Biology:
Like the duckbilled platypus, the KessRith have been put forth as a proof that God has a sense of humour, Centauroid in configuration, they combine the body of a rhinoceros with a powerful tail and a torso that makes human gladiators look weak. Their heads rests on a strong bull neck and their gaping mouths is lined with teeth that look and functions much like that of a terrestrial shark. Their hands have four fingers and an opposable thumb, but their four feet have only two toes apiece.
Thick, fleshy plates cap their tail and protect their torso, arms, neck and skull. While KessRith appear to most non-KessRith as grey in colour, the KessRith claim they can detect racial differences among themselves. Their eyes are red and tend to take on a crimson glow in the backlight of a monitor or flashlight.
The KessRith are built for heavy combat. They are, without a doubt, the strongest of the sentient races known to the Federation and they value physical strength. In fact, struggle is so noble, for all but pregnant females, that few KessRith actually reach the 100 years of age their physiology would allow them. Most die 20 to 30 years prematurely, though no KessRith would use that term if an individual died in battle.
Pregnancies last for 23 standard months (Which is approximately one year on Sovi Kessroth, the KessRith homeworld) and calves are capable of locomotion within two hours of birth. While female KessRith have no breasts and do not lactate, they are regurgitate a thick, nourishing mucus with the colour and consistency of warm caramel to feed their young. The young reach maturity in 15 years, and the average female will bear children from that time to the age of 40.
More than one calf at a time is unusual, because KessRith females are able to control their rate of pregnancy.. From a single impregnation a female can retain enough genetic material to fertilise as many as a dozen eggs. This means a KessRith warrior can continue to provide genetic material for over a decade after his death.
Female KessRith can induce pregnancy if they have a store of sperm, provided the local conditions are appropriate for gestation. The females hormonal balance is dependent upon the availability of food and water. The male/female ratio of 1 to 5 is similar to that of migratory herd animals. The development of a partial upright posture has been seen as a survival trait for surveying the local area for predators. (The mind boggles at what could have eaten the KessRith, and the fossils in the KessRith Museum of Natural History make terrestrial dinosaurs look like salamanders.)
Culture
The KessRith are organised into extended polygamous family/clan units that generally include thousands of individuals. Each male has one to five wives-the number determined by the Dominator as a sign of the males rank within the family. The Dominator is the senior male of a family, and his tenure in that post is still often decided by combat, though political and occupational skill make it a good idea to leave a physically weak but otherwise powerful male in charge of the family.
The typical family unit consists of a Dominator, his wives, his sons, and their wives. Female KessRith leave their family and join that of their husband. Family units combine into herds based on related Dominators. The Patriarch is the strongest of the herds Dominators. Herds form clans, the largest social group.
A Dominator is subject only to his Patriarch. He allocates the number of wives any individual may have and can even order one male to surrender a wife to another. The Patriarch can do the same, even moving someone from one family to another. The Clan Patriarch has the same power on the clan level; no one questions unless he is prepared to battle for rank and domination on that level.
With sentience, the KessRith have realised that brute strength is not the way to decide Domination. A Domination battle takes place in three parts, a survival challenge (to pit the candidates against the world), a mental/verbal challenge (to test their reasoning ability against each other) and physical combat. Because of the importance of the first and the second tests in deciding dominance, a sharp but physically inferior KessRith may become a Dominator and will be accorded all due respect for that position.
This also allows the KessRith to recognise superior ability among other species of the quadrant. The KessRith often enjoy malavoqa -"sweatless combat" is a rough translation. This form of verbal sparring that involves intricate wordplay, and the human affinity for punning have made them favoured malavoqa contestants.
Because inheritance and decent are figured paternally, and because it is a polygamous system, it would appear that women are little valued and have no importance beyond raising children. This is not true. The KessRith are egalitarian about the position of women in society and they accept them in politics, but "puppet Dominators" are not unknown. More importantly, women keep track of bloodlines (since they know for certain who the father of their children is) and make sure that marriages do not combine poor genetics. As marriage partners generally come from herds within the same clan, genetic compatibility is constantly overseen.
Battles between clans are common, though civilisation has changed things from the days when two clans would array themselves on a dusty plain for a fight for the death. Now Banker Clans wage financial war with other Banker Clans, and so forth. One human observer characterised these battles as mixing the worst parts of corporate raiding with organised crime wars. Duelling is still legal, however, and rare is the KessRith who allows himself to get very far from his sword.
The KessRith respects no one who does not value combat above all, but despite this emphasis on conflict the KessRith are capable of artistic endeavours. Granted, they do tend to martial expression in their art: swordmaking, armoring and the like are highly valued skills and artforms. Fighting a duel with a treasured clan sword, then, becomes a performance and is likely to spawn yet one more tale to be passed from Dominator to child.
Government
KessRith governmental organisation isnt, and it is cited as the overwhelming reason the Ssora and KessRith do not get along the Ssora cannot abide disorganisation. (The KessRith maintain the Ssora hate their government because the little lizards dont know who to betray to whom.) Each clan is an entity unto itself, although most are related to a half-dozen other clans because of a blood link somewhere in the past. (These larger clan groupings are called meta-clans or Unities.) When a unity includes a financial clan, a manufacturing clan, a political clan and a military clan, why would it need any outside help?
Only if a clan has been defeated in combat with another clan does it defer to that other clan. The dominant clans on a world select two representatives to a loosely defined Diet within a Province where their world is located, and that Diet then sends representatives to the Council of Champions on Sovi KessRoth to select the Thirteen Clan Leaders who rule. The Thirteen choose one of their own as the Grand Dominator and since the time of Ztac, the Grand Dominator has always been from the Quoqa clan. The current Grand Dominator is Tvarqi Quoqa.
The first major difficulty with the whole system is that no terms of office are set for any of the governmental structures. Someone from within a clan group could challenge and battle his way up through the Diet and Council to become a Clan Leader. Ztac did exactly that. Granted, a radical turnover is rare, but what happened once could happen again.
The other problem with the system is that decisions are passed down from on high, but the law of perversity always comes into effect. This means that most clans respect the rights of Ssora to live in peace on worlds, but others occasionally go raiding against the Ssora on a whim. A clan battle and domination may result to keep such a rogue clan in its peace, but the phrase "house rules" takes on a new importance when among the KessRith.
Philosophy
The dominant philosophy among the KessRith can be summed up simply: a bull is defined by the challenges he has accepted and exalted in the struggles he has won. It is simple yet eloquent. KessRith do not bear grudges because they respect those who are able to defeat them. As with the initial battles between the KessRith and their enemies, a defeated KessRith will always strive to fight once more. This is seen as homage paid to the victor.
Without doubt, the KessRith see the Borg as their greatest challenge they have ever faced. They know that to lose the struggle against the Borg is to be exterminated as a Race. This they refuse to accept and fights on to prevent it. They recognise, value and respects the abilities of their allies in this struggle.
The KessRith have a very strict code of honour that binds them to family, homeworld and Dominant Clan. It governs everything from forms of address for all manner of family, herd and clan relations, to the proper way to kill oneself to expunge a spot on your honour (generally by doing whatever you can to take as many of the enemy with you). This code specifies 1296 different shades of dishonour and 432 different acts that will atone for those dishonours. Over 90 atonements involve dying.
Evaluation
Physically imposing,
the KessRith are superior combatants. They can be good and loyal
friends, but their ties to family, homeworld and clan can supersede
and destroy friendships if they receive a command to that effect
from their Dominator. Personal honour and respect of peers are
vitally important to the KessRith, but fawning over them angers
them.
MRRSHANS
Path'Kar-
Penumbrans
(KessRith Federation)
Most of the information on the Feline race of the Mrrshan is derived from KessRith sources. Some originates from the illfated first contact between the Federation and the race hence called the Penumbrans. A small amount of the data comes from the intelligence gathered by the USS Wraith en route to the Summit and peace conference on the planet Peth Kar.
History:
The conflict had started 21 years ago when unprovoked attacks on distant Kess'Rith colonies in the Ir'Gan and Yew'Kad systems made war inevitable. Up to that point the Kess'Rith clans had expanded into space as they wished, brushing aside those minor space faring races they had met with ease. Their warships (and they had little else) were relatively slow and heavily armed. If possible they would duel with an enemy ship one-to-one, but if a fleet battle occurred they would simply fly directly towards the enemy and start firing once in weapons range. They had no other tactics and until they met the Penumbrans had never needed them.
After the Ir'Gan and Yew'Kad colonies were destroyed the fleet was sent into unknown space to avenge them. Nothing was seen of the Penumbrans until a small force attacked the fleet. They broke off the attack and ran, the Kess'Rith fleet chasing the agile ships into a planetary system. As they closed in they were overwhelmed by a surprise attack from the rest of the Penumbran fleet.
With most of the battle fleet destroyed, the Kess'Rith forces spent the rest of the war on the defensive, losing one world after another to the Penumbran ground forces. Finally, after seventeen worlds had been taken, a truce was agreed. Penumbran "ambassadors" were allowed onto all Kess'Rith worlds to "monitor" the truce and in return the attacks on the Kess'Rith ceased.
The Federation first encountered the race when the USS Agamemnon surveyed the area beyond the newly discovered wormhole off New Terra. The attack on the Agamemnon was unprovoked, and without warning, crippling the Agamemnon in the system named Penumbra. The ship made it back to New Terra where it was scrapped, and the system was declared Space Hazard by the Commendant of the Federation Delta Expedition. Since then, no contact has been succesful, and no attempt have been made from the Penumbrans to establish communications with the Federation at New Terra.
Racial description:
The Penumbrans, or Mrrshan as they call themselves, are a feline, bipedal race. The females are dominant, and it is believed that most higher offices are held by females. The Mrrshan are a fierce warrior race, derived from predators. They use cunning and strength in combat, but seems to dislike communication with other races, which leads us to believe that they are xenophobic. About the same height as Klingons, and heavily muscled, they are probably very strong. Their throats can articulate pretty well, but the use of translators are needed as their larynxes produce sound beyond human capacity to register. Despite being furry, they use clothes, and adornments, but no shoes or boots. They appear to have fire arms as well as swordlike weapons.
Additional information:
Firstly it was clear that the Penumbrans had allowed several colonies in what they had regarded as their space and that it was only when the Ir'Gan colony was founded that they first attacked. Why? What was significant about that system?
Secondly, they had broken the Kess'Rith fleet at the start of the war and then kept the Kess'Rith forces off-balance throughout the conflict. They had captured many colony worlds, but they had never attacked the main, heavily populated Kess'Rith worlds. And the colonies they had taken were not in a logical pattern. They had leapt ahead and leapfrogged systems which were even now in Kess'Rith control.
And thirdly they had never allowed a single body of a fallen Penumbran to be captured. What were they hiding?
After looking at the locations of the colonies taken by the Penumbrans and those that they had avoided, and then cross-referencing with the ship's database we started looking for common factors.
They had taken 17 worlds and avoided another 11. All 28 had at least one class M world. There was no discernible pattern to the other worlds in those systems. No significant traces of previous cultures. No hostile or beneficial lifeforms common to more than any two of them. The worlds had the usual mixture of common and trace minerals. No obvious pattern there either.
Now we found something interesting. In 14 of the systems they had taken there were large asteroid belts. Only one of those that they avoided had. What possible difference could that make? We ran further comparisons. Kess'Rith surveys had noted significant deposits of Inxiam TriTiRite in all of those asteroid belts - except in the Reg'Kit system, which the Penumbrans had not bothered to capture.
Very interesting, but Kess'Rith science had never found a use for Inxiam TriTiRite. Why would the Penumbrans fight a war for a mineral with no use, stop the war when they were on the verge of total victory and go to huge lengths to recover their dead?
The Federation
has never encountered the mineral in their surveys, and therefore
has little to add to the KessRith investigation. Whatever the
mineral means to the Penumbrans, it is important enough to go
to war over. We must look into that factor at earliest possible
moment.
FALCARIANS
The Falcarian Allegiance is an interstellar power in the Delta Quadrant. 52 star systems under it's domination from colonies to subjugated worlds. Their fascist style government had been in power for more than 40 years when the monarchy (Falcarian Stellar Kingdom) was ousted in a bloody coup after a localized Borg excursion removed many of the high ranking government officials and King Davyd himself.
The Government is controlled by the political organization , Goras, which through an iron grip, remained in power ever since. The secret police, HKL, act as the government's instruments to ensure loyalty among the citizens and deal with matters of state security.
Between 2330 -2336, the last Alberag War was fought when the enemy invaded but a counter attack proved effective enough to keep the Alberag on their side of the border but battles such as the Alberag attack of colony of Daria which introduced the Jaharabese as an weapon began to change the tide toward the Alberag. The Borg would assimilate the Alberag but for reasons unknown did not venture into Falcarian space except the only instance of Falca. Without their long time enemy, the Allegiance's sphere of influence grew.
Engaged the Federation in the 2377-80 Falcarian War under despot Custle of Romulus. By 2417, Falcaria was conquered by the Klingons and renamed V'Kar.
THE PEOPLE
The Falcarian
race average in height from 6' to 6' 7", have black antennae
above the eyes, where eyebrows would be. Their psi rating is high
making them telepathic but on a world with such gifts they learned
to master it, some don't even use it anymore. Their strength can
rival that of a Vulcan. They have life span similar the Vulcans.
They are very militarilistic, loyalty to the State is instilled
in them as children and very few stray from the official path.
They can be very effieient soldiers but often come off as cold
and and unsympathetic. Arrogance is also common trait among them,
especially with no rival power to challenge their authority since
the Alberag 40 years ago.
SSORAN, KESSRITH AND MRRSHAN SPECIES CONCEPTUAL PROPERTY OF ANDERS LUNDGREN