 'primordial reducing atmosphere' mainly composed of methane and ammonia, and are culturally paranoid, at least by human standards. First encountered by Louis Wu in the short story 'There is a Tide'. Whrloo: Meter-tall insectoids with long eyestalks,[6] their homeworld has low gravity with a thick, dense atmosphere. They never saw the stars until they were enslaved by the Kzinti. |
Magnus8 chapter 3 . 4/29/2015 Naming convention[edit] Kzintoshi are born without names, which they must earn through valorous deeds. They are originally known by their relation to their father when they are kittens. After maturity, they are known by their rank or occupation. A Kzin who has performed a great deed will be granted a partial name by a superior; a further, greater deed earns a full name, the second of which is the family name. In rare instances, a sufficiently illustrious accomplishment will earn a nameless one a full name in one fell swoop. An example of this is the granting of a full name to Trainer-of-Slaves, who single-handedly delivered a fully working hyperdrive to the Patriarchy in the novella 'The Heroic Myth of Lieutenant Nora Argamentine' by Donald Kingsbury (appearing in Man-Kzin Wars VI (1994)), thus earning the full name Graaf-Nig. An exception to this rule seems to accrue to the members of the Riit family, who have held the office of Kzinti Patriarch for uncounted generations. These appear to earn names upon reaching adulthood. However, in the 2006 novel Destiny's Forge by author Paul Chafe, the heir apparent to the Riit throne, 'Pouncer', does not receive a name until it is earned by deed. (Under normal circumstances Pouncer would have received his Name automatically; however, in his position after the death of his father, earning his Name traditionally was essential to establishing his strakh as the heir to the Patriarchy.) Only those Heroes who have earned a full name are allowed to breed. There seem to be exceptions to this, such as the reference made to Kzaargh-Commodore's harem in the novella 'Catspaws' by Hal Colebatch (appearing in Man-Kzin Wars XI, 2005) despite his not having yet earned a full name. An example of a Kzin's naming transition would be: Birth description: Third-Son of Khral-Hrag Occupation description: Weapons-Technician Partial name: Frep-Technician Full name: Frep-Hrag |
AndresNavy chapter 3 . 4/25/2015 The Champions of Xandar are a fictional group of super-powered beings who banded together to safeguard the four-sectioned world of Xandar in the Andromeda Galaxy from all threats to its security. The Champions coordinated Xandar's space militia, the Nova Corps, a standing army of 500 soldiers, and its special Syfon Warrior regiment. Most of the Champions were killed fighting the forces of Nebula and the team disbanded. |
Andres navy chapter 3 . 4/25/2015 The Nova Force[edit] The Nova Force is the source of power for Nova and the entire Nova Corps, generated and controlled by the Living Computers of Xandar called the Xandarian Worldmind. The amount of Nova Force a Nova Corp member can access is determined by their rank. The higher the rank, the more power they can access. It has been observed, such as the case of Garthan Saal, that some exposures to the Nova Force can induce madness and mental instability with prolonged exposure to extremely high levels.[11] The Nova Force can grant the recipient (to varying degrees depending upon rank) various abilities including superhuman strength, speed, reflexes, and perception. It also grants flight at faster than light speed, a healing factor, and energy powers. These energy powers include the ability to create an electromagnetic beam or a gravimetric pulse. It can also be used to create Star Gates. The link to the Worldmind allows the wearer to access enemy profiles, analyze an attacker's strengths and weaknesses, interface with computers, analyze energy signatures, create shields against mental attacks and receive transmissions from nearby sources. As a corpsman, Richard Rider utilized some Nova costumes/battle suits designed by his New Warriors teammate Dwayne Taylor. These suits had various additional abilities. Other corpsman have been observed using traditional weapons, such as firearms. |
ZATARANOHT chapter 3 . 4/22/2015 TECNOLOGÍA A pesar de la desaparición de su imperio, productos Titiriteros continúan revolucionando la tecnología del espacio humano. Ejemplos de su tecnología incluyen discos pedestres, el Quantum II Hyperdrive y Productos Generales Cascos. La cautela de los Titiriteros hace poco dispuesto a utilizar cualquier tecnología, sino su propia cuenta. La fiabilidad de los sistemas de accionamiento Titiritero, nave espacial cascos, estasis campos y otros elementos, combinados con la reputación de los titiriteros de cobardía extrema, ha hecho otras razas comparten esa fe en la seguridad de su tecnología. Todos los artículos Puppeteer producido comparten características de diseño similares. Muebles, armas y herramientas .y herramientas tienen un aspecto medio derretida, con bordes y esquinas bien redondeados. Todos trabajan con la perfección discreta y son igual de caro, pero vale la pena el costo adicional. Un láser linterna titiritero construido. Rendido por Steve Sloan Con su extrema precaución, Titiriteros evitar naturalmente usando objetos peligrosos en la mayor medida posible. Ellos también hacen todo lo posible para aparecer no amenazante a otras especies. Por ejemplo, las armas proporcionadas por los titiriteros para el Primer Mundo Anillo Expedición fueron multifuncional. Un titiritero podría apuntar a todos y describirlo como una herramienta, o en el peor, un 'arma misericordia' de un mínimo de energía. Por ejemplo, la linterna láser se puede utilizar como una linterna eléctrica normal o como un arma mortal. El desintegrador titiritero tiene una abertura doble, uno para la supresión de la carga negativa de un átomo, el otro la supresión de la carga positiva; cuando se utilizan los dos cañones juntos, un potente arco eléctrico crea una explosión de plasma relámpago de continuar. GENERAL PRODUCTS CORPORATION Aunque muchos de sus secretos de ingeniería fueron comprados a los forasteros, los titiriteros cuentan con la tecnología más avanzada en el espacio conocido. El general Products Corporation fue creada por los titiriteros para comerciar y vender bienes ajenos con otras especies. El contacto directo con los seres humanos no comenzó hasta 2500, entre el tercer y cuarto hombre-Kzin Wars. El hyperdrive Outsider que puso fin a la guerra también dio a la humanidad la posibilidad de explorar los sistemas circundantes y acabar con el aislamiento vulnerable de las colonias establecidas. Hubo un enorme mercado para las naves espaciales más seguros, y los Titiriteros vendió sus casi indestructibles Productos Generales cascos a precios elevados. Repentina partida Los Titiriteros 'desde el Espacio Conocido causó una caída de la bolsa que casi terminó el comercio interestelar de la humanidad. CASCOS GENERAL DE PRODUCTOS Cascos hechos por Productos Generales son indestructibles por garantía Titiritero. De hecho, una nave con un General de los Productos de casco podía volar directamente a través de las capas externas de una estrella. Contenidos de la nave podrían charbroiled, pero el casco sobrevivirían unsinged, sin un rasguño. Los cascos son transparentes a la luz sin embargo y los rayos UV visible, por lo que un láser podrían ser despedidos a través del casco de destruir el sistema de propulsión o los ocupantes de la nave espacial. Un piloto sabio nunca dejaría que su nave se interponga en ese tipo de peligro, y los cascos son a menudo pintado o recubierto para proteger a los ocupantes y equipos dentro. Productos Generales cascos son casi indestructibles, a menos que se expone a grandes cantidades de antimateria, que destruye el fortalecido artificialmente estructura molecular del casco. GENERALES PRODUCTOS CASCOS SON DE CUATRO MEDIDAS Número Uno Hull (un globo del tamaño de una pelota de baloncesto, adecuado para sondas) Número Dos Hull (un cilindro de trescientos pies de largo y seis metros a través, señaló en ambos extremos y con una ligera constricción cintura de avispa cerca de la cola) Número Tres Hull (cilindro con extremos redondeados y un vientre aplanado) Número Cuatro Hull (una esfera transparente de mil pies de diámetro) HEARTH, EL TITIRITERO, HOMEWORLD El planeta natal Titiritero, llamado 'Hogar' por sus habitantes, ya no gira alrededor de una estrella. Acompañado por cuatro mundos de compañía, que vuela por el espacio a un poco menos de la velocidad de la luz. Cuando comenzó el Titiritero Migración, en lugar de huir de su casa, se lo llevaron con ellos! Hearth está densamente cubierta de edificios de todo tipo; una buena parte son rascacielos milla-altos. Para alimentar a los de un billón de Titiriteros del planeta, se necesitan cuatro mundos agrícolas. Los cinco mundos, todos del mismo tamaño, están dispuestos en una Klemperer Rosette , que aparece desde la distancia para ser una estrella de cinco puntas. Los mundos agrícolas están rodeados por hileras de pequeños soles artificiales orbitales. El planeta natal no tiene luces orbitales. Brilla con luz propia, en bancos las formas de los continentes y los colores de la luz solar. Esto puede parecer increíble para el lector, pero como Nessus dijo en Mundo Anillo: '.. Hemos tenido mucha práctica en el movimiento de los mundos ..' 'Pero cómo?' dijo Luis Wu. 'Yo le había explicado,' dijo Nessus, 'que nuestra civilización se estaba muriendo en su propio calor residual. La conversión total de la energía nos había librado de todos los productos de desecho de la civilización, salvo que uno. No teníamos más remedio que mover nuestro mundo hacia el exterior desde su principal '. '¿Era eso no es peligroso?' 'Muy. Hubo mucha locura de ese año. Por esa razón, es famosa en nuestra historia. Pero había comprado un sin reacción, unidad sin inercia de los Outsiders. Es posible que haya adivinado su precio. Todavía estamos pagando en cuotas. Nos habíamos mudado dos mundos agrícolas; habíamos experimentado con otros mundos, inútiles de nuestro sistema utilizando la unidad Outsider. 'En cualquier caso, lo hicimos. Nos mudamos a nuestro mundo. 'En mil años más tarde, nuestros números alcanzaron un total billones. La escasez de luz natural del sol se había hecho necesario para iluminar nuestras calles durante el día, produciendo más calor. Nuestro sol estaba portando mal. 'En resumen, nos encontramos con que un sol era una responsabilidad más que una ventaja. Nos mudamos a nuestro mundo a una décima parte de la distancia de un año luz, manteniendo la primaria sólo como un ancla. Necesitábamos los mundos agrícolas y hubiera sido peligroso deje que nuestro mundo vagan al azar a través del espacio. De lo contrario no habríamos necesitado un sol en absoluto '. 'Entonces,' dijo Luis Wu. 'Es por eso que nunca nadie encontró el mundo titiritero'. 'Esto fue parte de la razón'. 'Buscamos cada sol enana amarilla en el espacio conocido, y un número fuera de ella. Espera un minuto,. Nessus Alguien habría encontrado los planetas agrícolas. En un Kemplerer Rosette.' 'Louis, que estaban buscando los soles equivocadas'. '¿Qué? Usted es obviamente de una enana amarilla'. 'Hemos evolucionado bajo una estrella enana amarilla poco como Procyon. Usted puede saber que en medio millón de años Procyon se expandirá en una etapa de gigante roja.' 'Mano pesada de Finagle! ¿Se ha fundido el sol en una gigante roja?' 'Sí. Poco después de que terminamos de mover nuestro mundo, nuestro sol comenzó el proceso de expansión. Sus padres aún estaban usando la parte superior del muslo de un antílope de romper cráneos. Cuando comenzó a preguntarse dónde estaba nuestro mundo, que estaban buscando las órbitas equivocadas sobre los soles equivocadas. 'Habíamos traído mundos adecuados a partir de sistemas cercanos, aumentando nuestros mundos agrícolas a cuatro, y colocarlos en un Kemplerer Rosette. Era necesario moverlos todos al mismo tiempo cuando el sol empezó a expandirse, y para que les suministren fuentes de ultravioleta para compensar para la radiación enrojecida. Usted va a entender que cuando llegara el momento de abandonar la galaxia, hace doscientos años, estábamos bien preparados. Habíamos tenido la práctica en los mundos en movimiento .. ' Los cinco mundos se dirigen hacia la Nube Magallánica Menor a unos 200.000 años luz de distancia. Unos pocos humanos se les ha permitido establecerse en uno de los mundos agrícolas. Los conservadores usan los humanos para investigar las regiones peligrosas en el camino de la migración. QUANTUM II HYPERDRIVE Para los titiriteros, el Quantum II Hyperdrive derivación era un elefante blanco. Sería mover una nave de un año luz en un minuto y cuarto, donde hipermotores convencionales cruzaría esa distancia en tres días. Pero nave convencional tenía espacio para carga. La unidad ha sido ubicado en un General de Productos Número Cuatro Hull, el mayor casco que la compañía hizo. Aun así, cuando se completó la unidad, y los científicos e ingenieros habían terminado su trabajo, la mayoría de la esfera mil pies del interior se llenó de la maquinaria de la derivación hipervelocidad. El único espacio libre era la cabina ultra estrecho. Beowulf Shaefer nombrado el recipiente del Tiro Largo y lo utilizó para volar hacia el núcleo de la galaxia en un truco publicitario Titiritero, pero cuando Bey se acercó, descubrió el núcleo estaba explotando en una reacción en cadena de supernovas, esparciendo una ola mortal de radiación en toda la galaxia. Él transmite esta información a su supervisor Titiritero vía hiperonda. Cuando llegó de nuevo en el espacio conocido, descubrió los Titiriteros ya habían huido. El Titiritero Migración había comenzado. STEPPING DISCOS Tierra utiliza cabinas de teletransporte para proporcionar cerca de viaje instantáneo en todo el mundo, pero los titiriteros han creado una serie de pisar discos en su mundo que les permiten viajar instante; se puede caminar a la totalidad de su mundo natal en minutos, dándoles 'botas de siete leguas'. A diferencia de las cabinas, los discos de paso a paso se pueden instalar en cualquier lugar y son portátiles. Cabin |
ZATARANOHT chapter 3 . 4/22/2015 PIERSON'S PUPPETEERS NESSUS FROM RINGWORLD '..Nessus wasn't trotting. He came tippy-toe, circling a four-foot chrome-yellow feather with exaggerated wariness, moving one foot at a time, while his flat heads darted this way and that. He had almost reached the lecture dome when something like a large black butterfly settled on his rump. Nessus screamed like a woman, leapt forward as if clearing a high fence. He landed rolling. When he stopped rolling he remained curled into a ball, with his back arched and his legs folded and his heads and necks tucked between his forelegs..' STORIES FEATURING NESSUS The Soft Weapon: - this episode was adapted into an episode of the animated Star Trek Series. Nessus's role in the story was played by Mr Spock! This story is set in the year 2652, 12 years after the Puppeteer exodus from Known Space. Only the genetically deficient and insane Puppeteers were left behind to try to tidy up the lose ends of the Puppeteer trading empire, unfortunately Nessus is one of the later and currently in a depressive stage of his manic depressive cycle. Nessus is traveling aboard a starship the 'Jester' which is approaching Beta Lyrae, at the same time as a Kzinti vessel. Both captains are intent on gaining possession of of a Slaver Stasis Box which shows up on the ship's deep radar. When the box is opened it reveals a weapon of unspeakable power. RINGWORLD Nessus hires Louis Wu, Teela Brown and Speaker-to-Animals of the Kzinti to mount an expedition to a unique artificial structure orbiting EC-1752. Enroute, they encounter the Puppeteer migration and visit the homeworld. While exploring the Ringworld, the group encounter a village of hostile natives and things get nasty. The natives string some impossible-to-see yet highly tough and sharp shadow-square across the street and Nessus runs right through it in panic. Severing one of the heads. Nessus's body is taken back to the ship and strapped into the autodoc. Nessus never regains consciousness. On return to the homeworld, a new head is grafted to the body and, after mating with the Hindmost, Nessus raises the offspring while the Hindmost returns to the Ringworld. His manic depressive cycles are cured by the ordeal. Nessus now lives a normal life - normal for a puppeteer on the run from an exploding galaxy! Alive on the Puppeteer Fleet of 'S PUPPETEERS THE HINDMOST FROM THE RINGWORLD THRONE: '..The Hindmost danced. They were dancing as far as the eye could see, beneath a ceiling that was a flat mirror. Tens of thousands of his kind moved in tight patterns that were great mutating curves, heads cocked high and low to keep their orientation. The clicking of their hooves was a part of the music, like a hundred thousand castanets. Kick short, kick past, veer. One eye for your counterpartner. In this movement and the next, never glance toward the wall that hides the Brides. Never touch. For millions of years the competition dance, and a wide spectrum of other social vectors, had determined who would mate and who would not.' STORIES FEATURING THE HINDMOST THE RINGWORLD ENGINEERS After the Puppeteer Migration, the Hindmost's Experimentalist government is thrown from power by the Conservative faction. Not to be outdone, a renegade Hindmost kidnaps Chmeee and Louis Wu, then returns to the Ringworld in search of alien technology which will win glory for the Experimentalists and return him to power. But he finds no miraculous technology. Instead, Hindmost and his unwilling followers discover the Ringworld is drifting off-center and will soon slide into its sun! Tosave the Ringworld, they must find its control center and defeat its guardian protector, one with very personal ties to Louis. The Hindmost's ship, the Hot Needle of Inquiry, ends up buried under many tons of lava in the Repair Center. THE RINGWORLD THRONE Twenty years after correcting the Ringworld's spin, the Hindmost is still in his ship in the Repair Center. He occupies his time by using his sophisticated electronic gadgets, to create a virtual world filled with Puppeteers, and to spy on various parts of the Ringworld. Louis has gone native, as has Chmee. Meanwhile, a Vampire protector plots to enslave the Hindmost and take control of the Repair Center. RINGWORLD'S CHILDREN Hindmost has been tutoring Tunesmith, the protector who Louis Wu chose to rule the Repair Center. But as Tunesmith gains knowledge and confidence, his protector need to control asserts itself; the student is swiftly becoming a dominating master. Meanwhile, a 'fringe war' begins as hundreds of warships from Known Space vie for control of the space around the Ringworld, and an ancient Pak protector makes a bid for power. Will Hindmost and Louis be reduced to mere pawns in protector power plays, or can they manage to find a way to finally escape the Ringworld and return to Known Space? Sources Consulted: Ringworld, The Ringworld Engineers, The Ringworld Throne, and Ringworld's Children |
ZATARANOHT chapter 3 . 4/22/2015 KZINTI IDIOMA KZINTI SON A, COMO UN GATO ESPECIES INTERESTELARES MUY AGRESIVOS Y BELICOSOS, UNO DE LOS MÁS DESTACADOS EN EL ESPACIO CONOCIDO. EL IMPERIO KZINTI LUCHÓ Y PERDIÓ, CUATRO GUERRAS INTERESTELARES CON SERES HUMANOS. NÚMEROS Kzinti contar en octal, lo que significa decimal-ten se representa un o12, d100 como O144 y así sucesivamente. Guión se basa en garra tallas en madera y, a menudo se describe como 'puntos y comas' por los seres humanos. El lenguaje suena chocando y terrible para el oído humano, pero en realidad es a dos aguas y entubado con varios modos; el modo como si depende de con quién está hablando. Aunque sólo hay una lengua principal (lengua de los Héroes), que tiene muchos modos incluyendo Mocking, deferente, Técnico y Royal, que sólo se habla de y por la realeza (el Patriarca y sus parientes). Un ser humano con un montón de saliva y un buen falsete puede aprender el modo básico de la HT y entenderse en cualquier lugar, pero la pronunciación será difícil; similar Kzinti puede aprender a hablar Terran con cierta dificultad. FLORA Y FAUNA zheerekti, n.A juzgar por la reacción kzinti a esta planta, que contiene una sustancia muy similar a la hierba gatera. kz'eerkt, n. Pl Kz' y actúa muy parecido a un mono: los humanos (derog). kshat, herbívoro capaz de digerir los despojos: Un término insultante para una comportarse como kshat. [OK / Kshauvat /, comedor-de-despojos]. raaairtwo,Una gran herbívoro. 2 metros de alto en el hombro, cubierto de n. pelo naranja peluda, que por lo general pesa alrededor de doce toneladas. Tiene el temperamento de un rinoceronte, y con la bola de pinchos en su cola, es perfectamente capaz de defenderse. sthondat, n.'No aptos para el consumo kzinti'. Sthondats disponen de una gran cantidad de insultos kzinti de colores, y un extracto de la sangre es utilizado por telépatas. terrenki, animal de más fuerte, rápido, que lucha ferozmente cuando acorralado vatach, criatura similar a un conejo sin orejas Terran. La carne es supuestamente sabroso, pero el animal se considera demasiado manso para el deporte kzinti. zianyas, herbívoro, y un alimento kzinti favorecida ztirgor, n. .Una bestia manada utilizado por el kzinti para el transporte de mercancías MICRO-LEXICON una fila/ Una Fila /prn. Eso. ch'rowl/ Ch'RAOWl /vt. tener sexo; vi. el acto de apareamiento, muy emotivo palabra gatillo sexual. PSC/ PSC /adv. No. chssee/ ChSSE /adv. Not. chugra/ Chug'ra /n. Lanza. h'rr/ Hr /cas. Modificador interrogativo; relleno sílaba conversacional ('um ..' 'er ..'). hrung/ Ng Hr /v. Pensar (primera cantar. 'hrunge'). hvraf'/ H'vR AF /v. Para perfumar. k'tze/ KTsey /adv. Que Yo- kchee/ Kch'EE /prn. Gigante: extremadamente grande. kreera/ Creer'a /n. Una espada corta kzinti sierra filo. kshat/ Cssh'AT /n. Un herbívoro despojos que comen; prn. expresión de disgusto. kshinn/ Csh'in /n. El sol del Planeta natal, cualquier estrella local. kzaii/ Cs'ai /venganza. kzarr/ Cs'ar /vengativo. kzinrret/ Ksin'R ET /n. femenino kzinti. kzintosh/ Ksin'TOSH /n. kzinti masculino maarra/ MAR 'a /n. Herramienta. mearowet'aatrurre/ Me'AROW'et'atru'R E /v. Para seguir desde, para ser dirigido por. prret/ PR 't /n. (Arq.) Cortesana, pornocrat. reet'ss/ Reet'SS / ón. IRTI/ REET /pn Un miembro de la familia patriarcal. sero/ Se'ro /prn. .. Este. Do/ Taaan /v. Para recortar. t '/ T /adv. Para. t'kzintar/ T'KSINtar /n. guerrero, cazador, proveedor tai/ Ti /v Para ser.; adv. enfatiza verbo anterior. ta'sskin/ Ta'SS'kin /n. Animal, no kzin, extraterrestre. tauurre '/ R TAU ' e /v. Para finalizar, parar. tui/ Twi /n. La presa. tza/ Tsa /v. Para estar presente. U'-/ao'../cas. Carcasa genitivo - perteneciente a .. wtsai/ Wt'SAI /n. Cuchillo ceremonial de duelo, un símbolo de virilidad (arq.). ya-nar/ Yah-NAR /n. Desafiante de. LOS ESTADOS DE ÁNIMO Y LOS GESTOS Por lo tanto: H'rrearow t'chsee mearrowet'aatruure - Esto no sigue. Ya-nar kshinn - Sun-desafiante de (nombre del buque probado) El lenguaje corporal es, por supuesto, muy diferente de la de los humanos. Una lista de expresiones y gestos kzinti sigue: preocuparseUn aplanamiento de la piel. frustraciónAbrir-cierre llamarada de fosas nasales, marcando el ruido de garganta. preparaciónOrejas tumbadas. 'Sonrisa'Contracciones de los oídos. astuciaTapa leve de los párpados. También podría significar el cálculo de pensamiento. risaContracciones de oreja y rabo. encogiéndose de hombros desdeñosoBostezo. perplejidadOlfatea cuidadosas de aire, leve aumento del hocico. amenazaOlfatea cuidadosas de aire, leve aumento del hocico. saludoGarra rastrillo delante de la propia cara. La cola es un gran indicador de estado de ánimo de una kzin. Una cola azotando significa preocupación. Una cola arrastrando muestra depresión, una felicidad cola levantada. Si la cola del kzin se oculta entre él es piernas, es muy asustada. Una, las burlas a cámara lenta de punta de la cola de un kzinrret se considera muy sexy por los varones, ya que es una mirada desafiante fresco. (Cf. Cathouse) Las orejas, también son altamente expresivo - una contracción indica diversiones, tumbadas indican nerviosismo o disposición; y desplegaron indican concentración intención o el estado de alerta. Sentado, de pie o acostado con las piernas abiertas es considerado obsceno, tanto en hombres como en mujeres. El lenguaje corporal también es importante en los encuentros sociales. Los de menor estatus social mantienen sus ojos apartados, excepto el momento de disputar (y que en su lugar correcto). Sumisión es señalado cubriendo la nariz con las patas, postrarse o, en circunstancias extremas, la exposición de vientre y la garganta. Un kzin que está a punto de atacar o desafío a menudo adoptar una postura amenazante. Las orejas se pliegan para evitar que de ser arrancado o roto, las botellas de piel a cabo para ocultar la forma de la carne, la cola se vuelve rígido y erecto, listo para azotar una piernas de su rival de debajo de él. Los labios retirarse de los colmillos en desafío, y las garras emergen listo para una pelea. Un kzin en esta postura es aproximadamente un segundo lejos de gritar y saltar - un método favorito de ataque. Kzinti también utilizan aroma mucho. Ellos aroma marca con glándulas en las mejillas y las manos, de vez en cuando usando su orina. Sus hormonas son mucho más activos que los seres humanos: un jengibre señales olfativas emoción - ya sea la ira o el miedo. KZINTI TRUE TYPE FONT Haga clic AQUÍ para descargar la fuente con cremallera VERSIÓN 2.00 leerme 27 de abril 2002 Daniel U. Thibault Bueno, tenemos fuentes para casi cada raza extraterrestre ficticia importante que hay en SF TV / Movie Land, de Babilonia 5 de Star Trek a través de Star Wars. Pero lo que de Kzinti de Larry Niven? He sido capaz de encontrar sólo dos intentos de representaciones pictóricas de este script 'puntos-y-comas'. Tampoco era muy agradable en mi opinión, y tampoco era una fuente. Así que tuve que inventar uno. Los dos cuadros ( y Kzinti ) muestran mi fuente resultante. Se ve mejor impreso (más de 300 dpi) o en tamaños de pantalla de gran tamaño (24 pt). Tenga en cuenta que la 'c' está destinado a ser una 'ch' o 'sh', y que no hay Q, X, 8 o 9. En el espacio conocido de Larry Niven, nos enteramos de que el guión Kzinti evolucionó de marcas de garras en madera. Esto influir en la secuencia de comandos de la misma manera que eran runas. Runas también se grabaron en su mayoría de madera, por lo que no tenía trazos transversales -para evitar ir a través del grano. Así que pensé marcas kzinti serían puntos (de un simple beso de la garra) o rayas verticales con una vuelta de tuerca (comas). Esto nos da un conjunto de sub-glifo básico de cinco símbolos (el período y las imágenes de espejo vertical y horizontal de la coma). No es suficiente para un alfabeto completo, obviamente, por lo que las letras y otros símbolos deben ser pequeñas agrupaciones de puntos y comas. Elegí una matriz más o menos dos por tres como mi base glifo marco. Los números sólo ir de 0 a 7, ya que el Kzin tiene un octal (base ocho) sistema de numeración. Utilicé el punto como 'uno' y una de las comas como un 'dos'. Superposiciones simples suministran los números de 3 a 7. Usé lo que debería por toda lógica ser un 8 para el -Yo cero no quería usar un espacio en blanco. Los símbolos restantes siguen una convención estricta de tener un punto en la parte inferior izquierda, para minimizar la confusión cuando los símbolos topan entre sí. El otro sub-glifo en la parte inferior derecha sirve para reagrupar los símbolos. Las vocales (además de H, W e Y) consonantes forman un grupo, explosivas, sibilantes y labiales tres más (con las correspondencias apropiadas ser evidente cuando se comparan los símbolos, por ejemplo, B y P sólo se diferencian por la parte inferior derecha sub-glifo ). El último grupo (que utiliza la base de doble punto) contiene los símbolos diverso -punctuation, matemático, etc. Originalmente hice esta fuente con una combinación de Corel Draw 4 y Softy 1.07b; después de un paréntesis de cuatro años, lo revisé a fondo usando Programa Font Creator 3 y algunas herramientas de software de fabricación casera. HISTORIAL DE LAS VERSIONES 2.00 27 de abril 2002; Reparación total, añadió caracteres 1.11 07 de enero 2001; REEDICIÓN 1.10 02 de abril 2000 re-release 1.04 04 de agosto 1998; Reconstruida usando Softy 1.07b 1.03 reconstruido utilizando Softy 1.07a 1,00 12 marzo de 1998; Versión original (Softy 1.06b) La retroalimentación es bienvenida a Daniel U. Thibault |
ZATARANOHT chapter 3 . 4/22/2015 KZINTI HOMEWORLD The Kzinti homeworld orbits the star 61 Ursae Majoris at a distance somewhat greater than that at which Earth orbits the sun. It is a larger world, with gravity 1.55 times that of Earth's. Its year is roughly one and a half times longer than Earth's, and its day is 27 hrs and 36 minutes long. The climate of this world is cooler and drier than Earth's, and since it has a definite axial tilt it also has seasons. It receives less light from it's star, which is redder than Sol; and is consequently dimmer. (More information on 61 Ursa Major) The Kzinti refer to this world only as 'Homeworld': it has no other name. On the right is the image of the Kzin Homeworld star, 61 Ursae Majoris as seen from earth. Above is where you can find 61 Ursae Majoris in the Contellation of 'The Big Dipper'. KZIN EMPIRE The Kzinti drive for conquest made them implacable foes. They built an empire over thousands of years which was so vast that it covered three times the area of Known Space. Many sentient species who desired peaceful contact and trade became Kzinti slaves and meat animals. The Kzinti occupation on its conquered worlds was an exercise in extremes. On the one hand, Kzinti cared little about their subject races, and so tended to leave them to their own devices, provided they obeyed their laws; on the other hand, an expanding Kzinti population requires a vast amount of space, and the ongoing war effort demanded natural resources, so subject races tended to be pushed together as Kzinti lands grew. If a crime committed by a member of a subject race was considered a capital or treasonous offence, the usual method of execution was usually a hunt, as Kzinti enjoy the challenge of hunting (and eating non-poisonous) sentients, and make no attempt to hide it. To be fair, they have always demanded the same of their own criminals, with the difference that cannibalism is taboo. THE MAN-KZIN WARS The Kzin's formidable warships plied the light years until they met the first fusion ramships of Earth, ending Earth's golden age of space exploration that had lasted over two centuries. The Kzinti ships used the gravity polarizer, which allowed their dreadnoughts short, sustained bursts of incredible speed. This made them infinitely more manoeuvrable than the early human fusion ramships and had the occasional effect of terrifying the overwhelmed human crews. Earth had not known a war since the age of space exploration began, none of the ships carried armaments; as it had been assumed that first contact with an alien race would be friendly. There was no warfleet to protect the Centauri system from the single Kzinti Conqueror-class warship that took Wunderland for the Kzin Patriarchy. Accounts of battles from the Man Kzin Wars are recounted in the Man Kzin War novels. THE KZINTI LESSON In the early days of the war, the human crews created makeshift weapons, like the infamous 'galactic grenade', which was nothing more than a barrel filled with ball bearings and fitted with a radio detonator. When the barrel reached an enemy warship, the detonator shot the bearings away with such force that they could penetrate a hull. Unfortunately, there were many simple ways to shield a ship from micrometeors that were also effective against the steel bearings, and the bearings sometimes found their way back to the Earth ships. Despite their obvious superiority in technology, the Kzinti always attacked before they were properly prepared, impatient to sweep through systems for personal honor and the honor of the empire. The resistance from Earth should have been minimal and ineffective except that, historically speaking, humans are the most resourceful when they have nothing left to lose. Early interstellar ramships employed fusion-powered photon drives. The ships were launched by photon sails and the laser cannon batteries on the asteroids. The cannons were fired into the sails, providing the ramships with initial motive power before their huge scoops could pick up enough interstellar hydrogen to begin the fusion process. When the Kzinti ships moved within range of the cannons, the human crews fired and tore the enemy apart. The Kzinti lesson is, 'a reaction drive's efficiency as a weapon is in direct proportion to its efficiency as a drive.' The Kzinti campaign against the Solar System ended with terrible losses for the Kzinti. The Kzinti telepaths had accurately reported that Earth had no weapons, but the resourceful humans had found other means to combat the enemy. However, the Kzinti still held the superiority in numbers, technology, and experience. The war was slowed by the unexpected resistance and the lightspeed barrier that prevented ships from quickly covering the distances between the worlds. The war lasted for decades and humanity would have lost eventually, had the Puppeteers not interfered. THE PUPPETEERS' INFLUENCE ON THE MAN-KZIN WARS With their proverbial caution, the Puppeteers studied the Kzinti carefully for hundreds of years. The Kzinti were a dangerous race who would no doubt attempt to take the Puppeteer homeworld and make slaves of the inhabitants. Though there was no possibility for the relatively unsophisticated Kzinti to achieve such a goal, the Puppeteers were unwilling to give then the change. They created a plan to exterminate the entire Kzinti race and were ready to begin implementation when the first Man-Kzin war provided an alternate solution. The solution first involved a great deal of debating over the threat of the Kzinti. Experimentalist factions said that the Kzinti might provide a useful buffer against possible attacks from other races, such as the Pak, or whoever constructed the Ringworld. Conservative factions within the Puppeteer government, argued that the race should be exterminated simply because they were too dangerous for a comfortable margin of Puppeteer safety. The Experimentalists were coming into power at the time of the debates and their arguments prevailed. The result of the decision was to conduct a selective breeding experiment that would produce Kzinti who would be more docile and to open to negotiations and politicking rather than open fighting. The Kzinti ships were better armed and more manoeuvrable than the Earth fusion ramships, but the Puppeteers figured that giving the humans superior technology would undoubtedly kill the first generation of warriors from the Kzinti populace. The Puppeteers used a starseed lure to draw an Outsider ship into Human Space, where the mysterious race sold the mayor of the planet 'We Made It' the secret of the Quantum I Hyperdrive shunt (on credit). The effect was immediate. The Kzinti ships could never hope to outdistance or catch a hyperdrive-equipped vessel. The war instantly turned against them and they were pushed back, planet by planet. As predicted by the Puppeteers, the most fierce and dangerous Kzinti were killed, assuring their stock would not breed again. Defeat was not an idea taken well by the Kzinti, and revenge had always been a strong motivator for their race. The Kzinti restaged their attack against the human-held planets in the Second Man-Kzin War. Of course, the humans had learned their hard lesson. General Products hulls and thrusters significantly improved the human defensive fleet. No. 2 hulls were often converted by their original use as survey ships to attack vessels, while the huge No. 3 hulls were made into battle cruisers equipped with reactionless thrusters, fusion drives, and the Quantum I Hyperdrive. The Kzinti ran straight into Earth's new warships and quickly collapsed. Several of the Kzinti hold-worlds were annexed and the slave populations released. The Kzinti were not willing to let another defeat go unpunished. The attacked again and were repulsed more easily. They attacked a fourth time, lost, and finally gave up, the empire they had built over thousands of years drastically reduced. In each attack over centuries, Kzin had lost two-thirds of its fighting population and was unable to recover its original fighting spirit. The population of the non-sentient females had been untouched by the ravages of the war and the Kzinti's numbers grew again, aggressive, but not dangerous enough for the Puppeteers to feel the race required extermination. The Kzinti reluctantly opened diplomatic relations with other species. |
ZATARANOHT chapter 3 . 4/22/2015 MAN KZIN WARS TIMELINE 40,000 BCE 'Cathouse' world built and stocked. (MKW1 'Cathouse') c 8,000 BCE The Jotoki visit Kzin home They attempt to hire the Kzinti as mercenaries, but are themselves enslaved. The Kzinti use the Jotoki biological sciences to drive their females into non-sentience, and to make all their males into the ideal 'Heroes'. (MKW3 'Asteroid Queen'; date is an estimate) 7,000 BCE The Core Stars complete their orgy of self-destruction. ('At the Core') c 1850 Kzinti occupy Warhead, in the p Eridani system, because of its nearness to the unconquered Pierin worlds. ('Ringworld Engineers'; exact date is unknown) 1878 The 'Vaughn Tiger Man' is killed by Cpt. Henry Vaughn of the 4th Lancers in Dirragha. (MKW7 'The Colonel's Tiger' ) 1964 The Kzin conquer the Pierin. (Game date) [Date is a guess. It is likely that Eric is founder of the computer company known as Donovan's Brains in the 26th century; he might also be the 'Eric the Cyborg' mentioned in the the Game section on The Belt.] c 2300 Kzinti invade Altair. ('The Warriors') [Date is an estimate] 2361 First Kzin scouts probe the Wunderland System. (MKW5 'The Hall of the Mountain King'). 2366 Angel's Pencil meets a Kzin Warship and defeats it. ('The Warriors'). 2367 Ka'ashi / Alpha Centauri / Wunderland is invaded by a Kzin fleet from Hssin (a world in the R'hshssia / Innes's Star system). (MKW4 'The Survivor'), (MKW10 'One War for Wunderland') The populace of Wunderland holds off the Kzin for nearly six months while they refit the three slowboats in orbit. (MKW2 'The Children's Hour') Four slowboats (R. ) flee Wunderland. Ingrid Raines is on board one and Dimity Carmody on another aimed at We Made It, which is almost destroyed. (MKW2 'The Children's Hour'), (MKW10 'One War for Wunderland') Wunderland occupied by Kzin forces. 2373 The report of the Kzin warship arrives at Earth. (MKW7 'The Colonel's Tiger') 2378 First Kzinti Fleet is launched against Sol. 2383 First Fleet is destroyed by the Strather Launch Array. (MKW7 'A Darker Geometry') 2384 Second Kzinti Fleet is launched against Sol. 2389 Second Fleet is shattered by the Mercury Launch batteries. One fourth is totally destroyed. The remainder limp back to Alpha Centauri. (MKW7 'A Darker Geometry', MKW4 'The Man Who Would Be Kzin') Col. Buford Early uses a Telepath, Halloran, to gauge the Kzinti response. (MKW4 'The Man Who Would Be Kzin') 2391 Short-Son of Chiir Nig is on Hssin / Innes's Star. (MKW4 'The Survivor') The Third Fleet is launched against Sol under Chsst-Admiral, Dominant Commander of the Fleet. (MKW7 'A Darker Geometry') 2396 Third Fleet hits the Solar System in a more subtle feint-and-pounce attack. They shatter Sol's defences before being destroyed. (MKW7 'A Darker Geometry') Chuut-Riit's Fleet passes through Hssin's system. Short-son, now Trainer-of-Slaves, is 'recruited'. (MKW4 'The Survivor') 2397 The Sun-Tzu / Dolittle is launched toward Alpha Centauri as a part of Project Cherubim, a plan to use Human Protectors against the Kzinti. (MKW7 'A Darker Geometry') 2399 Trainer-of-Slaves reaches Ka'ashi / Alpha Centauri. (MKW4 'The Survivor') 2400 Chuut-Riit arrives at Wunderland to command the forces there. (MKW2 'The Children's Hour') 2401 Fourth Kzinti Fleet begins to prepare to invade Sol when the news of the Third Fleet's failure reaches them. (MKW4 'The Survivor') Under the advise of Jacobi, Kraach-Captain takes Kenneth Upton-Schleisser's family hostage. (MKW6 'Trojan Cat') 2402 The Sun-Tzu encounters the Belly-Slasher in interstellar space. The Dolittle is destroyed. Both Sun-Tzu and Belly Slasher are picked up by an Outsider vessel. (MKW7 'A Darker Geometry') 2403 Fourth Fleet is launched. (It includes some 'Unclawed' human crewmembers as well.) It is the first fleet to employ a professional force. (MKW4 'The Survivor', MKW2 'The Children's Hour') 2404 Five Black Prides (or battle fleets) girdle the Alpha Centauri fleet. (MKW4 'The Survivor') 2408 Ulf Reichstein Markham is 18 years old, and joins the resistance. (MKW1 'Iron') The Resistence, led by Professor Nils Rykermann and Leonie Hansen eek out an existence in the Hohe Kalkstein cave system. Raargh-Sergeant and Rykermann are forced to fight together to defeat the Morlocks and an alliance between them ensues. (MKW 10 'The Corporal in the Caves') The Fourth Fleet reaches Sol and is destroyed, although just barely, at the Battle of Ceres. (MKW2 'The Children's Hour', MKW4 'The Survivor') 2409 UNSN Catskinner / Yamamoto (under Capt. Jonah Matthieson and Lt. Ingrid Raines) is launched from Sol. (MKW2 'The Children's Hour') 'Outsiders' contact a ship near We Made It. The human colonists learn from them the secrets of the hyperdrive. Stefan Brozik begins to build hyperdrive shunts. Brobdig Shaeffer is one of his engineers. (MKW6 'The Heroic Myth of Lt. Nora Argamentine') 2410 Beginning of the construction of the Hyperspace Armada. (Game) Yiao-Captain takes Peter Nordbo Landholder of Gerning on Wunderland on a quest to a distant star in the constellation of Tigripardus. (MKW3 'Inconstant Star') 2410-2515 Fifth Fleet is in the planning stage. 2412 The hyperspace ships from We Made it arrive at Earth, bringing the new technology. (MKW4 'The Survivor') 2412 News of the Fourth Fleet's fate is received back at Wunderland. 2419 UNSN Catskinner reaches Alpha Centauri and shatters the spine of the Kzin Command. Catskinner and her crew are captured by Ulf Markham of the 'Free Wunderland Navy'. Chuut-Riit is eaten by his children. (MKW2 'The Children's Hour') 2422 An assault on Hssin wipes out the Kzin presence in that system. (MKW5 'The Hall of the Mountain King', MKW4 'The Survivor', MKW6 'The Heroic Myth of Lt. Nora Argamentine') 2423 NestingSlashtoothBitch arrives at Hssin, only to find that the UN Fleet had scoured it of organized Kzin activity. (MKW4 'The Survivor') 2425 The Battle of Down. It is a 'Victory' with a loss of three humans to each Kzin killed. Among the killed is Vice Commander Yoni Marshall. (MKW6 'The Heroic Myth of Lt. Nora Argamentine') Down (L5 1668) is annexed from the Kzin. We Made It marines are badly beaten during their assault on Ch'Aakin. (MKW6 'The Heroic Myth of Lt. Nora Argamentine') Raargh and Vaemar-Ritt are captured by the hidden forces, led by the wanted criminal Henrietta and ex-slave to Chuut-Ritt. (MKW 10 'Music Box') 2433 The MacDonald-Rishaii Peace Treaty concluded. (MKW4 'The Survivor') 2435 Teacher-of-Slaves and his Jotoki slaves complete rebuilding of Shark in the ruins of Hssin, with the brain-damaged but surviving Nora. (MKW4 'The Survivor') The Shark is finally able to travel to W'kkai (BD50 1725 / HDraper 88230 / Gleis-830), deep in the sphere of the Patriarchy. Teacher-of-Slaves assumes the name Grraf-Nig. 2436 Major Yankee Clandeboye is ordered to track down his cousin, Nora Argamentine. Grraf-Nig begins to suspect the W'kkai Kzin of treason against the Patriarch. (MKW6 'The Heroic Myth of Lt. Nora Argamentine') 2437 Graff-Nig's plans for escape fall through, and he is renamed 'Conundrum-Prisoner'.(MKW6 'The Heroic Myth of Nora Argamentine') 2438 Hwass-Hwasschoaw is returned to W'kkai. He purchases Nora and her -Nig begins to translate stolen materials sent by Ulf Reichstein Markham for the Patriarch. (MKW6 'The Heroic Myth of Nora Argamentine') 2443 The Rover and her crew travel to explore a unique star. The Kzin get the Hyperdrive. (MKW1 'Iron'; date is '10 years after the war') 2449 Second Man-Kzin War begins by diversionary attacks on Sigma Draconis and Barnard's Star. (Game) 2475 Second Man-Kzin War ends. The Kdatlyno are freed. (Game) c 2495* Third Man-Kzin War begins. [Game dates this as 2491-2531.] c 2500* Wunderlanders carve the Canyon on Warhead. Third Man-Kzin War ends. Warhead (p Eridani) annexed, and renamed Canyon. ('Ringworld Engineers'; Game) 2560 Locklear is captured by Kzin looking for the Eridani worlds, and stranded on an uncharted world orbitting a black dwarf. There he encounters sentient female Kzinti and telepathic Neanderthal. (MKW1 'Cathouse'; MKW2 'Briar Patch') [Date is a guess, but is shortly before the 4th War]). The Callisto is on a spy mission behind the 'Chord of Contact' when it crashes on a planet, only to be met by a Kzin ship scouting for the Last Fleet heading to attack Margrave, under Admiral Lehruff. The crew of Callisto free the crypto-Ptavv Guerdoth's Pruntaquilan Balladeer Coquaturia. (MKW5 'Hey Diddle Diddle') Fourth Man-Kzin War begins by a series of kamikaze attacks on human ships guarding the Eridani worlds. (Game.) [Note that the Game dates for the fourth war are 2560-2584. However, because of the information in 'Flatlander', I have moved it up, but have retained the duration.] Harvey Mossbauer's family is killed and eaten. ('Ringworld Engineers') Sinbad Jabar lands on Meerowsk, and invades the Hareem of the Patriarch's Voice. His stuffed body is placed on display. ('Procustes') c 2570* Harvey Mossbauer lands on Kzin and sets a bomb in the Hareen of the Patriarch. He is taken intact and stuffed for display. ('Ringworld Engineers') c 2560-2575 Sometime during these years is a time of peace between the fourth and fifth wars. 2562 * Major stock market crash. (77 years before 'A Relic of Empire') 2575* End of the Fifth Man-Kzin War. ('Prisoner of War') 2589 Home is recolonized. (Game) 2595* A single Kzin ship attacks the Solar System. ('Prisoner of War') [Date is a guess, although the five Man-Kzin wars are mentioned.] c 2600 Transfer Booths are introduced? 2600 The Sixth Man-Kzin War begins ['Ringworld' says there have been six Man-Kzin Wars, and that the last was 250 years before - i.e., c2600.] 2615 Humans occupy Kzin during war. ('Flatlander' says 'thirty years ago') 2618 Sixth Man-Kzin War ends. [Date is a guess, estimated from a date 40 Kzin years prio |
ZATARANOHT chapter 3 . 4/22/2015 Locations[edit] One aspect of the Known Space universe is that most of the early human colonies are on planets suboptimal for Homo sapiens. During the first phase of human interstellar colonization (i.e. before humanity acquired FTL), simple robotic probes were sent to nearby stars to assess their planets for habitation. The programming of these probes was flawed: they sent back a 'good for colonization' message if they found a habitable point, rather than a habitable planet. Sleeper ships containing human colonists were sent to the indicated star systems. Too often, those colonists had to make the best of a bad situation. Earth, the human homeworld, is oppressively ruled by the United Nations, which wields its power by means of the ARM, a global police force. For centuries, due to the perfection of organ transplant technology, all state executions were done in hospitals to provide organ transplants, and to maximize their availability nearly all crimes carried the death penalty, including such offenses as multiple traffic tickets or tax evasion. This period ended when Jack Brennan, who had consumed the Tree-of-Life root and become a human version of the Pak Protector, used his superior intelligence to engineer social change in medical technology and social attitudes that eventually reduced the use of organ banks to reasonable levels. Part of Brennan's manipulation was the development of a science known as 'psychistry'. Psychistry was used to 'correct' all forms of 'mental aberration' - the populace is extremely docile. To combat overpopulation (one estimate is 18 billion people), a license is required to procreate, only available after exhaustive testing has determined that a prospect is free of 'abnormalities'; unlicensed procreation is a capital crime. This policy, in addition to the existence of the transfer booth and a one-world language and economy, has led to the populace eventually becoming fairly genetically homogeneous. To prevent the development of new WMDs, all scientific research is regulated by the government and potentially dangerous technology is suppressed. Due to such suppression, Earth has had fewer real breakthroughs in science than would be expected. A common title for people born on Earth is 'Flatlander'; having been born and raised in the only environment in Known Space to which humans are well-adapted, they are considered naïve and a bit helpless by humans from colony worlds. The Moon is a separate entity, but is under the control of the same government as Earth. It, however, has its own distinct culture. Humans native to the Moon are called 'Lunies', and tend toward tall, lean body types regularly reaching eight feet in height. They are frequently referred to as looking much like Tolkien's Elves due to their physiques and alien allure.[citation needed] Mars, fourth planet in our solar system and the first planetary colony in Known Space. Native 'Martians' were exterminated by the Brennan Monster. No one goes there, as resources are easier to mine in the Belt and Jovian moons. Earth ultimately colonized Mars specifically to study the descent landing pod used by Phssthpok the Pak in 2124 AD and the research colony was still in existence in 2183 when the Martians were exterminated by Brennan. The colony expanded greatly during the first Man-Kzin war 2367-2433. The Sol Belt possesses an abundance of valuable ores, which are easily accessible due to the low to negligible gravity of the rocks containing them. Originally a harsh frontier under U.N. control,[citation needed] the Belt declared independence after creating Confinement Asteroid, a habitat with spin gravity that permitted safe gestation of children, and Farmer's Asteroid, the Belt's primary food source. Almost immediately a lively competition began between the fiercely independent 'Belters' and the technology police of the U.N. Several years of tension and economic conflicts followed, but soon settled into a relatively peaceful trade relationship as the Belt has so many resources that the UN and the Earth need. Mercury is also a colony world with a small number of inhabitants, used mainly for mining and as a gravitational anchor for orbiting solar power stations which beam power to the more remote colonies using gigantic lasers. At the time of the First Man-Kzin War, human society is so pacifistic that no weapons exist; those who are able to even contemplate killing another sentient being or constructing a weapon for that purpose are regarded as mental aberrations and must take drugs to control their thoughts. However, an enormous laser, whether constructed as a weapon or not, makes a highly effective one, and it's strongly implied that the existence of the Mercury power satellites is a large part of what enabled Sol System to hold off the Kzinti in the early part of the war. Down is the home world of the Grogs and a former Kzinti colony. It orbits 'L5-1668',[7][8][9] a faint, cool M-type star, significantly redder and cooler than Sol and 12.3 light-years from it. Down is made habitable in part because of its large moon, Sheila. Grogs, though friendly, are feared by humanity, due to their telepathic ability to control the minds of animals (and possibly sentient species as well). Because of this fear, humans have placed a Bussard ramjet field generator in close orbit around Down's sun, thus enabling them to destroy the Grog population should they ever take hostile action against any sentient species. Jinx, orbiting Sirius A, is a massive moon of a gas giant (simply called Primary), stretched by tidal forces into an egg shape, with surface gravity at the habitable areas near the limits of human extended tolerance. The poles lie in vacuum, the equatorial regions are Venus-like (and inhabited only by the Bandersnatchi); the zones between have atmosphere breathable by humans. Jinx's poles become a major in vacuo manufacturing area. Jinxian humans are short and squat, the strongest bipeds in Known Space. But they tend to die early, from heart and circulatory problems. There is a tourist industry which provides substantial useful interplanetary trade credits for the Bandersnatchi, who allow themselves to be hunted by humans under strict protocols. Wunderland is a planet circling Alpha Centauri, and was the earliest extra-solar colony in Known Space's human history. It has a surface gravity of 60% that of Earth's and is hospitable to human life. Wunderland was invaded and its population enslaved by the Kzinti during the first Man-Kzin War. It was freed near the end of the First War by the human Hyperdrive Armada from We Made It. The system has an asteroid belt in the shape of a crescent,[citation needed] which gives it its name—the Serpent Swarm. The capital asteroid, Tiamat, houses one of the largest Kzin populations in Known Space. We Made It, orbiting Procyon A, got its name because the first colony ship crash-landed. Gravity is about three-fifths Earth's. The planet's axis is pointed along the plane of its ecliptic (like Uranus), creating ferocious winds on the order of 500 mph (800 km/h)[7] during half of the planet's year, forcing the people to live underground. Natives are known as 'Crashlanders', tend to be very tall, and many are albinos. Their capital, which was the site of their colony ship's landing, is called Crashlanding City. We Made It also has viscous, algae-choked 'oceans' and a big icy moon, ironically named Desert Isle.[7] Plateau in the Tau Ceti system is Venus-like, with a plateau (called Mount Lookitthat), half the size of California, rising high enough out of the dense atmosphere to be habitable. Inhabitants ('Mountaineers') are divided into two rigid hereditary castes, the 'crew' and the 'colonists', depending on whether their ancestors piloted the colonizing vessel. The crew are the upper caste, and hold power through their monopoly on organ transplantation and control of the police. The original colonists signed the 'Covenant of Planetfall', agreeing that this outcome was just recompense for the labors of the crew during the voyage; that they signed at gunpoint as they were awakened from hibernation is kept secret from later generations, and also that those who refused, died. This repressive system is overthrown in A Gift From Earth, and the former inequality and caste system appears to have disappeared by the time The Ethics of Madness takes place. Home orbits the star Epsilon Indi, about 12 light years from Earth. The planet received its name because of its remarkable similarity to Earth; its day is nearly 24 hours long and its surface gravity is a comfortable 1.08 g. Oceans, mean global temperature, seasons, and moon (Home's moon is called Metaluna, but is often referred to as 'the Moon' by Homers) are also similar. According to Protector, the original colonists had planned to call their world 'Flatland' as a sort of joke, but once settled on Home they had changed their minds — 'a belated attack of patriotism',[10] Elroy Truesdale of Protector muses. The entire population of Home is secretly destroyed as a consequence of Brennan's and Truesdale's war with the Pak — Brennan turns the entire population into human Protectors to create an army to fight the Pak invaders. Home is resettled quickly though, since another ramjet with colonists is already on its way when the colony 'fails'.[11] In Procrustes and other later stories, Home is once again presented as a vibrant colony. Canyon was once an uninhabitable Mars-like world known as Warhead. It is the second of seven planets around p Eridani A, 22 light-years from Earth.[7] It was used as a military outpost by the Kzinti, until the planet was hit by a weapon called the 'Wunderland Treatymaker' during the Third War. The attack tore a long, narrow, kilometers-deep crater into the crust approximately the size of the Baja Peninsula. The air and moisture in the thin atmosphere gathered at the bottom of this artificial canyon, creating a breathable environment, complet |
ZATARANOHT chapter 3 . 4/22/2015 Technology[edit] The series features a number of 'superscience' inventions which figure as plot devices. Stories earlier in the timeline feature technology such as Bussard ramjets, Drouds (wires capable of directly stimulating the pleasure centers of the brain) and explore how organ transplantation technology enables the new crime of organlegging (as well as the general sociological effects of widespread transplant technology), while later stories feature hyperdrive, invulnerable starship hulls, stasis fields, molecular monofilaments, transfer booths (teleporters used only on planetary surfaces), the lifespan-extending drug boosterspice, and the tasp which is an extension of the wirehead development which works without direct contact. The impact of inventions and technology on society is a recurring, if not central theme in Niven's work: for example, addiction to electric brain stimulation resulting in 'wireheads', or the secondary and tertiary effects of an invention such as teleportation on social behavior, problems, and mores. The milieu can be viewed as representing the last gasp of Campbell-era science fiction, as the iconoclastic, counterculture influences of 'new wave' science fiction of the sixties play no part in most of the stories. However, there are notable exceptions in the Gil the ARM stories; and Jigsaw Man first appeared in Harlan Ellison's landmark 'new wave' anthology, Dangerous Visions.[citation needed] Boosterspice[edit] Boosterspice is a compound that increases the longevity and reverses aging of human beings. With the use of boosterspice, humans can easily live hundreds of years and, theoretically, indefinitely. Developed by the Institute of Knowledge on Jinx, it is said to be made from genetically engineered ragweed (although early stories have it ingested in the form of edible seeds). In Ringworld's Children, it is suggested boosterspice may actually be adapted from Tree-of-Life, without the symbiotic virus that enabled hominids to metamorphose from Pak Breeder stage to Pak Protector stage (mutated Pak breeders were the ancestors of both Homo sapiens and the hominids of the Ringworld). On the Ringworld, there is an analogous (and apparently more potent) compound developed from Tree-of-Life, but they are mutually incompatible; in The Ringworld Engineers, Louis Wu learns that the character Halrloprillalar died when in ARM custody after leaving the Ringworld, as a result of having taken boosterspice after having used the Ringworld equivalent. Boosterspice only works on Homo sapiens, whereas the Tree-of-Life compound will work on any hominid descended from the Pak. Hyperdrive[edit] Faster Than Light (FTL) propulsion, or hyperdrive, was obtained from the Outsiders at the end of the First Man-Kzin War. In addition to winning the war for humanity, it allowed the re-integration of all the human colonies, which were previously separated by distance. Standard hyperdrive covers a distance of one light-year every three days (121.75 x c). A more advanced Quantum II Hyperdrive introduced later is able to cover the same distance in one and a quarter minutes (420,768 x c). In Niven's first novel, World of Ptavvs, the hyperdrive used by the Thrintun required a ship to be going faster than 93% of the speed of light. However, this is the only time that Hyperdrive is described this way. In the vast majority of Known Space material, hyperdrive requires that a ship be outside a star's gravity well to use. Ships which activate hyperdrive close to a star are likely to disappear without a trace. This effect is regarded as a limitation based on the laws of physics. In Niven's novel Ringworld's Children the Ringworld itself is converted into a gigantic Quantum II hyperdrive and launched into hyperspace while within its star's gravity well. Ringworld's Children reveals that there is life in hyperspace around gravity wells and that hyperspace predators eat spaceships which appear in hyperspace close to large masses, thus explaining why a structure as large as the Ringworld can safely engage the hyperdrive in a star's gravity well. One phenomenon travellers in hyperspace can experience is the so-called 'blind spot' should they look through a porthole or camera screen, giving the impression that the walls around the porthole or sides of the camera view screen are expanding to 'cover up the outside'. The phenomenon is the result of hyperspace being so fundamentally different from 'normal/Einstein' space that a traveller's senses can not truly comprehend it, and instead the observer 'sees' a form of nothingness that can be hypnotic and dangerous. Staring too long into the 'blind' spot can be insanity inducing, so as a precaution all view ports on ships are blinded when a ship enters hyperspace. Invulnerable Hulls[edit] The Puppeteer firm, General Products, produces an invulnerable starship hull, known simply as a General Products Hull. The hulls are impervious to any type of matter or energy, with the exception of antimatter (which destroys the hull), gravitation, and visible light (which pass through the hull). While invulnerable themselves, this is no guarantee that the contents are likewise protected. For example, though a high speed impact with the surface of a planet or star may cause no harm to the hull, the occupants will be crushed if they are not protected by additional measures such as a stasis field or a gravity compensating field. In Fleet of Worlds, the characters tour a General Products factory and receive clues that allow them to destroy a General Products hull from the inside using only a high-powered interstellar communications laser. In Juggler of Worlds, the Puppeteers, attempting to surmise how this was done without antimatter, identify another technique which can be used to destroy the otherwise invulnerable hulls, one which does suggest some potential defense options. Organ Transplantation[edit] On Earth in the mid 21st century it became possible to transplant any organ from any person to another, with the exception of brain and central nervous system tissue. Individuals were categorized according to their so-called 'rejection spectrum' which allowed doctors to counter any immune system responses to the new organs, allowing transplants to 'take' for life. It also enabled the crime of 'organlegging' which lasted well into the 24th century. Stasis Fields[edit] A Slaver stasis field creates a bubble of space/time disconnected from the entropy gradient of the rest of the universe. Time slows effectively to a stop for an object in stasis, at a ratio of some billions of years outside to a second inside. An object in stasis is invulnerable to anything occurring outside the field, as well as being preserved indefinitely. A stasis field may be recognized by its perfectly reflecting surface, so perfect in fact that it reflects 100% of all radiation and particles, including neutrinos. However one stasis field cannot exist inside another. This is used in World of Ptavvs where humans develop a stasis field technology and realize that a mirrored artifact known as the Silver Statue must be actually an alien in a stasis field. They place it with a human envoy, who is a telepath, and envelop both in field. By doing this, they unleash the last living member of the Slaver species on the world. Stepping Disks[edit] Stepping Disks are a fictional teleportation technology. They were invented by the Pierson's Puppeteers, and their existence is not generally known to other races until the events of The Ringworld Engineers. The stepping disks are an outgrowth and improvement of the transfer booth technology used by humans and other Known Space races. Unlike the booths, the disks do not require an enclosed chamber, and somehow can differentiate between solid masses and air, for example. They also have a far greater range than transfer booths, extending several Astronomical Units. Several limitations to stepping disks are mentioned in the Ringworld novels. If there is a difference in velocity between two disks, any matter transferred between them must be accelerated by the disk accordingly. If there is not enough energy to do so, the transfer cannot take place. This becomes a problem with disks that are a significant distance apart on the Ringworld surface, as they will have different velocities: same speed, different direction. Transfer Booths[edit] Transfer Booths are an inexpensive form of teleportation. They are similar in appearance to an old style telephone booth: one enters, 'dials' one's desired destination, and is immediately deposited in a corresponding booth at the destination. They are inexpensive: a trip anywhere on Earth costs only a 'tenth-star' (presumably equivalent to a dime). Introduced by one of Gregory Pelton's ancestors, apparently bought from and based on Puppeteer technology. Paranormal abilities[edit] Some individuals in the stories display limited paranormal or 'psionic' abilities. Gil Hamilton can move objects with his mind using his phantom arm, which he gained after losing an arm in an asteroid mining accident. When he finally had the arm replaced from an organ bank on Earth, the ability persisted. 'Plateau Eyes' (introduced in A Gift From Earth) is an ability to hide in plain sight, by causing others not to notice you. Population control is tight on Earth, but these abilities can gain the possessor a license to have more children. The Pierson's Puppeteers engineer a lottery for child licenses on Earth to increase the occurrence of Luck, which they think is a paranormal ability humans have that has enabled them to defeat races such as the Kzinti. In Ringworld, the character Teela Brown is said to be the ultimate expression of this ability. Organizations[edit] ARM[edit] The ARM is the police force of the United Nations. ARM originated as an acronym for 'Amalgamation of Regional Militia', though this is not a term in current usage by the time of the Known Space novels. An agent |
ZATARANOHT chapter 3 . 4/22/2015 PIERSON'S PUPPETEERS AN OVERVIEW '..The first man to see a puppeteer had done so during a Campish revival of 'Time for Beany' reruns. He had come running back to the scout ship, breathless and terrified, screaming' Take off! The planet's full of monsters!' 'Whatta they look like?', asked a colleague. 'Like a three-legged centaur with two Cecil the Seasick Sea Serpent puppets on its hands, and no head.' 'Take a pill, Pierson. You're drunk..' From 'The Soft Weapon' ..AND HENCE THE NAME. . APPEARANCE AND PHYSIOLOGY In an Online Conference held on the 5th June 1996 on the Compuserve Science Fiction and Fantasy Forum, Larry was asked what inspired him to create the Puppeteer species. Larry replied: '.. I was fed up with humanoids. Chad Oliver in particular, an anthropologist, wrote story after story claiming that this is the only workable shape for an intelligent being. The puppeteers were my first attempt to show him a shape that could evolve to intelligence..' Entire Conference transcript Pierson's Puppeteers have a triangular body layout, wider in front than at the rear. Their three legs end in small, clawed hooves set in an isosceles triangle; one large leg at the rear and two smaller ones at the front. From the shoulders above their front legs arise two snake-like necks. The upper front of a Puppeteer's body, between its two necks, is a thick, bony skull which protects its large brain. This hump is covered with a mane of coarse hair, resembling a horse's mane in texture. Their hide is covered in fur, creamy-whitewith tan spots, soft and pleasant to the touch. Atop each neck is an independently-working, python-like but silly-looking expressionless head, with one eye set deep in a protective socket, one ear, and dry, thick lips which extend inches beyond the mouth, ending in finger-like knobs, and a snake-like forked tongue. The Puppeteer uses its heads like hands, but with far more dexterity than any human, which helps make Puppeteers superior toolmakers. Because the heads are able to turn in any direction, a Puppeteer can have a nearly 360 view of its surroundings, with one head facing forward and the other back. The Puppeteer processes this varied visual information with a highly developed visual cortex. A running Puppeteer will often hold one head high and the other low to obtain a panoramic perception and to see around obstacles. The two heads also provide outstanding facility for precision work, since a Puppeteer can have both a close-up view and an overall view of its work, simultaneously. The hind leg has a complex hip joint, providing a wide range of motions. When a Puppeteer feels threatened, it defends itself by turning its back, facing both heads back towards the enemy, and kicking out with the powerful hind leg. This is instinctive; Puppeteers are rarely threatened and so are unaware of this behavior. Using its small sharp hoof, a kick from a Puppeteer can easily penetrate a human rib cage, killing a man instantly. GROOMING Despite their strange appearance, most humans find Puppeteers beautiful to behold. A sane Puppeteer's mane is always well groomed, to indicate social status and personal preference. Even low ranked Puppeteers keep their manes combed and be-ribboned. High status Puppeteers have their manes braided and/or coifed; perhaps fluffed or curled into ringlets, sometimes dyed, and decorated with jewels or braided with bright metallic strands. Natural mane colors resemble those of terrestrial horses, ranging from browns to auburn and yellows. Unkempt manes usually indicate insanity, or at least long-term emotional distress. EVOLUTION One of the ideas underlying the Known Space series is that when a species begins to dominate its environment, it stops evolving. Kzinti, being more formidable and aggressive than humans, stopped evolving earlier, and hence on average are not as intelligent as humans. Contrariwise, the Puppeteers' ancestors were herd animals fleeing from every danger. It was only after Puppeteers evolved supra-human intelligence that they were able to out-think the dangers of their homeworld, and eventually became the dominant life-form. VOICE AND LANGUAGE The beautiful, complex musical voice of the Puppeteers cannot be imitated by any other species in Known Space. Two throats, each with three larynxes, plus an eighteen note octave scale, gives Puppeteers verbal communication densely packed with complex meaning. Each throat can produce intonations ranging from pure single notes, to dissonant harmonies, to orchestral music. In communicating with humans, Puppeteers use a throaty contralto which men find distractingly sexy. A Puppeteer scream of fright has been described variously as an exploding steam calliope and as a church choir being burnt alive. The Puppeteer's large brain allows them to carry on two independent conversations at the same time, in two separate languages. They are outstanding linguists, a feature of both their superior intelligence and their need to protect themselves diplomatically. When interacting with humans, they speak the human language of Interworld. SYCHOLOGY AND BEHAVIOR The Puppeteers' herd-beast ancestors were prey to many different carnivores, and for protection developed a disproportionate instinct for survival. This survival instinct causes them to avoid or flee from danger in any form, no matter how insignificant. Puppeteers go to great lengths to avoid and minimize any possible danger to themselves and their civilization. This highly developed instinct for self-preservation is often seen as over-cautiousness by humans, and sheer cowardice by the Kzinti. Puppeteers are pragmatic to a fault. Human traits such as wishful thinking and superstition are nonexistent. They are willing to go to any lengths to protect themselves from perceived danger and provide a safer environment for themselves. In human terms, they are arrogant and amoral. This is not seen as negative behavior; to a Puppeteer, safety is the only thing that truly matters. As herd animals, Puppeteers have a strong need to socialize with each other. Large public squares between their enormous buildings give them a place to gather frequently in large groups. Puppeteers artificially add the odor of their herds to their breathing air and objects in their environment; even flowers emit the smell of Puppeteers. Their individual living spaces are filled with virtual images of Puppeteer herds. Puppeteers demonstrate their fitness and compete for mates in formal dances attended by large numbers, perhaps something like the grand balls of human high society, termed simply 'The Dance.' When courting, Puppeteers rub their necks together and intertwine them. On rare occasions, a Puppeteer's two heads will stare at each other; this has been described as an ironic laugh. Every Puppeteer is trained at a young age to respond to danger from which it cannot flee by tucking both necks beneath its forelegs and folding its legs beneath itself, to resemble a furry footstool. Assuming this position is called the 'explosion reflex.' A fearful Puppeteer may remain in this fetal position for hours or possibly days, quivering with fear, withdrawn from a hostile universe. However, the presence of preventable danger will bring the Puppeteer out from hiding in its own belly. CULTURE Puppeteer civilization rose during the human stone age. They are very long lived, rarely dying from accident or disease. The population of their home planet, Hearth, long ago reached one trillion. As herd animals, Puppeteers strive for consensus and conformity. The Japanese saying 'The nail that sticks up will get hammered down' applies very well to Puppeteer culture. The politics of their monolithic world culture, which they call the Concordance, are quite simple. They have two political parties: The majority Conservatives, and the minority Experimentalists. In peaceful times, when nothing needs to change, the Conservatives rule. In times of trouble, when change is needed, the Experimentalists are voted in — but only for the duration of the emergency. It should be noted that the Experimentalists are only slightly less conservative than the Conservatives. After all, they are still Puppeteers! The vast majority of Puppeteers live in miles-high apartment buildings and arcologies. Their stepping disc technology is used ubiquitously; the buildings contain no hallways or air ducts. Everyone and everything, even fresh air, is brought in by stepping disc. Puppeteers are vegetarians, and eat a variety of grains, grasses, and leafy vegetables. They also eat bread. Like all vegetarians, Puppeteers eliminate (pass excrement) where they eat, and their dining halls are equipped with rows of stepping discs in the proper position to whisk the manure away. Puppeteers normally wear no clothing, but do wear sashes. A sash may be practical, containing pockets, or ornamental, with the color indicating, for instance, alliance with a political party. For technological and scientific research, Puppeteers employ careful observation and safe investigation, ensuring no personal or social risk is taken by anyone. Their advancement is aided by unmatched powers of deductive reasoning and logic. They view humanity's discovery of scientific principles and new worlds through trial-and-error, exploration, and serendipity to be hazardous and irrational. RELATIONS WITH OTHER SPECIES Puppeteers' fear of danger has lead them to strive for subtle, behind-the-scenes dominance in the affairs of other species. They do not hesitate to resort to blackmail, bribery, or any other form of influence. They prefer to avoid using even carefully applied violence, but if necessary they will employ an outside agency for such unpleasantness. The Puppeteers' drive to minimize danger, coupled with their pragmatism, gives them a ruthlessness beyond that of even the Kzinti, only falling short of the Pak. To ensure their own safety, they might go so far as to utterly |
Guest chapter 3 . 1/20/2015 |
Guest chapter 3 . 12/11/2014 when are you updating this fanfic |
Lord Asmodeuschapter 3 . 10/12/2014 Quite boring. And very idealistic. There doesn't seem to be much thought process involved apart from complete unification and petty wars that have insignificant consequences. |
Jedi101chapter 3 . 9/24/2014 It is not 10 Charon-class light frigates that falls out it's the Strident-class heavy frigate |
John Lopes chapter 3 . 2/6/2014 Great ideas in combining all this universes, my congratulations. |
Lu Bane Nachapter 3 . 1/12/2014 Do you plan on having war beasts in the ranks of the armies, like Toruks, Thanators, Ikrans, and large Star Wars beasts? I think it'd be really cool to have Thanators or Toruks with modern weaponry grafted onto them. Also, any chance for any Metal Gear or Vanquish elements? |
henryxkchapter 3 . 12/21/2013 Howly shut ! This chapter make my head got an impact! almost nothing i understand about SW.. and you make story in chaos with vampire and warewolf.. ah.. however, good story |
Deckof52Devilschapter 3 . 10/28/2013 Just noticed, timeline 3 has a typo, need to switch March and April of 2567. |
Guest chapter 3 . 10/24/2013 |
PyroSolracIIIchapter 3 . 10/24/2013 Wow. That is a lot of Starwars things added. Also definitely too many human looking aliens. Add in the humans, and human looking aliens from ME and it is just ridiculous. I guess it is too late to hope for a retcon though. Already five chapters after this one. Is it too late to suggest a franchise to be added? |
TrialWriter246chapter 3 . 9/28/2013 So are the Lycans and Vampires their own species or do they need humans to create more of them? Also, do they have their own governments or are they part of the human government? Also, can they create more of them from other species or just humans? |
shiva1chapter 3 . 9/8/2013 since avatar is in this universe, will you show any of the teach, like the mechs and the avatar, like maybe make a turrian avatar so they can spy on the council. |
Guest chapter 3 . 8/2/2013 Hey dude. I don't know if you read the graphic novels of mass effect but please have the illusive mans friends Eva core and Ben Hislop survive. And make sure cerberus doesn't betray the OSA during the end thanks. |
Guest chapter 3 . 6/2/2013 Dude please have the mandalorians and all honorable warrior races of the sangheili, jiralhanae, keelish and krogan commit genocide on the batarians. DRIVE THEM ALL TO VIRTUAL EXTINCTION, leaving only a fair amount to start over again. These arrogant and mega annoying four eyed Bantha idiots will regret the day they started war with honorable warriors. DEATH TO THEM ALL! PAR KOTE BAL IJAAT BE IJAAT VERDA! |
Guest chapter 3 . 5/31/2013 Good chapter man. Hope that you add the predators from AVP as glorious and honorable warriors alongside the brutes, elites, and mandalorians. Also on first contact with the quarians have rc1140 fixer meet tali zorah and have them continue meeting each other throught the story if its okay. It would be awesome to see them take down enemies together. Thanks. PAR KOTE BAL IJAAT BE MANDALOR, SANGHELIOS, TUCHANKA, DOISAC, BAL YAUTJA PRIME. |
MarketCrashchapter 3 . 5/29/2013 Wow! That was really good! Thank you for writing. I hope that you will continue it. |
Guest chapter 3 . 5/16/2013 Dude please add the zeltron species. Near human aliens with highly attractive females. |
Sajuukchapter 3 . 4/15/2013 re hello lol please creat new tank and mecha like zone of enders, gundam or valvrave please also use some idea of ship from homeworld for new class and use can you use some idea from stargate or not ? by |
Guest chapter 3 . 4/8/2013 Great start I can't wait for more. Races you could add; Asgard (SG) & Kryptonians (DC). Requests: please don't make the citidel council idiots ready to attack a galactic power way out of their league. Or make the OSA so overpowered that they can do anything they like without reprucussions. anyway great fic and looking forward to next chapter. |
Guest chapter 3 . 4/7/2013 Dude can you please add small things like if you add delta squad in the spec ops of the OSA and once they come into contact with the quarians, please have delta 40 fixer meet tali zorah. also maybe add some competition between delta squad and noble team. |
scottusa1chapter 3 . 4/8/2013 I love this story so far. I have just a few things to ask of you. Please don't make everyone overzealous like in HaloMass Effect: Ruptured Universe and have them fly off the handle about every little thing that happens that they don't like. Keep some characters like that, but make sure you have plenty of level headed characters to keep others aggression in check(on both sides). Please don't have the Turian Hierarchy act like a bunch of pride-blinded idiots, they deserve a little more credit than that. I think you have enough races so far, but if you are interested in adding more, I have one suggestion, the Protoss from the Starcraft Universe. If you could add them, that would be cool. If not, then that's cool too. It's your story after all. Please keep writing regardless. Laters. |
Guest chapter 3 . 4/1/2013 Although this is probably one of the most detailed timelines on the site, you should make the next chapter very long, or post multiple chapters in a row to justify such a timeline |
edboy4926chapter 3 . 4/3/2013 Awesome story Keep on going Any chance that instead of the Turians, the ones that attack are the Batarians. Also, any chance that you can add the Warhammer 40k species? The Imperium would have to be Pre-Herasy since with the Emperor alive, relationships with xeno races are possible. |
Guest chapter 3 . 3/31/2013 |
Guest chapter 3 . 3/30/2013 Dude I love your story already. Thank you soooooooo much for adding the mandalorians and clones. Plus can you please have the republic commandos of delta squad perform joint operations with noble team, that would be awesome. Thank you so much. I was expecting jedispectre to add these races but he didn't. It's okay,. Please have the mandalorians(clone & regular) meet the krogan as honor bound warriors out of respect. Please have a good working warrior relationship between the sangheili, yautia, jiralhanae, mandalorians, and krogan. Thank you. |
Jad4400chapter 3 . 3/31/2013 I cannot wait for the next chapter, though I do hope you make the Council reasonable and not the blind jerks that tend to populate these kinds of fics. Still conflict drives a story and I'm excited for whatever comes! |
thestaradderchapter 3 . 3/31/2013 |
tamahome8chapter 3 . 3/31/2013 wow! more please..:) |
Space Trooperchapter 3 . 3/31/2013 Wow that's a lot of races you added here, but the more the merrier. Please Please add the Chiss into this story. I would like to see how OSA would react to the greatest tactician that ever lived (yup Grand Admiral Thrawn). Also the Chiss could use Galactic Empire/Imperial Remnant Ships, fighters, weapons, etc. Update Soon. |
Incendie de Glacechapter 3 . 3/31/2013 the OSA meets over 10 races within 4 years? Considering the size of the galaxy was that chance or intentional? |
kamikage86chapter 3 . 3/31/2013 MORE MORE MORE I WANT MORE, I LOVE THIS STORY, KEEP IT GOING AND ALIVE! |
kingslopschapter 3 . 3/31/2013 |
Major Simichapter 3 . 3/31/2013 ah yes good timeline and next will be the good old Turian fleet opening fire on the not nowing OSA Ships, good chapter, keep going |
FairyLightningchapter 3 . 3/31/2013 R u going to add more species to the OSA if u are I have some suggestions like the Talz, Draethos, Whipid, Feeorin, khill, Thissipian, |
MEleeSmasherchapter 3 . 3/31/2013 Ok, I have some ideas: 1.) Don't make the Turians look like assholes here. it's already been done. 2.) Try and make the Council reasonable. 3.) Give the Lycans and Vampires a bigger role in galactic politics. They know, cuz they live forever. |
the metaphysical god of heroeschapter 3 . 3/31/2013 I rarely say this but This is one of those stories that I'm just glad that its still active |
pointveechapter 3 . 3/30/2013 |
ViolatedMonkeychapter 3 . 3/30/2013 Noooooo please don't add the alliance to the mass effect verse. I dislike how there are two seperate human races. The strong point of humanity in most space faring universes is how united we are. Having two different governments of humans is a huge no, no. What happens if the mass effect people find a halo ring? can the humans from mass effect unlock the technology that bolsters the council forces? Please keep it as only the UNSC has humans. Also did you know that right now there is no possible way for mass effect technology to even compare to the tech the OSA have? The OSA shielding shouldn't even be dented by the Mass Effect tech. |