Difference between revisions of "World of Cyantian Chronicles"

From ShivaeWiki
Jump to: navigation, search
(The Elite)
Line 73: Line 73:
 
**[[:Category:Keterlin|Keterlin]]
 
**[[:Category:Keterlin|Keterlin]]
 
**[[:Category:Roisok|Roisok]]
 
**[[:Category:Roisok|Roisok]]
 +
**[[:Category:Schaesa|Schaesa]]
 
**[[:Category:Scythetail|Scythetail]]
 
**[[:Category:Scythetail|Scythetail]]
 
**[[:Category:Shivae|Shivae]]
 
**[[:Category:Shivae|Shivae]]

Revision as of 20:46, 10 August 2005

Environments

Most of the main characters of Cyantian Chronicles come from the planet Cyantzium, more commonly refered to as Cyantia, it's moon Avistary or Earth.

Cyantzium

Info, Map

Avistary

Info, Map

Mars

Info, Map

Mars Academy

Info, Map

Earth

Info and stuff

Cyantian Species

Note: Might refactor this as a page in its own and rearrange the links as to categories.

Natives

Immigrants

Exotica Genoworks

Wildlife

NonCyantian

Technology

General

Lifts

Terraforming

Transportation

Weapons

Miscellaneous

The Elite

Elites are not a separate species as such. They were created from the various races of the Immigrant Cyantians by a race of aliens. Not much is known about this race, except that the Cyantians refer to them as "the squid." Many Elite characteristics seem to be passed on to their children, but some do not. Elite wolves typically live from 800 to 1200 years during which time aging slows to a virtual halt. They age normally up to puberty, but puberty itself may last up to 100 years. The Elites were originally created to be pit fighters and many of their abilities reflect that.

All Elites possess superior Characteristics, and a regenerative ability that functions only as long as they keep moving As long as they are in movement, they will heal because this translates to being in battle and the more they heal, the longer they can fight. It stops the instant they stop moving as it's no longer necessary to drain their energy. this translates into an extremely high metabolism and need for high caloric intake as well as problems with dehydration if kept up for too long.

The Omega Elite Wolves refers not to status - it's simply a fact that they are always the LAST out of any situation. They're the last ones who still fight, the last ones who survive. They have been looked upon as pillars and normally un-named pillars except for the leaders in the group, the Akaelaes.

Elite foxes have exceptional agility and endurance. Among the Fox, any White, Black or Silver Fox are Elite with a few yellow furred ones falling in that category, while golds carry a recessive form of it. Most elite foxes tend to live only to 120 years of age (Cyantian average), but remain young and healthy most of that time. However, once old age hits, they deteriorate fast and die within a few months. Black Fox have the ability to form energy out of the air around them and change it at their whim. The simplest and most common use is that of energy blasts, which vary in power. (All black fox can do this, but only a quarter can go beyond it.) The number who can manipulate energy into solid, stable forms gets smaller as the complexity goes up, but it is possible for them to make simple devices, very much the same way that technomages work, only without the need of a familiar. With a familiar... black fox are an awesome figure to behold.

Mounties age slower, because they have a advanced healing factor. If there are any Elite still living among the Mounties, they're well hidden. They were kinda ... shunned for the ability and went to live up north.

The Koyoti strain is still present in one family line. Koyoti can essentially teleport anywhere they want to within a certain distance, at least,.. those with the gene. A coy-Fox by the name of Risk is the only Elite Koyoti and he's a halfbreed through engineering.

The Jackal are extinct, except for one, who is a descendant. She's capable of enhanced speed, healing and long life.

The only ram left is still alive out there, somewhere. He's the most powerful physically and while he's old, is actually aging slower than the wolves. He just wants to be left alone to see over his people.

There were originally six rabbits. Nobody really knows how many descendants they have had, or just what their abilities are.

Elite (soldiers)

The Cyantia Elite also refers to those who fight alongside or serve with The Elite. They are trained by them and anyone who goes to the Academy wants to become one of The Elite. It's also a way to keep the 'pure' Elite from looking as though they are taking advantage of their physical and mental capabilities. They try not to seem as more than they are or better than those who are not as well endowed. Being RAISED by an Elite member automatically makes one and Elite because they are taught everything they need to know from them. Chatin and Cilke are both Elite because they were brought up that way. Others become Elite through training and the Academy. I suppose you could think of them in the same way you think of the Marines and Seals. They're the best at what they do, although also taught not to abuse it. *Of course, not all listen to that. Everyone's different.* Another reason is to take away the stigma attached to the 'pure' Elite.

The Rumuah

When the Rumuah came to Cyantia to settle there, they found a planet teaming with life, both in the oceans and on land, both sentient and non sentient. They never made contact with this life however, remaining to themselves, and designing their own servants out of genetic stock brought with them from Terra. As a result, no one knows what happened to the Rumuah, they simply disappeared. They left behind them their genetically engineered servants, who spread across the land, making it their own.

Moulin Phedra

The Moulin Phedra, better known as the "Squid," came to Cyantia under the pretense of assisting the people get into space. Instead they occupied the planet and kidnapped locals for use in genetic experiments to create better "pit fighters" in a profitering scheme. After several years of resistance, the Cyantians finally drove them off. To this day "Squid" remains a common explitive among Cyantians. Supposedly, the occupation had such an impact on them, the Cyantians made no major effort to venture beyond their planet for centuries.

North America Project

Project America was supposed to create super heroes. They were established and funded by upper levels of the US government and military, and kept a secret even from the Men in Black (the facilities that created Sean and co while under governmental control and influence were not releasing information to anyone but military personel up to the President). The AMIB, while knowing the majority of what's going on, were not privy to this information until Desert Storm, when a team of the USA Projects finest were sent to take out Saddam Hussein. They failed miserably and the AMIB became aware of the potential threat they posed as the nature of their powers came to light. The project was officially disbanded and the AMIB was given permission to 'dispose' of them as they saw fit while the US government kept them detained until it could be done.

The projects were created using unauthorized alien technology obtained from a crash site at Roswell. There were two ships - one was Greys (Cil), the other non-Greys were something else and silicon based. The silicon chips they removed from the brains of the non-Greys during dissection were revealed to be able to integrate with any living tissue and change it. The first experiments were disasters, but they discovered the chips responded better depending on placement, and that fetuses responded best. They implanted the chips in fetuses under the guise of free medical care for those wanting children.

The known winged humans: Stephan (although his fell off at birth so he was returned to his parents instead of kept in the project, they have recently grown back), Sean, Amaris, Lucas, Raenei, Solo, and Millie (although her current whereabouts were unknown after she exploded a lab to drive off molesters)

Before the explosion, there were many of them taught in schools. After the explosion, they were kept chained for a year in the dark, before being moved to new facilities to learn the law, living from sundown to sunup. They came to be supervised by Trent.

Many of the children have escaped; some have been rescued by Cyantians.

Earth

The Earth in the Cyantian universe is much like our own, but different in places. There is no United Nations (not yet mentioned in the comic, but brought up several times by the writer), though it hasn't been mentioned if it never came to be or simply fell apart some years ago. Instead, several global organizations help keep the nations getting along.

Humanity as a whole is unaware of life outside their planet, but there are some who are. Major governments know of evidence of aliens, but have not released the information to the public. Secret organizations such as the AMIB also cover up any evidence of aliens they come across and keep eyewitness silent one way or another. Astronomers in major observatories have noticed something is going on with Mars, but are keeping quiet due to pressure from their governments.

Some scientists have come across alien tech, most notably an experiment to manipulate human DNA using alien artifacts from the Roswell UFO crash.

AMIB

Technomages

Technomages are Cyantians who take on the role of enhanced warriors, technicians, workers and various other duties to the point of physical alteration and life devotion. The deciding factors are mental stability, intelligence, technical aptitude, interest and age. *The latest a Cyantian can undergo the surgery required is 25 as a standard. In the past, most underwent it in vitro without a choice. Now, the standard age is 13 to 20 with the youngest being 12, depending on what is being studied, with average being 16-17. Some allowances are made for those who score particularly high on the Technomage ranking tests, but they must be capable of maintaining their familiers physically.

Their schooling system is VERY different. They have a starting/regular school, but the Academies are higher education past what is needed to get by, so they don't need to study basics other than appreciation classes, which they get to choose. They have a technomagery program instead. For them, there isn't a set 'ranking' like you'd have in a normal college - how long you're there won't affect how good you are in any program, and they won't pass you until you've mastered ALL the elements of each class.

Technomages can do a LOT of things. Some are specialized for illusion, escapism, mind tricks, etc, but in general almost anything a magician/fantasy magic user can do, they can do via technology. Levitation, Teleportation, creation of force fields, control of inanimate objects, and even the applications of curses to people and items are possible.

A chip implanted in their brain binds with them and their technofamiliar, and acts as an interface between the two. They can talk back and forth via it and the Technomage can see anything the Familiar can if he/she wants to. Most technomages use vocalization to focus and prepare an attack or spell, so it is not uncommon to here a technomage say "Fireball" or "Teleport" just prior to utilizing the spell. Longer, more complex spells may require up to several lines of vocalization to fix them in the mages mind.

Some are better at it than others, some are worse. Their ability and power limit what they can do, for example, they can only teleport as far as their power allows them to go, maybe up to half a mile but no further for a powerful and experienced technomage with a balanced familiar. No Technomage can physically change their bodies. They don't have the tech to do that, yet. About the best a technomage can do is create a hologram of himself with a different appearance The power comes from their familiars, they just direct it and decide what it can do. All have to be trained so while there may only be a dozen of them in existence, the youngest are in training in the Academy... under Zimae who's one of two teachers. The other instructor is Tira Wrashoen. A technomage with enough experience and knowledge could actually build an entire working space ship from raw energy, created by his/her familiar. Of course, the drawback is that to do something like that it'd take forever unless you have a really big familiar. It's cheaper and more advantageous to build it from already made parts, but if worse comes to worse, given enough time a technomage can do almost anything.

The mages themselves DO have limited powers to do some things, but it's not safe for them to use a lot of power, they draw it directly from the matter around them. Some of them are better processors of it than others; some can't do much more than throw small fireballs, light or something to that effect of energy. However if you wind up ticking off a mage even when their familiar isn't around, they can still do some vicious things without even touching you. The drawback is that it's limited and won't last very long. The energy runs out quickly, which having a familiar makes up for. But it does mean that technomage students, once they receive the implants necessary for it, can do simple tricks to hone their skills.

Your basic beginner technomage can make a club and smack someone upside the head, but not be able to create something interlocking or with moving parts, such as one who's been studying for years longer.

If a familiar is destroyed, the technomage can still do some tricks using this "ambient energy," and he can get an inferior stand in. i.e.: Remember the ball that Cere had in Sink or Swim. That is a stand in for a familiar. She's never had one so is using it. Sometimes, they're used as practice objects as well in the interim of getting a familiar.

Typically a young prodigy of 12 or 13 will start with a 5 to 7 year familiar, while in the past older technomages just had to wait. More recently though, they've aquired shortspanned creatures from the fox with a life span of 2 to 5 years which they give to older students (it doesn't affect the bonding, but they don't get to enjoy them alive as long).

There are zero wolf/koyoti/mounty technomages at this time, only a handful of Fox, a couple Rabbit and several Mice. The latter seems to take to the process much easier, although those who had it done were created by the Fox. There are also a small number of humans, raised on Cyanthia who have had the process performed on them, and one Scythetail. However, since nobody was sure how it'd work, the human technomages were held back. Thus, despite having been in the program for a long time, there aren't any full human technomages with a real familiar yet.

  • Dallas' and friends whips are all wild ones that can't be used as familiars... none of them have familiars yet.

There are no aquatic technomages yet, but once they get their hands on a technomage chip they'll probably be able to reverse engineer it and there will be.

Technofamiliar

Technofamiliars are like little robot power plants. Syke hasn't fully decided on what kind of power they use, but they are self-recharging and do have limits on their power to do things and need to rest if overused. Techno familiars provide their power to the techno-mages. Technofamiliars are created by gradually cyber augmenting a mage's companion creature, until it is essentially all robot - when the familiar dies it is by an as yet undisclosed means transfered to the robotic frames like those seen in Campus Safari. This process transfers the basic personality of the companion, but tends to do irreparable harm to truly sentient personalities. (They can become hostile, unstable, and violent). Familiars have a fail safe protecting the powerful energy core, such that it can shift a damaged or unstable core into pocket space, to prevent danger to it's master.

The best familiars are the limited class, the small ones, preferably with wings for easy transportation and so they can get from place to place on their own easily. They're also easier to hide. Any kind of bird, miniature gryphon variation *and there are a lot of them* and generic whips. The most common is the whip, which is the smallest. These are easier to control and most technomages will have a small familiar. The extreme class contains things like Shivae, horses, larger gryphons and animals that have undergone the familiar process. They can contain larger power sources and are therefore MUCH more powerful, but they also contain more sentience than the smaller forms, which are usually not more than loyal pets mentally. They also live longer, are harder to train for the purpose of being a familiar, and they're harder to control if forced into the process *and most are. *

Larger and more sentient Creatures could under go the technofamiliar process, but no individual who was sane and aware of what the process involves would ever undergo the process except under extreme duress or out of some truly desperate need. It is almost guaranteed that the individual would not come out of the process sane. They would give up everything, all the benefits of living and it'd be better for them to be dead than a familiar. Erasing memories can't be done, because they still have a real biological brain running everything. A sentient Techno Familiar who understands Techno magic, can use it's own power to cast spells. As a result, any such familiar would have the power to turn on its creator. Not even the Fox would risk this procedure on anyone.

The difficulty of getting a familiar depends on the quality you want. A familiar can live for several generations if it's kept in good condition. Technomages have to have a strong grasp of technical aspects to maintain their familiars. They have to know how to repair them, keep them clean and not overuse their powers. Like with an ordinary magic user, some spells can't be used over and over again, attacks of different power levels can't be used repeatedly. The familiar needs to recover between powerful attacks and you might not want to overuse a fireball like attack while being a hundred feet in the air. The biggest drawback to a familiar is that it has to be GROWN and develop an attachment to its master in the first place. There's a lot of stress involved in the transfer process and it can really screw things up if the to-be-familiar is afraid or upset. It carries over into the mental workings of it's finished form, making them hard to handle. Usually, you must wait until the familiar is old or near death to transfer for a good one. This is why everyone doesn't have one. It's hard to catch them with enough time and at just the right point. *Tira's familiar, belonged to her mother, so she was also synched to it when the uprising occurred. There's a story behind all of that as well which focuses on the familiar and its relationship with the Fox. *

It is illegal to create a technofamiliar out of a sentient creature, If someone found out a familiar is sentient, then they would ask the familiar what happened to him and who's responsible. Lots of things are taken into account. Whoever was responsible would be punished, preferably in a way that would preclude their ever doing so again. If the technomage had demanded it be done, then he'd be punished for it, but still keep the familiar. It's really not that EASY to separate a technofamiliar from its technomage once it is was created. The Technofamiliar is imprinted TO the technomage so they will always share a link. Taking the familiar away from its technomage would also require you to find someone to care for it, otherwise it would die. And in any case, a sentient Technofamiliar has many ways of taking its own revenge.

In the case where a technomage accidentally winds up with a sentient familiar, the technomage should report its familiar’s intelligent status so that the person who created the familiar can be tracked down and punished. However, it is not really expected as doing so can create all sorts of hassles and will not really change the situation for the mage and familiar. Non-sentient Technofamiliars gain a certain degree of sentience in the transformation process. They can use their powers on their own whim, hold back if they choose, etc, but they usually will not act alone unless they have to. Depending on how they were treated in life, they could be extremely loyal or dangerously rebellious and the rebellious ones cause problems. There are a LOT of facets to familiars and how they work. Raise a bad one, it could kill you if it learns it has that power, or it will run away because it knows it can, or it'll serve out of fear. It's best to have one that was treated well in life.

More recently the fox have also developed 'shortspan' familiars, whose lifespan has been shortened to 2 to 5 years. They've also been developed to be more natural looking to better blend in with their surroundings. They cover them with a 'skin' of sensors that reads directly into the familiar's 'brain', so they can be petted and enjoy it. They are also sentient when converted and will talk with you. They can't procreate, and lack the chemicals that create the desire for it. They are also able to 'eat' and process the food for their own uses, but fortunately, you don't need to clean up after them.

If the familiar is destroyed, the sudden break in communication will often jolt the brain of the technomage enough to knock him/her unconscious. Severe injury to them can also cause great pain to the technomage. If a Technomage dies and leaves a familiar, it can be transferred to someone who was close to the Technomage, or on occasion, the familiar if it has no duties will just vanish into subspace.

This branch of technology was primarily researched and developed by the Fox prior to the death of the last White Fox King. Exotica Genoworks is noted to having had some part in the development of the Technofamiliars.

Timeline

The Complete Cyantian Timeline, Webcomic Timeline