Lore for any array of factions are contained within each member's stories and chronicles.
As for the Nomads there have been countless contributors over the years However i would like to get away from the past and focus upon what the nomads are.
The extended lore is a way to explain certain subjects in detail, episodically because... sometimes making sense of something takes time.
So in this case This is a to be populated list of stories and articles that will gradually fill a compendium of information..
The Dom'Kavash are a mysterious race existent around the post-Cretaceous period who were apparently responsible for the majority of the alien artifacts and for the existence of the Nomads in the Sirius sector (and, presumably in the other sections of their vast empire). Nothing is known about their physiology, and little more is known about their culture. They mysteriously disappeared millions of years before mankind evolved for unknown reasons, leaving behind only artifacts (sometimes marked with curious xenoglyphics), some ruins, and the Nomads to mark their passing.
As there are many more theories then facts about them what is known is from what they left behind.
The empire consisted of many way portals and gates that were constructed along side natural jump holes or over them to facilitate travel across the known galaxy. It is remembered by the Mind share that the ships and technology of the old ones were monolithic in shape and size and that even one so called "control ship" could exercise control over the travel networks and gates of an entire sector while itself being nearly impenetrable by stellar forces and attacks by lesser species. These monolithic ships were also able to alter and terraform entire star systems... Pulling planets, stars, and nebula through projected gates.
It was clear at some point that the center of the empire required Dyson spheres to coordinate their hyper-gate network, which facilitated possible trans-galactic travel over large spaces of the galaxy for vessels of staggering size and even stellar bodies such as entire planets and whatever needed to be transported from one edge of the empire to the next.
Their power was staggering as time and space were their playthings but their enduring creation... The Slomon Khara are their only living legacy.
Valhalla 1
A vault found in the first years After Settlement in Planet Manhattan whose secrecy is still very much maintained under Omega protocol. It is hinted that Valhalla 1 was a form of communication for the empire.
Artifacts
Found in different areas of Sirius but primarily exported into the black market via Crete and the corsair empire the areas of the Omicrons in which they inhabit seem to contain the largest concentration of ruins of the old empire.
Artifacts have a multitude of uses but are mostly inactive or broken. Few active artifacts have been vetted publicly outside of the Sprague artifact (A hyper gate initiator) that touched off the events of the Nomad War of 800 A.S.
Since then misc. accounts suggest the artifacts are telepathic in nature. They combine function and the encryption enough to affect commands to the empires technology.
The majority of such was left to the nomads to do with as they pleased when inherited.
Though as many of the ruins, hives, stations, sat for millions of years in disrepair the old ones seemed to have left their empire almost completely all at once.
Why has been speculated... but never truthfully known.
Old Song
The Dom'kvash used a musical component in their society. This is something that the K'hara know very well and everything of that age that still "sings" is referred to as "old song".
This could be hives, ruins, planets, even systems that Nomads avoid. The reason is that while highly unlikely to be unearthed by anyone the active forms of the technology of the precursors can seemingly disrupt certain root systems and even the minds and bodies of the nomads. Either shutting them down, turning them off form their mind share and even outright destroying their ability to connect telepathically with their source energy.
The Shrine
Though observed in the remote unknown sector of the galaxy, The Shrine is accessible through a derelict gate in the Kansas system and is supposedly one of many outposts. This indicates it as being one of the "old song" that is not adverse to the existing Slomon K'hara. The Shrine's function is to collect all emanations of energy and even mental thoughts and send them to the mind share. This hints that the nomads where possibly used as scouts and spies, aside from their ability to cloak and blend into the nebula and stellar phenomena of space. Its possible these outposts where near star systems that exhibited the promise of new life... And even observe any coming threats or species which were perhaps too warlike or in need of guidance by the elder species.
Though now inhabited by the Oracles and "seekers" the shrine calls to people in some instances, luring them there for a time. This hints that structures like the Shrine were open ports for sentient species with telepathic ability. Most lower lifeforms such as animals do not respond to the emanations of the Shrine.
Other possibilities albeit few of those who visit are not affected by visions of their past or disturbing revelations of their future... The Shrines seems to "play" with the memories of the inhabitants and sometimes while they are not even there as well.
Legacy
The infrastructure entrusted to the nomads in Sirius have been completely drained of power. Few of the old hives work beyond a basic power state and as the K'hara consolidated after the hyper gate power up, those left in power began research efforts within house space to continue to try and decode the ancient mysteries of the empire. Newcastle is one such system that has active research being done, even allied ships are unable to dock there. Other Houses should have similar sources of archaeological efforts underway but have been kept beyond the highest echelons of secrecy.
This does not discount the K'hara's efforts, a change of strategy to unearth what has been lost continues as the Mindshare has had to reformat how the casts are grown and operated have given the new incarnate K'hara the ability to explore, investigate, and even subvert human assets to ensure the dominance of the Light.
Three concepts are at the root of the telepathic network.
Conservation there is the control of assets of the hive. Ships, installations, resources. How many, how maintained, and how concentrated. The mega node who expresses the will of conservation is Ouroboros.
Power Is over the domains of territory, strategy, and tactics. The mega node who expresses the will of power is Anu.
Perception is the keeper of knowledge and has a clear perception of the sum total interactions of all of the nomad mind. This is expressed by the mega node Saturnia.
From these root applications the mind share operates on all levels.
There have been other archetypes in the past. Shortly after the revival from the fall of 800 A.S. Harbinger embodied Power, Lamashtu Embodied Conservation, and Aurora embodied Perception.
The will of a mega node is sufficient enough to administrate the Mindshare's root commands but it is not dominated by them. The Mindshare seemingly constructs new dynamics, minds, and infrastructure it requires in order to proceed with more efficient and powerful processes. As more levels of the mind share develop the intricacies of the entire nomad organism will change. This can result in expanded territory, new facilities to protect that territory, and even new ships/war forms.
And even new mega nodes.
Nodes
Root Node - is the largest form of node. These functions of the Mindshare are either multipurpose or specialized and serves as the architecture of the Mindshare. Dur-Shurrikun is a Root node, and thus is the backbone to the Mindshare's network. Other Root Nodes could be a specialized ship, or a terraformed system created to expand the Mind Share and regular. Root nodes are more or less confined to their utility.
Examples
-Isis
-Destinys Eye
-Dur-Shurrikin
Mega Node -The most common are Marduks but not all Marduks are mega nodes. Point of fact the capacity for a mega node to inhabit entire fleets is common, these are multi dimensional minds with a slight touch of individual ego. Their functions dictate their mentality and can be seen as the elders or culminations of all the information received by all its points of contact. (from small fighter forms to multiple and larger forms) These masterminds often dictate where K'hara act and appear.
Exsamples
-Anu
-Ouroboros
-Saturnia
-Inanna
Mind Node - A complete mind as in coalescence between the individuality and the Mindshare creating a node. They are fully awake.
Node structure begins where balance between the conscious impressions of the mind unify with the expansive hive mind of the share forms a sharing unit. This node is more a form of maturity than a remark of age or strength. A healthy nomad mind both shares and accumulates knowledge and experience equally. The more a node accumulates and shares the more dimensions its perceptions inhabit... every memory is a universe within itself and becomes more vivid as the Mindshare reflects these memories back to the individual. This richness of experience can attract micro-nodes or even other nodes into the collective to create a mega node.
Examples:
Advisor Cast
Wanderer Cast
Dreamer Cast
Micro-Node - The vast majority of mind power within the share is divergent meaning that it is unidirectional or chaotic. These mind forms are used to pilot or inhabit war forms for defense and picketing. These can be incubi, morphs, infected, or otherwise partially aware forms whom are controlled by the share. The only difference between micro node state and full node state is awareness of where the self ends and the share begins.
Now this doesn't mean micro-nodes do not have the capacity of a full mind or are developmentally retarded...
It's just their ability to share and utilize the share is unconscious and not fully under their control. The benefits of the Mindshare are inherent but control over their own being, what vessels and assets they have control of and the ability to store or recall shared memory is reduced or nonexistant.
This comprises a vast majority of the Mindshare because the architecture of the hive promotes this type of incoherent "mixing" of incoming thoughts and experiences so that the hive can benefit from the novelty and newness these feelings, experiences, and thoughts bring to the root command of perception, power, and conservation.
It is possible also that a micro-node can be programmed completely contrary to its purpose. As an asset of power to be a sleeper agent or curiosity in order to research the human animal.
Example(s):
Most Khara
Most Wilde
Three.Winds
Morph Nodes
Morphs are completely concealed and secure mental data conveyances. Morphs are designed to carry secure data from hive to hive without being able to be hacked into or telepathically read. This suggests that the Daam K'vosh had enemies that where strong in telepathy and that the security of the data within the morphs were important at some point in the empire's history. Still its existence seems to be of value to the share as morphs are regularly inducted within the K'hara and graduated into micro nodes as soon as they are capable.
Morphs have a tertiary connection to the telepathic network for two reasons.. The first is that the current network is secured by a new form of mind share, called the Mirrorshare.
This new compression of thoughts causes even the most rudimentary functions of the old network to be at least partially sentient of itself. Morphs are semi sentient but only engage in telepathic sharing in the company of Khara vessels or when docked within a Khara Root Node.
Exsample:
Morphs
The Anatomy of Light
The Mindshare is perceived by all who feel it as a fountain of light. it brings tranquility and peace to all that interface with it but this is merely the cohesion/indoctrination effect it uses to break down mental barriers and defenses.
This effect permeates all minds within it. Individuals, humans, animals, and living beings with some cognition are likely to react with unease to a fully shared mind sources from the share.
As the light must assimilate new information and perspectives it's hungry for humans especially for their raw emotional power. While attractive, only certain individuals attract K'Hara minds and coax their curiosity... if its a micro node the khara itself may not know the meaning of the attraction just that it must find out what makes this "dark mind" tick.. think operate.. what motivates it... makes it... persist.
The most important dynamic that may have a say in this process is acts of human compassion or empathy as the share is well-aware of humans self-destructive nature to be set aside in cases of a cumulative threat outside itself.
Which... while explainable is still perplexing.
On the other hand psychology's that seek to belong may discount the initial unease and accept indoctrination easier... such outcasts and misfits are typically targeted not by the K'hara itself but by their agents who weave mystery and mysticism. Wilde and infected will select individuals to grow within their own ranks for specific skills and resources. The Oracles will do so but only for the addicted.
Essentially being one of the share its hungers become your own.. and your needs become the needs of all... While a seemingly no negatives exchange... without a powerful and expanded mind the most one ever becomes is a micro node and thus pawns to intellects far older and alien and unsympathetic than they could have ever imagined. And perhaps in a few thousand years they can graduate themselves that is if they retain any of their old identity at all and dissolve into memory.
The Elder Castes
Code:
IMPORTANT RP NOTE
Collectivity vs. Individuality
In the concept of Nomads it is important to understand that they can exist not only as singular entities, but that there is a level of abstraction between psychic and physical forms. A single Nomad entity may have several physical manifestations at the same time, each can be controlled independently and simultaneously. The amount of these forms is based on the complexity of each and on the telepathic power a single entity holds. Normally they have two or three forms, though only one or two are being active at a given time. Advisors, however, being more advanced that the rest are capable of single handedly - or better said - of mind controlling large sized fleets.
As a Nomad body is being used, the Nomad's experiences and knowledge gained from the time in its physical form flows back simultaneously into the Mindshare. Any other Nomad is capable of "looking" through another Nomads' senses and will sometimes advise or gather information at the same time as the "host" Nomad. While it is common that Nomads observe and take in all pertinent information, sometimes being a data host can have the advantage of having more than one set of senses analyzing the surrounding environment, the host Nomad's body form, any possible threats and any other relevant information or data that is required at that time.
Because of all those factors it's difficult to understand where purely collective consciousness ends and where individuality starts and this is up to the individual roleplayer.
The Advisor
At the top of the eldest humanoid forms. These beings are the oldest nodes within the Mindshare and prefer their status within the hive as the seers. While clarasentience is not inherent in any other form the ability to see other timelines and possibilities are at the core of the Advisors abilities as their minds are the most multidimensional reaching. A non local yet local ability to shift through the dimensions, universes, and realities of information within the share is their priority. Their abilities are primarily in the receiving of information and bringing order out of the chaos of the hive.
While wearing the caste of adviser their true function is more akin to overseer. They are primarily responsible for the creation of the root directive of Conservation as an important foundation to the Mindshare.
Examples:
Advisor AO - Keeper of the future.
Advisor Awn - Keeper of the past.
Advisor Zuul - keeper of the now.
The Wanderers
The Wanderers were made to assist in the observation of things and are the most resilient of the casts. Able to shapeshift, become invisible, and even telekineticly phase through matter, the wanderers are the progenitors of the incubus and thus masters of the infected.
Their primary power lie within manipulation of mind and matter though they are not originators of anything but the incubus caste that by the wanderers will is tailored to targets in space and ideally the halls of power.
Also by their construction, wanderers are able to survive outside the telepathic network and can support several nodes if that is its only goal.
Examples:
Wanderer Illumina - Queen of Secrets.
Wanderer Nistae - Lord of Lies.
The Dreamers
The oldest caste is actually the principle to all of the construction and production of the Mindshare. The dreamers form shapes from the mind into reality. Via the power of advanced micro and macro telekinetics the dreamers can envision atomic structures and create them as well as entire fleets without a single molecule out of place.
While primarily the engineers of the root nodes and all of the infrastructures of the entire nomad organism dreamers have the most individual personalities of all the casts. Perhaps to facilitate the innovation needed when it comes to redesign the hives systems to be better stronger and more efficient.
Examples:
Dreamer Maya - The Orb
Dreamer Ohm - The Architect
Dreamer Azna - The Builder
The Neo Castes
Since humans have entered the realm of Sirius the incubus have become active within the purpose to subvert and control this new threat.
However other castes have evolved because of the new "energy" these humans have brought. A flawed carbon-based oxygen breathing organism to have such resilience and yet be so delicate of mind present emotions of novelty.
The Infiltrators
Infiltrators (aka "Incubi") are perhaps the most dangerous of all the Nomad castes, for it is they that infest and control humans. They are the puppeteers, and are directly responsible for Rheinland's invasion of Kusari in the Nomad War. They are the eyes and ears of the Nomads, and it is through them that the Nomads sow discord and self-destruction through humanity.
The original "Infiltrators" were not so much a special caste but rather a Nomad body flowing into that of a human. These were more akin to hybrids than anything else, and what they discovered paved the way for the more 'modern' variety of Infiltrators. These new "Incubi" are living weapons, biological machines built for the specific purpose of extending the will of the Nomads upon their human hosts. They have their own minds like any other Nomad, but their mental focus tends to be far narrower than that of members of the other castes, arguably because of their intimate connection to their human hosts.
Examples:
Hybrid Nysk - Originator of the Cult of Sirius
Hybrid Hrathain - The Assasin
Code:
Infestation
The sole purpose for the Incubi's existence is to infest and control humans, and as such their bodies are built to accommodate this. The bodies of Incubi are quite small and compact, and they lack the energy absorbing membranes that cover the other types of Nomads. This not only allows them to fit snugly inside a human, but is also the key to their most miraculous ability, telekinesis.
Humans are usually infested by one Incubus putting the 'seed' for another Incubus into the human, almost exclusively by mouth. This seed contains the biological instructions for creating another Incubus, along with enough of a body that it can use the host as an energy source to grow and maintain itself. The first thing the seed does once in the host is worm its way to the spine and establish a connection to both the nerves and the outside of the intestinal tract, which it uses to siphon energy and sustenance from the host. If possible, the Incubus that gave the seed will have the seed's host knocked unconscious to prevent unnecessary mental damage as the seed grows and extends all the way up along the spine into the brain. The young Incubus will replace part of the connection in the brain stem with the a piece of the growing Nomad, and it is through this that the Nomad is able to control the actions of the host. As the Incubus continues to grow, it will do the same with the connections between the brain and the senses, and finally establish connections throughout the brain to fully understand how the host operates. At this point, the Incubus will wake its body and after a little practicing, it will re-integrate with human society.
Telekinesis
Several Incubi (such as the one that infested Governor Tekagi) are able to manifest the ability to move matter without visibly touching it, an ability that has been dubbed 'telekinesis'. The Incubi, lacking the thick membranes of the other castes, can freely extend their bodies however they wish, provided they can maintain the energy. By extending incredibly small tentacles or arms through the skin of the host, they gain a presence outside its host that gives them an extended sense of touch, along with a way to absorb light and minimize the strain on the host's metabolism. A talented and practiced Incubus can then take these arms and push things with them. As the arms are exceedingly diminutive, this is no easy thing to learn, but it is possible for an Incubus to focus its substance and energy into the arms and make them strong enough to move matter. Without a host that is well fed or has a store of reserve energy (such as fat) it is almost impossible to muster enough energy to use this 'telekinesis'.
The Keepers / K'hara
Essentially the birth of the micro node. This "secret" was put in plain sight as the Keepers were able to make decisions and reason with great ability to react with individual knowledge and perspectives in a situation. Unlike the common defense swarm or fleet manipulated by nodes into action.
No this was the beginning of individually intelligent unit nodes that if successful would replace the armies of the elder nodes. increasing individual intelligence and capability in what is envisioned as the final solution... to the human problem.
They were for a time.
The only failing was that the micro-nodes were affected just as strongly by the failure of the telepathic network shortly after the invasion of Toledo.
K'Hara were the updated micro-node. When the Mind-share became "cured" through encrypting its emanations into the mirror-share after an active Daam K'vosh artifact was introduced into Dur-Shurrkun causing it to shut down the network into an endless restart cycle.
Many nodes were lost and the surviving Mega Nodes disoriented with one another for a time until the Mirrorshare permeated completely.
The Khara continued in their mission to be stronger and smarter.. assisting in new war-forms being designed as well as new strategies being used with the advent of new clocking ability. (something the veils did not permit)
The Hybrids
Hybridization and nomads are not unique, in fact many new forms of life are experimented on by hybridizing them into the silicon based structure of the nomad self image. While many are designed to merely be a template for study and specimens for keeping within the halls of light... Some graduate from being a mere specimen..
Humans entered the mix, and even though they provided an eclectic flavor and intensity that nomads were unfamiliar with... their little lives where easily smothered.. like colored drops in an ocean of clear water. For a time there was a color, a stain but with time all turns clear.
Hybrids often find themselves unable to cope with the vastness of the hive though... few have learned how to grow into a fully fledged node. Though this is only the case for humans who seek union with the light... Nomad-born hybrids tend to be merely micro nodes as with any other K'hara that can use nomad equipment and ships. It is the learning of the human perspective that escapes them.
The history of hybridization either not being strong enough to cope with the hive mind or just being in essence nomad clones inside humanoid bodies changed with the Seraphim.
Outcasts and the Spirits
Perhaps the most odd relation existing in Sirius is between Nomads and Outcasts. The two groups were exposed to the existence of each other for hundreds of years. Despite fears of the alien species, neither group has drawn open hostility to each other. In time Outcasts created complex myths of tales about their unusual neighbors, calling them the Great Spirits. Deep in Siniestre cloud a traveler could find ritual graveyard to fallen in battle Outcasts. In the middle is located a jumphole leading to majestic and unusual system somewhere far beyond that the Nomads are highly protective of. A theory exists that due to Outcasts using Cardamine they do not draw hostility from the aliens, which also use same substance in liquified and grass form.
After the events in 801 A.S. the Nomads weren't seen much in the area, and the Outcasts believed the Spirits had left them. Rumors began to spread. The most bold tried to solve the mystery and attempted to see what is hidden beyond the Nomad world, a system currently known as Omicron-90. However, these never returned, only fueling the rumors. In 804 A.S. the Nomads suddenly reappeared in the area. The Outcasts saw it as a mystical sign to act, increasing their activities and influence across the Sirius. At first the numbers were small but as time passed the Nomads have appeared there more often than ever before.
The first communication contact between the two species was made in 806 A.S. when Joze Constansa in search for the answers to the nature of the aliens has presented then a gift; an active artifact he found from into the wreckage of a Corsair vessel. Unbeknownst to him the artifact was telepathic amplifier, his thoughts became clearly "readable" by the Nomads who too were much after the artifact. Crude and rudimental, humans could not comprehend telepathy, only very partially, but even that was enough to establish the first non-hostile contact with the Slomon K'Hara. Since then others made several more attempts to research that phenomenon looking for similar artifacts that would enable them to communicate with the "Great Spirits". Although the Nomads themselves aren't much talkative they gave on occasion an advice or a foresight into the future. The Advisers caste found this relation to be interesting and worth putting effort into. However the Nomads are very cautious and would remain silent when questioned about their origin, goals and plans, rarely responding on them in very abstract and incomprehensible visions. Some suspect the Nomads to have hidden agenda, whilst others believe it is not their part to question the motives of the species they know very little about and even less understanding them.
The Cult of Sirius was a broad term for a hybrid secret cell operating within Malta. While Nysk never appeared before the Maltese the main reason for the cults existence was the wholesale export of cardamine into the nomad territories. This began early after Malta's settlement. Though it wasn't until 818 that the Cult revealed its existence they did not actively advertize their existences because religious or spiritual groups of any kind suffered greatly under the current dictatorship. Upon Nysk's passing during the Mirrorshare formation the direct control the cult suffered was loosed permitting the infected members to take control.
The Oracles of the Shrine were soon after incorporated into the group and together bearing their name the Oracles took over the research and development of cardamine on humans. This had several goals one of which was creating a servant race of humans... and they nearly succeeded if it weren't for Thomas and Satrina whom by help of the meganode Aurora took their mission into a new direction.
Cardamine
Cardamine is a grass grown specifically for the nomads by the Daam K'vosh. There are only two planets in all of Sirius that are successful in growing Cardamine, Planet Malta, and Planet Soledad. The blades of the grass are tall, thin, orange in color and are not edible to humans in its native form but are to nomads. Outcasts have spent years studying, researching and finally they came up with some processes that turn the inedible grass into an orange inhaleable gas or ingestible liquid. The effects of this processed Cardamine are increased lifespan, greater strength and additional mental and sensory enhancements than normal humans, at the cost of permanent DNA changes that result in lifelong addiction to cardamine and significantly reduced reproduction. It has been suggested that the Cardamine helps the nomads to sense the Outcasts as different to other humans. There seems to be a curiosity on the nomads part about these "human-like creatures" that 'smell' like the grass the nomads ingest.
The effects of Cardamine on Nomads are similar to Humans with one difference; Cardamine is not addictive and purely beneficial to nomads. It seems at some point the cardamine grasses were used as a accelerated tincture to the abilities of Dreamers to build structures and infrastructure and the export of such was critical to creating Dur-Shurrikun as many of the derelect powercells are able to be revitalized via cardamine.
It is difficult to imagine but at some point the nomads must have needed these grasses in order to grow and build structures through whatever mysterious abilities they receive their sustenance. The vault of Ishmael discovered by Oracles showed a historical record of Malta's "terraforming" hinting that cardamine was essential to creating the first bases and hives and with thier accumulators active could make Liquid Cardamine.
Liquid Cardamine
Liquid Cardamine or purple cardamine is a subsistence that nomad vessels bodies and some technologies produce as part of their ability to grow and repair.
Its apparent that it is a substrate where dreamers and automated process can repair and build vessels from morph forms to Marduks but seemingly active power-cells are filled with this liquid. It is unclear how the liquid and the technology interact to create power but it has been ruled out as not being a reactive source of power but rather.. something that permits the accumulation of void energy or zero point energy that fills the ships' crystalline systems with power.
Its effects on humans however is seemingly an extremely long, lasting and potent form of cardamine to the addicted. Though given to the non-addicted is horrifying, the subject often suffers terrible internal mutations that eventually lead to death. Survivors of this effect often do not live long despite being addicted or... mentally stable after the event.
It is also known that the oracles profess some ability in patterning and using the substance in creation of seraphim.
Seraphim
Cardamines effects on humans create a mutation of the human carbon life form. The nervous system and metabolism of the body is altered seemingly closer to a silicon life form (only bacteria and multi-cellular examples are known). The energy of silicon life have planet like energy production not just photosynthetic but does not need soil or water. In this case the human needs cardamine to metabolize food as it is ingested. Without it even food is rejected by a breakdown of the subject.
This can include a catastrophic breakdown of the cells.
Oracles using patterned liquid cardamine called Ambrosia administered within stasis chambers for nine days. What results is a complete mutation from partial cardamine addicted to a hybrid that is able to produce its own metabolism without cardamine.
Seraphim are telepathic with one another and tend to stay away from mundane humans. Hence why their existence within the halls of the temple of Malta is convenient. Though the transformation has other perks then telepathy. Their strength is greater, senses are more acute, and more importantly they can have offspring.
Second generation Seraphim mature twice as fast as they share memory of both parents however their sensitivity means they cannot leave the telepathic influence of other seraphim for long or their minds will not develop correctly.
Seraphim cannot eat normal food only food grown on Malta or cardamine soil. Though their food intake is extremely small they are fruititarian.
Primarily they receive sustenance by sun-gazing and certain forms of radiation super charge their abilities. Only alkaline water will hydrate them and oddly enough, the seas of Malta are alkaline.
Indeed for the perks and sustained reproduction the dependance on Malta is very high for Seraphim. It's up to the population whether or not they will choose to interbreed with this new species and only time will tell.
Seraphim also are able to operate hybrid and pure nomad technology.
The Dyson Sphere is quite obviously the largest piece of Nomad technology located in the Sirius system. The functionality of the device has changed quite a bit over the last few thousand years. Initially the Dyson Sphere was built to be part of the Hyper-gate network for inter-connectivity between the Nomad worlds. The device was powered on prematurely and drained of its energy stores, upsetting the internal balance of the sphere drastically; causing the massive jolt both disconnected the Nomads from the old Mindshare, as well as sending a large amount of the Nomad Forms far away from the Sirius Sector scattered throughout the hyper-gate network.
The nomads use of the sphere since retaking it after the battle of Toledo seems to have been shifted from a hypergate generator to a manufacturing center for something... Huge.
Nomad Bacteria
Much like other organic life form throughout the known universe, the Nomads too have micro flora organisms similar to bacteria. Perhaps the most interesting aspect of this "nomad bacteria" is them being a byproduct of Nomad travel form life cycle. These artificially engineered microorganisms are serving as protection of the organic shells within planetary environment. Exposure to these organisms is deadly for humans as they seem to be programmed to engage in a hostile overtake of other microorganisms within a certain range, and the human immune system cannot effectively protect against this attack. Infection would cause lethal effect to a human in less than twenty-four hours. Nomad bacteria can exist in open space and in stellar nebula as they seem to be silicon in nature.
There is no known immediate cure for infected humans, who usually have no chance of survival after prolonged exposure - however, the orange gases of the cardamine plant seem to pacify the bacteria's aggression, allowing the infected one to survive at the price of heavy cardamine reliance for the rest of their life. While normally never encountered in non-Nomad inhabited planetary environments there is an notable exception: a planet hidden deep in the Siniestre cloud. Some containment of orange gases allowed a minimal ecosystem to evolve despite the whole surface being covered with high amounts of nomad bacteria. When humans attempted to colonize the planet they encountered, the environment was deemed hostile to humans and reported as poisonous.
Nomad Ships
As a space-faring species the Nomads are capable of traversing long distances in open space and sustain harsh environments of the cosmos. For this purpose they have special shape forms they use travel with and inside of, simply known as Nomad ships.
Nomad vessels are crystalline entities. They do not grow from one shape to the other but rather are specialized constructions like human vessels. However each one utilities a powercell at its center that almost spends its essences in the formation of the ship before being able to produce its own via some form of osmosis.
Nomad Weapons
While assumed to be weapons only at first, the Nomad ships possess various assemblies which allow them to act as weapons. They are, however, but focusing mechanisms allowing the Nomad to concentrate a small part of its energy into a beam, which, upon hitting an object, acts like a small explosive charge, expanding in all directions from its beam-like state, having a devastating effect on everything around it. The strength of the beam depends on the quantity of the accumulated energy; thus, the more time it takes for the beam to be created, the more energy it will discharge upon hit.
The effect of nomad energy can be replicated with several meson accelerators but the true essence of these "cannons" have yet to be 100% duplicated.
Nomad Veils
The Nomads have adapted the concept of shield technology but in rather unique fashion; instead of energy screens that shield generators project, they create lattices of semi-sentient micro-organisms around their ships which take the energy impact on themselves, preventing the hull of the ship from being damaged. It is assumed that the same technology is used to repair vessels in space, somewhat reminiscent of nano-bots, but instead of micro-machines the Nomads have created artificial organic life-form for that purpose. Due to very little human use with solid projectile weapons, it is unknown what effect these weapons have on nomad veils. It is logical to assume the nomads have some sort of protection against projectiles since they travel through and operate in many asteroid fields.
No working sample of the Veil technology has been acquired and is likely not possible due to it being an internally delicate part of the ship and is protected by subroutines and 'suicide' commands. Once the ship is destroyed or the nomad's connection to the body form is lost, the nomad cells in charge of the veil, and some other functions, revert to a liquid or gaseous state and no longer function as seen in combat or in flight.
These seem to interfere with the nomads ability to cloak. until recently however the invention of the veil kept nomad ships from cloaking as they previously did.
Nomad Cloaks
The Nomads have always been able to render themselves near, if not completely invisible to the naked eye and sensors. For a time without this ability while nomads created or replicated their own shield technology. That adapted to human technology and tactics. Outside of the indomitable fortress shields of nomad cities, it is understood that Nomads can channel many different types of energy.
its now clear that along with the changing nature of nomad technology the ships crystal makeup changed to accommodate their ability to invert their shield veils to create a thin distortion matrix that makes the ship completely invisible.
Some cloaks like the Wanderers cloaking ability can change its atomic vibration enough to go through walls and forcefields. So far this ability has not been able to be given to micro-nodes or their vessels.
Hybrid Technology
Infected weapons were originally nomad bacteria infesting the components of human technology, this caused great amounts of degradation. Eventually retrofitting human technology with Nomad technology was easier in giving the infected direct control over hybrid modules.
Hybrid Weapons
The key difference between the two technologies is nomad technology is inherently part of their vessels. Nomad optimized hybrid technology was made for immediate mounting and use on infected ships and assets. They have the same destructive output and self destructive abilities when tampered with as nomad tech.
Hybrid Cloaks
Hybrid cloaks are not very different compared to the human version of cloaking devices. Their ability to invert shields into a stealth field is similar to nomad cloaks. Though if the ship has a veil generator installed on the ship it functions akin to a nomad cloak, but either way the generator requires a power-cell to function.
Frequently Asked Questions
What are the Keepers? Don’t we have the K’Hara currently?
Here is the low fat version:
Keepers got so bored they disbanded. So I spent a devil of a time convincing Yuri to let some of the newer guys to take things in a different direction. He left. Through an utter lack of imagination renamed the keepers K'Hara. Will we rename it to something awesomer?! Time will tell...
Did Nomads and Daam K'Vosh wage war against each other?
its a theory. in vanilla so its only a theory in disco.
What about Nomads from original introduction?
As hinted at, other groups of Nomads may have inhabited other regions of space, not just Sirius. Furthermore the storyboard drawings for original introduction shows a bipedal entity controlling the Nomad sun destroyer which bears close resemblance to original artwork for Nomads. While Sirius Nomads are called Slomon K'Hara, we do not know the real name for ones that have destroyed Sol, or if they exist anymore.
Aside that this intro is not considered canon.
Shouldn't the K’Hara be limited to the Omicrons and Alaska System only?
The Nomads were in the Sirius sector before Humans were. All of Sirius and more was left to the Nomads by the Daam K'Vosh; there is no logical nor roleplay reason to restrict the Slomon K’hara to the Omicron and Alaska systems only.
Do the Nomads get addicted to Cardamine?
Only if its pineapple.
What are the "remains" that drop from the Nomad ships, are those the Nomads?
Mostly stardust and the things dreams are made of... in sand form.
How do the Nomads get through Jump Gates? And especially the Alaska Jumpgate. Isn't that particular gate extremely high security? How can they get through like they do so often?
Jump gates and trade-lanes are technologies from Valhalla 1 a Daam K'vash vault and thus technology nomads are intimately familiar with.
I heard that nomads cannot speak to A.I. ships is this true?
Nomads themselves originate as a type of biological machine, while predominantly telepathic nomad ships receive an array of radiation and signals all the time. They would in a sense have more difficulty speaking to an a.i. ship at any sort of range since they are more attuned to a biological wavelength.
So in short as long as the nomad has line of sight communication can occur. But like many radio signals flowing in the void a voice might be lost in the background.
Can Nomads have independent clans?
In short: No.
Apparent divisions would be due to sickness from active artifacts, or a cataclysmic failure in the Share.. These have happened in the past and may happen again.
Also the Share is able to fake or literally lie to micro-nodes to create a Manchurian type agent... so even though its a nomad it maybe in a reality all its own.. for some nefarious purpose.