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Regional Overview / Mission Breiefing

Posted on Sun Jul 3rd, 2016 @ 8:57pm by Captain Charybdis MacGregor & Lieutenant Velth Andurean & Captain Patrick O'Connor
Edited on on Mon Jul 18th, 2016 @ 2:16am

0 words; about a 1 minute read

Mission: Taking Chances
Location: USS Bonne Chance, near Orion space
Timeline: 2265
Tags: Kolari

Mission update briefing- Orion System, Nausicaan Raiders

Attn: All senior staff, Security personell

The Orion System General Overview

In regards to the Federation, at this stage the Orion system natives have maintained a carefully neutral air, particularly while operating in Federation space. While there have been mishaps in the past in regards to the Federation/Orion (see attached incident report from NX-01 Enterprise) which soured relations, efforts were made to soothe over difficulties and maintain the concept that the Orion Syndicate, as it has come to be known (a loose confederation comprised of a conglomeration of traders, pirates and smugglers) desires no hostilities and wishes only for peaceful coexistence to maintain trade relations.

Starfleet's official position is to recognize the neutrality of Orion, as well as not to interfere with their slave trading so long as Federation citizens are not involved. The unofficial stance is the Orion Syndicate are individuals well-known for their many illegal operations outside of the slave trade, including extortion, theft, raids, kidnappings and assassinations, often within Federation space. These activities are facilitated in the region of space which separates the Orion Syndicate from the Klingon Empire, known as the Borderland. During the 22nd century, this volatile region of space attracted some of the most dangerous elements from both sides.

We are currently along the borders between Federation Space and Orion Space, to be clear-not the Borderlands.

For further details, I will be consulting Lieutenant Junior Grade Andurean as an expert on the culture, should the Orion connection prove relevant to this mission.

Meanwhile, the Nausicaans have already been implicated in activities in this affair, and we will now examine them briefly in overview.

The Nausicaan Raiders

In previous encounters with the Nausicaan society little has been seen that would indicate any governmental or military organization. Hunting parties of several warp-capable raider starships armed with plasma cannons and protected by deflector shields have been known to work out of asteroid bases. The pirate crews encountered have been conventionally armed with hand-held directed energy weapons.

Over the next two centuries, however, most contact with Nausicaans were in the form of isolated run-ins with civilians who seemed to be independent operators, though the practice of using asteroids as settlements did not go out of practice. During the 22nd century, the Nausicaans were well-known pirates, attacking freighters in various sectors for years.

There is a nearby asteroid field that is very likely serving as the local base for the Nausicaan raiders the Bonaventure encountered at 1127 on Stardate: -56863.64. As more data becomes available this report will be updated.

In some ways physically similar to the Chalnoth, they are generally tall humanoids surpassing two meters in height, with great physical strength. Their faces are commonly ashen in color and are distinguished by a prominent bone structure with sharp tusks protruding at either side of their mouths. Some Nausicaans also have a line of four small horns that runs vertically down the forehead.

The Nausicaans are infamous thugs, and are a common choice as bodyguards or hired muscle. Nausicaan culture appears to be firmly rooted in violence. Most Nausicaan games involve inflicting pain or injury. They are galactically renowned for their lack of subtlety and surly, ill-tempered manner.

The Orion Syndicate is known to hire Nausicaans as mercenaries to do their dirty work, ostensibly to protect their own veil of neutrality as well as endangering others to do their bidding rather than risking themselves in open conflict.

Lt JG Andurean's observations:

Nausicaans

Well, one thing you've missed and is pretty important is that Nausicaans enjoy pain. They're masochistic is the most direct and unsubtle way to put it because, quite literally, they're wired differently. You can probably confirm this with the Doctor, who as I understand it has some understanding of non-Federation xenobiology; but Nausicaans, also called Crab-heads or Crabs by the Kolari, translate pain into pleasure. They're kind of like Klingons that way though admittedly, a lot uglier. And even moreso than Klingons, it takes an even heavier stun setting to take a Crab down since they regenerate AND they get titillated when you shoot them.

Also, Nausicaans are usually tied by Clan and blood ties to a particular asteroid that they're based at. Nausicaans females generally don't leave the asteroids or colonies and very, very few of them are ever found on ships. Their roles in their society are usually supporting roles and, of course, reproductive. Infant mortality is high, usually because of adults or because of other infants, who will kill and devour a weaker peer if given the chance. For an imaginative commander, this is a weakness that can be exploited.

Oh and for the record, like just about every other humanoid species, Nausicaans and Humans can interbreed. Blech.

Orions

You might try using our species name for ourselves if you want to get a little respect, right off the bat, which is Kolari. Also, the Syndicate, which your language translates it into, isn't exactly what you think it is. Humans have had several ancient traditions like them: The Mob and the Yakuza were the most famous but essentially, that's what the Syndicate is. It's a gigantic economic superpower all on its own and it sees every opportunity to make profit as a lucrative business opportunity. And I do mean everything.

And they hate to have to waste anything they can turn into a profit, such as a good slave that suddenly got fed up and did something stupid. So they'll usually reinvest in an investment and wring every bit of profitability out of it they can. That can mean a lot of different things for the slave, up to and including being sold after a personality rewrite and turned into some other kind of person.

The thing to remember when dealing with Kolari Syndicate is that they've been "doing business" like this for thousands of years. They don't recognize "rules of business" and only see "opportunities" and "profit margins" and "investment principles". If you want to make them do something, you have to make it a) worth their while b) too costly not/to help c) a good/bad investment. That can and should mean being willing to destroy property or impound it and then make it "available for the right price" and "allow" yourself to be bribed.

There are a couple of exceptions to these rules. I suggest if you encounter something that looks odd and has anything to do with Kolari in any way shape of form, you let me look at it before you engage. The Syndicate isn't the worst or scariest thing lurking around in the Kolari sectors and there are situations that change the Rules of the Game entirely.

 

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