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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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From: Texas, USA



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 Jul 7 2007, 06:40 AM
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Joined: 6-May 06
From: Texas, USA



Ok, armored vehicle section.

Plys'Iea-

Hunter-Killers- Fully-automated killing machines, both well-armed and tough to best in combat. They are made of the same ebony-emerald colored alloy as Plys'Iea warships, giving them immunity to all small-arms fire and even infantry-based hvy. weapons.

All Hunter-Seekers are governed by a specialized AI, they synchronized, if not somewhat single-minded. HKs bear resemblance to their creators: large hulking form, elongated head, among other things.
On the end of their head is a holographic "eye" which has a larger field of view than binocular vision would allow. While the body is thick, the arms and legs are very long and thin. In spite of this, it is not easier to blast their appendages off. These extended limbs allow Hunter-Seekers to traverse any terrain with speed and agility.

Their weaponry sometimes includes rapid-fire anti-personnel laser cannons, arms ending in drills/saws, and various explosive devices. The Hunter-Killers are faster than any vehicle requiring a organic pilot, their mechanical reaction time is estimated around 113 milliseconds.
Even among the terrible horde of the Plys'Iea, the mobile armors inspire fear. Hunter-Seekers attack with a brutality which can't be matched, dissmembering other vehicles and rampaging through infantry.

While the Legionaires of the 885th were some of the few who could cross Hunter-Killers in battle and survive, they were hard pressed against only a single opponent, and the HKs usually do not stray too far from one another.
Such an unstable balance was tipped more out of the Legionaires' favor in restricting spaces, in open-air environments they stood a chance one-on-one as they could utilize their thruster packs to keep a healthy distance from the killing machines' deadly reach.

Virtarak-

Rhânai'Xen- One of the examples of Virtarak bio-mechanical weapons, the catterpillar Rhânai are the primary hvy. ground assault vehicles of the Hordes. Anywhere from 27-33 meters long, they are very difficult to take down.
Propelled by twelve pairs of insect legs, the Rhânai'Xen do not move rapidly. So, to counter this weakness, they can roll into a ball and roll rapidly. In this state the Rhânai is a nigh unstopable steamroller.

The primary weapons of these bio-mechs are three sprayers which launch jets of a highly corrosive substance from six special glands hidden within the assualt vehicle's carapace. The sprayers have an effective range of 184 meters.
Additional glands can be added to increase the reserves of acid for the sprayers or create different chemicals such as hallucinogenics, flesh-eating toxins, and more.

Kha'Thur Naryyn-

885th Armored Devision: "Legionnaire" Mobile Armor- The primary weapons of the '85th Devision, Legionnaire MAs, are probably one of the most complex of their kind within the Empire. Standing roughly 11 feet tall and completely impervious to even some models of anti-tank missiles, these units inspire dread in any who find themselves facing off against them.

These fully-powered mobile armors are the "big brothers" to marine-issued version. Thruster packs are mounted onto specific hard points to allow these giants bursts of speed and brief flight. Such accessories can be jettisoned in the event of coolant leaks, or when a unit loses all of its fuel.
Legionnaires can carry hvy. weapons such as shock cannons, "kinetic kill" slug launchers, missile launchers, and energy projectors. In addition, two additional lighter weapons can be mounted on the armor's hips. These weapons are miniguns (which fire tracer rounds), pin-point laser guns, and plasma throwers.

The pilot sits in the chest area, the most well-armored section. Most type 52 Legionnaires move by hydraulics, but the type 53 is being produced which lacks the downfalls of such systems.

Elite Guard: "Titan" Mobile Armor- These models are not involved in the Nirm Conflict, and are rather limited in numbers at the moment. Titans area more advanced versions of the Legionnaires being mass-produced. Information is sketchy at best, but what is know is that all existing Titans are taking the positions which were formerly held by the by the Honor Guards.

The Elite Guard, a newly formed group of High Naryyn psionists with unquestioned devotion to the council and the Patriarchs and great experience and knowledge in their psionic abilities. These men and women are the sole users of the Titan MA, and they are steadily growing as the Patriarchs bless more of their followers to guard the most valuable individuals and locations.

High Naryyn Armored Personel Carrier (APC)- The backbone of High Naryyn ground-ops, every unit is akin to a small, mobile command post. On the ground, only the small scout rovers and the jet-propelled Legionnaire armored troopers can surpass the APC in speed.

The armarment attatched to the rotation turret hardpoint ranges from a machine gun to twin missile launcher pods to a miniature particle cannon. While the APC lacks the speed-boost of scouts, it can use the maneuvering thrusters strategically placed on its frame to "jump" or roll to avoid attack or navigate around obstacles. Eight-wheel-drive and a dynamic suspension system give the APC unparalleled efficiency in the rugged frontier worlds.
Up to eight fully-armored marines can be transported from point to point in an APC. The primary crew is often only a driver and a gunner, but optionally, an aux. unit can be added to increase the general effectiveness of an APC (taking the roles of communications and freeing up the gunner a driver so they can focus on their specialization.

Small All-Terrain Rover: "Scout"- What the APC has in armor, firepower, and all around toughness, the scout has in speed and mobility. Despite the less impressive four-wheel-drive capability, the humble scout's lighter frame, models can be cheaply outfitted with two supplicant tanks of a powerful liquid gas similiar to nitrix to give them a sizable boost in speed.

Like the APC, scouts come with strategically-placed "jump-jet" thrusters, which can allow them to traverse normally unpassable terrain (i.e. chasms and cliffaces). There are two common models of Scout rovers:
Light Attack-
  • thicker armor
  • MMS-AA (Multi-targeting missile system - Anti-air)
  • enclosed cabin for driver and passenger
Recon-
  • "open-air" design
  • advanced sensor array
  • laser targeting sight
  • sensor pod dropper


This post has been edited by Lord Revan: Jun 26 2008, 09:48 PM
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