Gorn
NOTE: This page is under construction.
The Gorn | |
Species: | Gorn |
Affiliation: | Gorn Hegemony |
Genders: | male female |
Alliances: | Federation |
Enemies: | Romulans |
Status: | Defense |
Homeworld
The Gorn are a reptilian species from the Alpha Quadrant.The Gorn evolved on the planet S'Sgarnon, a temperate, warm Class M planet with a local gravity of 1.4 G.
Species
Physical Description
Eye Colour: Yellow and Green, have a nictitating membrane protecting the eyes from full sunlight.
Hair Colour: No hair
Height: 7' average
Weight: 320 pounds average
Blood Colour: Unknown
Skin Colour: Green
Description: They have small tails that are in the process of de-evolving, and stand upright on two legs, though are slightly hunched over when they walk. Gorn are a cold-blooded, reptilian species with green, leathery skin and an average height of approximately two meters. They tend to be stronger than most humanoids.
Their ears are simple holes on the sides of their skulls. Their mouths boast an impressive array of sharp carnivorous teeth, and their hands and feet have vicious claws. They have a size and bite radius similar to the now-extinct velociraptors of ancient Earth. Humans may tend to underestimate Gorn because of an opinion that reptiles are somehow less evolved than mammals. This would be unwise; the Gorn are at least as intelligent as humans.
Like most cold-blooded lifeforms, the Gorn are known to prefer warm temperatures.
Temperment:
The Gorn are a reptilian race from planets with greater gravity than Terra and with a harsher climate, which perhaps accounts for their greater endurance. Though battle is not the overwhelming preoccupation that it is for Klingons and Romulans, the Gorn prize physical strength and endurance over intellect. Gorn individuals and Gorn society as a whole are not given to subtlety, and thus they do not attempt to be charismatic, preferring to persuade by physical domination. They consider psionics a fidgety and unworthy dicipline, and do not persue such studies. Even Gorn engineering is of the 'push hard till it moves' variety.
Technology
Gorn technology is at a similar level to the Federation. Their ships are about as fast as Starfleet vessels thanks to shared technology. Gorn ships use disruptors. Gorn infantry units possess powerful disruptors, capable of completely disintegrating targets at ranges of around a kilometer. Sensor technology is slightly less effective than that of the Federation. They have recently begun developing their own cloaking devices. Until this point they had only the cloaking devices that they took off captured or destroyed Romulan ships.
They have had Warp Drive for as long as humans, but have been using particle weapons for only about half that time. They still use melee weapons and have a fondness for explosives and projectiles.
Gorn technology is on par with that of the Federation, though the Gorn are less worried about how Technology is achieved. Many Gorn advances are the result of capture of early Federation, Klingon, or Romulan vessels. In the case of the Federation, though, the vessels and crew are almost always returned unharmed. Most believe Gorn engineering to use a 'push hard till it moves' style. While this is more or less accurate, the Gorn have made this method into an artform. It's not unusual for a Gorn vessel to be equipped with multiple warp cores (2 is the most common), but the extra power created is always used in reasonable manners to prevent the ships from tearing themselves apart.
Gorn vessels are equipped with phasers similar to Federation vessels, but instead of Photon Torpedos, Gorn ships come equipped with Plasma Torpedos.
Plasma Torpedos: The Plasma torpedo begins life as a large slug of duranium alloy, though it can be dopped with intentional impurities to achieve a desired effect. The slug is fitted with a high power shield generator and homing warhead to direct the weapon at its desired target. When loaded, the slug is super-heated until the point that it explodes into pure energy. The plasma is contained with the warhead containment shield, holding it in a sort of ball shape. Activating a plasma torpedo is costly and energy intensive, making them a low-use weapon, but the results are well worth the trouble, as a Type-R Plasma torpedo can do devastating damage to an enemy vessel. Plasma Torpedos have a short range, and lose power as they travel. At close range, they seek out and home in on their targets.
Enveloping Plasma Torpedo: A Plasma Torpedo that has been properly doped and the energy level altered can be set to envelope the enemy vessel and cause damage to all shields simultaneously. Due to the nature of shield harmonics, though, the plasma energy travels along the enemy shields and gathers at the weakest one, causing the most damage there. Should a shield be down, the energy will leak through and cause internal damage to the vessel.
Experimental Type-20 Plasma Torpedo: Designed as one of the most destructive Plasma Torpedos in the Gorn navy, the Type-20 has all the abilities of other plasma torpedos, but highly amplified. In addition, they can cause sensor blindness and high levels of Delta radiation on their intended targets. Originally the project had been scrapped due to the Delta radiation causing illness in workers handling the weapons, the weakness has thus been fixed. Intended for use on Starbases and battlestations, the Type-20 has found use in Starships due to the miniaturization of Gorn technology and improvements in ship's systems. The Type-20 is currently in extremely limited testing.
Plasma Beam: In extreme circumstances, a Plasma Torpedo can be further charged and used as a direct fire weapon. The warhead is absorbed into the plasma stream, then the plasma is concentrated down into a tight beam. The beam is shot from the launcher at the opposing ship, concentrating immense amounts of damage at a very small point, allowing the beam to puncture shields and affect the target directly. This has a downside, though, as the launcher is destroyed in the process of supercharging the Torpedo and emitting the beam.
Cloaking Device: A limited amount of Gorn vessels are equipped with a cloaking device. The majority of these were salvaged from Klingon or Romulan vessels, but recently, the Gorn have begun to develop their own cloaking technology based upon the Romulan standards. While primitive at this stage, the Gorn cloak is showing great promise.
Society
Family
Gorn families are generally nuclear, with a mother, father, and children. But that family is a part of a larger extended family, the Clan. The Clan then belongs to an ever greater community, the Crest which is not only a collective of families but a political force behaving like a political party. There are ten active Crests on Gornniska, the most powerful being the Dragon Crest followed by the Phoenix Crest and then Red Crest.
Government
Gorn Hegemony The government of the worlds controlled by the reptiloid race known as the Gorn is called the Alliance. The Gorn Alliance is governed by two Autarchs, one who represents the Gorn homeworld and the other who represents the Gorn colony worlds.
No state of war exists between the Federation and the Hegemony, thanks to negotiations begun after initial contact. Peace negotiations progressed on Clanhaven, a UFP world close to the Federation/Gorn Border. The Frontier Accord limits the build up of military shipping in the disputed space.
Negotiations usually progress slowly because the Gorn are split between those who would negotiate peacefully with the UFP and the 'actionist' faction who believe in direct confrontation. Both factions agree on the premise that the Federation must not hinder Gorn expansion and fufillment of their Manifest Destiny, but they differ on the methods to be used.
Linguistics
The Gorn language, Gornouf, is a combination of guttural sounds and hissing, and some words have no vowels in them at all. A good example is the Gorn Republic's creed, "FOKHSS IP'KAKAROO OIIAASS'YU." This means "Fight the weak."
History
The Gorn (whose homeworld is in the Alpha Quadrant) have a long history of war, art, culture, and pride. They have had many global governments on their planet of S'sgarnon, from the original Empire of Gornniska, to the Gorn Confederacy, to the Gorn Empire (separate entity from the Empire of Gornniska), to the Gorn Republic.
The Gorn Hegemony is a powerful empire located coreward of the Romulan Star Empire, also bordering the United Federation of Planets and the Interstellar Concordium. It is comprised of three genetically related races, each from a neighbouring star system, knows as Ghdar I, Ghdar II and Ghdar III, are on the coreward border of the Romulan Star Empire and are a more civilized and cultured race than most people believe.
The alliance between the Gorn and the Federation - following a brief conflict over a misunderstanding regarding the Federation colony on Cestus III, a Gorn world - represents one of the few alliances that is based on mutual trust and desire for friendship as opposed to political convienence.
They are mutually antagonistic with the Romulans.
Medical
They can heal injury at a rate of two pounds (1 kg) of flesh per hour, and knit bones in less than 15 minutes.
Recent Events
The Gorn Hegemony has fallen on hard times recently due to an invasion by the Romulan Star Empire engaged at the Gorn Orbital Fleetyards above the Class-N planet Sobek. 120 Romulan vessels crossed the Neutral Zone into Gorn space under cloak and launched a surprise attack on the Fleetyards, utterly destroying them. The rest of the fleet responded to this attack and drove the Romulans from Gorn space, but not before one Warbird launched a Tricobalt warhead into Sobek's atmosphere. The reaction cracked the Oxygen and Hydrogen in the air, igniting both, and rendering the world a lifeless husk in a matter of minutes. 2 million Gorn died at Sobek, but this was not the worst of it. The Battle of Sobek was a ruse. While the Gorn fleet was occupied defending the fleet yards, the Romulans staged equally massive surprise assaults on key Gorn installations, destroying several worlds and crippling the Hegemony. 250 million Gorn died in the three days of the invasion before the Romulans were finally routed, but the damage was done. Most of the Gorn fleet was destroyed and the Hegemony's infrastructure was in ruin. Unable to move resources or rebuild, the Gathering was effectively rendered impotent. Many suspect that this wasn't truly an invasion by the Romulans. Rather it was an attempt to render a fatal blow to the Gorn and then wait for them to die. If the latter is indeed the case, it has been a resounding success as soon after famine and death spread throughout the Hegemony.
Due to the destroyed infrastructure of the Gorn, piracy has been able to be conducted unabated. There have been many more incursions by other powers, such as the Cardassians, attempting to gain a foothold in Gorn territory and exploit the resource rich planets. All invasions have been turned away, but with each one, there is a loss of life and vessels that the Gorn can simply no longer afford.
Current Events
Slowly, the Gorn are rebuilding their infrastructure and getting their shipyards back into place, but the progress is slow due to constant pirate activity and incursions from less than friendly powers intent on gaining a foothold. Famine is still rampant, as are diseases that are untreatable due to lack of medical transportation. The Gorn know that invasion is inevitable, but they do not know when and it has left the Hegemony on edge.
At the suggestion of the Klingon Chancellor during the transfer of vessels from the Empire to the Hegemony, Ambassador Zogozin has been attempting to open negotiations with Admiral LaDona of the 52nd fleet. The Klingons praise LaDona as an honorable warrior and competent leader, the sort that the Gorn could potentially ally with in the event that invasion plans move forward. To that end, Dr. Serixs Ssarumon, having left the Gorn Navy after the battle of Sobek, was reactivated from the reserves and enrolled into Starfleet Academy to a Science Major and ensured assignment with the 52nd. It is the Gorn's hope that having one of their own serving on board a Federation vessel would help convince the Admiral to hear them.
Threat from the Federation is not the only worry the Gorn have at this time. The loss of shipping routes and the inability for the government to properly maintain order has led to many factions within the Gorn Hegemony to splinter. The actionists, lead by the very same Gorn that planned the attack on Cestus III, has once again begun overtures for open warfare and combat with the Federation, Romulans, and Klingons. The monarchy, believing cooler heads will prevail, know that in the Hegemony's current state, it would not survive such an action. However, the negotiations between the factions are starting to crumble and civil war is becoming more and more likely. The Gathering and those Gorn loyal to the restoration of the Gorn Hegemony are unsure how long they can keep the actionists from open combat with the other major powers.