Even the Thoron may thirst for knowledge, and Embraced-A-Star has chosen the most direct route it can find to new discoveries. It chooses to go where no other creature can.
A two-woman rock band of the future, Seh’Ahna and Tara Watt are well known for their vividly suggestive music and for the riots they tend to leave behind.
Perhaps the most destructive of Kel’Regar weapons, Summer’s Extinguisher plunges the world it is deployed on into a deep and permanent winter.
Mathematically twisting the fabric of space, the Yau-Calabi Fold Engine allows for FTL travel without violation of causality.
One of the first prototypes of the Oraki, the red-headed Lilith remains one of the leaders of their race to this day.
The mainstay of heavy weapon squads of the twenty-seventh century, the PR-13 Plasma Rifle permits a man to become a maestro of destruction.
Space, and indeed, the outdoors in general, usually lack cover stout enough to stand up to heavy lasers and plasma weapons. This man portable unit is one designed solution to the rule.
Just another Salvorathan captain, one of the surprisingly few, but entrenpenurial folks.
Nenni-0036.2 is a slight, even tiny Oraki, who has taken for herself the mantle of the cat who walks alone.
A wicked variant on an ancient weapon, the AtomForce NC-3000 is a multi-purpose, close combat tool that allows the wielder a true variety of force options at ranges too close for firearms.
The rebuilt cradle of humanity, Neo-Terra is the world created from the ashes of Old Earth.
The heart of Humanity, the Starkin Federation is the largest faction of Man amongst the stars, the mightiest vehicle of his ambition.
The Commander of Confederation Special Operations Unit 13, the Star Falcons, Peregrine-0004.7 is an extravagant, yet highly effecient soldier. Time and time again, he has lead the Oraki black-ops teams to success, keening his unnerving war-cry.
The smallest of the Kel’Regar combat vessels, the Parasite-Fighter is an impossibly agile and quick fighter craft, though it lacks the damage output and staying power of more conventional vessels.
Kor’na’Nath is the man who has done what, in ancient times, was considered impossible. He has united the men of the Kel’Regar, to provide a skeleton by which they may survive the world outside Regar.
The high ambassador of the Kel’Regar to the Earthling federation, the unearthly Ku’ar’Riss is a terrifying creature to behold, her desires as dark and alien as her skin.
This tremendous colony ship is the largest ship of the Kel’Regar, grown and built in stages, birthed within the great ‘dry’ dock of Regar-kel-Osh. Fully organic, this ship is the ultimate expression of the Kel’Regar’s power.
A summary of the tools, weapons, and transports of the Kel’Regar.
The Thoron. The great crystal ones. The Speakers of Lightning. The unstoppable wall. The unmovable force. Many are their names, few are their numbers, even less is the understanding Man has of them.
Twin-aspected aliens, the Kel’Regar are strange creatures, and their alien society, strange technology, and lithe bodies evoking the images of elves in some humans.
A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.
When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,
Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir