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Your Homeworld Remastered fanon. Bring it on!

  1. #1

    Fiction Your Homeworld Remastered fanon. Bring it on!

    So, I have been working on some fanon for some time. Small paragraphs, mainly, they are easier to write. And nowhere as stressful as long stories. The first of them is ready *I think*, the others should follow soon after one last revision. Without further ado:

    “The Turanics, you say? They are no different than the Vaygr. Thieves and cutthroats they are, all of them! Nothing good ever came out of these nomads; should have been wiped out decades ago, if you ask me. And now that the Empire is gone, these dogs without a master have become even hungrier! Have you seen what they do to civilians? There’s barely a handful of space dust left, once they’re done stripping the metal from their victims. And as their fangs grow sharper from the pillaging, they start to get even bolder! Not even military convoys are safe these days. May Sajuuk help us, if they ever were to develop advanced Hyperspace technology…” A partial yet mostly accurate portrait of the Turanic Raiders.

    Strikecraft, tactics and technology:

    All the Raiders’ combat doctrines revolve around fast attacks performed by waves of strikecraft. Unlike the fanatical Vaygr with whom they are often confused with, the Turanic Raiders do actually give great value to the life of an individual pilot. Whereas the former accept sacrifices as an inevitable necessity for the continuation of a Crusade, the latter reject the notion of “acceptable losses”. The average Raider fights for plunder, not out of zeal. This is the most significant distinction between two entirely different peoples who happen to share apparently similar tactics.

    Bandit Interceptor:

    The Bandit is inferior to nearly every known military fighter, and its pilots are well aware of this. To compensate for its relatively low speed and firepower, the Bandit’s hull has been strengthened to better protect it from flak fire. Even so, this ageing interceptor would have been dismissed long ago, were it not for the recent introduction of the Fighter Stealth Module. When first disclosed to veteran pilots, they unanimously agreed that this device alone managed to save an unremarkable fighter from the sands of time.

    Fighter Stealth Module:

    Arguably one of the greatest “creations” of the Turanic Raiders (unlike most of their technology, it wasn’t actually stolen!), this micro module can be easily installed on any Bandit Interceptor or Marauder Bomber. When active, it scrambles the sensors of enemy spacecraft, effectively making the Raider “invisible”. Sadly, the use of any weapon briefly disrupts the active camouflage. Even more sadly, it has a limited battery, but it can be recharged by the engines.

    Marauder Bomber:

    Yet another relic of an age past gone, the Marauder Bomber had had slight more luck than the Bandit, perhaps because its intended targets were never supposed to be as fast. Effective against resource collectors, frigates and subsystems, it probably shouldn’t be relied too much upon against capital ships. The Fighter Stealth Module still helps, though.

    Stalker Markerlight Fighter:

    Small, fast and lightly armored, by Turanic standards at least, the Stalker was specifically created to find and follow ill-protected convoys, so that more armed Raiders could strike at them with relative impunity. Due to the Fighter Stealth Module scrambling effect on any kind of advanced sensors, many pilots realized soon that it was way safer to drop it altogether, lest they be “blind” in the upcoming dogfight, and relinquish direct combat to more capable strikecraft: to still earn their fair share of loot, they started to use their advanced scanners to coordinate fire on enemy ships and squadrons from the sidelines, thus “taking part in the plundering”, and thus earning said part of said booty.

    Jackal Scavenger:

    Actually a corvette repurposed for mining operations, the Jackal is slower and less efficient than the average resource collector, yet it outlived better models thanks to a little quirk in its design and a stroke of genius. As the story goes, after an incident with a malfunctioning mining scanner ended up with a ship being confused with an asteroid and getting “harvested”, a few enterprising captains decided to try them out in combat, and found them to be surprisingly effective at dismantling enemy ships. Since then, more than one incautious commander has lost his frigates to some “harmless resource collectors”.

    Engine Booster Injector:

    The drawback of a heavier armor is that it takes more powerful engines to move at the same speed as without. That alone is enough to explain why Turanic corvettes have four engines and are still slower than the much lighter fighters. This engine booster is nothing more than a small tank with a very efficient fuel that would overheat the engines if used continuously. To prevent that outcome, this ingenuous device injects only a small dose of fuel at a time, for a relatively brief boost in speed. Intended for travelling moderate distances alongside with faster strikecraft, it is often used by corvette pilots for a lightning quick raid, and as a mean to escape.

    Thief Standard Corvette:

    The Thief owns its second name to a misunderstanding, when the Exiles classified as “standard” what is actually an assault corvette. With enough armor to be roughly on par with a heavy corvette, the Thief is the Raiders’ main anti-fighter unit, and is often used in waves to screen more fragile units with its heavy armor. It is said that when the Kushans first met the Raiders, they used a wide variety of colorful adjectives to describe the Thief, of which “trash can full of boom” was probably the least offensive.

    Brigand Missile Corvette:

    Although the name of the pirate who invented the Brigand has long been forgotten, his story was not, and is often taught to the younglings, if anything for its entertainment value. As he sought to develop a corvette that could fight on equal terms other corvettes and frigates, he gambled his fortune, his ship and his life on the Brigand. After years of painful research, he came up with a defective prototype that ultimately lost him his fortune, his ship and his life. Later models were much more safer, as its widespread use can testify, yet reports of “rapid-unplanned-disassembly” are still heard, from time to time…

    Predator Siege Corvette:

    Powerful missiles are expensive. Powerful missiles that can effectively track fast targets are even more expensive. When funds eventually ran out, the next logical step of the Brigand Missile Corvette ended up as a corvette of a completely different class. Siege corvettes are powerful, accurate and have a very long range, but their missiles can’t change direction once fired. This means that the Predator is (deadly) effective against platforms or very slow targets only, and is often used to breach the perimeters of fortified outposts.

    Garbage Station:

    These stations were once part of a massive (and overly ambitious) network for the collection of scrap metal and space dust. As the empire who created them, unable to sustain its own weight, eventually fractured into oblivion, the Raiders started using the abandoned recycling platforms for target practice. This habit came to an end when they realized that strikecraft actually fitted well into the stations’ wide hangars, and that with a minimum investment they could make the platforms inhabitable, and profitable even, as deep-space raiding outposts for pirate strikecraft.

    Raiding ships, Carriers and escort:

    Carriers are the core of the Turanic kingdoms, if such a disorderly rabble can be defined like that, and each of them is a miniaturized city in its own right. It is here where pilots take shelter after their incursions, and, since the Raiders’ nomadic life requires constant mobility over a static life on a planet, their families live here too.
    Traditionally, only the Captain of a Carrier has the right to call himself an Admiral. That is because, unlike the average raiding ship, this Captain also holds responsibility for a large number of civilian crewmembers. As an added privilege, he may also add to his “official” rank any fancy titles he sees fit.

    A recent event in which an Admiral failed to withhold such a responsibility happened during the Ambush in the Great Wastelands: as the battle with the Exiles turned against the Raiders, the Turanic Carrier Rancor was destroyed as it disengaged to flee the combat zone; of the 24.000 crewmembers on-board that died in the explosion, nearly 70% of the casualties happened to be civilians.

    Unbeknown to the Exiles, in an ironic but dramatic turn of events, among the casualties there were a few engineers and scientists of the Khar Selim, who had survived the destruction of their ship in the outer edges of Kharak; taken as slaves by the Raiders for their technical know-how, they would meet an untimely end at the hands of their fellow kiithid brethren.

    This is what I could come up with. But as much as I like my own fanon, this thread is pointless without other additions from the community. Now, RelicNews forumites, what can YOU do?

    You can start by telling me how to use the spoiler tags, if this forum has them. I don't like double-posting, and everything is staring to get...clustered.
    Last edited by Datau; 2nd Jun 15 at 3:26 AM. Reason: 02/06 Carrier Update

  2. #2
    Architect of Armageddon Ironwatsas's Avatar
    Join Date
    Oct 2006
    Fortress Watsas
    Ahh, splended. Splendid! It is quite a shame this thread has been neglected, as it is exactly the sort of lore-building I enjoy the most. I myself have written several iterations of my own canon here and there, most of it centered around the old Point Defense Systems mod. Since we're making a sequel for PDS for HWRM, and since most of the 'old guard' who really focused on the world building aspect have disappeared, I've sort of declared PDS2 an 'alternate continuity', abiet built on what is already written (most of the changes and retcons are pertaining to the backstory, etc). For the most part it follows Homeworld series canon (Cataclysm is considered canonical, and is actually a catalyst for the developments of the titular shift to extensive inventories of point defenses on our capital ships, what with all those infection missiles flying around). Plus, we've fleshed out a number of the background actors.

    There's a couple of continuity snarls in there somewhere, so I can only speak for my personal works in regards for PDS (and those based off of previous stuff by TelQuessir and the like), since Yasotay is sort of writing his own continuity around Talbock's Patrol (which is quite epic I might add).


    The timeframe covered is the events before, during, and after the Vaygr Invasion, and up to the discovery of the Eye of Arran (which, in our timeline, takes place at least 25 years after the death of Makaan). While the Hiigarans were victorious, and the apotheosis of Karan S'jet has galvanized the Hiigaran people and given hope to it's downtrodden allies, the Vaygr as a military threat didn't simply disappear overnight. Sajuuk's return and the defeat of Makaan's "dark cloud" scattered the Armada forces besieging the home world. This reprieve allowed the Hiigaran Navy and her allies to launch a coordinated counterattack, Operation Sledgehammer, which routed the remaining Vaygr fleets within the federation's borders. However, huge amounts of territory in the galactic east, including the entirety of the former Taiidan Republic, and the enclaves surrounding the Port of Nalthor, are still occupied by the remnants of the Armada, which have coalesced around the Se'keram Clan.

    However not all of the Vaygr still follow the ideals of the Makaan. Within the Eastern Clans, there has been a great schism between those who swear loyalty to Makaan and his prophecies, and those who formerly supported his father, Tural. Prior to the discovery of the Third Hyperspace Core, the Vaygr were fighting a series of guerrilla wars against the Taiidan Empire (and, more commonly, among themselves). Tural was the great leader of the Vaygr Clans during the period immediately following the collapse of the Old Empire, seen as a great diplomat, strategist, and freedom fighter. Through strength of will, political tact, and deft manuvering (and "ambiguous technological aid" from the Frrern Aggregate). He was considered the great unifier, and had grand ambitions of forging his own empire on the eastern fringe, catapulting the Vaygr people from a primitive feudal backwater to a great civilization.

    Makaan was Tural's favored son, and shared his father's ambitions, but he was headstrong, rebellious, and often quarreled with his father and brothers. He eventually embraced the old ways, prophecy, and mysticism. It was this that would lead Makaan to follow a wayward mystic known as Sel'eaam. Through the mystic's divinations and cryptic sermons, Makaan was lead to the Ice Fields of Hethhilim. There he encountered a vault of ancient knowledge and technology, jealously guarded by an equally ancient robotic defense system. At the cost of fully half of Clan Se'keram's fleet, the Keeper of Hethhilim was neutralized, and Makaan claimed his prize... the third hyperspace core, thus completing a prophecy long recited to each and every Vaygr child from the earliest age. Tural, furious at the loss of his fleet, and alarmed at the sudden ascendency of his son, confronted Makaan. What exactly transpired afterward is unknown, but it left Tural dead, Makaan as the Messiah, and created an excellent opportunity for other parties to settle old scores.

    The Taiidan Empire had split down the middle after the rebellion. The majority of the core worlds of the old empire declared loyalty to Elson's Revolution, as did fully two thirds of the Imperial Navy. However, the fanatical elements of the Imperial Guard, and many of the old lords and exploitative industrial cartels saw their status quo as being threatened by the populist Republic (whom had promised, among other things, labor reform and the dismantling of the Empire's tributary system). These began to coalesce into an organized Imperialist fragment. Early on, this manifested as a fanatical military junta, composed of a cabal of admirals and industrial leaders. This lead to a series of catastrophes, such as the disastrous attempt at an alliance with the Beast, which cost the Imperialists their diplomatic and political credibility, all of their surviving inner-rim holdings, and much of their fleet. After the war, the nascent Imperial Intelligence Service stepped in, publicly purging the Cabal of Admirals, along with virtually the entire Imperialist leadership and anyone who had anything to do with the Beast. This was primarily a PR move, and an attempt to paint a different face on the Imperialists. While the Imperialists were still vehemently opposed to the Hiigarans and Republicans, they were in no shape to continue the fight. An unofficially recognized ceasefire was called, and the Taiidani retreated to the barren industrial worlds on the northern rim, although low-intensity conflict between rogue Imperialist warlords and outside nations would continue.

    With the rise of the Vaygr, the Taiidani saw a golden opportunity. The Imperial Intelligence Service had long been manipulating events in the Vaygr Reaches, but Makaan's discovery of the Third Core was an unexpected surprise. Considering the potential power it offered, the Taiidani quietly offered their support for Makaan, aiding them in building up an armada. The Taiidani would give the Vaygr whatever resources they needed, in return for the destruction of Hiigara and the reclamation of the Republic. This segued conveniently with Makaan's intentions to acquire the remaining two cores, and set the stage for the war to come. While lingering animosity between the Vaygr and Taiidan remained, and the relationship was often seen as Taiidani vassalage to the Vaygr, the Imperial Intelligence Service remained firmly in control of the diplomatic discourse between the two. In the intervening years between the end of the Beast War and the Vaygr Invasion, the IIS had established a galaxy-wide espionage network, and had been waging a shadow war with it's Hiigaran and Republican counterparts for the better part of 75 years. Nearly all of the targets of the first part of the Invasion were called by IIS agents.

    While the Imperialists were spinning webs of deceit and slowly rebuilding their fleets, the Republic was more concerned with civil affairs; attempting to rebuild it's sociopolitical infrastructure and recover from the disasters of the Beast War era. The Republic Navy had been decimated by the infection, and never truly recovered. A combination of economic and political factors kept the Republican Navy small; many of it's star-ships were obsolete when the Invasion came. It's forces were primarily geared towards counter-insurgency operations against the Imperialists, or to deter an attack by the rival Frrern Aggregate (the two had never had warm relations, and the Frrern had substantial territorial ambitions on several border provinces lost to the Imperialists and later claimed by the Republic).

    The Republic and Hiigarans, despite rocky beginnings and initial distrust on both sides (mostly surrounding the circumstances of the bombarding of Kharak), forged a close military and economic alliance. The Charismatic leadership of Karan S'jet and Premier Elson, and the close personal friendship between the two, eased social and racial tensions. Even when the scandalous revelation of Kiith Somtaaw's responsibility for the Beast War broke (which was a major factor in anti-hiigaran sentiment among several neighboring empires; most notably the Frrern Aggregate), the two nations stood by each other.

    When the Vaygr Invasion came, it occurred so swiftly that the Republic didn't have time to react or mobilize effectively. Makaan's strategic use of the far jumper allowed him to bypass the Republic's border defenses, and attack it's naval bases deep inside it's territory. Communication quickly broke down, and the ill-coordinated Republican counterattacks were swiftly crushed by superior Vaygr numbers. Civilian casualties were obscene, with the Armada routinely 'sterilizing' entire planets from orbit. These atrocities forced the hand of the Galactic Council and Hiigara, who began rushing reinforcements to the aid of the beleaguered Republic. This culminated in the near disaster during the defense of the Republican capital world of Triistara, where Makaan's fleet outmaneuvered and nearly destroyed a combined force of Hiigaran, Republican, Bentusi, and P3 ships; only the timely intervention of Kiith Somtaaw, bringing the Kuun-Lan's siege cannon to bear on the Vaygr Battleships, bought time to allow the remaining forces to evacuate. The Republic effectively ceased to exist shortly thereafter, although small-scale guerrilla forces and a government in exile still continue to resist the Vaygr.

    With the fall of the republic, there was a lull in the fighting as Makaan took his main force to hunt down the Bentusi, chasing them across the galaxy, seeking the Bentusi core. Wise as always, the great harbor ship of Bentus remained one step ahead of Makaan, however this came at a great cost. Despite the great power of the Bentusi's weapons and devices, many centuries of demilitarization and technological stagnation had closed the gap. The Vaygr were able to levy their superior numbers and strategies and defeat Bentusi forces in detail, until only the Harbor Ship itself remained. The Bentusi were assisted by the P3, a race of high-temperature sillicoid aliens, existing as massive 'megaships' floating in deep space. Despite their unusual nature, the P3 had always been relatively peaceful and curious. Because of their alien nature, the Bentusi were about the only race they could really communicate with. Through them, the P3 were active, if somewhat aloof, members of the Galactic Council. In the desperation of the invasion period, they did what they could to try and defend the Bentusi, and many sacrificed themselves in the ultimately futile defense of the myriad Bentusi tradeships.

    Ultimately, what the Bentusi's campaign of self-sacrifice did was buy the Hiigarans desperately needed time. Weather the Bentusi intended this or not is unclear, but it allowed the Hiigaran Kiith Navies to unify under a single command, with the notable exceptions of Soban Force and Kiith Somtaaw (who remained independent Special Operations units and Miners respectively, each fufilling a special task). The Vaygr advance from Republican space was halted at a massive defensive line on Hiigara's eastern border, composed of a number of Imperialist Era hyperspace inhibitor facilities. This bought the Hiigarans enough time to recondition their own Far Jump core, and construct a new mothership into which to house it, the Pride of Hiigara. It was intended that the Pride would be used, in conjunction with Soban Force's intelligence, to use the Vaygr's own strategies against them. However, events now well known changed the imperatives drastically. Makaan managed to use his far jumper to bypass the Hiigaran Defenses, and jump a large amount of his fleets into Hiigaran central space. The rest, as they say, is history...

    Beyond the main event of the ongoing Hiigaran-Vaygr war, there are a number of other actors on the galactic stage, with their own agendas and conflicts. Far to the Galactic South, the Frrern Aggregate is struggling with it's own internal politics. Long a rival of the old Taiidani empire, and having very nearly been subject to an Imperial Invasion (which would have surely escalated into a major galactic war, were it not for the timely intervention of the Kushan Exile Fleet), the Frrern had evolved into an authoritarian far right-wing oligarchy. Despite it's relatively high standard of living and economic development, the Frrern have become increasingly militaristic, and politically unstable. The most pressing concern are the rampant Secessionist and Socialist movements, often the result of workers strikes on the frontier mining worlds. Ethnic tensions also run high in more metropolitan regions. This is due to the circumstances under which the aggregate formed, as a loosely allied federation descended from a previous (and long dead) stellar empire, which ossified into it's current form.

    For the most part, the mutual threat of the Taiidani empire has kept the Aggregate intact (which has been ruthlessly exploited by Frrern media), but now there is no imminent peril facing the nation (prior to the Vaygr Invasion), which has turned public attention to the unfettered abuses of the government (perceived or actual). Open insurgencies are being waged on the Frrern's frontier worlds, which have been violently suppressed by the Aggregate Navy, in a rather ham-fisted response which has only escalated the turmoil. Consistently the Frrern propaganda machine has blamed it's neighbors for its troubles, attempting to shoehorn the Taiidan Republic or Yomi Empire as the new 'immenant threat' to Frrern Integrity. This has not worked, as neither party is interested in conflict with the Frrern.

    Perhaps though, fate has granted the Frrern the enemy they sought? Renegade Vaygr forces have begun attacking the border worlds on the eastern Aggregate worlds, and have been met headlong by the full force of the Frrern Navy. Battles between the two are now highly propagandized and publicized, attempting to stir up war fervor and distract the populace from it's political woes. Moreover, due to the Vaygr's diplomatic isolation, it is a far safer political bet to attack them rather than antagonize the Yomi. This affair has however awakened certain expansionist elements in the Frrern government, those who seek to claim new territories, as the majority of the Frrern worlds are ancient, battered, industrialized wastelands or heavily engineered global arcologies, with the few relatively pristine worlds dedicated to agricultural production (a similar situation is seen in the worlds controlled by the Taiidan Imperialists, abiet with a far lower quality of life and harsher work regimen). In addition, Hiigara's possession of Sajuuk, and monopoly on Progenitor Technology is concerning, not merely to the Frrern, but most other races in the civilized galaxy. The Aggregate is slowly turning toward the former republican territories, areas currently controlled by the Independent Vaygr Federation, as possible conquests in the near term.

    To the galactic west of Frrern Space, lies the Yomi empire. Very much a polar opposite to the Frrern, both culturally and politically. Where the aggregate is diverse, cold, deeply secular, and fascist, the Yomi are a very culturally homogenous, quirky, deeply spiritual (some would say superstitious), and generally relatively benign in terms of governance. Descended from the Aikoans, one of several Progenitor offshoot empires existing during their era, the Yomi have a unique aesthetic and culture that developed from many millennia of isolation. Prior to roughly 1000 years before the current day, what would become the Yomi were a collection of feudal kingdoms with a largely medieval level of development with a highly stratified society with little social mobility. Advanced technology did exist, but was hoarded by the political elite, and treated as magic by the peasant classes. This did allow for a very limited amount of space and aerospace technology, and interstellar travel via naturally occurring slipgates, but the relative geographic isolation of the Yomi meant that they were largely bypassed by the galaxy at large.

    1000 years before the present, the proto-Yomi first encountered the other residents of the galaxy. Unfortunately, the encountered the T-MAT, who were presumably attempting to harvest the nearby Ten-no-Kuma nebula. The Yomi attempted to communicate and prevent the T-MAT from entering the nebula. After the destruction of some sort of mining apparatus by the, the T-MAT retaliated with full force, sweeping aside the relatively primitive proto-Yomi clans' fleets. Only a last minute intervention by the Bentusi prevented their annihilation. In the chaos surrounding the war, the Fox Clan managed to sieze power, under the Empress Himiko. The old order was done away with and the Yomi Empire managed to redevelop, with the close aid of the Bentusi.

    In the current era, the Yomi are considered far more of an economic powerhouse than a military one; the Yomi Self Defense Forces are relatively few in numbers, relying on artificial intelligence, unorthodox technology, clever diplomacy, and various force multipliers. Their powerful industrial sector however has a substantial 'breakout capacity' to produce new ships if needed; however the lack of a major military threat since the end of the Beast War (aside the occasional Turanic Raider attack) has made this unnecessary. Close cooperation with the Bentusi has given the Yomi a slight technological boost, and substantial diplomatic leverage, often to the chagrin of other members of the Galactic Council such as the Taiidan and Frrern, who required many centuries to achieve a similar level of development. Some feel the Bentusi were 'playing favorites' with them, while others believe the Bentusi intended to use them as a bulwark against the increasingly anomalous Taiidan Empire, before the return of the Kushan Exiles made this point moot.

    The Yomi Government consists of a hereditary royal family, with the current line of succession descended from Empress Himiko herself (and an even longer, semi-mythological lineage to the Patron Goddess Inari). The affairs of the imperial family are largely ceremonial, but have a great deal of influence due to their prestige, religious significance, and popular appeal. Beneath the Imperial Household lie a distributed series of courts and ministries which handle the day to day running of things. The courts, through their web of connections, tend to hold the 'real' power, although in the event of a binding edict by the Imperial Household, they would be obliged to obey. Substantial, if unacknowledged, influence also comes from the large, vertically integrated mega-corporations that form the backbone of Yomi's Economy, and control entire industries, as well as the very influential religious authorities and shrines. In addition, a substantial number of sanctioned warrior monk societies exist as well, a holdover from the pre T-MAT war period, who primarily provide security for remote shrines close to Turanic Space.

    Economically, Yomi is a major supplier of high-tech goods, consumer products, industrial machinery, and media products, and a major importer of raw materials, fuel, and hyperspace technology. The Yomi have very strict border controls; some would say an institutional paranoia about foriegn-made goods. Much of this can be attributed to the influence of the Megacorporations, who prefer to make money exporting goods, importing the bare minimum of what they need to operate, and have the power and money to influence government economic policies via the courts. While Yomi has substantial potential energy resources in the massive Ten-no-Kuma nebula, in the form of protostar output, planetary eccretion disks, and helium-3, the nebula is considered sacred; it is said to be the home of the gods themselves, and contain a gateway to the celestial realm. Beyond that, the central regions of the nebula are turbulent, radioactive, and difficult to navigate. As a result, only a few holy sites, and anti-Turanic Raider patrols are sent to the region. While the religious significance of the nebula draws immediate comparisons to the Protectors of Kadesh, the Yomi are far less fanatical about the Ten-no-Kuma, even allowing tourists and pilgrims to enter the few peripheries of the cloud open to travel.

    There are quite a few other factions also plying the galactic space lanes. Hiigara's stalwart allies in the Federation of Cush are still standing by their side in fighting the Vaygr and Taiidani. The industrious Nalthoran race and the traditionalist Kihnjahal offshoots are spread out across the galaxy, maintaining their trade routes, although the Nubian Government is now planning a reconquest of enclaves lost to the Vaygr during the war. The Turanic Raiders still haunt the Great Wastelands and other regions across the galaxy, preying on merchant shipping and making the galaxy a more dangerous place. In the Galactic Northwest, a seemingly eternal battle is being waged between the Kassi, a violent race of artificial, genetically engineered soldiers, and the tattered remnants of their creators, the alien Migou, an ancient, bio engineered hive society. While the Kassi have the nominal support of the Galactic Council as part of a containment effort of the Migou, the collapse of the Bentusi has effectively cut off the Warrior Cult's supply lines to the rest of the galaxy, and the Migou continually lash out from hidden bases in increasingly intense offensives. On the southernmost fringes of the Galaxy, the inscrutable and reclusive T-MAT are rumored to exist. None but the Bentusi know of their agenda, intentions, or true capabilities. And they've been actively suppressing information on them. Dotted across the galaxy, holdouts of Progenitor Keepers remain, silently and tirelessly guarding the ruins of their creators... until now. With Sajuuk now in Karan's hands, the stakes are raised, and the Keepers have begun to move. As galactic society continues, in the back of everyone's minds is the ever present specter of a Beast Resurgence. Though the last known infected vessel was recorded as destroyed over 40 years before the 'present day', there remains one hull as yet unaccounted for: The former Kiith Manaan carrier Caal-Shto.


    Beyond the politics of mortals, however, there exist subtle hints that the world is not what it appears to be. From a simple bad dream of a crewman on a ship in hyperspace, to the indecipherable scrawling on an ancient scroll on a burned desert world, to the political machinations of previously benign agents, to the not-so-subtle megalomania of a now dead warlord, to the professional and informative words of a loyal fleet intelligence officer. Things are connected together. No one can perhaps see it, but there are gossamer strings on everybody's backs. And very faintly, with Sajuuk in Karan's possession, they are flickering in the light.


    Life goes on EXCEPT FOR YOU! ^^

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