Crow Universe
Updates on current novel progress, short stories, and various other things will be posted here.
If you came here through a search, this site has NOTHING to do with the movie, The Crow.
Saturday, February 21, 2009
The Assassins Guild
The very name evokes mystery, conspiracy, and intrigue. Who are they? Why do they do what they do? These questions and more plague the minds of anyone that has heard of this shadowy organization. And tonight, we have a very special treat for our viewers - our own Mark LeSalle successfully contacted an alleged assassin for an interview. What follows next is that very interview, unedited.
M: [click, and rustling] There, I think it’s working. Thank you for agreeing to meet with me.
B: I have to admit, I was rather intrigued by the idea of an interview.
M: For the record, I am Mark LeSalle, reporter for the Galactic Inquirer. I am joined by....?
B: You may call me whatever you would like.
M: All right. What about... Baal?
B: That is acceptable.
M: This is Baal, a member of the infamous Assassins Guild, and who has kindly agreed to an interview. To note, I’m blindfolded and using an audio-only recorder - and from the sound of it, you’re using a voice scrambler?
B: Yes.
M: All right - down to business. I’ll ask questions, and you give me as much answer as you feel comfortable.
B: Very well.
M: First off, just how many assassins are there in the guild?
B: [hissing laugh] There are enough to fulfill the demand.
M: Is there a central location you all operate from?
B: I must pass on answering that one.
M: Let me rephrase a little. Is there a chain of command, a structure to the Guild?
B: [pause] Yes. We have a leader, heavily protected of course, and a hierarchy of officers below him that we call “governors.”
M: “Governor” - why is that?
B: They “govern” the assassins in a specific area.
M: How many governors are there?
B: How many galactic nations are there?
M: [pause] Over a hundred at least, not to mention the over-arching governments.... If you have that many governors, over more assassins.... my god....
B: Then you now have a basic idea.
M: [nervous sound] Let me ask you the question that’s on the minds of many, Baal.
B: Very well.
M: We know the Assassins Guild exists. Is it true that, when Altena was introduced to the Confederacy of Galactic Nations, a new human-created assassin organization was created?
B: Yes.
M: And this organization is called Assassin Tech Inc., or ATI?
B: [hissing chuckle] You are well informed. Yes, that is correct.
M: Is it true that the humans formed ATI because the Guild does not allow them into its ranks?
[long pause]
Baal?
B: I will say this - death cares not for species, race, or gender. It cares not for innocence or guilt. It cares not for age, for experience, for skill, or for potential. It cares not for ethics or for morality. It merely IS, and it comes for all of us. Why should the Guild, we artisans of death, show prejudice when death itself does not?
M: I... I see. [subdued] Ahem. The galaxy at large seems to regard you - assassins - as dishonorable cowards. How do you respond to that?
B: “Honor” is an illusion perpetuated by those who need an excuse to hide behind. It is archaic and irrelevant. As for cowardice - yes, anyone can use a weapon and take life. Look at any war that has drafted the young, inexperienced members of a species and taught them to kill. You can put a gun in a child’s hand, and if they pull the trigger at the opportune moment, you have a killer.
No.
What we do is only called cowardice by those who have never thought beyond their mundane existence. An assassin exists alongside everyone else, a predator in the midst of unsuspecting prey. But this predator only hunts those who are marked. It will walk into the nests of the most fearsome prey, perhaps never to walk out again, but it will never waver. It knows not fear but seeks only the kill, a kill made with artistry and grace, faster and subtler than anyone can perceive.
Why do you think the guild has existed for so long, yet only rumors are known about us? Because we transcend the ordinary.
M: That... is amazing. [chime sounds] We’re almost out of time. One last question before you go?
B: Very well. What is it?
M: How long have you been an assassin?
B: [pause] How old are you?
M: Uh, I’m thirty-two.
B: Longer than you have been alive, and a dozen lifetimes more.
M: I see. Thank you for your time, Baal. [click]
Regretfully, Mark was shot during a gang battle late yesterday evening. He was in critical care throughout the night, and passed away early this morning due to surgery complications. We will mourn his loss, both as a reporter, and as family.
Weapons and Robots
Part two of the guide to Crow Universe technology
Weapons
Weapons are many and varied, ranging from the simple to the complex. Some of the more exotic weapons are noted here, as well as common weaponry found throughout the galaxy.
Bladed - Quasi-metal
Quasi-metal, or sylth (Khatin), is a metal that is highly sensitive to energy currents, much like lodestone. Its standard phsyical form is that of a bright silver liquid, and it is highly conducive to being shaped by energy micro-fields. As the micro-fields take a lot of energy, these sorts of weapons aren’t practical for field use and are usually supplanted by blades of solid material. Reportedly, the T’hnn Vkk have developed an alloy that requires only an initial energy burst to reshape the metal, then it will hold its form. Such weapons are available only on the black market, and only because they’ve been pried from the cold, dead hands of T’hnn Vkk warriors.
Guns - Projectile
Guns are very much a part of everyday life in a universe that has a large warrior/mercenary sub-culture. Most guns found in the Confederacy are projectile - i.e. they shoot a bullet made of a jacketed malleable substance (lead or similar). Earth was surprisingly well equipped in this market when they entered the Confederacy, and a large fraction of capital was made from arms sales. Most projectile guns come equipped with “chargers” - devices that energize and liquefy a crystal core inside the bullet. Upon contact with an object, the core explodes and does considerable damage.
Guns - Energy
Most energy guns found in the Confederacy belong to the neuro-disruptor class, i.e. stun-guns. These weapons are easily recognized by the flat focusing crystal at the end of the “barrel” of the weapon, and come in a variety of shapes and sizes. Stun guns set to higher levels have been known to kill, though the higher energy flow tends to crack the focusing crystals much faster.
Guns - Plasma caster
The most dangerous type of gun are the plasma casters. If not well-maintained, they can cause just as much havoc amongst their wielders as their targets. A plasma caster utilizes crystal ammo much like the chargeable core in bullets, but the crystal is jacketed merely in an organic web. This web keeps the crystal in a uniform shape as it is energized, liquefied, and fired. This weapon results in high damage in a localized area.
Note: Most ship armaments consist of large plasma casters, as well as lasers (for hull cutting). The larger a plasma caster is, the safer it tends to be as the device can be cooled more adequately.
Note: The Treyyags are renown for their massive arms market, ranging from the mundane to the exotic (sonic weapons and energy field armor).
Robots
Robots exist in the CU and can be found in a multitude of niches. Most commonly they are found in environments unsuitable for living creatures, as “pets,” or as armor suits. A few types are listed here.
Whirlygig
The most common of personal robotics (not counting the bazillion varieties of “pets”), the whirlygig is a versatile ‘bot that can be designed for a multitude of purposes. Each whirlygig is equipped with lodestone-driven mobility, and can hover/travel very quickly. Most commonly they are used as portable cameras, media units, or as “traffic cones.”
Armor suits
As the name suggests, these are highly sophisticated suits of robotic armor guided by a pilot and augmented with an AI unit. Usually they are found in operations in dangerous environments where a human presence is considered necessary (some mining operations, ship cargo-loaders). However they also have military applications, though these are less common due to the high cost of upkeep and training. Some famous units are the aerial Guardians of New Pontiac, Natoré, and the HOUND (Hybrid Operation Urban Nonstandard Defender) units of Angelli, Titian 1.
Major Races of the Crow Universe
Ad’Skaar: Reptilian race with four arms, two legs and a crocodilian tail. Possess a third eye in forehead which is used for sensing light and auras. From the tropical ocean/island world of Skaära, they are expert swimmers and have leanings toward the warrior life. They are often found in police squads in mixed colonies. Relations with Altena: tolerant to good.
Beccian: Mammalian ibex-like humanoids with horns and triangular ears. Typically a very peaceful race, but the odd warrior is known to exist. Rumors exist that they can use “magic”. Homeworld: Beki, Rednig system. Relations with Altena: tolerant (uncommon race).
Blenorian: Mammalian, humanoid race that is extremely tall (7’ to 9’) and long-limbed. They are another peaceful race that has no military. They are known for their “blade-dancing,” which is an expression of their vestigial aggressiveness. They can often be found working civil jobs. Homeworld: Blenori. Relations with Altena: good.
Dephaese: Reptilian/mammalian humanoids with scaled skin, partially exothermic, pointed ears, fluked tails. They are an odd race in which the heavier (more obese) one is, the more powerful or wealthier they are. Their culture is decadent, based upon a complex honor and code system that is often at odds with itself. They are often merchants or politicians when found off their home planet of Delpha. They tend to focus on themselves, rather than the galactic world. Relations with Altena: tolerant.
D’kcolian: Large, seven foot tall four-eyed (literally) tail-less lizard men. They share close ties with the Khatronians. Strong cultural leanings towards warriors—are often found as police officers, enforcers, bodyguards, and other “strong-man” work. Homeworld: Tyksih. Relations with Altena: excellent—are one of the Altena’s stoutest allies.
Febian: Mammalian/reptilian humanoid race of shorter stature (4’ to 5’) with white skin and wide foreheads that changes color to denote moods and expressions, as they have little musculature devoted to facial expressions. They are a peaceful species that usually aren’t found off of their Homeworld of Daben’fe. They are known for their arts and have a market for all sorts of artistic mediums. They are especially known for a paper called k’eri made from their willow-like bamboo korae trees. Relations with Altena: good.
Ikibb: Avarian humanoid race of small stature (3’ to 4’) with taloned hands/feet, feathered bodies, and distinctive head-crests. They have a complex language that is simple to learn, yet is filled with hundreds of levels of meanings. An Ikibb by itself is not terribly bright, but a group of them together can show astounding intelligence – often referred to as “reverse mob mentality.” A core of singularly intelligent Ikibbs run the homeworld government. They are found all over the allied territories in all walks and niches of life, though they are rarely found as warriors (save for a small, deadly warrior-monk organization). Homeworld: Chur-pee. Relations with Altena: good
Kamealeon: Anthropomorphic reptile race that bear great resemblance to
Karthian: Reptilian/avian species, non-humanoid – they have serpentine bodies and feathered wings, and are capable of flight. The end of a Karthian’s tail is very agile and is often used as their “hand,” and is kept off of the ground when they are ambulatory. Some members of their kind use cybernetic prosthetic arms to keep up with the humanoid races. They can be found in all walks of life, though they really aren’t that common. Homeworld: Va’karth. Relations with Altena: neutral.
Khatronian: This is a race of humanoids that are one of the oldest and most powerful in the galaxy. They helped Earth out during the Occupation, helping humans free themselves from the Xizini invaders. Because of this, and the technological “clues” they left behind, humans consider Khatronians like angels—they know they’re out there, and they’re powerful and good. Khatronians currently have little to do in Altena, so they never have an active presence. Homeworld: Khatron.
Mantriid: Another insect race, but look more insect than humanoid—four arms, four legs, two tail-like appendages on back. They are found in all walks of life—warrior, merchant, chef, lawyer, etc. They have a language (rlllk’n) of clicking vocal sounds that usually cannot be produced by the other races, but they developed a secondary language to transliterate rlllk’n into, called Ralken. They are typically not very fond of the T’hnn Vkk. Some suspect that the T’hnn Vkk once tried to take over the Mantriids and failed, but neither race will ever explain the animosity. Homeworld: Triao Ves. Relations with Altena: tolerant/good.
Memnon: Humanoid race with frail-looking bodies and no working jawbone, thus they can only ingest liquids or semi-liquids. They are renowned for their skill with computer systems, and have developed direct brain-to-mainframe hookups. Almost all Memnons have at least one “brain-port” surgically implanted into their skull – mainframe masters have been known to have a dozen such ports. They collect information and supervise the computer nets of other races. They are a peaceful, trustworthy race that have adapted to living very sedentary, secluded lives. Homeworld: Memnon. Relations with Altena: good.
Rythul: Avian/reptile species, human sized with feather “hair”. Actually an Earth species, originating roughly 65 million years ago, and have co-existed with humans but remained isolated from them until the Occupation. Homeworld: Earth, Sol system. Relations with Altena: excellent.
Setnacht: Reptilian race that is very turtle like. Very bulky and large, with a thick dorsal shell and belly plates. They make very good engineers, able to innately understand the complexities of energy fields. They are also often used for security or riot control due to their size. Homeworld: Setna. Relations with Altena: good.
Tamarian: Mammalian/reptilian humanoids with skin wings and tail. They are generally silver gray in color and have blood the color of mercury. Not much is known about them, for they rarely leave their homeworld of Tamar (Rednig system) or allow outsiders to visit. It is said that the last of the ancient Rednig lived and died on their world. When they are found off-world, they are usually warriors, hunters, or occasionally merchants. Relations with Altena: neutral (uncommon race).
Teryxin: Avian species, very similar to the archaeopteryx in body form – wing-arms with talons, feathered body and tail, beaked heads and large eyes. Small stature, rarely any bigger (or smaller) than two feet, and capable of limited flight. They are famous for their navigation skills, and can be found on multitudes of ships and other walks of life. They were relatively recently discovered by the Khatronians and hitched rides from their homeworld through them. Only within the last century have they started constructing their own ships. Homeworld: Arker-Ra. Relations with Altena: good.
T’hnn Vkk: insect men. Their level of technological advancement is currently unknown—for a race that can be found just about anywhere, they are highly secretive. The location of their homeworld is a guess, though experts estimate their technology to be advanced bio-organic. T’hnn Vkk have two main arms, two lesser arms, two legs, and wasp-like wings. They speak using a voice box in their upper chest, but do also use facial expressions, though these can be hard to decipher. They rarely speak any language other than their own, Vkkuz. Homeworld: Ta’Haaven. Relations with Altena: less than good/tolerant—T’hnn Vkk believe themselves better than any of the “soft-shelled” races.
Treyyag: Think green black-haired humans with heights ranging from three to seven feet (very flat bell curve there). They are a very militaristic culture, with many technological advances in the art of war. However, they are not conquerors, but rather sell their inventions to the other races. Currently they are having problems with a civil war with one of their colonies. Homeworld: Tait-Mo’alla. Relations with Altena: tolerant.
Tumilati: Mammalian centaur-like humanoids with bovine traits – head horns, cow ears, lower body similar to a cows (4 legs with cloven hooves, tail). They have made advances in the medical fields, and were one of the races to produce diffusion hypo-syringes that do not break the skin separately from the Khatronians. They are often found in the medical field and have extensively researched how to treat other races. One of their main universities is the place to go for xeno-biology. Their culture is very religious, believing that the mind can control the health of the body and vice versa. Homeworld: Apistum. Relations with Altena: very good.
Varian: Reptilian/mammalian humanoids with finely scaled skin, violet-colored hair, small horns prominences, and long, sucker-tipped fingers. They are often found in the general civilian populace of mixed race colonies. Homeworld: Ta’var. Relations with Altena: tolerant.
Wodashi-woch: Mammalian humanoid—a cross between a “Cossack and a chow-chow.” They are covered with thick fur and are well adapted to cold temperatures (very cold homeworld—not quite Hoth-cold, but chilly). Typically warriors or enforcers. They have a very traditional culture. Homeworld: Seiki. Relations with Altena: good.
Elder Races of the Crow Universe
Dheilers: Humanoid race with ultra-hard skin, and especially long-lived. Their technology had advanced to the point where they were able to control spacial displacement—in essence, teleportation. When their sun was expanding as it began to die, they shielded their planet with armor created from the planet’s crust and materials mined in their solar system (a level of terra-forming that has never been surpassed), and technology from the Rednig allowed them to move their planet out away from the reach of the expanded star. An accident involving an experiment with spacial displacement drew a small black hole too close to the remains of their homeworld’s sun, and the resulting cosmic explosion/implosion was believed to have destroyed their race. No Dheilers have been seen for eons.
Karadon: Little is known about this ancient race, other than the occasional mention in old legends from the D’kcolian, Khatronian, and Wodashi-woch civilizations. The legends depict them as bestial creatures with terrifying intellect—and horrifying madness. They are said to be dangerous eater-of-souls, but fortunately are extremely rare. No confirmed sighting of a Karadon has been recorded in the last thousand years—but there have been a few unusual events that some suspect a Karadon may have been involved.
Rednig: Anthropomorphic griffin race. They created the technology to restructure an entire solar system using mass drivers on a planetary scale, and proved its worth with their own binary system. They created three new worlds capable of supporting life, and they encouraged the evolution of three sentient species: the Janinians, the Beccians, and the Tamarians. War within their own race destroyed their homeworld, and incurable plagues destroyed their race—they are extinct.
Xizini: They were highly advanced in weapon, space travel, and genetic manipulation technology. They are semi-corporeal, and able to change their form to that most pleasing or most frightening to those who look upon them—thus they have been many things, from angels to demons, to fairies to little gray aliens. Their occupation of Earth and subsequent war with the galactic nations caused them to be exiled from the galaxy. Their homeworld and major colonies in the Magellan Clusters were destroyed by the Vvorrn, and they are believed to be drifting somewhere between this galaxy and the Andromeda Galaxy.
Sri Klaatu: Humanoid—they could pass themselves off as humans except for the slight glow in their eyes. The Sri Klaatu are observers, having life-spans reaching into the tens of thousands of years. They are also extremely rare and close-mouthed about their civilization.
T’yarians: Humanoid with scaled bodies, eight tentacles sprouting from back, and alien faces. Orginal inhabitants of the isolated Altena colony Taera, they were highly advanced in the biomechanical fields. They were wiped out by a genetic instability that is suspected to have been introduced by the Shizini.
Ka Vvorrn: Biomechanical, somewhat humanoid. The Vvorrn were more advanced than the Shizini but not as power-mad. They are the oldest race that remains in the galaxy, and they have little to no contact with the other races.
Z’hintu: No records exist of what the Z’hintu race was like. They spawned a sub-race, the Z’vitar, but it is unsure how much the two species were alike. They made great advances in space travel, and were called the Explorers by the other older races. Markers have been found on hundreds of worlds that were left behind by the Z’hintu.
Timeline of the Crow Universe
- 64.5 million years BCE - Rythul evolve on Earth
- c. 700,000 BCE - Sri civilization at its peak
- c. 9000-8000 BCE - the Rednig dramatically restructure their solar system over a period of a thousand years and create 3 new sentient species from base species on their home planet
- c. 5500 BCE - Earth solar system discovered and explored by the Khatronians - declared part of the Khatin Empire
- c. 5488 BCE - Edict of Natural Development - worlds with developing civilizations in the Khatin Empire are declared off-limits to non-native visitors
- c. 1500 BCE - Xizini experimental colony of humans invaded by the Ka Vvorrn
- c. 900 CE - Earth and surrounding systems dropped from the Khatin Empire due to controversy - Empire lines redrawn and systems designated as the Unorganized Territories, which are unclaimed by any galactic nations
- c. 1900+ - occasional extraterrestrial visit - Xizini visits common - sightings of Rythul
- 1980 - Alan Miller born
- 2010 - New Future Cryogenics launch massive cryogenic experiment involving hundreds of cryo-units deep within an underground bunker
- 2015 - Alan Miller placed in cryo-stasis due to aggressive cancer
- 2019 - First official contact with the Xizini
- 2021 - Attack on Earth by the Xizini - complete take over of the planet - Earth declared a Shizin outpost
- 2041 -
- Radio distress signal intercepted by a Khatin listening post
- Lone human travels in a Shizin ship to Khatin space
- Khatronians and galactic nations talk with the Xizini, who deny any wrongdoing
- Flyby of Earth reveals the illegal colony and military build-up
- 2042 -
- Convention of the galactic nations called to discuss the "Earth Issue"
- Rythul make contact with the Khatronians
- The Kha'meto (Emperess) makes contact with the Ka Vvorrn, who eventually agree to provide their assistance
- Other galactic races declare their allegiance to the Khatronians and war is declared
- 2043 -
- The Xizini homeworld, Xizin, and the bulk of its fleet and other outposts are destroyed by the Kyn Vvorrn
- The United Galactic Fleet formed and travels to Earth for the decisive battle
- The Rythul assist from behind enemy lines with the Terran Resistance
- Earth is freed and the Xizini are exiled from the galaxy
- 2044 -
- Earth begins recovery with assistance from the Ry'thul and other galactic races, primarily the Khatronians
- late in year, Earth declares No Contact, to be upheld by the Khatin Republic military until Earth can form its own interstellar military
- 2045+
- Terran scientists study technology left over from the Occupation
- Reverse engineer advanced space travel
- global government created
- 2050 - Trade set up with Khatronians for a limited amount of lodestone, a necessary component of anti-gravity and hyperspace travel (Earth has no large sources of lodestone in the Sol system)
- 2055 - Moon colony Luna 001 established
- 2067 - Mars colonoy Ares Alpha and Beta established (Alpha a temporary base that shut down late in year, then was reopened in 2070)
- 2068-98 - numerous outposts and stations started throughout the Sol system, as well as a ship-building boom
- 2100 - the Allied Terran Nation (ATN) makes contact with the Confederacy of Galactic Nations (Cogana)
- 2102 - the ATN accepted into the Confederacy as a developing nation
- 2115 - First colony established outside of Sol - Titian 1
- 2118 -
- Titian colonies(known as the Titian Archipelago) established as a commonwealth nation of ATN
- Titian 2 and 3 established
- 2120 -
- ATN renamed to Allied Terran Nations, or Altena
- navy named Altena Interstellar Navy (A.I.N., or more commonly, the I.N.)
- 2120-200 - colony boom
- Altena quickly finds its place in the Confederacy, setting up trade with the nearest galactic neighbors
- 2150 - Altena discovers the Ducottii and quickly learn they are the descendants of the humans liberated from the Xizini colony in 1500 BCE
- 2163 - War with the Ducottii breaks out
- 2165 - Captain Maria Naple, of the I.N. ship Lady Bastion, discovers she is a "sleeper" Ducotti and returns to her people to become the Ducon, and thus end the war
- 2166 - A truce is met and the Ducottii enter Altena as a commonwealth along with all their territories, doubling the size of Altena
- 2170 - the Gray Guard is established as the elite soldiers and peacekeepers of Altena
- 2204 - The Red Shroud Congregation (Reshco) terrorist group established as a response to Altena and the Gray Guard
- 2211 - splinter group of the Reshco form, calling themselves the Masadii and quickly gain notoriety as violent anarchists
- 2249 - intact cryogenic tubes discovered on Earth and half of their number mysteriously vanish
- 2261 - Titian 9/Agno attacked and destroyed by Masadii