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What you need to know in order to join. (Includes new speech tutorial) - Printable Version

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What you need to know in order to join. (Includes new speech tutorial) - Slomon K'Hara - 12-18-2015

Recruitment


To be considered for recruitment into the K'hara faction, our members first need to get a good feel for your abilities. This does not mean we only go for veterans or good English speakers. We will work with anyone who's willing and get you into shape.


The first few things to consider before doing all the work and learning to be an alien weirdo.

1. K'hara is an Terrorist ID and being one of the very few in the community that has a unique and important function. While many factions have RP restrictions, zones of influence and territory we are the premier force of terror... On the server on top of being considered inhuman it means that much MORE that we invoke our own roleplay to be iconic and representative of that inhumanity.

So we take the RP, how you speak, and how you relate to the humans allied or not extremely seriously.

2. Aside the Lingo a healthy disassociation with death is encouraged. Nomads do not die or perceive death as a permanence it is simply a loss of a body. Something that must be cultivated and refitted to the individual K'hara. This is terrorizing to humans who risk a little more inRP... getting hurt or put out of action for awhile and even permanent death. But it does not mean stupid.. does not mean being reckless. Cunning, Stealth, and outwitting the darklings however can invoke using luring tactics and even traps.

3. Finally surpassing yourself and your training is expected. Once your in the faction is only the halfway mark since you will be receiving missions and objective for the entire time you're in K'Hara.


Beginning Lore
What you as a beginner need to know.


THE MORPH - Light Fighter

The proto form or Morph is actually a DomKavosh design. It sets the core or seed growth of many other forms that begin. While bacteria and other vectors rely on more organic methods the Morph is the smallest crystalline form that can withstand all the various environs of space.


THE SHRINE

Created by the Daam K'vosh these outposts lure in minds into it influence and take the emanations collected and compress them into a secured messenger. Since the Shrine itself seems to be a lone survivor or so remote from any hives it sends morphs that are independent to seek a nomad hive or intellect. Since the travel from the Shrine to Sirius is disorienting, it seems the morph is set to react, learn, and evolve until it finds a hive that will integrate with it.

This is where the K'hara come in. Since the Nomad War all of the old systems of identifying and integrating the ancient systems were destroyed. The telepathic grid has been encrypted and hidden to keep the human threat from tracking and exploiting it as well as any other unseen threats that may be telepathic in nature.

K'hara evaluate the forming consciousness within the morph attempting to not unduly influence the newness or novelty of the little minds perspectives and behavior as new nomad thought patterns and perspectives are highly valuable to the hivemind.

Once strong enough for integration the morph identity joins the K'Hara.


The Mindshare

Originally the Daam K'vosh created the nomads as a security and helper force, though in time it was apparent the masters recognised something within their creations. The ability to be aware and evolve and thus in their sudden departure after hundreds of thousands to possibly millions of years in a galaxy spanning empire, they simply vanished.

In order to permit enough separation and time to develop on their own the entire species within the realm of Sirius were put in a developmental hibernation. Though unknown what exactly disturbed this process it is generally considered as true that mysterious elements of the nomads who watched over the developing hivemind encountered evidence of a hostile expansionist species within range of the Dyson's Sphere.

Mankind had barely settled before the dreamers and watchers of the Mindshare enacted accelerated plans to bring the Mindshare network online and to full capacity but because of how Daam K'vosh technology and Nomad technology works it requires a certain telepathic "mass" to work and before the grids had Daam K'vosh overseers that oversaw the systems. Without these overseers the hive would have to evolve enough to bring the entire network alive and for nearly a millennia all they could do is sleep and conserve power.

Infiltration of the humans was the only way to save the hive. Oddly the incubi and nomads that took over the humans were experiencing growth unprecedented in centuries of hibernation. The feelings and emotions being so raw and unbiased were extremely alluring to the hive if only for the fact it was bringing more and more of the systems up.

The war ended tragically.

As the hypergate opened entire fleets of vessels were sucked into the void space between gates never to be seen. The energy drain from the activation of the gate shut down the entire telepathic network. it would become unsalvageable. Those incubi not strong enough to survive on their own perished releasing their hosts, yet many changed by their experience congregated and sought their former masters.

In time the same overseer cast that had looked over the grids and hives for centuries learned enough from the war and the turbulent nature of humans to create Dur Shurrikun a smarter and stealthier central nexus for the Nomad mindshare. Those still loyal were re-joined into the share and these were the forerunners of the Wilde and other so called "infected" groups.

Advised to stay low for a time and slowly return to Sirius. The plan is to reclaim what was lost and uncode the puzzles and messages left for them in the artifacts, technology, and clues of the Daam K'vosh.

Now is the advent of the 6th wave that the mindshare has awakened as K'Hara.


Human Allies

There are many of the K'hara whom have fostered growth and deep relationships with humans, while different human individuals can be motivated by pure or "light" principals. These lightwalkers can be recognized by the hive as friends or at the vary least worthwhile insights into a culture that must be defeated or at least put under control.

One such race of man are the Outcasts, colonists who had settled on the garden world of orange grasses that once sustained the overseers and dreamers who would extract the cardamine strains as nectar for their development. These corporeal nomads no longer need to "feed" on these grasses to grow or develop since the Mindshare was recreated but the effects seem to have changed the Humans into something more akin to nomad forms. Changing parts of the carbon based structure to existing silicon or crystalline life.

Thought even amongst outcasts there is what you'd call scions who do not value nomad contact the culture has overall seen the crystalline bodies of the nomads to be a spiritual boon.

Out of the Outcasts the Oracles were created, the first vergence of humans coming into nomad territories to supply hives and nodes with cardamine grasses (though many nomad vessels merely arrived to harvest it themselves). The Cult was adept at farming the grass in higher yields than naturally possible and thus became an advantage to the overseers and dreamers who watched over the sleeping hivemind. Needing the nectar for their own sustainment and cloning and development of technologies and lifeforms.

It was by the overseers that a hybrid dreamer nysk were sent to guide and watch over these beings. Nysk would watch over the importation of cardamine to the spirits for centuries. (may explain why some nomads force fighters/freighters to carry cardamine they seem to find floating in the void)


Contact and Speech

Nomads don't have languages. All they can do is project what their feeling. They don't care to listen to human speech, babblings or even their feelings. It's like.. trying to take a Shark to tea time. It would be a mess before you even started the water to boil.

So essentially context and syntax is how you wish your target to feel and what you want them to know.

Are you curious? Did something they do attract you? Think about how a highly intelligent animal would do it and take away all subtext.

Finally. You can't Lie. A fib as white or as deep and dark as fat free cookies does not exist in the hivemind so it does not exist in you. If you want aliens that can lie Go find the wilde.

Examples:

*it is threatened, is feeling anger, May strike out at you.*

*is curious about what you're doing...... sliding into disinterest... wants to move on.*

*Is covered in anger intends to attack you and those near you.*

*Is amused... it wants to kill you.*

*Is not amused... really wants to kill you*

As examples with enough diversity this contract isnt really a constraint at all but the root factor to our roleplay as nomads. An animal doesn't lie.. and a confident cunning predator wouldn't lie to you either if it was... inhuman.

Mimicry

Nomads are able to regurgitate words as they are meant if they were immediately spoken.

Example: "I'm detecting an unknown entity, be prepared to engage."

* It playfully mimics the phrase * "I'm prepared." *in the original owners voice you feel danger it intends to kill you *

Mimicry is more often used to trick or lure in prey.

Visions

Visions are descriptive text that illustrate visual signs and symbols.

Example:

:::You see a an old farmhouse with an old woman rocking in a chair on the porch. She looks up to you as you approach her... "Hello dear." :::

In this case it seems to be the most efficient form of telepathy but this is limited to the concentration of host and receiver of the message and details that are important could be lost on the receiver or not even perceived...

it is also considered the most intimate form of communication and is ... rarely done.

When and Where

The hivemind has a hierarchy and as a group of nomad ships come together they can elect a leading ship for their fleet. However because of the size of the minds at call, typically the largest nomad speaks for the whole.

The smaller the more personable the K'hara can be. They are able to speak like humans but not without sharing their emotional energy in the exchange.

This makes it almost impossible for K'Hara to lie.


Abilities within Roleplay

The RP abilities of K'Hara are neat tricks of the trade that can assist you or others and as since the RP on the server being a purely mutual agreement between you and the target. Be prepared to only use a few tricks since the majority will have no idea what you are doing, or simply refuse in favor of shooting your face.

1.) Telekinetics: The crystalline bodies of the nomad ships help resonate telekinetic power and is likely the source of the nomads ability to channel zero point energy. When destroyed, all remains lose this ability.

2.) Telepathic manipulation: Hallucinations and dissociation and sometimes complete takeover of a mind within a hallucination giving the nomad the ability to puppet the pilot or crew of a vessel.

3.) Infection / Indoctrination: Infection uses nomad bacteria that is invasive to the target to biologically identify the human to the nomad as a "ward". Indoctrination is a mental conditioning that naturally happens between human and nomad when feelings of cooperation and friendship emerge. Its kind of like how the K'hara assimilate morphs into the share but this can happen to willing humans as well. In cases of death the humans "mind" becomes a revenant or an aware consciousness within the share.


It should be noted that incubi and infection are the territory of the Wilde factions and merging and incubi with a human host can occur any matter of ways either invasively or offensively as part of a nomad/wilde campaign. Typically the "embraced" find the cream of the crop of humans in positions of power or humans with great potential to recruit into their ranks.



RE: What you need to know in order to join. (Includes new speech tutorial) - lasherluke - 12-26-2021

hey i would like to join.