Difference between revisions of "Khrrck"

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region=[[Solaria]] |
 
region=[[Solaria]] |
 
motto="Divided we stand." |
 
motto="Divided we stand." |
map=No Map Available Yet |
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map=Permanently Unavailable |
 
language=Wyrmish |
 
language=Wyrmish |
 
capital=Khrrck City |
 
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==Overview==
 
==Overview==
  
''Note: Khrrck's population is non-human. See the entry on [[Wyrm]]s''
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''Note: Khrrck's population is non-human. See the entry on [[Wyrm]]s.''
  
 
===Terrain===
 
===Terrain===

Revision as of 00:12, 12 January 2005

Khrrck
khrrck.jpg
Flag of Khrrck
Motto: "Divided we stand."
Permanently Unavailable
Region Solaria
Capital Khrrck City
Official Language(s) Wyrmish
Leader Difficult to determine.
Population 1.95 billion
Currency the Shard 
NS Sunset XML

OOC Note: This information was mostly copied verbatim from a somewhat antiquated information topic on the NS forums. Any irregularities and self-contradictions should be resolved in favor of more recent materials.

See also Aela.

Overview

Note: Khrrck's population is non-human. See the entry on Wyrms.

Terrain

Barren desert and the occasional dry plain. A few mountain ranges in the northeast. Caves everywhere.

Resources

Metals: Large amounts. Coal: Little. Oil: Medium-low amounts. Agricultural: Mostly subterrainian and hydroponic.

Exports

Military hardware, all types of heavy machinery, highly unorthodox tactics and information.

Imports

Raw materials, complex electronics and information.

Culture & Inhabitants

Architecture

Not much. Well, actually there is, but you don't see it.

More than three-quarters of Khrrck's industrial activity is conducted underground. Most of the population lives underground, too.

Khrrck's cave-cities stretch for miles beneath the surface. Some of the especially deep, worked-out mines have been equipped with two-foot-thick steel blast doors and taken over as military installations.

From above, a Khrrck cave-city is a scattering of reinforced-concrete entrance tunnels, with the occasional magic-collection net; huge structures of steel mesh which rise hundreds of feet above the ground and scoop magic from the wind, feeding it into giant accumulators underground.

Smoke seeps into the sky from exhaust vents, and the distant rumble of heavy machinery is punctuated only by the occasional blast of mining explosives.

Language

Wyrms cannot speak human languages, as their vocal apparatus cannot make the necessary sounds. Wyrms who may have to deal with humans on a regular basis are outfitted with speaker implants, to allow them to speak English. The Wyrms' voices sound mechanical when speaking English; there are none of those little noises that a human's vocal apparatus would produce. They also have a tendency to hiss, for who-knows-what reason; the speaker certainly isn't causing it.

Government

The closest Real World equivalent to Khrrck's government situation is the government of the Pashtun.

Khrrck's government consists of a large number of clans, which elect a system of officials (actually a separate, very powerful clan) to deal with the outside world and government in general. The clans have differing relations with each other, sometimes to the point of war.

Major Clans

These clans make up two-thirds of Khrrck's population.

Steelfang

The Steelfangs are black, with iron-alloy skeletons, claws, and teeth. They tend towards the large and heavily-built end of the scale. They produce some of the best fighter pilots and soldiers, and have a heavy industrial sector.

Ironscale

The Ironscales are steel-gray, with iron-alloy skeletons, claws, and teeth. They tend to be aggressive, and their bodies are especially resilient; it takes a lot to kill an Ironscale. They have three lungs, and can operate perfectly well with two of them incapacitated.

Copperclaw

The Copperclaws are a burnished-copper color, with copper-alloy skeletons, claws and teeth. They produce some of the best magic users, and tend towards "lightweight and quick".

Other Significant Clans

These clans are small, but still worthy of notice.

Greenscale

The Greenscale clan is unique among Wyrms. Their bodies are adapted for swimming, and the only metal in their bodies is in the jaws, teeth, and claws. They have a array of webbed dorsal spines, and webbing between their toes, and are coloured a bluish-green that blends in well with the sea. They are employed primarily in Khrrck's small, yet deadly navy.

Transportation

Transportation in Khrrck is mostly conducted by cave-train. A cave-train is a rectangular, boxy structure that rides on sets of four steel rails, bolted to the walls of specially-built tunnels. The average speed is about 50-60 MPH.

Overland convoy transports objects too large to fit on a cave-train car or be carried by a cargo plane are transported by overland convoy.

A full-size convoy is truly a sight to behold; the central crawler with its three sets of treads; the cargo trucks with their six three-foot-high wire-mesh wheels; and the scout buggies, with their oversized engine, large wheels, and dual machine guns.

Yes, dual machine guns. Convoys are always heavily armed to defend against bandit clans, which make their living by raiding other clans' settlements and convoys.

History

Khrrck has a long and sad history. Khrrck's entire population is descended from a a group of about twenty thousand soldiers, who were routed through a malfunctioning Gate, onto the planet of Newhome.

When they arrived on Newhome, every magical device in the group failed, except for those that had stored magic.

This relatively meager amount of stored magic was used by the magicians within the group to adapt the Wyrms to their new planet, taking useful traits, such as metal-reinforced bones, from the native animals.

For the next five hundred years (approx.), the Wyrms built and researched on their new home, looking for a way back. Finally, about fourteen years ago, they thought they had found it. Requiring massive amounts of electrical power, the New Gate would rip a hole in space, hopefully reconnecting them with their old home.

Unfortunately, they couldn't see what was on the other side, and by the time the New Gate was designed and built, almost all of the population had lost interest in getting back.

Nevertheless, a small group (about 1,000,000) of Wyrms decided to make the journey. They traveled through the New Gate, armed with construction equipment, a large library, and some formidable expertise with mechanical devices.

They came out in what is now Khrrck. It took them a few weeks before it was established; they were not where they had hoped to be.

The first few years were hard. The Wyrms were still adjusting to the low gravity, and several were mistaken for monsters and shot before they became established.

They made several massive purchases of blueprints and antique military equipment. As well, they began to design their own machines, using the expertise gained on Newhome.


One thing about Khrrck was better than Newhome. After the first few months, it was discovered that a few antique magical devices now functioned again. The Wyrms immediately retrieved every magical text they could from the supplies they had brought, and began a series of experiments on the use of magic.