I finished and published Hostile Waters. Its one in what may eventually be a series of books about the fighting in North America between 1913 and 1916 (it's a different Great War from the one in AHN). I even sold a copy before I posted that I finished it.
An Alternate History of the Netherlands is a little something I've been working on since 2008, and it follows the evolution of a world in which the Dutch were not divided along religous lines during the Dutch Revolt of the last 16th Century. Along with An Alternate History of the Netherlands, some of my other projects, such as the Stardust Sequence (since 2000) and the Wing Commander reboot (since 2010) may make appearances.
The World Today
Tuesday, December 24, 2013
Wednesday, November 13, 2013
Admission into the Union
Something I salvaged from the original AHN. I plan on using it for some other projects, like 32nd State and the Great War battlefield. A couple of notes; Kansas was admitted as a slave State due to the Kansas-Nebraska Compromise. Durango is the only southern State to not originally be a slave State, though it was forced into the CSA. That threw off the whole free-slave balance in the Senate which led to a later Civil War. A couple have N/A in the admission date slot; those were territories first admitted as States in the CSA, and thus joined the Union after the Restoration.
1) Delaware (DE): 12/7/1787
2) Pennsylvania (PE): 12/12/87
3) New Jersey (NJ): 12/18/87
4) Georgia (GE): 1/2/88 (12/15/1932)
5) Connecticut (CT): 1/9/88
6) Massachusettes (MA): 2/6/88
7) Maryland (MD): 4/28/88
8) South Carolina (SC): 5/23/88 (7/13/1937)
9) New Hampshire (NH): 6/12/88
10) Virginia (VI): 6/25/88
11) New York (NY): 7/26/88
12) North Carolina (NC): 12/21/89 (6/13/32)
13) Rhode Island (RI): 5/29/90
14) Vermont (VT): 3/3/91 -F
15) Iroquois (IQ): 11/15/91 -F
16) Kentucky (KY): 6/1/92 -S
17) Tennessee (TN): 6/1/93 (4/5/1933) -S
18) Ohio (OH): 3/1/1800 –F
19) Louisiana (LO): 4/30/12 (10/10/1935) –S
20) Indiana (IN): 12/11/16 –F
21) Mississippi (MS): 12/10/17 (6/14/1938) –S
22) Illinois (IL): 12/3/18 –F
23) Alabama (AL): 12/14/19 (6/14/1938) –S
24) Maine (ME): 3/15/20 –F
25) Missouri (MR): 8/10/21 –S
26) Arkansas (AK): 6/15/36 (2/15/1929) –S
27) Michigan (MI): 1/27/37 –F
28) Florida (FL): 3/3/45 (5/12/1938) –S
29) Texas (TX): 12/29/45 (12/19/1931) –S
30) Wisconsin (WI): 5/29/48 –F
31) California (CA): 9/9/50 -F
32) Cuba (CU): 7/14/51 (7/18/1924) -S
33) Iowa (IO): 12/28/51 –F
34) Sonora (SO): 6/6/52 (8/21/29) –S
35) Chihuahua (CH): 5/5/55 (7/17/20) –S
36) Minnesota (MN): 5/11/55 –F
37) Kansas (KN): 1/29/58 –S
38) Nebraska (NB): 4/12/58 –F
39) Oregon (OR): 2/14/59 –F
40) Durango (DU): 6/7/59 (12/26/19) –F
41) Nevada (NV): 4/12/64 –F
42) Costa Rica (CR): 8/12/69 –F
43) Lakota (LK): 11/2/89
44) Montana (MT): 11/8/89
45) Washington (WA): 11/11/89
46) Idaho (ID): 7/4/90
47) Wyoming (WY): 7/10/90
48) Utah (UT): 1/4/96
49) Arizona (AZ): 1/30/1909
50) Jefferson (JE): N/A (7/22/30)
51) Cascadia (CS): 8/15/33
52) Oklahoma (OK): N/A (12/7/41)
Territories
53) Oahu (OA)
54) Bahamas (BA)
55) Marianas (MX)
Order of admission) State (abr): admission date -slave/free (readmission)
Tuesday, October 15, 2013
Magic of the Stardust Sequence (basics)
Magic in the Stardust Sequence is divided into six elements: fire, water, wind, earth, sun and life. Users who specialize in any of the elements are identified by the color of robes they wear:
red = fire
blue = water
white = wind
brown= earth
yellow = sun
green = life
Thus a Red Mage would be use fire magic, a Green Mage use life magic, etc.
Society's view of magic varies from world to world. On some worlds magic users are outcasts and often hunted down. Obviously, anyone hunting a mage would have problems if they ever ran into a mage of real power. Try to imagine Dark Age Europe, when witches were burned at the stake. How well would the Inquisition fair against a witch that actually had power.
On other worlds, magic is the domain of religious orders. On Mylo and Apocalypse, mages are the priests. None are born with any power, and spend a great deal of time studying the art and meditating. Casting spells in these instances is not that different from praying.
I can imagine magic on more technologically advanced worlds. Those might have regulatory agencies where mages would have to register. Now that sort of system is just a big box of trouble waiting to be opened.
Friday, October 4, 2013
Gentle Giants
Homo giganticus
Homo giganticus, commonly known as Ogres, stand at
2.5 meters in height and have a mass of nearly two hundred kilograms. In the
most ancient of days, before the Atlantians even left the Homeworld, Ogres were
engineered as both guards and soldiers. It was hoped that they could protect
continental territories from the wild humans, or perhaps to even help conquer
them and bring all of the Homeworld under Atlantian control. They were successfully
engineered to be large, and their pudgy faces look fearsome, however, the
production of soldiers was not a success. Ogres were made large, but do to a
limited understanding (at the time) of the human genome, ogres were also made
docile. The Atlantians made the mistake of assuming there was one hundred
thousand genes in something as complex as a human, as opposed to only around
25% of that. They also assumed each gene did one thing, instead of combinations
of the same genes doing different things. They changed one thing about the
ogres, and that had unintended consequences. Though they will defend themselves
and their children, ogres are quite non-aggressive. Though they were made as
soldiers, they simply wished to live their lives in peace.
Their large size, produced by inserting a gene that
causes gigantism, also reduces their natural lifespan to forty years, though
increasing standards of living and medical technology can extend this up to
sixty years (this must be noted as the exception, not the rule). Though ogres
can live beyond forty, they would be considered elders, similar to a sapien of
over sixty. Ogres are mostly farmers, but when conditions turn unfavorable they
will move into cities in search of work. Despite their fearsome appearances, ogres
are rather friendly and sociable. Their looks and dimensions tend to put off
other species of humanity from interacting with them. They are also fiercely
loyal. If a friend is in trouble, an ogre will drop everything to go to their
aid.
Ogre families rarely extend beyond two generation within
a household. Those ogres who live past forty are considered honored elders, and
tend serve as mayors and councils while the younger ogres work. Though they are
still physically able to work, ogre society values the elder’s life
experiences, and believes the honored elders could best serve the community by
guiding it, and hopefully preventing younger ogres from making the same
mistakes as the elders. Despite their friendly nature, ogres disperse and live
in individual houses. As soon as the young are old enough to give back to their
community, they leave their parents and either move in, or build their own
housing. Their size makes having large groups living together rather crowded.
Thursday, October 3, 2013
Masked strangers
Homo Aureus
The Ancient Atlantians were masters of genetic
engineering. They created the Giganticus (a relative failure) around AY 1700.
Almost two thousand years later, they created the pygmaeus (a success). In both
instances, they were creating new species of humans to suit their purpose. The
case of Aureus, commonly known as the elf, was of a group of sapiens attempting
to improve themselves. Atlantians had always used engineering in future
generation. Middle Class Atlantians used the technology to alter their own offspring’s’
DNA before they were born, eliminating diseases and traits society (culturally
speaking) deemed undesirable. The elves were different. The wealthy of Atlantis
sought a way to make themselves perfect, starting in the 26th
Atlantian Century. Their immune systems can knock aside diseases that would
incapacitate a sapien.
The average elf stands the same height as a sapien.
However, they are slender in build, a sign of dignity and nobility to the
Ancients, and a sort of ideal physique. Their DNA was altered to extend their
lifespans to over two hundred fifty years. Elves also age far slower than any
other species of humanity. Their faces have high cheek bones, prominent noses,
and a generally arrogant look. Their skin is smooth and rarely blemished. For
other species of humans, these traits are largely assumed as elves are in the
habit of wearing metallic masks when dealing with non-elves. From their view,
non-elves were unworthy of looking upon the perfection of the “golden ones”. The type of mask worn is also a status symbol.
Wealthy and prominent elves wear masks of gold or platinum possibly studded
with jewels; while the poorest of elves wear ones of shinning bronze or
light-weight aluminum give sufficient technology to produce the metal.
Despite their light build, elves are strong. They might
not have large muscles, but all they do have are very highly toned. They are
also quick, easily the swiftest of all humans. Elves value athletics and
appearance. Elves are vein by nature, and quickly judge others by the way that
they look. Elf society is also generally aristocratic, where which family one
is born into usually determines their future.
Elves have generated around themselves a culture that
declares they are superior to other sapiens. This has not endured them to their
neighbors. The fact that elves are generally seen to stand for wealth, royalty,
fat cats, and every other thing that is viewed as wrong with humanity, drives
other species away from them. Elves live in self-segregation. However, since
elves dislike manual labor, those that do not have a highly automated industry,
must allow guest workers into their borders. This usually leads to the elves
being overwhelmed by those they view as beneath them. Elves can be viewed with
simply contempt, or severe hostility. The later tends to lead towards genocidal
thoughts and the eventual extermination of Aureus from a specific location.
Wednesday, October 2, 2013
Dwarves and/or gnomes.
Homo pygmaeus
The pygmaeus species consists of two races; the dwarves
and the gnomes. Centuries after ogres were created, the Atlantians engineered
workers who could tolerate high gravity and toxic airs (pygmaeus can tolerate
higher concentrations of carbon dioxide, and carbon monoxide will not kill them
nearly as fast as a sapien) that often are associated with worlds very rich in
mineral wealth. Pygmaeus typically stand about chest-high to their sapien
counterparts, at about 1.3-1.5 meters in height, and have masses similar to
sapiens. The pygmaeus is short, and stout, and most of that stoutness in
muscle, and were engineered to last; their natural lifespans stretch to two
hundred fifty years. Unlike sapiens (off Earth) pygmaeus have facial hair, and
the men almost always grow beards.
Pygmaeus live to work, literally. So perfect was the
genetic engineering, that pygmaeus only feel comfortable while working. Because
they were made to extract minerals (be miners) pygmaeus make their homes
underground, in cliff faces and inside mountains. The pygmaeus life cycle goes
something like this:
0-20) Youth;
this is the time when the pygmaeus grows to adulthood, and is spent learning
academics. Pygmaeus graduate from basic schooling by the age of twenty. Even
when young, pygmaeus appear overly serious and uptight to other species of
humanity. They treat games the same way as work; if you are not going to do it
right, then do not even bother.
20-50) Parenthood;
because they are human, albeit a different species, there is a limited period
in their life that the females are capable of bearing children. Pygmaeus pass
their genes on as soon as they leave schooling. Dwarves will bear between one
and four children, whatever is required to maintain a steady, and viable
population. Like everything else in life, pygmaeus take raring children
seriously, more so than anything else. However, once the child (or children)
reaches 20 years of age, their parents move on to the next stage of pygmaeus
lives.
50 onward)
Professional; after the children are out on their
own, producing their own children, pygmaeus commence a lifetime working. While
raising their children, pygmaeus have jobs, and continue studying, not
perfecting their field of choice until around fifty. Once children are off on
their own, pygmaeus focus all their energy on what they were designed to do;
work.
Pygmaeus have no concept of retirement, as their
instincts (programed by their designers) will not allow them to not contribute
to society. Which is doubly good in the case of city-ships; there is no
retirement in space. There is little a pygmaeus likes less than being idle, and
have little tolerance for freeloaders. The necessary evil of any society is
government and administration. The way pygmaeus choice their leaders is by election.
These are quite different from sapien elections. When pygmaeus vote, they tend
to nominate one of the group, usually the one paying the least attention, ask
for a second, and then vote. Heads of companies and guilds are elected, but not
in the same way as politicians. In business, pygmaeus must work their way to
the top, and their corporate society is a meritocracy. In either political or
business worlds, the pygmaeus elected does not want the job, but by their
nature, they will do their best at it.
The pygmaeus mindset is very logical, very analytical.
Both gnomes and dwarves are also extremely stubborn, only changing when they
want (of decide it must be) and will not adapt to another way of doing things
easily. Because of this, pygmaeus take far longer to assimilate into a culture
than either sapien or ogre. Because they live for over two hundred years, an
extended pygmaeus family can contain several generations. Pygmaeus families do
stay in contact, but their working nature keeps them spread out. Pygmaeus tend
to live alone after the age of fifty. However, if two parents are of the same
profession, and sufficiently tolerate each other, it has been known for these
pairs to stay together for life.
The main difference between dwarves and gnomes come down
to two sayings. Dwarves believe that if it is not broken, then one should not
fix it. Dwarves tend to stay with tried and true paths, and though they
innovate, they only invent when needed. They tend to refine their proven method
over a great deal of time. Gnomes believe that there is always a better way.
They tend to constantly improve their ways of doing things. On average, gnomes
tend to stick with development and research, while dwarves stick with
industries. However, dwarves can be scientist and gnomes can be miners. Once a
pygmaeus picks a profession, they stick with it for life. Pygmaeus are
passionate about their pursuits and will dive into them with single-minded
drive. A dwarven work ethic is a compliment, or a way of saying one works too
much; pygmaeus take great pride in their occupations and creations. The biggest
insult to any pygmaeus is to call them a cheat. Contracts with pygmaeus are
simple enough affairs with the dwarf or gnome wanting little more than a hand
shake and a good word. Pygmaeus react extremely violently when this trust is
broken.
Tuesday, October 1, 2013
Little green men
Gobli
Origin: Goblins
and Gremlins originated in the Small Magellanic Cloud, same as the dragons. 20
million years ago, gobli were spread out across a handful of systems when they
were discovered by the dragons. Seeing the gobli were far more dexterous and
capable, the dragons sought to conquer and domesticate the gobli. When the
gobli were conquered, the dragons employed them in their industry as ‘beasts of
burden’. When dragons set out to colonize a new world, they took gobli with
them to build what limited infrastructure the dragons (who never lived in
cities and required large tracks of territory with prey to sustain themselves)
required to stay in contact with its other worlds. When the Dragon’s homeworld
and other core worlds were destroyed by a Gamma Ray Burst, dragons and gobli
alike found themselves scattered across two satellite galaxies along with the
Main Galaxy. This is why goblins are spread out across so many worlds; they
were planted there when dragons arrived.
Size:
Goblins stand not much more than one meter in height, usually to stomach level
on a typical sapien. They are not much more massive than the average sapien
child.
Head:
Their heads are triangular in shape with flappy triangular ears (like long dog
ears) a large nose, reddish eyes and a mouth full of sharp teeth. These teeth
are deceiving as both species of gobli are strictly herbivores. These teeth are
used to slice plant matter, perhaps tough leaves from their ancient, and lost,
homeworld. Their second types of teeth, in the back of their jaws, are used to
grind their food.
Limbs:
Gobli hands and feet end with five digits. On each tip is a claw-like nail.
Color:
Goblins in general are a light green in color, with a smooth skin.
Internal Structure:
Gobli are endothermic, but their thin skin makes it easier for them to lose
heat. As they did not evolve on a world in an ice age, nor tend to live in cold
climates, this is of little consequence. The only effect this would induce
would be the gobli wearing thicker clothing and more of it. They have a pair of
lungs flanking a four-chamber heart. Their stomachs are rather large in
proportion to their body size, and give them a slightly pudgy look. They
require large stomachs as vats to digest the plant matter they eat.
Diet:
Gobli are strictly vegetarian. In fact, their digestive system cannot even
handle meat. To both species of gobli, chili peppers prove to be a strong
stimulant, and potentially toxic.
Lifecycle:
Gobli life cycles are quite different from sapiens. Both species live for forty
years and give birth (are reproductive by the age of nine) in a far different
way than humans, or mammal. Gobli are a genus of mammal-like reptiles that in
which the female will contain her baby in an internally held egg sack. The egg
is never laid, and the young will only be born when the egg is ready to
‘hatch’. The unborn feed upon a sack of yoke before birth, and can eat solids
upon birth. Their reproduction is similar to vipers and some species of shark.
This lack of direct connection between mother and child leaves gobli families
not nearly as tightly knitted as any mammal. Though they are not instinctually
as family-bound as true mammals, gobli still form mating pairs as a means to
increase the odds of the offspring’s survival.
General Society:
The most common, or at least most widely seen, species of the genus Gobli are
goblins. They are diurnal and cautious beings. At first, a goblin will act
timid to a new situation, but as any threat of danger passes, the gobli will
relax and become more social. Despite their sharp teeth and nails (more like
claws), goblins are rather peaceful. They rarely start conflict, but will fight
fiercely when need arises. Goblins seeing an opportunity to improve their lives
at the expense of others will take it, as long as they are certain they will
prevail. The only article of clothing worn by any member of either species is
trousers. They will also bundle up much tighter in colder environments than any
human, for gobli (no matter which species) are not as efficient at retaining
their body heat.
Gobli live in various
state of technological advance. Since the dragon’s ‘empire’ collapsed some 13
million years ago, gobli civilization have risen and fallen. Many turned
upwards towards space, where dragons would not bother them. Gobli city-ships
are in constant movement, and often trade both genetic and cultural information
with other worlds. Sometimes, gobli from one world will simply leave it and
colonize another. This constant flow of data keeps the gobli language
relatively constant, though it tends to drift the further one travels from their
starting point. Gobli favor worlds where the dragons have already gone extinct.
One might think after
millions of years in space, gobli might have evolved to nearly god-like state,
at least technologically speaking. They have not physically evolved, because
their ‘humanoid’ configuration suits them for their life style (i.e. there is
no reason for their body to change itself). The only evolutionary change came
when the gremlins shot off from the gobli branch. Advance technology, that does
much of the work for goblins, also prohibits evolution. Technologically
speaking, the gobli are not an overly imaginative genus. Since technology fits
their life-style, and their life-styles seldom change (unless acted on by an
outside force) then technology does not change often. They might improve
efficiency, but innovation is rare.
Communication:
Gobli language consists of guttural grunt, growls and barks. It is similar
enough to human speech in terms of physiology that goblins have little trouble
speaking human languages and vice-versa. Though humans never bother to learn
the language, and eventually goblin populations are linguistically assimilated.
Gremlins:
Gremlins are a dark forest green and have slightly larger eyes than their goblin
cousins. Gremlins are this way because they favor living in the darkest of
forests, as their eyes are extremely photosensitive. Gremlins are a nocturnal
species, a habit given from their ancient past when a population of goblins was
isolated from their species over 20 million years ago. At the time, the gobli were
a two planet species within their own system. However, a disaster, followed by
large-scale warfare on their homeworld left its infrastructure in tatters and
isolated many gobli colonists on the outermost of the two planets. It was not
for thousands of years until the gobli on the homeworld were able to return to
space. By that time, the gobli adapted to life on the outer planet and became
the gremlins.
Monday, September 30, 2013
Race of shadows
Arnyék
The Arnyék possess a vague physical form. Their out of
phase bodies are partially translucent, giving them a distinct ghost-like
appearance. The mind often has difficulty in processing an Arnyék’s form and
the viewer usually sees what they want to see. The only definite form of an
Arnyék is its eyes, which are always glowing red orbs. Their physiology also
means that they do not eat the same way as organics. Instead, they feed on
various forms of energy, typically electromagnetic radiation. Despite legends
of being undead, Arnyék will feed off sunlight as well as heat. In the most
desperate of circumstances, Arnyék will even feed off the heat of warm-blooded
animals
Arnyék are divided into two species. The first are the
Kiséptet (specters) which are the larger, more aggressive of the two. They will
chase intruders and enemy until they are dead. The smaller species, the
Fenyezes (shade) are content to chase an enemy until they leave their
territory. In either species, when one consumes a large amount of Ultima
Radiation, they transform into Elemeks (elementals), and possess the power of
the spin of radiation absorbed (those that consume red spin grow in fire magic,
blue spin grows water, etc.). Few people differentiate between the species and
they are usually generically called Arnyék.
Arnyék are usually content to ignore human activity, but
grow angry if they are cut off from their own dimension. Trapped in our
universe, they grow extremely aggressive and vicious and will not rest until
find their way home. Even more dangerous are Arnyék that are summoned to our
universe and forced to do the bidding of their summoner. Such instances usually
result in a dead summoner and an angry arnyék.
Sunday, September 29, 2013
You otter know better....
Ottemensen
Description:
The otter-folk are meter tall, anthropomorphic otters. They have short legs and
arms with flat tails to aid in propulsion. Their fingers are tipped with little
claws and their toes are webbed. Ottemensen are natural swimmers. They have
natural lifespans of fifty years and live in nuclear families not that
different from most humans. One of the most unique traits of the ottemensen is
their venomous bite. Before developing civilization, they were aquatic
predators that fed on fast moving fish. In order to instantly immobilize their
prey, the prehistoric otters evolved extremely potent venom. If introduced to a
warm-blooded metabolism, the venom is fatal within seconds.
Society:
Ottemensen live in towns built upon the water, on rocky islands or on seaside
cliffs. They usually live in rivers, but have been known to build communities
in salt-water estuaries. They are generally a carefree people and general naïve
when it comes to dealing with other species. They also possess an odd concept
of property. Essentials such as food they consider to be property of the
community and share freely. Luxuries and other items not required for survival,
on the other hand, they guard very jealously and usually horde. They also
consider land to be a communal property, with each family simply owning the
house that sat upon it.
They are aquaculturalists, either kelp farmers or seafood
ranchers. They mostly raise fish and shellfish, but communities located near
the sea will have extensive kelp farms. Communities growing different foods
will share with each other, though usually in a mutual sharing agreement. It is
not quite trade in the human sense since no ottemensen would ever consider
selling food.
Language:
The ottemensen language consists of a series of squeaks and barks. Their vocal
chords and mouths allow them a wide range of vocalization, enabling them to
speak human and dolphin languages alike. Most of their species know how to say
“don’t eat me” in Orca.
Saturday, September 28, 2013
Half lion, half eagle, all protoceratops.
Griffons
Description:
Living in the hills and mountains that overlook wide open plains, are another
other species of sextapod; the griffon. A griffon is often described as
half-eagle and half-lion. The typical griffon is about the size of a lion. Like
the parocophant, the griffon also hails from the dragon homeworld. Nobody knows
why dragons brought them along, since they play no role in dragon diets, but
the most common hypothesis is that they were pets. The truth may never be known
for dragons are not talking about it.
Head:
Their heads are like that of an eagle, including the lack of teeth. Griffons
feed by using their beak to shred their prey. Their eyes are those of an eagle,
and just as keen.
Body:
Their body and tail look just like a lion, with the exception of the main of
feathers around the neck of the males.
Limbs:
Their wings and forward limbs take after birds-of-prey. However, their rear
limbs take a resemblance to lions.
Color:
They are covered in patterns of white and tan feathers.
Diet:
They are almost strictly predators, scavenging only when times are desperate.
They stalk their prey from the skies, often pouncing on then from up to a
hundred meter above them. Like an eagle, they dive down on their prey,
clutching them with their forward talons. Usually, this piercing injury kills
the prey quickly. If not, it is quickly followed by the impact of the griffon
upon the item of diet.
Lifecycle:
Griffons, like all sextapods, do not suffer from old age or TNA break down.
However, their lives are rougher than parocophants or dragons, and they tend to
fall to injury more often than not. They will hunt until they can no longer
hunt, then they die. Still, they will outlive all species of humans. They grow
to their adult size in only a few years.
Reproduction:
Unlike parocophants, griffons look after their young. They will roost high up
where no predator could reach them. Clutches of up to five eggs are guarded in
turns by both mother and father. After hatching, the chicks, or cubs, or
whatever one wishes to call them, grow fast and require constant feeding.
Within six weeks the young are ready to take flight. Though they are quick
lethal to small prey, young griffons will stay with their parents until twelve
to fifteen weeks of age. By then, the parental instincts fade and the parents
leave the young to fend for themselves.
Sociability:
Griffons have undergone domestication by humanity, and are ridden by those
light enough for them to carry aloft. Unlike parocophants, griffons tend to be
loyal to their humans or gobli. The only time a griffon will leave their rider
is when their mating instinct kicks in. Once their young are on their own, griffons
usually return on their own accord. Like house cats, griffons will both accept
feed and hunt for their own food. Unlike house cats, griffons will defend their
riders and form a strong bond with them. Griffons are naturally social animals,
but often requirements of food and scarcity of prey force them into solitary
lives.
Habitat:
Open plains near mountains. They prefer to hunt on the plains, but they nest
high in the mountains. As such, they tend to hunt in the mountains as well.
Communication:
Griffons are capable of understanding verbal commands issued by their riders,
but their natural communication is an odd mix of screeches and roars. They do
not sound like a lion or eagle, but rather a merger of both animals’ sounds.
Enemies: Griffons are wary around dragons just like
parocophants. Griffons were seen more as pets, a species that amused Blue
Dragons that share the open plains with them.
Friday, September 27, 2013
Paroc-a-what? The fabled beast of burden.
Parocophants
Origins:
Parocophants are sextapods, animals with six limbs instead of four. The most
famous of the sextapods are the dragons. Parocophants obviously came from the
Dragon Homeworld. Dragons brought them, along with griffons to all the new
worlds they colonize. Parocophants are weary when dragons are nearby, but
dragons never preyed upon parocophants. Dragons are just fond of the beasts,
and brought them along as quasi-pets.
Size:
The parocophant reaches ten meters in length, stand two meters tall at the
shoulder, and have a mass of one tonne. Males and females are the same size.
They have somewhat stout, wide bodies, much like an elephant, though not quite
as fat since they do not eat vegetation.
Head:
The parocophant skull is an almost solid muscle mass. Muscles attaching the
jaws to the skull give the animal a powerful bite, capable of killing prey by
crushing it. Parocophants have frills
behind their heads made of thick bone and protected them from some predators in
eons past. Ear holes exist on the sides of their head. The internal structure
of the ear allows them to hear above and below water. Their eyes are placed on
the side of their heads, facing forward, giving them some binocular vision.
Their brains are not overly large, but in structure are more parrot-like than
crocodile-like.
Body:
Not only do they have a head similar to a crocodile but their other end as
well. The parocophant’s tail is built like a croc’s and is used in the same
way; propelling them through water. However, the bulk of their body is more
like an elephant, or in the aquatic sense a hippo. Like both mammals,
parocophants tend to just plod along through the water, in no hurry. Their
tails give them burst of speed when chasing prey.
Limbs:
The first two pairs of limbs of the parocophant, legs and feet, are similar to
an elephant, and almost as large. They are not intended for speed, but to keep
the animal standing. Parocophants are very efficient walkers, which is one of
the reasons they have been domesticate by humanity. Only their diet limits
their range and where they can be used. Parocophants do not have claws, but
rather hoof-like nails sticking from each of their toe bones. The most
distinguishing feature of the parocophant is the third pair of limbs. They are
not limbs in the tradition sense, but have fused into giant crests protruding
from their upper shoulder some three meters into the air. Like the crest, it
was once used for defense. Now both tend to be used more for display.
Plumage:
Parocophants are covered in bright feathers like a parrot. The biggest difference between the two is
that the females (riki) are covered with green feathers, whereas the males
(peri) are covered with red and orange feathers.
Internal Structure:
Parocophants have a tough hide of interlaced tissue, making it difficult for an
adult to suffer puncture damage. Between their skin and muscle is a lay of
subcutaneous fat, which serves both as an energy reserve and as buoyancy. To
lower their overall mass, the bones of parocophants are hollow. The most
impressive structure inside a parocophant is on the cellular level. They have
TNA, tri-ribo nucleic acid, which packs in considerably more genes than DNA.
TNA, despite being more complex, can replicate itself more efficiently than DNA
and far longer before error have a chance of occurring. Their genetic material
is so sturdy that sextapods never suffer from the decay of old age.
Lifecycle:
Parocophants, like all sextapods, have extremely long lifespans. They will
always outlive their humans, even if they happen to be pygmaeus. Parocophants
will ultimately die due to injury or disease. Barring either, they could easily
live for over one thousand years. Parocophants hatch ready to face to world. As
soon as they dig their way free, they bolt for the closest source of water and
feed on minnows. Even at hatching, they display the characteristic shoulder
protrusions, making it difficult that prey on the likes of turtles and such to
feed upon newly-hatched parocophants. Even so, it is not uncommon for half the
clutch to parish before reaching the water. The hatchlings grow fast, reaching
adult size within a decade. However, within a year of hatching, there are few
predators that will bother them. If they can survive the first year, a
parocophant is almost guaranteed a long life.
Reproduction:
Parocophant are not a violent animal, not even when it comes to mating. Males
tend to size each other up and force the other to back down by displays of
plumage and shoulder crests. If this fails, they will line up against each
other and proceed to swing their heads into each other. Their heads are solid
enough that no damage is sustained, and the fight ends when one male grows
tired. Longevity means that sextapods reproduce infrequently. On average, a
riki will mate once a century and lay a clutch of eight to twelve eggs. After
burying the eggs, the mother walks off to never see her offspring again.
Sociability:
Parocophants have a very agreeable temperament, making them easily tamed. This
is believed to be a lingering side-effect of domestication and selective
breeding done by dragons millions of years ago. Humanity uses parocophants on
the world where they exist, as beast of burden. They are as strong as elephants
and much easier to work with. They also eat less often. Parocophants are
limited in range due to their diet; fish. Every other day, parocophants return
to the water to gorge on fish. Handlers must always unhook the drawn cart
before feeding. Parocophants have been known to drag cart loads of goods into
the water in their search for food.
Habitat:
Parocophants live in wet environments, never a day’s walk away from a body of
water. This is to satisfy their diet. They live in marshes, swamps, jungles and
any place that has adequate year-round water sources. Just like hippos and
crocodiles, the parocophant spends most of their time in the water. There is a
certain average temperature, 290K, which they will tolerate. Areas colder than
this will not find parocophants.
Communications: Parocophants
are rather quiet animals, considering their size. They can produce both growls
and surprisingly high-pitched chirps, but rely more upon subtle visual cues,
such as posture and eye contact.
Competition/Enemies:
They have no enemies as adults, but are wary of dragons. As hatchlings,
anything that can swallow them will eat them. Parocophants do not thrive as
well in regions that have crocodiles or hippos, mainly because of competition
for space. The parocophant’s docile nature means they tend to move out of the
way.
Thursday, September 26, 2013
Dragons of Stardust
Green
Dragons
Origins:
The dragons (Greens are the original, non-engineered species) originated on a
world lost in the mists of history somewhere in the Small Magellanic Cloud some
fifty-two million years ago. At that time, they were small, tree-dwelling
dinosaurs. As time progressed on their homeworld, their third pair of limbs
eventually evolved into wings as the proto-dragons spent much of their time
jumping from tree to tree. Only once they became airborne did they begin to
grow in size, abandoning arboreal life altogether and settling in their current
configuration approximately forty million years ago. Sometime after the first
dragons evolved, their homeworld underwent global warming, forcing the dragons
to take to the water to cool off. It took them little time to realize the water
was home to a new source of food; fish. As such, the Greens we know today are a
semi-aquatic predator. Despite a primarily fish-based diet, the Green retained
their venomous spray even though the venom is only useful underwater when
injected directly into the prey.
Dragons spread across their homeworld and soon started to
look for ways out. Leaving homeworld was easier a task than was to be expected
by a species that lived mostly solitary lives ranging across large territories.
Dragons are by far the most intelligent species known. Without civilization in
the human sense, dragons banded together, pooled their intelligence and devised
a means of reaching space. The progress from ground to space happened within a
dragon’s lifetime, but as dragons were incredibly long-lived, it was not quite
as impressive at is sounds. More than two thousand years passed from the first
idea to the first spaceship as dragons had to develop a wide assortment of
tools not required for daily survival.
Once spacefaring, dragons took slow boats
(slower-than-light craft) to the nearest stars. With nature lifespans of five
thousand years, dragons could always afford to take their time. These first
Dragoni ships, like those to follow, were built from hollowed out asteroids
that were made to rotate. Dragons spend the next twenty million years spreading
across the SMC, LMC and eventually into the Main Galaxy. During this course of
action, dragons encountered goblins and gremlins, conquered them and
“domesticated” them. With their nimble hands and high dexterity, gobli made far
better builders than dragons with their cumbersome hands. Around thirteen
million years ago, their homeworld along with many other core worlds, were
caught in the line of sight of a gamma ray burst. This disaster wiped out much
life on these worlds and with their core destroyed, dragon worlds eventually
went their separate ways, though contact is occasionally maintained with the
advanced technology (spatial transmitters) housed within a planet’s dragon
vault.
Size:
Dragons have a length of ten meters upon reaching their adult size, nearly half
of it their tail. Their adult mass levels off at 250 kg, but as with all
animals native to their homeworld, they continue to grow throughout their lives
albeit at a much slower rate. By the time a dragon reaches five thousand years
of age, the mass would have doubled, making flight more difficult.
Head:
A dragon’s head is about the same size of a horse's, though its jaws can open
far wider. The eyes of a dragon are sensitive to vision ranging from infrared
to ultraviolet, giving them a far wider scope of the world around them. The
appearance of a dragon’s eye is very bird-like.
They hear by focusing the sounds around them with a pair of ear flaps,
that channels the sound down to ear holes in the side of their head. Their ear
flaps help them zero in on the slightest sound. Inside their jaws, dragons have
two sets of teeth. The forward teeth are conical, and used for gripping prey.
The rear teeth are serrated and used to sheer flesh. Two of the forward fangs
have channels running down the front of them. These channels allow a flow of
chlorine from the venom glands into the mouth. Chlorine is generated by a high
intake in salts. The gland separated the chlorine and stores it, while to
sodium is excreted in the dragon’s waste. Dragons have two ways of envenomation;
either by biting and injecting the chlorine directly into the target’s
bloodstream, or by spraying it through their fangs like a spitting cobra. The
mist is then inhaled by the target but kills not nearly as quickly.
Body: Their
body is roughly the same size as a war horse, with similar lengths of limbs and
neck. The neck is far more slender than that of a horse. The flexible tail acts
as a rudder, stabilizing the dragons in flight and adding to their agility.
Limbs: Dragons
are sextapods that is they have six limbs instead of four. Each of the six limbs of a dragon ends with
four digits. One the “hands” of the dragon, the inner most digits is slightly
opposable, allowing dragons to pick up items and use tools. Each of the digits
end in talons capable of penetrating the hides of any prey. Their wingspan is slightly more than ten
meters. The wings are a third set of limbs, connecting to the body just above
the shoulder joints.
Color:
The Green’s skin is a forested green leathery hide. Their chests and undersides
of their wings, in the case of males, is a brighter color. This is used for
attracting a mate. Their hides consist of several interlaced layers of tough
skin. So tough is their hide, that it prevents penetration from any sharp
object or projectile short of an armor-piercing round.
Internal Structure: Their
bones are hollow and sturdy, but can be broken by a hard enough hit, even if it
does not break the skin. The skin membranes of the wings are made of the same
structure, but without muscle behind them, are vulnerable to damage. A dragon’s
brain is a powerful tool, and makes them the most intelligent animal known.
Period. Of the food they eat, at least half the calories go directly to the brain.
A dragon can compute square roots faster than one can enter the numbers into a
calculator.
Diet: A
Green’s diet consists of mostly fish. They have become a somewhat semi-aquatic
species, spending much of their time beneath the surface of lakes and rivers in
search of prey. All dragons must eat at least 15 kg of food each day. Both
their brains and their wings require quite a bit of energy to function
properly.
Lifecycle: A
dragon’s life starts when a 2 kg hatchling breaks through the hard-shelled egg.
Clutches are between two and four eggs, and usually only one hatchling will
survive, due to stiff competition between hatchlings for food. Seldom are they
lost to predators, since the parents will kill anything creature they deem a
threat to the young on sight. Humans have never seen a dragon nest and lived to
tell. Dragons must grow and learn fast, and by the third year, the surviving
young are fully grown and driven out of their birth land in search of
territories of their own. Dragons will fly off for days on end, searching for
lands not already claimed. Since dragon birth-rate is extremely low, there is
often enough space for young dragons if they fly far enough.
Dragons grow through their lives, but do so most swiftly
as hatchlings. From the time they hatch from an egg the size of a football
until they are their adult size, only three years pass. In that time, they grow
to their full 250kg mass. So much food is required to grow a dragon that both
parents must work tirelessly to feed the young. This short childhood is also
part of the reason dragons are so intelligent; they must master their language,
flight and other dragon skills within three years. After three years of age,
the growth slows to the point where it is no longer easily detected. Mass will
typically increase by a kilogram every couple of decades. The genetic material
of any dragon is unknown, but since other sextapods have Trioxyribo Nucleic
Acid, it is likely dragons do as well. This structure of genetic material is so
durable, that it never decays during the dragon’s life, and is what allows
sextapods to live for thousands of years, barring injury or disease.
The death of a dragon is a secret event. Some are killed
by injury, and their remains are discovered with scavengers trying to penetrate
the tough hide. Most dragons live to be 5,000. By that time, their mass has
increased to the point where flight is becoming difficult. Instead of living a
life grounded, and perhaps forced to scavenge themselves, dragons choose to die
with their dignity intact. When they reach this age, they will create a burrow
deep in the forest, climb into it, and shut their body down. Basically, they
will go into hibernation and never awaken. Their brains are powerful enough to
shut down their vital systems and offer a quick hibernating death.
Reproduction: Dragonettes
(the females) come into season very seldom. Dragons have control over their
breeding cycles, and a dragonette will go into season only when conditions are
right and population pressures are very low. When she does, Drakes (the males)
come from all around in hope of impressing the Dragonette. At first, lack of dimorphism made telling the
difference between Drakes and Dragonettes apart rather difficult. Both were roughly
the same size. They will dance for her, displaying their bright colors on their
chest and wings. Bright colors are a mark of good health. Typically, the
oldest, wisest, and strongest male, with the best territory will win.
Occasionally, a Dragonette will choose a Drake that she happens to get along
with, for they will have to spend the next three years together. The nest is
built on the richest of the two parents’ territories. The eggs are laid in a
nest that is covered up with rotting vegetation and guarded by one parent at
all times. The eggs take some forty days to hatch.
Sociability: As
stated before, dragons are very intelligent. This intelligence leads them to
seek out mental stimulation, despite being solitaire. Their solitary existence
is mostly due to the large territories dragons need to feed themselves. As
predators, they are not inclined to share. Every few years, dragons neighboring
each other will gather together in neutral territory and exchange ideas and
discoveries, and engage in stimulating conversation. Greens will occasionally
even engage humans they come across, provided said humans are not seen as a
threat to the dragon’s forest.
Aside from their venom and bite, dragons use their talons
and tails as weapons as well. Talons cause piercing damage, puncturing internal
organs and causing severe trauma. Their tails are used as whips. It strikes an
enemy like a thick bull-whip, breaking bones with ease. More than one intruder
into their territory has suffered a broken neck from having a tail whip them in
the head. Dragons are hesitant to bite into other intelligent animals, and will
rely on tails, talons and toxic breath.
Occasionally, dragons will venture into human towns and
talk with the apes, read their books and watch their television. They will
tolerate humans on their worlds only as long as humans are not a threat to the
ecosystem. In that case, the dragons will simply exterminate them. This is done
by accessing the Dragon Vault and drawing forth ancient and extremely powerful
weapons. Though they view technology as a necessary evil, when a dragon builds
something, they build it to last forever
Communication: Dragons
communicate with one and other through a language that is comprised of a series
of chirps, hisses and rumbles. The language is rather complex and has never
been translated by humans. Dragons will not teach their language to humans, not
even pygmaeus, because their shorter lifespan would just mean the dragon would
have to retrain a new human in a matter of decades. Because dragons have so
short childhoods to learn, their brains are adapted to learn very fast. A
dragon is capable of learning a human language in a matter of days.
Habitat: Greens
live within temperate forests. They do not like the cold, nor do they like
extreme heat. The hottest forests are home to the Blacks. They prefer forests
on worlds with a constant climate and little in the way of seasons. In the event
of seasons, they live in the lower temperate zones, where it rarely to never
snows.
Blue Dragons: One of the three dragon species to be
engineered by the Green Dragons are the Blues. Where the Greens evolved in a
more temperate, forested world, the Blues were engineered to survive in a
semi-arid grass and scrubland. The name Blue is a bit misleading since the hide
is chameleonic in nature. It can shift from dark blue and violet down to white.
Given that the skies on all worlds are not the same color; the Blues were
engineered to adjust to their new backdrops. Blue Dragons were made to blend
into the sky, for they ambush their prey from above. To kill their prey, Blues
simply use the impact from above to break the necks of their prey. If that
fails, instead of Chlorine, they use electricity to kill prey and ward off
threats. Their breath attack works because when engineered, genes from electric
fish were inserted into the Blues’ genome. Electrical cells line their tongues,
and by clicking it against their fangs, sparks of electricity jump from their
mouth, making this the shortest range of any “venom” dragons can spit.
Of all the dragons, Blues are the least friendly. This
has to do with their habitat. On the savanna, there is plenty of prey, and
plenty of competition. This drive to compete with other predators forced the
Blues to evolve a nasty disposition. Of all the dragons, they are the most likely
to kill intruders on sight.
Habitat:
Savanna, scrublands, open tropical woodlands.
Red Dragons:
Another of the dragons engineered by the Greens were the Reds. Red Dragons were
designed to inhabit ecosystems even harsher than the savannas the Blue were
engineered with in mind. Many of the arid worlds Dragons first visited showed
an abundance of red rock, which is why the Reds have a slightly rusty sheen to
their hides. They were engineered to blend into the desert background, and to
sneak up on prey if possible. Reds tend to kill with a bite, injecting an oily
venom into their prey, which can kill in minutes. Like the Greens, they are
also capable of “spitting” their venom. Unlike Greens, the Reds can click their
teeth together to cause a spark and ignite the oil. Of all the dragons, the
Reds are the friendliest. Being of such marginal environment, one might expect
Reds to be more territorial than Blues. However, Reds have little in the way of
competition, and live in the largest territories any dragons occupy. The scarcity
of other dragons makes them eager to talk to any intelligent species they
stumble upon, provided they do not threaten a dragon’s territory.
Habitat:
Tropical and semi-tropical deserts.
Black Dragons: The
third dragon species to be engineered were the Black Dragons. They were
designed to live in environments similar to Greens (forested) only hotter.
Blacks thrive in swamps and jungles, and spend half of their time under water.
They hunt almost solely by ambush, lurking beneath the water in a way
reminiscent of crocodiles. Instead of drowning their prey, Blacks inject them
with highly acidic venom, which breaks downs blood vessels and causes massive
internal bleeding. The prey dies from shock quickly, unless the force of the
bite crushes vertebrae. Blacks live in the highest population density of any
dragon species. However, with wide sources of prey, little conflict arises
between Blacks, and between them and other species. Blacks are almost as
sociable as Reds. Their hides are a dark black, similar to the scales of a
black mamba.
Habitat: Swamps and tropical rain forests.
Subscribe to:
Posts (Atom)