NationStates Jolt Archive


The Helios System (Closed OOC Discussion)

Soi
24-08-2004, 14:28
It has been a week since anything realy productive happend, and well, I want to get some form of start to this rp.

In my head I have a few different things that needs to be solved (If ya'll think otherwise Im wrong)

1) The system, how big is it? how many planets? How many asteroid fields? How many moons does each planet have? do they even have moons? Just one sun? or mabye two? What kind of enviroment is it on each planet? And so furth..

2) Tech level?

3) What is the history of the system?


My suggestions:

1) I think we should have two suns, some nine to twelve planets, where 4-5 people can live on, the others would be gas giants, not-so-hot-planet, very-very-very-hot-planet and so on. (Enviroment and such I havent given much thought yet)

2) I say we should have the same tech level as in Cowboy Bebop, futuristic spacedy but still no lasers and photon torpedoes. (Havent seen Cowboy Beebop? Think post-future with no bombed out cities)
And we have all agreed on no FTL travell, so I think that part is solved.

3) Well, this one is a rather major project itselfe. But I think that we all at one point started from a single planet (Helion Prime) and then colonized the rest of system. At the point where we start some colonies have allready claimed their independence, corporation has mined the asteroid fields for years and started to exploit other planets for resources.
Helion Prime is devided into two or three major nations and would be counted as the two/three major forces in the system.
(I had like 1000 things when I started to write, now they are all gone :S)


Dont take these suggestions as if I meant them to be final, bring your own opinions and ideas :)
Arenumberg
24-08-2004, 15:00
What is "the helios system" just out of interest
Danneland
24-08-2004, 15:35
What is "the helios system" just out of interest


Read this: http://forums2.jolt.co.uk/showthread.php?t=348976 for info.
Badoria
24-08-2004, 20:53
Well, lets see, the idea i have for Badoria is a conglomoration of mining concerns etc, living in large colonies orbiting a gas giant, the capitol itself is located on the only livable planet, which is actually the largest moon of said gas giant. The Gas giant providing the needed heat.
Arenumberg
24-08-2004, 20:57
i'd be interested, but this seems closed now...
Saurika
25-08-2004, 00:10
I made a quick sketch of a potential structure for a 4-star system, which is linked in the old thread, and I think I added some info on it as well. We can decide on what planets are where in this thread. I was thinking perhaps one asteroid field around each star, making up for the abundance of asteroids by making them fairly lean in terms of available minerals.

I'm intending to play Saurika as a decadent and hedonistic old superpower in a state of artistic and cultural decline, and ruled by a corrupt elite attempting to create a second golden age through interplanetary expansion. Saurika consists of a group of united, superficially democratic states on the homeworld (helion prime sounds as good a name as any), and perhaps an offworld colony and some remote mining operations. Due to the competing interests of various corporations, and the individual states that make up Saurika, internal conflict is likely to be as high as external (and makes a handy plot hook here and there).

On a technological note, I would say that ruling out lasers seems a bit arbitrary, as weapons-grade lasers already exist. I'd expect them to be in use as anti-ballistic CIWS systems on capital ships, rather than man-portable anti-personnel weapons. For those, I'd recommed either more efficient versions of modern firearms, or possibly something like gauss guns.

One tech-issue worth considering, is what level of technology to allow for planetary launch/re-entry systems? I don't like the idea of it still being too prohibitively expensive and inefficient (as in, chemical rockets etc), but perhaps anti-grav is a bit too magic tech. What does everyone think?


Sorry I haven't been around to get this going; I've suddenly found myself with limited internet access. Add to that, I'm moving house at the beginning of september, which should also cause a disruption to my internet access for a few days, but since I'm not trying to set myself up as ultimate director overlord of this project, I hope you'll manage to keep things going without me.

(Edit: 36k modem, Ick!!)
Xanthal
25-08-2004, 00:53
I'm largely neutral on the organization. As I said before, I think FTL shouold be a no-no, but I'll let everyone else decide unless I'm specifically asked. Oh yeah.... Tag.
Peloria
25-08-2004, 00:54
Tag again, with the nation I actually meant to use...
Soi
26-08-2004, 00:16
Well Im planning to play Soi as one of the original nations based on the first plannet. Well, not a nation but a federation constiting of many nations that has joined togeather and are now ruled by a huge councill.
I was thinking in the lines of "The Federation" in ST, though, without ST ships that is. With the same culture and society and all that (You might call me lazy.. and well.. that is probabaly true, but I like the federation ;P)

Soi would have had a number of colonies, but most of them have now declared their independence through a series of bloody wars. Soi only have one or two left, and a couple of small mining colonies somewhere but would import most of their goods.

Their goal is to one day unite the system under the Federation flag, with or without force.. And their first step would to reclaim the colonies they have once lost..

And I figure that Saurika and Soi wont be best friends :P


Tech:

Well, I think that anti-grav should be a no-no. It can be compensated with jet-engines and small fusion-powerplants.
I can agree with laser-cannons for the capital ships and mabye for star fighters. But not something a common soldier would use.
Badoria
26-08-2004, 19:13
Hmm yeah.. beam weapons Id say would be avaliable for capital ships and large vessels, but cannon, missiles and railguns I think would be the order of the day.
Xanthal
26-08-2004, 19:23
Yeah, all ships should have cannons, and be captained by seasoned pirates.
Aqua Nation Atlantica
26-08-2004, 19:25
And have parrots? and go, 'AR! Jim lad!'
Santa Barbara
26-08-2004, 21:24
Agreed with all.

Oh but it should be coilguns not railguns, or just "mass drivers." Railguns don't really... well, survive the energy, especially large masses/high speeds. I bet they won't be practical even in the future, but coilguns. Yes! Coilguns are where it's at. Yarr.

It doesn't really matter. Hey we should all meet on IRC to discuss history and stuff, this method will take forever. At least, cuz I can only slowly/rarely check forums now.
Danneland
26-08-2004, 22:11
I agree, ya'll should get on IRC more. Its easier to discuss thing there rather than here.
Saurika
27-08-2004, 18:17
One idea I heard somewhere (might have been cyberpunk) that I quite liked for quickly launching cargo, is the idea of a giant mass driver cannon that fires cargo packages into orbit where they're then collected by orbital vehicles. It would require large amounts of power and fuel, but the advantage over such things as launch vehicles is that it can quickly be readied to be used again (the one in the story I was told about fired regularly every seven minutes).

I'd like it to be reasonably easy to travel between space and planets, because otherwise the only people who will be able to do so regularly will be people who's job it is, such as corporate pilots, military crews, etc, and will rule out the kind of space scum and pirates that I like...

On IRC, I don't think I can get on the internet for long enough in the next few weeks, so I'll be mostly limited to posting here when I get the time.

Some other tech subjects, which maybe those of you who can get together on IRC to discuss, and get back to me on; I was wondering what everyone's views were on Cybernetic Implants, Nanotechnology, Genetic Engineering, Psionics and Neural Interfaces, and Matter-Antimatter propulsion. I don't want there to be any stupidly powerful fields of technology available, that can always be relied on as a deus ex machina (as often happens in star trek), but on the other hand, I would like to see an interesting mix of potential technologies.
Wandering Argonians
28-08-2004, 07:42
OOC: The backstory I plan to use...

A cargo vessel from the now-collapsed Republic of Driddain has crashed on one of the forested planets in the region. In addition to carrying a wealth of advanced technology, two dozen Argonian test subjects where on board the ship when it went down, lightyears away from the familiar commercial shipping lanes of the Driddish interstellar empire of colonies & mining stations.

Containment fields for the subjects shut down on impact, and the surviving crew of the ship are quickly overpowered & killed. The Argonians are a primitive people, with little understanding or use for technology. In their native land, the Black Marsh, a simple spear can keep one alive indefinitely when used properly. This new planet is quite different.

With the new environment comes a new philosophy: Technology shall be used.

The early portion of the RP will consist of the Argonian people trying to figure out how the Driddish devices work, and what they are for. Most of the technology is highly expeirimental, with unknown side-effects.

Is this satisfactory?
Saurika
28-08-2004, 21:25
Sounds pretty cool, although since we all seem agreed that there shall be no FTL, it is important that not even partially complete FTL drive plans can be recovered from the wreckage. Perhaps one of the factors leading up to the crash was that the crew had to jettison the FTL drive which subsequently exploded, or something like that, so that it can't be found and reverse engineered by anyone.

I think lack of FTL is pretty much essential to keep this scenario tight and crowded.
Wandering Argonians
28-08-2004, 23:05
OOC: FTL?

The Argonians are capable of using pre-exsisting technology, like a gun for example. Repairing a ruined starship or building any sort of interstellar vehicle without basic welding implements would be highly difficult at best.

It seems the forum ate my partial tech list... Perhaps it is on another page...

It was indeed eaten.

Here is a partial list of the more interesting items.

Puma P303 Sidearm
Type: Semi-Automatic Handgun
Caliber: .357 Caseless
Magazine Type: Caseless Ammo Brick (CAB)
Magazine Capacity: 20 rounds
Frame Material: Composite BattlePlastics
Description: The Driddish take on the Glock handgun, with a stronger frame & enhanced ported barrel for better recoil control. The magazine is consumed as the weapon is fired, thereby reducing reload time.

Jackal MP527 Sub-Machine Gun
Type: Select-Fire SMG
Caliber: .357 Caseless
Magazine Type: Caseless Ammo Brick (CAB)
Magazine Capacity: 40 rounds
Frame Material: Composite BattlePlastics/Alumi-Steel Barrel
Description: Driddain's reverse-engineered MP5. A ported muzzle & refined action enhance the weapon's performance & recoil characteristics. Coupled with the stopping power & range of the .357 round, it is considered a vast improvement over the original. Recoil is still a problem on full-automatic

Thunderball SG443 Combat Shotgun
Type: Pump-Action Combat Shotgun
Caliber: 7mm Tungsten Buckshot
Magazine Type: Detatchable Tube
Magazine Capacity: 8 shells
Frame Material: Alumi-Steel
Description: Preferred weapon of Driddish Astros, or space-faring marines. A spring-loaded mechanisum propels the spent tube magazine away at great speed, allowing a new one to be insterted.

Panther AR992 Individual Infantry Weapon (IIW)
Type: Select-Fire Assault Rife
Caliber: 5.56x45mm Caseless
Magazine Type: Caseless Ammo Brick (CAB)
Magazine Capacity: 70 rounds
Frame Material: Alumi-Steel/Composite BattlePlastics
Attatchements: 10x integrated low-light scope & top-mounted 10mm HE munitions launcher.
Description: Standard-Issue infantry weapon of the Driddish Republic. DNA-encoded to prevent use by opposing forces. Useless to Argonian fugitives until they figure out how to bypass the DNA encoding program on the cargo ship.

Arachnid PMG110 Personal MiniGun
Type: Electronically-Fired Automatic Support Weapon
Caliber: 9mm Caseless
Magazine Type: Caseless Ammo Hopper (CAH)
Magazine Capacity: 500 rounds
Frame Material: Alumi-Steel
Description: Man-Portable MiniGun with superb recoil characteristics & devastating rate of fire.

PEA882 Prototype
Type: Performance-Enhancing Armband
Effects: Boosts wearer's physical abilites to four times that of normal.
Side Effects: Boosts wearer's metabolisum to meet higher enegry demands, thus quadrupling the wearer's appetite & chaloric needs.

Satisfactory?
Santa Barbara
28-08-2004, 23:08
Cybernetic implants - Sure, anything. As long as its not too ridiculous, like a Resident Evil type 'mutating' viral implant that turns you into a constantly 'evolving' superbeing.

Nanotech - Same. Nanotech used in biology and medicine, especially. Not so much the "indestructable hordes of nanotech bugs eating everything that are for some reason immune to EMP and don't cost anything to mass-produce."

Psionics - Maybe, this could be abused as a kind of magic though. Something along the lines of B5 would be OK, I think. Psionics is recognized but tightly controlled and hard to use.

Neural Interfaces - Might be a bit more futury than we're looking at. If you have these warfare, esp in space, is all about hooking people up to machines and letting them play video games with live bullets.

Matter-Antimatter propulsion: Boo hiss. It takes much too much energy and money to produce the antimatter, then you get from the reaction, in anything but far-future wanktech. I say stick with fusion, and even fission thermal propulsion.
Saurika
29-08-2004, 03:21
OOC: FTL?

Faster-than-light. Essentially any system for bypassing distances in the order of light years, especially for rapid interstellar travel. Since we want to limit the available space and resources, so that there is competition for it, FTL must be prevented, or people will just be able to go off to other star systems, and there'll be no need for conflict.

-----

I was thinking there might be some crossover between neural interfaces and cybernetic implants, but I suppose we have to agree on some level of advancement, rather than a yea or nay decision. I like the idea of, for example, an interface that allows a computer to bypass the eye and input visual images directly to the brain. That, to me, is at the lower end of the spectrum, whereas I'm not too keen on the idea of being able to control complex war machines and stuff solely through neural implants. With things such as the eye, the interface is using an already developed mental structure for processing images, but controlling a complex, non-anthropomorphic machine is a whole different kettle of fish.

I'm really not into super-powered psionics, a la Akira, and I think we'd need to be very careful in how we treat the subject. I'd see it as more of an empathic discipline, rather than a magic-powers-of-doom one. So, no psi-storms and pyrokinesis, but more like empathic abilities such as seduction, persuasiveness, intimidation, limited clairvoyance (such as the ability to see a blow coming a fraction ahead of time, predicting how an opponent in a fight will move next, etc) and the like. Perhaps it could allow a particularly skilled individual to move unseen, at least, to non-mechanical means of detection. Maybe even limited telekinesis (no hurling mountains, but more like attracting a light object like a swipe card from across a small room). This is starting to sound a bit like the force, I know, but lightsabers are a no-no as far as I'm concerned :D

AI is another tricky issue. I think computers will get smarter, especially when better architectures and such are used (I'm doing an Intelligent Systems module next semester, so I'll know more about it then), but I don't see them achieving human-like intelligence in the near future, and thus computers that can converse in english and such like seem a little far fetched to me (although, responding to preset commands is different entirely). Perhaps we could leave the birth of AI until much later, and have a "Machine Wars" plot at some point.

What about powered armour and energy shields? I'm not too keen on energy shields really, as I think they can be abused to make vehicles unkillable, which we don't want. On the other hand, without them, ships will be pretty much vulnerable to one-hit kills, which will mean fleets will consist of many small corvettes rather than large (200-500m length - nothing silly here) battleships. Powered armour, on the other hand, is almost here already. I'm not sure it'll ever be practical for infantry, as I think infantry rely on speed and maneouverability and stealth rather than armour for protection, but the british ministry of defence recently tested an electrified armour system that can defeat shaped-charge warheads, like those used in the RPG-7.


On the subject of population, I suggest we ignore our NS populations, and decide on arbitrary values. The NS populations grow at too fast a rate to be realistic, and I don't want to wait for three years before I can have horribly overcrowded arcologies housing a billion people each, etc.

-----

More Saurika background, while I'm at it. Sometimes I just get in the mood for writing... The UDSS (United Democratic States of Saurika) consists of nine states on the homeworld, and an offworld colony still under the rule of the Saurikan federal government. Each state has its own language and customs, although there is an official language which all Saurikans are expected to learn.

Romada is the largest of the states, with large mountain ranges, and huge quarries and mining complexes that litter the landscape after its resources were sucked dry. The Romadans are the more rustic of the Saurikan peoples, tending to live in small communities rather than the large arcologies typical of the other states, and so Romada, despite being the largest state, is also the least populous. Romada's climate is cold and dry most of the year, and its capital city is Jas Estrel ('The stars', so named because it began life as the home of space command). Romadans are usually tall, lightly built, with pale complexions and fair or red hair. Romadan is widely spoken, although a number of languages native to small mountain communities still survive.

Makir is the home of the Saurikan Federal government, and some of its largest and most densely populated cities. The Makiriy embody the enduring stereotype of Saurikan people most accurately; they are typically decadent, lazy, and as hedonistic as they can afford to be, and being the wealthiest of the Saurikan states, that often tends to be quite a lot. Uninhibited bon vivants, they tend to be fairly prone to corruption, and crime flourishes in Makiriy cities, especially those that involve the trafficking of illegal narcotics and cyberware. The capital city of Makir, and the home of the Saurikan government, is rather ominously named 'Nethercity', as sunlight rarely penetrates down as far as the tight streets and walkways of this concrete metropolis. Makiriy are usually short and dark haired, complexions ranging from pale to dark depending on how deep in the bowels of a city they happen to live, although in truth the state has become ethnically diverse with people coming to live from across the UDSS. The state has the highest rates of alcoholism, drug abuse, white-collar crime, and especially obesity, with almost fifty percent of adults being clinically obese. Makiriy tend to be over represented in the federal government, as the state has sufficient political and financial muscle to bully the other states into line. Makiriy is the official language of the UDSS.

Toumal, Kenin, Hakura, Maku-Saha and Reos are small, densely populated states that share much common heritage with Makir, but remain fiercely proud of their own small cultural idosyncracies; The languages Toumalekai and Keninese are still widely spoken, although the unique languages of the other states have almost become extinct, thanks to Makiriy cultural aggression. These states are most often in petty competition with one another, especially over their academic record, each state having its own prestigious university, and rabidly competing for the best students.

Kuwarang, the second largest and second most powerful of the Saurikan states, was once a powerful empire in its own right. In ancient times, its ferocious cavalry armies swept across the local region, occupying huge territories. The empire collapsed long before the modern era, but Kuwarang retained a strong pride in its rich history; its arid landscape is dotted with relics of bygone glories, notably the palace of Emperor Morach-Min, which is one of the worlds great historical monuments, akin to the Taj Mahal. The ancient caste system of Kuwarang was never quite erased, even in the current era of Saurikan unification, and this culture is often at odds with the other states. Kuwarangan aristocracy have fought fiercely to retain their titles and priveliges, and although they enjoy them to a far lesser extent than their ancestors, they certainly wield a disproportionate amount of power. Below them is a middle class every bit as decadent as the Makiriy, and a downtrodden working class that is too deep in the mire of traditional duty and obligation to take advantage of the modern reforms in education and welfare. Kuwarang's capital city, the oldest city in Saurika, is Waruamasada, where gleaming corporate towers can be seen mere yards from the preserved ruins of ancient monasteries. The Kuwarangans themselves are usually dark in complexion, and heavily built, preferring to wear their hair long and thick.

Nemereid is the last of the homeworld states, and the most troubled. The state was annexed in a bloody war a couple of centuries ago, and the resentments of the Nemereidis never quite faded. Although the infectious fast-food culture of Makir has inevitably crept in, the people try to remain true to their heritage, and chafe at Saurikan rule at every turn, with a number of extremist factions committing regular terrorist attacks in their quest for a separate state. The Saurikans are keen to keep Nemereid in their union, as it is one of the major food producers, its mostly flat landscape covered in hydroponic domes. The Nemereidis, traditionally conservative and spartan, are slowly embracing the decadence that the wealth of the UDSS is bringing them, but still cling to their cultural identity. Many Nemereidis refuse to learn Makiriy, and speak only their native language. The capital city is Zauran, an efficient and modern city since being almost completely rebuilt from the ashes of conquest.

I'll prattle on about the colony once we've elaborated more on the structure of the system. I hope these snippets will add to the building blocks of a world history.
Wandering Argonians
29-08-2004, 03:54
Since we're doing basic backgrounds, here's some info that might help you win the respect & alliance of the Argonian population in the system.

Argonian Factbook entry

Basic Specie Facts
Species: Argonian
Classification: Reptillian
Average Height: 6'3"
Average Weight: 199-210 lbs
Sentient: Yes
Average Tail Length: 4"
Scale Color:
Male: Green Female: Pale Green
Habitat: Amphibious
Lifespan: 200+ years

Argonians resemble bipedal lizards, standing atop a pair of powerful legs, with large feet. The feet are three toed and flat, each toe ending in a short claw. Above the waist Argonians possess a powerful torso, containing amphibious lungs and a powerful heart, in addition to the the organs humans posses. Their arms are in proportion to their bodys as human arms are to human bodies. The arms are muscular and sinewy, and end in five fingered hands, each finger ending in a short, forward-hooking claw, which has an edge to it. Argonian have short, blunt snouts with a pair of nostrils at the end. Their jaw extends the length of the snout, like most lizards, and is filled with small, sharp teeth. Their tongues are normal in human respects, not forked or otherwise oddly shaped. The entire Argonian body is lightly armored with dense scales The males have yellow eyes with slit pupils, allowing for excellent night vision. The females have bright, black eyes, with normal human visual range. The males are ideal hunters, they are strong, swift, and silent. The females are more ideally suited to archery, as they are smaller, and somewhat weaker physically than the males, although they are smarter in most cases. Argonians are immune to all known poisons, both chemical and botanical, as well as most common diseases, due to the harsh climate and conditions of their homeland, the Black Marsh. A race of noble savages, they are a proud warrior people who's word is their bond. Argonians are quite and reserved around foreigners, yet fiercely loyal to those they choose as friends.

Family Life:
Argonians hatch from eggs, which are lain in litters of four, about twice every ten years. The eggs take around ten months to hatch. One out of four males die during their Warriors' Trials, a rite of passage for Argonian males, undergone at the age of twenty. The females, also at age twenty, are preparing for selecting mates from the new warriors as they return from the rituals. After the Warriors' Trials, the males are considered adults, and may leave their parents' hut. Females may leave once they have selected a mate to protect and provide for them. Argonians mate for life, and their is no extravagant ceremony involved. The male builds a hut from a bamboo-like plant known as Kech'Yild. The process of building the hut constitutes the courtship ceremony, as does the following consumation. Due to the severity of the Warriors' Trials, it is not uncommon for multiple females to select the same male as their mate, and multiple mates are permitted.

The Warriors' Code:
Argonians are highly concerned with the concept of honor. Things like lying, wrongfully killing, killing of females and/or hatchlings, killing of unarmed opponents, fleeing from battle, theft, rape, slander, destruction of another's hut, not keeping one's vow of honor, and not bowing in respect to your opponent before battle, to name a few, constitutes serious blows to one's honor. A true warrior will die before he will let his honor become tarnished. Those unsavory individuals that commit the more serious of these crimes are usually executed in a gladiatoral-type fashion, where two offenders combat each other, the winner being somewhat redeemed in the eyes of his peers. The winner is then executed by a warrior-priest, known as a 'Hand of Makaal'. Throughout Argonian history, some warriors have repaired minor blows to their honor with the help of the diety Makaal, and have redeemed their standing within the village, usually through the slaying of some great beast or undead monstrosity. To say 'You fight without honor' to an Argonian warrior is a fool-proof way to incur his wrath, so great an insult is this.


The Elder Families:
There are five elder families among the Argonian people, and nearly eighty percent of the Argonian population belongs to an Elder family, working as laborers, craftsmen, warriors, hunters, or other odd jobs if they are not a direct decendent of the family itself. The elder families can be thought of as political parties, each family having its matriarch on the council. Each family also has its own fighting style, or 'School of Honorable Combat' as the Argonians call it. The families and their respective styles are as follows:

Quickclaw/Infinite Mystical Claw Style
Destreth/Sleeping Crab Style
Morkath/Hungry Dragon Style
Kath/Swift Viper Style
Ulkeen/Prowling Durzog Style

The Quickclaw Family:
Considered the most open-minded of the families, the Quickclaw clan is cautiously welcoming to foreign 'softskins', after they hav proven themselves worthy of respect. This is usually done through some gesture of good will, or sparring with one of the Family warriors. Most ambassadors encountered outside of the Black Marsh are of the Quickclaw clan. The 'Infinite Mystical Claw' is the martial art of the Argonian people, similar to the Hung-Gar art of China. The Quickclaw have developed an enormous facility in this art, more so than others outside the Quickclaw clan who practice it. It appears as though they have adapted physically to include more power & speed into their art, something of a hasty evolution over the many years of its practice.

The Destreth Family:
Somewhat less open-minded then the Quickclaw, the Destreth are passive in most respects, and completely ignore outsiders. If outsiders do enter their territory, they are usually captured or swiftly dispatched. Thier passive nature is reflected in thier style of combat, the 'Sleeping Crab'. The practicioner crouches low and holds his spear above his head. Relying on the curiosity of his opponent, the practicioner waits for his opponent to draw close, then attacks with a swift flurry of reverse hook kicks, elbow strikes, and downward stabs from his spear. Again, the Destreth have a great skill in this art, having immense patience & leg strength to allow them to crouch for long periods of time.

The Morkath Family:
The most brutal of the families, the Morkath are often large and muscular. Spending little or no time on political solutions to difficulties and differences, they resolve their problems with bloody combat, licking the blood from the blades of their 'Dragon Fangs'. The Dragon Fang is a two-handed sword with a wide and flat blade that tapers to a chisel point. The 'Hungry Dragon' art uses the size of the sword and the wielder to inspire fear and doubt in opponents.The Morkath are always large & brutish-looking indivduals with immense physical strength. The vast majority of Morkath warriors are not overly intelligent.

The Kath Family:
The Kath are distrustful of others, especially outsiders, who they attack and kill on sight. They hate the Quickclaw, and their respect for all living creatures. The Kath have an inborn arrogance that they are the superior family, despite their usually small stature. The 'Swift Viper' art utilizes a pair of poisoned daggers that hook inward with chisel points, and are held upside-down to imitate the fangs of a serpent. The practicioner is supremely confident is his ability as a warrior, and relys more on his agility and small size to evade damage, striking when the opponent has swung with too much follow-through. The Kath are usually direct opposites of the Morkath, being shorter & less muscular, but quite agile & dexterous.

The Ulkeen Family:
The Ulkeen clan is the newest Elder Family, being an optimistic clan with an emphasis on trade and prosperity for the Argonian people as a whole as opposed to their family alone. A thrifty bunch, they are often at odds with the Quickclaw on spending issues, but apart from those issues, the two families get along quite well. Their style of combat, 'The Prowling Durzog', refers to a firece marsh predator that some Argonians have domesticated to use as pets and battle mounts, riding them into combat like horses. Durzogs are reptillian, with large, powerful jaws filled with jagged teeth and long tusks. Their front paws have long, curved claws which have quite an edge. A trio of red eyes burn on each side of their heads. The style is unarmed like the Infinite Mystical Claw, but it incorporates the teeth of the fighter, making it somewhat unsavory to behold. As with the other families, the Ulkeen have developed some physical extension that allows them to fight with their style a bit better. In the case of the Ulkeen, they have developed larger teeth, most obvious are a set of three-inch fangs, similar to those of a serpent. Youger generations have gained the ability to secrete a semi-deadly neurotoxin through their fangs.


Expect to see a mix of various Elder families & backgrounds & the resulting power struggles & other soap-opera esque things.
Saurika
01-09-2004, 00:13
Doh! I finally get back to my nice cable connection, and then everyone else goes away... :(
Wandering Argonians
01-09-2004, 00:15
OOC: Indeed. I was beginning to wonder myself.
Badoria
06-09-2004, 21:36
No, not gone away, just quite busy..

I shall be detailing Badoria soon.. as well as changing the flag.