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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 Mar 3 2007, 05:02 AM
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Joined: 6-May 06
From: Texas, USA



The Factions-

The Order- A little known organization, shrouded in mystery to the brink of nonexistance. Few even believe in its existance, those few only have suspicions and questionable pieces of proof. There is no conclusive evidence that proves the Order's existance or otherwise.
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An organization created to bring about the reunification of the Naryyn as two races co-existing with one another. The disiples of the Order are Iso Naryyn and High Naryyn; brought in after "dissappearing" from their former lives.

The goal of the Order is to orchestrate a meeting between the two Races and using their influence to bring about a mutually beneficial union. However, it is strictly opposed to the idea of cross-breeding between both species.

The Order's leaders believe such actions would eliminate the abilities and unique qualities that have developed in the High Naryyn and Iso Naryyn. Agents of the Order are scattered throughout their respective race's dominions.


Iso Naryyn Clans- The region of space controlled by the Iso Naryyn are split to give each surviving clan a home region from which to call their own. Each Clanship is lead by a Matriarch; who, in turn, meet to discuss issues and disputes amongst themselves.
The Matriarchs are representatives and figureheads, in addition to being the direct ruler of their own clans. The tribes, in general mind-set, are symbiotic (whatever affect one clan affects all the others).

Marhun Kar- One of the ten clans left stranded on Nirm during the abandoning of the world. The only complete clan that still has a surviving capital and a small (of a few thousand) population. The city, hidden beneath the volcano on Dagoth Ur, is the sole surviving city and sanctuary for the Naryyn of Nirm.

Many of the city's populace are the last few members of the other nine tribes left behind. Though largly unknown to the rest of Tamriel, a small group is sent to the surface to keep up with the happenings of the native species.
The members of this clan are capable of taming most intelligent/semi-sentient creatures. They have even been able to communicate to certain native fuana via telepathy and body language. With these abilities, they have flourished in the dark recesses of Red Mountian, co-existing or detering the exotic beasts that reside beneath the surface.

Hurso Vernah- Thought to be extinct, the bulk of this mysterious tribe dissappeared prior to the adandoning of Nirm. Only a few individuals are known, too few (many believe) to bring back their clan from death.

The common translation of Hurso Vernah is "Blood-Seer;" the clanmembers can see arcane currents that are supposed to bind all life (sentient and otherwise) together. With this special sight, it is believed they can predict the future based on the way energy flows from individuel to individual.

All the remaining Hurso Vernah are reclusive and tight-lipped about what they see, leaving a foreboding sense over what could be so disturbing.......

The High Naryyn Patriarchs- The symbolic leaders of their race, the Patriarchs can be considered as religous leaders as well as political powers. Their duties are less in number than the council, yet their word holds more poer than the entire council combined.

The High Naryyn Imperial Navy- The name for all the collective armed groups that constitute the Naryyn's military forces. Essentaily the "navy" is all the armed forces and intelligence organizations in one. With their immense empire, the High Naryyn require an equally large force to make their will known to all.

The Marine Infantry- Clad in heavy combat armor, these footsoldiers can fight anywhere and in almost any conditions. Armed with a wide array of weapons and vehicles, these men and women have many ways to accomplish their goals.

Most marines are drafted; the amount who actually inlist is only 26% per unit. Those that are drafted are most often from the colony worlds farthest away from the central worlds. Upon drafting/inlisting new recruits have their ability to harness mental energy dampened.
This makes them easier to manage and closer to an exacting standard. Only when a soldier has earned appropriate pristige can his/her inate psychic powers be rekindled.

Psionists' Fellowship- After regaining their powers, the marines are no longer regular foot soldiers. Now they are trained and conditioned to better use their birthrights to further the grasp of the council. In addition to their training, the warriors are given implants that boost and better focus their psychic powers.

Among many offensive and defensive techniques warriors can: levitate themselves and other objects, channel their psychic energy into blasts, create energy shields, crush or impair enemies, and communcicate long distances telepathically.

The 885th Aerial Devision- An outfit of millions of individuels who pilot the heaviest versions of marine armor. These dreadnauts are the best "firefighters" in the navy, capable of delivering hvy. firepower with pinpoint accuracy.
The hulking troopers stand 11.8 feet (almost 4 meters) tall, and weigh around two tons. But their armor's wieght does nothing to slow them down, all suits are equipted with a thruster pack mounted to the armor's back. Additional thrusters are attached to the hardpoints on the armor's heels; all working in unison, these can allow for flight and bursts of speed on the ground.

Elite Guard- After the betrayl of the Honor Guards, a new group was formed to protect the Patriarchs and Council members and fullfil the hghest agendas of the Imperial Hierarchy. The Elite Guard is such an organization, composed completely of masters of the Psionist Fellowship.
These gifted warriors and psychics pilot newly produced type 58 Titan Mobile Armors. Though one of the smallest High Naryyn organizations, they have already made their presense known in the core worlds where they've been pressed into service.

Special Operations Troopers- One sign that the Council and Patriarchs are feeling the coming of a trial that will test their race's resolve and strength is the re-introduction of BlackOps programs. Using elements from the three new hostile alien species (two of which are not truly hostile) and incorperating them into a new generation of highly trained elite specialists and assassins.

From active camoflage to energy absorbing alloys, to augmentation on a genetic level, these men and women will be the personal javalin of the highest levels of the High Naryyn leadership. But they haven't even begun training yet.......

The Plys'Iea- Hulking sentients which evolved from a swamp world, They have a vandetta against both Naryyn subspecies, though the details are unclear as of yet. Their warriors are indescriminate in who they slay, Naryyn or otherwise.

The Virtarak Broods- A close ally of the Iso Naryyn, squat, avian creatures. Most have generally sub-sentient intelligence, but the higher ups in the hierarchy are unquestioningly thoughtful. Total conflict is the only form of warfare they are willing to wage.
Their weapons are modeled after organic inspirations, most often they are chemical-based. They have an unrivaled expertise in genetics and great knowledge of other races' anatomy and biology.

Warriors- There is no doubt that the Virtarak are the least deadly in one-on-one combat; their strength lies more in numbers. Despite their physical weakness, the avian warriors are most naturally talented marksmen in the known galaxy.

Talons- Since finding themselves in a relatively low position on the ladder of galactic power, the Virtarak hierarchy have taken to extreme methods in order to give their race an edge. With their extensive knowledge of chemicals and genetics (born from their strong belief in natural selection), the Virtarak have chosen distinguished warriors to include in experimental projects of genetic modification and chemical stimulation.

These genetically enhanced heroes are known as the Talons, at the moment they are few, but they are steadily growing. The strengths and weaknesses of the Virtarak are bent through the use of enzymes and stimulants.
Some Talons overcome their inherent weakness in strength to surpass a typical humanoid. Others hone their sharpshooter skills and reflexes to phenominal levels. Regardless, the Talons are easily picked out of any social group of normal Virtarak.

In addition to their increase in combat effectiveness, they are taller, bulkier, and more hunched in appearance than their brethren. Perhaps it was inevitable, but the single-use stimulents used by Talons in the field have been adapted (and supplied) to other alien races such as the Iso Naryyn.

This post has been edited by Lord Revan: Sep 13 2007, 10:36 PM
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