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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 Apr 18 2007, 04:04 AM
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Joined: 6-May 06
From: Texas, USA



Evolutionary traits and of Naryyn species-

Advanced Neocortex- Since the dawn of the Naryyn civilization Naryyn were capable of higher perception of the world around them. This was the first calling card of psionic potential, low-grade telepathy.
Eventually they were able to communicate amongst themselves without speaking, directing thoughts and ideas directly into each other's minds. Early psychokinesis followed, allowing them to manipulate the world around them without physical contact.

As technology increased, the Naryyn found the source of their abilities. Unlike many races around them, they possessed a neocortex with more sophistication and greater potential. Eager to better themselves, the Naryyn melded their technological wonders with their natural powers.
This new age of hybrid technology revealed unlimited avenues of possibility, but it would not last long enough to show its potential.

When the Naryyn split, both sides gave up the gifts of their forefathers. The Iso Naryyn based all their creations on their ability to bend things to their will. The High Naryyn returned to using pure technology.

High Naryyn nueral implants- Upon introduction to the navy, all marines, pilots, and support personel are implanted with psionic inhibitors. These implants nullify a patient's ability to focus their will to harness psychic energy.

Such measures are made so the soldiers are more reactive to authority and a standard is maintained for the infantry ranks. It is also done to protect soldiers from each other in times of extreme stress on the battlefield. It eliminates the possibility that soldiers may be harmed in the life or death melee as their powers rage uncontrolled.

Upon gaining appropraite prestige in their survice, veterans will have their implants replaced with models that enhance their ability to channel their inherent gifts. In addition to these veterans, commanders and admirals are given the necessary implants needed to access a frantic combat situation.

However there have been cases where implants have backfired. Instead of being capable of channeling psychic energy, a soldier with a malfunctioning inhibitor will experience intense pain as the implants struggle to deflect the flow of psionic energy.
Extended durations of said suffering can lead to mental disorders and distabalization of a victem's mind.

Evolution of a Group Mind- While the High Naryyn use nueral implants to jam psionic impulses from the common soldiers, the Iso Naryyn have no such restrictions.

The High Naryyn Admiralty and Naval Commanders have no restrictions placed on themselves. However, they tend to co-ordinate their forces without using their telepathic talents (in particular, to communicate over immense distances instantly).

The Iso Naryyn communicate instantaniously over light-years by using ship-based psychic resonators to boost the range of telepathic communication. These resonators, when coupled with psionic receptors, can also give the user(s) greater awareness of other psychic beings within range.
These amplifiers and receivers make up the Iso Naryyn's own equivilent to a combatnet. When gathered in their fleets, Iso Naryyn can feel empowered and undaunted when in the face of hardship (should such traits be dominant throughout the fleet).

In such a way, bravery inspires bravery, dispair breeds more dispair, and resolve can multiply. Every death of either sub-species is felt by psionists of both. One death can distract, hundred or thousands at one time can be crippling for a brief time.
The dowfalls are only as numerous as the advantages, as long as charismatic figures maintain good morale in their immediate troops, the Naryyn as a whole will remain strong and defiant.

A good example of a group mind would be the Protoss from StarCraft.

Psionic Diversity- Both Naryyn sub-species has advantages or disadvantages. For example: the terms of psychic focus and magnitude.

Magnitude is the amount of psionic energy or force that is used up to achieve change. For instance, suspending an inkwell as opposed to blasting a door off its hinges. The latter task requires more energy but less prescision than the former.

Focus is the measurement of how much concentration is required for a task to be fullfilled. This applies mostly to situations that need little magnitude. It can be considered equivilent to prescision, requiring more attention and will.

The Iso Naryyn are more adept at tasks requiring focus, but are more lacking in tasks involving great magnitude. The High Naryyn psionists, are directly opposite in strengths and weaknesses. While both can learn to balance both terms, they are naturally more skilled at one or the other.

Due to Revan's mixed heritage, it is possible that he lacks the weaknesses of pure-blooded Naryyn. Focus and Magnitude are always present when telekinises is applied. A psychic could kill/incompacitate a person regardless of which aspect they are most skilled in.

Focus could be brought to bare to rupture a major artery, or cause temporary unconsciousness. Magnitude would allow a wielder to crush the target or lash out with a wave of psychic energy to blast targets off their feet.

This post has been edited by Lord Revan: Jun 8 2007, 05:44 AM
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