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> Archives of the Order, I felt that Jacky's idea for a separate info thread was a good ide
Lord Revan
post Jan 25 2007, 05:10 AM
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The Naryyn- Once one of the brightest civilizations, the Naryyn were a race of humanoids believed to date back to the dawn of galactic history. The Naryyn are known greatly due to their natural talent with psionics. All Naryyn technology was a union between psionics and conventional technologies.

One of the original supercivilizations, some of which are believed to have aided, even created, many of the later races. However, the unity of the Naryyn would not last. Strife enveloped their society and tore them apart by conflict.
The aftermath gave birth to the sibling races that exist to this day: Kha'thur Naryyn and Iso Naryyn.......

The Kha'Thur Naryyn- After winning Great War, the Kha'Thur Naryyn remained in their home system, living a more comfortable lifestyle in familiar surroundings. Their proud superiority over other races, while not entirely undeserved, distances them from some of their loyalist races.

For a time they were content to rebuild their cities, but the "High" Naryyn, would soon begin a lengthy conquest of the nearby regions and their inhabitants.
Saintly, proud, and charismatic the High Naryyn overwhelmed all their neighboring sentients with superior technology and strategic force. Though they employed shrewd diplomacy often, their second choice was always to subjugate a new life form with military force.

Rarely did this action result in the extinction of the race in question, and in those few cases it was deliberate overkill. Each new species is added to their empire; with all of the other races' offspring answering to the council that controlled the Kha'Thur.
Since the Iso Naryyn's departure, the High Naryyn have continued to rule from their original homeworld. In the past eons they continued to churn out legions of soldiers, armadas of warships, and advanced technology to bolster their strength in the galactic battlefield.

Government-

The High Naryyn were lead by exalted leaders, Patriarchs. The council, which handles all other affairs, handle most administrative matures and any issues below interest the Patriarch. Patriarchs are generally older than four hundred years of age, whereas the council can have relatively young members in office.

The Patriarchs had the final say on any issue that had their interest. Only another Patriarch could challenge such a decision. There were normally three Patriarchs: one for issues concerning wartime and the armed forces, a second dealt in domestic affairs, and the third handled foreign relations with other species.

Below the Patriarchs was the council, elected officials who dealt with general issues with the exception of military affairs. The councilors could be male or female; the only government positions exclusively male were those of the three Patriarchs.

Culture: Imperial citizens had many freedoms typically available in a democracy. Families tended to be large, interconnected entities. From its founding following the Great War, the Kha'Thur Empire's population grew at a steady rate.
The Empire expanded at an appropriate pace to support its growing population. High Naryyn traditions were limited in the beginning, undefined. Many customs and mannerisms have been adapted from the loyalist races.

The Iso Naryyn- Strife eventually led to fall of the ancient Naryyn: leaving two main factions. When the war ended in their exile, the future Iso Naryyn were doomed to a grim and unknown future. They lived as nomads and wanderers for many generations before finally beginning to colonize worlds that suited their needs.

Nirn was one such world, but the planet would be abandoned centuries after land-fall. The Iso Naryyn came long before the prototypical races appeared on Tamriel, and they left just before man and mer were to clash with one another.

Not all managed to leave Nirn, but they have continued to survive. Their dark black-gray skin, red eyes, and general appearance have allowed them to melt into Dunmer society. These groups of stragglers have not advanced in their years of hiding; rather they have relied upon the arcane energies that dwell within them all.
The Iso Naryyn who escaped Nirn have colonized new worlds, used what was available, and forged a civilization for themselves that rivals the one created their former brethren.

Society Overview: The Iso Naryyn clanships are organized in a Matriarchy, while many prominent positions are held by males. All the clans are organized by natural traits or general role in the greater society: artisans, psionists, warriors, etc. Almost all Iso Naryyn, male or female, are capable fighters, but they find open combat between two armies distasteful.

Military Overview: Their military assets are limited compared to their Kha'Thur brethren. But they make much more from less, their fleets and armies are capable of forming a central group-mind with one another, allowing them to organize and adapt to virtually any tactical situation in a matter of seconds.

Psychological Overview: Many Iso Naryyn choose to be scholars or explorers, using their longevity to gain knowledge and experience that is passed on to younger generations.
Iso Naryyn tend to be conservative, while they are not oriented by strict laws and doctrines, individuals are expected to live responsively and work dutifully at whatever their profession is.

Language- Though being separated by light-years and eons of time, the two races have continued to use the same language that their forefathers spoke. *Note: Only words or phrases are not translated to English.*

Iso-/ a prefix translated to "dark" or "profane"
Sevro/ brother, in Naryyn society, every man and woman are kin, regardless o status or occupation.
Sevra/ sister; see sevro.
Ahtre'Mehrah/ life companion, loose equivalent to a spouse
Kuvos/ a casual greeting amongst those of equal standing or familiarity; the "v" is pronounced as a "b."
Kha'Thur- translates loosely to "superior" or "righteous."
Yhu'Waé- wards, the Naryyn name for the insectoids of Gemantai.



This post has been edited by Lord Revan: Jun 26 2008, 02:10 AM
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Lord Revan
post Feb 21 2008, 05:00 AM
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Joined: 6-May 06
From: Texas, USA




Apparition Squadron- Created shortly after the Nirn Conflict, between the Iso Naryyn Matriarchy and the battlegroup of Admiral Xaries, to create a team of elite pilots from the High Naryyn and Iso Naryyn. All aircraft in the Apparition squadron are self-sufficient. After battle they must replenish their energy, focusing crystal formations speed their recovery, but are not necessary.
Of the original squadron, 19 units of 25 survived the Requiem and the fighting continuing to the present.
• 10 of 13 Event Horizons
• 8 of 11 Death Strikes
• 1 of 1 Celestial Echo
In spite of their earlier casualties, the Apparitions have established a reputation among the warring factions. The downtrodden species hold them up as symbols of hope and revere them for their success against the Plys’Iea and Virtarak.

All craft can survive re-entry and break orbit on their own. These craft are hybrids in design, combining elements of Kha'Thur technology with Iso Naryyn abilities.

Event Horizon (EH-I) Interceptor- Derived from the Mk-15 Swift used by the Kha’Thur Naryyn as an air-superiority fighter. The Horizon is hyper-maneuverable super-fighter, incorporating traits such as thrust-vectoring along with friction manipulation.
EHs are capable of re-entry by lessening friction on their hull, the same way they achieve speeds exceeding mach 4.2 in atmospheric flight. Since the Horizons do not use combustion for acceleration, coupled with their stealth it is difficult to detect them without visual contact.

Maelstrom Weapon System: Part of the EH’s notoriety is due to its effective special weapon system. The small crystal fragments fired from its guns can be used to “tag” a target. First, the fragments are embedded in the target’s hull. Then, the Raven can unleash multiple crystalline missiles which home in on the target.
Over time this attack drains the core’s power and time must be taken for the core to recover its energy. The missiles can track targets tagged by another Raven; they can also track multiple targets.

Death Strike (DS-I) Interdictor- As the Event Horizon dominates the air and space, the Death Strike has the awesome power to destroy nearly any armored installation or capital ship.

Lancer- The primary weapon of the DS-I is a pair of light rail-guns. Their design gives them a higher rate of fire at the cost of power and range (which is still substantial). A third lancer rail-cannon is mounted behind the first two. This weapon has vastly superior power and range; it serves as the primary heavy weapon for the Death Strike.

Celestial Echo (CE-LF) Light Frigate- The UCAV that manages the tactical support for Apparition Squad and serves as their mothership. The intelligence controlling it is known as Mute Testimony, a brilliant if calculating character.

The CE is about three-fourths the size of any true frigate, possessing only sparse living spaces for Apparition Squadron’s pilots. It possesses a powerful crystalline core with two fusion back-ups giving it an immense amount of power for a ship of its size.
Most of the Celestial Echo’s weaponry is for point-defense purposes, as most capital ships are unable to chase it down. Mute Testimony can co-ordinate tactical assets much more effectively than any of the systems in the Event Horizons and Death Strikes. These include weapon systems, communications, and scanning systems.


This post has been edited by Lord Revan: Jun 26 2008, 01:22 AM
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