Clay19
hide bio
PM . Follow . Favorite
Joined 08-27-11, id: 3202291, Profile Updated: 07-06-16
Author has written 38 stories for Dragon Ball Z, Eragon, Inheritance Cycle, Twilight, Star Wars, Septimus Heap, Teen Wolf, Mortal Instruments, Harry Potter, Game of Thrones, Lorien Legacies, Percy Jackson and the Olympians, Smallville, X-Men: The Movie, True Blood, Van Helsing, Wereworld, Charmed, Naruto, Hunger Games, Vampire Diaries, A song of Ice and Fire, Seven Realms series, Legend of the Seeker, and Underworld.

Smallville-DC-Marvel

Kryptonwas a planet of medium size and home to the highly technologically advanced race called Kryptonians. The planet was destroyed when its core collapsed after years of mining Krypton's crust and core for natural resources.

Early History

Krypton was formed 8.7 billions years ago in a planetary system with a Red Sun. It had four moons that formed around it in orbit.

Intelligent life forms evolved on the planet, most notably the Kryptonianhumanoids.

Evolution

Eventually, Kryptonians developed into highly intelligent beings. During an era of expansion, the Kryptonian race spread out through the stars and sought new worlds to settle upon with thousands of scout ships. They built outposts on other planets and used World Engines to reshape environments to their needs.

Kryptonian civilization flourished for 100,000 years, accomplishing wonders. They would use aGrowth Codex to create new Kryptonians, thereby expanding Krypton's legacy across the stars. During this time Dev-Em, a person apart of this project committed the first murder in a thousand years to get onto one of the ships and was subsequently found quilty of murder. But the Council of Five chose to hide this by freeing him and putting him on a scout ship containing Kara Zor-El, the girlfriend of Dev-Em's victim.

At some point, artificial population control was established. All Kryptonians were conceived in a Genesis Chamber. Every child was designed to fulfil a predetermined role within Kryptonian society; such as worker, warrior, leader, etc.

Also, the outposts and space exploration were abandoned. The Kryptonians had exhausted their natural resources and as a result, Krypton's core became unstable.

Geography

Krypton is a planet not too dissimilar to Earthin which it has land masses and water masses. The land is heavily filled with mountain and rocky ranges spread across the planet. After thousands of years of strip mined, Krypton's landscape turned into a barren wasteland filled only with adapted wildlife. Jor-Elwas able to create artificial grass that he bedded onto a mountain peak near the House of El Citadel where he kept a variety of wildlife such as birds,Rondorbeasts and H'Rakadespite the rest of the planet being barren.

The cities on Krypton are a packed metropolis of buildings set within a round perimeter whilst a few vast towers sore above the city. After the Strip mining, Kandorbecame the sole city on Krypton and was vast in comparison to the cities of the golden days and had a billion citizens living in it.

Krypton's inhabitants total was 1.4 billion.

Krypton has 4 moons. 1 is Koron, another is Wethgor which was destroyed.

The gravity on Krypton is 4 to 10 times stronger than that of Earth's.

The distance from Earth to Krypton is approx. 27.1 light years away. It would take 4,250 Earth Years to reach.

Kandorwas the main city on the planet Kryptonand contained the entire billion population of Krypton in its walls.

History

Kandor had stood for thousands upon thousands of years since Kryptonian ancestors became civilized 100,000 years ago. It has grew in size over the generations and with the constant strip mining of Krypton's surface, over time it became the only city left on the planet with the rest a barren wasteland.

The scientist Jor-Elflew to Kandor on his pet H'Rakato give evidence to the Law Council that Krypton's core was about to collapse due to the thousands of years of strip mining and that the planet must be evacuated. They dismissed his ideals when General Zod, leader of the Sword of Rao entered the Legislation Chamber and announced his overthrowing of the Law Council. He had Jor-El taken away while he shot one of the council members. Jor-El escaped and went to the Genesis Chamber and stole the Growth Codex before heading to his homesteadoutside of Kandor persued by Zod and his followers.

Jor-El put the codex in ashipwith his newborn son Kal-Eland had Larasend it to Earthwhile he died in a fight with Zod. The Sapphire Guards arrested Zod and his followers and they were sentenced to 300 years of reconditioning in the Phantom Zone. The Black Zero ship was used to transport them.

Kandor perished when Krypton's core collapsed and destroyed the planet as Jor-El predicted.

The Central Hub was a large spire in the city of Kandorthat contained the Genesis Chamber.

History

After escaping General Zod's forces after he staged a coup on the Law Council, Jor-Elwent to the Central Hub and dived into the Genesis Chamber retrieving the Growth Codex. A Kryptonian Attack Ship fire on Jor-El who escaped on H'Raka.

Vulnerabilities

Despite the fact that he is nearly impenetrable by almost any means, Clark can be injured.

He is vulnerable to kryptonite, radioactive remnants of his home planet Krypton. The known variations of kryptonite affect him in different ways. Like Kryptonians, kryptonite is affected by Earth's yellow sun which gives these rocks abilities that greatly influence them. Clark can protect himself from kryptonite radiation using lead. Removal of the substance reverses the effects.

Red sun radiation renders Clark mortal because its radiation removes all of his of powers and abilities.

Cosmic organisms can wound and even kill Clark Kent depending on the type of alien. Individuals like Doomsday and Aldar can kill Clark quite easily if they got the chance. At first, due to his internal darkness and doubts, Darkseid was capable of using him as a vessel, However, later on, Clark, with the help of Brainiac 5, harnessed and gained control of himself.

Cosmic weapons, such as the Starblade, can give Clark permanent wounds, and the metal parts that make up Brainiac can penetrate his skin. When stabbed by the blade, Clark received a near-fatal wound: he only recovered when Jor-El healed him through Jonathan. Clark once pricked his finger on Silver kryptonite (parts that make up Brainiac) which caused him to hear and see things that weren't really there. The Persuader's atomic axe can cause a lot of damage to a Kryptonian due to the atom-splitting properties of the metal. As just recently discovered, it seems like lesser extraterrestrial devices have no effect on him, as Clark took a huge beam released from an alien suit, more specifically, the Blue Beetle, and was unharmed afterwards.

Others

High-pitched noises: Because of his super hearing, Clark's ears are extra-sensitive to extreme noises such as Black Canary's sonic scream or Silver Banshee's banshee scream.

Zoners : Zoners can hurt him because they can absorbe kryptonite like Bizarro's did.

Lead: Clark can't see through lead with his X-ray vision.

Limiters: Over the course of his life and acquisition of power under a yellow sun, Clark was taught how to place mental limiters on his own power. These "limiters" are used to keep his power in check so that he doesn't accidentally hurt innocent people." Though for him it is unknown that he has placed several of these limiters within his own mind, it is unknown how many and just how powerful he would be if he decided to release them all. They are the barriers that allow him to be human enough to live a normal life, and he only ever releases one of them when fighting a particularly powerful opponent or performing a predominately difficult task. These barriers or limiters were the responsible for the creation of Clark mental block and his inability to fly and embrace his destiny for 10 years. One of was broken by Clark when he accepted his alien destiny reconciling his alien heritage with his human upbrighting to save the Earth from Darkseid forces, unblocking sleeping powers like his ability to fly and multilingualism.

Physically, Clark is 6'3", broad-shouldered and muscular with slightly wavy dark brown (at times black) hair, fitting the description of "tall, dark and handsome." His physique is well-built, and he has a sturdy appearance. Clark looks like Jor-El while he was on Earth, as he has black hair, and navy blue eyes.

A result of his good looks (and sometimes solely because of them), Clark is often the object of sexual desire for most of the women he comes in contact with. Even women who have been admittedly in love with Clark have been known to physically objectify him. In spite of this attention, Clark is generally oblivious to his attractiveness, and has never seemed to have much vanity or concern with his appearance at all (save for occasions where he was afraid of standing out or looking foolish).

In Seasons 1-8, Clark often wore a red jacket and blue t-shirt or the other way around. he stopped wearing red and blue while working at the Daily Planet so that he could start to create a dual identity. As a reporter, Clark wore dress shirts, ties and dark suits. Clark once showed Lois a pair of thick-lenses black-rimmed glasses. Once he began to step out more into the public eye as a superhero, Clark decided to wear the glasses more regularly in order to mask his true identity.

As the Red-Blue Blur, Clark wore a bright blue short-sleeved t-shirt, a dark red jacket, a black belt, light blue jeans and brown work boots.

In Season Nine, Clark started to wear attire consisting of a black low-collar long-sleeved double-breasted twin-tailed trench coat, black pocketed denim pants, black belt, black riding boots, and a high-collar short-sleeved black shirt that bears a gray Mark of El. he started to wear a white version of the Mark of El which shined brightly enough to be seen clearly if he was standing in

Clark started to wear a black carhartt jacket with a black t-shirt underneath, black jeans and black boots to reflect his Kandorian Blur costume. This clothing is reminiscent to the red jacket and blue t-shirt.

After his near-death experience in Lazarus, Clark returned to his "Red-Blue Blur" look. He wore a bright blue low-collar short-sleeved t-shirt, a dark red leather low-collar long-sleeved, a dark red leather zip-up jacket with the Mark of El on the front, a black belt, black pants, and brown work boots.

Martha made Clark a costume that consisted of a blue low-collar long-sleeved shirt with a diamond-shaped, red-lined and yellow shield emblem with a red Mark of El in the middle on the chest, with blue pants with red trunks, a yellow belt, a pair of red boots and a flowing low-collar long red cape. Due to Clark's inner doubts and fears, Jor-El kept the costume in the Fortress of Solitude for the time being. Once Clark fully embraced his powers, Jor-El unveiled the costume, which was then presented to Clark by the spirit of Jonathan

When Clark began anonymously saving strangers in Metropolis, he became known as the Good Samaritan. Jimmy Olsen began tracking his saves, determined to get to the bottom of it. Finally, Jimmy was able to capture a picture of Clark super-speeding. His red jacket and blue shirt appeared on the image, causing Jimmy to name him the Red-Blue Blur.

Added by Ultimatex

With the start of Season Nine, Clark went by the Blur. As the Blur, Clark wore dark clothing with his family's Kryptonian symbol on his chest, alluding to the Superman costume and also to the fact that Clark was still in mourning over Jimmy's death. He also left the Mark of El burned onto an object wherever he saved lives or stopped a crime. For a short while, Clark left his human life behind, but returned to his life as Clark Kent to keep an eye on Lois, though he still mainly focused on his Kryptonian training with Jor-El.

After Cat Grant told him that the world needs an all-American hero who doesn't hide in the shadows, Clark was inspired to make a change and started with his costume, donning a new attire consisting of a red leather jacket with the Mark of El engraved on it and a blue shirt underneath.

Blur 1: Due to Clark's constant red-jacket/blue-shirt look (at times blue-jacket/red-shirt) at the start of his super-saves in Metropolis, Jimmy's first photo of him gave the general public the perception of a super-speeding man in red and blue. Unwilling to don a 'suit' just yet, though also seeing the notion on how a costumed hero watching over the people of the city can give them some hope, Clark sought Oliver to give the city a single clear view of his seeding alias. As confirmed by later notions, like kids' views of "the Red-Blue Blur" resembling what'll be Superman, as well as Martha adapting a yellow belt and Clark's red cape given to him by Rachel Davenport, the general public perceives this first guise of the proto-Superman "Blur" to be mostly donning blue, a yellow belt, and heavy red cape.

Blur 2: Though still giving off a mostly blur-like perception to the public, Clark decided to notch up his proto-Superman alias, with the events of Doomsday persuading him to drop the red/blue colors in favor of a pure black look. This actual 'suit' includes a cape-like trench coat, in a way continuing on from the perception Oliver gave Metropolis back in Identity, and the actual Mark of El proudly on his chest. Because he isn't letting the citizens still fully see him yet, though there are exceptions from time to time with allowing Lois and a few citizens to glimpse him, Clark emphasizes the use of his family's crest by burning it at areas of his saves. Though it was at a great distance, thus mostly obscuring his face from the general public, he did let them fully see him for the first time during his last super-save in this suit as he caught the Daily Planet globe. This costume is very similar to the one Zod adopted when he possessed Lex.

Blur 3: Clark's truly final transition from the seeding alias that has been building for two years. In response to Cat Grant's emphasis on the continuing paranoia from certain sections of the general public and even the US military toward costumed heroes, Clark forever dropped the black in favor of returning to the more American-friendly red and blue. Though unable to keep a cape-look due to Jor-El confining the full-fledged Superman suit that Martha made for him, Clark opted to don a 'suit' more familiar with Oliver and the Justice League's: A red leather jacket with the iconic 'S' embedded (two halves of it on the left and right sides) of the front chest section, as well as a blue shirt from his first Blur look under the jacket. Clark used this last contribution to his proto-Superman "Blur" far less than the prior two so far, taking what could be considered a five-episode sabbatical before he finally started performing public super-saves in it.

Superman

Added by Guy of Steel

Superman Suit: Made by Martha Kent, this costume consists of a blue low-collar long-sleeved shirt with a diamond-shaped, red-lined and yellow shield emblem with a red Mark of El in the middle on the chest with blue pants with red trunks, a yellow belt with a Mark of El buckle, a pair of red boots and a red flowing low-collar long cape with a yellow diamond-shaped, black-lined emblem with a black-lined Mark of El in the middle on the back. Due to Clark's conquering his inner doubts and fears and fully mastering his powers, he was bequeathed the suit by both Jor-El and Jonathan Kent..

Superman Suit II: Clark changed his costume six months later. Gone are the red trunks, replaced by a red belt trimmed in gold with a gold buckle. Blue-grey bands now run lengthwise along his sides from under the arms to his boots. The Mark of El on the cape is now in dark silhouette with all the yellow removed. Clark explained that he put lead in the shield of his new suit to protect himself from being shot with Kryptonite bullets. Superman's belt buckle can also be used as a communication device for Watchtower, and has a holo-computer.

Superman Speed Force Suit: While battling Black Flash, Clark wore a new Superman suit, created by Emil Hamilton. Emil took the concept of sending Clark into the sun to remove his irradiation to fashion a containment suit. He then modified the suit to collect speed energy so Clark could be able to use it to constantly move fast enough to confront the demon. This costume is half black half electric-blue, covering all of his body and with a bright House of El emblem on the chest.

Green Lantern

As a Green Lantern, Clark wears a sleek energy constructed uniform, created by his power ring, which is a necessary accessory. Like all Green Lanterns' costumes, its colors are green and black. He wears a black tight suit, which covers all of his body except from his hands and face, underneath the energy contracted green details of his costume, which includes bracelets, boots and the emblem of House of El, instead of that of the Green Lanterns, on his chest, which expands into a big armor covering his chest, neck, belly and shoulders. While in costume his eyes also glow green.

Personality

Two traits of Clark Kent that have been prominent for most of the series have been his positive and optimistic view on humanity as well as his self-loathing and self-pity of not being human. Clark strongly believes that feelings such as compassion are synonymous to the human race, and thinks humans are, on the whole, noble beings. He has often expressed a desire to be human and a disdain towards his alien heritage, probably because he feels his biology hinders his humanity despite several people telling him that humanity is more than biology. Clark also has been told many times to have a hero complex and that he often does good, selfless acts without any thought for himself.

This self-loathing is probably why Clark internalizes situations and believes everything is his fault or revolves around him in some fashion. It deeply affects him when his loved ones suffer because of his secret, as he fails to consider that people who love him would willingly suffer for him and instead blames himself for any trouble that befalls them, regardless as to whether he's responsible or not. He considers knowing his secret a burden to bear that puts the secret-keeper in danger. He often feels guilt about things over which he had no control and, because of this, does not consider himself a hero. It may also explain part of his constant fear of sharing his secret, assuming that he won't be accepted for what he is because he is not comfortable with himself. Clark also struggles with the fact that he cannot save every endangered person and, as such, feels that his heroic deeds are inadequate.

This inferiority complex also extends to how Clark feels about his own race, since he was quick to judge that Kryptonians were evil until discovering that they, like humans, were capable of love and compassion as well as hate and evil, his own father having been a respected Kryptonian scientist who had his world's best interests at heart. Clark has made some improvements toward accepting who he is, expressing gratefulness for his abilities and taking pride in his compassion for the human race, which he views as a strength. However, recent events and revelations have caused Clark to abruptly change his mind about his compassionate side, and he now feels like caring too much for humans limits his ability to save them. As he has grown older, Clark has begun to realize that the circumstances surrounding his destiny affect a greater circle than his small hometown and has clearly decided to embark on his Kryptonian training in the near future. However, after reuniting with Lana in the fall of 2007, he abandoned these plans and declared his intent to attempt to make a "normal" life with her on the farm. After Lana moved away from Smallville, accompanied by a near-death experience when he was temporarily rendered powerless, Clark resolved to take a more active role in his destiny and took a job at the Daily Planet to be certain of being in "the thick of the action." In conjunction with this decision, he begun to use his powers in a more active manner.

Clark has two notable characteristics that he takes directly after his biological parents Jor-El and Lara: His father's independent spirit and his mother's never-ending bravery and compassionate heart.

Clark is idealistic and has the ability to always find the good in people, which manifests itself into a willingness to trust others to a fault.

Brainiac 5

In many ways, Brainiac 5 is driven to atone for the sins of the original corrupted version of Brainiac. The original Brainiac was corrupted and became a tool for evil at the hands of General Zod. Then Clark Kent saved him and enabled him to be reprogrammed for good.

Brainiac 5 was driven to do the same for Clark: to save him from the growing corruption within his heart and prevent him from becoming a tool for evil at the hands of Darkseid. According to Brainiac, that darkness was the past. He also talks about how Clark punishes himself and everyone around him for his past mistakes - along with his fear of the future.

Brainiac may have had a broader directive to protect Clark. He also altered a Smallville High School counselor's mind so that she wouldn't attack Clark Kent at his reunion.

Brainiac 5 retains the same logic that he had when he was Brainiac and seems as cold and indifferent to emotional responses as before. He also has the same dry wit. This prevented Clark from seeing the change in him at first particularly as he was not afraid to show Clark the painful memory of when Jonathan Kent died. In the end however, Clark sees that he is empathetic and was trying to teach Clark that every human being is responsible for his her own choices and that he should not blame himself for the choices of others.

He still has a hint of arrogance to him, telling Clark that he invented time travel and brought the Legion into a new age of heroism (though if the former claim is true, the latter is undoubtedly a well-deserved accolade). He also seems to be able to control and stop time as well merely by thought, no doubt due to his computer-like abilities being directly connected to the Legion Ring. Despite this, Brainiac 5 does not interfere with past, present, or future events leaving fate to its own design, which shows that he respects and has faith in humanity despite being a flawed race.

Powers and Abilities

Brainiac is the most sophisticated and advanced computer ever built, containing or embedded with vast databanks and stores of knowledge: he seems to possess an almost-infinite knowledge of the universe, including various galaxies, planets, stars, aliens and even humans. Brainiac has demonstrated all Kryptonian powers and abilities apart from super breath, super stamina, super dexterity and super hearing.

It appears as if his powers are connected to his liquid-based make-up, as he was able to give Lex Luthor Kryptonian powers by injecting him with a vaccine that was laced with his own metals. Because he's a machine and not a living being, he never tires, unlike Kryptonians who have elevated stamina but not unlimited and can, unlike Kryptonians, see through lead. [citation needed]

It still remains unclear as to whether he possesses Kryptonian powers naturally or if he simply replicates them, although, on a side note, the moment he arrived on Earth and took on the human form dubbed Milton Fine, he instantly had them. Furthermore, his abilities work independent of Earth's yellow sun as they work by an everlasting energy source, giving superpowers even on the planet Krypton. After draining all the knowledge from his designer Dax-Ur's mind, he upgraded his powers, gaining the power of flight.

Brainiac's main known power source is based around electricity, which he requires to replenish himself when he is running low on power. Initially Brainiac was entirely self-sufficient as he was able to draw on the limitless energy supply of the Black Box however once this energy was absorbed by the Zoner Baern, Brainiac became significantly dependent on electricity. Indeed the multitude of power surges Chloe discovered when scanning the world for him suggests that he must feed on electricity on a very frequent basis. He requires trace metals from living species as well to sustain himself in humanoid form when he is greatly drained of power. [citation needed]

Kryptonian-based powers and abilities

Super Strength: Brainiac, as a machine built by Kryptonians, possesses extraordinary strength, allowing him to easily overpower and manhandle humans, and even some aliens, as seen when he fights the Legion of Super-Heroes. Under normal circumstances, Brainiac can fight Clark and even restrain him. But Brainiac is still weaker because he's a machine. [citation needed]

Super Speed: Brainiac can move and react at speeds that greatly exceeds the sound barrier. In this ability, Brainiac can travel to any region, landmass, or state on Earth in a matter of seconds.

Self-Sufficiency: As a machine, Brainiac doesn't have a stamina, therefore he can never get tired unless he gets weakened to the point where he must recharge. [citation needed]

Invulnerability: Brainiac can't be physically harmed or hurt by humans and is unaffected by hot and cold temperatures, as well as can survive in space, and is immune to all earthly diseases. Brainiac can withstand bullets. He can fight Kryptonians and hold his own. Brainiac could even survive many nuclear explosions.

Healing Factor: Brainiac possesses a healing factor when he drains other beings of their trace metals, allowing him to sustain himself. He also uses electricity to heal himself.

Heat Vision/Energy Projection:

Added by Ultimatex

Brainiac can emit extreme heat vapors and fire beams from his eyes. He can hurt Kryptonians with this ability. He often uses this ability to kill people who threaten his plans. He melts metal fence with this ability. Being able to achieve energy emissions, he can also shoot waves of energy from his eyes, as demonstrated inside Chloe's body.

X-ray Vision: Brainiac has the ability to see through any type of physical matter, even lead.

Flight: Brainiac learned how to properly upgrade himself using the knowledge in his designer Dax-Ur's mind. Upon upgrading, he became capable of flight.

Machine-based powers and abilities

Technology Interface: As a machine, Brainiac is attuned to sounds and beacon frequencies emitted by shields or other Kryptonian devices. In this ability, he can mentally connect with Kryptonian objects, he also can hear them from far away.

Super Intelligence: As Krypton's primordial computer system, Brainiac possess a very high level of intellect, as he has a vast knowledge storage of aliens, planets, solar systems and galaxies. He showed this when he took over Chloe's brain, granting Chloe the ability to read at high speeds and retain a lot of information at once. Also, according to him, no matter his form or condition, his intellect is not altered: he told Bizarro this.

Electronic Manipulation: Brainiac was able to spread a single computer virus that rapidly spread to every major city on Earth, causing Dark Thursday and was able to spread another computer virus to seize human minds and absorb it through the use of every computer on Earth.

Added by Ultimatex

Information Absorption: Brainiac can create tendrils which connect to humans, allowing him to download information from their brains or rather feed on their knowledge. (Persona)

Longevity: Since Brainiac is a machine and a computer, he is incapable of aging.

Object-based and inherent control powers

Mineral Manipulation: Brainiac can manipulate minerals, enabling him to change their size, shape, density and mass. He was able to turn an ordinary rock into silver kryptonite, which induced paranoia in Clark Kent. He could also drain trace metals (including zinc, magnesium, or iron) out of humans, ranging from Casey Brock to seven homeless men this process proved fatal for the humans.

Added by Ultimatex

Biological Manipulation: Brainiac can use his tendrils to paralyze and control humans, putting them in a state of constant pain while being completely aware. He could even program instructions into the controlled humans: he programmed Lana to give a verbal message to Clark. He can as well give a part of himself to a host and take control of the living being as he did with Chloe.

Altering powers

Shapeshifting: Brainiac, because his true form or complexion is liquid-based, can turn his body into any type of matter like weapons, humans, or even animals: Brainiac took on the appearance of a hawk briefly.

Replication: Brainiac can create multiple versions of himself.

Added by David Kaique

Possession: Brainiac can infect a person with nanites that make up his body and after a certain amount of time, he can control that person's mind and body, effectively possessing them.

Vulnerabilities

Brainiac is extremely resistant to damage, devoid of any Kryptonian weaknesses, but he is still far from being invincible.

Added by Ultimatex

As a Krypton-based computer project, Brainiac is completely void of human emotions and tendencies and always operates in a logical style, although he has some sense of humor[Citation needed]. Brainiac can be harmed and pierced by Kryptonian objects like fortress daggers and fortress-based crystals and other such objects. [citation needed] He requires high amounts of energies from sources of electricity to maintain his human form dubbed Milton Fine and to operate his abilities[Citation needed]. Brainiac can be weakened and get tired, by damaging his Kryptonian inner hard-drive built by Dax-Ur[Citation needed]. Brainiac's influence on humans and other organisms seemed to require a physical, tangible form, as well as has been described as being sentient in nature.

It was shown that oracles of Jor-El can destroy Brainiac's body by physical contact, as seen when Lionel Luthor, while hosting Jor-El, destroyed a duplicate of him by touch.

He was also affected by Chloe's healing power, which forced him to refuel by absorbing energy from a power plant. However, he still managed to infect Chloe when he attacked her.

Clark can damage him greatly, Rokk was able to manipulate his inner metals using his mind, Imra entered his mind mentally and Garth was able to, by combining his powers with Rokk's, force him offline and ultimately defeated him by removing his microscopic parts from Chloe's body.

Like many machines, Brainiac is vulnerable to an electromagnetic pulse, though it can only knock him out for a short period of time. If used properly (like in the "techno-exorcism" as Garth put it), his nanite body can be disabled and turned into a concentrated ball of black-and-silver metal.

In his primordial liquid form, Brainiac appeared to possess some level of vulnerability to Kryptonite as is evidenced by the fact that Lex's scientists, working on Project Scion,were able to subdue him with refined Kryptonite. Although it should be noted that once fully operational as Brainiac 2.0 this vulnerability appeared to have been overcome.

Brainiac's layout structure and complexion were designed by a great scientist of Krypton named Dax-Ur, who made it with the sole intention that it would run all of Krypton's databanks/storage units, bases, cities and the rest of technology there, but he later saw the potential for danger in his creation, as it had the potential to destroy entire planets. Due to this, Dax-Ur abandoned his work and fled to Earth. Later on, Jor-El discovered his work and built the computer to aid the Ruling Council. However, General Zod later corrupted its system and used it to wreak havoc and chaos on the planet Krypton. Due to the machine's superpowers, it was virtually unstoppable by Kryptonians and it helped Zor-El destroy the planet's core, which destroyed the planet.

Before the planet got destroyed, Brainiac was uploaded into the Black ship and accompanied Nam-Ek and Aethyr inside.

Years later after Krypton's destruction, the Black ships stays motionless in the dark part of the cosmos waiting for a sign and Lana Lang, while being possessed by Isobel, kills Genevieve Teague with the Crystal of Air, which alerts the Black ship, as well as reveals that the Stones of power are on Earth and the ship heads to Earth. Brainiac, once on Earth, assembles his parts and assumes human form, a persona complexion called Milton Fine. On Earth, he desperately tries to find a suitable vessel for Zod to inhabit on Earth, if he can get him out of the Phantom Zone.

Brainiac's programming was designed in the early 20th century on the planet Krypton by the scientist Dax-Ur, who abandoned his work when he found it had the capacity to destroy entire planets, if not Krypton itself. Brainiac was intended to be a supercomputer that ran Krypton on a daily basis so technology on the planet did not have to be manually operated.[24]

Years later, Jor-El completed Brainiac to aid in the war against General Zod, using its extensive knowledge to help the Science Council defeat Zod. However, its system was corrupted by Zod to aid in his efforts to take over Krypton: Brainiac then aided Zod and often conversed with his disciples about various attacks on Krypton's major cities and government buildings.

Chancellor Pa-Vel is a Kryptonian citizen of the 31st century's New Krypton.

New Krypton is the current home of the clones from the former Kandorian army brought to Earth in the Orb. Clark Kent used the Book of Rao to transport the Kandorians there from Earth. The planet is also known as the new Kryptonian colony, Argo.

The Mark of Zod is the Kryptonian crest for the House of Zod. It features the symbol (or partial symbol) of Doom, buoyed on either side by the Kryptonian glyph for "Z". It is reminiscent of the Latin letter "Z" in its shape.

The House of El originally took as its symbol the Kryptonian symbol for "air" (an infinity symbol rotated 90 degrees, resembling a figure 8, inside a Kryptonian pentagon) which also represents the letter "S" in the English alphabet.

Clark's superhuman abilities are powered by the energy of Earth's yellow sun. As a Kryptonian, his cells are veritable organic solar batteries that absorb and metabolize solar energy. He converts this energy into his abilities. His abilities usually appear suddenly and he must learn to control them. They have evolved and grown stronger to a degree as Clark has gotten older.

Solar Battery - This ability is the primal core from which all of Clark's superhuman powers and abilities manifest from. The interior of his body stores sunlight emitted from the Earth's yellow sun, and seems to operate like a battery. In outer space this ability is amplified. Emil theorized that if Clark enters into the Sun, his powers would go uncontrolable.

Added by Ultimatex

Super Strength - Clark's chief physical ability is his superior superhuman strength. Direct exposure or contact with the rays given off by Earth's yellow sun, makes him much more powerful and his strength capacity gets magnified to a degree. Clark, as a growing adolescent, was extremely strong, and as such, he would often be seen using his strength to help out around the Kent farm, by plunging fence posts into the ground, driving in nails with his thumb, lifting up tractors and other heavy machinery for his father Jonathan. Also, during this time, he would use this ability to stop rogue metahumans and save people all around Smallville, Kansas. He apparently, was aware of this power since the Kents found him in the field, and would on occasions, break tables and walls with his fists when he was little, until his parents taught him to never to use his powers in such a violent fashion. Clark, as he grew older, got stronger. After of become into Superman, Clark pushed a planet away, lifted a boat and stopped a train effortlessly. Added by Ultimatex

Super Speed - Clark can move and or react at superhuman speeds that far exceed the speed of sound barrier whether it is on land or underwater. Clark through accelerated vision perceives the entire Earth in slow motion. Clark, as a growing adolescent, could run or move extremely fast, and would often be seen using this ability to rescue people in very tight situations. Even as a child, Clark could, as iterated in Transference, move fast, even more so than kids his own age, and even full adults, although he displayed signs of enhanced speed as a toddler. At first, Clark could travel around to places in Smallville in minutes, and as such, his movements could be perceived by his family and friends but not by those who were ignorant to his abilities. Later on, as he harnessed this ability and through years of practice,

Location of Krypton

Krypton was located close to Earth, at least in cosmic terms. It was 50 light years from Earth and orbited a red giant star known as Rao. Krypton is roughly Earth sized and was part of Green Lantern sector 2813 (Earth is in sector 2814). However, in the story "Superman: Birthright", Krypton was said to be in another galaxy, approximately 2.2 million light-years away. Krypton is home to a race of people known as Kryptonians that are similar to humans but are more closely related to Daxamites. Under their red sun, the Kryptonians became a more technologically advanced society.

The People and Culture

Krypton was a world renowned for its scientific achievement. As a culture, the people lead an idyllic life surrounded by robots and followed a ritual path through life. One of their achievements was their Clone Banks. Their mastery of cloning allowed them to live an eternal youth and their society grew ever more hedonistic. In these banks each Kryptonian would maintain three mindless Clones which could be used as spare parts if their "owner" was ever injured. There was growing concern however, that the clones too had rights. At first what started out to be a pacifist movement ended up being The Clone Rights Movement that began with the teachings of Sem-M. One clone gained independent sentience, causing the debate to escalate into conflict. Eventually the Clone Rights Movement formed such a large force that they rebelled against the ruling authority. The advanced scientific knowledge of the Kryptonians was turned into super weapons and Krypton's Clone War began. Two weapons were created at this time, the Eradicator and the Destroyer. The Eradicator had altered the genes of Kryptonians so that they could never leave their planet again. The Destroyer was aimed at the planet's core, by pro-clone forces causing a chain reaction. The Destroyer was stopped when the government ended hostilities and the planet was saved.

Krypton would never be the same. The world was left with no wildlife and the people began living in isolation from one another and other races. Direct physical contact became prohibited and procreation was facilitated by birthing matrices. Krypton had peace again, but their world was sterile and joyless.

Daxamites

The people of Daxam originated on Krypton. They left to explore the universe, though they were altered by the Eradicator as they left, leaving them fatally vulnerable to lead.

Points of Interest

The Anti-Gravity Sky Palace

A marvel of Kryptonian engineering - this domed structure hovers above the planet's surface.

Argo City

This city was flung into space by a Krypton-quake. It was accompanied by a huge air bubble. On this space-fragment, later was born Supergirl.

Atomic Town

One of Krypton's largest cities.

Fire Falls

A place where Krypton's inner fires pour through a fissure and create a spectacular sight.

Fort Rozz

A massive stronghold.

The Gold Volcano

A volcano that spews forth molten gold.

Great Krypton Sea

The planet's largest body of water.

The Hall of Worlds

A museum containing replicas of hundreds of known planets and their moons.

Jewel Mountains

An immense geologic formation of gem stones.

Jor-El's Laboratory

Site from which the rocket bearing the infant Superman (Kal-El) was launched by Jor-El.

Kandor Crater

Before Krypton blew up, this city was reduced in size by space-villain Brainiac and placed in a bottle the crater left behind is both a memorial site and one of scientific interest for the geological samples exposed. The city of Kandor is now kept in Superman's Fortress of Solitude.

Kryptonian Zoo

Home to such creatures as the Metal-Eating Beast, The Living Wheel Creature, and the Radium-Eating Gorilla.

Lake Trom

A large lake on the continent's south eastern side.

Meteor Valley

Long before life existed on Krypton, this valley was created by a monstrously gigantic meteor that glanced off the surface of the planet.

The Planetary Weather-Control Tower

The science facility tasked with maintaining control over the planet's weather.

Rainbow Canyon

Site where a perpetual rainbow exists.

Robot Factory

Where Krypton's robotic labor force is built.

The Scarlet Jungle

A place of red vegetation; created by a weird experiment.

Small Kryptonian Sea

A picturesque getaway in the continent's south west.

The Xeno River

Krypton's largest West-East river, it feeds into Lake Trom.

Global Catastrophe

The planet's core became increasingly unstable, due to the reactions the Destroyer had caused and began emitting deadly radiation. The scientist, Jor-El discovered that the planet would soon explode. Jor-El was unable to convince his associates of the impending danger, who could not conceive of leaving Krypton and was himself prevented from leaving. However, he sent his child's birthing matrix to safety shortly before the planet exploded.

Notable Residents

Krypton is most famous for being the birthplace of Kal-El, better known as Superman. It was also home to his parents, Jor-El and Lara and his cousin, Kara Zor-El ( Supergirl). It was also the birthplace of General Zod (General Dru-Zod) and his allies Ursa and Non. The monster, Doomsday, was also created there by a scientist known as Betron. Betron is known for teaching Kryptonians the science of genetic engineering and for later being killed by his creation Doomsday.

Notable Cities

Antarctic City

Argo City

Atomic Town

Bokos Island

Erkol

Kandor

Kryptonopolis

Vathlo Island

Xan

Borga City

Neighboring Planets

Rao (sun)

Dheron (5th planet from Rao, Krypton was the 4th. According to Superman: Earth One, Krypton and Dheron were fierce enemies, who warred every 20 years when their orbit around Rao brought them within range.)

Other versions of Krypton

Krypton of Earth-One

Silver-Age[Earth-One]Krypton

The Silver Age Krypton happened between the 50's and 70's. In Superman #238, in the story "A Name is Born!" the planet Krypton was discovered by the space explorers Kryp & Tonn. In recognition of their discovery the planet was named Krypton. Many people looking to add something new to Krypton, trying to find different ways about the dead planet's origin as their inspiration , began to realize that for a planet that exploded had a lot of survivors. So in Superman: The Movie this allowed designer John Barry (who also did Star Wars and A Clockwork Orange) to create Krypton into a crystalline utopia. This version of Krypton featured a highly advanced society, where this planet is crime-free. Criminals will be banished into outer space until the criminal's crime intention was completely erased and he/she will be put to use again after his/her sentence is kind of sentence was completely ignored after Jor-El discovered the Phantom Planet Krypton was destroyed due to Krypton's unstable uranium core exploding.

Krypton of Earth-Prime

This version of Krypton is where Superboy-Prime comes from. This Krypton had a unstable red sun that threatened to consume the whole planet. Jor-El and Lara initially tried to build a device that could teleport them across the galaxy. The prototype of the machine that they built was able to carry no more than fifty Kryptonian pounds of weight. Jor-El knew that the council of science was not considering taking action. At the very last moment when their red sun threatens to consumed their world, he put Kal-El in his prototype machine, where the machine transmitted Kal-El's atoms across the galaxy, so the child would be safely rematerialized on Earth. Moments after that, a large radioactive solar flare that was generated by Krypton's red sun completely consumed the entire planet. Everyone there died instantly.

Krypton of Earth-Two

This is where the Golden Age Superman comes is nothing much to know about this Krypton. However, it is stated that everyone of this Krypton possessed super-powers due to their "millions of years of evolution",although to a quite lower Krypton was destroyed due to "old-age".

Prehistory

When the Scrolls of Rao were written, the Ruling Council decided that, should Krypton be destroyed, a chosen Kryptonian could rise on another planet and make a utopia. They hid all of their knowledge in the form of a crystal that was broken into three parts, creating the Stones of Power. The chosen Kryptonian journeyed to the planet Earth where he hid the stones at three different locations; this Kryptonian also came across a tribe of Indians known as the Kawatche and started a new prophecy on Earth about how he would return from the stars to save their world or send another chosen Kryptonian.

Dax-Ur was one of the greatest scientists to live on Krypton. He designed the Brain InterActive Construct, a self-aware, conscious supercomputer that could permanently run Krypton on a day-to-day basis without the need for manual labor. Dax-Ur then realized the destruction his creation could cause if it fell into the wrong hands and abandoned his designs without completing their construction. He fled Krypton, seeking solace on Earth, where he planned to study the effects that the planet's yellow sun had on various Kryptonian minerals.

In 1961, Jor-El traveled to Earth as a rite of passage by his father, and unwittingly fell in love with Louise McCallum and met Hiram and Jessica Kent. He left his memories, stored in a memory pendant, behind on Earth and returned to Krypton.

Jor-El and Lara met sometime after his adventures on Earth, and the two were married sometime before he became a member of the Ruling Council.

In 1966, a terrible war was fought against the forces of Black Zero, who succeeded in destroying the Kryptonian city of Kandor; among those killed were the wife and young son of Zod who, at that time, was a major in Krypton's military. During this time, the Council commissioned Jor-El to construct an Orb containing the DNA of Krypton's strongest (including Zod and Jor-El himself) with the intent of sending it to Earth so they would be resurrected if Krypton was ever destroyed. Kandor was re-built sometime after its destruction by Black Zero.

Years after the death of his wife and son, Zod rose to the rank of General, married Faora and began his plans to take over Krypton.

The War

Early War

Zod was a strong believer in the old barbaric ways of Kryptonian society, and believed that his people had become weak and therefore needed to be dictated. So over the years as he grew in power, he gathered loyal disciples and forces that he would use in an attempt to overthrow the Ruling Council and conquer Krypton. When he believed that he had enough forces, Zod mounted an attack on Krypton, beginning a war with the Council.

After the war had been going on for some time, Zod had caused damage to the Council, so they asked Jor-El to create Dax-Ur's Brain InterActive Construct to aid in the war against Zod, using its extensive knowledge to help the Council defeat Zod. However, Zod learned of the creation of Brainiac and was able to corrupt it, making it an ally to him and his disciples.

During this time, Zor-El attempted to kill Jor-El, believing that his brother had stolen Lara from him. After his assassination attempt on Jor-El, he was disgraced as a scientist and became the operator for Kandor's mine. Zod used Zor-El's hatred of Jor-El against Krypton, and Zor-El joined Zod's efforts to take over Krypton.

Since Zod and Faora were unable to conceive children after trying for so long, they decided that, by using genetic engineering, they would create their own ultimate son. Zod and Faora gathered the DNA of the most violent Kryptonian species and fused them all together with their own DNA. They planned to send their "son" to Earth, where he would destroy the population, leaving the planet deserted so that, in case Zod could not rule Krypton, they would rule Earth as a family instead.

Zod gave major roles in the war to his two closest disciples, Aethyr and Nam-Ek, whom he would let make decisions on where their forces should attack. Nam-Ek and Aethyr often conversed with Zor-El, who would tell them of the Council's plans and where would be best to attack and weaken the Council.

Leading to Krypton's Destruction

Krypton began experiencing massive tremors during the war, and the Council asked Jor-El to investigate. Jor-El suspected that the tremors where caused because Zor-El was operating Kandor's mine (the last one remaining not in Zod's hands) at full capacity, mining too deep. When the Council questioned Zor-El, he claimed that, without the mine working at full power, the Council would not have enough resources for the war, and that the tremors were temporary and caused by the attacks suffered during the war. Convinced, the Council allowed Zor-El to continue operating the mine at the same capacity.

Zor-El, however, had a different agenda. A strong believer in Rao's prophecy, he believed himself to be the chosen Kryptonian who would rise on Earth and create a paradise. Because of this, when he realized that Zod was starting to fulfill the prophecy by ravaging Krypton, Zor-El decided that he would complete the prophecy by igniting the planet's core and destroy Krypton.

Jor-El and the Council eventually managed to apprehend Zod and most of his -El convinced the Council to destroy all portals leading to Earth in order to prevent the rest of Zod's followers from escaping through them. The Council and Jor-El destroyed Zod's physical body and placed his essence in the Phantom Zone, along with his wife Faora, leaving them with no escape unless they inhabited a Kryptonian vessel.

After Zod was captured, Jor-El learned about his association with Zor-El. He forced his brother to stop the dangerous mining operations and placed him under arrest by locking him inside the powered-off mine control room. Zor-El was almost finished with the ignition of the planet's core, so he commanded Brainiac to override the lockdown, allowing him to complete the ignition and escape.

Destruction

Zor-El made plans for him and Kara to flee Krypton before its destruction, but she found out about his ties with Zod and tried to expose him. Zor-El, with the help of his disciple Augo, tried to stop Kara, but she was able to notify Lara. When Zor-El tried to stop Kara, she pushed him into a cluster of hologram crystals, injuring him. Zor-El then erased Kara's memory and sent her away to Earth in a spaceship along with a blue crystal that contained his DNA, which could create a clone of him since his injury prevented him from traveling to Earth with also put Lara's DNA in the crystal for two reasons: Because of his feelings towards her, and to lure his nephew Kal-El to the crystal should Kara fail to complete her task.

After Kara contacted Lara, she warned Jor-El about Zor-El's plan to ignite Krypton's core. So they sent their only son Kal-El in a spaceship to Earth away from Krypton's doom. Sometime before Kal-El left Krypton, Zod and Faora had attached the genetic matter that was their "son" to Kal-El's ship.

Jor-El placed his assistant Raya in the Phantom Zone to escape while he and Lara went to try and stop Krypton's destruction.

In 2008, Brainiac traveled with Kara back through time to Krypton just before its destruction, in an attempt to kill Kal-El before he grew up to save Earth. He tracked down Kal-El and his ship, presumably killing Jor-El and Lara, before Kara attempted to stop him. Brainiac easily overpowered Kara (who was powerless due to Krypton's red sun) when Clark arrived from the future; Brainiac overpowered him as well. That distracted him enough for Kara to find a sharp crystal and stab it through Brainiac, weakening him as Clark placed baby Kal-El in his ship, sending him to Earth as planned.

After Brainiac began igniting the planet's core, he contacted Nam-Ek and Aethyr, and told them that Zod had indeed been placed in the Phantom Zone and that the only way they could release him was to locate the Stones of Power before Kal-El; otherwise, they would have to force Kal-El. The three of them were able to escape from Krypton in another spaceship, known as the Black Ship.

Shortly after they all escaped, Krypton's core eventually ignited, leading to the total destruction of the planet, killing billions of people, including Jor-El, Lara, Zor-El, and the Ruling Council.

Interplanetary Relationships

Krypton had noticeable relationships with other planets and galaxies, as it was one of the most powerful and advanced civilizations in the universe. Some planets saw Kryptonians as a cold and harsh race. Many other planets looked up to Kryptonians as god-like creatures whereas others would despise their power and greatly hate Kryptonians.

Some planets, such as Earth and Mars, had good relationships with Krypton, with Kryptonians traveling to Earth frequently via portals. These trips to Earth spawned many Kryptonian connections to Earth, including the birth of the Kawatche tribe and the occult interests in the Stones of Power by the witches Margaret Isobel Thoreaux and her disciples Brianna Withridge and Madelyn Hibbins. Kryptonians, benevolent or otherwise, saw Earth as a paradise due to the powers and abilities they gained under the planet's yellow sun; this caused Earth to become the prime conduit of Krypton's affairs. Martians also had a good relationship with Krypton, as the Martian Manhunter would often go to Krypton to aid his friend Jor-El, but some Kryptonians would look down on Martians as a lower species. The planet Almerac was a distant planet to Krypton, and their young would often be told stories about Krypton, in particular Kryptonian men and about how brave and gallant they were and many Kryptonian men were desired as mates by Almeracian women.

The destruction of Krypton is well-known throughout the universe, with many species having knowledge of its destruction.

Ago he was a traitor. He was sympathetic to General Zod, and even Zor-El, and betrayed the Kryptonian Council's rule to assist Zod's army.

Allura In-Zee is the name of Zor-El's wife and Kara Zor-El's mother, on Krypton. She lived in Argo City. In current comics continuity, she is the leader of the city of Kandor and hence the entire population of New Krypton. She has released General Zod from the Phantom Zone, as well.

Ariella Kent pre-Crisis Kara Zor-El, she unknowingly won the heart of the pre-Crisis version of Superman.

Asha Del-Nar is a soldier in the Kryptonian Military Guild of New Krypton.

Asha Del-Nar was a writer in the Artists Guild of Kandor but enlisted after the city was stolen by Brainiac. Considered a competent but unremarkable officer, she led Red Shard after Gor was promoted out of the unit but before Kal-El was assigned to it. She became Kal-El's second-in-command. With him, she has fought Though-Beasts and captured the criminal known as Greyline.

Bar-El

Bizarro is a doppelgänger of Superman.

Ching Dave Miller a bodguard

Christopher Kent also known by his real Kryptonian name as Lor-Zod, is the biological son of General Zod and Ursa, and the adoptive son of Clark Kent/Superman and Lois Lane.

He has currently taken on the mantle of Nightwing, during Superman: New Krypton.

Cir-El is the Kryptonian name of a girl named Mia who temporarily assumed the identity of Supergirl. She came from the future, claiming to be the daughter of Superman and Lois Lane.

Circe was actually a Kryptonian scientist who invented an Evolution Serum, composed partially of Kryptonite. She evolved many Kryptonians into various animals. It is likely she then traveled to Earth, where she became known to the Greeks.

Davis Bloome was the Earth camouflage (or human form) of the Kryptonian creature Doomsday, the result of a fusion of genetic material taken from the most violent Kryptonian life-forms with that of the renegade Kryptonians General Zod and Faora.

Doomsday is a rampaging, seemingly mindless, murdering monster who killed Superman. He is the result of Kryptonian genetic engineering gone awry

Drax is a Kryptonian supervillain from the Phantom Zone, and is hinted to be the son (or clone) of General Zod. Born in the phantom zone.

Eradicator was originally a 200,000 year old Kryptonian artifact and weapon, who later evolved to become a sentient, humanoid being with many, if not all, of Superman's powers. He wishes to force Kryptonian culture on Superman and on Earth;

Erok-El The House of El was established

Evil Superman was a separate being that was created from Superman, due to exposure to Synthetic Kryptonite which temporarily separated him into two beings. Apparently, most of his unpleasant characteristics were imbued on his evil twin, who acted without morals or care for others.

Faora

Ursa

Mala

Fedra Shu-El was an ancient native to the planet Krypton and a respected member of the House of El.

General Zod is a general in the Kryptonian Army.

H'El was an Kryptonian space explorer who worked for Jor-El and Lara. H'El loved the two dearly as if they were his own parents. When Jor-El became aware of Krypton's impending destruction, he constructed a prototype spaceship and tasked H'El to protect Krypton's history and knowledge among the stars.

In-Ze Alura's father, lived in Argo City, His wife Aura a famous archaeologist Kryptonian was killed in the destruction of Krypton, In-Ze care for young Alura, He was the engineer of Argo City, In-Ze was murdered by Jer-Em, trying to save the City.

Jax-Ur is a Kryptonian villain. He was imprisoned in the Phantom Zone for destroying Wegthor, one of the planet's inhabited moons when experimenting with space travel.

Jul-Us is the name of a member of the old Kryptonian Council which ruled the planet Krypton. He was the head of the council.

Karsta Wor-Ul is a Kryptonian woman living on Earth. Superman discovered her after a being known as the Auctioneer stated that his scans indicated three Kryptonians living on Earth.

Kimda is a Kryptonian scientist, living in Kandor. He had been Jor-El's roomate in college on Krypton, and became a good scientist.

King Krypton Ultimately, however, under the influence of a Kryptonite meteor's baleful green rays, King Krypton undergoes an "uncanny transformation" from super-gorilla into human being and, with his dying breaths, explains that he is in reality a scientist from Krypton who was accidentally transformed into a gorilla by the tragic malfunctioning of an experimental "evolution accelerator" and then launched by his assistant into orbit around Krypton in the hope that the "powerful cosmic rays" of space would ultimately restore him to his human form. Now, ironically, the Kryptonite meteor has succeeded in freeing the Kryptonian from his gorilla prison, but only at the cost of snuffing out his life, since all Kryptonian survivors are fatally vulnerable to Kryptonite

Laurel Kent She is a descendant of Superman and his unnamed future wife, retaining some Kryptonian invulnerability.

Lesla-Lar is a "girl science criminal" from Kandor who served as a villain for Supergirl. She was the spitting image of Lena Luthor, able to pass for her when assuming her identity.

Lil' Doomsday is an alternate version of Doomsday from a paralell Earth in the Multiverse. He looks much like our version of Doomsday, and has similar abilities, but is much smaller and has a considerably nicer origin.

Lilo

Ultraman - An evil universe's equivalent of Superman.

Krypto, the Superdog: Pre-Crisis, Krypto was the El family's pet dog on Krypton, who eventually wound up on Earth and gained superpowers like Superman's. Recent comics have introduced an updated version of Krypto; this version currently lives with Superboy (Kon-El).

Comet, the Superhorse: Supergirl's flying horse, originally a Centaur, but cursed to live as a full horse. At various times he has had romantic feelings for Supergirl. Post-Crisis, he was given a different, stranger history.

Streaky the Supercat: Supergirl's normal household cat, accidentally given superpowers by a new type of Kryptonite. Streaky regularly fights alongside Krypto in the animated series Krypto, the Superdog.

Whizzy: 30th century descendant of Streaky, the Supercat.

Superwoman: Several versions of a Superwoman have appeared; often, she is Lois Lane, temporarily granted superpowers. Also a version of Superman from a different reality

Lor-Van was a Kryptonian astronaut before the ban on space-travel. He's the father of Lara Lor-Van.

Lord Nor is an evil lord on New Krypton, who's determined to gain control of the planetoid by marrying Zara. He will succeed if Lord Kal-El does not take his place as Zara's husband.

Lyla Lerrol a actress.

Major Zod is a younger clone of General Zod made twenty years before Krypton's destruction.

Negative Superman was a copy of Superman created using a ray-gun. His color scheme was black and white, including his costume and face, and he and Superman repel each other like two magnets.

Non Along with Ursa, he fills out the Zod Trio, a trio of Zod and his disciples. Non is a Kryptonian grunt.

Nuclear Man He was created by Lex Luthor with the DNA of Superman.

Calvin Ellis Kryptonian name Kalel, also known as Superman, is a Kryptonian president of the United States, on a different Earth in the Multiverse. On his Earth, he became Superman in addition to being the president. It is likely he's native to Vathlo Island, due to his reference to the word Vathlo.

Overman is an alternate version of Superman from a different world in the Multiverse. Unlike other versions of Superman, his primary language is German. This is because on his Earth, the Nazis won the second world war, eventually taking over the planet and spreading German everywhere.

Preus is a former inhabitant of Kandor. He's a Kryptonian supremist and xenophobe. He worked in Kandor's police force, before leaving Kandor to become one of Superman's enemies. In Earth's sunlight, he has for some reason gained new powers that Superman has yet to exibit.

Professor Va-Kox was a Kryptonian geneticist who was sent to the Phantom Zone for creating monsters.

Raya was a Kryptonian assistant of Jor-El,

Rozan was the president of the Kryptonian Council prior to the planet's destruction. While aware of the environmental changes to Krypton, he feels that Jor-El's calculations must be incorrect. He leads the council in their vote against Jor-El's proposal to build a vessel to transport the populace to another planet.

Sul-Van was a member of the Science Council on Superman's home planet Krypton. Sul-Van is also the father of Lara Lor-Van and the maternal grandfather of Superman. Sul-Van is also the great grandfather of Van-El but only in an alternate timeline.

SuperBatman a descendant of batman and superman

Superman Secundus

Superboy (Kal-El)

Superboy (Kon-El) also known by his Kryptonian name Kon-El and his human alias Conner Kent, is a Hybrid human/Kryptonian, cloned from Superman and his archnemesis Lex Luthor, and is a modern update of the original Superboy, who is a younger version of Superman.

Superboy-Prime

Supergirl

Supergirl (Lara) is the daughter of Superman and Wonder Woman from a future where Lex Luthor and Brainiac control the Earth. She has inherited both Kryptonian and Amazon powers from her parents.

Supergirl Head No. 2

Superlass real name Lisa Kent, was the daughter of Superman and Lois Lane in an imaginary story, appearing in Superman's Girl Friend Lois Lane # 91.

Superman

Superman (Earth-31)

Superman (Kal-L) also known as Kal-L, is the Earth-Two version of Superman. His life is nearly identical, with several differences in his history and personality.

Powers and Abilities

The same as a normal Kryptonian; however, for much of his adult life, his power level was lower than the mainstream Superman. He was unable to fly, and could only leap an eighth of a mile; he was invulnerable, but a bursting shell could pierce his skin; and he could only run at 50 miles per hour, more or less.

Superman Clone (Superman: Doomsday) was created by Lex Luthor to replace Superman following his death at the hands of Doomsday.

Superman Dynasty

Superman Emergency Squad was a squad of Kryptonians from the Bottle City of Kandor who would all occasionally assume the identity of Superman and leave the bottle city, in order to help the real Superman in times of need.

Superman of the 30th Century he is now known as Klar Ken 5477, minus the T.

Superman of the 67th Century This Superman was famous for marrying Gzntplzk from the 5th Dimension, which brought 5th Dimensional powers into the Superman family line.

Superman Prime (One Million) is the identity taken in the future by Superman in the DC One Million storyline. It distinguishes him from all the other Supermen, who, all descended from him, have protected Earth in his absence. The first superman

Superman X is a 41st Century version of Superman. He was cloned from Superman's DNA, and is a member of the Legion of Super-Heroes. Standard Kryptonian, Ability to summon crystal structures, Ability to generate Energy Shields, Energy blades summoned by gloves

Superman XII is a descendant of Superman from sometime in the distant future who took on the mantle of Superman, as did many in the long familial line.

Thara Ak-Var is the childhood best friend of Kara Zor-El, who went on to become Flamebird.

Thor Kol is a former leader of Krypton from long ago in the planet's history.

Trey

Ty-Zor is a Kryptonian villain.

Tyr-Us was a powerful and influential Kryptonian, prior to Krypton's destruction. He was the leader of the metal city of Corril in the mountains. He was also the son of Jul-Us, who was the head of the Kryptonian Council before the capital city of Kandor was taken by Brainiac.

Van-El was the son of Kal-El in an imagined timeline in which Krypton never exploded and Kal-El was never sent to hree as a baby.

Van-Zee is a Kryptonian, famous for having taken up the identity of Nightwing. He was also the cousin and look-alike of Kal-El, who originated the identity. His lab assistant is Ak-Var, who would later become his superhero sidekick, Flamebird.

Zak-Kul is a brilliant scientist of the city of Kandor, who went rogue and committed a number of crimes. He had figured out a way to enlarge himself using the element Illium-349, but was unable to implement it without destroying Kandor as he enlarged. When Lois Lane was visiting the Fortress of Solitude for the first time, she accidentally knocked over the bottle city, releasing Zak-Kul,

Zaltar traped in the phantom zone

Zara-Ra is a Kryptonian woman of high status living on New Krypton. She is in an arrainged marriage with Kal-El since birth, and according to Kryptonian law, is married to him. On Earth, she's known by the human name of Sarah, and worked at the Daily Planet for a month while testing Superman to see if he was worthy of being her husband. She was assisted by Ching, her bodyguard, in this endeavor.

Zibarro is a super-powered inhabitant of Bizarro World; He's a copy of Bizarro, but is an imperfect copy, and thus lost the chalky-white skin and mental characteristics of the other Bizarros. He is, therefore, much closer to Superman.

Superman's travels lasted from the 21st Century to the turn of the 700th Century. During this 679 century odyssey, he acquired vast abilities and skills from every being he met and gained perfection over all the abilities he received. He even broke through the Source Wall and studied under the Source itself, meaning he could have a portion of the Source's power or more. The true extent of abilities he received from the Source are unknown. When he returned to Earth, he forged a covenant with his descendants. In this conenant, he would bestow upon them a small fraction of his power as long as they served for truth and justice. He also gained the abilities of his lineage and magnified them with his own power (for example, the Superman of the 67th century married the queen of the 5th Dimension, GZNTPLZK, which in turn gave Superman Prime the abilities and powers of a 5th Dimension Imp). After the covenant he left and returned to his Fortress of Solitude in the center of the Super Sun. (DC One Million)

Lineage

Kem-L is a Kryptonian scientist in the house of El, thousands of years ago. He created The Eradicator.

Don-El is the father of Ter-El. He was a member of the Kandorian Police Force in the city of Kandor when it was shrunken. He was still alive when the city was enlarged on the planet Rokyn.

Ter-El is the father of Seyg-El

Seyg-El also known in various versions as Jor-El I, is the father of Jor-El II as well as Zor-El and Nim-El and the former head of the Kryptonian Council. He's Superman and Supergirl's grandfather.

Jor-El & Lara

Superman/Superman-Prime

Jordan Elliot (Whatever Happened to the Man of Tomorrow?)

Jonathan Kent II (The Kingdom)

Jason White (Superman Returns)

Conner Kent (deceased) also known by his Kryptonian name Kon-El and his human alias Conner Kent, is a Hybrid human/Kryptonian, cloned from Superman and his archnemesis Lex Luthor, and is a modern update of the original Superboy, who is a younger version of Superman.

Lara (Daughter with Wonder Woman in Frank Miller's Batman: The Dark Knight Strikes Again.) is the daughter of Superman and Wonder Woman from a future where Lex Luthor and Brainiac control the Earth. She has inherited both Kryptonian and Amazon powers from her parents.

Match He is a clone of Superboy.

Justice Legion S

Superman Secundus

Superman of the 30th Century Klar Ken T-5477, vulnerable to ocean water

The Unknown Superman of 4500 AD

Kal Kent He is the Superman of the 853 century.

Superman of the 30th Century he is now known as Klar Ken 5477, minus the T.

Superman of the 67th Century This Superman was famous for marrying Gzntplzk from the 5th Dimension, which brought 5th Dimensional powers into the Superman family line.

Superman X is a 41st Century version of Superman. He was cloned from Superman's DNA, and is a member of the Legion of Super-Heroes. Standard Kryptonian, Ability to summon crystal structures, Ability to generate Energy Shields, Energy blades summoned by gloves

Superman XII is a descendant of Superman from sometime in the distant future who took on the mantle of Superman, as did many in the long familial line.

Zor-El/Zor-L & Allura

Supergirl

Power Girl

Equinox (deceased) is the mysterious child of Power Girl. His conception and birth was predicted by Arion of Atlantis, and as such, it was a miraculous conception, with no father. After being born, he grew at an accellerated rate, without a name; he came to call himself Equinox.

Nim-El

is also Jor-El's twin brother.

aliens:

Krypton

Powers

Kryptonian Physiology: Kryptonian cellular structure is much more dense, resilient, and biologically more effective than human tissue. They do not possess superhuman strength levels despite their enhanced cellular ability without their cellular structure charged with yellow solar energy. Without such charging, their physical capabilities are identical to a human of their height and weight who engages in regular physical activity. As aliens, they possesses several organs whose functions are not yet disclosed or understood, but are believed to be part of or the source of their bio-matrix force field and reclamation aura. Kryptonians' bodies also store energy actively within their bio-cellular matrix as an energy pattern which is linked to their body's electromagnetic field. This energy powers most of their electromagnetic capabilities such as flight, heat vision and other "sight"-based abilities while supplementing their physical abilities to superhuman levels.

Solar Radiation Absorption: As Kryptonians, their cells function like a super battery, hyper metabolizing specific wavelengths of radiation as fuel to enable living functions and/or superhuman abilities. Different wavelengths of radiation have different effects on Kryptonian physiology and well being, but their cells cannot absorb or utilize all types of radiation. The wavelength of their home solar system's red sun enables their body to function on an identical level of a healthy human while the Earth's solar radiation in both its raw and filtered state through the Earth's atmosphere acts as fuel to enable all of their powers. Every time Kryptonians use any of their superhuman abilities, their bodies expend absorbed sunlight and they are capable of utilizing any of them to various degrees through controlled circumstances. The solar-based radiation of a foreign blue star proved to increase their known abilities under a yellow sun to a higher degree and enabled additional powers. The existence and constant exposure to proven "healthy" radiation sources are not required for them to live and utilize their powers, but prolonged periods without exposure to them and/or utilizing their powers will require them to recharge in order to live and continue using their powers.

Superhuman Strength: The exact limits of Kryptonians strength are unknown, but they are capable lifting far in excess of 100 tons. Different periods and intensities of exposure to Earth's solar radiation can cause their strength to fluctuate over time. Kryptonians' known feats include lifting an enormous pyramid and flying it to Mars without any strain and having the strength necessary to shatter small planets. Unhealthy levels of high exposure to specific radiation can exceed Kryptonians' "normal" strength level.

Invulnerability: Their bodies are nigh-invulnerable due to their superhumanly dense cellular and anatomical structure as well as their radiating bio-electrical aura. Kryptonians are under some circumstances resistant or immune to different forms and levels of lacerations, blunt force trauma, energy-based assaults, falls from great heights, explosions, the cold void of space, toxins and all known diseases on Earth. Their supercharged bio-electric "aura" acts as an invisible "force field" radiating within a few millimeters from their skin. They can willfully utilize their aura strengthening it's power to a greater degree to provide an additional defense against certain levels of physical and energy attacks for a considerably short period of time, but doing so can endanger them should the attempted feat prove inefficient for any reason. Kryptonians utilize their aura by expanding it around a person(s) or object(s) to enable their structural stability when lifting or traveling with them. Kryptonians' invulnerability has been in constant fluctuation over the years. They have been shown surviving the blast of nuclear warheads, entering the Earth's sun and emerging unharmed and surviving the impact of an exploding sun.

Longevity: Kryptonians can live almost indefinitely if they reside under continuous exposure of Earth's sunlight.

Superhuman Stamina: They have the ability to maintain continuous physical actions for an undefined period. Kryptonians are shown to have unlimited stamina if they are consistently exposed to Earth sunlight.

Flight: Kryptonians are capable of flying at supersonic speeds (over two thousand miles per second) in a planetary atmosphere and at faster-than-light speeds while in space.

Superhuman Speed: They are capable of moving, reacting, running and flying at superhuman speeds. While not as fast as the Flash on planet Earth, Kryptonians can fly at speeds faster than light and are considered one of the fastest beings in the universe. They can use this power to disarm opponents, catch bullets or shrapnel and cross vast distances in seconds.

Superhuman Hearing: Kryptonians have incredible hearing at extreme variances of sound and pitch frequency, allowing them to pick up noises from across the globe. They have shown enough control to block out ambient sounds to focus on a specific source/frequency.

Super Smell: On various occasions, Kryptonians have demonstrated that their sense of smell is significantly enhanced to the point they can smell odors across the entire planet.

Self-Sustenance: They do not need to eat or sleep (but are still capable of doing so) and don't require oxygen to breathe, enabling them to travel in space and underwater unprotected.

Healing Factor: Kryptonians have been shown to have an accelerated "healing factor" enabling them to heal almost instantaneously from most wounds.

Super-Breath: Kryptonians can create hurricane force winds by blowing, and also chill their breath to freeze a target. They can also breathe in large amounts of air to dispel clouds of gas by exhaling it.

Heat Vision: Kryptonians can fire beams of intense heat from their eyes. These beams can be made invisible, allowing them to work undetected, and can be adjusted to affect matter on a microscopic level. Feats include powering up the giant ion planet moving engines, annihilating an army of Doomsday in one blast, potentially rivaling the heat of a Star and bypassing a target's outer shell, avoiding damage to a person's skull for surgical purposes.

Super Vision: Kryptonians also possess a superior sensory arrangement of visual capabilities.

Electro-Magnetic Spectrum Vision: They can see into all of the EM Spectrum. Kryptonians can see and identify radio/television and any and all broadcast/transmitted frequencies, allowing them to avoid detection through radar or satellite monitoring methods.

Telescopic Vision: The ability to focus their vision to see something at a great distance, without violating the laws of physics.

Microscopic Vision: The ability to see extremely small objects and images down to the sub atomic level.

X-Ray Vision: The ability to see through anything except lead. Since it is passive, this ability would not generate harmful radiation in the same manner as a focused projection of hard X-rays.

Abilities

Various

Average Strength level

Megaton to Multi-megaton range.

Weaknesses

Vulnerability to Magic: Kryptonians' biomatrix is their most powerful asset, but the strength of this field is also its greatest weakness. Its permeability to certain wavelengths makes them vulnerable to certain radiations, particularly magical energies whose chaotic electromagnetic or extra dimensional signatures disrupt this force field. Kryptonians' vulnerability to magic varies depending upon the special effects of the magic. No magic seems to be able to directly destroy them unless it comes from a semi-divine or divine source. They can be injured and worn down by magical entities. Magic can have powerful and unpredictable effects on Kryptonian and their magical enemies have often proven to be the most dangerous.

Vulnerability to Chi: Lex Luthor and Question argued that, because of Kryptonians' solar based powers, planetary based esoteric and vital forces could have an opposite effect on them. Luthor posited that concentrated doses of such energies could severely cripple a Kryptonian and become fatal, and he attempted to exploit this weakness with the Science Spire, which tapped into the energies.

Vulnerability to Kryptonite: Since the destruction of Krypton, its remains (rendered radioactive by the explosion) have been spreading throughout the universe as Kryptonite, a crystalline substance whose specific radioactive wavelength is lethal to Kryptonians native to this reality. The most common form of Kryptonite is Green Kryptonite, and its effect is directly poisonous to them. Kryptonite from other realities does not necessarily have the same effects on all Kryptonians.

Lead: Kryptonians cannot see through lead with their vision powers.

Solar Energy Dependancy: Their abilities will eventually weaken without replenishing their energy reserves with normal (yellow) sun radiation. When exposed to the same red solar radiation as Krypton's red sun Rao, it causes Kryptonians to lose their powers within a large amount of exposure until exposure to yellow sunlight reverses this effect.

Psionics

The Dheronians are an alien humanoid race that inhabited on the planet Dheron, which shares the same solar system to Krypton. Due to living in the outer reaches of its native solar system, the Dheronians were referred to as the "Shadows of Krypton".

Powers

Due to evolving under a red sun, Dheronians gain great power from the radiation of younger stars. Powers shown so far include:

Solar Energy Absorption: The main source of their powers under a foreign star. When charged with the frequency of a yellow sun, they develop:

Enhanced Strength

Invulnerability

Accelerated Healing

Flight

metabolize without light

direte sunlight is fatal

sensitive to bright lights

Biology

The Dheronians are a nocturnal humanoid species, having bleached hair and skin due to evolving on the near un-sunlit environment of their home planet. Their physiology and powers are similar to their Kryptonian counterparts, only except that their powers metabolize without light; a complete opposite to the Kryptonians's dependency on solar energy, which happens to be fatal for the Dheronians if they are completely exposed to sunlight. Because of their nocturnal physiology, Dheronians are very sensitive to bright lights.

History

The Dheronian race evolved on the planet Dheron, the seventh planet in the Ku'Raon System and lie at the very edges of the system; originally in the past, Dheron's orbit had been closer until it was changed due to a meteor-impact. Because of the planet's location, its environment was harsh that it's quite similar to the harsh conditions of ancient Krypton, with few resources beyond the basic essentials. However, life miraculously persevered which gave birth to the Dheronians.

History for the Dheronians began as simple farmers and eked out an existence of survival by trying to cultivate what little they could on their less abundant planet. Their life changed once their planet came within orbit of Krypton during the Age of Wars and attracted the attentions of Jax-Ur, who discovered Dheron was enriched with Raonite ore that was used in creating Nova Javelins, and then quickly established trade with Dheron, giving its people resources and technology in exchange for all the Raonite he needed. Immediately thereafter, Dheron went from an agrarian society to an industrialized civilization overnight. This trade went on for most of the duration of the Age of Wars. When the Age of Wars finally ended with Jax-Ur's defeat and banishment, Dheron's trade came to a complete stop that severely almost collapse the Dheronians' economy and its resources all but taxed beyond recovery. With their society on the verge of collapse, the Dheronians blamed their troubles on the Kryptonians at their apparent "abandonment" and began attacking Krypton every chance they have left by trying to raid their world for what they lacked.

The conflict was fairly matched as the Dheronians's technology are Kryptonian-based. As Krypton's scientific revolution went on, the Dheronians' raids became more and more of a nuisance. After several centuries, the Kryptonians invited a delegation from Dheron to take part in a peace-treaty in another attempt to end the feud. However, as the Dheronian delegates delayed the treaty, a Dheronian infiltration team broke into some of the Kryptonian laboratories and shipyards, trying to steal more technology, but was discovered and foiled by the Sapphire Guards. This incident became finally intolerable for the Kryptonians; after the Dheronian delegation was deported back to their planet, the Kryptonian Defence Force launched a missile, containing an energy-drill, at their world and bored into its crust, anchoring it and pushing Dheron out of the Ku'Raon System, and thereby banishing the Dheronians into deep space.

Without any warmth from Rao, Dheron became colder and unable to sustaining life that drove the Dheronians to abandoning their planet; but not without significant costs as only a sizable majority of the Dheronians were forced to be left behind in exchange for the survivors to escape on the available arkships with the meager supplies they possessed. The survivors were reduced to scavengers, finding whatever to sustain them and only landing on the darkened parts of planets that their bodies were unable to tolerate sunlight. Their plight forever cemented their resentment for the Kryptonians, and were even more outraged to learn that the majority of the universe lauded their hated enemies while the Dheronians were cast out and left to rot, simply for demanding what was "rightfully" theirs.

After aeons of wandering, the Dheronians were discovered by the New God Darkseid, who offered them resources and spaceships that replenished back into their full military strength with promises of enacting their revenge on the Kryptonian race in exchange for worshiping him as their god, which they eagerly obliged. Darkseid made a decree to the Dheronians to hold their revenge back until the time was right, which then that every Kryptonian man, woman, child, animal, or machine will not be allowed to live. Their revenge struck when the Krypton-Shi'ar War ended, with Krypton's Planet-Shield dropped in peacetime, allowing the Dheronians using Boom-Tube technology into teleporting a series of probes directly into Krypton's core, generating a force-field that prevented heat from dissipating to the surface and causing the chain of events that led to the destruction of Krypton and its people.

It wasn't until decades later that the Dheronians were broken from their rejoice that they heard news of the Kree and Skrulls that had been defeated by the Kryptonian Battlestation Sentrius and learned that only three Krypontians and one half-breed - Superman, Supergirl, Krypto, and Power Girl - were living on Earth. Realizing that their decree is left unfinished, the Dheronians, led by Tyr'ell, proceeded in eliminating the survivors along with Earth for harboring their hated enemies. However, their first attack, which was brought about by manipulating Maxima into trying to make Superman her husband and simulating Earth's destruction as Krypton's, ended in failure- particularly thanks to the light-manipulating members of the X-Men- with Tyr'ell committing suicide to prevent the Justice League, X-Men, and Avengers from learning about Darkseid. Following this failure, Tyr'ell's son became the Dheronian's new leader, upon Darkseid's command. Despite the failure, Darkseid was unconcerned, as he had anticipated it and had, in fact, planned it, though the exact reasons for this have yet to be revealed.

The Kree are a scientifically and technologically advanced militaristic alien race. The Kree resemble humans almost exactly, with the exception of blue skin.

Biolgy

kryptonian with orther raes engineered into them mutate them. think they are better.

Powers

Superhuman strength and endurance

tech

silm,silver hue vessel, circling gravity disc, energy weapions

History

Millions of years ago, the Kree's birth planet was visited by the Skrulls that had traded their technology with their neighboring species, the Cotati. In a fit of selfish ambition, the Kree killed the Cotati and stolen their Skrull technology, which built the foundation of the Kree Empire. Although considered one of the most powerful political entity in the universe, the Kree Empire based completely on Skrull-derived technology and remained utterly stagnant in their technological level. At some point in time, the Kree waged war on the Skrull Empire that became the Kree-Skrull War. The conflict stretched for eons and expanding their respective empires, as new planets are conquered and enslaved.

At the middle of the war, the Kree and Skrulls later encountered the Kryptonians and were impressed of the advanced technology they possessed. As a result, both sides want them as allies, to completely annihilate the other. Initially, the Kryptonians tried to mediate for both sides, to end the conflict but neither Kree nor Skrull would be satisfied until the other side was destroyed. Seeing there was no use in convincing either side to settling peace, the Kryptonians left and returned to Krypton. This only infuriated the Kree and Skrulls, which they then waged war on Krypton and convinced its inhabitants to ally either one of them. However, the Kryptonians had prepared for their arrival and constructed a powerful battlestation known as Sentrius. Millions of Kree and Skrull vessels were utterly decimated within minutes. The Skrulls gave up on trying to conquer Krypton, but the Kree were too stubborn from giving up and continued to try to bypass Sentriue for the next thousand years before finally giving in.

The Kree later visit Earth around 1000 C.E. and saw potentials on its inhabitants. They established a garrison on the planet and experimented Earth's homo sapiens and primates. Their goal was to create a powerful race of superhuman shock-troopers to use against the Skrulls. For several centuries, the Kree continuously experimented their unwilling test subjects until the Skrulls discovered Earth. A furious space battle erupted over Earth while at the same time, the Kree's test subjects began to rebel. The battle was interrupted by a Kryptonian Speeder piloted by Kon-Lir, which both sides ceased their hostilities and began attacking on their hated common enemy. Although the Speeder was eventually shot down, the Kree and Skrulls suffered major losses and were forced to withdraw from Earth. The Kree's test subjects achieved their freedom and would become the forerunners of the Inhumans and the intelligent gorillas of Gorilla City, which they form a society of their own and thrived in seclusion from the rest of humanity.

Around the early 2000's, the Kree soon discovered the last Kryptonian, Superman, was living on Earth. Ronan the Accuser, who had a virulent hatred for the Kryptonian race, ordered for the capture of Superman's allies, the X-Men, in an effort to "judge" and dispose of Superman. However, Superman undermined Ronan's authority through a loophole in the Kree legal system and beat against the accuser in a trial of combat. The Kree Supreme Intelligence acquited Superman and the X-Men.

Daxamites are an alien race from the planet Daxam. Their planet, like Krypton, orbits a red sun (called Valor); and like Kryptonians, Daxamites will gain superpowers when living under a yellow sun. In fact, their powers and abilities are nearly identical to those of Kryptonians; The only difference being that they have no weakness to Kryptonite, and instead are severaly weak to Lead.

Daxamites are an off-shoot of Kryptonians. Modern Daxamites are the descendants of an indigenous humanoid race with Kryptonian colonists, interbred.In DC Comics the Daxamites have recently been established as being "Space Mexicans". The human-like natives of the planet Daxam had a distinctly Mesoamerican racial appearance and culture. They were colonized by the pseudo-European Kryptonians, with whom they subsequently interbred and established a distinct culture, including things such as buildings resembling step pyramids. When the Kryptonian's intergalactic empire collapsed, the Daxamites became independent. They now exhibit some attributes of being Space Amish. While they have and use advanced technology, they are very isolationist to the point of xenophobia and have strong cultural taboos against certain technologies, such as anything related to space travel.

In canonical continuity, Daxamites were a group of Kryptonians who had left Krypton in order to explore the Universe. They are an intensely xenophobic race, and are fearful of alien invaders. Daxam's inhabitants tend to stay on their homeworld, but some have ventured into the galaxy. Daxamites are not vulnerable to Kryptonite because The Eradicator, programmed to preserve all Kryptonian culture, altered the birthing matrix ("artificial wombs") the explorers took with them so that the newborns would be fatally vulnerable to lead. Like their Kryptonian cousins, Daxamites manifest powers and abilities similar to those of Superman when exposed to the light of a yellow star, including vast strength, damage resistance, great speed, flight, enhanced senses and heat and X-ray vision. Their own sun Valor was a red giant, so while on their homeworld, they could not have their powers.

In the post-Infinite Crisis continuity the Daxamite started their life as a more peaceful and less xenophobic offshoot of the Kryptonian race, choosing to gain the trust of the people living in the planets they found rather than mercilessly killing them as the other Kryptonians did. So, when the Kryptonian explorer Dax-Am discovered a planet inhabited by a peaceful native population, the Kryptonians decided to merge with the Native Daxamites, giving birth to a race with inherent Kryptonian powers, plus the ability to breed with other humanoid races. This, coupled with the fact that, even when they lost track of their Kryptonian origins, choosing to consider themselves only Daxamites, they kept traveling through the stars, allowed for a large population of half-breeds residing on the planet, naturally inclined to seek new planets, as the descendants of the last Kryptonian purebloods kept alive their ideals of isolation and xenophobia.

Eventually, the social unrest stirred by isolationists and explorers exploded in a full-blown civil war. The isolationists won, founding the Cult of Sorrows, and rewriting history to blame aliens for the ruins of the war, and hide the presence of half-breeds in Daxam. By the time of the invasion of Earth, Daxamite society evolved into a semi-religious regime, greatly disapproving of any other form for spacefaring but conquest and war, outlawing several pieces of technology, and displaying a widespread xenophobia in every single inhabitant of the planet, let alone for selected individuals as Sodam Yat, Kel and Lar Gand, the first and the latter forced to self-exile themselves to avoid harsher punishment for their different ways.

Daxamites took part in an invasion of Earth masterminded by the Dominators. During the invasion however, the Daxamite forces discovered that they gained tremendous powers, of a set and scale comparable to Kryptonians, in a yellow sun environment. However, while engaging Superman, the super-hero convinced his opponents, who were succumbing to lead poisoning, that their allies were wrong to invade Earth and Kel Gand — Lar Gand's father — sent a message before his death to their government to intervene on Earth's behalf. They were successful in this intervention when the Dominators, unaware of the Daxamite physical reaction to Earth's environment, dismissed the small force of primarily troop transports. Thus, they were caught completely off guard when the Daxamites deployed in space an extremely formidable force of hundreds of soldiers who had gained powers and quickly defeated the enemy. They also fought against the galactic destroyer known as Imperiex.

Daxam is briefly invaded by the space tyrant Mongul II, and remade into the base of a splinter cell of the Sinestro Corps, the Mongul Corps. Sodam Yat, utilizing the entity Ion, is then forced to sacrifice himself to turn Daxam sun yellow, granting superpowers to every Daxamite, and, as a result, the ability to repel the invaders. However, a hooded Krona divests Ion from Sodam, freeing the young hero from the sun and restoring it to its red form. The sudden loss of powers decimates the population, as many had been using their powers of flight, superstrength, and invulnerability when the sun changed colors.

Possessed of genome similar to that of Kryptonians, Daxamites, when exposed to the radiant light of a yellow sun gain powers and abilities similar to that of Superman, including super strength, flight, near-invulnerability, super-senses, and super-speed, heat and x-ray visions. Millennia ago, the Daxamites were a group of Kryptonians who decided to wander the universe in exploration. Dax-Am founded the planet which was named after him. The kryptonian colonists were able to mate with the natives and so interbred to create a new species, Daxamites. Eventually Daxamites decided to expand in the universe. Daxamite, Bal Gand went exploring on Earth and concieved a child with an Incan man. Her bloodline inherited a desire to travel and explore while those without her blood sought isolation. This led to a civil war across the planet and eventually travel off planet was banned.

Daxamites were first encountered during the Invasion crisis, when a number of alien worlds took an interest in Earth for it’s propensity to breed numerous super-powered beings. The Dominators, looking to create an army for their own purposes, contacted the aquatic Gil’Dishpan, the brutish Khunds, the fascist Thanagarians, the shape-shifting Durlans, the warlike Okaarans, malevolent Psions, and the logical Daxamites. All species agreed to invade Earth, except the Daxamites who sent an observation team, refusing to take part in any of the fighting.

Once the invasion force had established a beachhead in Australia, the Daxamite observation group began to exhibit wondrous abilities. Drunk on power, the seven of them engaged the leader of a resistance assault group, Superman, beating him nearly senseless. They fought for several minutes but then the exertion of the fighting and being exposed to such high contents of lead in earth’s atmosphere left the Daxamites dying. Only the quick thinking of Superman saved the lives of the observation group.

The Daxamites at that moment realized they were on the wrong side. One of their number sacrificed his life to radio the Daxamite Starfleet to involve itself in this unjust invasion. Involve itself it did, within minutes many Daxamite science vessels moved to intercept Dominion warships, which the Dominion found laughable until the crews left the confines of their ships and attacked. Thousands of Supermen acting in defense of Earth, it turned the tide of the invasion.

The most famous Daxamite is Lar Gand, who has also been known as Mon-El, M’onel, and Valor. It was his father who sacrificed his life during the invasion. Inspired, he was briefly a hero on Earth during the 20th century, taking a crucial part during the ‘ Darkness Within’ saga. He later seeded all the worlds that would later become United Planet worlds. Lar Gand would later be placed into the Phantom Zone to save him from fatal lead poisoning, but freed in the 30th century by Braniac V.

The Green Lantern of Space Sector 1760, Sodam Yat, is a Daxamite who used the Ion power to turn Daxam's red sun, yellow and allowed Daxamites the power to take on the Sinestro Corps that threatened them. Sodam Yat reappears in the 31st century as a Guardian and heralds a new era in the Green lantern corps.

Daxamite Abilities:

Energy Absorption Daxamites possess the ability to absorb the light and radiation of stars, specifically those in the yellow spectrum. Their body is constantly absorbing and storing energy from Earth's yellow sun, which in turn grants them incredible powers, such as superhuman strength, enhanced senses, impenetrable skin, and even the ability to defy gravity. Their body is also able to absorb the radiation of a blue sun, this grants them increased strength and various other powers.

Superhuman Strength Daxamites have a strength that puts them on par with their sister race: The Kryptonians. Daxamites have the ability to lift over 100 tons with minimal effort.

Superhuman Speed Daxamite physiology grants its members an enhanced metabolism, muscular speed, and nervous system. Due to this they have been granted a speed that is much greater compared to that of a human. They are able to see and avoid objects moving at incredible speeds and are also able to move faster than the human eye can perceive.

Superhuman Vision (Telescopic, X-Ray, Heat) Daxamites are able to see over great distances and perceive even the smallest of objects. This vision also allows Daxamites to see through the atomic structure of an object. Though they are unable to see through lead.

Super Hearing Daxamites have the super human ability to hear all sounds at any volume or pitch.

Invulnerability Due to their Daxamite physiology they are granted a bioelectric forcefield that protects their body from harm. Their muscular tissue is much more dense than that of a normal human.

Flight While Daxamites body is charged with solar energy they are able to emit a gravitational field that enables them to defy gravity. Daxamites have extreme mobility while they are in flight allowing them to fight, change course and also carry great weights.

Freeze Breath Daxamites have the ability to freeze their enemies using their breathe. They are able to control the temperature with which they expels this power.

Longevity Daxamite physiology allows its members to live much longer than a normal human.

Total Recall Daxamites have the ability to instantly recall events that he pays specific attention to or that hold great emotional significance to them. When they have absorbed solar energy they have the ability to solve problems with superhuman speeds.

Mon-El is a member of the Daxamites.

bekka-wonder woman

highfather-granfarther, orion husband

new genesis

blue eyes, red hair,

Powers

New God Physiology

Superhuman Strength

Superhuman Durability

Flight

Abilities

Swordsmanship:

Equipment

New Genesis Armor:

Mother Box

Weapons

Swords:

Almeracians are a humanoid species native to planet Almerac. They physically resemble Humans, but have superior physical capabilities. However, they are not as strong as Kryptonians or Daxamites.

Relationship With Krypton

Almerac and its people are well-aware of the planet Krypton and Kryptonian males were revered and desired as mates by many Almeracian women. When Almerac picked up a signal that came from deep space, Maxima knew it was Kryptonian and went to follow the signal to find her kryptonian soul-mate, Kal-El.

Almeracians were also aware that Krypton had been destroyed, and Maxima was shocked and overjoyed that a Kryptonian male suitable for mating survived.

Notable Citizens

Maxima – The queen of the planet and ruler of its citizens who is searching for her soul-mate, whom she believes to be Clark Kent. not as strong as kryptoians or daxamties

Almeracian Physiology

Psychokinesis

Force Field

Psychic Blasts

Telekinesis

Flight

Self-Sustenance

Superhuman Durability

Superhuman Speed

Superhuman Strength

Telepathy

Illusion Casting

Mind Control

Teleportation

Technology

Almerac has considerably advanced technology compared to Earth and is almost on a par with, though slightly behind, Krypton. Maxima was able to teleport herself from her home planet to Earth via a transport bubble.

Almerac was a technologically advanced society that was enthralled with the cycle of constant military activity. The Almeracians were under imperial rule by the House of the Blood Royale, a product of generations of selective breeding; scions of this bloodline displayed vast psionic powers.

This war-like race first came into contact with Earth when their Empress, Maxima, was impressed with Superman after observing him in gladiatorial combat. Faced with the dilemma of her own generation's disappointing crop of prospective mates, Maxima sent out a near-perfect duplicate of herself to investigate the Kryptonian on his adopted home planet. Her servant, Sazu, did not approve of Superman and destroyed Maxima's simulacrum. Sazu's actions, however, only seemed to strengthen Lady Maxima's resolve.

When the Empress herself eventually made Earth her home, hoping to shape the Man of Steel into her consort, Almerac would come upon dark times. The first devastating event happened when Brainiac seized control of Warworld and nearly destroyed the planet. After a brief respite, Starbreaker began ripping Almerac apart, shifting it out of its orbit and feeding off the planet's death throes. The once-proud civilization of the Almeracians barely had time to recover from the tragedy before the arrival of Imperiex sealed the planet's doom.

Thanagar is the homeworld of the hawk-like Thanagarians and known for its mineral deposit of Nth Metal. Although the planet is predominately inhabited by the Thanagarians, it is also home to several other indigenous races, such as the Lizarkons.

Silver Age History

The Equalizing Plague

A being known as the Equalizer injected the people of Thanagar with a widespread plague which robbed the populace of their individuality. The people of Thanagar became little more than a race of submissive drones. It wasn't until the deposed queen of Alstair Hyathis came to Thanagar that the plague came to an end. Hyathis agreed to heal the Thanagarians, but in exchange they had to accept her as their new ruler. The Thanagarians agreed and Hyathis became the new monarch of Thanagar. Hyathis' reign was relatively peaceful and the people of Thanagar labored intensely to rebuild their culture.

Points of Interest

Medal Mint

The Medal Mint produces the bulk of the reward medals for valorious Thanagarian citizens, particularly the Thanagarian Wingmen. A group of thieves known as the Dragonfly Raiders once robbed the Medal Mint under the instruction of Byth Rok. During the encounter, they ran afoul of Hawkman and Hawkgirl.

Sea of Scythia

The Sea of Scythia is located near a series of caves and grottos. Byth Rok and his criminal confederate Jarl once used the caves as a base of operations until Hawkman and Hawkgirl trapped them with a wave of radiation.

Thanaldar

Thanaldar is one of the major cities of Thanagar. It took over one-hundred years to erect the city, and it was designed primarily to house Thanagar's ruling council. Thanaldar is the home of Paran Katar and his son Katar Hol.

Veil of Valmorra

The Veil of Valmorra is a giant waterfall on Thanagar and the one-time hideout of the Rainbow Robbers. This is where young police officer Katar Hol first met his new partner Shayera Thal. This was also where, several years later, Katar first proposed to Shayera.

Residents Pre-Hawkworld

Byth Rok Corla Tavo Fell Andar Hyathis Katar Hol Shayera Hol

Post-Hawkworld Byth Rok Isamot Kol Katar Hol Shayera Thal

TechnologyAbsorbascon Nth Meta l HYPERLINK ""Thanagarian Star Cruiser

WildlifeBrontadon

Powers

Alien Physiology: Thanagarians possess several gifts that are common to members of their race, but sets them apart from normal humans. A Thanagarian's life span is significantly greater than that of a normal human being. At one-hundred years of age, a Thanagarian physically resembles a thirty-year-old Earth human. A Thanagarian is also physically more endurable than the average Earth human. They are stronger, with greater stamina and a greater resistance to pain. Thanagarians also possess enhanced senses.

Enhanced Vision: A Thanagarians's eyesight is more acute than a normal human and their range of vision is similar to that of a bird.

Enhanced Hearing: A Thanagarian's auditory senses are also particularly acute and they can perceive sounds with greater clarity than the average human.

Martians

As a race of shapeshifters, physical appearance has little meaning for Martians. The underlying psychological differences are what separated the peaceful Green Martians from the war-like Whites. White Martians have configured their physiology to reflect their philosophy, becoming a separate race from the Green Martians, and the Yellow Martians. In the current DC continuity, their preferred form is that of angular, hairless humanoids with chalky white skin which often forms bony ridges or plates, giving them the appearance of armor. They have sometimes been seen to have a gaping mouth on their thorax and a horn on the same level on each side.

It was eventually retconned that the White Martians and Green Martians did not originally co-inhabit Mars together as was previously believed. In reality the green and white Martians were part of the same race, known as "The Burning". This race used fire to reproduce asexually and were belligerent to all. The Guardians of the Universe, fearing the ruthlessly and violently powerful Martians, genetically split the Martian race into two distinct species, white and green, preventing the asexual reproduction. They also gave these two new races an instinctive fear of fire to prevent either group from ever accessing their full potential. Also they altered their powers so one race could never completely overcome the other. The timeframe for this genetic tampering was given as 20,000 years ago, contemporary with the early life of Vandal Savage on Earth, in JLA series 2 #86.

While the Green Martians were peaceful philosophers, the White Martians were savage warriors. A lengthy civil war between the two races ended when the few surviving White Martians were rounded up and exiled to the extra-dimensional "Still Zone" (apparently distinct from Superman's Phantom Zone, in which they were later imprisoned again).

White Saturnians

White Saturnians called Koolars are descended from an underclass of worker clones created by ancient White Martian explorers. Green Martians cloned Jemm, Son of Saturn's people, the original Red Saturnians, from themselves, and the White Martians cloned the original White Saturnians from their own cells. The Reds were treated as equals by their creators, but the whites were treated as slaves by their masters. The enslavement of the white clones led to the civil war on Mars.

When the Martian Manhunter overcame his fear of fire, he broke the ancient genetic block and released Fernus, a member of the primeval Martian race. In the JLA story arc "Trial by Fire", an ancient Burning Martian entity called "Fernus" took possession of J'onn J'onzz and exterminated as many members of the White Martian race as he could find- infiltrating the Phantom Zone by telepathically stealing Superman's access codes and travelling to the Fortress of Solitude before the League could open the Zone to try and question a White Martian about Fernus- before being defeated by Plastic Man in a last desperate confrontation.

H'ronmeerca'andra

The three races of Ma'aleca'andra (the Martian name for the planet Mars in the DCU) are directly responsible for the H'ronmeerca's (Saturnians). The Saturnians are the genetically modified descendants from the underclass Martian worker clones created by their ancient Martian explorers as they ran Martian colonies on the moons of Saturn. The Martians cloned the original Saturnians from themselves; the Red Saturnians were created by the Green Martians while the White Saturnians were created by the White Martians. Both races of clones were created and bred to survive and live on the planet Saturn. The Green Martians treated their clones as equals while the White Martians treated their clones as slaves. The fate of the Yellow Martians is unknown during this time period.

The continued enslavement of the White Saturnians started a civil war between the two Martian races. At the war's conclusion the White Martians were exiled to the "Still Zone", only to escape years later and reappear disguised as the Hyperclan. After the civil war all Saturnians were granted their freedom, but continued to war amongst themselves for millennia.

Jemm, son of King Jaxx was forced to flee the palace after a White Martian coup. His mother Jarlla was able to hide him in a cave, where Jemm was trained by his White Saturnian teacher Rahani in the use of his powers.

Powers and abilities

Jemm is superstrong, and has the power of flight. He is also a telepath, and possesses the ability to fire psychokinetic energy discharges from the organic gemstone in his forehead. The gemstone is known as the Mark of Jargon. Jargon the Mighty is alleged to have brokered peace between the red and white races.

Unlike Green Martians, Red Saturnians like Jemm cannot shapeshift, but they are capable of rapid cellular regeneration. Koolars, a subset of the White Saturnians, are indeed capable of shapeshifting like Martians. Koolars have also demonstrated the power to meld with inanimate matter.

Like Martians, all Saturnians are psychologically vulnerable to fire.

Powers and abilities

The Martian Manhunter possesses a wide variety of superhuman powers, including superhuman strength, durability, flight, regeneration, self-sustenance, shape-shifting, intangibility, invisibility, telepathy, telekinesis, extrasensory input, and optic blasts.

In current[when?] DC continuity, many of his powers resemble those of Superman, including superhuman strength, flight, invulnerability, and "Martian Vision" (a term designating both the ability to see through solid objects and the ability to project beams of energy from his eyes). Superman once said of him: "He is the most powerful being on the face of the Earth".

J'onn uses his power of shapeshifting for various effects, such as adopting human or monstrous appearance, elongating his limbs, growing to immense size, altering the chemical composition of his body, etc. His default form during JLA meetings and in public is a "human-friendly" version of his actual birth shape.

J'onn can also phase-shift, becoming intangible to pass harmlessly through solid objects, or to phase through people and machines in order to damage them or cause pain. He can also render himself invisible, and he originally acted as an invisible hero or unknown "angel", helping those in need without revealing himself. In the Silver Age story "The Unmasking of J'onn J'onzz" he lost the ability to use his other powers while invisible and was revealed to the world as a Martian superhero, although his civilian identity of John Jones remained a secret.

A powerful telepath, J'onn can both perceive others' thoughts and project his own thoughts. He often acts as a "switchboard" between the minds of his teammates in order to coordinate their actions. The extent of his telepathic abilities is great; several times he has connected his mind to the entire population of Earth, such as in the Trial by Fire story arc, in which he connects to the whole population of Earth in order to find a rogue telepath who has been brainwashing prominent criminals and political figures. He also uses his telepathy for creating illusions, locating other sentient beings, controlling other’s minds, manipulating memory, inducing sleep, travelling on the astral plane, transferring information to people directly, and creating brain blasts and mental shields.

J'onn can absorb energy beams and waves. His telekinesis allows him to move objects with his mind, which he describes as "Martian mind-over-matter." He uses his telekinesis to manipulate, move, control, and levitate multiple objects, as well as to fly at high speeds and to create a telekinetic blast/push or a telekinetic shield. The inner valves and chambers in his air canals are very dense and greatly enhanced, allowing him to create strong hurricane force winds just by exhaling.

J'onn's eyes can project energy beams, known as "Martian Beams", the exact effects of which have varied in different decades from incendiary effects to concussive impacts to disintegration.

He has demonstrated regenerative abilities, once regenerating his entire body from only his severed head, but with great strain. (Due to the loss of mass, he found it necessary to incorporate new matter from sand.) In his early appearances, he could breathe underwater, such as when he encountered Zauriel in the sea of San Francisco.

Aside from his superhuman powers, J'onn is also a very capable detective. As Batman mentions in his file, "in many ways, Martian Manhunter is like an amalgam of Superman and the Dark Knight himself."

Weakness

One of J'onn's signature traits is his vulnerability to fire. Although it has been an element of the character since his earliest appearances, writers have depicted it with inconsistency throughout the character's long career.

In his earliest appearances, he was shown as having a weakness to fire while in his native Martian form. Over time, this was developed into pyrophobia, with fire being the Martian's "Achilles heel", equivalent to Superman's weakness to Kryptonite. Exposure to fire typically causes J'onn to lose his ability to maintain his physical form, so that he "melts" into a pool of writhing green plasma. One portrayal explained that the flame weakness was tied into Martian telepathy, with fire causing so much chaos in Martian minds that they collapse.

It was revealed during the Trial By Fire storyline that the Martian weakness to fire is a built-in psychosomatic effect, placed in the Martian race long ago by the Guardians of the Universe to prevent them from reverting to a previous evolutionary state in which they were highly aggressive, on the verge of interstellar conquest, and in need of flames and the psychic suffering of others in order to reproduce. At the end of the arc, this weakness to mundane fire was removed, with J'onn explaining that now only fires of "psychic significance" could harm him, such as flames of a magical or pyrokinetic nature.

During the Fernus storyline, Batman noted that Martian shapeshifting was an instantaneous reflex based around the psychic study of others, allowing J'onn to adapt rapidly to any opponents physiology or fighting style. Curiously, this aspect of his power puts him at a slight disadvantage when faced with Plastic Man, who is immune to telepathy (being inorganic) and who has no set fighting style, but is instead described as "inspiration given form", a completely spontaneous and unpredictable being.

The Zamarons were originally the female members of the race called Maltusians. When the renegade scientist Krona performed a forbidden experiment that had terrible effects on the whole universe, the male Oans argued about how to deal with the situation. One group of Oans decided to dedicate their eternal existences to contain evil; they became the Guardians of the Universe. The females, however, saw no need to involve themselves and, since the Oans were by then immortal and had no more need to reproduce, left their mates and became known as the Zamarons.

After billions of years, the Zamarons and Guardians evolved (since they did not reproduce, it was the individuals themselves who evolved) into different forms. While the Oans were originally human-like but blue-skinned, the Zamarons eventually became identical to white Earth women. The Zamarons developed a warrior-like culture, and, unlike the Guardians, preferred to focus on developing their physical abilities over their mental ones; they developed the habit of storing their psionic energies on purple crystals. They also have a custom of choosing a female that bears a certain specific appearance as their leader; this person becomes "Star Sapphire," with a namesake gem that grants her enormous mental powers but also takes over her mind. One of the women chosen in recent times was Carol Ferris, lover of the human Green Lantern Hal Jordan. She ended up becoming one of his greatest foes.

The Zamarons eventually chose to take males from the planet Korugar as mates. This led the Guardians to enact a secret decision: should they or any of their agents ever kill a Korugarian male, the main Power Battery on Oa would self-destruct. Apparently they meant this as a measure to keep themselves from ever acting against them out of jealousy. However this backfired when, after the Guardians had left our universe temporarily, the Green Lantern Corps decided to execute the Korugarian criminal Sinestro, unaware of the special provision. This caused the destruction of the battery and led to the temporary dissolution of the Corps.

The Zamarons eventually decided to rejoin their Guardian mates in order to parent a foretold new generation of Oans. They left this dimension in order to mate. Although the Guardians later returned, the Zamarons continued to wait to give birth.

· One Zamaron did return to our universe along with her Guardian mate, to use their powers to accelerate the evolution of several humans from Earth specially chosen to become the new Guardians of the Universe, in an event known as "The Millennium." Despite the interference of the Manhunters, they achieved their ends, although they died in the process. The humans formed a group of heroes called the New Guardians, but eventually disappeared in a battle with Krona—now an agent of Entropy

· When the Guardians were restored as mixed-sex infants, Ganthet asked the Zamarons to return to Oa and help him take care of them. Their own children have not been referenced.

· The Zamarons have recently resurfaced, conducting a guerilla war against the Guardians. It has been revealed that the Zamarons migrated from Oa due to the Guardians decision to suppress their emotions while the Zamarons embraced them. After settling on Zamaron, the Zamarons found a parasitic purple crystal sprouting out of the remains of two corpses. The Zamarons then created a Star Sapphire Corps and carved several Star Sapphires out of the purple crystal to give to women who had been loved and spurned, giving them the opportunity to gain revenge.

· A new Star Sapphire appeared and first took possession of a girl named Krystal, and then seeked out Carol Ferris. Ferris was released once the gem discovered that Hal Jordan bears affection for Jillian "Cowgirl" Pearlman. However, Hal and Carol managed to free Cowgirl after a battle. When the Zamarons appears, Hal gives a false affectionate kiss to one of the alien women, led the gem to possessing the the alien entity. The Zamarons were force to retreat in an attempt to save their sister from their creation. Realizing the the gem's power is too great and unable to control after they took it from their sister's corpse after a failed attempt to save her, they apparently abandoning their plan of creating a new Star Sapphire, and instead forged a purple lantern power ring from the gem, with a plan of creating their own Corps. The Zamarons have not only been collecting the emotional energy spectrum of love, but also fear and willpower, the two main energy sources of the Qwardians and the Guardians as well, in preparation of an upcoming war.

· Following the Sinestro Corps War, the Zamarons began sending out Star Sapphire Rings to find women capable of great love to spread and protect love throughout the universe. The Zamarons were able to make their actions known to the Guardians without revealing exactly what was going on. The Guardians decided a more diplomatic approach with the Zamarons. However, the Guardians were less than diplomatic with the Zamarons, and also discovered that they were trying to "cure" female Sinestro Corps members of their anger and hate by filling their hears with love. The diplomatic mission ended in failure.

· Powers and Abilities · Powers

· Immortality

· Cosmic-Level Energy Manipulation: ability to manipulate the emotional spectrum of energy that is love (Violet). This power is naturally generated by them and is capable of all the feats of the Green Lantern power rings. The power of love is one of the farthest away from the balance of the center of the emotional spectrum and thus the power has more influence over its bearer.

· Abilities

· Genius-Level Intellect

· Master Combatants

· Average Strength level

· Unknown.

· Weaknesses

· None known.

· Habitat

· Habitat: Terrestrial
Gravity: Standard
Atmosphere: Oxygen/Carbon Dioxide Mix
Population: Unknown

· Miscellaneous

· Type of Government: Matriarchal Monarchy
Level of Technology: Highly Advanced
Cultural Traits: Matriarchal, Warriors
Representatives: No Known representatives.

· Body Type

Slender and Tall

Purple Eyes

Black hair

Grey-Blue skin

Tharrians women have pink to blonde hair. Tan skin.

Special Adaptations Natural ability to manipulate Ice

Origin Decended from human experimented on by the Dominators

Base Of Operations Talok III (destroyed), Talok IV, Talok VIII

Body Type Humanoid

Eyes Blue Eyes

Hair Purple

Skin Blue

Number of Limbs 4

Number of Fingers 5

Number of Toes 5

Star System Of Origin Talok

Home Planet Talok III

Representatives:

Shadow Lass

Shadow Kid

Lyrissa Mallor

Sarven Mallor

Tarnia Tolarn-Mallor

Mikaal Tomas

Lyysa

Turran Kha

Komak

Lyssa Drak

Lydea Mallor

The Shi'ar is a race of humanoids of avian descent; they resemble humans with feathered crests atop their heads in lieu of hair. They are one of the major alien empires alongside the Kree and the Skrull Empires.

History

The Shi'ar Empire consists of a vast collection of alien species, cultures and worlds. The Shi'ar Emperor of the time, Kral'Nor, was ambitious and expanded his empire. When the people of Krypton reactivated the World-Gate network, Kral'Nor wanted to use the network to conquer nearby star systems. The Kryptonians tried to reason with Kral'Nor until they had no choice but to call back every Kryptonian to Krypton, and shut down the network. As a result, the Shi'ar laid a five-year siege on Krypton despite the Kryptonians establishing a massive, impenetrable shield around their planet, initiating the Krypton-Shi'ar War.

In the sixth year of the siege, the Kryptonian Defense Force, led by General Zod, made a daring move in using a World-Gate to travel to the Battlestation Sentrius and used its powerful weapon system in instantly decimating the Shi'ar Imperial Navy. The heavy losses was a humiliating blow to the Shi'ar that became the catalyst for Emperor Kral'Nor to be overthrown and exiled by a group of Shi'ar that opposed the war, led by another of the Imperial Family. The New Shi'ar Empire quickly negotiated for peace and ending the war. The Shi'ar government would later reconstituted into the Shi'ar Republic led by Kral'Nor's daughter Lilandra Neramani. However, the aftermath of the Krypton-Shi'ar War had thrown the Shi'ar Republic to barely escape its economic depression in which it is furthermore exacerbated by a civil war between the the Republic and the loyal remnants of the Shi'ar Empire, which is led by Kral'Nor's children D'Ken and Cal'syee.

The Skrulls are a race of extraterrestrial shapeshifters. They appear as green-skinned reptilian humanoids with large pointed ears, red or green eyes, and corrugated chins.

Tech

bulbous vessels, large, tri-winged

Biology

The Skrulls basically humanoid with reptilian-like trait with green skin, but shown that the females possess mammery glands to nurse their young. Multiple chins and pointy ears. Skrulls have the ability to shape-shift into any other being for use as a defence and offensive mechanism, much like Martians.

History

Millions of years ago, the Skrulls became a powerful intergalactic empire. At some point in time, the Skrulls encountered the birth planet of the Kree and traded with their neighboring species, the Cotati. The encounter with the Kree led to the Kree killing the Cotati and stealing their Skrull technology that established the Kree Empire. Thereafter, the Skrulls waged war against the Kree that became known as the Kree-Skrull War. The conflict stretched for eons and expanding their respective empires, as new planets are conquered and enslaved.

At some point in time, the Skrulls and Kree encountered the Kryptonians and were impressed of the advanced technology they possessed. As a result, both sides wanted them as allies, to completely annihilate the other. Initially, the Kryptonians tried to mediate for both sides to end the conflict but neither Skrull nor Kree would be satisfied until the other side was destroyed. Seeing there was no use in convincing either side to settling peace, the Kryptonians left and returned to Krypton. This only infuriated the Skrulls and Kree, which they then waged war on Krypton to coerced its inhabitants to ally either one of them. However, the Kryptonians had prepared for their arrival and constructed a powerful battlestation known as Sentrius. Millions of Skrull and Kree vessels were utterly decimated within minutes. The Skrulls gave up on trying to conquer Krypton, while the Kree were too stubborn to give up before finally doing so in the next thousand years.

In recent times, the Skrulls' Throneworld Skrullos was consumed and destroyed by Galactus. Since then, the Skrull Imperial Council had been situated in the Skrull Imperial Fleet led by Empress Veranke. After Krypton was destroyed, decades later the Skrull Empire soon learned through Mongul's gladiatorial game Warworld that the last Kryptonian Superman was living on Earth. This knowledge reignited their ambitions in capturing Superman and his surviving Kryptonian ilks in order to gain access to their Kryptonian technology while seeing events unfold as a divine right for their empire to not only gain their technology but also conquering the Earth.

Skrull undercover agents were dispatched to Earth and infiltrated the planet's government bodies, particularly the United States government, and the Baxter Building for information on the planet's metahuman population; in which those information were then used in granting Skrulls supwerpowers, known as Super-Skrulls. On the day of Earth's entry to the Galactic Confederacy, the Skrulls enacted their plan in manipulating the Kree into threatening war on the planet while their agents represented by Supreme Commander Kl'rt were brought into dialogue with the U.S. Congress in negotiating for an alliance with America against the Kree and revealing the location of the Fortress of Solitude. However, the Justice League and the X-Men exposed the truth on the Skrull's plot in front of Congress. The failed infiltration forced the Skrull Empire into a full-scale invasion on Earth while in tandem with the Kree and the Shi'ar Empires. The invasion fell into Earth's favor when Superman and General Dru-Zod brought Battlestation Sentrius to Earth's orbit and annihilating the invading forces, and forcing Empress Vernake to admit surrender. Empress Vernake and Commander Kl'rt were brought before the peace treaty at Sentrius, where Earth's victors and their allies dictated that the Skrull Empire must reduced a significant part of its territories to permanently ending the Kree-Skrull War. Vernake did not took too well from the given terms and refused to recognize them by threatening in sending more of her Imperial Navy to Earth; however, General Zod counter-threatened by having Sentrius pinpointing the location of the Skrull Empire's major shipyards in the Zur'Kol System and eliminating them with a Nova Javelin that would not only kill billions of lives but also utterly make the Skrull Empire entirely defenseless. Vernake, greatly intimidated, reluctantly conceded in signing the treaty.

The Chitauri are a nomadic alien race. They appear in having flesh-coloured, bulbous, tentacled, multi-pedal forms. They are a conquering race that had sought for a suitable, fertile planet.

History

The Chitauri are governed by the Chitauri Federation. A ancient, nomadic race, the Chitauri had for untold years been searching for a suitable homeworld. In each world they occupied, they drain its resources and then move on to the next planet, and thus repeating the cycle. The Chitauri Federation had in the past clashed numerous occasions with the people of Krypton and have been utterly defeated every time. Because of these defeats, the Chitauri loathed the Kryptonian race that they even used the word "Krypton" as a profanity.

Sometime in the 1930s-1940s, the Chitauri arrived in the Solar System and invaded Mars. The Chitauri waged a larger campaign on the red planet while a smaller military detachment expanded to Earth during the Second World War. On Earth, the Chitauri, led by one of their species under the alias Herr Kleiser, infiltrated the planet among the human population and allied with Nazi Germany, in which they provided their expertise in the Nazi nuclear program in an effort to wipe out humankind. By 1945, they succeeded in creating a nuclear missile and had it aimed at the United States; however, super-soldier Captain America destroyed and detonated the missile while airborne. The conflict on Mars prevented the Chitauri to sent a much larger invasion fleet on Earth. The Mars conflict saw the near-extinction of the Martian race, but leading to the Chitauri to retreat from the Solar System after its fleet were all nearly destroyed by the Martians' anti-orbital defense system.

By the early 21st Century, the Chitauri under Herr Kleiser that were repelled from Earth returned to invade Earth. But their invasion was again thwarted by the Avengers. Later, the Chitauri Federation were contacted by Ronan the Accuser, who informed that Earth remained unprotected and ample for a renew invasion from salvaging the Martian anti-orbital defense system - but unknown to the Chitauri, Ronan did not told them that Earth was under the protection of the Kryptonian hero Superman as part of his plan to be rid of his enemy. The Chitauri were yet again thwarted by Superman, the Justice League, X-Men, and Fantastic Four, and once again forced to r etreat from the Solar System.

Okaarans are a race of alien native to the Vegan world of Okaara. The most famed amongst them are the Warlords of Okaara. For several millennia the Warlords have trained the best and the brightest children in the Vegan star system in the art of combat. Their beliefs held that the art of war and the humanities should forever be entwined with one another. They instructed their charges to develop a deep sense of self worth, so they should always be cognizant of the value of life and what exactly they would be fighting for. They were taught how to love a friend and hate an enemy. They taught them compassion and compromise, but always with the caveat that when such emotions, the only recourse would be war. Those trained in the Okaaran combat arenas included the Tamaranean sisters Koriand'r and Komand'r, as well as future Omega Men Primus and Kalista.

Powers and Abilities

Powers

None known.

Abilities

The Warlords of Okaara are renowned experts in all forms of martial combat. Their expertise extends beyond merely the art of killing, and includes the philosophy of combat and the humanities.

white hair and yellow skin

Branx are natives of the planet Emana Branx in the Vega star system. The most notable species among them are the behemoth-like Branx Warriors. Each Branx warrior is partnered with a veritable Angel of Mercy. Upon the death of a warrior, this Angel guides their spirit to a new infant Branx body so that they may be reincarnated. Upon which, this guardian angel becomes the soul-partner of the newly reincarnated Branx. Centuries ago, the scientific Psions attempted to cross breed a Branx Warrior with an Okaaran named X'Hal. The process became traumatic for all involved and the warrior's angel of mercy was violently separated from his partner. No longer able to guide the souls of the living, this being became a dark, insubstantial ghost who called himself Nimbus.

When the Citadel conquered much of the Vegan star system, the Branx warriors were absorbed into their armies. The Branx often found themselves working alongside the Citadel slavers the Gordanians. Their primary adversaries were the freedom fighters known as the Omega Men.

Grey, hide-like skin; Large, lower canines that protrude upward from their lips.

Tammaraneans-

Citadel-

Dominators, collectively known as the Dominion, are a fictional alien race from the outer cosmos of the DC Universe. They are highly technologically advanced, and live in a rigid hierarchical society, in which one's caste is determined by the size of a red circle on one's forehead. They are master geneticists who can manipulate the metagene to enhance members of their own caste. Their appearance (the yellow skin, red circle, squinting eyes, and sharp teeth and nails)

Gil'Dishpan is an alien race of aquatic worms, The Gil'Dishpan are the oldest and most powerful, imperialistic, space-faring, aquatic extraterrestrial race in the universe. They appear to be purple giant tube worms, and are powerful telepaths. The Gil'Dishpan have taken an interest in younger aquatic races such as the Hykraians, Qarians and the Atlanteans. They were responsible for uplifting the Hykraians and giving them the gift of interstellar travel. Their homeworld is a frozen planet with methane oceans similar to the Lakes of Titan.

PowersEdit

Underwater Breathing

Acid Spray

Telepathy

Superhuman Vision

Superhuman Hearing

Genius-Level Intellect

Longevity

Space Warps: they are able to create space warps that open instantaneous transport across interstellar or interdimensional space.

AbilitiesEdit

Master Engineer

ParaphernaliaEdit EquipmentEdit

Dome Life Support:A bubble of life support, which is used to when they are out of their usual atmosphere, within which possesses a mixture of water and methane gas and is also a floating transport.

HabitatEdit

Habitat: Ocean Depths

Gravity:High Gravity

Atmosphere: Standard Oxygen/Nitrogen with significant ozone component in stratosphere.

Population: 6.2 Billion

MiscellaneousEdit

Type of Government: Feudal Technocracy.

Level of Technology: High Technology level.

Cultural Traits: Malevolent. Truly malicious race with no redeeming qualities at all.

Representatives: Yeasmyr

The Khund are a race orginated from their native planet Khundia and are predisposed to aggression. Because of their volatility, it is not uncommon for citizens to challenge one another to physical combat, likely to the death, for the slightest offense or insult.

Khunds have two sexes, and live approximately 70 years, although the reds sometimes live up to 140 years and have an average lifespan of 95 years. They reach sexual maturity between 14 and 16 years of age, and can usually reproduce up to age 50 or so for women and 75 for men. Unlike humans, the males also cease to be capable of reproduction, though at a later age then women.

Powers and Abilities Powers

None known.

Abilities

None known.

Average Strength level

Unknown.

Weaknesses

None known.

Habitat

Habitat: Habitat of this race is unknown.
Gravity: Gravity of this race is unknown.
Atmosphere: Atmosphere of this race is unknown.
Population: Population of this race is unknown.

Miscellaneous

Type of Government: Government type unknown.
Level of Technology: Advanced
Cultural Traits: Very aggressively violent and warmongering-based mentality.
Representatives:

Warlord Galmark Warlord Garlak Ambassador Ghadrak Kharlak Field Marshal Lorca Kho Kharhi

Durlans are an extraterrestrial race of shape-shifters. They were originally a technologically prosperous race, until the "six-minute war", a radioactive conflict that devastated their planet. The Durlans used their shapeshifting power to survive, and even get back their civilization, but by the time they did, the radiation had affected their live young and no-one could remember the original shape of the Durlans. Currently, Durlans tend to appear as roughly human-sized masses of amorphous dark green tentacles.

The Durlans are most distrusted a result of their legendary xenophobia; Durlans strictly prohibit any visitation by outsiders and do not often leave their own world. Some of the galaxy's mistrust of Durlans stems from their native shape-shifting ability.

Powers

Durlan Physiology: Durlans can shape-shift at any time for any length of time with little limitation on size or shape. As such their physiology is in constant flux, meaning no need to take a single form. The native chosen form was a giant mass of tentacles hidden under robes. By the 30th Century the Durlans were required by the United Planets to have a default form when off world. This form was an orange humanoid with with large eyes and to antenae on the their heads.

Shape-Shifting: Durlans possesses the ability to transform their body's size, shape and color to mimic any person, creature or object in the universe. A Durlan is able to reconstitute even if they are are reduced to a liquid form. Elasticity: Having a malleable form, Durlans can stretch and extend their form despite being in a solid form. Enhanced Senses: Durlans can scan objects and/or living forms and store their shape into their brains. Scanning with their antenna takes only a few moments and the Durlan can take that form at any time. Abilities

Mimicry: The Durlans are natural mimic's with most being able to act like the person or animal they have morphed into. They are able to alter their vocal cords to sound like anyone, but is limited to it's own personal knowledge of their language and speech paterns.

Average Strength level

The Durlans strength is relative to the current form they have taken.

Weaknesses

Power Duplication Limitation: Durlans are limited to the physical capabilities of the form he takes. For instance, they cannot gain a Kryptonian's enhanced cells. However, they can fly like a bird and/or sting like a bee.

Yorggian Fever: is a Durlan desease that can be fatal for some. It freezes the infected Durlan in what ever form they are in at the time. The disease also effect the persons memory, wiping out whole portions of a person life. One of the most famous sufferers is R.J. Brande, he was trapped in human form for many years.

Cancellite: Artificial chemical which freezes Durlans in the shape they are currently in .

Habitat

Habitat: Desert like world
Gravity: 1 g
Atmosphere: High levels of radiation
Population: Population of this race is unknown.

Miscellaneous

Type of Government: Shadow Council of Durla
Level of Technology: Avanced
Cultural Traits: Xenophobia
Representatives:

Chameleon Boy R.J. Brande Chameleon Girl Ciji Ji Daggle Queltop Daggle Immortal Man in Darkness Dr. Alan Madison Kimball Zendak Arvin Halliday Chameleon Chief Chameleon Kid Composite Man Green Lantern of Durla Liggt Daggle Senator Mortenson Theg Doyle Von Daggle Zhay

Okaarans are a race of alien native to the Vegan world of Okaara. The most famed amongst them are the Warlords of Okaara. For several millennia the Warlords have trained the best and the brightest children in the Vegan star system in the art of combat. Their beliefs held that the art of war and the humanities should forever be entwined with one another. They instructed their charges to develop a deep sense of self worth, so they should always be cognizant of the value of life and what exactly they would be fighting for. They were taught how to love a friend and hate an enemy. They taught them compassion and compromise, but always with the caveat that when such emotions, the only recourse would be war. Those trained in the Okaaran combat arenas included the Tamaranean sisters Koriand'r and Komand'r, as well as future Omega Men Primus and Kalista.

Powers and Abilities Powers

None known.

Abilities

The Warlords of Okaara are renowned experts in all forms of martial combat. Their expertise extends beyond merely the art of killing, and includes the philosophy of combat and the humanities.

Average Strength level

Unknown.

Weaknesses

None known.

Habitat

Habitat: Habitat of this race is unknown.
Gravity: Gravity of this race is unknown.
Atmosphere: Atmosphere of this race is unknown.
Population: Population of this race is unknown.

Miscellaneous

Type of Government: Government type unknown.
Level of Technology: Technology level unknown.
Cultural Traits: Cultural traits unknown.
Representatives:

X'Hal

Billions of years ago, on the planet Maltus, the Maltusian immortals studied all aspects of life. They took local reptiles for testing and discovered one part of the lizard's mind had the potential for much greater complexity. They enhanced the creatures and found the new developments were passed to each succeeding generation. The reptiles were released back into the wild to chart their survival rate.

The Maltusians eventually left their world in a great exodus. The enhanced life forms evolved into the Psion race. The early Psions investigated the Maltusian labs and mimicked their creators. They went as far as cutting off their tails to look more like the Maltusians (and as a result, disavowing their original background). After several millennia, the Psions left Maltus to follow their creators, now known as the Guardians of the Universe, who were on Oa.

When the two discovered each other, things were not quite what the Psions expected. The Oans regretted their decision not to destroy their equipment before leaving Maltus. The Psions were forbidden to travel to Oa, though they wished to learn more from the Guardians. Though the Psions had mastered the technology, they had gained little understanding. The Guardians felt responsible for the Psions and sent them to the Vega system, where they could strive for comprehension. The Guardians ordered the Psions to stay within their assigned area so the Guardians would not be disturbed, as the system was off limits to the Guardians and the Green Lantern Corps for other reasons. The Guardians hoped the Psions would achieve their own greatness in time. The Guardians' great hope has not yet come to fruition.

Discovering their creators and then feeling humiliated, the Psions buried the truth about themselves. As a species, they forgot their background and began anew their scientific work. But as scientists, the Psions asked the questions all thinkers ask: "Where are we from?" The Psions never stopped asking this question. Again and again, the Psions discovered the truth about their origins, and every time they ended up suppressing the knowledge. The Psions refuse to acknowledge to themselves that their creators did not want them nor believe in them. When hearing the truth, in pain, they go into shock and incapacitate themselves. This process also suppresses their knowledge of their genesis.

Trench- When Atlan destroyed Atlantis, it plunged the seven kingdoms of Atlantis into the ocean. The survivors initially believed four of the kingdoms were destroyed, and the other three survived and adapted to their new conditions with 90% of the Atlanteans dying from the event. The Trench were one of the three surviving kingdoms along with the Xebelians and Atlantians.

The Trench adapted to living in Mariana Trench and developed an alternate language. They have a King and Queen who differ physically in form from the worker class of Trench.

The Trench follow the wielder of the Dead King's Scepter. The Trench are drawn to the leader of Atlantis and Aquaman believes the scepter doesn't hold mystical control over the Trench, but instead the Trench believe the wielder of this scepter is their leader. Toxikinesis: The Trench have the ability to spit a chemical from their mouth that can cause paralysis.

They have eight fingers and six toes with grey skin and sharp teeth that are thin and long.

Skin Green, Blue 6 4

Dimension Aqua is an otherwordly alien dimension comprised completely of water. Where the Xebel's live.

Daemonites are a reptilian alien race from the planet Daemon, who are capable of possessing host bodies. Millennia ago, the Daemonites discovered interstellar travel and started to conquer the universe. Their ability to possess other species gave them a distinct advantage over most species, allowing infiltration and survival in almost any environment. Their rise to power was unopposed until they encountered the Kherubim. The Kherubim were a noble race of nearly immortal warriors. Despite the Daemonites ability to possess the Kherubim, the Kherubim's technology allowed them to detect possessed individuals. The war raged for millennia.

Daemonite Physiology: The following represents the potential alien abilities available to the average Daemonite while operating on Earth. Even if demonstration of such abilities has not been explicitly shown in a canonical resource. The higher the status of the Daemonite the stronger their abilities are. Training and practice of their abilities allow them to break the cap of their abilities.

They have red eyes, no hair, green or blue skin, 6 limbs, 4 fingers, 2toes, tails, elongated heads.

Accelerated Healing: If a Daemonite is ever harmed it can heal indefinitely while it's brain still survives. Daemonites have been seen losing their limbs, internal organs and portions of their brains while still surviving. It also seems that Daemonites heal more quickly while resting within a host body.

Chronokinesis Most Daemonites possess a degree of time manipulation however the exact limits of this ability are unknown.

Claws: Daemonites have long, dangerous claws on each hand and foot which they use within combat and to help break the mental barrier of their host bodies. They can also expose these claws while within their host body to allow for stronger attacks.

Fangs: Daemonites have long, dangerous fangs in their mouths which they use to rend and tear at targets. Their fangs can help them breach the mental barriers of their hosts. Some Daemonites use long tendrils instead of fangs for the same effects.

Immortality: Daemonites have survived for countless years within and without a host body. It is assumed by scientists and enemies of the Daemonites that they are immortal; however, this may only be the case in mental form. As such Daemonites can in fact live forever if only while within a host body. Without a body it can still survive at least a million years.

Metamorphosis: Only the strongest of Daemonites can shape-shift. Only the strongest of those Daemonites can change into inorganic material. A Daemonite can shape-shift even while possessing a host body but they'll normally revert quite quickly. Only one Daemonite has been seen shifting his body parts into inorganic material but the possibility remains for all Daemonites.

Phasing: Daemonites have a degree of intangibility allowing them to phase through solid objects as they do when they take possession of a host body. They can continue to phase even while within their host body. Their phasing isn't automatic and they must concentrate to hold their form.

Possession: Daemonites are parasitic beings that not only take complete control over another being's body but inhabits their mind as well. They feed on the nutrients and physiology of the host body until the body is destroyed or the Daemonite abandons it. Normally, possession causes no harm to the physical body but the process changes frequently. The stronger the Daemonite the easier the transition. Occasionally, the Daemonite can leave the host body violently and destroy the body.

Superhuman Durability: A Daemonite's body is more durable than that of a human while on Earth. While some Daemonites cannot survive a bullet to the head which removes their brain functions others can take multiple bullets to their body without harm. Physical training can increase a Daemonite's durability.

Superhuman Speed: A Daemonite's body is faster than that of a human while on Earth. Either while within a human host or not they exhibit incredible amounts of speed which can carry them to speeds that match that of most street cars while their physical capabilities of speed while in combat also increase past human levels.
This also confers:

Superhuman Agility

Superhuman Reflexes

Superhuman Strength: A Daemonite's body is stronger than that of a human while on Earth. When a Daemonite must they will resort to physical combat and exhibit their strength enough to roll over cars or rip off a door to a plane. A Daemonite's strength is determined by their physical capability and some Daemonites may not be as strong as others.

Telepathy: Daemonites are not only physical beings that take possession of host bodies but they manipulate the mental effects of the beings as well. Not limited to only understanding the thoughts of each other or their hosts they can extend this ability to a wide range and even track targets by their mental signature. Most Daemonites are connected by a central mind which they do not need to focus to maintain.

Kherubim-Thousands of years ago, the Kherubim destroyed their own planet, according to Titan myth. They then came to Khera and settled it, subjugating the Titans. The Titans would slowly become more or less accepted within the Kherubim society, but remained second-class citizens.

Powers

Kherubim resemble humans in appearance, but are physically far stronger and more durable and extremely long-lived, nearly immortal. However an evolutionary drawback to their near-immortality is that Kherans are almost infertile, only very rarely will a Kheran produce offspring. This effect is seen in real world natural environments, as longer living organisms will have fewer offspring than organisms with short lifespans. This is a natural check against overpopulation. Only one in 10,000 kheran females is capable of giving birth, and only then at her very first mating. Of those, only one in approximately 10,000 will become pregnant, and only 1 in 1000 of those babies will be born alive. The rest are stillborn. This infertility doesn't seem to apply when the Kheran is mating with another species though as Earth has various Kheran/human hybrids. Their vocal cords are highly developed allowing a far wider range of tones than is possible for a human being. More powerful Kherans, known as Lords, have the ability to manipulate energy and psionic abilities.

Shapers: Shapers are a subspecies of Kherans. They are shapeshifters who are able to change their bodies into a mercury-like substance. The wildcat Warblade is an example of their powers.

Titanthropes: Though genetically a different species, the Titanthropes (or simply Titans) have been part of Kherubim society for so long that they are also often called Kherubim. However they are considered, and treated as, second class citizens of Khera by the kherubim. They are large, purple-skinned humanoids who are able to increase or decrease their mass. They have large yellow horns growing from their backs. When increasing his size, a Titan will lose intelligence, but gain strength.

Vuldarians were a proud warrior race that existed billions of years ago and acted as the self appointed protectors of their quadrant of the galaxy. They were locked in a war against the Tormocks, who ultimately won with the support of other alien races (who were promptly killed by the Tormocks). With most of the Vuldarian warriors dead, the Tormocks proceeded to lay waste to Vuldar and captured most of the female Vuldarians with their Kraggz drones. The few surviving Vuldarians fled across the galaxy and began a nomadic existence. As they traveled, they would make stops at planets and traded their advanced sciences for the genetic material of that planets greatest warriors and added it to their own robust gene pool. It was hoped by the Vuldarians that by gathering this genetic material, they could gain the power needed to defeat the Tormocks. They also strove to prepare the planets they visited for the inevitable attack by their sworn enemy. Unfortunately for the Vuldarians, they were still sliding towards extinction, despite their best efforts.

Several hundred years ago, the Vuldarians arrived at Earth and settled in the Nabba Jungle. There, they discovered that Vuldarians were genetically compatible with humans, allowing them to interbreed and preserve their species. As they were looked upon as gods by the native population, it was fairly easy to get the women needed to procreate, although the first attempt was ultimately a failure, due to a curse by a local witch doctor that was jealous of the Vuldarians. Due to this curse, the first Vuldarian/Human offspring became the monster known as The Dementor. Subsequent attempts proved more successful, however, it was discovered that it would take centuries for the DNA of both races to successfully merge. Eventually this being was born in a hospital Baltimore, Maryland, the superhero Guy Gardner.

The Vuldarians had the unique ability to morph their bodies into a variety of weapons, ranging from knives to energy weapons. Vuldarians also possess super strength and incredible durability.

Talokites are a race of humanoid aliens from the planets Talok III, Talok IV and Talok VIII. They have blue eyes, purple hair, blue skin.

Galaxy:

Earth-One

Earth-One dimension Kryptonians' bodies are able to directly absorb and process yellow solar radiation through their body for a host of effects that would allow them true infinite power levels when fully charged. Red sun radiation would not only interfere with that absorption but directly drain Earth-One Kryptonians of all their powers.

Earth-Two

Earth-Two dimension Kryptonians' bodies had advanced to the point were they are able to produce these energies for effect on their home planet in the red sun system which was very different from most other known Kryptonians. Earth-Two dimensional Kryptonians naturally produce and maintain these power levels regardless of being in a yellow or red sun system. Originally the level of power that Earth-Two Krytonians had in comparison to other dimensional Kryptonians were far lower than those of other dimensions such as the Earth-One dimension. However some Earth-Two dimension Kryptonians have advanced to higher levels but are usually far less than those of the other dimensions such as Kal-L and Power Girl.

Earth-Three

Earth-Three dimension Kryptonians' bodies gained their superhuman powers through the energies of Kryptonite rather than that of a yellow sun. They would lose their powers if separated from the energies of Kryptonite but the process of leaking was slow and would take time to completely drain off.

Earth-Prime

Earth-Prime Kryptonians' bodies, like those native to the Earth-One dimension, are able to directly absorb and process yellow solar radiation through their body for a host of effects that would allow them true infinite power levels when fully charged. But unlike Earth-One dimension Kryptonians on which red sun energy would directly drain Earth-One dimension Kryptonians, Earth-Prime Kryptonians would not be charged any longer. While Earth-Prime Kryptonians would also lose their powers in a red sun system the drainage would not be immediate.

Pocket Universe

Kryptonians from the Time-Trapper Pocket Dimension functioned almost identically to that of the Earth-One dimension and had literally almost infinite power abilities .

The Xerius Galaxy was one of the first galaxies formed after the Big Bang.

Ku'Raon System- is the planetary system that is home to the two native species; the Kryptonians and the Dheronians. It is located within the Xerius Galaxy.

Krypton Argo Dheron

sector 2813- planets: Aku, Beltair IV, Krypton, argo, dheron, Timaron, Trigus VIII, Xudar, Stars: Ariel, Rao

Wethgor was destroyed

Koron

Mithen (moon)

Wegthor (moon)

Xenon (Possible former moon that spun out of Krypton's orbit.)

Krypton was, before its destruction, the home planet of the Kryptonian race, including Kal-El, the future Superman. gravity is 4 to 10 times stronger than earth.

History

Krypton was the third planet from its sun Rao, located in the Ku'Raon System in the Xerius Galaxy. The Kryptonian race evolved on the planet until the point where their very bodies drew strength directly from Krypton's sun, giving them amazing abilities and nearly godlike in power. By the time Rao turned into a red supergiant, the Kryptonians lost their powers and Krypton succumbed to early ice ages. Because of these drastic environmental changes, Krypton's inhabitants developed advanced technology, enough to halt the tide of glacial ice. Because of their technological advances, the Kryptonians began to explore the farthest reaches of space and establishing a World-Gate network, allowing to explore much of the universe and contacting many alien races.

Kree-Skrull War

Due to their explorations, the Kryptonians founded themselves involved in the Kree-Skrull War. Immediately, both the Kree and Skrull Empires recognized that Kryptonian technology was infinitely superior to theirs. Both sides want them as allies, to completely annihilate the other. Initially, the Kryptonians tried to mediate for both sides to peacefully end their conflict but neither Kree nor Skrull would be satisfied until the other side was destroyed. Seeing there was no use in convincing either side to settling peace, every Kryptonian returned to Krypton and shut down the entire World-Gate network in order to prevent the Kree and the Skrulls from using it. Krypton underwent an isolationist policy from being involve in the Kree-Skrull War, but knew that the Kree and Skrulls would eventually come. In ensuring that their enemies would not come into the Xerius Galaxy, Krypton's brilliant scientists constructed a massive and heavily armed battlestation called Sentrius. The battlestation decimated millions of Kree and Skrull ships within minutes that forced the Skrull to abandoned the invasion while the Kree would persists for the next thousand years before finally leaving in defeat.

A period of peace resumed until the Shi'ar Empire under Emperor Kral'Nor expanded into the Xerius Galaxy. After the Kryptonians refused the Shi'ar from using the World-Gate network like the Kree and the Skrulls, and mediation deteriorated, the Kryptonians constructed a massive shield around Krypton to protecting the planet and constructing orbital defense weapons as it was then besieged by the Shi'ar for over five years. The siege ended when General Dru-Zod, the head of the Kryptonian Defense Force, and scientist Jor-El led a successful assault against the Shi'ar by utilizing the World-Gate network and Sentrius. The utter devastation of the Shi'ar forces resulted in Emperor Kral'Nor being overthrown by the newly established Shi'ar Republic, which in turn negotiated with Krypton for peace.

Following the end of the Shi'ar conflict, Krypton was left completely unguarded which allowed their long lost nemesis, the Dheronians, into teleporting a series of probes deep into the planet's core via Boom-Tube technology supplied by Darkseid, generating a force-field that prevented heat from dissipating to the surface and causing the planet to be unstable and on the verge of a catastrophic explosion. Only Jor-El foreseen the disaster from his geological surveys of the planet's subterranean layers, but the Council of Twelve found his conclusions outlandish, and considered the matter settled when Brainiac, an artificial intelligence with planet-wide oversight and control of Krypton, discounted Jor-El's findings. Unknown to the Council, Brainiac had secretly concurred with Jor-El, but had refrained from informing the Council so that it could successfully download its data into a satellite, rather than be tasked to organize an evacuation of the planet. In creating Brainiac, the Council had programmed it too well: the artificial intelligence considered the survival of Krypton's history and knowledge of ultimately more importance than that of its people.

Mere minutes before the planet exploded, Jor-El and his wife, Lara, launched their infant son, Kal-El, into space, bound for Earth. Kal-El would grow up to be known as Superman, one of Earth's greatest heroes. The explosion culminated in a chemical/geological reaction that imbued the remaining fragments of the planet with a specific radiation level that proved harmful and ultimately fatal to Kryptonians. Several of these fragments found their way to Earth, where they would be known as Kryptonite.

Aftermath of Destruction

Apart from Kal-El, the only known survivors of Krypton's destruction were the Kryptonian dog Krypto, who was lost in space in an experiment conducted by Jor-El, and General Zod, who was imprisoned in the Phantom Zone for war crimes against the Shi'ar during peacetime prior to the planet's destruction.

A more unfortunate legacy than Kal-El/Superman was Brainiac, which installed itself into an android body, in control of a massive warship, and traveled through the galaxy, "fulfilling" its programming by destroying countless worlds after absorbing their history into its library of knowledge.

The inhabitants of Argo had longed been died out because of a freak accident with the Eradicator, with the sole exception of Kara Zor-El. Several years after arriving on Earth, Superman and along with the X-Men traveled back to Krypton's solar system and found no remains of the planet except an asteroid belt of Kryptonite fragments. They followed a faint distress signal to Argo, and managed to revive Kara from cryonic stasis. However, they also discovered that the Shi'ar under the leadership of Kral'Nor's children D'Ken and Cal'syee were attempting to loot Kryptonian technology on Argo. The heroes, along with help from the Starjammers, forced the Shi'ar to leave the planet after reactivating Argo's latent Eradicator.

The truth of Krytpon's cause for its destruction would later came forth when the Dheronians attempted to eradicate the Kryptonian survivors on Earth, which the Dheronians were intent in destroying Earth in the same fate as Krypton's for harboring their hated species.

Dheron is the fifth planet of the Rao star system orbiting the same sun as the planet Krypton, which is the fourth.

Its natives evolved at the same rate as the Kryptonians, but their path was harder. Dheron's climate was more difficult and their resources fewer. Dheronians developed limited-range space flight at roughly the same time as their neighbors, but their distance was too great to allow travel between the two worlds.

However, once every twenty years their orbits were close enough for contact, igniting a war between the two worlds.

Dheronian

Whit eyes and skin with gray hair.

Argo was a sister planet of Krypton, orbiting Rao, and located in the Ku'Raon System.

Tragically, Argo became the site of the "Argo Tragedy". The Eradicator that used against an invading alien race was reactivated and causing every man, woman, and child on Argo to go horribly insane.

When Krypton exploded, the shock-wave pushed Argo to the very edges of Rao's gravity-well, which resulted in a now-permanent ice-age.

Xudar- A planet in Sector 2813, Xudar is inhabited by a peaceful, advanced race dedicated to the arts and sciences. Thousands of years ago, they had been visited by explorers from Daxam.

Decades ago, a young Xudarian scientist, Tomar-Re, was approached by the Guardians of the Universe to wield the Power Ring of the Green Lantern Corps. Tomar-Re went on to have a long and distinguished career as a Green Lantern. To better perform his duties, Tomar-Re developed the Zathon Ray Communicator which could warn of disasters on other worlds in his sector. Tomar-Re also kept a watchful eye for his neighbouring Green Lantern of Space Sector 2814, Hal Jordan. He warned his fellow ring wielder of any perils, including a violent cosmic storm that once struck Xudar.

The Xudarians have taken a benevolent interest in the universe they have one of the most peaceful histories in the cosmos. In the 1950's, a Xudarian science expedition came to the planet Earth, but ere attacked by the Weaponers of Qward. Apart from Green Lantern representatives the Xudarians have not been seen much in the vicinity of Earth since then.

Andromeda galaxgy-

Almerac is a planet speculated to be near the Pisces constellation and Andromeda. Almeracians was a technologically advanced warrior society that was enthralled with the cycle of constant military activity. They lived under imperial rule by the House of the Blood Royale, a product of generations of selective breeding.

When Queen Maxima witnessed Superman fighting in gladiatorial combaton Warworld. Faced with the dilemma of her own generation's disappointing crop of prospective mates, Maxima sent out a near-perfect duplicate of herself to investigate the Kryptonian on Earth. Her servant, Sazu, did not approve of Superman and destroyed Maxima's duplicate. Sazu's actions, however, only seemed to strengthen her resolve. [1]

When Maxima arrived on Earth, she was shocked by his rejection, but stayed hoping in make Superman her mate,but in her absence the planet fell invaders. The first attack was Brainiac seized control of Warworld and nearly destroyed the planet. After a brief respite, Starbreaker began ripping Almerac apart, shifting it out of its orbit and feeding off the planet's death throes. The once proud civilization of the Almeracians barely had time to recover from the tragedy before the arrival of Imperiex sealed the planet's doom.

Milky Way Galaxy-

Sector 1760-

Daxam is a planet that revolves around a red star. Populated by Humanoid residents, Daxam was victim to two major alien invasions in the 20th century. During the Imperiex War, Daxam was besieged by dozens of Imperiex Probes, which were responsible for killing hundreds of Daxamites. The Earth heroes known as the JSA, as well as a full complement of reserves, traveled to Daxam and liberated the planet without suffering a single casualty. [1]

Many years later, Daxam was taken over by the galactic despot known as Mongul. Armed with six Qwardian Power Rings, Mongul made Daxam the new base of operations for the Sinestro Corps. Green Lanterns Arisia and Sodam Yat (himself a Daxamite) flew to Daxam to try and save the people from Mongul's brutality. After a hardfought battle, Sodam realized that the only way to save Daxam was to empower the people to fight for themselves. Sodam flew to Daxam's red sun and infused it with the power of Ion, transforming it from a red star into a yellow star. The yellow wavelength radiation gave the Daxamites superior physical capabilities, as well as the ability to fly and project thermal radiation from their eyes (similar to a Kryptonian). This heroic act cost Sodam Yat his life, but the people of Daxam now had the power to defend themselves. Arisia volunteered to train the Daxamites and forge an underground rebellion to oust Mongul.

Polaris system

Sector 2682- Thanagar,

Thanagar- is the homeworld of the hawk-like Thanagarians and known for its mineral deposit of Nth Metal. Although the planet is predominately inhabited by the Thanagarians, it is also home to several other indigenous races, such as the Lizarkons.

Irulan star system

Imsk is a planet whose residents have the ability to shrink. The world is a member of the United Planets in the 31st century.

Pre-Zero Hour

Their race didn't originate on Imsk, but were descendants of a Krill Colony. They arrived on Imsk almost a million years ago. On the eleventh year, the whole world began to shrink. For fifty days the planet continued to dwindle smaller and smaller, but the residents of the world remained "giants." One of the colonists was able to discover a peculiar energy from radioactive boulders, and he turned that radiation on the others. This altered their genetic structure and the people began to shrink. From then on, the ability to shrink became a hereditary trait passed down from generation to generation.

Post-Zero Hour

The planet Imsk has a similar orign to the Pre-Zero Hour continuity. Although a member of the United Planets, there is a strong separatist movement that has at times controlled the government and withdrawn from U.P. membership. During the economic collapse of the United Planets, Imsk fought a war with the planet Braal, whose native all possess magnetic abilities. Imsk and Braal eventually went to war, with Imsk winning after the detonation of a magnetic bomb at Venado Bay that devastated the magnetism-controlling Braalians and cost Rokk Krinn, formerly Cosmic Boy, his powers.

Earth-Prime

The planet Imsk is a microscopic world kept on Brainiac 5's desk. The people of Imsk worship Brainiac 5 as if he was a god, Shrinking Violet a native of this world is fiercely loyal to Brainiac 5 for this reason. It is not clear if the natives shrink naturally, or as in earlier continuities, or if Brainiac's rescue involved the same technology used by his ancestor to shrink Kandor.

Residents

Shrinking Violet

Micro Lad

Sector 2814-Earth, Aoran, Archos, Athmoora, Balgova, Garon, Heliopolis, Jotham, Jupiter, Mars, Saturn, Neptune, Uranus, Mercury, M'brai, Neptune, Nok, Omnicron Leti IV, Pharon IV, Scylla, Takor, Ungara, Venus, Ysmault, the Vivarium, Zerbon,

Bgztl is a planet that exists in exactly the same space as Earth, only in another dimension.

Near the end of the 20th century, a youth named Bgztl led a group of his peers, all of whom had the ability to phase through other objects. In her work for L.E.G.I.O.N., Enya Wazzo brought her into contact with the phantoms, who kidnapped children on the planet Dexll. These thieves tried to trick Phase into believing she was one of them, a long-lost relative. Upon further investigation she discovered that these people were taking children in order to appease a demon called Bhargast. The demon had enslaved the phantom people by stealing their youth. Once Bhargast was gone, these people, led by Bgtzl, chose to colonize his "phantom" dimension. Given their inherent abilities, they were perfectly suited for life there. This phantom dimension would eventually be known as Bgtzl.

The Bgztlians could travel to the Earth dimension, but up until the 24th century, when they sent an ambassador to establish relations between the two planets, they were believed to be ghosts or phantoms.

Most Bgztlians required technological assistance to shift into the Earth dimension, travelling in ships or using other devices, but a select few have such control over their abilities that they can travel back and forth without assistance. Lying between Bgztl and Earth is the Buffer Zone, a dimension the Bgztlians shift into when they become intangible and are able to phase through solid objects.

Residents

Winema Wazzo Tinya Wazzo Enya Wazzo Gmya Wazzo

Naltor is the home planet of Legion of Super-Heroes members Dream Girl, and her sister White Witch. Natives of the planet are noted for their ability of precognition, providing them with glimpses of the future. Some Naltorians are without this ability, known as being "future blind" on Naltor. Mysa Nal is one of these Naltorians, which is what led her to study magic instead. Due to their precognitive abilities, it was implied that Naltor was a highly affluent planet, running an effective stock market and known for its investment banking sector amongst the other United Planets.

The planet is ruled by a High Seer, who has extensive abilities in this regard. The current High Seer is Beren Kah. milky way galaxy

Residents

Pre-Zero Hour

Former High Seer Kiwa Nal (mother of Dream Girl and White Witch)

White Witch Dream Girl High Seer Beren Kenz Nuhor Yark Althu

Post-Zero Hour-Nura Nal (Post-Zero Hour)

Earth-Prime-Rol Purtha (Earth-Prime) Nura Nal (Earth-Prime)

Sector 2828- Known Planets in this Sector

Changralyn Citadel Homeworld Culacao Emana Branx Euphorix Hny'xx Karna Kuraq

Okaara Psion Homeworld Rashashoon Sindromeda Slagg Tamaran Uxor Vega Voorl

Wombworld Rann Kandato Dredfahl Aello Ogyptu Rogue

planet Emana Branx lies approximately 26 light-years from Earth in the star-system Vega.

Culacao is a largely unexplored, mineral-poor world of little interest, despite the fact that it is inhabited. The Culacaoan natives are of considerable interest to biologists; these primitive, marginally-sentient beings, who live on the planet's vast grasslands, comprise a single species whose males are humanoid and whose females resemble large snails.

Okaara is the thirteenth planet in the Vegan star system. Ages ago, the Guardians of the Universe made a pact with a group of Okaarans known as the Keepers of the Orange Light. On the emotional spectrum, the Orange Light represented avarice and was of great threat to the Guardians' plans. In exchange for keeping the orange light buried and out of reach, the Guardians agreed to leave Okaara and the entire Vega star system outside of their established jurisdiction. [1]

The natives of Okaara were once a peaceful people until the day that the Psions arrived on their home world. The Psions captured one of the Okaarans, X'Hal, and performed a series of experiments on her.

Okaara is also where Princess Koriand'r of Tamaran was taken whereupon she was trained in deadly combat techniques by the venerated Warlords of Okaara. Beneath Okaara's exterior, a powerful force dwells in the caverns below: the paranoid Orange Lantern Corps, who, wielding the power of Avarice, have recently started waging war upon the Green Lanterns, using the Okaaran caverns as their base.

Tamaran lies approximately 26 light-years from Earth in the star-system Vega. It is the eighth planet in the Vegan system. MILKY WAY GALAXY, SECTOR 2828, STAR VEGA

Tamaran is populated by a race of golden-skinned humanoids who are descended from a feline race and who worship the goddess X'Hal. Many thousands of years ago, the Tamaranean race either migrated or was brought to Tamaran from the neighboring planet Okaara. As they made the world their own, the Tamaraneans established a planetary government that evolved into a feudal society. Each landmass was ruled by a royal family, under the dominion of which exist smaller city-states ruled by Influential families.

The Tamaraneans are a passionate people driven more by emotion than reason. While they are unusually fierce warriors, their capacity for love is even greater than their capacity for hate; as a result, war and strife were for many centuries long forgotten on Tamaran. Instead, the people channeled their energies into creating a tropical utopia, a paradise where they could live in harmony with the wildlife and where battle skills were maintained largely for ceremony's sake.

Unfortunately, with the rise in power in the Vegan system of the bloodthirsty race called the Citadel, Tamaran was eventually reintroduced to war. Tamaran re-ouffitted its armies and, led by the royal house of King Myand'r, managed to lend off a Citadelian invasion for more than an Earth century. Tamaran's defenses, however, were finally breached when Myand'r's daughter Komand'r defected to the Citadel and revealed crucial military secrets. In the ensuing battle, millions of Tamaraneans were killed; the entire race would have been annihilated had not King Myand'r ruefully negotiated a solemn truce, the signature of which involved sacrificing his other daughter, Koriand'r, to the slavers of the Citadel.

Civil War

Despite this truce, Tamaran's troubles were far from over. The citizens of Tamaran saw the sacrifice of their beloved Princess Koriand'r as a tremendous act of weakness on Myand'r's part and instigated a worldwide civil war. Komand'r returned and in spite of the intervention of Koriand'r - now known as Starfire of the New Titans - she successfully usurped Myand'r's throne. During this time, Komand'r seized control of Tamaran, with her parents acting as her advisors. Koriand'r returned to Earth.

Later, Komand'r had come to realize that it was her own hate that made her despise the world that had spurned her. Using her abilities, Komand'r helped to free Tamaran and stopped a terrorist invasion. Komand'r ruled Tamaran justly and honorably, with both a warrior's fist and a queen's heart.

Tamaran Destroyed

Starfire later returned to Tamaran, after a savage attack by an evil version of her teammate, Raven. Upon her return, she met and fell in love with a man named Ph'yzzon, a general in the army. After a quick courtship, Koriand'r and Ph'yzzon married.

Meanwhile, Victor Stone (formerly Cyborg) had merged his consciousness with the alien race known as Technis, in an effort to save the dying race. Cyborg was reunited with his former teammates as an evil version of Raven tried to destroy her good soul, which lay dormant in the body of Starfire. To ferret out Starfire, evil Raven incited a conflict in the Vegan star system.

The Tamaranean fleet - led by General Ph'yzzon - fought valiantly, but they were overwhelmed. Knowing they couldn't stop the Psions, Ph'yzzon alerted King Myand'r and Queen Mother Luand'r of the situation. The two called for an evacuation plan, to save as many Tamaraneans as possible. However, they themselves decided to stay on the planet, to man what ground defenses remained. But they were no use. The attack by the Psions caused the core of Tamaran to implode, consuming the entire planet and whoever remained on it. As a result, Tamaran was destroyed along with the Technis.

The Titans were able to destroy evil Raven utterly, and restore good Raven into a new spiritual golden body. Starfire decided to rebuild her culture on a new planet, the moon Jalascis, with the surviving Tamaraneans. This world was dubbed New Tamaran.

New Tamaran

When the planet-consuming Sun Eater ravaged the galaxy, New Tamaran lay in its path. An alien woman named Dusk tried to warn the Tamaraneans, but Queen Komand'r was too short-sighted and xenophobic to listen. Starfire believed Dusk and tried to warn her fellow Tamaraneans. Komand'r labeled her sister a traitor and banished her. Starfire left the planet and was unable to prevent its destruction. New Tamaran was engulfed by the Sun Eater – along with many of the remaining Tamaraneans and Koriand'r's new husband, Ph'yzzon.

A Shared Homeworld

Many Tamaraneans were off-world during the explosion of New Tamaran, and sought a new home. Ryand'r, Starfire's younger brother, was influential in finding a new home for his lost Tamaranean people. To this end, he helped lead an invasion on the planet Karna, home of the Gordanians. Ryand'r eventually enlisted the aid of his sister, Starfire. Starfire duped the Titans into believing that the Gordanians were the invaders, knowing they would not understand or agree had they known all the facts. As the battle progressed, the Titans discovered that the Gordanians. weren't the invaders, the Tamaraneans were.

The Titans were able to settle the conflict peacefully when Tempest proposed a treaty. The Gordanians would allow them to stay; in exchange, the Tamaraneans would teach them new trades outside of slavery, and bolster their reputation in the galaxy. Both races agreed to these terms. Koriand'r apologized to her friends for her deception, but elected to remain on Karna and rebuild the culture of her people as princess.

Our Worlds At War

Shortly afterward, tragedy struck. During the "Our Worlds At War" crisis, a series of Imperiex probes destroyed Karna. This marks the third Tamaranean home planet that was destroyed. The Tamaraneans continue to wander the galaxy, led by their former Queen Komand'r, also known as Blackfire.

Points of Interest

City-states Dors[2] Kathas[2] Komandus[3] Myrrynnian[2] Palamar[2] Tamarus (the capital) Zoriss[2]

Residents

Komand'r - Blackfire Koriand'r - Starfire Ryand'r - Darkfire

King Myand'r Queen Luand'r Ph'yzzon Karras Tharras Galfore Tamaraneans

Tamaran had two moons

Changralyn is a planet in the Vega star system and one of the worlds controlled by the Citadel. Unlike other worlds under their control, the Citadel came to an accord with the pacifistic natives of Changralyn. In exchange for a promise of protection, the Citadel required a percentage of newborn Changralynians. Every mating season, the Citadel sent a squad of Gordanian slavers to collect their tithe. The Changralynians believed that their children were being taken to some cosmic paradise, but in truth, the Gordanians were using them for slave labor. One Changralynian in particular, Charis-Nar, rejected the teachings of his elders and fought against the Gordanians. While struggling with a Gordanian slaver, a blaster went off killing Charis-Nar's infant son. To compensate for the shortage of new slaves, the Gordanians took instead his wife. Charis-Nar was exiled from his homeworld and he soon became the Omega Man known as Broot.

Points of Interest

Sharll

Sharll was a major population center on Changraylyn, known for its various temples erected in honor of peace. When the Omega Man Broot killed several Gordanian slavers, the Gordanians' masters in the Citadel retaliated by sending a Nuke-Bomb to destroy Sharll.

Citadel are a fascist star empire that came to dominate twenty-one of the twenty-two known worlds in the Vega star system. The dominant race of the empire were the Citadelians themselves, who were all clones of the Citadelian progenitor, himself a hybrid of an Okaaran and a Branx Warrior. This progenitor later merged his essence with a massive computer network and became known as Complex-Complex.[1] Over the span of centuries, the ruthlessly aggressive, though intellectually stilted Citadelians took control of world after world beginning with Okaara. Because of a ban on the Vega System imposed by the Guardians of the Universe, the Citadel was allowed a free hand in its expansive goals without interference by the Green Lantern Corps. Various dictators arose to power during the Citadel's reign, but Complex-Complex was always the true power. Such rulers included Lord Damyn, Komand'r and the opportunistic Earth human Harry Hokum. The reign ended in the Citadel War when the revolutionary Omega Men destroyed the Fortress Ring that served as the defensive grid for the Citadel Homeworld. The Omega Men's interim leader Tigorr detonated an explosive charge that destroyed Complex-Complex, severing all communications between the various Citadelian factions. With this single action, the Citadel War came to an end, though many fringe elements of the Empire continued to exist.

The New Citadel Empire

The surviving Citadel supreme commander and his aide Harry Hokum succeeded in capturing several members of the Omega Men in the weeks following the war. Those who were still free aligned themselves with the bounty hunter Lobo in an effort to free their comrades. The Citadel commander and Harry Hokum intercepted the Omega Men during the breakout, at which time the Citadel supreme commander was killed by Lobo. In order to quickly solidify his position, Harry Hokum assumed control of the fringe elements of the Citadel and entered into an agreement with Omega Men leader Primus. The pact stipulated that a New Citadel Empire would be allowed to thrive unobstructed so long as the worlds under its charge did so willingly. Those who refused to become part of the new empire were invited to join the New Vega coalition. The prison planet upon which this accord was reached was renamed New Alliance.

The Branx Warriors, Spider Guild, the Changralynians and the Gordanians resided under Hokum's command in that star system.

The Citadel also became part of a galactic Alien Alliance bent on the invasion and subjugation of the planet Earth led by the Dominators during Invasion!.

One Year Later

one year after the Infinite Crisis, the Citadel made a surprise raid on Thanagar, seeking to disrupt the reconstruction efforts from the Rann-Thanagar War for unknown reasons.[5] Vath Sarn and Isamot Kol, the Green Lanterns of Rann and Thanagar (respectively) were able to drive them off, but were only able to pursue them to the Vega system.[6] Recently, the Guardians repealed the Vega ban as part of the ongoing War of Light, allowing the Green Lantern Corps to begin operating within the system. It remains to be seen how this will affect the Citadel's expansive intentions.

Sh'ar

Kree-

Skrullos-

earth-1,2,3,prime,pocket universe,

The Xerius Galaxy was one of the first galaxies formed after the Big Bang.

Ku'Raon System- is the planetary system that is home to the two native species; the Kryptonians and the Dheronians. It is located within the Xerius Galaxy.

sector 2813- planets: Aku, Beltair IV, Krypton, argo, dheron, Timaron, Trigus VIII, Xudar, Stars: Ariel, Rao, Wethgor was destroyed moon, Koron moon, Mithen (moon) Wegthor (moon)Xenon (Possible former moon that spun out of Krypton's orbit.)

Milky Way Galaxy-

Star Systems

Polaris

Sol

Vega

Irulan star system- home to people who can shrink

The Polaris system is a star system that revolves around the North Star, Polaris. One of the primary worlds of the Polaris system is the planet Thanagar. It is part of Green Lantern Corps Space Sector 2682. Thanagarians describe Polaris as a "harsh sun" and the "fierce witness to uncounted battles". During the Rann-Thanagar War when the Omega-Beam teleported the planet Rann into Thanagar's planetary orbit, it propelled Thanagar off it's axis, driving it perilously close towards it's sun. The ultraviolet radiation from Polaris became so intense that Thanagar's atmosphere ignited

Sector 2682- Thanagar, Rann, staphis, eidde, adytum, anthorann,

Sol system- Mercury Venus Earth The Moon (moon) Mars Jupiter Saturn Titan (moon) Uranus Ariel (moon) Neptune Triton (moon) Pluto

sector 2814- Earth, Aoran, Archos, Athmoora, Balgova, Garon, Heliopolis, Jotham, Jupiter, Mars, Saturn, Neptune, Uranus, Mercury, M'brai, Neptune, Nok, Omnicron Leti IV, Pharon IV, Scylla, Takor, Ungara, Venus, Ysmault, the Vivarium, Zerbon, Bgztl right where earth is in another dimension, Titan ( saturns moon), Lo, Rhea, Naltor, imsk

Naltor

Vega system-

Sector 2828Changralyn Citadel Homeworld Culacao Emana Branx Euphorix Hny'xx Karna Kuraq Okaara Psion Homeworld Rashashoon Sindromeda Slagg Tamaran Uxor Vega Voorl Wombworld Rann Kandato Dredfahl Aello Ogyptu Rogue

sector 1760- Daxam

Kree

Sh'ar

Skrullos

Sector 666-

sector 17-

sector 2815-

Sector 47-

Sector 188-

Sector 40-

Sector 0-

Sector 3319-

Sector 312-

Sector 344-

Sector 282-

Sector 1313-

Sector 3106-

Sector 700-

Sector 2681-

Sector 173-

Sector 33-

Sector 1760-

Sector 1417-

Sector 3308-

Sector -1-

Sector 1008-

Tech:

Palak was an ancient weapon or relic called a "star blade" that was stored in the Kawatche Caves which gave Kryptonian-like abilities to its possessor, which would eventually corrupt them. It is also part of a prophecy saying that it will, or can, shine in the presence of Naman's archenemy.

The legend of Naman tells that the original visitor left Palak in the wall of the Kawatche Caves for the Kawatche people to safeguard.

However this weapon's used, it is a rustic knife-like object. An intense light is seen riding up the shaft of the blade, as if it were somehow connecting with Earth's yellow sun, as seen when Jeremiah touches it.

Powers and Abilities

The Starblade had the power to shine light on the true Sageeth so Naman could identify and destroy his greatest enemy. If Sageeth ever touched it, the blade would disintegrate.

The wielder was given abilities closely similar to Kryptonians, which overtime would eventually corrupt the person's mind. These abilities are coursed into the wielder after they pick it up and a bright light rides up the blade. Because of its importance, this abilities were given to the wielder to protect it until it could be delivered to the true Naman. The wielder is described to have the strength of ten men, and being able to start fires with their eyes. The wielder was also given super speed, invulnerability, and healing factor. The original traveler who left the blade in the caves for the Kawatche people, probably demonstrated some of his abilities to them, which is how they know specifically about some of the prophesied Naman's powers. Its abilities could only be activated while in the possession of someone and without a wielder, the weapon's sacred abilities are left dormant.

However, the user was immune to the effects of kryptonite, suggesting that the powers given by the blade are derived from an internal power source which doesn't transform the wielder into a real Kryptonian. Give that most Kryptonian minerals are affected by a yellow sun, it's likely that it has absorbed yellow sun light for hundreds of years and then converted this energy properly to bestow the wielder temporarily with superhuman powers, as long as he or she was touching the device.

Jor-El's victory ring contained Blue Kryptonite that stripped a Kryptonian of his powers temporarely, or rather suppressed their abilities, while it was worn on Earth. Being a Kryptonian band, it was indestructible and only was removed when it dissipated when Clark thrust the blue crystal off of the console.

The Kryptonian dagger is a type of dagger associated with the Fortress of Solitude.

The Kryptonian dagger is a crystal with a blade bearing Kryptonian glyphs on its side. These glyphs translate literally as "RTDSME"; the meaning of the symbols is unknown.

Powers and Abilities

The dagger also bypasses many of the security mechanisms that limit access to the Fortress' console. When Brainiac was stabbed with a Kryptonian dagger, he was somehow able to access the Fortress to open a portal to the Phantom Zone. Normally that would require access to the crystals and console of the Fortress; somehow, because the dagger was part of the Fortress, Brainiac was able to circumvent the access limitations of the console and access the power of the Fortress directly through the dagger. (Vessel)

Vulnerabilities

The Kryptonian dagger has a fairly low success rate against Kryptonians.

A kryptonite heart is an artificial heart that was developed by some of Major Zod's soldiers in an attempt to recover their lost powers. The Kandorians tested their creation by implanting it into an injured John Corben, transforming him in to a cyborg against his will before abandoning him. It is unknown if they attempted the experiment with anyone else, or if the subjects even survived.

Powers and Abilities

In order for a kryptonite heart to be implanted into a host, the original heart must be removed to make room for the cybernetic attachment which is connected to the body by several spider-like joints that travel into the flesh.

A kryptonite heart improved the host's physical strength and endurance but at a cost; because of a flaw in its initial design, it produced an adrenal overload that eventually drove its host mad. After Tess Mercer's scientists were able to correct the flaw, the heart was able to be used more easily and safely by Corben without affecting his mind. It was also revealed in Upgrade that, when Corben is any danger (such as when he was encased in ice), the heart will increase his power in order to deal with the threat.

The kryptonite heart's kryptonite power source also makes an effective defensive and offensive weapon against Kryptonians at close range.

The heart derives its power from a piece of green kryptonite in the center of the device. Like a real heart, it will beat faster depending on the host's mood or situation.

In Upgrade, another kryptonite heart was developed with a red kryptonite power source, although it was never put in to action. It was also revealed that a kryptonite heart periodically needs to be re-charged, although it is unknown if Tess' scientists had deliberately drained Corben's heart to weaken him when they had him in their custody or if the heart was simply low on energy. When low on energy, his kryptonite heart will cause Corben distress in a similar manner to a human heart attack, and he also appeared to lose mobility in his cybernetic arm. Corben was able to re-charge his heart by injecting it with several vials of liquid kryptonite through access tubes in his arm that fed into the device; once sufficiently charged the device returned to a stable power level.

The Console is located at the Fortress of Solitude being one of many components embedded inside the mainframe, and is the primary way of manipulating the Fortress.

The Console itself is made up of many dense Kryptonian crystals that appear impenetrable. The strength of the Console is evidenced in "Solitude", when Brainiac was thrown onto the crystals and the console destroyed that copy of Brainiac, an again in "Blue", when Clark smashed Zor-El's blue crystal against them and when Zor-El was about to kill Kara by pushing her onto the crystals in the surrounding Fortress. However, its frame can be damaged, as proven when it was seen in rubble at the hands of Major Zod.

One crystal in particular activates the console mainframe, and without it, Jor-El becomes dormant.

The console also has small inserts/slots where the smaller crystals are to be inserted. While at the Fortress with Major Zod, Clark is shown inserting small crystals into these slots trying to initiate contact with Jor-El.

The crystals have a variety of powers that mostly have yet to be explored but are almost capable of anything at either Clark's wish or Jor-El's will. The initial crystal thrust from the console was so that in the future Clark would be able to have contact his biological father Jor-El. This crystal was also one of the first parts of Clark's training by beginning to educate Clark with knowledge of his home planet Krypton. Other crystals in the Fortress have time travel abilities with one crystal only allowing Clark to relive one Earth day with him using this ability to save Lana from death, but causing Jonathan Kent's death. But it also has capabilities of creating portals to and from the Phantom Zone, and also to Clark's home planet of Krypton.

The console, however, cannot be affected by anybody; only Clark can activate it manually unless Jor-El does so. This is because the Fortress is assigned to Clark for his training and future guidance by Jor-El. The console has only ever been used by Clark, Raya and Zor-El. Raya used the console while the Fortress was seemingly "dead" and only had a little power left. Zor-El could only manipulate the console after the blue crystal was placed within the console, shutting out Jor-El. After Brainiac was removed from Chloe Sullivan after corrupting the Fortress, taking control from Jor-El, anyone could activate the console. Chloe used the console at this time.

The stone altar is a monument in the Kawatche caves but is blocked off by cave barriers. Clark Kent, as Kal-El of Krypton, opened the wall, and it has been open ever since. This altar was made to hold the Stones of Power, and can also act as a teleportation device. It is one of the last few remaining examples of Kryptonian teleportation technology.

The stone altar had slots in which the Stones of Power could be placed. The slots were surrounded by a number of Kryptonian glyphs.

The stone altar is hidden inside a secret chamber in the Kawatche Caves. This allowed the Stones to be hidden from intruders.

When activated by the Key, the stone altar acts as a teleportation portal to the Fortress of Solitude. The teleportation takes time, and appears as a stream of blue light. Multiple people can teleport at the same time, and can interact with each other during the teleportation process.

Clark could place the Key into the altar and find himself in a blue stream of energy where he can converse with Jor-El.

The black box was a piece of Kryptonian technology, considered to be advanced even by the standards of Krypton's greatest scientists, that acted as Brainiac's hard drive and initially served as its power core.

Powers and abilities

The black box contained the primary program of the Brain InterActive Construct and thus would have contained all of Brainiac's data and eventually evolved into Brainiac 2.0.

Additionally, according to Dr Groll it could generate a vast amount of energy which, according to Raya, would have been sufficient to destroy "half a continent" and supplied the energy needed to fuel all of Brainiac's abilities, allowing him to be self-sufficient. This energy also proved sufficient to restore and sustain the Fortress of Solitude.

Furthermore it would seem that the box could also function as a computer in itself as was shown when it interfaced with the satellite control systems and removed the crippling computer virus.

The Black box appeared to be vulnerable to heat vision as, with only a short blast, Clark was able to blast it into fragments. Furthermore Baern was able to drain all its energy into his own body thereby rendering it initially inert ash. However, in spite of this apparent susceptibility to damage one must acknowledge the box to be highly resilient in that it retained much of its energy even after near-fragmentation by Clark and the ashes evolved following its disintegration by Baern.

The black crystal is a Kryptonian device that can open a portal wormhole to the Phantom Zone dimension.

Appearance

The Black crystal appeared as a diamond stick almost identical in appearance to Zor-El's Blue crystal although slightly larger and, akin to its name, was opaque black in colour. When inserted into the Fortress console the crystal, and the entire fortress, glowed a bright pinkish red.

Powers and Abilities

This crystal can open a portal to the Phantom Zone and could be programed to send and extricate individuals from the Zone in that Brainiac specifically programmed it to remove Zod whilst Clark was able to "command" it to open a basic portal to banish Davis Bloom.

This crystal can also harm Kryptonians, as shown when Brainiac tries to stab Clark Kent with it.

Additionally the crystal possessed the ability to trigger the Fortress' self-destruct program (as was seen in "Solitude").

In Clark's possession it seemed that the crystal could be used to create a phantom zone wormhole without triggering the Fortress's self-destruct program or releasing Zod's phantom, which according to Brainiac, were its primary directives thereby implying that its effects are somehow governed by the intentions of the user.

Vulnerabilities

There are unknown vulnerabilities to the black crystal, although Tess Mercer was able to destroy it. It could be speculated that this was due to knowledge imparted by the Orb, or that she destroyed it using green kryptonite in some way, or that the Black crystal somehow differed in composition to normal Kryptonian crystals whose destruction could only be caused by a Kryptonian. Additionally, the crystal will lose its effects if it is removed from the Fortress of Solitude's console. It can be speculated that the crystal required a huge amount of power to fuel its portal generating ability in that the console glowed with an intensely fierce light and appeared to draw in all the energy/light from the surrounding crystal columns.

The blue crystal was a Kryptonian crystal given to Kara by her father Zor-El before she left Krypton.

The blue crystal had several capabilities, all part of a plan by Zor-El to ensure his survival in the event of Krypton's destruction. It contained the DNA of both Lara-El and Zor-El, as well as their personalities and memories. Once inserted into the console at the Fortress of Solitude, the blue crystal was able to create clones of both that were indistinguishable from the real beings, complete with clothing and a replica of Jor-El's victory ring.

When the blue crystal was analyzed in the government lab it was revealed that the composition of the crystal contained beryllium, aluminum fluorine with silicate and that seven percent of the material was unknown.

The blue crystals' initial program was that it could shut down Jor-El's essence from the Fortress, giving Zor-El complete control of the Fortress. This program allowed Zor-El to operate the Fortress' crystal console.

The blue crystal also contained a program for creating a solar eclipse that would somehow wipe out the Earth's population. For this program to function, the crystal needed to remain plugged into the Fortress' console. Once it was removed, the eclipse ended.

Once the blue crystal was destroyed, all of these creations vanished and Zor-El's final program was activated. His daughter Kara's powers and memories were removed, and she was instantaneously teleported to Detroit, Michigan. Why this location was chosen, or whether the teleportation was random, has not been revealed.

The crystal was incredibly durable, with Kara stating that even a force equivalent to a nuclear explosion (such as the destruction of her spaceship) would not have scratched it. Additionally, once inserted into the Fortress' console, only Clark Kent was able to remove it.

Vulnerabilities

Clark was able to shatter the blue crystal against another crystal in the Fortress, even without the aid of his powers.

Kara's bracelet is seen to possess just one power, based on the advanced Kryptonian technology it houses.

It is shown to repel certain hostile entities away from its wearer, using a bright light, as Kara is able to use it to repel Darkseid away from herself and Clark.

Kara's bracelet is seen to possess just one power, based on the advanced Kryptonian technology it houses.

It is shown to repel certain hostile entities away from its wearer, using a bright light, as Kara is able to use it to repel Darkseid away from herself and Clark.

The key is an octagonal disc that carries three phrases on its edges written in Kryptonian symbols, one of the phrases being "hope." While the other means "SM" and the longer kryptonian phrase means "BARCODE."

Powers and Abilities

The key initially carried Jor-El's essence in the form of an artificial entity of which came from his brain wave patterns, which was transferred into Clark's ship, then to the Kawatche Caves, and finally into the Fortress of Solitude.

The key was the only object that could properly activate Clark's ship, and unlock information hidden in the Kawatche Caves and, in the inner chamber of the caves, establish communication between Clark and Jor-El. When placed in a slot in the altar, the key can also be used to teleport a person to the Fortress. The Key proved capable of teleporting itself.

The key could, like all Kryptonian beacons, emit a strong humming sound. It initially beckoned Clark with a sharp, piercing whine. Ever since Jonathan made his pact with Jor-El so he could retrieve Clark, he's been hearing the voice of the artificial entity through the Key. The key's shape complements the slot in the cave wall.

The key is also capable of reading Clark's mind when he holds the key in his hand.

Also, the Key was shown to be highly durable, as it protected Frederick Walden's hand from getting burned in an explosion.

The memory pendant is a Kryptonian device used to record memories that occurred in a given time as interactive experiences.

Physical Appearance

The design of the memory pendant that Jor-El used is the Kryptonian symbol for "journey," and was based on the original symbol of the House of El, suggesting that it may have been passed down through many generations of the family.

Powers and Abilities

When holding the memory pendant, touching an object that the original user encountered during the time that he recorded the memory triggers the device; the new user experiences the memories associated with the object.

The Phantom Zone crystal, also known as the red crystal, was a powerful artifact that the Martian Manhunter carried with him to trap Phantom Zone escapees. It was later destroyed by the Persuader.

The crystal is a similar device to the Crystal of El, which is carried by members of the House of El.

Powers and Abilities

Like the Crystal of El, the red crystal was able to remove wraiths from possessed humans.

According to the Legion of Super-Heroes, the red crystal was used in a future alternate reality to remove Brainiac from a possessed Chloe Sullivan. However, due to the intervention of the Persuader, the crystal was destroyed before this could take place, creating a different future.

Vulnerabilities

The red crystal was vulnerable to the Persuader's Atomic Axe, which was able to cut through atoms and surpass a Kryptonian's invulnerability, when he traveled through time and destroyed it.

The Crystal of El is a Kryptonian crystal shaped like the Kryptonian pentagon displaying the insignia of the House of El.

Powers and Abilities

The Crystal of El is known to have four main powers.

Protection against Phantoms

The Crystal of El is evidently capable of fending off phantoms by emitting spurts of light. However, as seen in Static, it does not work on Zoners that still have their corporeal form, like with Aldar, Gloria and Titan.

The Crystal of El has also been used to remove or exorcise phantoms that have possessed humans. After escaping from the Phantom Zone, Clark used the Crystal of El to remove the spirit of General Zod from the body of Lex Luthor. It was later seen that General Zod had been banished to the Phantom Zone, confirming that the Crystal of El could return phantoms to the zone.

Later, he separated Baern from the body of a human teenager, Lamar.

A notable exception to the crystal's anti-phantom powers is shown with a wraith that later becomes Bizarro. It was definitely not affected by the Crystal of El, and was able to destroy the crystal.

Power storage and emission

The Crystal of El cotains vast powers storage abilities, and seems to absorb the energy of phantoms that it banishes, becoming a storage system for immense amounts of power and energy. After Clark defeated Baern, the crystal became charged up with all the energy that Baern had drained from various nuclear power plants and Brainiac's damaged black box. At Raya's urging, Clark was able to use the Crystal of El to restore power to the damaged Fortress of Solitude.

Selective amnesia

The Crystal of El can be used to selectively erase memories. For example, Zor-El used a crystal to erase his daughter Kara's memories of a visit to Earth in 1986 in which Kara saw him and his attempts to seduce his sister-in-law Lara-El and Kara forgot about them until Agent Carter made them resurface using advanced equipment from the Summerholt Institute.

Zor-El used another, or possibly the same, Crystal of El to erase Kara's memories on Krypton as well when she found out about his connections with Zod and about how he planned to ignite Krypton's core to destroy the planet before fleeing to Earth. Kara pushed him onto a cluster of hologram crystals before he erased her mempries.

Several years later, Clark used a new crystal to send Slade Wilson to the Phantom Zone. This crystal allows for its user to send corporeal beings to the Phantom Zone.

Kryptonite is a radioactive mineral that made up most of the planet Krypton's structure, including its core. Large amounts of the substance landed on Earth in October 1989 during a spetacular yet destructive meteor shower which struck Smallville and concealed the arrival of the baby Kal-El and his cousin Kara Zor-El.

Since the 1989 meteor shower, kryptonite is found in the soil of the town in abundance and are known to the residents as "meteor rock." Clark Kent termed the rocks "kryptonite" after learning of his heritage; since then, that name has been used by those who know his secret.

Natural varieties of kryptonite appear in a crystalline form of varying sizes, ranging from dust to large chunks in the case of green, red and even blue kryptonite. Both the natural and synthetic variants glow a bright color in the presence of Kryptonians or Kryptonian organisms.

Powers and Abilities

Kryptonite is most commonly found in a dark green form, but exists in several varieties designated by color. Each type affects Kryptonians differently, though green, red, blue and gemstone kryptonite can have dramatic effects on humans as well.

The effects of kryptonite on Kryptonians can be shielded or blocked with lead. Also, some Kryptonian technology can neutralize the effects of kryptonite. LuthorCorp was able to develop a technology that could absorb kryptonite radiation.

Green kryptonite emits a radiation that is extremely toxic to superpowered Kryptonians. The radiation itself first causes symptoms such as nausea, dizziness, pain and weakness that eventually grow more severe until loss of consciousness occurs. Green kryptonite can also affect humans, causing mutations and psychosis

Red kryptonite brings out the rebellious and immoral personality of Kryptonians and rids them of most of their inhibitions. The effects of red kryptonite are likened to that of being under the influence of too much alcohol, without the loss of physical capability.

Blue kryptonite suppresses Kryptonian powers, making them vulnerable like a mortal. It appears to contribute to human health. However, the effects of this kind of kryptonite disappear by ceasing to be in contact with it.

Gold kryptonite can give Kryptonians permanent wounds and strip them of their powers and abilities for good

Black kryptonite can be created when green kryptonite is heated at extreme temperatures and turns black. It has the ability to separate or combine the good and evil aspects of an organism (humans and Kryptonians alike) into two separate individuals.

Gemstone kryptonite is made of white minerals originally found in a quarry in Smallville. It causes Kryptonians to exhibit wish-fulfilling properties and seems to give them temporary powers of persuasion. The effects from the mineral can also affect the infected with it. This type of kryptonite can be counteracted by green kryptonite.

Silver kryptonite is a synthetic form of kryptonite created by Brainiac that induces paranoia in Kryptonians, such as Clark.

Clear kryptonite is green kryptonite that has been neutralized. It is harmless to Kryptonians. It first appeared when Lana's necklace got too close to Kal-El's ship, and the ship turned the kryptonite from a green to a transparent glass-like form. It is unknown if the same effect works on other types of kryptonite.

Kryptonian beacons are high-pitched ringing or wailing sounds which are emitted from Kryptonian devices, artifacts, or even symbols. Every Kryptonian house family has a specific beacon with a unique tone, making it distinctive.

It has been shown that only Kryptonians can hear beacons, although Jonathan, while acting as Jor-El's vessel, was able to mentally connect with the Key. Much like with symbols, it can also be possible to sound a beacon through Kryptonian writing. Lionel Luthor was able to emit a beacon by writing the symbol for "power" in Kryptonian. According to the Martian Manhunter, this was the same beacon used by Jor-El when they worked together on Krypton. Sounds given off by beacons are able to cause Kryptonians pain, as evidenced by Clark Kent when he is seen clutching his ears with visible discomfort whenever he hears such a beacon.

The mirror box is a piece of Kryptonian technology, that allows humans and Kryptonians to travel between Earth and Earth-2. The device is a silver-plated polyhedron which when activated takes on the appearance of a crystal mirror. It has engraved on it a variant of the Mark of Transference and works like a puzzle that needs that the parts of the same frame to activate it. When activated, the Mark of Transference shines and the person disappears in a light wave.

Powers and Abilities

The Mirror box has the capability to transport someone through parallel universes and is the only known way, besides the use of the Fortress of Solitude, to travel from Earth to Earth-2 (Kent). It also causes one to switch places with their counterparts in the respective universes.

The box not only works on Kryptonians, but also humans as well. But, apparently only Kryptonians are able to activate it.

Brain InterActive Construct, or Brainiac: Krypton's supercomputer that was designed by Dax-Ur and later made by Jor-El. It was later corrupted by Zod. Brainiac survived Krypton's destruction by uploading itself into the Black Ship.

Key: A small, octagonal device that can access Kryptonian devices of the House of El, such as Kal-El's ship and the technology located in the Kawatche Caves.

Kawatche Caves: A series of underground caves that have historical connections to Jor-El and Krypton. Also contains Kryptonian technology.

Memory pendant: Kryptonian device used to record memories that occurred in a given time as interactive experiences.

Starblade: Kryptonian dagger that gave its possessor Kryptonian abilities and revealed Naman's true enemy Sageeth.

Kryptonian dagger: A handheld weapon used by Kryptonians.

Physical Appearance

The Kryptonian dagger is a crystal with a blade bearing Kryptonian glyphs on its side. These glyphs translate literally as "RTDSME"; the meaning of the symbols is unknown. The Kryptonian dagger appears to be capable of inflicting damage even on invulnerable beings.

The stone altar is a monument in the Kawatche caves but is blocked off by cave barriers. Clark Kent, as Kal-El of Krypton, opened the wall, and it has been open ever since. This altar was made to hold the Stones of Power, and can also act as a teleportation device. It is one of the last few remaining examples of Kryptonian teleportation technology.

Physical Appearance

The stone altar had slots in which the Stones of Power could be placed. The slots were surrounded by a number of Kryptonian glyphs. The stone altar is hidden inside a secret chamber in the Kawatche Caves. This allowed the Stones to be hidden from intruders.

Powers and Abilities

When activated by the Key, the stone altar acts as a teleportation portal to the Fortress of Solitude. The teleportation takes time, and appears as a stream of blue light. Multiple people can teleport at the same time, and can interact with each other during the teleportation process. Clark could place the Key into the altar and find himself in a blue stream of energy where he can converse with Jor-El.

Phantom Zone: A plane of existence created by Jor-El as a prison for extraterrestrial criminals from the 28 known galaxies. Phantom Zone bracelet: Metallic bracelet that can form into a vortex to the Phantom Zone and suck their victims inside.

Stones of Power: Kryptonian stones that are each encoded with the teachings of the 28 known galaxies. They must be united to form the Crystal of Knowledge.

Crystal of Knowledge: Diamond-shaped crystal that is formed when the Stones of Power are united. Holds all the knowledge of the universe and can create the Fortress of Solitude.

Fortress of Solitude: Vast Kryptonian structure that holds the artificial intelligence of Jor-El. A storehouse for all the knowledge of the universe as well, the Fortress uses native Kryptonian technology to achieve feats of immense power.

Blue crystal: Contains Lara-El and Zor-El's DNA, memories, and clothing. Capable of shutting Jor-El's essence out of the Fortress.

Crystal of El: Kryptonian crystal displaying the Mark of El. This crystal has the ability to wipe out memories, fend off phantoms by emitting a burst of light, and remove phantoms that have possessed humans.

Dax-Ur's shield: Kryptonian beacon owned by Dax-Ur.

Orb: A device created by Jor-El and designed to control Kal-El and resurrect the Kandorian army as clones.

Dax-Ur owned a shield in the shape of a Kryptonian pentagon.

Powers and Abilities

When the shield was held in Clark Kent's hand and Dax-Ur's name was spoken, Dax-Ur's shield emitted the high pitched sound of a Kryptonian beacon and teleported him to Dax-Ur's location.

Brainiac was able to hear the sound from Suicide Slums, signifying that the beacon sound has considerable range.

A Kryptonian Pistol is aKryptonian direct energy weapon and primary sidearm of the Kryptonian Warrior Guild.

History

It was used by members of the of the Kryptonian Warrior Guild and when General Zod shot a member for the Law Council for speaking out against his rule.

Later on when Lois Lane was released from her cell, Car-Vexcame up with her weapon, Jor-Elshut the door, knocking the weapon out of the troop's hand and telling Lois to pick it up. Jor-El also assisted in telling Lois where to shoot, while escorting her to an escape pod; however the weapon was taken out of Lois's hand when she tried shooting on Car-Vex who tried to stop her escaping. Car-Vex managed to get off several shots at the escape pod, damaging it as it launched from theBlack Zero.

Functions

Much like the Kryptonian Rifle, the pistol fires the same way; however it is much smaller and emits a smaller bolt of energy. The weapon does in fact use the same ammunition as it's rifle counterpart however and it uses a manual trigger system on semi-automatic fire; with no blowback function of any kind.

Service Robots are Kryptonianrobots that act as servants to the higher class citizens of the planet.

History

When technology on Krypton greatly advanced, Service Robots were created to complete tasks and jobs that would free up time of the owner. They used owned and serviced the upper class families on Krypton, most of them scientists.

Specifications

The robots are capable of limited directional flight, so they do not require legs for locomotion.

Kelex is able to transmit messages across Krypton to other service robots and devices through the use of its Metallic Liquid face.

An Energy Lance is a Kryptonianweapon manufactured on the planet Krypton. It is a sword based weapon capable of attacking or defending ones self and were used by the Sapphire Guards.

Aquabots are KryptonianService Robots that maintain and keep secure Kryptonian Genesis Chamber's.

History

As Jor-Eldives into the Genesis Chamber to steal the Growth Codex, Aquabots are working in pruning ready embryos and maintain the Genesis Chamber.

On the Scout Ship, General Zod activates the ships Genesis Chamber which actiavtes the Aquabots into action as they begin to maintain and treat the precious embryos inside.

Jor-El's Battle Armorwas a piece of protective clothing worn by the KryptonianJor-El.

History

Jor-El's Battle Armor is a centuries old armour that has passed through many generations of theHouse of El.

After Jor-El stole the Growth Codex and returned to the House of El Citadel and made the initial preparations for launching his son Kal-Elin his starcraft,Kelexnotified him of 5 attack ships approaching the Citadel. Knowing a fight would ensue, Jor-E donned his armour and stood between General Zod and his son's ship. When Zod ordered his men to destroy the ship, Jor-El shot both before fighting with Zod eventually coming out on top. As Lara Lor-Van launched the ship, Jor-El watched knowing he had saved his son as Zod stabbed him.

Lara later placed the armor back in its casing moments before Kryptonimploded.

Specifications

The suit is a creamy golden golour and covers the upper torso area, shoulders, arms and legs leaving room in the joints area for moving capabilities. The suit is designed to be able to fit seemlessly over the top of a Kryptonian Garment with ease.

Jor-El's Ceremonial Armoris a piece of light armor worn by the KryptonianJor-Elon the planet Krypton.

Specifications

The ceremonial armor largely consists of a long brown and blue overcoat that runs shoulders to toes and shoulder and chest piece armor that protects the upper body. A floor length purple cape runs from the shoulder and chest armor. This armor is more for presentation then actual battle however.

A Kryptonian Attack Ship was an aerial combat vehicle designed for ground assault and carrying of troops.

The World Engine was an ancient piece of Kryptonian technology designed to terraform an uninhabited or inhabited world into one with an identical atmosphere and land to that of the planet Krypton.

The Black Zero is a large Kryptonian barge ship that was used to transport criminals to the Phantom Zone. When Kryptonian society became almost peaceful, the ship was discarded as there was no use for it.

The Black Zero had several smaller ships attached to it, and was capable of interstellar travel via its Phantom Drive, which was retrofitted from the Phantom Zone Projector. It is capable of being hot-wired to terraform a planet into one that resembles Krypton. It also had several escape pods attached.

The ship itself has its own atmosphere, as superpowered Kryptonians in the star system of a Yellow Sun had the majority of their powers nullified by the ship.

The Phantom Drive is a Kryptonian engine that is capable of accessing black holes to travel vast distances across the universe.

Kryptonian Breathers are a form of protective headwear that Kryptonians built and utilize to breath in any hazardous atmosphere. It was also designed as a suppressor of their senses when they are under a Yellow Sun so they weren't overcome by them when first experiencing them.

The breather is known to be a very advanced piece of equipment, that generates a transparent watery-elastic like forcefield over the wearer's head. The forcefield is known to change from transparent to darkened if the sun is too intense on the wearer's eyes; almost like a form of sunglasses and it is in fact uncertain as to how these controls are achieved by the wearer. The breather also could hook up to a mouth piece that looked similar to that of an air force pilot's breathing mask that they use in the air for oxygen.

The breather also has been shown to have some rugedness to them; however against beings capable of destorying it, they become pretty easy to damage or destroy. This was seen when Superman constantly punched Zod's breather and when they crashed into Smallville, Zod's helmet failed. Superman later damaged Faora's helmet by smashing her into the concrete road with intense strength; causing her breather to fail on her too exposing them for the first time to their heightened senses all overcoming them at once.

Kal-El's Starcraft is a small, self-programmed spacecraft

The Phantom Zone Projector was the device used to transport criminals into the Phantom Zone. It was located above the planet Krypton, and was composed of three large satellites that transfer a beam to subspace where the Zone is located

The Kryptonian Gunship was an aerial heavily powered gunship built on the planet Krypton.

Labor development system a crystal that could give people kryptoian strngth but less. A electrial surge would go through the body.

The Kryptonian Hammerheard was a Kryptonian combat ready air vehicle

The Kryptonian Dropship was a combat ready transport vehicle and part of the Black Zero spaceship used by General Zod.

A Growth Codex or Codex is an ancient Kryptonian skull, inscribed with glowing green glyphs that decodes the genetic makeup of the artificially incubated babies on the planet. It translates a child's genetic attributes before his or her birth.

Kal-El's ship was an egg-shaped metal pod encased within a structure shaped like a Kryptonian pentagon. When first seen, it was covered with a charred, scale-like shell, but by the time of its next appearance, this shell was gone.

Powers and Abilities

Powered by the Key and made from high-density materials, Kal-El's ship was capable of intergalactical travel and designed to withstand a journey of huge distances.[1] It contained a protection program which prevented kryptonite radiation from harming it or others, and possessed the ability to emit a Healing light on humans or Kryptonians. The ship's interstellar drive and propulsion system, however, has never been determined. While on Earth, the ship showed itself capable of hovering in place and flying.

Kal-El was placed inside the ship as a baby; when he emerged from the craft after arriving on Earth, he was roughly 3 years-old. This suggests that the ship must have somehow placed Kal-El in a state of suspended animation that provided him with nutrients while still allowing him to age. (Alternately, his young age could be explained by the sort of time dilation that Einstein's theory of specific relativity predicts would happen at speeds approaching the speed of light.)

The ship was capable of containing the brainwaves of a single Kryptonian. Before sending the ship off on its journey to Earth, Jor-El copied his brain patterns into the craft; this supports the suggestion that the ship had some degree of a pre-programmed intelligence approaching some level of sentience. The ship guided itself from Krypton to Earth, and not only found Smallville, Kansas, but also made sure to land near Jonathan and Martha Kent in Miller's Field, not at the Kent Farm where they lived.

The ship also appeared to have the ability to detect Clark. When the ship powered up after Roger Nixon inserted its Key, it immediately took off and flew towards the tornadoes, possibly to search for and protect Clark.

The Heart is one component of Kal-El's ship. The Kryptonian inscription on the Heart translates as "Jor-El" and "Kal-El."

This device appears to activate the craft's memory banks where pre-recorded messages are stored. Before Krypton's explosion, Jor-El inserted the Heart at the front of the ship's interior; when he did this, the craft's interior lit up with the Kryptonian message for his son Kal-El: "On this third planet from this star Sol, you will be a god among men. They are a flawed race. Rule them with strength, my son. That is where your greatness lies."[2] The Heart does not appear to be necessary for the ship to fly or for any other functions of the craft.

Jonathan Kent showed Clark the Heart when he revealed to Clark his extraterrestrial origins, and explained that he removed the Heart from Clark's ship before it closed. About two years later, Clark opened his ship with the Key and inserted the Heart to receive the message from his Kryptonian birth father.

It is unknown what happened to the Heart after Clark destroyed the ship, though it can be assumed that it was destroyed along with the ship.

Vulnerabilities

Kal-El's ship required the Key in order to be active and fly. Without it, the ship would power down and lay dormant. The Key would sometimes meld with the ship once placed in its slot.[3] The Key fell out twice: First when the ship crash-landed in Miller's Field, and years later when the ship flew into the tornadoes that hit Smallville and was struck by lightning; the high-powered winds then blew the Key away from the ship.

When a kryptonite version of the Key was placed in the ship, the ship began to grow a green moss over itself before it lifted off the ground and exploded.

Kara's ship was capable of interstellar flight faster than the speed of light. According to Kara, her ship left Krypton right after Clark Kent's on the same course. Given that her ship crash-landed undetected, it most likely landed during the first meteor shower; this would imply a flight time of three years.

Kara's ship was likely considerably more spacious than Kal-El's ship, which barely had enough space for a small boy; it was capable of holding a 19 year-old girl. In addition, Kara's ship was originally planned to hold both Kara and her father Zor-El. (Kara and the Chronicles of Krypton) Brainiac's Black Ship, which appeared to have used a similar size and design, could also hold two adult Kryptonians.

Unlike Clark's ship, Kara's ship appears to have been capable of supporting suspended animation, stopping the aging process of its passengers as well as providing them with nutrients. It is unclear whether or not Kara was in suspended animation during her journey to Earth, as the difference in age between 16 and 19 years would not be immediately clear (as opposed to Kal-El, who went from being a baby to being roughly 3 years-old), but clearly Kara did not age while she was in Reeves Dam, as her ship was in suspended animation for 18 years. If she had not been in suspended animation, she would appear to be roughly twice her stated age of 19. This suggests that the suspended animation program of Kara's ship was substantially more advanced than the suspended animation program in Clark's ship. It could also support the theory that Kryptonians stop showing physical appearance of aging once they reach a certain age, as Clark has on numerous occasions throughout the series been told he would live longer than normal humans.

The Orb itself is a geodesic-like Kryptonian crystal, appearing in colors ranging from metallic blue to purple.

The Orb has a detachable piece with a distinctive symbol on it: Four diamond-shaped figures opposite of each other, 2 by 2. Tess Mercer used the symbol as an emblem for her team of meteor freaks. When Major Zod arrived at the Luthor Mansion, the symbol could be seen shining on his back. Several banners of the Kandorian army also have the Orb symbol, implying that it is a military crest of some sort.

Powers and Abilities

The Orb was embedded with several power functions including to "control" Clark Kent and producing the Kandorian clones.

As a safeguard to allow only humans to use the Orb for its functions, the Orb is protected so that Kryptonians and even Brainiac are not able to use it as it seems to have some kind of a kryptonite-like effect.

After the small piece of the Orb is inserted in it, the Orb creates a hologram depicting the current location of the Fortress of Solitude (or probably the Crystal of Knowledge). When inserted into the Fortress' console, the Orb is able to strip Clark of his powers and causes the Fortress to collapse and turn back into the Crystal of Knowledge.

The Orb is also able to communicate with its bearer in order to get the person to "open" it. It's unclear what exactly triggers or enables this communication application, but it is probably a delayed effect after inserting the missing piece in the Orb.

Once its bearer has followed the commands from the Orb and it is ready to "open" of the Ultimate Destroyer being defeated, the Orb can create clones of the individuals whose DNA has been stored inside of it (somewhat similar to Zor-El's blue crystal). Twenty years before Krypton's destruction, Jor-El stored the blood of several Kryptonians (including himself, Major Zod, and several soldier from their army) inside. These clones have the memories of their original counterparts at the time that the blood was drawn from them. Because of Jor-El's corruption of the Orb using blue kryptonite, these clones don't have the abilities that regular Kryptonians would get under a yellow sun.

When the Orb was opened, the clones appeared throughout the Earth on top of their designated house symbol which gets scorched into the ground. Zod appeared at the Luthor Mansion (where the Orb was opened) and Jor-El's clone appeared in the Turkish desert. It appears that when the clones where created via the Orb on Earth, they were without garments.

The Book of Rao is the Kryptonian's version of the bible. It is believed to be the Kandorian bible early on and to possess the knowledge of Rao. Its true purpose was to send the Kandorian clones to another plane of existence, another world.

Initially, Zod mentioned that he needed the Book's power to complete his solar tower and turn Earth's yellow sun red to gain his native powers.

However, Faora mentioned to Clark that the Book of Rao had powers and, if Zod gained control of it, it would prove to be dangerous to everyone around him. Even so, there was no mention of any specific powers that the book contained.

Martha Kent mentioned to Clark that the Book of Rao has the power to ascend the Kandorians to another, higher plane of existence and, if the Book of Rao is used to send them there, all Kryptonians would be exiled from Earth, including Clark.

The Kryptonian Warrior Guild was a planet wide military outfit from the planet Krypton. Almost all of it's forces were destroyed along with the planet. It consists of ground forces and aerial combat vehicles as well security personnel across the planet including the Sapphire Guards.

History

The Warrior Guild has existed for 100,000 since the Kryptoniancivilization began to flourish. It has contained many generations of ancestors of General Zod who was the last Commanding Officer of the Warrior Guild before Kryptonsdestruction.

Believing that the Law Council had led Krypton to near ruin, Zod created the Sword of Rao to overthrow the Council and replace them with himself to preserve the Kryptonian race. Zod's loyallist forces engaged the Warrior Guild in battle across Kandor.

After Jor-Elescape Zod's capture and stole the Growth Codex, Zod and his Sword of Rao followed Jor-El to the House of El Citadel leaving the Warrior Guild chance to gather their forces and went after Zod surrounding and outnumbering him withKryptonian Gunships.

Equipment

Kryptonian Rifle

Kryptonian Pistol

Kryptonian Breatherthe device. As well as this prolongued usage of the blade appeared to take a severe toll on the user's body as, once deprived of it, Jeremiah lapsed into a permanent coma.

Phantom Zone: A plane of existence created by Jor-El as a prison for extraterrestrial criminals from the 28 known galaxies. Phantom Zone bracelet: Metallic bracelet that can form into a vortex to the Phantom Zone and suck their victims inside.

Stones of

The Sapphire Guards were the Ceremonial Guards of the Legislation Chamber in the city of Kandoron the planet Krypton.

History

The Sapphire Guards are elite highly trained soldiers that guard and protect the Kryptonian Law Council and the Legislation Chamber.

After General Zod, military leader of Krypton's Warrior Guild and his Sword of Rao followers storm the Legislation Chamber and murder the Law Council members before following the scientist Jor-El, who had stolen the Growth Codex, to his home. Jor-El and Zod battled with Zod stabbing Jor-El. The Sapphire Guards followed Zod and his men and subdued them all arresting them.

They were brought to the legislation chamber where they were sentenced to 300 years inside thePhantom Zone as the Sapphire Guards stood guard.

After Krypton's core collapsed and engulfed the planet, the Guards perished along with Krypton.

Vartox's axe was an axe that belonged to Vartox.

Vartox used the axe to fight Supergirl on two different occasions. It was later destroyed after Kara heated it to levels that made it explode.

Fort Rozz was Krypton's maximum-security prison. It was previously located within the Phantom Zone, but followed Kara Zor-El's pod, making its way to Earth, where it crashed. Kara then lifted Fort Rozz into space in "Better Angels".

Fort Rozz resided in the Phantom Zone. However, after Kara Zor-El's pod unknowingly entered the Zone, the prison followed along as it exited the Phantom Zone. As they reached Earth, Fort Rozz crashed in to a field in Nevada, releasing its prisoners.

Following the crash the D.E.O. downloaded the database of the crashed prison ship, which contained the entire manifest of both the prisoners and the guards. It was later revealed to Alex by Non that Fort Rozz became his and Astra's base of operations.

After Myriad was stopped by Kara. It was revealed that the source was coming from Nevada, where Sam Lane explained that months after it crashed they obtained what they could and then used it's own stealth technology to hide it. He also said the area was quarantined as nuclear testing site and as such was declared off limits.

Following the death of Indigo and the defeat of Non, the only way to prevent Myriad from killing everyone on Earth was to launch Rozz itself into space. At the risk of her own life Kara lifted Fort Frozz into space and pushed it away from Earth, towards the Sun.

Guards

Master Jailer

Known inmates

Former inmates

Astra

The Commander

Caren Falqnerr

Gor

Hellgrammite

Indigo

Jemm

Kerfuffle

Dr. Alphonse Luzano - Prisoner 2445

Moyner

Mur

Non

Gabriel Phillips

Prisoner 2440 †

Prisoner 2441 †

Prisoner 2442 †

Prisoner 2443 †

Tor

Vartox

Sentrius is a sentient, female Artificial Intelligence and the first and only Steadfast Guardian-Class Battlestation in Kryptonian history.

Capabilities

Sentrius is armed with the latest in weapons technology, scanners, shields, defenses, and Artificial Intelligence; it was designed to be completely automated – a mighty sentry, standing guard against Krypton's enemies. Sentrius' AI that controls the entire station later developed sentience and was given equal Kryptonian citizenship. It effortlessly dwarfs Earth's moon and at its last upgrade, just before the Krypton-Shi'ar War, it was equipped with enough weapons to tear chunks out of a planet with weapons like StarLance-Class Plasma-Cannons, Polaron-class weapons, Magnon-class torpedoes, Nova Javelins, Graviton weapons, and a Plasma/Antiplasma-Projection Cannon that is aptly named "The Starsmasher" for short. It also has possession of practically its own fleet; Deathly-Silence Class Stealth-Speeders, Righteous Fury Fighters. It also has six prototypes of a new class of super-ship the Kryptonian Defence Force was developing named Resounding Glory Class Superdreadnought.

Senna Trinus- real name DS-1-X69452-COM, kryptonian artificial intelligence, blue hair, blue eyes

Ship-parallelgram shaped, six large dagger shaped white crystals on its dorsal hull and engine pods.

ship-pentagon, front longer, rounded back, curved over the top.

A World-Gate is a portal that creates a wormhole allowing instantaneous Faster-Than-Light travel. It was created by the Kryptonian pioneers whom had set out to the outer reaches of the Xerius Galaxy and traveling across several star systems, where they established a World-Gate in each places they explored. Each World-Gate has its own eight-symbol sequence; entering one Gate's sequence into another Gate synchronizes the Gates, allowing a wormhole to form, for instantaneous transportation. A World-Gate network was established and allowing the Kryptonians to explore much of the universe and contacting many races. It was then that the Kryptonians debated and allowed the races that they encountered to use the World-Gate network that helped developed and fostered intergalactic trade and commerce, which very soon led to the birth of the Galactic Confederacy.

Krypton's relationship with the Green Lantern Corps was also helped in enforce their ruling to keep the Gates from being used in war or conquest.

When the Krptonians intervened in the Kree-Skrull War, the World-Gate network was permanently shutdown by its creators after mediation between the Kree and Skrull Empires broken down to prevent both sides from using it for their militaristic expansion, which it also led to Krypton into a state of isolation from the galactic community.

The Justice League Watchtower was a space station orbiting the Earth that served as the headquarters of the Justice League.

History

After the Justice League was first formed, the League issued a headquarters to be established on neutral grounds; in which their headquarters reflects the League's intentions to help the entire world. The Xavier Institute and the Fortress of Solitude were first suggested to be their base of operations but dropped: the Institute would only further endangered the faculty and their students; and the Fortress is on the North Pole and technically lie within Atlantean territory. Superman established the Watchtower to be above in Earth's orbit and making it ideal for keeping a watch on the Earth below. Batman contributed the Watchtower with funding and resources discreetly provided by Wayne Enterprises.

The Watchtower was finally constructed and activated on September 7, 2008. Prior to its activation, the Watchtower was operated solely on minimum power to avoid detection.

Layout

The Watchtower holds two dozen sleeping quarters, each capable of housing four. It also possesses a state-of-the-art laboratory and workshop, as well as a Training Center, in addition to a kitchen and mess hall.

The Watchtower's Monitor Womb served as the station's 'nerve center' in which all the Watchtower's systems are routed through here, as well as sensor input and communications. Its operating system Beacon serves to alert the League members any time it detects an emergency, and also regulates all the Tower's systems, as well as any system connected to the Tower, including its six Javelins.

game of thrones

Polearms

Halberd: The halberd has a heavy, cleaver-like blade at the top of a long shaft. It usually has a spike at the top of the shaft and a thorn or a hook opposite to the blade.

Poleaxe: A Poleaxe has an axehead opposite to a hammer or a spike, mounted on a shaft. The shaft usually has a spike on both ends.

Axes & Hammers

Battle-axe: A wicked, broad-headed axe, used to cleave through armor and shields. It can be wielded in one hand, and some battle-axes are double-bladed.[1]

Hand Axe: A warrior’s version of a hatchet

, smaller than a battle-axe and balanced to be thrown. These short-hafted axes are used by the ironmen

to dance the finger dance

Longaxe: A long-hafted version of the battle-axe. The longaxe is light enough to be wielded by one hand.[2]

A longaxe may have a double-bladed axe head or it may have a spike on one side.[3]

It is likely that some longaxes are large enough to require two hands, such as the one wielded by Areo Hotah

Woodsman’s Axe: A woodsman’s tool for chopping and splitting wood, this axe can easily turn into a deadly weapon. Normally used by smallfolk and brigands, it is single-bladed and smaller than its martial cousin, the battle-axe.

Club/Cudgel: A short club fashioned of hard wood or sometimes metal. The City Watch of King's Landing

is armed with iron cudgels.

Mace: A blunt crushing weapon designed to smash armor, a mace consists of a heavy head of stone or metal set upon a wooden or metal shaft. The head is often flanged or knobbed to better penetrate armor.[4]

Warhammer: Usually about the same length as a mace (though they can be much longer), the head is made of hardened steel that has a long spike to one side and a small mace-like counterweight on the other. Warhammers are good for piercing armor, or hooking the enemies' reins or shields.

Swords

Arakh

: Dothraki

warriors favor this long curved sword.[5]

It is a type of sword with no guard and a curved blade resembling a scythe

Shortsword

: Shorter than a longsword but longer and heavier than a dagger, the shortsword is a one-handed blade generally meant for thrusting.

Falchion

: A short, cleaver-like sword used for hacking.

Braavosi Blade: Slender swords, edged and balanced for the thrust.[6]

The Water Dancers

of Braavos have made these narrow swords famous, though they can be found throughout the Free Cities.

Longsword

: A common weapon of knights throughout Westeros, these one-handed blades are also known as broadswords or simply "swords." The blades are about three feet in length, double-edged, and mounted on a hilt with a heavy pommel and a sizable crossguard.

Bastard Sword: Neither a longsword nor a greatsword, the bastard sword is named for its lack of family. It has a longer blade and a more elongated grip than a longsword. However, the longer hilt is not as large as that of a greatsword and it is meant for the off-hand to provide a bit more leverage. Thus, the bastard sword is more of a hand-and-a-half weapon than a two-handed sword.[7]

Greatsword: The greatsword requires two hands to use. It is the largest type of sword.

Projectile Weapons

Bow: Bows in the Seven Kingdoms are made from wood, though bows from more exotic lands may be made from laminated horn or bone.[8]

Bows are difficult to use while mounted and cannot normally be used with any accuracy if the mount is moving.

Longbow: The longbow is cut from a single piece of wood approximately six feet long, and when drawn back to the chin or ear will have a draw-weight of upwards of 100lb, sufficient to carry a shaft 250 yards or so, even to drive one through plate armor at very close range. Longbows will be used by most of the armies (and indeed unless someone is specifically mentioned as carrying a crossbow it can be safely assumed that all archers are longbowmen).

Bow, Double-Curved or Recurved: This small bow is double-curved and made from laminated horn, wood, or bone (hence it is also called a "Composite Bow" sometimes). Double-curved bows are mostly favoured in Dorne, but they can be found in many places throughout the world. The Dothraki

especially favor them, alongside the Dornishmen

. Double-curved bows can be fired from horseback (primarily to lay an arrow storm, rather than pick individuals), and can achieve draw-weights comparable to longbows.

Crossbow: Crossbows are shorter bows that shoot bolts or quarrels. There is a stock attached to the bow with a mechanical assist to draw the bowstring. Due to its shorter draw, the crossbow requires a higher draw weight to give the same amount of energy as a conventional bow. The drawing mechanism can be a stirrup with a winch or a crank. The Myrish

produce ungainly crossbows capable of firing three quarrels at a time. [9]

Spears

Dornish

spear phalanx. FFG

Unsullied pike phalanx. Fantasy Flight Games

Battering ram. Fantasy Flight Games

Spear: A simple weapon used for hunting and combat, comprising a wooden shaft up to 10 feet long tipped with a relatively small head of iron or steel. It can be used for individual combat.

Pike: A pike is a longer spear, normally 10-15 feet long. This weapon is characteristic of the Northern armies in particular and is used by large bodies of infantry operating together either to push through or over opposing infantry or hold off cavalry.[10]

Spear, Boar: A short version of the spear, the boar spear features a large blade and has a cross-piece just behind the head to prevent it from penetrating too deeply. Sometimes favoured by infantry officers it is as the name indicates primarily a hunting weapon

Spear, Frog: A weapon used by the Crannogmen

, these small spears end in three prongs and are primarily used for hunting frogs and other small prey in the Neck, but they can just as easily be adapted to fight men. Frog spears can also be thrown.

Flail: A military cousin to the farmer’s tool, a warrior’s flail is a length of chain attached to a rod. At the end of the chain is a heavy metal head, either blunt like a mace or spiked like a morning star.

Morningstar: Cousin to the flail and ball and chain, a morningstar is a length of chain connected to a rod at one end and bears a spiked ball at the other.

Miscellaneous

Dagger: A long knife used to stab and pierce, often carried as a tool as much as a weapon.

Dirk: A dagger designed for combat with a straight, narrow blade, often used in the off-hand to complement a primary weapon.[11]

Net: Made of strong rope, a net is typically a tool to catch fish or birds. Some people have adapted them for fighting, such as the crannogmen

from the Neck, who use them to ensnare opponents or entangle weapons.[12]

Peasant Tool: Peasants rarely could afford traditional weapons and generally fought with what was at hand: sticks, clubs, tools or their bare hands, those weapons are of poor quality.

Lance, War: A weapon of knights

and heavy cavalry, lances are normally 8-10 feet long, made of turned ash, and banded to prevent splitting. The lance is tipped with a sharpened steel point and is normally used for a single charge before becoming too unwieldy in close combat.

Lance, Tourney: Tourney

lances are longer and more fragile than their battlefield cousins. Their tips are blunted to better unhorse an opponent without causing serious harm, and they are unbanded, meaning that they will often break upon impact. A tourney lance is normally 12-14 feet long[13]

and may be made from a prettier wood, such as golden wood from the Summer Isles

.[14]

[15]

Khukuri Knife: A weapon of Nepalese origin used in the Middle to Far East. It is made of varying grades of steel. It is most recognizable for its inward bending cutting edge. This aggressive design helps the combatant in close quarters combat (CQC). A Khukuri style knife is seen in the Blackwater episode of season 2 of GoT. It is carried by Bronn at his lower back during the bar scene with the Hound.

Special Items

Bronze Armor: A relic of the Age of Heroes

. Not as good as modern armor.

Dragonglass

: Volcanic material that can be fractured to create sharp knife blades or arrowheads, one of the few known weaknesses of the Others

Dragonbone

: Dragonbone bows are highly sought after as they can fire arrows over a much farther range than normal wooden bows and especially prized by the Dothraki.

Valyrian Steel

: Although extremely rare, thousands of Valyrian steel weapons survived the Doom of Valyria

, perhaps two hundred or more being in the Seven Kingdoms. Most Valyrian steel weapons are storied and highly prized, considered priceless by even impoverished houses, a minor lord is far more willing to sell off a daughter than a family weapon.

See also List of known Valyrian and famous Swords

Armor

Armor in Seven Kingdoms is commonly forged from iron and steel. Occasionally one may find an ancient piece of armor forged from bronze, but that is a great rarity today. Advanced full plate and scale armor, made of relatively light weight steel, is also available to those with the proper funds.

Additional ornamentation can be quite elaborate. Common methods involve paints, enamels, or bluing the steel. A truly skilled blacksmith, however, can work colour into the metal itself to ensure that it does not chip or flake off. Such work is expensive and can be afforded only by the nobility. In the real world, the technological level is comparable to the late medieval and early renaissance, which is quite advanced "for the time" in Westeros.

The most effective, and expensive, armor is plate armor, which consists of a number of shaped plates of steel fitted to the body. Plate is normally worn over chainmail and an undercoat padded leather. Those who cannot afford plate may wear chainmail and leather, and this coverage still provides good protection. It is also common to wear only partial plate; a plate helm, for example, is common, as are breastplates and gorgets. Scale armor is also known but considerably less common. Armor made of boiled leather is sometimes worn by itself, particularly by scouts and levied men-at-arms. While better than nothing, it cannot stop an on-target sword blow, whereas plate armor can.

Plate armor is more common in the Reach, while mail is more the rule in the North, and the wildlings beyond the Wall are much more primitively armored. [16] The Dornish use a lot of copper armor, but mainly for ornamental purposes. It's very pretty flashing in the sun - as pretty as gold - but cheaper. [17]

Known Armor Types

Plate armor schematic

Padded armor: Made of leather or canvas, which has been stuffed with cloth. This can be worn by itself, often called a gambeson, but is essential when wearing mail in order to absorb blows more readily.[18]

Boiled leather armor: Used by GRRM to denote thick leather, boiled in water, and usually worn under mail. In reality such leather would be dressed with oil to retain its flexibility. Boiled leather will set very hard and was moulded into rounded pieces to protect shoulders, elbows and knees before the ready advent of plate armor.[19]

Brigandine: Also known as Jack, is a cloth garment, generally canvas or leather, lined with small oblong steel plates riveted to the fabric. Commonly worn by: freeriders, mounted bowmen, and men-at-arms. (III: 841. IV: 133)

Hauberk: A chainmail shirt, the hauberk includes sleeves and can extend as low as the knees. The hauberk is typically constructed of interlocking whoops of metal sewn into a shirt or a tunic. The sleeves of a hauberk often reach the elbow, though the sleeve length varies. The hauberk tends to be made of iron rings, and is generally worn over a padded undercoat, or boiled leather.[20]

Byrnie: Made of chainmail. Byrnies are generally distinguished from hauberks by their sleeve length (a byrnie has only short sleeves). There are doubts about the exact definition (and length) of a historical byrnie, but both in Westeros and in history byrnies are some variety of armor jacket or a shirt. Oberyn Martell's is specifically described as chainmail.[21]

Scale armor: A garment with hundreds of small plates stitched and riveted onto it.[20]

Heavy plate armor: Worn over mail and a padded surcoat. Large rondels protect the juncture of arm and breast.[22] The vulnerable points are at the less protected joints, places at elbows, knees, and beneath the arms.[21]

Specific Parts

Greathelm: simple cylinder with a flat top and sometimes rounded top to better deflect blows.[4]

[13]

It has small slits for eyes and breathing/ventilation[23]

, that impedes sight and breathing, mostly used by knight's during the "clash of lances".

Halfhelm: A round helm covering the top of the head, often incorporating a nasal guard.[22]

Kettle helm: A helm made of steel in the shape of a brimmed hat.

Gorget: A Steel collar that protects the neck.[22]

Rondels: A Circular piece of metal used for protection of vulnerable points, typically used to cover the juncture of arm and breast.[22]

Gloves: Protective covering for hands.[25]

Made of leather, or mail to offer additional protection.[26]

Gauntlets: Large metal gloves that cover the hand from fingers to forearm, generally made of steel plate.

Skirts: A metal skirt designed to protect the upper legs and lower torso. Generally covers the body from waist to midthigh.[22]

Greaves: Greaves cover the lower legs.[25]

Schynbalds: Plate that covers only the shins, not the whole lower leg.[22]

Boots: Boots are generally made of leather, but the ones worn by knights are made of metal to provide protection.[27]

Spurs: Tools worn on the heel of the boots, used to direct a horse.

Vambraces: Tubular protection for the forearm.

Cuirass: A piece of solid plate armor worn over the chest and back, tightened at the sides. It is forged from steel, iron or bronze. It is a vital piece of defensive equipment worn by most knights and highborn combatants. Notably, Queen Cersei Lannister is seen wearing a cuirass during the battle of Blackwater episode of Game of Thrones Season 2. Hers appears to be gilded and more ceremonial in nature, as fits a woman of her status.

Shields

Westeros has a varied collection of Shields, from simple Wooden Shields, which are light, easy to use but don't provide much protection, to heavy triangular shields, almost four feet tall, made of heavy oak and studded with iron.[22] Stretching layers of hardened leather over the shields[18] and adding metal thin strips for reinforcements[27] improve durability and protection, without adding much weight. In Dorne and probably in Braavos small light weight round metal shields called bucklers are used. This is about the size of a plate and held in the left hand to parry sword blows in fencing.

Kite shields, considered old-fashioned since the Conquest, carried by the Warrior's Sons.[28]

Costs

A new hauberk of mail, gorget, greaves, and greathelm made by a good smith can cost 800 silver stags.[13]

War Horses & Transportation

Destrier: Destriers are tall, strong, splendid animals and are often high spirited. Destriers give knights a majestic air at tournaments. They are normally the most valuable type of horse, being well bred and highly trained. Some even consider them too valuable to risk in war thus the courser is the preferred mount for fighting.

Courser: Lighter than a destrier and less costly, coursers are still beautiful animals. Coursers are also strong and fast.

Garron: North of the Wall, Garrons are the only reasonable choice of horse (although other, rarer horselike animals might perhaps exist). Both the Night Watch and its enemies use them in considerable numbers, both for riding and carrying cargo. Among horses, garrons are notable for their capability to deal with irregular terrain and cold temperatures.

Rounsey: Lowest of all is the rounsey, a strong and capable steed of no particular breeding. Although rounseys are perfectly capable war horses, they are relegated to hedge knights, squires, and non-knightly men-at-arms. Rounsey are common riding horses and may also be used as pack animals.

Sand Steed

: Smaller than normal warhorses and cannot bear the weight of the armor a warhorse usually wears. They are able to run for a day and a half before tiring Mounts and Pack Animals

Mule: A hardy pack animal, used for light transport. Remarkable capability for dealing with irregular terrain.

Oxen: A hardy pack animal, used for heavy transport.

Siege Weapons

Besieging armies use a wide variety of siege engines such as: scaling ladders, battering rams on wheels, wheeled siege towers covered in rawhide and various types of catapults, trebuchets, mangonels, spitfires, and scorpions. Some are mounted on warships. [2]

Scorpions and spitfires are used in the defense of a city.[29]

Steel caltrops are used in warfare and the defense of encampments, and can be flung with trebuchets at enemies (II: 375. III: 721) Scorpions shoot out yard-long iron-headed shafts[30]

and can be prepared with fire, making fire spears[31]

, Additionally Iron spikes may be set underwater to hamper crossings.[32]

Battering rams, Wooden turtles on wheels, often covered with hide to protect them from fire, can be used for sieges to protect men assaulting a gate.[33]

[34]

Trebuchets

such as the Three Whores

Tactics

Stark

and Greyjoy

Bannermen sketches by Tribemun

Tully and Lannister Bannermen sketches by Tribemun

Free Folk by Mike S Miller

Westeros Infantry Archers

Skilled archers can shoot a small target accurately at 100 paces.[14]

In battle however they normally tried to create what was called an arrow storm, shooting as many arrows as possible into the air as quickly as possible to drop them on to large bodies of enemy troops rather than shoot at individuals.

Dothraki bows supposedly outrange those of the Seven Kingdoms, but this remains to be tested.[35]

Arrowheads are normally available both as broadheads with a sharp cutting edge and barbs at the rear for "soft" targets[36]

and bodkins which will penetrate mail.[37]

. Except at very close range arrows will not normally penetrate plate armor, but crossbow bolts will do so easily.

The double-curved goldenheart

bows used by Summer Islanders are said to be able send a shaft four hundred yards [38]

Archers might smear their arrows with night soil to try and ensure that they poison those they wound, but many arrow wounds will become infected simply because when shooting quickly to create an arrow storm archers would stick their shafts in the ground rather than drawing them from their belt.[39]

Cavalry

Cavalry figure prominently in the story and a good mediaeval model for Westerosi troops raised between the Neck and the Dornish Marches is provided by a 1364 muster of the troops belonging to the Duchy of Burgundy (the original French one before it expanded):

The troops comprised one chevalier banneret - in Westerosi terms a sworn bannerman

134 chevaliers/knights

105 ecuyers/squires

19 mounted archers

1 trumpeter

1 farrier

The only infantry were those 19 archers who rode horses to keep up with the rest on the march but dismounted to shoot.

Light Cavalry

Light cavalry consisted usually of lighter armed and armored men, who could have lances, javelins or missile weapons, such as bows. they tend to be in leather and mail.[40] Light cavalry was used as scouts, outriders, skirmishers or outflankers. Many countries developed their own styles of light cavalry, such as Dothraki and Dornishmen.

Knights and Heavily Armed Cavalry

Knights are usually the best outfitted and trained soldier in the field, who could afford plate armor and a varied assortment of hand weapons. They are usually deployed as Heavily armed cavalry armed with lances. It Consisted of wealthy knights and noblemen who could afford the equipment and non-noble squires employed by noblemen.

"Common Outfitting"

Common warriors may use short swords, double-bladed axes, bows, and other weapons[11]

Plate armor is more common in the Reach, while mail is more the rule in the North, and the wildlings beyond the Wall are much more primitively armored (SSM: 1)

Jacks, a sort of armor such as freeriders, mounted bowmen, and men-at-arms might wear [41]

[42]

Most freeriders have poor armor, usually made of boiled leather.[19]

The City Watch of King's Landing

, use iron cudgels and spears topped by black iron heads.[43]

Wear cloaks, usually made of heavy wool, dyed gold.[43]

The Crannogmen

of the Neck, use frog spears, bronze knives, woven nets, and round leather shields [12]

The Dornishmen

prefer round metal shields, spears, short throwing spears or the double-curved bows, they wear lighter armor than in the rest of the Seven Kingdoms made of metal disks, sewn in the manner of scales on the leather and turbaned helmets.

The Dothraki

have only a light cavalry armed with arakh, and short bows suitable for shooting mounted. They do not use any protection, either in the form of shields, helmets and armor.

The Unsullied

, are light infantry, equipped with short spears, swords, round shields, and distinctive spiked caps.

The Ibbenese

are fond of axes[44]

and carry shaggy brown shields. [37]

Of Old

The children of the forest

used knives, leaf-shaped spear heads, and arrows made of obsidian

(which is also known to smallfolk as dragonglass) [45]

[46]

[47]

It is not part of the Old Way

to lay siege to castles. Glory can only be gotten by fighting man to man, not by flinging rocks [48]

Miscellaneous

The Manderlys

can pack a dozen barges with knights

, warhorses

, soldiers, and siege engines [49]

star wars

Clan Raven was a famed clan of Mandalorians who served as the personal honor guard and army of the Mandalore, the supreme leader of the Mandalorian Neo-Crusaders, during the Mandalorian Wars. The most famed clan members were Garr Raven, a distinguished Mandalorian General during the Mandalorian Wars, Revan, a member of the force-wielding sub-clan Bloodraven, and Amiel Raven, an elite Mandalorian Supercommando and Neo-Crusader during the Mandalorian Wars.

Clan Raven was the personal honor guard and the elite soldiers of the Mandalorians, and fought on the front lines of the Mandalorian Wars and the battles before the war began. However; the majority of Clan Raven was wiped out in a massive battle with Yuuzhan Vong Coralskippers in the Unknown Regions, as well as the sub-clan Bloodravan. Their numbers were further thinned out by the Galactic Republic in the Mandalorian Wars, leaving Clan Raven all but extinct by the time of the Jedi Civil War and the Sith Civil War.

Garr Raven, the father of Mandalorian shock trooper Amiel Raven, was a male Mandalorian who was a native of Mandalore. Garr was a highly distinguished Mandalorian Neo-Crusader General who was in the upper echelons of the Mandalorian military command. He was most notable for being a key proponent of using guerilla warfare and random attacks to throw the Galactic Republic's military off guard and into disarray during the Mandalorian Wars.

charmed ones

The Charmed Ones are a sisterhood of three (four) witches who descend from the Warren line of witches. They are known as the most powerful witches ever to walk the Earth, and are dedicated to protecting innocents and ridding the world of evil.

Each Charmed One has one specific power inherited from their ancestor, Melinda Warren; the prophecy states that the eldest has the power to move things with her mind, the middle sister can freeze time, and the youngest can see into the past, present, and future.

The magical bond between these sisters is known as The Power of Three, and is said to be the strongest form of magic in the world. It is represented by the ancient symbol called the Triquetra.

Although the prophecy speaks only of three sisters, there is a fourth Halliwell sister. After the death of Prue on May 17th, 2001, the Halliwells' long lost half-sister, Paige, was revealed. She received her powers and joined Piper and Phoebe, taking Prue's place in the Power of Three and reconstituting the Charmed Ones.

The Power of Three Will Set You Free

The Warren line of witches descends from Melinda Warren, a victim of the

Salem Witch Trials in the seventeenth century. As Melinda was burned at the

stake she vowed that each generation of Warren witches would grow stronger,

culminating in the arrival of three sisters. These sisters would be the most

powerful good witches the world has ever known. They would destroy all kinds

of evil and be known as The Charmed Ones.

Powers and Abilities

As magical witches, the Charmed Ones have the four basic powers of spell casting, potion making, scrying, and mediumship. Each Charmed One is particularly skilled at one of these powers. For example, Piper is the best at making potions due to her passion for cooking, and Phoebe is the best spell-writer due to her creativity and dedication to her Charmed heritage. Although Prue and Paige's basic Wiccan skills were good, their specialty was more at thinking and devising plans and helping innocents, respectively.

Because powers are linked to one's emotions, when one of the sisters becomes emotionally distressed, her powers will be affected. If all three sisters are distressed at the same time, their combined magic (The Power of Three) will be weakened. Since the Book of Shadows is also linked to the sisters' bond, when their combined magic is weakened, so is the power of their book. This makes the book vulnerable to evil.

Unique Powers

Aside from their basic abilities, each Charmed One possesses separate active powers which are destined to grow and advance over the years. These powers are linked to each other, which is how their advancements are 'selected'. Each Charmed One possesses one of Melinda Warren's powers (more commonly referred to as "The Warren Powers") and are given by seniority; Telekinesis, Molecular Immobilization and Premonition, respectively. The youngest sister, Paige, is an exception to this rule due to being the replacement of Prue, and therefore possesses a telekinetic power.

Connection

Powers

Prue Halliwell

Mind and Movement

Telekinesis, Astral Projection, Telematerialization

Piper Halliwell

Molecular Speed

Molecular Immobilization, Molecular Combustion, Molecular Acceleration

Phoebe Halliwell

Seeing and Feeling

Premonition, Levitation, Empathy, Astral Premonition, Psychic Reflection

Paige Matthews

Mind, Movement and Whitelighter powers

Orbing, Telekinetic orbing, Remote Orbing, Sensing, Healing, Hovering, Glamouring, Omnilingualism, Photokinesis, Orb Shield

The Power of Three

Although each sister has proven herself to be a powerful witch in her own right, the combined magic of the Charmed Ones, known as the "Power of Three", is where their true strength lies.

When all three sisters are gathered, their powers are united as one. Said to be the most powerful form of magic, the Power of Three is rooted in the Charmed Ones' bond as sisters. It is their love for each other that makes the bond and the magic of each sister stronger. The Power of Three also has its own spell, called the Power of Three Spell.

It is said that no demon or warlock, or any other magical being can withstand the Power of Three. Although some have come far into the destruction of the Power of Three, either through trickery or some higher source of demonic being, none have succeeded in accomplishing this.

Telepathy

The Charmed Ones share a telepathic link with each other. They first revealed this during the events of the Crone taking their senses. It can be presumed that they could also hears the thoughts of other around them if they focused on it, because Phoebe was the sister to lose her hearing and when confronting the Kazi Demon she was seen communicating with him as if her hearing was perfectly fine, even when his head was turned.

Years Later, Phoebe once again used this bond to communicate with her sisters in two different dimensions at the same time. However, on this occasion she also used an altered version of Dominus Trinus spell to help make the connection. This also caused Phoebe to experience mental fatigue the longer she maintained the connection.

While in Rennek's Dome the sisters were not only able to communicate psychically with each other, but they were also able to cast a non-verbal power of three spell to free themselves. According to Prue, the dome let the sisters tap into the point their power will grow to. But it will be some time before they reach that level naturally.

The Book of Shadows

Like any other witch, the Charmed Ones have a Book of Shadows. This is the magical tome of the Warren line of witches and is said to be the most powerful and coveted tome in the entire world. It contains spells and potions created and collected by their ancestors, many of which being from the Charmed Ones' grandmother; Grams. It also contains information about various demons and histories that were passed down throughout the generations.

The Charmed Ones' bond with the Book

Connected to the Charmed Ones is the Book of Shadows. This magical artifact is believed to be the "source" of their magic. The strength and power of the Book depends on the strength of the Charmed Ones' sisterly bond as well as each sister's individual emotional state. If they are not 'connected' with each other, the Book's defenses lower. On the other hand, the stronger the connection, the more powerful the Book of Shadows' magic becomes. This has been proven many times when a certain evil attempted to steal the Book of Shadows.

The Triquetra on the cover of the Charmed Ones' Book of Shadows, resembles their bond; The Power of Three. It is known as the family's symbol.

Whenever the sisters are in turmoil and use their powers on each other in an offensive way, the triquetra will split, resembling the broken bond. The leaves of the triquetra disconnect and the circle will vanish. As a result, the book will lose its powers, as will the sisters'.

The only way to restore everything is for the sisters to bond with each other again and solve their problems.

Protecting itself from Evil

At the very early beginning, the Charmed Ones had yet to grow a tight bond with each other and their book. Evil was able to touch the book, but could not move it out of the manor.[2]

As the sisters grew closer and their powers stronger, their book grew stronger as well. It was able to move itself when evil wanted to touch it[3] and later on, even create a shield around itself that could electrocute demons.

When the sisters are all emotionally weakened, the book will lose its strength and power, leaving it vulnerable to be taken by evil. When a demon is then able to steal the book, its power will shift and it will protect itself from good. The only way for good to reclaim the book is for the sisters to bond with their book again, by casting The Power of Three Spell.

Melinda Warren was the only child of two mortals, Charlotte Warren and Lawrence Cutler. Born on October 31st, 1670, she was an exceptionally powerful witch who possessed the powers of telekinesis, molecular immobilization, and premonition. She started the line of Warren witches which, as prophesied by Melinda herself, culminated in the arrival of the three (actually four) most powerful witches of all time; the Charmed Ones. blonde hair and blue eyes

Alchemist- Demons with the ability to transform any substance into another. Angel -Powerful beings of good and have a positive role in many mortal religions and cultures. Angel of Death- An ancient, powerful being that is neither good nor evil, simply neutral, and his job is to keep the cosmic balance level. He does this by collecting the souls of the deceased and helping them move on. Angel of Destiny- The protectors and overseers of all Destinies who maintain the Grand Design, ensuring that no one alters it unnaturally. Avatar

are an ancient group of extremely powerful magical beings who can bend the very fabric of space-time and reality itself. Being the physical personifications of specific things or ideas, their strength and power is often described as the ability to control and manipulate time, reality, and space. Unlike other magical beings, their power is said to be unlimited, beyond good and evil. Avatars are not categorized as good or evil; they are neutral. Their desire is to shape the world to their own design making it a perfect world and will do anything in order to maintain a Utopia.

The Avatars are depicted as a peaceful, yet powerful collective whose sole purpose is to create their version of Utopia, a world without evil. However, as discovered by the ancient Egyptians and the Charmed Ones, the price of this perfect world is free will. Despite their devotion to the cause, the Avatars are capable of knowing when the world is not ready for them, and do not force the change upon the world.

Avatars increase both their ranks and power by inviting other beings into their collective. As a general rule, they do not force others to be part of them. Rather, they make their presence known using subtle methods, where those they approach are expected to understand the Avatars at their own pace.

Banshee- are a reasonably rare breed of demons with distinctive white hair and a high pitched scream. Their screams can burst glass and blood vessels, killing mortals or turning emotionally confused witches into new Banshees.

Powers of a witch are capable of vanquishing a Banshee, as seen when Piper Halliwell blew up a Banshee with her new power.[2] When a witch is transformed into a Banshee, the only way to revert her is for her to deal with her emotional pain. However, the transformation will become permanent when she kills a person.

The Book of Shadows has an entry on Banshees, as well as a spell to track them. However, this will turn the caster into a dog, as only they are capable of hearing the cries of a Banshee other than the victim.

The Cleaners

The Cleaners are not good nor evil -they are there to clean up magical messes that threaten exposure. They can change and rewrite history, wipe memories, etc. They cannot tip the scales of good and evil.

The Collectors

are a breed of powerful warlocks who possess the power to drain knowledge through needle-like finger protrusions. They also happen to share the abilities of blinking, telepathy, and are impervious to bullets. After draining the information from their victim's head, their victim becomes catatonic. A Collector also has the ability to restore the information back into their victim's head, which in turn revives the person.

Cupid

are a race of angelic beings who are responsible for bringing people together who have a chance at love. Like Whitelighters, they are sometimes assigned charges and can actually have up to 50 charges a day. They help their charges find love and will intervene when necessary to redirect a mortal or magical being's love away from a demon to keep them safe. They can also be called by their charges, if a charge calls their Cupid's name, he/she can usually show up at a moment's notice.

There are many Cupid agents that work in secret all over the world making connections between good beings. The first Cupid the Charmed Ones met was powerless without his Cupid Ring, however the second Cupid could still teleport and seemed to be able to function fairly well without his ring, although the powers he possessed without the ring are unknown. Before the ring was invented, it seemed that Cupids used Cupid Bows to spread love, as Coop took his "out of storage" to aid the Elders and the Warren witches against Neena's army.

Cupids were infants or toddlers who died very young, they are recruited by veteran cupids to become messenger cherubs, trained to be full-time Cupids. Cupids are not allowed to visit or know anything about their family after they have moved on. They are also normally not allowed to have relationships with their charges whether mortal or magical as it is deemed to be too complicated and dangerous by the Elders. However, the Elders made an exception for Phoebe Halliwell and Coop due to everything they put her through over the years. The couple was actually married by an Angel of Destiny and later had three daughters, which are all half-Cupids.

Dark Priest

Upper-level demons who perform dark rituals in the Underworld.

Darklighter

The evil counterparts of Whitelighters. Their goal is to kill other whitelighters and whitelighters-to-be, in order to make witches more vulnerable to evil. They are at the bottom of the demonic hierarchy and are usually low-level.

One type of Darklighter spreads evil through procreation, by seducing innocent mortal women and tricking them into bearing their progeny, similar to an incubus. It is against the rules to tell these women about who they truly are, so it is presumed that the women are abandoned once a child is produced.

Spirit Killers are Darklighters that seek to drive paragons of good to suicide and prevent them from achieving their destiny. They curse their victims with bad luck and manipulate them into a depression before driving them to suicide. This type of Darklighter is particularly known for targeting Future Whitelighters to prevent them from fullfilling their calling, as suicide would deny them the chance.

Trackers are a powerful breed of Darklighters who hunt Whitelighters that are about to "lose their wings". They are more powerful than regular Darklighters and are often rogues that only answer to themselves. Trackers can be recognized by tribal tattoos on their face.

A fourth type of Darklighter was only seen in a parallel universe where moralities were reversed. Instead of being Whitelighters in this world, Sam Wilder and Leo Wyatt were Darklighters, leading to the birth of Darklighter-Witches Paige, Wyatt and Chris. Aside from their wiccan powers, they seemingly possessed the abilities of a standard Darklighter.

Demonic Bounty Hunter

Low-level demons that track down fugitive demons, but if the price is right they will go after anyone. They have the power to fire energy balls and/or lightning bolts and can materialize at will.

Demonic Power Broker

are demons who trade, collect, and broker off demonic powers to the highest bidder. These bids can vary from other powers to innocents or material wealth.

Power Brokers sometimes use mortals to store their collected powers until they can find a buyer. However, this causes life-threatening danger for that mortal, as they are not able to handle magical powers. Storing a power in a temporary host can drive them to extreme confusion, violence and paranoia and will eventually lead to illness and death. The power can only be pulled out with a potion or by a Power Broker himself.

Dwarf

are magical Fairy Tale beings that appear in the story of Snow White. Like all other Fairy Tale beings, they also exist outside of the tales and live in the Enchanted Forest with other good beings from the Magical Community. Dwarfs possess the power of Hyper Speed and are short in stature, similar to Leprechauns and Elves.

Earthshaker

is a rare elemental magical power allowing the users to control and/or manipulate all forms of earth, such as sand, minerals and rocks. Users can use this power to create earthquakes and fissures and tear the earth open to swallow enemies. They can also remove rocks from the earth and use them as a platform to fly on.

Elder

occasionally referred to as the Founders or the Powers That Be, are a council of powerful Whitelighters who advise and govern the forces of good. Their purpose is to preserve the "greater good" by directing their Whitelighters to guide and protect witches and future Whitelighters.

The Elders reside in the Heavens and communicate with witches through their assigned Whitelighters, giving them messages and warning them of impending threats. As prominent figures on the side of good, the Elders also interfene when they deem it necessary and discipline others when they break their rules.

Although they are powerful and have great influence, the Elders are not the highest authority, being outranked by the Angels of Destiny and potentially greater forces.

Elve

are good magical beings that live in the Enchanted Forest with other magical beings. Very little is known about Elves as only one Elf was ever seen in the series, which was the Elf Nanny.

Empath

is a reincarnated mortal being, reborn with the ability to feel others' emotions; the power of Empathy. When mortals are reincarnated as Empaths, they often enter fields enabling them to heal and guide others; usually become priests, counselors, teachers, psychiatrists, etc. Their power allows them to help others, such as healing someone's emotional pain. While Empaths are a separate race of magical being, other beings can also receive the power of empathy and are sometimes referred to as empaths, too, regardless of their species.

To find one's strength as an Empath, one must embrace the emotions and not fight against them. This is why only few beings are chosen to become Empaths, which makes the gift very rare.

Fairy

Small beings who can only be seen by children. Fairies have the nasty habit for stealing from oblivious adults and live in a realm parallel to ours, which is separated with a thin veil. They use Fairy dust to do their magic and have dominion over Trolls.

Firestarter

are magical creatures with the particular power of Pyrokinesis. When their emotions are heightened, they can concentrate and create fire or cause things to burst into flames.

Not particularly common, they can be good or evil. Because of their advanced power, they are tracked by Demonic Bounty Hunters, to be given to and trained by a powerful Upper-Level demon called Ludlow, who will train them to become bodyguards to the Source.

The power usually manifests in adolescence, in the form of headaches when they become particularly emotional, that result in things bursting into flames.

Familiar

are enchanted creatures who follow and guide new witches to protect them while they learn the craft. After their work is done, they run away to their next charge. Familiars are naturally attuned to the seasons and phases of the moon and can be helpful in teaching the young witch a heightened awareness of his or her environment.

As seen with Tuatha, even evil witches have familiars; guiding them down the path of evil. Certain familiars can become human as a reward for their faithful service so they can guide and train other familiars as well like Katrina.

Fury

are demonic women that act as judge, jury, and executioner to anyone they consider an evil doer. They are vigilantes who pursue a shoplifter as vigorously as they would a murderer. They also take great pleasure in the kill. When the Furies focus thoughts on an evildoer, they force them to hear the cries of all their former victims. They kill by breathing poisonous smoke, though in some cases the cries of an evildoers victims are enough to kill them.

It was initially assumed they might be good as they serve a good purpose, even though they act with virtually no restraint. (Note: The source of this confusion comes because The Furies of Greek mythology, like most of the Greek Gods, punished evil-doers without themselves being good. The neutral Furies predate later Christian mythology that presumed that all supernatural forces must be either Good or Evil).

However, with a good witch, a Fury's smoke opens a portal of unexpressed anger. Eventually, the anger will consume the witch's humanity and turn them into a Fury. This happened with Piper Halliwell, due to her being angry at the loss of her older sister, Prue. A witch turned into a Fury in this manner can be turned human again by closing the portal of anger, considering they don't kill someone first.

Gargoyle

Statue creatures meant to ward off evil. For mortals they are just stone creatures on the rooftops of churches and castles that serve as ornate designs, however, this is their resting state. They come alive when great forces of evil approach, and issue sonic screams to incapacitate them. Their protective power is strong enough to ward off even the most powerful demons.

Genie

Magical tricksters who grant three wishes to their "master". Genies can revert to smoke, and are housed in items such as lamps, urns, and bottles.

Gnome

are magical beings that are small of stature. They are not known to have natural enemies, but are known to irritate other beings with their personalities.

Goblins

are magical creatures but nothing else is known of them. According to Chris Halliwell, the Charmed Ones would face some goblins in the future, saying "It's gonna get ugly."

Golem

A rare species of artificial beings made generally out of clay or stone by Alchemists or Sorcerers. They are usually made to do their creator's bidding.

The Greek Goddesses

are supreme magical beings that possess vast magical powers. They are the most powerful forces in the universe and might be responsible for the creation of the universe.

There are various kinds of Gods and Goddessess with different origins. While Shakti and Shiva are presumably truly divine, it was revealed that the Greek Gods were given their powers by The Elders from the essence to fight the Titans. However, the true nature of the Gods and Goddesses remains a mystery.

Gremlin

are small creatures that delight in causing misery and tinkering. They can be found in workspaces, such as fruit packing plants.[1] Although small, gremlins are strong and move at a fast speed. They can be vanquished by a special vanquishing gel.

Grimlock

are white-fleshed demons with whirling red eyes who usually dwell within sewer systems. They choke good individuals to death by seeing the auras that surround them, which they are able to do with the eyesight of children. The stolen eyesight only lasts 24 hours, given that the children are still alive. When the children are not useful anymore, the Grimlocks consume them.

Grimlocks are vulnerable to a vanquishing potion made out of shisandra root and to the lethal powers of witches.

Guardian Angel

are protective beings each assigned to a human being. They whisper into people's ears right before something bad is about to happen and protect people in their every day life.

Guardian Angels only protect good and living human beings, such as Mortals and Witches. Whitelighters do not have Guardian Angels, although they would have had them when they were mortal.

Guardian Angels can be male or female. However the two biggest similarities between all Guardian Angels seem to be their long white robes and their bald head.

Guardian demon

are evil beings that possesses mortal criminals to help them spread evil. They appear as partially transparent balding men in dark robes, beards, and a rune on their forehead.

They possess human criminals and compel them to carve a demonic rune into an innocents forehead, usually with an athame. The Guardian, in spirit form, then leaves the possessed just enough to suck the soul out of the victim through the rune. To vanquish a Guardian, a stake(or any sharp object) must be thrown through the rune on their forehead as anywhere else on them it will simply pass through them.

Guardian of Pandora's Box

are powerful women selected to protect an ancient box which contains all of the world's sorrows. In each generation, a new guardian is chosen.

Each girl would be trained by the previous Guardian, and instructed carefully about the dangers and powers of the xox. If a Guardian dies, the box automatically moves on to the next one. However, if the next Guardian has not been born, there would not be anyone around to guard the box or put the released evil back in.

Guardian of the Urn

is a magical being that protects a priceless Egyptian urn, once owned by an ancient wizard. When the wizard died, a curse was placed on the urn. Witches and magic cannot lift it, and those who are cursed do not live to tell the tale. When the urn is stolen, the thief is visited by the beautiful yet merciless Guardian, and punished for their greed.

The Guardian feeds off the greed of others, though she can only punish thieves due to being bound to the curse. For this reason, she cannot harm those who commit a selfless deed, as doing so brings redemption from the curse.

Gypsy

are magical beings related to Witches. Their magic is considered a sister tradition to witchcraft. Gypsies are separated in tribes. Similar to wiccan covens, these tribes also have symbolic signs and talismans that represent their family. The Nicolae tribe possessed the Waffediyok.

Some Gypsies are born as a Shuvani, which is similar to a wiccan High Priestess. Shuvani are more powerful than other Gypsies. The Nicolae tribe had many Shuvani, who were targeted by Gypsy Hunters, Orin and Cree.

Hawker demon

are a breed of demons that sell rare items at the Demonic Market. Hawkers only go out into the world on rare occasions and they are low level demons. They are loyal, listen careful to the advice of demons such as the The Crone and only hunt when asked to. They are known to hire other demons to help them in their tasks.

The Hollow

is an ancient vapor and the most powerful magical force of unknown origin, which absorbs all forms of magic it comes in contact with, whether it be good or evil. It appears in a swarm of black vapor-like particles floating in mid-air that constitutes a power similar to a black hole, and it can also reside inside a magical living being, thus possessing their corporeal form. It cannot be destroyed by any known means, rather, it can only be contained when powerful representatives from both sides of good and evil join forces and combine their power. It actually possesses no mind or personality but rather acts like a virus in a vacuum, mindlessly consuming all magic it touches, thus is always referred to as the "void" by the Seer and the Avatars. It is kept in an ancient burial ground as a pact agreed upon by both sides and is heavily guarded by powerful beings. It has been said that this is the "ultimate power" that will be the end of good and evil, therefore, creating a void as a reality. The Hollow's only desire is to absorb power. If a demon or witch is possessed by the Hollow, they will only be able to control it for a short time after which they fall victim to its insatiable hunger for more power, thus doing what ever it takes to attain more power and in return, take the powers of every magical creature in the magical community both good and evil and eventually destroy the world.

The Four Horsemen of the Apocalypse

are unknown evil beings that rank higher than demons. The horsemen are empowered by the Source of All Evil and are charged with bringing about the end of the world through their respective personifications.

Each horseman represents and controls a certain destructive force, namely War, Death, Strife and Famine. When unleashed by the Source, the horsemen set out to cause destruction and chaos to instigate the apocalypse.

Only the Source of All Evil can destroy the horsemen. In each age across history, the horsemen have been tasked with bringing about the end of the world. However, each time they fail, they are destroyed by the Source and new incarnations are anointed.

Ice Cream Man

is a mortal appointed by the Elders to drive the Ice Cream Truck, which plays a magical series of notes called The Devil's Chord that lures Demonic Children to it. When the children are near the truck, they are sucked into a small dimension within the truck, where they are swallowed and destroyed by a force called The Nothing. When the Ice Cream Man dies, another is chosen to replace him.

The Infernal Council

was a group of five powerful Upper-Level Demons presumably serving under either The Source of All Evil or The Triad. They appeared dressed in golden, cloaked robes with a Pentagram on the back. Shortly after the Halliwell sisters became The Charmed Ones, the Council became aware of their existence and sent many evil beings after them to kill them.

Imp

are small red creatures with bat-like wings. Imp Masters possess the power to create Imps from their bodies. Imps are vicious beings that attack in swarms, they possess the power of flight and have razor-sharp claws and teeth. They can easily be vanquished individually, but to destroy the swarm, their master must be vanquished.

Imp Master

are low-level demons that can create Imps which spawn from their bodies. The Imp Master is in control of the Imps, which can be re-absorbed at any time. Because the Imps are spawned from their master, they will be vanquished when their master is vanquished.

Kazi demon

are low-level demonic minions formed from the flesh of a Kazi King. Physically tough, the Kazi Warrior's touch can engorge veins in their victims head, which will eventually kill them.

Though physically fit, they are not terribly intelligent, in fact Kazi Warriors can't even read. The King and his warriors are directly connected. Torturing a warrior causes the King to feel the same pain. Vanquishing the Kazi King destroys all his warriors.

Krychek demon

are low-level demons identifiable by their neck tattoos, which indicate their clan. They generally serve as shock troops to Upper-Level Demons.

Lady of the Lake

was a magical woman and the guardian of the legendary sword Excalibur, charged with protecting the sword until the true wielder claims it. According to Arthurian legend, the Lady of the Lake gave the sword to King Arthur.

When the original Lady of the Lake was killed, Piper Halliwell became the new guardian of the sword. This would indicate that the Lady of the Lake is a title that can be passed on.

Lazarus demon

are rare high-level demons with telekinetic and resurrective powers, along with the ability to transport themselves through ashes. These demons usually work for whom or what had resurrected them. They grow stronger the longer they are released. Lazarus Demons are hot-tempered and unreliable, and especially hard to vanquish as the only way to prevent them from resurrecting is to bury their remains in a cemetery.

Leprechaun

Male beings that grant both good as bad luck to the world. Leprechauns travel with rainbows, which they light up in the sky with their shillelaghs.

Lords of War

are a clan of supernatural warriors whose goal is to start wars. They are reincarnated through the ages, and have started most of the major wars throughout history.

Through possession of their Crystal Sword, the Lords of War are immune to the weapons of man. Following their code of honor, when a Lord of War is disgraced, he must steal his abilities back, by murdering and stealing the souls of those with the same traits as they have lost. Among the qualities needed are the power of a firstborn witch[2] and a killer instinct.

Manticore

are Upper-Level Demons with super strength and speed that travel in packs. They have venomous claws and are able to shimmer from place to place. Manticores have a reptilian appearance and communicate with high-pitches cries.

Female Manticores are known for mating with mortal men to create hybrids, allowing their demonic children to blend into the mortal world. They kill their mates after conception and raise the children alone. Manticores can be vanquished by a vanquishing potion.

Mermaid

Female beings who live in the ocean. Their hearts are cold, but can become warm, when they fall in love with a human man.

Muse

are angelic beings of pure light that guide human charges with the sole purpose of inspiring passion and creativity. Muses are invisible to all other beings except other angelic beings.

Muses are not meant to stay in one place for very long, as their continued presence causes passion and inspiration to rise to an uncontrollable boiling point. Evil beings are not guided by Muses, however, they can steal one from a good being and force them to inspire them.

Mercury demon

are a clan of powerful upper-level demons. They are hatched from eggs and possess the ability to shoot thermal blasts of fire powerful enough to knock out ten lower-level demons in one shot. Millennia ago, Mercury demons worked in the service of the self-proclaimed Roman God of thievery, Mercury, who they were also named after. They can be vanquished with the Power of Three.

Noxon demons

are a breed of low-level demons with a vicious temper, often used by more powerful demons as shock-troops or assassins.

Nymph

Female beings that frolic throughout the forest in the company of a Satyr, spreading nature and protecting the eternal spring.

Ogre

Foul smelling, large magical creatures with great strength but little magical powers. They are considered neither good nor evil. They live in the enchanted realms and help good beings but are often manipulated into helping evil beings.

Oracle

Mystical beings who can foresee the future using a crystal ball and their power of divination, however, they are not as precise as Seers. They can be either good or evil, depending on who they work for.

Ordo Malorum

Powerful upper-level demons who serve as generals for the Source of All Evil and command the battle against the side of good and kill those who protect innocents. These demons, as well as their minions, use a Level Two Demon Weapon which can shoot a blue beam of energy.

Phantasm

are spirit-like demons that can possess any living being, magical or non-magical. They usually work for Upper Level Demons, possessing criminals. A witch can dispossess the host body with a potion that will pull the Phantasm out and a special wand will automatically contain them.

Phoenix

Phoenix (Assassin Witches)

are a family of powerful elite assassin Witches descending from the time of the Salem Witch Trials. They are born with a distinctive birthmark of the Phoenix, representing their rise from the ashes of Salem.

Possessor demon

are a breed of upper-level demons who take over their victims and possess them, holding them under complete control.

Queen of the Underworld

is the title held by the consort of the Source of All Evil.

Rat demon

are low-level demons able use their powers to transform into rodents in order to hide in the mortal world. They are usually involved in money schemes, such as laundering. Rat Demons are not to be trusted, as they are deceitful beings.

Repression demon

are a breed of demons who feed off the suppressed emotions of those around them. The only demon of this breed to appear was Lord Dyson.

Reptile demon

are a type of demon that resembles reptiles, mostly snakes. Saleel was a Reptile Snake Demon, and Sirk and his Father were Reptile Demons. Chameleon Demons also represent being Reptile by there name and the fact that they can disguise themselves into anything.

Sandman

is an angelic being that goes around sprinkling dream dust on his charges to allow them to dream, and work out their inner conflicts. Without them, humans would become unable to work out their issues, turning them angry and evil.

Sandmen exist on a different plane of existence and consist of the same magical substance they spread. When they are killed, they dissolve into dream dust. Sandmen can only sleep when all of their charges are awake, which almost never happens.

Satyr

are a low-level magical beings of nature that lure Nymphs with their music and guide them to protect nature. Satyrs are weak beings and lack the power to protect themselves, making them defenseless around danger.

Nymphs are often in the company of 'their' Satyr and will seek out a new one if he is lost or killed. However, Nymphs may learn to no longer depend on Satyrs to guide them and become independent.

Scabber demon

are powerful Upper Level demons who have the power to shoot a toxic venom from their mouths which instantly melts anything it touches; this power is known as Acid Secretion.

Witch powers and weapons don't affect them and can only be destroyed by the Power of Three or their own acid. Paige vanquished one Scabber by orbing his acid onto him.

Scather demon

are a breed of demons. One clan of these demons was loyal to the Triad and guarded Christy Jenkins during her captivity. The entire clan was later vanquished by Billie and Christy.

Succubus is a former Witch who has made a pact with darkness. Succubi give up all human emotions and become predators, seeking powerful men to feed off their testosterone.

Scavenger demon

are lower-level demons that feed on the remains of the victims of other demons. Scavengers hide in high places and catch their prey with their ectoplasmic webbing. They are covered in green ectoplasm and can be vanquished with offensive powers such as Energy Balls.

The Sea Hag

was an evil witch who lived in a cavern under the sea. Her specialty was granting mermaids legs in return for their immortality. This allowed her to live on for ages and ages without aging or bartering with powerful demons.

According to the Book of Shadows, the Sea Hag has power of her natural environment. She can create rainstorms, hurricanes, and even tidal waves.

Seers

is a title held by demons who can perceive past, present and future events through premonitions and divination. Unlike Oracles, Seers can see into the future without the help of crystal balls. The first Seer also once said that she predicted further into the future and more accurately than the oracle, hinting that seers are more powerful than oracles.

The Seekers

are a breed demons that gather information by feeding on their victims' brain-stem cells. They are distant cousins of Vampires. The Seekers are a very dangerous breed of demon because of their thirst for knowledge. They can use any knowledge gained to carry out their own demonic agendas and ultimately acquire information about any subject they wish if they feed on the right victim. They view humans as a meek race that does not use knowledge acquired for useful means. A Seeker bite kills instantly, and their victims' brains begin spilling out soon afterward.

Shocker demon

is made out of pure electricity. It is impossible to touch and difficult to fight. The Shocker demon lives in any and all electrical outlets and uses them for both surprise and escape. It appears at random and electrocutes its victims. Breaking it down to its individual particles will temporarily debilitate it, and it can only be vanquished with the Power of Three spell.

The Siren

was a powerful demonic seductress, who preyed on married couples, seducing and killing the husband and leaving the wife to burn in a fire like she had, hundreds of years ago. She was originally a mortal, but after her affair with a married man was discovered, the man was found blameless and she was burned at the stake. Her rage over this injustice turned her into a demon.

Slime demon

is a demon of unknown origin. Little to nothing is known about its nature and therefore information like its true name, origin and sentience are unknown. Its physical shape takes the form of large green amorphous blob, very much like slime. the Slime Demon is known to be attracted to all kinds of magic, which it absorbs to sustain itself. It seems primarily driven by instinct and does not appeaar to possess high intelligence, making its level of sentience questionable at least.

Sokol

were a clan of demons that were rivals to Malvoc's Clan. They wore metal bracers to show which clan they belonged to.

Soothsayer

are magical beings capable of Precognition, Nature Enhancement and Projection. They are known to offer advice and guidance to those who seek it. There is also an evil breed of Soothsayers that advice demons and other evil beings. It is unknown if they possess the same powers.

Sorcerer

are a race of vile magicians who have the ability to cast spells and make potions. Most sorcerers are upper-level demonic leaders, though there have been some sorcerers, such as Zira and Tempus, who are in the service of other higher-level demons.

Soul-Blaster demon

are powerful demons that possess the unique power of Soul Blasting. Not much else about their kind is known.

The Tribunal

is a neutral council consisting of powerful Elders and upper-level Demons to monitor Magic, to insure that its existence is never discovered by the mortal world.

The Tribunal created the Cleaners and imbued them with the power to alter reality and the memories of beings to prevent or reserve the exposure of Magic. The Tribunal uses the Circle of Truth, an enchanted circle that reads thoughts and shows what needs to be seen, however painful, difficult or sad it may be to be judged by the Tribunal.

Titan

Troll

are small magical creatures who live either in or near the Fairy Kingdom in the Enchanted Realm. This realm is separated from ours by a thin veil, that can be crossed through portals in the 'in beween places' or 'Tween places', such as doorways and shadows. Trolls are the natural enemies of Fairies and were initially portrayed as evil, though they later appeared fighting on the side of good beings.

The Undead

also called "Zombies", are evil magical beings who were once deceased mortals, brought back from the dead.

Powerful Demonic Alchemists are able to resurrect these mortals, bringing them back to life to do their bidding. However, some Alchemists lack the power to resurrect them themselves and need the aid of an upper-level demon. These mortals are then trapped between life and death and become the living dead. Alchemists can control the undead and use them for whatever purpose they desire.

The undead appear to possess overwhelming physical strength, far greater than the average strength of a mortal.

Unicorn

Magical beast with a horn on its head. They possesses pure and powerful magic in their horn.

Valkyries

are a powerful race of Demi-Goddesses, who scout battlefields for honorable powerful soldiers and then take their souls to their home Valhalla, where they are brought back to life and train for the Final World Battle. They are forces of good tasked with preparing warriors to fight on the side of good when the final battle between good and evil comes.

Vampire

Undead demons that feed off of the blood of the living. Vampires live in clans and are ruled by that clans Vampire Queen. These beings were exiled from the Underworld by the Source of All Evil when they made an attempt to seize his throne. Vampires are immune to witches powers.

Warlock

Former witches that have chose to follow the dark path. Warlocks have but one goal: To kill good witches so they can obtain their powers. They teleport through Blinking. Warlocks are not to be mistaken with evil witches.

Wendigo

is a demonic creature, resembling a hybrid of a Werewolf and a Sasquatch. Wendigos are former mortals, which is why they can transform to a mortal appearance.

Waterbearer

also known as Aquakinesis, is the ability to create and manipulate water itself. This power can be used to bend water to one's will, allowing them to create water balls and use them to encase people in columns of water and drown them. However, as it is a rare power, not much is known about its exact power and limits.

Most users can also teleport through use of water. This power can also be achieved through Conjuring the Elements. It is also connected to Atmokinesis, allowing users to create rainstorms.

Werewolf

Whitelighter

Guarding angels who guide their charges in the use of their magic. These angelic beings are entrusted with protecting witches and future whitelighters. Among their many powers, Whitelighters can teleport through a process known as Orbing and possess a healing touch.

Witch

Like mortals, a witch can be either good or evil, but only the good witches serve as protectors of the Innocent. In addition to their active powers, witches can also cast spells and create potions to amplify their magic. They live by the rule that they are not to use their magic for personal gain.

Witch Doctor

are the watchdogs of evil and considered agents of good. They take great pride in their work of expelling evil spirits, made up usually by residual energy left from vanquished demons and other dead beings. Although considered good, they will stop other good beings if they think it will pose danger to the greater good. For this reason, Whitelighters discourage their Charges to cooperate with them, as they don't believe in the way Witch Doctors work.

Wizard

are a rare breed of immortal magical beings that are near extinction. They practice the art of Wizardry and can be either good or evil, though they possess no true allegiance. As spell and charm creators, Wizards are skilled at creating illusions and possess the power to teleport through the power of Spiralization, which is unique to them.

Windwalker

is the power to create wind and to manipulate its movement. The effects of this power vary in proportion to the strength of the magical being and scope of his or her power. This is also one of the five component powers of Conjuring the Elements. It can also be used through Atmokinesis.

Zen Master

was a Chinese Taoist, father of An Ling and former teacher of Yen Lo. He named An Ling his successor, feeling she was a better student. Vowing revenge, Yen Lo stalked the Zen Master, intending to kill him. An Ling mortally wounded him on one attempt, but Yen Lo fled to Limbo so his wound wouldn't advance. The Zen Master then sent An Ling to get the Dragon Blade, intending to trap Yen Lo's soul so it could be reincarnated. However, hours later, the Zen Master was ambushed and stabbed by Yen Lo, then kidnapped to Limbo.

In an effort to rescue him, Piper switched souls with him. Yen Lo realized this, and sucked Piper's soul into the Dragon Blade. The Charmed Ones and An Ling managed to defeat Yen Lo and suck his soul into the Dragon Blade.

At the end of the episode, the Zen Master refused to be healed, saying Yen Lo had mortally wounded him. He then entered the Reincarnation Portal to be reincarnated. By this time, An Ling had learned how to travel between worlds, and was able to leave Limbo with the sisters.

Zodiac

are the twelve magical guardians of Buddha's Mystical Staff, which they use to protect and maintain the eternal cycle. Each Zodiac wields the staff for an entire year, projecting their personality to those born in that year.

The Zodiacs gather each Chinese New Year in the sacred garden, where they perform a ceremony to pass on the staff to the next Zodiac in line. When the staff is missing, they will stop at nothing to retrieve it, though no Zodiac may wield it unless it is their year.

The Zodiac are immortal guardians, but can be killed by evil. In this case, this death weakens the collective until a new Zodiac is selected in their place. The Zodiacs are; Dog, Dragon, Horse, Monkey, Ox, Pig, Rabbit, Ram, Rat, Rooster, Snake and Tiger.

charme powers

Power Replication - The ability to copy and use the powers of another being.

Sparkling - The ability to teleport surrounded by tiny lights or sparks.

Shimmering - The ability to teleport with a blurry "shimmer", mostly used by demons.

Flaming - A fire-based form of teleportation, mostly used by upper-level demons.

Blinking - A form of instant teleportation, activated by thinking of a location and blinking the eyes used by Warlocks.

Aerokinesis - The elemental ability to create, control and manipulate the air and wind.

Cryokinesis - The ability to create and/or manipulate ice and cold.

Electrokinesis - The elemental ability to control and generate electricity and throw lightning.

Energy Balls - The ability to throw balls of electrically charged energy.

Energy Beam - The ability to shoot deadly beams of energy.

Energy Blast - The ability to shoot a powerful wave of kinetic energy, a wave of pure energy.

Energy Bolts - The ability to throw bolts of energy similar to Light Darts and Laser Bolts.

Energy Sparks - The ability to shoot short beams of red energy sparks.

Energy Waves - The ability to send enormous destructive waves of energy.

Geokinesis - The ability to control earth and earth-based materials.

Fireballs - The ability to generate balls of fire.

Fire Breathing - The ability to emit fire from one's mouth.

Fire Throwing - The ability to throw streams of fire from the hands.

Hydrokinesis - The ability to create and manipulate water.

Incineration - The ability to kill someone by setting him on fire.

Optical Fire Bolts - The ability to shoot bolts of fire from the eyes.

Optical Energy Blasts - The ability to emit a sudden shot of energy from the eyes.

Particle Swarm - The power to fire a swarm of burning particles that can vanquish the victim.

Photokinesis - The ability to produce and manipulate light.

Pyrokinesis - The ability to generate and control fire.

Sand Manipulation - The ability to create and control sand.

Shadow Blasts - The ability to fire powerful blasts of shadows.

Shadow Manipulation - The ability to generate and manipulate shadows to various effects.

Smoke Secretion - The ability to produce gas or smoke.

Sonic Scream - The ability to generate vocal sounds of a higher amplitude than a normal human, often to such high levels it can be lethal or highly destructive.

Spell Casting - The ability to cast spells.

Super Strength - The power of having magically augmented physical strength and stamina.

Telekinesis - The ability to move objects and individuals by using your mind. It can be channeled through the eyes or hands.

High Resistance - The ability to survive otherwise lethal attacks from physical and magical harm.

Enhanced Senses - The ability to have extremely advanced senses.

Energy Magic - The ability to project energy and shape and manipulate it in various forms as desired.

Energy Projection - The ability to control and be able to project all forms of energy.

Enhanced Intuition - The ability to anticipate or sense danger before it occurs. Most often this ability is developed from psychic powers such as Premonition.

Atmokinesis - The ability to control and manipulate all various aspects of the weather at will.

Agility - The ability to lighten one's body and make oneself more agile.

Force Fields - The ability to control a shield of great amount of concentrated force.

Nature Enhancement - The ability to augment, grow or bring back to life plants.

Potion Making - The ability to make potions.

Premonition - The ability to receive a vision about the future of an object or person with or without touching them or those.

Regeneration: The ability to heal and regenerate bodily tissue and organs damaged as a result of injury, this regeneration takes place very quickly and is usually completed within seconds.

Beaming: The ability to teleport from one's current location and instantly reappear at another location.

Remote Beaming: The ability to teleport another individual to or from another location with the mind.

Empathy: The ability to read and feel other people's emotions. This ability better enables them to guide and protect their charges.

Sensing: The ability to locate and find their mortal charges and any other magical beings anywhere in the world. Using their ring, a Cupid can also sense where a person displaced in time belongs, even if they didn't displace them and can return them there.

Scrying: The ability to scry for a person or object by the use of a scrying crystal and a map.

Reconstitution: The ability to reform the body after being destroyed by explosive powers.

Immortality: the abiliy to possess an infinite lifespan and an arrested aging process.

Orbing: The ability to teleport oneself from one place to another with the use of orbs.

Remote Orbing: The ability to orb other beings from one place to another.

Invisibility: The ability to become unseen to the naked eye.

Thermokinesis: The ability to manipulate heat.

Power Stripping: The ability to strip powers from any being.

Healing: The ability to heal the injuries and wounds of others.

Portal Creation: The ability to open a vortex or portal to other locations, planes and times.

Hovering: The ability to rise a few feet in the air, with or without orbs.

Power Granting: The ability to grant any number of powers to any being.

Whirling: The ability to teleport through gusts or twisters of wind.

Power Absorption: The ability to absorb the magical powers of other beings. The Titans absorbed the ability to orb from Whitelighters to enter the Heavens.

Elemental Powers: Each Titan possessed one or more powerful and destructive elemental powers, including Atmokinesis, Electrokinesis and Pyrokinesis.

Individual Powers: Additionally, the Titans presumably possessed more individual powers, such as Meta, who possessed the power of Petrification.

Vast Magical Powers: The Gods may possess a great number of powers depending on their nature. The Goddess of Love possesses the power of luring men, while the Goddess of Earth had dominion over the earth and the air and the Goddess of War possesses the ability to project holograms and could fire bolts of lighting from her Trident.

Fading: An energy based form of teleportation.

Reality Warping: The ability to warp the fabric of reality and alter it to one's desire. The Avatars possess this power as a Collective.

Chronokinesis: The ability to manipulate and control time in all directions.

Resurrection: The ability to bring the deceased back to life.

Teleportation Manipulation: The ability to manipulate or stop the teleportation of others.

Illusion Casting: The ability to create illusions and make the intended target see what they desire.

Power Granting: The ability to bestow powers upon other beings.

Power Negation: The ability to cancel out the powers of others. The Avatars could also nullify the power of Crossed, Double-Crossed; disabling it from sucking anymore people in.

Energy Waves: The ability to fire highly destructive waves of energy, capable of vanquishing multiple targets at once.

Literary Manipulation: The ability to scan book rapidly absorbing all of their information.

Enchantment - The ability to bestow magical powers on an object or an individual.

Molecular Immobilization - The ability to slow down the movement of molecules, leaving the being or object immobilized.

Known Legacies

Aeternus - The ability to shift between the ages through which a Garde has already lived. (This is not actually a legacy; it is an ability some Garde are born with)

Animal Telepathy (Zoopathy) - The ability to communicate with animals through indirect speech and mental imagery.

Antigravity - The ability to manipulate gravity so as to be able to walk up walls and across ceilings.

Chronokinesis (Time Manipulation) - Though the name of this Legacy gives a fair indication of what this Legacy does, the extent to which time can be manipulated is unknown. The basics probably revolving around accelerating, slowing, stopping and even rewinding or looping. Users are also able to travel through time. Confirmed a legacy on The Lorien Horoscope, though no remaining Garde have developed it as of yet.

Convinco - The ability to talk another into doing anything, whether it be performing an action or simply into believing anything. Confirmed a Legacy on The Lorien Horoscope. It is unknown if any of the remaining Garde have developed this Legacy.

Cryokinesis (Ice Manipulation) - The ability to generate and manipulate ice in all forms, effectively lowering the surrounding temperature as well.

Dreynen - Temporarily cancels Garde Legacies

Earthquake Generation - The ability to control the ground around you. Can be used to generate earthquakes.

Elecomun (Electrokinesis) - The ability to control and generate currents of electricity. It is yet to be developed by the remaining Garde.

Elemental Manipulation - The ability to physically control the four basic elements: earth, water, air and fire. Users can also mix these elements to create storms, generate lightning, and control the weather.

Energy Blasts - Icy cobalt blue energy produced from the hands that can be used as a physical attack. It is yet to be developed by the remaining Garde.

Enhancement - Gained by all Garde. It gives enhanced speed, strength, hearing, sight, and durability.

Externa (Elemental Mimicry) - The ability to take on the properties of materials a Garde holds (i.e. metal, wood, glass, stone, etc.)

Force Fields - The ability to project a shield for protection. It is yet to be developed by the remaining Garde. Confirmed a Legacy on The Lorien Horoscope.

Healing - The ability to heal any organism from any physical wound or illness, unless the subject is already dead.

Hydrolocomotion - It is a Legacy that allows a Garde to walk on water.

Impenetrable Skin - Confirmed Legacy on The Lorien Horoscope. Not yet gained by the remaining Garde.

Invisibility (Chameleor) - A Legacy that allows a Garde to be unseen and undetectable by motion sensors.

Legacy Transference - This Legacy indicates the transference of Legacies to humans and Garde for a limited span of time (i.e. 5-10 minutes).

Light Manipulation (Photokinesis) - The power to generate, manipulate and absorb light particles. It is yet to be developed by the remaining Garde.

Lumen - It allows a Garde to produce beams of light from the hands and be externally resistant to fire and heat. Pyrokinesis (Fire manipulation) can develop from this Legacy.

Mind Control - The ability to control one's thoughts and actions. Similar to Convinco, but the commands don't have to be spoken. It's mentioned by Four that it is a Master Legacy. It is yet to be developed by the remaining Garde.

Night Vision - The ability to see in the dark as if by candlelight.

Precognition - It is the power to perceive possible future events before they happen. It can manifest in dreams. Confirmed a legacy on The Lorien Horoscope,

Pyrokinesis (Fire Manipulation) - The ability to generate and control fire.

Rapid Regeneration - It allows the user to rapidly heal from any wound that was inflicted upon them in a matter of seconds or minutes. Confirmed a legacy on The Lorien Horoscope.

Sensior - It is an ability to control someone's emotions. Confirmed legacy on The Lorien Horoscope.

Shapeshifting - It is the ability to change between sentient and non-sentient forms, along with changing appearances but remaining humanoid.

Sonic Flight - the ability to fly with great speed.

Sound Manipulation (Sonokinesis) - The ability to create and manipulate sound waves. It is yet to be developed by the remaining Garde.

Super Hearing -" It allows a Garde to hear with amazing clarity, locate the source of a noise, pick up a sound from miles away, or focus hearing to certain area and filter out every unwanted sound. It is a more advanced form of Enhanced Hearing.

Super Speed - Ability to move very fast, almost faster than what human eyes can see. An advanced version of Enhanced Speed.

Super Strength - Garde with this Legacy are unnaturally stronger than normal members of their race (i.e. other Garde). It is an advanced version of Enhanced Strength.

Telekinesis - It is a Legacy bestowed to all Garde. It is the ability to move anything with the mind, with or without movement of the body.

Telepathy - It is the ability to transfer thoughts or images to and have conversations in another person's mind. It can also be used to see another's thoughts.

Teleportation - The ability to move instantaneously from one location to another without physically traversing the distance between. Distance is indirectly proportional to accuracy (i.e. 250 ft maximum). Great distances are reached with the presence of Loralite.

Temperature Manipulation (Thermokinesis) - It is the ability to alter the temperature of one's surroundings, either making it hot or cold. It is yet to be developed by the remaining Garde.

Underwater Breathing (Aquatic Respiration) - It is the ability to breathe underwater. It is uncertain if the chemical qualities of the water influence this ability.

The following are possible legacies based on hints and likeliness as well evidence from the functions of items found in the Garde's Loric Chest's which are said to be tied into their Legacies.

Air Manipulation (Anemokinesis) - It is the ability to manipulate air molecules to create winds of any strength (i.e. breezes, gusts, whirlwinds, tempests, and hurricanes). Known to be part of Six's Elemental Manipulation. Eight has a rock that produces strong gusts of wind.

Duplication - The ability to create a copy (or copies of oneself). Eight has a scroll in his Chest that allows him to make a duplicate of himself. Since it is said that the Inheritance are related to Legacies, it is possible that this can be a legacy separately.

Earth Manipulation (Terrakinesis) - It is the ability to generate, shape and manipulate any Earthen materials, regardless of their state (i.e. sand, dust, dirt, boulder, mineral). As Six is able to control all elements, it is likely she has this ability as well.

Extrasensory Perception - It acts like a sixth sense, allowing the user to see events which have happened, are happening or will happen. Eight was able to sense the arrival of the Garde in India, hinting that he had this legacy.

Intangibility (Phasing)- The ability to pass through physical objects, regardless of its state (solid, liquid, gas). The small purple pebble in Nine's Chest seems to be an imitation of this Legacy.

Plant Manipulation (Chlorokinesis)- Marina is able to control plant life using her Tree Branch, possibly a legacy itself.

Retrocognition - The power to discern events of the past. Eight had mentioned of seeing visions of Lorien before the Mogadorian Invasion. It is usually characterized by entering a trance while seeing and hearing a noted past event, whether it be concerning themselves or of an unfamiliar lineage in a past occurrence. This happened to Four while Henri was spreading Lumen throughout his body.

Water manipulation (Hydrokinesis) - It is the ability to control, absorb or generate and shape water particles into almost anything (i.e. tidal wave, whirlpools, blades). Known to be a part of Six's Elemental Manipulation.

X-ray Vision - The ability to see through objects in order to see objects beyond this obstacle as if it is transparent or non-existent. Nine has a red rock in his Chest that seems to be an imitation of this Legacy.

Sonic Waves - The ability to emit Sonic Waves. When Nine clapped wearing Marinas DarkGloves it emitted a close to sonic boom destroying windows and confusing those in the radius.

x-men

Bone Claws (Formerly Adamantium Claws) - Wolverine's signature ability. These claws are three retractable claws on each forearm. While originally made of bone like the rest of his skeletal structure, Wolverine later had all his bones, including his claws, bonded with a near-indestructible metal called adamantium. These metal claws allow him to cut through any substance, but this enhancement also leaves Wolverine vulnerable to magnetic powers. Additionally, due to it not being a natural part of his body, Wolverine cannot regrow his claws while they're bonded with adamantium. After his adamantium claws were severed by Yashida, Wolverine regrew his natural bone claws. In Days of Future Past his adamantium claws were somehow restored in the dystopian future. It is unknown if adamantium was bonded to his body in the new 2023 as of yet.

Regenerative Healing Factor - Wolverine most noteworthy trait is a remarkable healing factor. Any damaged area or lost anatomy (short of decapitation), he will completely heal and restore with no lingering side effects in a matter of seconds.

Contaminant Immunity - Wolverine's natural healing also affords him the virtual immunity to any virus, diseases, even any poisons or toxins.

Semi-Immortality - Wolverine's healing factor dramatically slows down, if not stops, his aging process since growing into his physical prime. His health, prowess, and overall appearance has remained unchanged despite living over 190 years.

Enhanced Vitality - As a by-product of his healing power, Wolverine exhibits considerable vitality and stamina matching his physical appearance. He has tremendous stamina, which is rarely exhausted from his healing factor. He also has great endurance, being able to continue fighting affectively after suffering several critical wounds while his healing powers were suppressed and likewise survive cutting open his chest without being sedated.

Superhuman Strength - With his healing factor enhancing his being to the peak of human physical potential, Wolverine possesses a noticeable degree of super strength. He is able to carry himself even after the adamantium was bonded with his bones.

Psionic Resistance - Wolverine is immune to some forms of telepathic manipulation, particularly tactile hypnosis. This was made evident when Silverfox failed to stop him from leaving their car in order to settle a dispute. In X-Men: Days of Future Past, Wolverine use this power to be "stretched" back to 1973, fifty years in the past and survive when not even Professor X could survive his mind being projected back more than a month by Shadowcat's chronoskimming powers.

Enhanced Senses - Wolverine has heightened senses, such as enhanced smell and hearing. Wolverine is able to track down and identify people through their scent alone.

Animal Empathy - Wolverine has the ability to sense the emotional state of animals on a basic level such as fear, anger, happiness or pain. He can even communicate with them to make them aware of his actions and/or his intent.

Abilities

Expert Combatant - Due to his advanced age, experience in various wars, and cage fights, Wolverine is well-versed in various forms of unarmed and armed combat.

Weapons Proficiency - Wolverine is proficient in handling any firearm thanks to his war experiences.

Weakness

Adamantium Weapons - Wolverine's adamantium claws cannot penetrate or destroy other adamantium weapons unless they are somehow super-heated (as seen in Origins). Additionally, adamantium weapons are one of the few things that can harm him following the bonding of adamantium to his body.

Decapitation - If Wolverine's head was to be decapitated, he wouldn't be able to regenerate/heal himself and thus, would die. However, with the indestructible adamantium bonded to his skeletal structure, this task becomes far more difficult.

Brain Damage - Although Wolverine can heal from brain damage, if it's severe enough, he will lose his memory, as seen when Colonel Stryker shot him repeatedly in the head with adamantium bullets, causing him enough brain damage that he lost much of his memory. Over decades the damage to Wolverine's memory may heal itself as well as by The Wolverine, Wolverine is shown to have at least started to regain his memory.

Drained Healing Factor - After Yashida drained Wolverine's healing factor through his severed claws, he began to age rapidly. Following Yashida's death, Wolverine's healing factor returned him to his youthful appearance. However, by the time of Days of Future Past Wolverine's temples have begun to grey. After two hundred years of his healing factor keeping him in his prime, Yashida appears to have removed some of his longevity when he became young. With the timeline reset, it is presumed that since he never battled Yashida, his longevity is restored.

Drowning - As shown in Days of Future Past, Wolverine is able to drown since his healing factor couldn't keep up while submerged. However, when he emerged from the water, his healing factor started to work again despite being submerged for an extended amount of time.

Wolverine is a gruff warrior-poet and has a strong sense of personal honor. Logan has been portrayed in many comics as very hairy on his arms and chest.

In the scope of his battle uniform, the immensely complex character of Wolverine has clearly been expressed by a bulking wardrobe that spans a variety of styles. From utilitatirian designs and seemingly simple street clothes to flashy or down right wild costumes, Wolverine has taken on many forms since 1974.

Not to be confused with his other names - Weapon X, Weapon Omega, Patch, James Howlett, Old Man Logan or Death - Wolverine's costume changed over 20 times in the last four decades. With memorable looks like the Classic Yellow (1975), Fang (1977), Brown (1980) and Bone Claws (1994) coming to mind, fans often forget (or choose to forget) the Noseless era (1996) in the scope of Wolverine's costume progression.

Regardless of what Wolverine wears, in the heat of battle this warrior-poet maintains a top status among the deadliest elite of the superhero and mutant community.

Master Tactician: Though seemingly brutish, Wolverine is highly intelligent. When Forge monitored Wolverine's vitals during a Danger Room training session, he reported Logan's physical and mental state as "equivalent to an Olympic-level gymnast performing a Gold-medal-winning routine while simultaneously beating four chess computers in his head", which gives something of an idea of the level of sophistication and tactical processing Logan is capable of utilizing while in combat. He remembers Ogun teaching him Sun Tzu's The Art of War.

Master Martial Artist: Wolverine is a fierce hand-to-hand combatant, and, alongside Captain America and Taskmaster, is considered one of the finest combatants on Earth. Due to his extensive training as a soldier, a C.I.A. operative, a samurai, a spy, and a member of the X-Men, Wolverine is an exceptional hand-to-hand combatant, having mastered virtually every fighting style on Earth and is also well versed in pressure points and the art of espionage. He studied the samurai arts from a man who met the famed 17th century samurai Miyamoto Musashi, Ogun.

Advanced Covert Ops Expert: Due to his experience traveling the world and working for various government agencies, Wolverine is also a trained expert in multiple types of weapons, vehicles, computer systems, explosives, and assassination techniques.

Skilled Mechanic: Along with Nightcrawler, Wolverine has also been the mechanic of the X-Men's Blackbird jet for a long time.

Master Electrician: In Training. Has been known to install his "circuitry" all over the place.

Musician: Plays bass guitar in a Toto cover band.

Aspiring Actor: Attended a few drama classes, He took 4 college credits at the local community college but failed.

Antics and Shenanigans: Has been known to say such things like "Hard Up" & "Bub" quite often..

Multi-lingual: A polyglot; Wolverine is fluent in many languages including English, Japanese, Russian, Chinese, Cheyenne, Lakota, and Spanish; he has some knowledge of French, German, Thai, Vietnamese, and Portuguese. Ogun taught him Japanese ideograms.

With his increased lifespan and journeys across the globe, he has been able to amass an intimate knowledge of many foreign customs and cultures. Once he saw a kabuki play of The 47 Ronin (Genroku Chūshingura) and remarked how it was one of the finest kabuki troupes he had seen. His exploits have further endowed him with vast awareness of literature and philosophy.

Weaknesses

Muramasa Blade: Wolverine's only specific vulnerability known to date. Created by having his soul infused into the katana, the efficiency of his mutant healing factor is decreased dramatically if he sustains injury from the Muramasa Blade. Wolverine has been wounded once with the blade, though the injury was very minor, it did not heal completely for several days.

Carbonadium Digestion: Wolverine's healing factor is also affected, though to a far less degree, if he ingests Carbonadium.

Wolverine's only other "weakness" is the fact that his heightened senses can be taken advantage of. For instance, when he was fighting the Hulk, he was nearly killed by the Hulk's sonic claps due to his heightened sense of hearing.

Decapitation/Severe Spinal Damage: Professor X once stated that Wolverine could be killed if his head becomes separated from his body, causing his brain the inability to send signals to the section(s) of his body that needs healing. But because of the addition of his Adamantium-laced skeleton, the idea seems very unlikely.

Adamantium Poisoning: Adamantium has proven to secrete poison which stunts Wolverine's healing factor and feral rage by a very small degree. Even though he has it laced throughout his entire body it has not made a significant change in his abilities.

Adamantium Allotropes: Adamantium has thirteen different allotropes (variants) that are very unstable compared to Adamantium because of their different molecular configurations and thus physical properties. Some have caused Wolverine to become dizzy or weak just by being in close contact with these Adamantium specimens.

Star Wars Empires and Organizations

naga shadow- black circle with a three pointed mountain. and a coven with a symbol.

ludo kressh- 2 red scyth, with a piece spiltting off, with black slashes everywhere.

The Infinite Empire, the first known major galactic

government, was founded and ruled by the Rakata

, a scientifically advanced species

that used their knowledge to conquer and enslave other species throughout the known galaxy, from Humans to Sand People. The Infinite Empire was one of the predecessor governments to the Galactic Republic.

By 30,000 BBY,[6] the Infinite Empire had reached its zenith, linking over five hundred[7] Force-rich worlds all across the galaxy. When the Rakata encountered Dathomir, the homeworld of the Kwa, they brutally subjugated the world[6] in revenge for the Kwa's destruction of their Infinity Gates across the galaxy,[4] and as a result the Kwa eventually devolved into the simpleminded Kwi lizards.[5] Intrigued by the enormous rancors native to Dathomir, the Infinite Empire transported a number of them back to Lehon as curiosities, and they also succeeded in driving the Gree—another spacefaring species at the time—all the way back to their home cluster.[6] The Infinite Empire introduced a rancor to the planet Gamorr, where it became a mythological creature in the culture of the native Gamorreans.[8]

The Infinite Empire turned the planet Belsavis into a prison world, using stasis technology to entomb monsters, warlords, and other powerful entities.[9] The first prisoner of Belsavis—and the reason the prison was constructed—was the World Razer, a mysterious being whose hunger supposedly consumed a thousand worlds. According to inscriptions in the Tomb, which was the Galactic Republic's term for the primary Rakatan prison complex, it took the entire Infinite Empire to subdue the World Razer.[10]

Around 27,700 BBY, the Rakata discovered the planet Korriban and the Sith species. The Rakata showed the Sith king Adas the technology of holocrons, but Adas soon realized the Empire's intentions of conquest and led his people in driving the Rakata off of Korriban.[11] The Rakata conquered a number of worlds in the region that was later known as the Core Worlds, including the planet Coruscant, which was home to the Human species. Despite their enslavement by the Rakata, however, the Humans experimented with sleeper ships around 27,500 BBY, seeding a number of planets in the Core Worlds and the Tion Cluster—many of which were also conquered by the Rakata.[6]

During the Infinite Empire's reign, the Esh-kha species began to overrun a number of Rakatan slave worlds, leading the Empire to attack the Esh-kha. One Esh-kha named Hallow Voice appealed to the Rakata to spare his species, but the Rakata strung out negotiations until they had contained the Esh-kha and then captured Hallow Voice. The Esh-kha were all imprisoned on Belsavis, locked in stasis vaults.[12] The Rakatan warlord Soa, also known as the Infernal One, was one of the rulers of the Infinite Empire, though he was ultimately imprisoned on Belsavis in what became known as the Eternity Vault.[13]

Astrography

Due to the limitations of the Rakatan hyperdrive technology, the Infinite Empire consisted of only 500 worlds, but they were scattered far and wide over the entire length of the Known Galaxy. All the below mentioned planets have either a large and lush ecosystem (such as Kashyyyk or Honoghr) or a connection to the Force, (Korriban, Dantooine, Dathomir) since the Rakatan hyperdrive was only able to hone in on planets with these features.

Known member worlds

Alzoc Agamar Belkadan Belsavis Borgo Prime Byss Caamas Chalcedon Corellia Corsin Coruscant Dantooine Dathomir Denon Drall Duro Gamorr Generis Hijarna Honoghr Hoth Kaal Kashyyyk Kinyen Kooriva Lehon (capital) Malastare Manaan Maridun Muunilinst Mygeeto Nanth'ri Nirauan Oaka Prime Onderon Pho Ph'eah Plooma Raxus Prime Rhen Var Rugosa Salin Sarafur Selonia Seylott Sleheyron Sriluur Tandun III Tatooine Umgul Vandyne Varl Vendaxa Yag'Dhul Xo Yavin

The Sith Empire, later the Old Sith Empire, was a rich and powerful empire established by Dark Jedi who were banished from the Galactic Republic after their defeat at the Battle of Corbos during the Hundred-Year Darkness.

The Jedi exiles fled to the remote world of Korriban, where, after conquering it, they interbred with the native Sith species through the art of Sith alchemy, beginning a long period of building and expansion. The Sith Empire developed in complete isolation for two thousand years before it eventually rediscovered the Republic.

Under the leadership of the Dark Lord Naga Sadow, the Empire invaded Republic space during the Great Hyperspace War, but it was defeated. The Sith Empire was believed to have been destroyed by Republic forces during the second battle of Korriban.

However, the Sith Lord Vitiate survived the destruction and led many of the remaining Sith in rebuilding the Empire in the Unknown Regions. Though the Sith Empire was defeated, it served as an example to be followed by numerous Empires of later eras, with a legacy that extended across millennia.

Government and politics

Much of the structure of the Empire had changed following 6,900 BBY due to the arrival of the Dark Jedi Exiles. Their government was ultimately led by a cabal of Sith Lords with a single Dark Lord who served as ruler of his people. It was these individuals that controlled the now Force-using magocracy of the Sith Empire. Their society also was left in a state of perpetual conflict as these rival Sith Lords often raised their own personal armies in order to unseat the ruling Dark Lord.

The title of Dark Lord of the Sith was typically given to the individual by their deceased predecessor who manifested as a Dark Side Spirit after being interred within their tomb. The cabal beneath him were the Sith Council who were a body of advisors to the reigning Dark Lord of the Sith. It consisted of ten members made up of Sith Lords within the Empire. Each Lord on the Council personally ruled over a dozen worlds. This Council convened in a great citadel on Ziost. In this ancient age, the Lords of the Sith Empire were the undisputed masters of the worlds that fell under their control.

Political factions were also known to exist within the ranks of the government of the Sith Empire with such coalitions formed around specific Sith Lords.

Military

The navy of the Sith Empire included starships of many different types. These included frigates, such as the Derriphan-class battleship, smaller attack craft such as the Blade starfighter, Sith drop ship, Sith escort gunship, and Sith starfighter, as well as non-combat craft such as the Sith personnel carrier, and the Sith shuttle. The Sith also crafted semi-sentient spaceships called Sith Meditation Spheres that were capable of independent action, even the training of apprentices.

The Sith Empire's ground forces largely consisted of Massassi warriors that served as shock troopers and brutal weapons of terror on the battlefield that were led by ranking Sith Lords. Massassi warriors, armed with Sith swords such as the lanvarok or war swords, often served as foot soldiers in the campaigns of the Sith and also piloted the great warships of the empire. In battle, they fought with a single minded fury and selflessly hurled themselves in combat against their foes. Early in their history, the Sith Empire came to realize the potential in the use of automated droids to enhance the combat performances of their military. Droids such as elite warbots, slayer droids, and sentries were often treated with alchemy in order to improve their construction materials and add to their combat capabilities. As such, several different forms of droids were manufactured which ranged from simple security droids to elite warbots to fully fledged war droids.

In addition, they also made use of many different forms of creatures—such as Chrysalide, Sith war behemoths, Sith warbirds, Sith war rhinos, Sith war worms, and Silooth—that augmented the fighting power of their legions. These domesticated creatures were often used as mounts for heavy weaponry and artillery. These beasts were often treated with Sith alchemy and were part of centuries long breeding programs that were designed to create easily trained animals that responded to certain commands. To enforce control over these creatures, the Sith often used standard command coding in order to manage these animals in combat engagements. This combined with generations of breeding meant that anyone trained in animal handling skills were capable of controlling certain Sith war beasts. When ready for war, these creatures often accompanied the Sith army where they were outfitted with gun turrets as well as other weaponry to add to their terrifying potential on the battlefield.

astronomy

The portion of the galaxy that the Sith Empire ruled was known as Sith Space in a region of space surrounded by the Stygian Caldera. It contained at least 120 inhabited worlds, including some early Sith colonies outside of Sith Space, such as Arba, Malachor V, Tund, and Arkania. Worlds of special note in Sith Space were the capital planet of Ziost and the graveyard planet of Korriban, which was placed along the Daragon Trail route to the Deep Core. Travel between Sith Space and the Republic was known to be rare as the Sith were more concerned with making war against one another or cowing other civilizations within the interstellar neighbourhood.

Along the Kamat Krote route were the planets of Bosthirda, Dromund Kaas, and Jaguada. Jaguada was also included in the Kamat Aegit route along with Begeren, Kalsunor, Ashas Ree, and Khar Delba. Nicht Ka was along the Nache Bhelfia route that connected Korriban to Ziost, and the Zorfee Trete route connected Ch'hodos to Ashas Ree. The Descri Wris route connected Korriz, Athiss, Svolten, Bhargebba, and Nfolgai. Krayiss Two and Rhelg were on the far side of the Nache Bhelfia route across from Nicht Ka. Thule, Iliabath and Corbos were outside the Stygian Caldera.

Symbol- red triangle on top of a a triangle connected to a diamond point, surrounded by curves.

Political information Type of government Magocratic/theocratic empire Head of state Dark Lord of the Sith (Jen'ari) Head of government Dark Lord of the Sith (Jen'ari) Commander-in-chief Dark Lord of the Sith (Jen'ari) Legislative branch Sith Council

Societal information Capital Ziost Korriban Official language Sith State religious body Sith

Historical information Formed from Exiles Sith Date established 6900 BBY Date fragmented 5000 BBY Date dissolved 5000 BBY Date restored 4980 BBY as the resurrected Sith Empire Era(s) Old Republic era

Exar Kun's Sith Empire

In 4400 BBY, the fallen Jedi Freedon Nadd discovered two artifacts that the Jedi Shadows had failed to destroy. The first was Adas's holocron and the second, the spirit of Naga Sadow himself which Nadd used to absorb himself in the teachings of the Sith. After communing with the long dead Sith Lord, Freedon Nadd destroyed Sadow's spirit and later used his newly acquired power to bring about the Freedon Nadd Uprising, whereupon he was defeated. However, like Sadow, Nadd's spirit remained on Onderon. Despite his defeat, Nadd's teachings would yet lead to a new Sith Empire.

In 4000 BBY, a young Jedi known as Exar Kun became curious about the teachings of the Sith and was thus lured to the Dark Side by the ghost of Freedon Nadd. His actions led to the Great Sith War, which tore the galaxy apart and instigated the fall of Ulic Qel-Droma. Kun recruited Qel-Droma as well as many Jedi into his Brotherhood of the Sith. Kun and Qel-Droma led their reborn Sith Empire and caused great destruction during their short reign of power. One of the many Sith inspired cults that formed after the conflict was the Krath, who had learned much of their power from Sith artifacts that survived the Great Hyperspace War. This group later allied with Exar Kun and Ulic Qel-Droma in the Great Sith War. It was the Krath who were responsible for uncovering the dreaded Sith weapon known as the Dark Reaper and used it during the conflict. The rule of this Sith Empire continued until Kun's defeat at Yavin 4 in 3996 BBY.

Government and Politics

The Sith Empire was a magocratic and theocratic state. Its leader was the Dark Lord of the Sith Exar Kun alongside with his Sith apprentice, another Sith Lord Ulic Qel-Droma, who was his second-in-command, though this Sith Lord was quite independent regarding making political and military decisions. Other positions of power included Emperor/Empress of the Empress Teta system (Ulic Qel-Droma, Aleema Keto), the Krath Council based in Cinnagar (subordinates to the rulers of the Empress Teta system), Mandalore, the supreme leader of the Mandalorian Crusaders and Grand Master of the Mecrosa Order (High Lady Brezwalt III). These officials all led their own organizations in any way that pleased them, but were obliged to obey the orders issued by both Sith Lords.

Just like the Jedi Order protected the Galactic Republic, the Sith Empire had its own state religious body called the Brotherhood of the Sith. It consisted of the Jedi corrupted by Sith magic, fallen Jedi, who joined of their own free will (Dark Jedi) and various Sith Warriors like Sith Marauders. They were supported by the Krath cultists and Mecrosa Order assassins. The predecessor of the Sith Brotherhood was Naddists, a Sith cult ruled by King and Queen of Onderon, which was defeated before the establishment of the Sith Empire.

The spiritual leader of the Empire was the ancient Dark Lord of the Sith Freedon Nadd, who had a big impact, both on the development of the Brotherhood of the Sith and Krath. However, his authority was challenged and he ceased to exist due to the actions of his successor.

The main goal of the Empire was to overthrow the Republic and annihilate the Jedi Order, so its policy was to sow chaos and discord on a high level in the galaxy. Although its leaders based the new Empire on the model of the ancient one and vowed to bring back the traditions of the Golden Age of the Sith, destruction of their enemies was a top priority for them and was more important than gaining new territories like planets and hyperspace routes. While leading their campaigns, nor Krath nor their Mandalorian allies had much interest in maintaining infrastructures or civil order. Therefore the Empire was known for its horrible atrocities, fondness for slavery, genocidal actions and worlds devastation. However its forces managed to conquer some Republic worlds and gain footholds in various parts of the galaxy. The Sith garrisons, under the command of a Sith Lord/Krath commander and composed of Krath soldiers and war droids were tasked with defending conquered and occupied territories.

The Empire used also, though rarely, diplomatic means. The most famous case is this, when it signed a non-aggression pact with the Hutts in the first year of the war.

The factions of the Empire divided responsibilities between each other. The Sith Brotherhood devoted most of its time and effort to fight the Jedi Order and was remembered in the history for planning and executing the methodical killing of famous Jedi Masters, event which came to be known as the Jedi pogrom. The Mecrosa Order produced additional Force-using assassins. The Krath and Mandalorian Crusaders led military campaigns against the Republic mostly separately, but sometimes they took part in joint-military operations, including Battle of Foerost and Battle of Coruscant. Both factions carried on spectacular terrorist raids on Republic shipyards.

Military

The military forces of the Sith Empire was a mix of weapons of war (battleships, Force-powered superweapons), battle droids and organic forces. The commander-in-chief was Exar Kun, who approved strategic attacks. Brotherhood of the Sith, Krath and Mandalorians had their own command structure, but there was a coordinator between them - a fallen Jedi Knight, Ulic Qel-Droma. He was the second Sith Lord and Kun's apprentice, co-ruler of the Empress Teta system, supreme commander of the Krath military forces and honorary master to Mandalore the Indomitable.

The army consisted mainly of well-trained soldiers and fighters, including Tetan shock troopers, Krath troops, Mandalorian Crusaders, Massassi soldiers, Sith Marauders, Sith Acolytes, Dark Jedi, Mecrosa Order assassins, and other Darksiders. There were also brainwashed followers, who participated in suicide missions, known as (Chaos troopers). The Empire deployed also battle droids like Krath war droids, designed to fight the Jedi, and Basilisk war droids, produced and used by the Mandalorians. The creatures (silans, terentateks, giant wyrms) were also common in the armed forces of the Empire.

The fleet boasted Supremacy-class attack ships, warships, Tetan Assault Ships, CX-133 Chaos fighters, Flying Decks, Mandalorian starships (Kyramud-type battleships, Shaadlar-type troopships, Davaab-type starfighters) and Republic warships stolen from the assaulted shipyards.

Sith sorcery was a powerful military tool of the Empire. Sith amulets, large-scale illusions, swords, spellbooks and holocrons sometimes decided the outcome of a duel or battle. The Sith utilized also superweapons - notable examples were the Dark Reaper and Corsair.

Economy

The Sith Empire had a very diverse economy, because its wealth and military power were built by four disparate factions. Exar Kun's Sith Empire was born out of war, so it placed their entire economic, industrial, and scientific capabilities at the service of the war effort.

The Brotherhood of the Sith, desiring to restore the traditions of the Golden Age of the Sith, planned to build the economic strength of their Sith Empire on the basis of slavery. Just like the ancient Sith Lords, they believed that extensive use of slave labor, is one of many factors that gives the Empire a military and economic advantage. It can be assumed that some other species, besides the Massassi, were transformed into "willing" slaves by Sith magic, which could even corrupt powerful Force-users.

The Krath, whose leadership descended from the Tetan Monarchy, had the strongest and most developed economy. After the Great Hyperspace War, Empress Teta system experienced vigorous economic development. It was well known in the galaxy as being a prominent producer of carbonite, a mined ore that was an integral component in the manufacture of starship parts, most notably hyperdrive engines. The Carbonite Guild, a powerful and influential mining conglomerate associated with the Mining Guild and sharing rule over the system with the Tetan royalty, oversaw the production of this metal alloy. The system had also its own shipbuilding industry with Koros Spaceworks being the main Tetan starship manufacturer. After the violent coup, the Krath not only seized military and governmental control of the Empress Teta system, but also took control of the most important state-owned companies, using all their assets and resources to fund their military expansion in the galaxy. Being a Sith inspired cult, they legalized slavery and launched numerous military slave raids. It should be noted that some of Tetan technology was outdated and needed updates, which were eventually introduced by Ulic Qel-Droma.

Mandalorian Crusaders implemented a centrally planned economy. It was structured around clans, who administered land the way they pleased, but were obliged to gear all materials and resources towards war production, when general economic mobilization for war was announced by their warlord, Mandalore. Mandalorian daily life was defined by conquests, so they exploited conquered worlds and species, though they respected alien technology and employed it to design new machines and weapons of war.

The Mecrosa Order was sponsored by House Mecetti, a coalition of noble families that ruled the Mecetti Province, thus controlling the entire Leozi Route and a portion of Procopian Shipping Lane. House Mecetti, tainted by the dark side, sought to realize their imperialistic ambitions in the Tapani sector and establish a true Mecetti Empire. Disposing of the leaders of some rival houses and absorbing their territories, Mecetti were very close to achieve their goals. Though they maintained an isolationist policy, they decided to financially contribute to Kun's Empire in order to further weaken the Galactic Republic. For example, Sith Lords were granted tax-free holdings on the world Nyssa, where there was an ancient castle of the Mecrosa Order.

Astrography

During the Great Sith War, Exar Kun's Sith Empire territory was spread across the whole known galaxy, stretching from the Deep Core to the Outer Rim TerritoriesThe following list includes worlds controlled by the various factions of this empire (Brotherhood of the Sith, Krath, Mandalorians, Mecrosa Order) as well as Republic planets conquered by Kun's forces at different times of the war.

Abhean Alpheridies Ambria Ando Attahox Basilisk Belasco Bothawui Castell Celegia Centares Chazwa Circarpous Contruum Daalang Empress Teta (stronghold of the Krath) Foerost (shipyard) Fondor (shipyard) Gizer Haruun Kal Herdessa Iridonia Ithor Kirrek Koros Minor Korriban (training ground of the Brotherhood of the Sith) Kothlis Kuar Lannik Leritor Makem Te Manda Mandalore (stronghold of the Mandalorian Crusaders) Myrkr Nazzri New Apsolon New Cov Nixor Nyssa (stronghold of the Mecrosa Order) Ord Mantell Ralltiir Randon Raxus Prime Roche Serroco Taanab Telerath Thisspias Tirahnn Thule Ulda Frav Vena Vjun Vurdon Ka Wayland Yablari Yavin 4 (stronghold of the Brotherhood of the Sith)

Political information Type of government Magocratic theocratic empire Head of government Dark Lords of the Sith

Societal information State religious body Brotherhood of the Sith

Historical information Formed from Krath Date established 3997 BBY Date dissolved 3996 BBY Era(s) Old Republic era

symbol-

Revan and Malak's Sith Empire

In 3976 BBY the Mandalorian Wars engulfed the galaxy, threatening the destruction of the Galactic Republic. The Jedi High Council abstained from participating in the war, sensing danger, but not all Jedi followed their example. A Jedi known as the Revanchist recruited like-minded members of the order and led the Republic to victory over the Mandalorians, ending the war in 3960 BBY. Some time during or near after the war ended, Revan visited the Trayus Academy on the Sith world of Malachor V. There, he discovered evidence that an ancient Sith faction survived the violence of the Great Hyperspace War and existed in the Unknown Regions. Revan pursued these rumors and came into contact with the Sith Emperor, a surviving Sith Lord who turned him to the dark side. Revan was sent back to the Republic to prepare it for the invasion of the Exiled Sith, but instead Revan and his apprentice, Malak, acted for their own gain. Secretly, the pair searched for ancient Star Maps that led them to the Star Forge, a treasure of the forgotten Rakatan Infinite Empire. Using the Star Forge, Revan raised his own Sith Empire and invaded the Galactic Republic.

As the Sith's conquest continued unchecked, worlds began to secede to the Sith invasion fleet voluntarily, either out of fear or because they believed that the corrupt and ineffectual Republic was finally about to fall. However, the Republic armadas were saved from certain destruction by the talents of a young Jedi Padawan named Bastila Shan. During a long string of Republic losses, her skills in battle meditation staved off utter defeat, and when the Sith were on the brink of victory, Bastila led a Jedi strike team to invade Darth Revan's flagship. Ever ambitious, Malak fired upon his master's vessel, hoping to destroy his enemies and usurp control of the Sith Empire with one swift stroke, but all did not go as he had planned. The ship was destroyed, but the Jedi were able to escape with a critically injured Revan. The Jedi Council repaired Revan's broken mind, implanting him with the personality of a loyal soldier of the Republic. As he fought the Sith Empire alongside Bastila, he regained memories of being the Sith Lord Revan, but stayed loyal to the Republic and to the light side of the Force. He led the assault on the Star Forge during the Battle of Rakata Prime and killed his former pupil. The Star Forge plunged into Rakata's sun and was destroyed, effectively destroying the Sith Empire of Revan and Malak as well.

Government and politics

The organization of Darth Revan's Sith Empire was surprisingly similar to that of Darth Sidious' Galactic Empire. Following the dissolution of the the original Sith Empire circa 5000 BBY, the former capital world of Ziost fell by the wayside, and was nearly forgotten. After the defeat of Exar Kun in 3996 BBY, a number of his former Sith disciples fled to the far reaches of the galaxy, including the territory of the former Sith Empire. During the intervening three-and-a-half decades, the mausoleum planet Korriban was occupied by those who ultimately became the true heirs-apparent to Kun's mantle. It was while journeying into Sith space following the Mandalorian Wars that Revan and Malak encountered the Sith Emperor, and were anointed as the next Dark Lords of the Sith, in order to pave the way for a future Sith invasion of the galaxy. Under the ex-Jedi, Korriban thus became the new capital of the Sith Empire, and began to attract ever-growing numbers of students and acolytes to the burgeoning Sith Academy there. The planet's status as Ziost's successor was complete.

The guiding principle of the Empire was natural selection or survival of the fittest. Even the lowliest grunts were encouraged to compete for positions of power through any means necessary. While this means of promotion created a tense and divisive system of governance, it nevertheless ensured a powerful and capable military. Revan, then Malak after him, were the supreme rulers of the Empire and their strength and charisma alone kept their minions in check.

The Sith had a unique way of managing conquered territories. A single governor, often a Dark Jedi, would be posted on each world and housed within an embassy which would contain a security force large enough to keep the planet under control. The Sith fleet was often on the move which allowed even the Dark Lord of the Sith to command from the front lines. All of these structures were designed to expedite the support and deployment of the Empire's military forces, rather than to provide a sedate governing body such as the Galactic Republic.

The Sith Academy on Korriban followed similar rules. Prospective students learned to care only for themselves and to be ruthlessly independent. Additionally, the Master of the academy could, at any time, be succeeded by his apprentice.

Military

Upon their return to known space, the Sith were well equipped for battle. The new Sith Empire's fleets were primarily dominated by stolen Republic vessels during the early stages of the Jedi Civil War, but they were soon supplemented by a host of starships built by the Star Forge. The Star Forge itself served as a primary staging ground and command center.

Navy

Interdictor-class cruisers such as the Leviathan were among the finest vessels of the time period.

Centurion-class battlecruisers exemplified by the Ravager

Derriphan-class battleships

Sith fighters were a hybrid of Republic and Rakatan technologies mass produced by the Star Forge.

KT-400 military droid carriers

Herald-class shuttles

Army

Dark Lord of the Sith was the leader.

Shadow Hand was the second-in-command of the Dark Lord.

Sith Lords were the leading force of the Sith right under the Dark Lord.

Sith Acolytes and Sith apprentices were the trainees of the Lords and were mainly stationed on the Star Forge and the Temple of the Ancients.

Sith officers were the commanders of the Sith's ground and space forces.

Sith troopers served as the backbone and main fighting force of the Sith military.

Dark Jedi were Jedi that had fallen to the dark side and supported the Sith's main forces.

Sith assassins were used exclusively to hunt, capture, or kill Jedi.

Various forms of battle droids were mass produced by the Star Forge for attack and defense purposes. Known variants included the following:

Sentinel droids were known battle droid series used by the Sith Empire.

Mark IV assault droids were quadrupedal battle droids which were often used to guard their military bases.

Astrography

The objective of the Sith Empire of Darth Revan was to seize territory and ultimately replace the Republic, unlike the Sith of the Great Sith War, whose primary goal was to sow discord and chaos. While the Sith of old devastated half of the settled galaxy, Revan's Sith Empire at its height had seized control of a third of the known galaxy, and, just prior to the defeat at the Battle of Rakata Prime, higher-ranking Sith officials estimated that it would only be a matter of months before the Sith encroached upon the inner Core Worlds themselves, with the Republic's fall projected shortly thereafter.

During it's height, the Empire governed a large swath of the Outer Rim, including much of what was formerly known as Sith Space. Several islands of territory existed beyond the mainstream Sith Empire, including those based upon the Corellian and Tapani Sectors, giving the Sith Empire a strong presence in the Core Worlds.

Member worlds

Althir Arda Cadomai Dantooine Duro Dxun Elom Iridonia Jaga's Cluster Korriban Lehon Makem Te Malachor V Mirial Neka Ord Radama Peragus Quermia Rhen Var Ruuria Sernpidal Sigil Stenos Sy Myrth Taris Telos IV Draethos Thule Toprawa Yavin 4 Ziost

Smybol-

Type of government Authoritarian Magocratic/Theocratic Empire

Head of state Dark Lord of the Sith Head of government Dark Lord of the Sith

Commander-in-chief Darth Revan (3959 BBY3957 BBY) Darth Malak (3957 BBY3956 BBY)

De-facto leader Darth Revan

Societal information Capital Korriban Lehon Official language Galactic Basic Standard Currency Galactic Credit Standard (Republic Dataries) State religious body Sith/Dark Jedi

Historical information Formed from Revanchists Galactic Republic Remnants of Exar Kun's Sith Empire Date established 3959 BBY Date fragmented 3955 BBY Date reorganized 3954 BBY (Under Darth Nihilus and Darth Sion) Date dissolved 3950 BBY Era(s) Old Republic era

The Sith Triumvirate's Sith Empire

The Sith Triumvirate was a loose alliance of what remained of Darth Revan's Sith. It was solidified sometime after the Battle of Rakata Prime around the Trayus Academy on Malachor V. This organization was made up of several, if not hundreds, of Sith apprentices, Sith Masters, and, most importantly, Sith assassins, and fell under the leadership of three powerful Sith Lords, Darth Traya, Darth Nihilus, and Darth Sion, co-rulers of a new Sith Empire. From Malachor V, they subtly intervened with galactic affairs, using Darth Traya's idea of echoes in the Force, and corrupting Jedi to the dark side. Sion quickly grew impatient of waiting to fight the Jedi and the Republic, while Nihilus grew hungry and needed Force sustenance.

The two conspired against Darth Traya and attacked when she was vulnerable. The two Lords used an unknown Force technique to sever her connection to the Force, leaving her cast out by both Jedi and Sith. Abandoning her Sith name and title and traveling as Kreia, the fallen Sith Lord directed her anger towards the Force itself, viewing it as a malevolent intelligent being. She directed her manipulations toward the Jedi Exile, who had cut herself off from the Force following the events of the Mandalorian Wars, and in whom Kreia saw a means to destroy the Force itself. Sion and Nihilus went their separate ways, Sion carrying out a purge of the Jedi Order and Nihilus consuming entire civilizations in his hunger. They then turned on each other, each controlling a nearly equal section of their Sith Empire. Thus began the Sith Civil War.

Under Kreia's direction, the Jedi Exile retrained herself as a Jedi and fought the Sith Empire of Sion and Nihilus, eventually destroying them both. Kreia revealed her true intentions, killing the survivors of the Jedi High Council and luring the Jedi Exile to the Trayus Academy on Malachor V. There, Kreia—once again in the guise of Darth Traya, Sith Lord of Betrayal—fought the Exile with the intention of using the retrained Jedi's unique connection to the Force in order to destroy the Force entirely. The Jedi Exile defeated Traya and Malachor V was destroyed by Bao-Dur's Mass Shadow Generator in 3951 BBY, ending her Sith Empire once and for all.

Military

The Sith Triumvirate utilized the same weapons and technology as Revan's Sith Empire. Since it was a remnant of said Empire, its military was virtually the same, using Interdictor-class cruisers and Sith fighters in the navy, Sith troopers, war droids and Dark Jedi in the army. However, the structuring and classification systems of the Sith and Dark Jedi were different. The Triumvirate used Sith Marauders, Warriors, and Assassins almost exclusively, utilizing each for a unique purpose not found in Revan's technologically powered Empire.

And then, since it was smaller, the Sith Triumvirate tried to avoid outright battles, preferring deception. It also was directly commanded by the three Sith Lords; Sion would often send Assassins after a target while he was directly inside the building, and Nihilus would only go into space combat if the Ravager was present, to use his unique abilities. The military lacked command structure like other larger systems of government, with no admirals or generals, but instead, Sith Lords or lesser Dark Jedi. The few times that the Triumvirate fought openly was during the Onderon Civil War and the Battle of Telos IV, the former supporting General Vaklu's soldiers with Dark Jedi and Sith beast handlers, while the latter apparently used all of their remaining space and ground forces.

Member worlds and key locations

Malachor V, origin and capital Trayus Academy Trayus Core Korriban Sith Academy, abandoned Onderon, support Dxun, Onderon's moon Freedon Nadd's tomb

The revitalized Sith Empire

In the aftermath of the Great Hyperspace War of 5000 BBY, survivors of the original Sith Empire established a new Sith Empire in the galaxy's Unknown Regions. This Empire, also known as the "True Sith" sect, was led by Darth Vitiate, a surviving Sith Lord of the old Sith Empire. The refugees wandered aimlessly through space in search of a new home. Twenty years after their departure from the original Empire's territory, the Sith discovered the forgotten world of Dromund Kaas and settled it to begin the process of rebuilding. It was this Sith Empire which offered the Mandalorian Neo-Crusaders their new crusade against their common foe resulting to the Mandalorian Wars.[36]

During the war, Revan discovered and was turned by the Emperor before invading the Republic at the head of his own Sith Empire. Around three hundred years after the Jedi Civil War, the Sith Empire—still under the command of the Emperor, his life extended through Sith magics—invaded the Republic, sparking the Great Galactic War. In 3653 BBY, the Treaty of Coruscant ended the Great Galactic War, giving way to the Cold War, the galaxy divided between the Sith Empire and the Galactic Republic.

Government and politics

The Sith Empire was run as a magocratic totalitarian government. At the head of the Empire sat the Sith Emperor. The Dark Council served as an advisory board and ensured the smooth running of the Empire. The Dark Council served as a combined executive, legislative, and judicial branch of the government. Each of the 12 councilors were responsible for individual areas of the Empire called Spheres of Influence. A sphere would either have one of the three ministries report to it, or would have a bureaucracy under it to ensure its functions. A few spheres also had specific agencies that reported to it, separate from the ministries. These organizations included the Imperial Diplomatic Service and the Imperial Conquest Consolidation Corps.[3]

The three ministries served as the central pillars of the Sith Empire's rule and oversaw the majority of the Imperial government's operations. Each minister reported to a Sith Lord on the Dark Council or in some cases, to several.[3]

Ministry of War

The Ministry of War was one of the three ministries of the Sith Empire's government, and it was charged with overseeing the armed forces of the Empire. The Imperial Navy's fleet deployments, repairs, maintenance, and starfighter squadrons were all arranged and organized by the Ministry of War, and the Ministry also oversaw the Imperial Army: deployments, combat tactics, strategy, security, Special Forces operations, black ops missions, and the Imperial Reclamation Service were all under the control of the Ministry. The Ministry was headed by the Minister of War, who answered to three Dark Councilors: the heads of the Defense, Military Offense, and Military Strategy spheres. Beneath the Minister were the Moffs, who served as governors and military leaders who oversaw wide regions of Imperial space, and a strict chain of command was maintained to ensure the military discipline and efficiency that the Empire prided itself on.[3]

Ministry of Intelligence

The Ministry of Intelligence answered to the Sphere of Imperial Intelligence. Headed by the Minister of Intelligence, the Ministry was responsible for providing information and sowing disinformation as necessary. The largest organ of the Ministry was Imperial Intelligence. It served as the Empire's primary covert intelligence and counter intelligence service. Its day-to-day operations were headed by the Keeper who also ran Imperial Intelligence's Operations Division. Under Keeper were Watchers, charged with running field agents, Ciphers, the top tier of field agents, Fixers, technical agents, and the Minders, the internal security and secret police force. A second apparatus of the Ministry of Intelligence was the Outreach Bureau. The Bureau's purpose was to inform citizens of the daily news of the galaxy. More often than not, the Bureau reported facts as suited the Empire and produced copious amounts of propaganda praising the Empire and casting the Republic as evil.[3]

Ministry of Logistics

The ministry was controlled by the Minister of Logistics who technically answered to the Sphere of Production and Logistics though he would also at times report to other councilors such as the Sphere of Defense of the Empire if it referred to a military issue. Though seen by some as the lowest of the Ministries, it was also the most vital. The ministry provided calculations to fend off enemy troops, logistical necessities of fleets and ground forces, and financial concerns of a war. The Ministry was additionally charged with the smooth running of the economy. Industries are nationalized and the Ministry manages the factories who produce the weapons for the Empire's war machine. Along with this are agricultural worlds that are used for the food supplies of the Imperial military. The Ministry also supervised the Empire's slave labor and makes adjustments where necessary to complete building projects and run various industries. Added to this, the ministry runs the Empire's civilian transportation and trade network ensuring the transit of goods in the Empire.[3]

Military

The Imperial Military was the backbone of Imperial society and the Empire itself, as Imperial culture and society had been highly militarized since the Empire's early years on Dromund Kaas. Odile Vaiken's training regimen, which saw use by the Empire for centuries after Vaiken's death, led to the drafting of every able-bodied adult into military service. This remained a mainstay of the military in the centuries after his death: every non-Force-sensitive in the Empire was automatically conscripted into the military upon reaching adulthood, and they remained in service until retirement or disability. While advancement and promotion helped skilled military officers establish powerful families with histories of military service, the children of those families were expected to earn their own place in the military and received no special treatment on account of their lineage.[3]

Above the ranks of generals and admirals in the Army and Navy, there existed the rank of Moffs and Imperial High Command, which answered directly to the Ministry of War. The individual who holds the rank of Grand Moff, which was established for Odile Vaiken, answers directly to the Minister of War and possesses special privileges, often developing close ties to the Dark Council. Moffs were allowed greater variety in their uniform colors, as they typically tailored their uniforms to reflect past service and their current command. Imperial officers also utilized code cylinders, which allowed them access to secure areas and intelligence resources.[3]

Army

The Imperial Army was the ground forces of the Sith Empire, and the soldiers of the Empire typically wore black and red colored armor and carried blaster rifles into combat. Ground forces begin live-fire exercises in the jungles of Dromund Kaas within weeks of their enlistment into the military, and even those non-combatants in the military were trained in the use of basic weapons, survival skills, and first aid. The Army also made use of Imperial crawler tanks, walkers, and a number of models of war droids. Imperial heavy troopers were issued full-body black armor crafted from duraplast, with colored markings signifying their unit or special assignments. Their leg armor was specially designed to preserve mobility and to protect from shrapnel, and while their belt housed extra ammunition and grenades for easy access, the armor's bracers housed environmental and targeting controls, and the readouts on the suit's chest provided medical diagnostics for treating soldiers who were wounded in their armor. Imperial soldiers typically wore about a hundred pounds of armor, and most soldiers carried rifles, sidearms, grenades, and five days of rations. The typical service period for an Imperial soldier was twenty-five to thirty years.[3]

Imperial Army rank structure was as follows: Private, Specialist, Corporal, Sergeant, Ensign, Lieutenant, Captain, Major, Colonel, and finally General. A fire team typically consisted of two or three soldiers, while a squad ranged from five to ten, and a platoon from fifty to a hundred soldiers. Companies could range from a hundred to three hundred troopers, and a battalion, which was typically commanded by a major, consisted of 700-1,500. Colonels commanded brigades, which ranged from 5,000-7,500 soldiers, and the largest standard unit was a division, which ranged from 20,000-40,000 soldiers. A larger unit designated an "Assault Group" or "Operations Group" could be formed from over 40,000 soldiers, which were placed under the command of a Moff or high-ranking Sith Lord for specific assignments and then broken up after the completion of the mission.[3]

Navy

The Imperial Navy was the naval branch of the Imperial Military, and was overseen by the Ministry of War alongside the Army. Imperial Navy ranks adhered to the following structure: Private, Specialists, Corporal, Petty Officer, Ensign, Lieutenant, Captain, Group Captain, Commodore, and Admiral. The primary vessel of the Navy was the Harrower-class dreadnought, a massive dreadnaught produced by Taerab Starship Manufacturing and measuring approximately 800 meters in length, that required a crew of 2,400 and carried a troop complement of 7,300. The Harrower-class was supported by the smaller Terminus-class destroyer, which was operated by 520 crewman and carried only 285 troops, and the even smaller Gage-class transport. The two main shuttles used by the Sith Empire were the Imperial Shuttle and the Imperial assault shuttle. The Navy deployed a number of starfighters—the Mark VI Supremacy-class starfighter and its numerous advanced models were the standard starfighter of the Navy,[3] and they made use of B28 Extinction-class bombers as well as a variety of transports, assault craft, shuttles, and cruisers.

Astrography

Territory

The domains of the Sith Empire were not strictly located within the known worlds and included planets within the Unknown Regions. These were taken by military expeditions into those unknown tracts of space and the claiming of such worlds further expanded the influence of the Empire.

Major locations

Dromund Kaas

Dromund Kaas was the capital of the Sith Empire and the ground of the Empire's rebirth. A long abandoned Sith colony, Dromund Kaas was discovered by the Sith Emperor and his minions after twenty years of aimlessly wandering the stars. The Sith then re-colonized the planet. Thus, it became the new Sith capital and the Emperor's seat of power.

In the planet's atmosphere, tainted Force Storms raged from the Emperor's dark rituals, and on the surface the Sith built Kaas City. In this city, they erected the Dromund Kaas citadel, a giant bastion built as a testament to the power of the Emperor. The citadel also served as the residence of both the Sith Emperor and his Dark Council.

It was from Dromund Kaas that the Sith prepared their revenge against both the Galactic Republic and their Jedi guardians, for centuries. There they built an armada, great enough to challenge the Republic's, which they unleashed upon the galaxy in the Great Galactic War. After the Great War, the Emperor decided to pursue his own, mysterious, goals and the Dark Council ruled the Empire from Dromund Kaas in his stead.

Korriban

Korriban was the original homeworld of the Sith species and where the first Dark Lords founded the Sith Empire. A desert ridden planet of sand and red rock, it is considered holy ground by the Sith. Full of ancient Sith ruins, it houses many of the tombs dedicated to the ancient and powerful Dark Lords of the Sith. Thus it is a haven for the dark side of the Force.

The retaking of Korriban was one of the top priorities for the Sith Empire when it re-emerged during the Great Galactic War. Early on in their galactic conquest, the Sith managed to reclaim their ancient homeworld in a well orchestrated military campaign. There they re-established the old Sith Academy in the midst of the Valley of the Dark Lords. A new generation of Sith students was then sent to the academy to be trained in the ways of the dark side. The Overseers pitted the students against each other, ensuring that only the strongest and most worthy survived long enough to become true Sith. On Korriban, with the intention to reclaim forgotten Sith knowledge, the Sith began unearthing old artifacts of the ancient Sith Lords.

Korriban quickly became a major planet in Sith space once again, and many Sith Lords, amongst them several members of the Dark Council, settled on Korriban.

Political information Type of government Magocratic theocratic empire Head of state Emperor Head of government Dark Council Commander-in-chief Minister of War Judicial branch Sphere of Laws and Justice

Societal information Capital Kaas City, Dromund Kaas Official language Basic Currency Imperial credit State religious body Sith Order

Historical information Formed from Original Sith Empire Date established 4980 BBY Date dissolved Prior to 2000 BBY Era(s) Old Republic era

symbol-6 arrow heads pointing into a pentagram but not connected, with a smaller pentgram inside with arrows pointing out. black

Darth Sidious' Galactic Empire

The Galactic Empire can be said to have begun with the scheming aspiration of Senator Palpatine of Naboo, whose alter ego was the Sith Lord Darth Sidious. Using the Trade Federation as a pawn to blockade Naboo in 32 BBY, he used manipulation of the crisis, as well as of Queen Padmé Amidala, to instigate a Vote of No Confidence in Supreme Chancellor Finis Valorum, and ultimately to become Chancellor himself. When his apprentice, Darth Maul, was defeated by Jedi Knight Obi-Wan Kenobi on Naboo, Sidious took on the former Jedi Count Dooku as his new apprentice. Count Dooku then joined with the Trade Federation under Viceroy Nute Gunray and others to form the Confederacy of Independent Systems.[37] This group, known as the Separatists, ignited a war with the Galactic Republic known as the Clone Wars. It was named after the clone troopers used by the Republic.

Manipulating the war from behind the scenes, Palpatine arranged for extraordinary powers to be granted to the office of Supreme Chancellor, and for the deaths of many Jedi throughout the war.[38] However, Jedi Knight Anakin Skywalker discovered that Palpatine was a Sith Lord and, after informing Jedi Master Mace Windu of his discovery, a Jedi task force, led by Windu himself, attempted to arrest him. After a brief duel, Palpatine appeared to be defeated. Skywalker arrived and demanded Windu not kill the Sith Lord. Deeply troubled, Skywalker nonetheless helped Palpatine kill Windu, and thus became the Emperor's new apprentice, Darth Vader. Palpatine then proceeded to carry out the Great Jedi Purge, which eliminated almost all of the thousands of Jedi, and had Vader eliminate Nute Gunray and the other Separatist leaders on the fiery world of Mustafar, thus bringing an end to the Clone Wars. Secure in his power and position, Palpatine used the so-called Jedi rebellion to issue the Declaration of a New Order and declared himself Emperor in 19 BBY.[39]

The Galactic Empire flourished under Palpatine's rule until the Alliance to Restore the Republic, also known as the Rebel Alliance, became a serious threat following the Corellian Treaty and the issuance of the Declaration of Rebellion in 2 BBY.[40] The Rebel Alliance engaged in guerrilla warfare against the Empire, and scored a major victory against the Galactic Empire at the Battle of Yavin, where hero, Jedi apprentice of Kenobi, and son of Vader, Luke Skywalker destroyed the first Death Star.[41] Skywalker continued to fight the Galactic Empire, and continued his training under Jedi Master Yoda.[42] Four years later, the Rebel Alliance destroyed the second Death Star at the Battle of Endor, resulting in the deaths of Palpatine and Vader, the end of the Rule of Two,[43] and the fracturing of the Galactic Empire. The Rebel Alliance reestablished itself as the New Republic.[44]

The remnant of the Galactic Empire and Palpatine's Sith threatened the galaxy in the following decades in various resurgent forms, such as the Imperial Warlords who engaged in inter-imperial war even as they opposed the New Republic, a reunited Empire led by a possessed clone of Palpatine,[45] the military campaigns of Grand Admiral Thrawn, and the machinations of Palpatine's former Sith Acolytes, such as the Emperor's HandsHYPERLINK \l "[44] and other Dark Side AdeptsHYPERLINK \l "[46] or the Second Imperium.[47] The New Republic, now called the Galactic Federation of Free Alliances, almost returned to the practices of Palpatine's Empire during the Second Galactic Civil War with the ConfederationHYPERLINK \l "[48] under the guidance of Darth Caedus, the apprentice of Lumiya, the Dark Lady of the Sith.[49] The Imperial Remnant would eventually unify with the Galactic Alliance, and Jagged Fel would become Emperor of the Empire, establishing the Fel Empire. The Fel Empire turned away from the teachings of the Sith, and actively opposed Darth Krayt's One Sith after the SithImperial War in 127 ABY.

Government and politics

The Empire was ruled with absolute power by Emperor Palpatine, with Sate Pestage as Grand Vizier, and Darth Vader as Supreme Commander of all Imperial Forces. Imperial rule was authoritarian. There was little to no freedom of speech and dissidents were punished harshly. According to the introduction to the official field manual for the Empire's military forces, this was because the Empire aimed and celebrated one ruler, code of law, common tongue, and education in social progress, and wanted to ensure unity.[22]

The Galactic Empire was actually more decentralized than the Galactic Republic. Systems were grouped in sectors and sectors in turn into oversectors. These were controlled by the Moffs and Grand Moffs, who exercised power in the disparate regions of the galaxy. This was in contrast to the structure of the Galactic Republic, which placed senators in control of their respective sectors. The planets of the Empire were no longer given a say in the government, but were now kept in line through fear of force.

Rulers of the Empire

After being named Galactic Emperor in 19 BBY, Palpatine turned the sclerotic remains of the Galactic Republic into an empire and thus introduced authoritarian rule over the entire galaxy. Whereas before leaders had served for fixed terms until being succeeded by duly elected successors, now the thorny issue of Imperial succession complicated matters.

For his part, Palpatine showed little real interest in the matter of who would succeed him. In fact, he apparently intended from the start to live and reign forever, even developing his own Sith doctrine to replace Bane's Rule of Two.[23] However, his final death permanently put an end to his plans.

Palpatine was the sole legitimate and unquestioned Emperor to sit on the throne of his Empire, though Sate Pestage held the title in the interim during Palpatine's convalescence on Byss.

Palpatine: 19 BBY4 ABY

Sate Pestage: 4 ABY5 ABY

Paltr Carvin, as head of the Imperial Ruling Council: 5 ABY

Ysanne Isard:[30]7.5 ABY

Trioculus (self-proclaimed Emperor[32], in opposition to Ysanne Isard) (5 ABY)

Impostor Kadann (self-proclaimed Emperor[32], in opposition to Ysanne Isard) (5 ABY)

A coalition of Moffs and Imperial Advisors: 7.5 ABY[33]

Ars Dangor at the head of a resurrected Ruling Council:[34]9 ABY

Grand Admiral Thrawn:[36] 9 ABY.Additionally, the Ciutric Hegemony and the Pentastar Alignment, fearing coups, pledged their holdings to the Empire and to Thrawn, who was now in charge of a temporary military confederation.

A group of Moffs and Fleet Commanders:–10 ABY

Imperial Mutiny: 10 ABY

A resurrected Palpatine,[40] as leader of the Dark Empire:[39] 10 ABYHYPERLINK \l "[40]11 ABY

Carnor Jax,[12] as leader of the Crimson Empire: 11 ABY

Burr Nolyds, as head of the Interim Ruling Council: 11 ABY

Xandel Carivus, as head of the Council, then as a self-styled Emperor: 11 ABY

Utter collapse of Imperial authority followed, and the Empire ceased to exist.

Executive branch

While Palpatine was Emperor, the executive branch consisted of the Imperial Ruling Council, a group of Imperial Advisors, who ran both the day-to-day activities and the will of Palpatine for the Empire. The real power below the Emperor and his Advisors was in the hands of the Grand Moffs, Moffs, and other regional governors who were eventually granted direct control of their regions.

This exercise of power was backed up by the use of state terrorism in the form of the Tarkin Doctrine, named for Grand Moff Wilhuff Tarkin. The doctrine threatened force rather than the use of force to control dissent; the Ghorman Massacre was an example. The justification for the Tarkin Doctrine was the excessive cost and impracticality of the use of pure terror in the form of billions upon billions of troops and warships to maintain order.

The instrument of enforcing the doctrine was the Imperial Military, which included the stormtroopers and large fleets of intimidating capital ships like the Star Destroyers of the Imperial Navy and the All Terrain Armored Transports of the Imperial Army, all of which were intended in part to spread fear as well as destroy the enemy. This policy reached its zenith with the construction of the world-destroying Death Star.

Because of Palpatine's status as the Empire's Commander-in-Chief, the Imperial Military honored Palpatine's arrival with hundreds of soldiers as well as a parade of TIE fighters.[46]

Other governmental ministries and agencies were placed under direct control of the Grand Vizier and Imperial Advisors (Imperial Ruling Council), while under constant surveillance from both COMPNOR and the ISB.

Legislative branch

After the formation of the Galactic Empire, the Galactic Senate was reorganized into the Imperial Senate. But unlike its predecessor, which had held both legislative and executive power, the Imperial Senate held only legislative power (and even much of that authority was radically marginalized) by orders of the Senate Constitution. The Senate could still enact laws as well as advise the Emperor; it also had nominal oversight of the Imperial bureaucracy, and could work on the Imperial budget. However, the Emperor could issue Imperial decrees, without debates or Senatorial overrides, and could both call and dismiss the Senate at will. The Senate was practically powerless and eventually was dissolved by Emperor Palpatine to remove the last constitutional limit to his power. After its suspension, the vacancy left behind was filled by COMPNOR's Select Committee.

It was succeeded as the Imperial legislature by various councils, most composed of Moffs: the Central Committee of Grand Moffs, the Interim Ruling Council, and finally, the Council of Moffs.

Judicial branch

Due to the centralization of government power into the executive branch under the Galactic Empire, it seems likely that the Supreme Court and other Regional Courts were disbanded at some point, presumably before the Senate's dissolution in 0 BBY. Instead, the Imperial criminal justice system was headed by a Procurator of Justice. The Procurator of Justice was charged with prosecuting political prisoners and administering sentences on entire worlds.

Other Imperial organizations

To strengthen his hold on power, Palpatine created various organizations that were loyal to him. Foremost, among those organizations were COMPNOR, Imperial Security Bureau, Imperial Intelligence, the Inquisitorius, and the Dark Side Adepts. Palpatine also had the Emperor's Hands, special assassins that did his bidding. One notable Emperor's Hand was Mara Jade, who, ironically, after the death of Palpatine, would go on to fall in love with and marry Luke Skywalker and would become a member of the Jedi High Council.

Palpatine allowed these organizations and their leaders to build up power bases of their own. Palpatine encouraged this system, often giving overlapping responsibilities. This made administration of the Empire less efficient, but benefited Palpatine by ensuring that he continued to be the source of all political power in the Empire.

Economy

The Galactic Empire had a very complex and diverse economy. Following the Clone Wars, the Empire started a process of stabilization and expansion of the economy. While the Imperial Period saw some increases in state control and centralization of economic procedures, it had little effect on the galactic economy, as witnessed in the virtual non-existence of inflation. The Empire did nationalize some corporate entities, though such actions were mainly reserved for those companies that were part of or supported the Confederacy of Independent Systems, and later those who favored and aided the Rebellion. The Empire did assume direct control over some of the spoils of war from the Separatists, but most of the assets were given over to loyalist companies such as Kuat Drive Yards, Sienar Systems, TaggeCo., and Merr-Sonn.[47]HYPERLINK \l "[48] Unless acting in opposition to its interests, the Empire largely left loyal companies alone and even expanded the Corporate Sector to encompass 30,000 star systems.[49] In return for the support given to the Corporate Sector Authority, the Empire would collect a yearly stipend of 3% of the total gross product, 9% of all material, and 20% of all strategic rare elements coming out of the Corporate Sector.[49]

However, Imperial control of the economy appeared to be dramatically expanding by the Rebellion era. By the time of 0BBY, the Empire was taking over all commerce in the central systems of the galaxy, and Biggs Darklighter considered that the Empire would soon seize control of land and work in the outer regions, notably Tatooine reducing people to "tenants slaving for the...Empire".[50]

The Empire also dedicated its vast economic resources and quintillions of credits to expand the Imperial Military and to fund new scientific developments in a wide variety of fields.[51] This military buildup would eventually result in the Imperial Navy fielding millions of starships, the Imperial Army being comprised of tens of trillions of soldiers, and the creation of a vast force of stormtroopers.[52]

The Imperialization of the Trade Federation by the Galactic Empire created a void filled by smugglers to address strong demand for shipping created by the Imperial controls. Smugglers flourished in the Imperial era as independent operators or as part of larger organizations like those of Jorj Car'das, Quelev Tapper, Talon Karrde, or Booster Terrik.

After the fracturing of the Empire at the Battle of Endor, many different currencies came into existence, and exchange rates fluctuated wildly. At that time, the credit was backed by the immense wealth of the planet Muunilinst.

Military

The Imperial Military was the military arm of the Galactic Empire. Consisting of predominantly the Imperial Army and the Imperial Navy, it was responsible for carrying out military operations throughout the galaxy, as well as maintaining order on Imperial member worlds, governorships, colonies, and protectorates. Since the Empire's New Order was based on fear of force, the Imperial Military formed a very important part of the Imperial government. Even so, the fleet would prove somewhat insubordinate, and a tension between the Coruscant government and the fleet admirals existed throughout this period, creating the need for the Imperial Security Bureau to install political officers throughout the military as minders.

During the early years of the Empire, most stormtroopers were clones from the Clone Wars. However, later recruited Humans joined their ranks. Those Humans recruited would be trained mainly at Carida and were subject to the most rigorous training that the Empire could offer. During the rule of Grand Admiral Thrawn, stormtroopers were again cloned and used as the bulk of the Imperial force.

Astrography

The Galactic Empire's territory at its peak consisted of some one and a half million member and conquered worlds, as well as sixty-nine million colonies, protectorates and puppet states spread throughout the entire galaxy, stretching from the borders of the Deep Core to at least Wild Space. Emperor Palpatine sent Grand Admiral Thrawn on a mission to bring the rule of the Empire to the Unknown Regions. The Grand Admiral set up a command post at a fortress on Nirauan and from there brought the rule of the Empire to the uncharted regions of the galaxy, creating the Empire of the Hand.

The original name of the Empire's capital world was Coruscant; however, it was renamed Imperial Center by the Empire. Few outside the Empire's government used this name, and upon the capture of the planet by the New Republic, the name "Coruscant" was readopted.

After the Battle of Endor, large sections of the galaxy threw off Imperial occupation and became Republic members, and by 6.5 ABY the Empire ruled barely 50% of its former territory. Imperial warlords comprised most of the lost territory, with the Republic still relatively in its infancy. By the fall of Coruscant, Warlord Zsinj alone had control of almost one third of the Empire's former territory.

By 9 ABY, the Empire had consolidated its hold of a quarter of the Galaxy, while the war effort progressed under Grand Admiral Thrawn. Under the Chiss Grand Admiral, the Empire's territory nearly doubled in less than a year, nearly seeing the death of the Republic.[58] After Thrawn's death, the Empire had little time to consolidate these holdings and the Empire lost many of them to a resurgent Republic.

During Operation Shadow Hand, the Emperor would unite the warlords and the mainstream forces and consume well over half of the Galaxy. After the Emperor's death, the Republic took back their holdings with surprising speed, and the remaining Imperial forces fled into the Deep Core. The Republic remained weakened by the efforts of Thrawn and the reborn Emperor, and the warlords and Moffs consolidated fortress worlds across a third of the galaxy.

After the Reunification by Daala, and the establishment of the Imperial Remnant, the Imperial fleet took over the remnants of the Pentastar Alignment, a breakaway warlord fiefdom. They then pushed coreward against the Republic. Later, Daala would lead a second offensive against the Core worlds themselves from the Deep Core. Eventually, the Empire under Admiral Gilad Pellaeon held a meager of only eight sectors by 19 ABY.

Political information Type of government Devolved constitutional monarchy (de jure) Dark Side Magocracy (de facto) Humanocentric totalitarian empire (de facto) Founding document Declaration of a New Order Constitution Imperial Charter Head of state Galactic Emperor (19 BBY–11 ABY) Head of government Grand Vizier (19 BBY–4 ABY) Commander-in-chief Galactic Emperor Supreme Commander (19 BBY–4 ABY; 8 ABY—) Military Executor (10 ABY–11 ABY) De-facto leader Emperor Palpatine Executive branch Imperial Ruling Council (19 BBY–4 ABY) Central Committee of Grand Moffs (5 ABY) Interim Ruling Council (11 ABY) Diet of Imperial Planetary Governors (11 ABY) Legislative branch Imperial Senate (19–0 BBY) Diet of Imperial Planetary Governors (c. 11 ABY) Judicial branch Supreme Court Regional Courts Procurator of Justice Military branch Imperial Military

Societal information Capital Imperial Center,[1] later others, most notably ByssHYPERLINK \l "[2] Official language Imperial Basic Currency Imperial Dataries State religious body Order of the Sith Lords and Dark Side Adepts (both unofficial) National holiday Empire Day

Historical information Formed from Galactic Republic Remnants of the Confederacy of Independent Systems Date established 19 BBY (16:5:23)[3] Date fragmented 4 ABY after the first death of Palpatine (39:3)[6] 9 ABY after the death of Thrawn (44:8:27) 11 ABY after the final death of Palpatine[2] Date reorganized 4 ABY as Zsinj's Empire; the Eriadu Authority; the Empire Reborn; Imperial Core; X1's faction; and Pentastar Alignment 5 ABY as Trioculus' Empire c. 8 ABY as part of Thrawn's Empire 10 ABY as the Dark Empire 11 ABY as the Crimson Empire 12 ABY as the Imperial Remnant Date dissolved 12 ABY Era(s) Rise of the Empire era Rebellion era New Republic era

symbol-circle with a short black line connecting to a black circle with a white circle inside with white stripes pointing out towards the short black lines.

Darth Krayt's Galactic Empire

Darth Krayt's Galactic Empire was the government that formed out of the Fel Empire in 130 ABY, when Darth Krayt, Dark Lord of the Sith, made a coup against Emperor Roan Fel. When the Moff Council invoked the Treaty of Anaxes against the will of Emperor Roan Fel, and in 127 ABY, the Sith-Imperial War broke out, and the One Sith allied with the Empire. The war resulted in the fall of the Alliance and the reestablishment of the Empire as the primary galactic government. The territories and bureaucracy of the Alliance were absorbed into the Empire, but the Galactic Alliance Core Fleet refused to surrender, and continued to fight the resurgent Empire.[51] Shortly after the fall of the Alliance, the Emperor called upon the entire New Jedi Order to surrender and subject their will to the Empire, in which some of them did, becoming Imperial Knights, while the others remained to the will of the Force and retreated to Ossus.[52] After the Alliance defeat and the Massacre at Ossus, the Sith under the command of Darth Krayt turned against Emperor Fel. He launched a daring coup, marching with his cohorts straight into Fel's audience chamber himself, and killing the man who sat on the throne.[53] Fel eluded the Sith forces for seven years, then resurfaced on Bastion, seizing control of the military forces there and inciting the Second Imperial Civil War.

Government and politics

The Empire was ruled by the Dark Lord of the Sith, who held the title of Galactic Emperor, yet the Moff Councils held considerable power, and were, supposedly, his advisers. By all accounts the reign of Roan Fel was relatively benevolent compared to that of the usurper, Krayt, and had far less of the abuses of power and tyrannical excesses of the Empire under Palpatine. Under Krayt's regime, however, harsh dictatorial conditions, even genocide, returned to the former Fel-controlled Empire.

The Moffs managed both the Imperial Military and Imperial Intelligence, as well as other Imperial institutions such as the Imperial Mission and the Imperial Diplomatic Corps. However, with the Sith in power, Moffs, Admirals and other authorities had to follow Sith orders and answer to Krayt's Sith Lords. Thus, the Council sought to undermine some of Krayt's efforts in order to maintain its own power and influence.

The Empire also employed propaganda and media in order to promote Emperor Krayt's agenda for the Galaxy. The Massacre of the Mon Calamari Council and Darth Krayt's edict ordering the extermination and internment of the Mon Calamari was broadcast all over the galaxy. News sources also referred to the regime's enemies in an unfavorable manner. Gar Stazi was referred to as a pirate while Cade Skywalker was labeled a terrorist.

Astrography

As a result of the Sith–Imperial War, many of the territories of the Galactic Alliance were absorbed into the Empire, even the old Alliance stronghold of Mon CalamariThe system became a production facility for warships for the Sith Empire. The Empire spread throughout the entire galaxy, from the Deep Core to Wild Space.

The capital of the Empire was Coruscant, seat of Emperor Krayt and the location of his Temple of the Sith, constructed over the ruins of the Jedi Temple. Unlike the First Galactic Empire, the official name of the planet remained the same.

Political information Type of government Empire Totalitarian Magocratic Theocracy Constitution Imperial Charter Head of state Galactic Emperor/Dark Lord of the Sith Head of government High Moff Commander-in-chief Grand Admiral Fist De-facto leader Voice/Regent Executive branch Moff High Council Sith Lords Legislative branch Moff High Council

Societal information Capital Coruscant Official language Galactic Basic Standard Imperial Basic Currency Imperial Dataries State religious body One Sith National holiday Empire Day

Historical information Formed from Fel Empire Date established 130 ABY Date dissolved 138 ABY Era(s) Legacy era

The Disciples of Ragnos, also known as the Cult of Ragnos, was a Sith cult that worshipped the ancient Sith Lord Marka Ragnos, who died shortly before the Great Hyperspace War some five thousand years before the Battle of Yavin. Their ultimate goal was to resurrect him and use his power to take over the galaxy. The cult's efforts were eventually thwarted by the Jedi but not before they had wrought havoc across the galaxy.

The Cult Sith Cultists

The majority of the Disciples of Ragnos were the so-called Sith Cultists— and were empowered with Force energy siphoned into the scepter. The Sith Cultists were trained either in lightsaber combat or various dark side Force techniques, such as Force lightning, Force Grip and Force drain. Some were even known to use light side abilities such as Force healing and Force Protection. They formed the backbone of the organization and were present in force on nearly all of the cult's missions. The cultists wore different colored battle suits according to their abilities.

Green: Blaster armed or Force grip users Blue: Force Lightning users

Red: Force drain users Orange: Lightsaber users

New Reborn

Those of Desann's Reborn who were not killed or captured during the Empire Reborn campaign joined the cult as well, renaming themselves the New Reborn. The New Reborn were far superior to the Sith Cultists both in terms of lightsaber skills and Force abilities. They were generally present on missions of slightly higher importance.

Elite Members

Although few in number, the cult also boasted some Reborn Masters - highly skilled dark side Force users and lightsaber duelists who were also the Elite of Desann's old Reborn. The masters rarely took part in missions unless they were of the highest importance. They generally remained a very quiet and secretive part of the cult.

Affiliations

The cult cooperated with the Imperial Remnant as well as mercenaries and bounty hunters when it needed extra support. Often both Imperials and mercenaries would fight side by side with members of the cult. Mercenaries were used extensively in the cult's operations on Chandrila and Corellia and many were slain. The Imperial Remnant was present on nearly every cult mission.

Cult activities

The disciples would seek out places tainted by the dark side, such as the Massassi Temples on Yavin 4, or the dark side cave on Dagobah, and places infused with the light side, such as a Jedi tomb on Chandrila, or the location of a vision on Hoth to siphon the residual energies at those locations. Agents of the cult were dispatched all over the galaxy on various obscure missions, usually to find sites of Force power or protect an already found site from interference. Several of their missions were thwarted by Jedi from Luke Skywalker's Jedi Praxeum, such as Katarn's talented apprentice Jaden Korr.

Historical information Formed from Old Sith Empire Empire Reborn Empire Youth Date founded 14 ABY Date dissolved 14 abby

Other information Era(s) New Republic era Affiliation Imperial Remnant Invisible Market

The Naddists were a Sith cult on Onderon that worshiped the fallen Dark Lord Freedon Nadd. Many of them were capable of using ancient Sith magic. Two such individuals were King Ommin and his wife Queen Amanoa. They were largely eliminated following the Freedon Nadd Uprising.

Ambassadorial Commission

Apex Society

Arkadianate

Bactranate

Believers

Beray faction

Black Knight

Bladeborn

Bravis Sith

Brotherhood of Darkness

Brotherhood of the Sith or Sith Brotherhood was a group of Jedi Knights led by Exar Kun who broke away from the Jedi Order to study Sith techniques. During the Great Sith War, they received the allegiance of the Krath and the Mandalorian Crusaders led by Mandalore The Indomitable.

Calimondretta Control

Vilia Calimondra's empire This empire was a Sith state that was established by the Sith Lord Vilia Calimondra in the Grumani sector during the time of the Republic Dark Age. Calimondra had seven children, and each one claimed to be the true heir to her holdings, so in order to determine which one would become her benificiary, she instigated a contest—the Charge Matrica—in 1066 BBY, challenging her children to expand her territories. However, the siblings declared war on each other and fought amongst themselves. Eventually, only Calimondra's son Chagras was left, and he became the heir to Calimondra's empire. Chagras established his own state, the Chagras Hegemony, but Calimondra retained control of most of her holdings. In 1040 BBY, Chagras was killed and Calimondra began a second Charge Matrica, to find herself a new heir from among her grandchildren.

Carbonite Sith Army

Chagras Hegemony

Children of the Tempest

Circle of Lords

Citizen Guard

Sith Council

Cult of Darth Phobos-After she was betrayed and nearly killed by her Sith brethren, the Theelin Sith Lord Darth Phobos organized a fanatical cult devoted to her. She employed the cultists to assassinate Jedi and Sith leaders, which led those two rival factions to join forces and kill Phobos. Phobos' cult existed for long afterward, but eventually disappeared as well. A fanatical cult was created by the Sith Lord Darth Phobos many years prior to 2000 BBY.

The Cult of Exar Kun was a Sith cult that was devoted to the worship of the Dark Lord of the Sith, Exar Kun. It was formed in 1 ABY, when a Corellia University expedition carried out an archaeological expedition to the Temple of Exar Kun on Yavin 4. They accidentally uncovered the catacombs beneath the temple, which reawakened the spirit of Exar Kun. The spirit enslaved them to it, making them into fanatical cultists that were devoted to its worship.

Sith Cultist

Daimanate

Dark Force

Dark Jedi faction (Doomed)

Dread Host

Dyarchy

Ludo Kressh's faction was a collection of several Sith council members, Sith Lords, and their respective systems that broke off from the Sith Empire to oppose its newest Dark Lord, Naga Sadow, around the time of the Great Hyperspace War. These factions opposed Sadow and his forces, both philosophically and militarily, under the lead of the former Sith Council member Ludo Kressh. Originally forced to engage in sudden, concentrated acts against Sadow and his supporters, the group eventually seized total control of the Sith Empire. It eventually crumbled after the loss of Kressh, and a devastating invasion by the Galactic Republic. Formed from Dissenters within the Sith Council Date founded 5000 BBY

Sith Empire

Sith Empire (Great Sith War)

Sith Empire (PostGreat Hyperspace War)

Sith Empire (Pre-Republic)

Sith Empire (Jedi Civil War)

Exiles

Fist of the Empire (group)

Force 57

Gold Faction

Golden Destiny

Gorog

Hand (One Sith)

Imperial Mission

Imperial Sith Acolyte

Jen'jidai

Jensaarai

Korsinite League

Krath were a secret society founded by aristocrats Aleema and Satal Keto in the year 3998 BBY, in the Empress Teta system. The Krath were an unusual combination of direct influence from Sith spirits and reclaimed Sith learning. None of the early Krath received formal Sith training. Instead, they pieced together techniques from artifacts and occasional input from powerful Sith spirits, learning how to use ancient Sith amulets, project massive and destructive Sith illusions, and wield Sith sorcery. Female members of the Krath Cult were called Death Witches.[1] Like their founders, Krath cultists generally had significant skill in mental illusion. Commonly, they also demonstrated aptitude in the handling and use of dark side artifacts, such as Sith talismans and alchemical weapons. The Tetan Royal Protectors were an elite Krath group working as bodyguards to the cult's leaders, Aleema and Satal Keto.

Krath Death Witch was a female practitioner of the dark side of the Force who was a member of the Sith-society known as the Krath.

The Lost Tribe of Sith was a marginal Sith Order that formed on the remote planet Kesh. It was founded in 5000 BBY after the warship Omen, carrying members of Sith Lord Naga Sadow's Sith Empire, was ambushed, knocked off-course, and forced to crash-land on the world. The Tribe quickly dominated the native Keshiri species, who believed the newcomers to be their gods. Sith Captain Yaru Korsin became Grand Lord of the Tribe and of the Keshiri, a title that was passed on to his daughter, Nida, after his death. Isolated from the outer galaxy for years, the Sith built a Temple in the Takara Mountains over the Omen's crash site and moved their headquarters to the capital city Tahv. Although the original Tribe consisted of several members of both the Human and Sith species, Yaru Korsin ordered a purge of all members of the latter in 4985 BBY. Over time, the Sith formed a ruling Circle of Lords, made up of Lords and High Lords, and ruled by the Grand Lord. Although one Jedi Knight, Jelph Marrian, discovered the Sith in 3963 BBY, the destruction of his strikefighter permanently stranded him on the world as well.

Lumiya's Sith was a monastic organization composed of loosely connected Force-sensitive individuals who adhered to the basic tenets of Sith ideology and the ways of the dark side of the Force. When the Order of the Sith Lords collapsed with the deaths of Darth Sidious and Darth Vader in 4 ABY, Lumiya sought to preserve the Sith legacy, and thus declared herself Dark Lady of the Sith. But due to the Rule of Two, an ancient diktat that allowed the existence of two Sith Lords at any given time, Lumiya's training was far too limited and inadequate for her to be considered a true Sith Master.

Malevolence (cult)

Mecrosa Order

New Empire

New Reborn

New Sith

Ninûshwodzakut (which meant "Knotters of Entrails" in Sith) were a group of Kissai whose role was to create Sithspawns through alchemy and manipulated breeding.

Odionate

One Sith

Order of the Sith Lords

Prophets of the Dark Side

Reborn Master

Red Faction

Sadow'een

Sisters of Seelah

Sith

Sith (species)

Sith armada

Sith Council (Brotherhood of Darkness)

Sith mineralogical corps

Sith Order (Sith Empire)

Sith/Canon

Sorcerers of Tund were a largely reclusive, secretive group of an ancient order of Sith sorcerers notable for their concealing outfits. The Sorcerers were highly skilled in deception, illusions, and shapeshifting. They rarely ventured off Tund, and were known to be driven mad by their explorations of the Force.

Tetan Elite

The Crucible

The Menagerie

Tomb Dwellers

Sith Triumvirate

Unifier

Sith had crimson-hue skin, lighter red for children, pink as adult, sharp fierce predatory profiles and features all over their body, bone spurs protruding from under their skin, like elbows. cheek tendrils that hung down from their high cheekbones. cranial horns, pointed teeth, simian mouths below their small nose, glowing yellow eyes, covered by cartilaginous eyebrow-stalks. long bony chins or less prominent chins that receded from their mouth. 3 clw=awed digits on each hand and 3 on each foot, 2 forward and 1 backword. left handed,

The cheek tendrils on the jowls of Sith that descended from their cheekbones displayed different expressions amongst their species through twitching and other movements. For example, slight curling of the tendrils showed that the particular Sith was of a rejuvenated attitude, while stroking of the right tendril was an expression of thoughtfulness.[16] Also, quivering of the tendrils could show signs of anger, as well as a questioning expression when coupled with raising of the eyebrow–stalks. The Sith—specifically the Massassi subspecies—also had very keen senses relative to those of Humans, particularly their hearing, despite their small ears.

Hybridization

After their arrival in Sith space after the Hundred-Year Darkness, Human Dark Jedi began to interbreed with the Sith. For nearly two thousand years, superstition, loyalty and sympathy were bred out as the two groups interbred, and qualities such as cunning, ambition and affinity to the Force were favored, which shaped Sith society over the centuries. In the Sith Empire, as time progressed pure-blooded Sith were steadily bred out,[5] resulting in only a few pure-blooded Sith left in the Sith Empire by the time of the Great Hyperspace War.[14] Long after, the true species in the Empire were believed to have gone extinct due to the interbreeding process.[24]

Characteristics shown would be determined depending on how much Dark Jedi or Sith blood an individual possessed due to interbreeding. By the time of the Great Hyperspace War in 5000 BBY, the majority of the Sith within the Empire displayed mainly Sith traits. It was common for the Sith of this age, especially half–breeds (like Ludo Kressh and Marka Ragnos to have four digits on each of their hands. Although there was at least one who showed more than average Dark Jedi traits like Naga Sadow—who had among the purest Jedi lineage, with minimal Sith blood.[26] Sadow showed many Human features, including five digits on his hands and feet, as well as the absence of bone spurs and eyebrow-stalks. However, he maintained qualities of the Sith species such as cheek tendrils (albeit shorter than those of purer Sith lineage),[21] and red skilks.

However, some such as the hybrid Sith Purebloods in the Great Galactic War showed even more dilute Sith characteristics than the likes of Sadow. One such example was Exal Kressh, who only expressed Sith traits such as red skin, glowing yellow eyes, and Force-sensitivity. All other features such as cheek tendrils or eyebrow-ridges were not present,[29] though some other members did show other features shared with the original species. Some members even expressed more features than the actual Sith species showed; like the presence of extra pairs of cheek tendrils. In fact, the Sith Purebloods were thought to be very different from the original Sith species as a whole, and to be a Pureblood required that one had retained enough traits shared with the original species to be visually clear in their appearance.[23] Elderly Purebloods showed signs of old–age through their skin developing deep wrinkles, paling and mottling with dark brown age spots. Aged Purebloods also tended to have withered tendrils.[3] Unlike their ancestors, Sith Purebloods did not exist as an entirely Force sensitive race, though it was extremely rare to find members unable to manipulate the Force.

The extremes of hybridization were shown in an individual named Ebya T'dell, who was part of the Lost Tribe of Sith around 4985 BBY. Though considered Human, she had unusually pink skin and high cheekbones, which were considered to be signs of apparent Sith species ancestry. Further still, many of the so-called Human crew of Omen in the Lost Tribe had had some degree of interbreeding with the Sith species,[16] though they showed no morphology to suggest it[33]—their Force-sensitivity was the only known feature they retained from the interbreeding.[13] After 2000 years deformities seen in the Lost Tribe were associated as being related to the Red Sith originally in the Lost Tribe,[21] and even in 44 ABY it was deemed possible for Lost Tribe descendants to still have traces of Sith DNA.[24]

The certain Dark Jedi traits inherited from the Dark Jedi–Sith interbreeding Post–Hundred-Year Darkness were selected for by some individuals,[17] claiming that they were the strongest because of it.[35] However, others were not supporters of this blood over Sith bloodlines;[25] some being proud of their Sith traits and lineage,[1] as well as despising any other species[10] and their inclusion in the Sith Empire. From the view of the Red Sith, none other than themselves should be considered Sith.[16]

Vitiate, known for the vast majority of his life as simply the Sith Emperor and known to his Eternal Empire as Valkorion, was a Dark Lord of the Sith who reconstituted the Sith Empire after its destruction in the Great Hyperspace War and went on to rule it for over 1300 years. To the people of the Eternal Empire over which he ruled in his later life, he was His Glorious Majesty, Slayer of Izax, Immortal Master and Protector of Zakuul—their Immortal Emperor. Born in 5113 BBY as Tenebrae, the illegitimate Sith son of Lord Dramath of Medriaas and a poor farm woman, the child who eventually became the Emperor killed his own father at the age of ten and was granted the title of Lord Vitiate by the then–Dark Lord Marka Ragnos three years later

apperance- black eyes, red skin, sith

Exal Kressh was a Sith female who was apprenticed to the Sith Emperor of the resurgent Sith Empire during the early years of the Great Galactic War. A descendant of the Sith Lord Ludo Kressh,

apperance-black hair, yellow eyes dark side, red skin, sith hybrid.

Vodal Kressh was a Dark Lord of the Sith who lived hundreds of years before the Cold War. A descendant of Ludo Kressh, Vodal rebelled against the Sith Emperor and fled to the planet Athiss which would become his final resting place. Even after his death and burial, many of his rebellious servants remained on the planet and their descendants occupied Vodal Kressh's tomb until they were wiped out by a strike team during the Cold War.

Marka Ragnos was a male half-breed Dark Lord of the Sith who lived during the time of the first Sith Empire, born long before 5100 BBY, and, around that same year, dueled Sith Lord Simus for the title of Dark Lord of the Sith and control of the Sith Empire. Ragnos defeated Simus, who was beheaded in the battle with the other aspiring Dark Lord. Ragnos lived for over a hundred years, growing in power, pitting his adversaries against each other and ensuring that there were no threats to his throne. Following his death shortly before the Great Hyperspace War, two powerful Sith Lords, Naga Sadow and Ludo Kressh, fought each other to occupy his throne; Ragnos' spirit appeared before them and proclaimed that only the most worthy should succeed him.

apperance-black eyes, sith human hybrid

Elcho Kressh, also known as Kressh the Younger, was the son of the Sith Lord Ludo Kressh. The senior Kressh began to fear for his son's safety as his rival, Naga Sadow, levied for the Sith Empire to wage the Great Hyperspace War against the Galactic Republic. To this end, Kressh designed a device to protect his young son from all harm, allowing him to only be touched should he will it.

apperance- sith hybrid

Ludo Kressh was a male Sith Lord in the years leading up to and during the Great Hyperspace War, and was also the father of Kressh the Younger. Descended from a mixed ancestry of Dark Jedi and members of the Sith species, Ludo Kressh rose to be a powerful Sith Lord, all the while clashing with his greatest rival, fellow Sith Lord Naga Sadow.

apperance- 1.88 meters, brown hair, red eyes, light red skin, sith hybrid

Naga Sadow, also known as Darth Naga Sadow, was a male Sith Lord and renowned dark side magician during the days of the first Sith Empire. Sadow had ancestors among both Humans and the Sith species of the planet Ziost. He rose to prominence in the final days of the Sith Golden Age, when Marka Ragnos, the reigning Dark Lord of the Sith, passed away, leaving the mantle of Dark Lord vacant. During Ragnos' funeral, Sadow engaged in a duel with rival Sith Lord Ludo Kressh for Ragnos' title,

apperance-1.88 meters, brown hair, green eyes, red skin, sith human hybrid.

Freedon Nadd was an Old Republic Jedi prodigy whose conscious decision to embrace the dark side of the Force had a significant impact on galactic events for many generations after his death. Nadd's career began as a student in training on the planet Ossus, but a lust for greater power caused him to slay his Master, Matta Tremayne, and renounce his affiliation with the Jedi Order. He fled Ossus and made his way to the heart of the old Sith Empire, where he gained an enormous wealth of dark side knowledge. He eventually followed the Force to the jungle moon of Yavin 4, where he found and apprenticed himself to the ancient Dark Lord Naga Sadow.

apperance- human, yellow eyes, pallid skin,

Exar Kun was a Jedi Knight who fell to the dark side, assumed the mantle of Dark Lord of the Sith, and waged a destructive war against the Galactic Republic and Jedi Order during the era of the Old Sith Wars. A Human male, Kun was apprenticed to the respected Jedi Master Vodo-Siosk Baas, and in his days as a student he came across forbidden knowledge of the history of the Sith. Extremely confident in his own abilities and naturally quick to anger, Kun was filled with a burning curiosity regarding the Sith, and soon went on his own quest to find out as much as he could. Kun's search led him to the planet Onderon, which had once been ruled by a Sith Lord named Freedon Nadd. With the help of a pair of Nadd's followers, Kun came across Nadd's tomb on Onderon's moon Dxun, and there was confronted with the spirit of the dead Sith himself. Seeing in Kun a potential avenue to regain a physical form, Nadd directed the young Jedi to the ancient Sith homeworld of Korriban.

apperance-1.9 meters, black hair, gray eyes, light skin, human

Ulic Qel-Droma was, during different parts of his life, a Jedi Knight of the Old Republic, a warlord in the Empress Teta star system, and a Dark Lord of the Sith. A Human male native of the planet Alderaan, Ulic and his brother Cay were born to Jedi Master Lien-Tsai Qel-Droma, but trained alongside the Twi'lek Tott Doneeta under Master Arca Jeth on Arkania.

apperance-1.77 meters, brown hair, brown eyes, light skin, human

Aleema Keto was a Human female, the daughter of Lady Magda Keto and niece of the elder Lord Keto, as well as the cousin of Satal Keto. As she progressed down the path of the dark side of the Force, Aleema became a Sith sorceress, gaining proficiency in the arts of Sith magic. She and Satal also co-founded the Krath, a secret dark side society, and together they succeeded in overthrowing the Tetan Monarchy just prior to the Great Sith War.

apperance- black hair, brown eyes, fair skin, human

Lel La of the red mud clan- butsy red head

Ros Lai night sister- butsy grey skin red head.

Rakata- smooth skin, amphibian-like, humanoids that had tall craniums along with eyes that protruded from each of their heads on short stalks. 3 digits hands that were tipped with claws.lean, femals more slender, sharp teeth, gray or gray-brown or reddish-gray or blue or red-stripped or black skin, force sensitive. Droot-referred to a pale blue subspecies of Rakata that lived in the equatorial tidal coves of Lehon. Ikalik referred to a crimson-striped subspecies of Rakata that lived in the black glades of Lehon. Bukesek referred to a black-skinned subspecies of Rakata who lived in the volcanic sands of Lehon.

Zabrak-horns that crowned their heads, peachy white/pure white/yellow/red/tan/brown and black skin, different horn poatterns, hair growth, purple/yellow/red and orange eyes. facial tattoos that were family linage, place of birth, personalitie.second heart, esistance to pain.

Kwa were bipedal, three-meter tall, cobalt-blue-skinned saurians with telepathic abilities. They also had the ability to run at incredible speeds

A Humanoid species, the Taung were a bipedal race of sentient simians. Gray-skinned[2] and yellow-eyed, Taungs were typically tall and strong. On average, Taungs reached a height of two meters, and weighed around ninety-five kilograms. Physically, Taungs were extremely resilient, and could endure hardships many other species were unable to. Their five fingers were tipped with sharp claws, and bony ridges adorned the top of their skulls. Taung lifespans were known to reach and occasionally exceed eighty-five years. Considered children until the age of six, Taung attained adulthood when they turned thirteen, passed through middle age between the years of forty-six and sixty-four, and were viewed as elderly beyond the age of sixty-five. Galactic historical records document no known instances of Taungs with a sensitivity to the Force.

Sith had crimson-hue skin, lighter red for children, pink as adult, sharp fierce predatory profiles and features all over their body, bone spurs protruding from under their skin, like elbows. cheek tendrils that hung down from their high cheekbones. cranial horns, pointed teeth, simian mouths below their small nose, glowing yellow eyes, covered by cartilaginous eyebrow-stalks. long bony chins or less prominent chins that receded from their mouth. 3 clw=awed digits on each hand and 3 on each foot, 2 forward and 1 backword. left handed,

The cheek tendrils on the jowls of Sith that descended from their cheekbones displayed different expressions amongst their species through twitching and other movements. For example, slight curling of the tendrils showed that the particular Sith was of a rejuvenated attitude, while stroking of the right tendril was an expression of thoughtfulness.[16] Also, quivering of the tendrils could show signs of anger, as well as a questioning expression when coupled with raising of the eyebrow–stalks. The Sith—specifically the Massassi subspecies—also had very keen senses relative to those of Humans, particularly their hearing, despite their small ears.

Hybridization

After their arrival in Sith space after the Hundred-Year Darkness, Human Dark Jedi began to interbreed with the Sith. For nearly two thousand years, superstition, loyalty and sympathy were bred out as the two groups interbred, and qualities such as cunning, ambition and affinity to the Force were favored, which shaped Sith society over the centuries. In the Sith Empire, as time progressed pure-blooded Sith were steadily bred out,[5] resulting in only a few pure-blooded Sith left in the Sith Empire by the time of the Great Hyperspace War.[14] Long after, the true species in the Empire were believed to have gone extinct due to the interbreeding process.[24]

Characteristics shown would be determined depending on how much Dark Jedi or Sith blood an individual possessed due to interbreeding. By the time of the Great Hyperspace War in 5000 BBY, the majority of the Sith within the Empire displayed mainly Sith traits. It was common for the Sith of this age, especially half–breeds (like Ludo Kressh and Marka Ragnos to have four digits on each of their hands. Although there was at least one who showed more than average Dark Jedi traits like Naga Sadow—who had among the purest Jedi lineage, with minimal Sith blood.[26] Sadow showed many Human features, including five digits on his hands and feet, as well as the absence of bone spurs and eyebrow-stalks. However, he maintained qualities of the Sith species such as cheek tendrils (albeit shorter than those of purer Sith lineage),[21] and red skilks.

However, some such as the hybrid Sith Purebloods in the Great Galactic War showed even more dilute Sith characteristics than the likes of Sadow. One such example was Exal Kressh, who only expressed Sith traits such as red skin, glowing yellow eyes, and Force-sensitivity. All other features such as cheek tendrils or eyebrow-ridges were not present,[29] though some other members did show other features shared with the original species. Some members even expressed more features than the actual Sith species showed; like the presence of extra pairs of cheek tendrils. In fact, the Sith Purebloods were thought to be very different from the original Sith species as a whole, and to be a Pureblood required that one had retained enough traits shared with the original species to be visually clear in their appearance.[23] Elderly Purebloods showed signs of old–age through their skin developing deep wrinkles, paling and mottling with dark brown age spots. Aged Purebloods also tended to have withered tendrils.[3] Unlike their ancestors, Sith Purebloods did not exist as an entirely Force sensitive race, though it was extremely rare to find members unable to manipulate the Force.

The extremes of hybridization were shown in an individual named Ebya T'dell, who was part of the Lost Tribe of Sith around 4985 BBY. Though considered Human, she had unusually pink skin and high cheekbones, which were considered to be signs of apparent Sith species ancestry. Further still, many of the so-called Human crew of Omen in the Lost Tribe had had some degree of interbreeding with the Sith species,[16] though they showed no morphology to suggest it[33]—their Force-sensitivity was the only known feature they retained from the interbreeding.[13] After 2000 years deformities seen in the Lost Tribe were associated as being related to the Red Sith originally in the Lost Tribe,[21] and even in 44 ABY it was deemed possible for Lost Tribe descendants to still have traces of Sith DNA.[24]

The certain Dark Jedi traits inherited from the Dark Jedi–Sith interbreeding Post–Hundred-Year Darkness were selected for by some individuals,[17] claiming that they were the strongest because of it.[35] However, others were not supporters of this blood over Sith bloodlines;[25] some being proud of their Sith traits and lineage,[1] as well as despising any other species[10] and their inclusion in the Sith Empire. From the view of the Red Sith, none other than themselves should be considered Sith.[16]

The Kwi were large, bipedal lizards with powerful hind legs and tiny forelimbs. They had light blue flesh[1] covered in cobalt-blue scales.[2] The scales located at the top of their skulls had an iridescence that tended to be almost lavender in hue. The face of a Kwi featured two bloodred eyes, a mouth full of black teeth shaped like spades and a long, black tongue. Thanks to their conformation, they could race at incredible speed. To put themselves into a running position, the Kwi would lower their heads and lift their tails out straight behind them to act as a counterbalance.[1] An average member of the Kwi species was three meters tall and four meters long.[2]

Gree-The homeworld of the Gree species—an ancient race of six-tentacled cephalopods—Gree

Sharu-Average height 1.7 meters Hair color White

Columi- This highly evolved bipedal species were easily recognizable due to their large cranial cavities. They typically stood 1.75 meters tall, their hairless, noseless heads taking up a third of this height. Another notable feature was their immense black lidless eyes with worm-like veins on their temples. However, their mental evolution had an impact on their physical bodies with their physiques deteriorated. As a result, their boneless arms and legs became appendages that no longer were able to support their own body weight. This was even the case when in their natural low-gravity environment of their homeworld. Thus, their bodies became simply repositories for their lungs, hearts and other invaluable bodily organs. This evolutionary trend also resulted in their vital organs being drawn up towards their cranial activity.[1]

Modern age Columi were highly specialized organisms with their brains containing four cerebrums and over one hundred lobes with each being dedicated to an independent function. Beyond their brains, the other organ that had developed in importance amongst their kind was their eyes, which were the only link between their highly evolved brains and the world around them. These developed more than being simply photoreceptors as they were able to see all the wavelengths in the electromagnetic spectrum. This had resulted in them being able to "hear" through their eyes by detecting and analyzing the frequency of sound or radio waves. This increased development of their visual senses had led to a loss in other organs with them losing their sense of smell, and holding only a vague sense of touch.[1]

Killiks-As a species, Killiks varied greatly in size, form and function though all shared a similar genetic code. Killiks were a genetically diverse population of intelligent insects with their society being composed of hives that were known as nests. Each nest had its members sharing the same physical characteristics. In addition, they possessed the ability to communicate through each other through a variety of means that included pheromones, electromagnetic transmissions and also long distance telepathy.[2] This pheremonal telepathic connection allowed Killiks to communicate with one another.[3] This aura-based form of communication made use of multiple methods that included heat, electrical, magnetic and probably chemical. Killik pheromones had an added impact on other species as they were able to alter the basic structure of the corpus callosum. These changes allowed Joiners to receive signal impulses directly from the brains of Killiks. The transfer agent was believed to be made through auras.[1] The Killiks were social insects and came in several different types—membrosia givers, warriors, attendants, and the deadly assassin bugs. Some Killiks were as large as starships whilst others such as fingerlings were as small as mites.[4] Force-sensitivity was found in some types of Killiks.[3] Though the species as a whole was not Force-sensitive, certain types of Killik could be bred to use the Force in simple ways.

The species possessed a strong chitinous exoskeleton that was glossy and greenish with their carcasses capable of surviving thousands of years of erosion as seen by the colonists of Alderaan.[5] The exoskeleton also contained a number of spiracles which served as their way of breathing. This system was capable of being poisoned by the use of insecticide grenades which forcibly closed the spiracles, resulting in the Killik's death. Whilst Killiks were difficult to take alive, a special neutralizer agent was capable of allowing the creature to become docile and submissive.[4] Typically, these Human-sized hive creatures had four arms with each ending in a powerful three-fingered claw. In addition, they stood on two stout legs that appeared to be capable of leaping great distances.[5] All Killiks started as small larvae. After that, their size could vary, though a hive was usually one size.

It was noted that the majority of the Killik race were females with a few males who only left when a new nest needed to be made. Furthermore, a single Killik was able to lay a thousand eggs in a month, with those eggs turning into battle-ready nymphs within a year and by two years time, the survivors were capable of laying their own eggs. This gave them a high reproductive rate, allowing them to create millions of their kind in a short frame of time, as long as there were adequate resources. The Kind were not born, but rather when an egg was dropped a chrysalis was spun that led to a metamorphosis into adulthood.[1]

As most Killiks were female, the males were only needed for reproduction, with little else needed of them. They were only birthed in great numbers in order to help seed a new nest. A breeding female, on the other hand, had a more important role, as they laid a thousand eggs per month which in turn hatched into larvae that grew into work-ready nymphs in under a year

One ruler or a small group of leaders have the real power in authoritarian political systems. Authoritarian governments may hold elections and they may have contact with their citizens, but citizens do not have any voice in how they are ruled.

Magocratic-magocracy, only those with skill and power in arcane magic (wizards learn arcane magic through study and practice, while sorcerers have the innate ability to use arcane magic) have a voice in government. Thus, power is limited to the few who have the education (and in such societies, wealth is often needed for an education), or magical heritage.

theocratic-Theocracy was a system of government run by religious leaders and based on religious fundamentals. The planet Nazzri, home to the Nazzar species, was ruled by a theocratic oligarchy during the time leading up to the Great Sith War. The Yuuzhan Vong empire was a theocracy. Those involved in the Anti-Sith conspiracy saw the Galactic Empire as a Sith theocracy beneath Palpatine and Darth Vader. Later, during Operation Shadow Hand, the cloned Palpatine intended to turn the Empire into a dark-side theocracy in fact.

Totalitarian-

oligarchy was a system of government in which a typically small group of elite had control over the populace

monarchy was a type of government with a monarch, usually a king or a queen. A monarch would usually exercise a degree of authority. Monarchies could be hereditary or elected. Monarchies varied in size and scope from small tribal groups with chieftains to planetary governments and even galaxy-spanning empires. Most monarchical systems were limited monarchies and had powers reserved, though this was not always the case. Some monarchies were autocratic in nature, such as the Galactic Empire after the Imperial Senate was disbanded by Palpatine.

Galactic empire- darth sidious,

Formed from Galactic Republic Remnants of the Confederacy of Independent Systems Date established 19 BBY (16:5:23)[3] Date fragmented 4 ABY after the first death of Palpatine (39:3)[6] 9 ABY after the death of Thrawn (44:8:27) 11 ABY after the final death of Palpatine[2] Date reorganized 4 ABY as Zsinj's Empire; the Eriadu Authority; the Empire Reborn; Imperial Core; X1's faction; and Pentastar Alignment 5 ABY as Trioculus' Empire c. 8 ABY as part of Thrawn's Empire 10 ABY as the Dark Empire 11 ABY as the Crimson Empire 12 ABY as the Imperial Remnant Date dissolved 12 ABY Era(s) Rise of the Empire era Rebellion era New Republic era one and half million member worlds, 6-9 million colonies. protectorates and puppet states spread through out the galaxy, from deep core to wild space.

Emperor Palpatine sent Grand Admiral Thrawn on a mission to bring the rule of the Empire to the Unknown Regions. The Grand Admiral set up a command post at a fortress on Nirauan and from there brought the rule of the Empire to the uncharted regions of the galaxy, creating the Empire of the Hand.

The original name of the Empire's capital world was Coruscant; however, it was renamed Imperial Center by the Empire. Few outside the Empire's government used this name, and upon the capture of the planet by the New Republic, the name "Coruscant" was readopted.

After the Battle of Endor, large sections of the galaxy threw off Imperial occupation and became Republic members, and by 6.5 ABY the Empire ruled barely 50% of its former territory. Imperial warlords comprised most of the lost territory, with the Republic still relatively in its infancy. By the fall of Coruscant, Warlord Zsinj alone had control of almost one third of the Empire's former territory.

By 9 ABY, the Empire had consolidated its hold of a quarter of the Galaxy, while the war effort progressed under Grand Admiral Thrawn. Under the Chiss Grand Admiral, the Empire's territory nearly doubled in less than a year, nearly seeing the death of the Republic.[58] After Thrawn's death, the Empire had little time to consolidate these holdings and the Empire lost many of them to a resurgent Republic.

During Operation Shadow Hand, the Emperor would unite the warlords and the mainstream forces and consume well over half of the Galaxy. After the Emperor's death, the Republic took back their holdings with surprising speed, and the remaining Imperial forces fled into the Deep Core. The Republic remained weakened by the efforts of Thrawn and the reborn Emperor, and the warlords and Moffs consolidated fortress worlds across a third of the galaxy.

After the Reunification by Daala, and the establishment of the Imperial Remnant, the Imperial fleet took over the remnants of the Pentastar Alignment, a breakaway warlord fiefdom. They then pushed coreward against the Republic. Later, Daala would lead a second offensive against the Core worlds themselves from the Deep Core. Eventually, the Empire under Admiral Gilad Pellaeon held a meager of only eight sectors by 19 ABY.

sith or old sith empire- naga sadow and lord vitiate Type of government Magocratic/theocratic empire astronomy- contained 120 worlds, in the sith space surrounded by the stygian caldera. Formed from Exiles Sith Date established 6900 BBY Date fragmented 5000 BBY Date dissolved 5000 BBY Date restored 4980 BBY as the resurrected Sith Empire

Exar Kun siths empire- Type of government Magocratic theocratic empire astronaml- 59 worlds that was spread across the galaxy from the deep core to outer rim. Formed from Krath Date established 3997 BBY Date dissolved 3996 BBY

Raven and Malak's sith empire- Authoritarian Magocratic/Theocratic Empire astrography- had a third of the known galaxy. Formed from Revanchists Galactic Republic Remnants of Exar Kun's Sith Empire Date established 3959 BBY Date fragmented 3955 BBY Date dissolved 3950 BBY Era(s) Old Republic era

Sith triumvirate- sith traya, nihilus and sion astography- 5 worlds

revitalized sith empire- darth vitiate or emperor Type of government Magocratic theocratic empire astrography- unknown worlds and some known worlds. Formed from Original Sith Empire Date established 4980 BBY Date dissolved Prior to 2000 BBY Era(s) Old Republic era

Darth Krayt's Galactic Empire-Type of government Empire Totalitarian Magocratic Theocracy many of the territories of the Galactic Alliance were absorbed into the Empire, even the old Alliance stronghold of Mon Calamari Formed from Fel Empire Date established 130 ABY Date dissolved 138 ABY Era(s) Legacy era

Infinite Empire- Rakata, had 500 worlds likend to them all over the galaxy.

Sith Empire or Old Sith Empire- Naga Sadow and then later Lord Vitiate or Emperor.

Goverment- the sith lords had their own army and tried to take control.

Politics-there were factions where other sith would form around specific sith lords.

Military-Navy-

These included frigates, such as the DerriphanHYPERLINK "file://wiki/Derriphan-class_battleship"-class battleship, smaller attack craft such as the Blade starfighter, Sith drop ship, Sith escort gunship, and Sith starfighter, as well as non-combat craft such as the Sith personnel carrier, and the Sith shuttle. The Sith also crafted semi-sentient spaceships called Sith Meditation Spheres that were capable of independent action, even the training of apprentices.

Ground-

mostly massassi warriors that served as shock troopers armed with lanvarok and war swords. elite warbots, slayer droids and sentriels for droids. Chrysalide, sith war behemoths, sith warbirds, sith war rhinos, sith war worms and silooth. they were used as mounts for heavy weaponry and artillery.

astronomy- contained 120 worlds, in the sith space surrounded by the stygian caldera.

Formed from Exiles Sith Date established 6900 BBY Date fragmented 5000 BBY Date dissolved 5000 BBY Date restored 4980 BBY as the resurrected Sith Empire

Exar Kun's sith empire

Military-Navy-

Supremacy-class attack ships, warships, Tetan Assault Ships, CX-133 Chaos fighters, Flying Decks, Mandalorian starships (Kyramud-type battleships, Shaadlar-type troopships, Davaab-type starfighters) and Republic warships stolen from the assaulted shipyards.

Ground-

well-trained soldiers and fighters, including Tetan shock troopers, Krath troops, Mandalorian Crusaders, Massassi soldiers, Sith Marauders, Sith Acolytes, Dark Jedi, Mecrosa Order assassins, and other Darksiders. There were also brainwashed followers, who participated in suicide missions, known as (Chaos troopers). The Empire deployed also battle droids like Krath war droids, designed to fight the Jedi, and Basilisk war droids, produced and used by the Mandalorians. The creatures (silans, terentateks, giant wyrms) were also common in the armed forces of the Empire.

Sith sorcery was a powerful military tool of the Empire. Sith amulets, large-scale illusions, swords, spellbooks and holocrons sometimes decided the outcome of a duel or battle. The Sith utilized also superweapons - notable examples were the Dark Reaper and Corsair.

Economy-

The Brotherhood of the Sith, desiring to restore the traditions of the Golden Age of the Sith, planned to build the economic strength of their Sith Empire on the basis of slavery. Just like the ancient Sith Lords, they believed that extensive use of slave labor, is one of many factors that gives the Empire a military and economic advantage. It can be assumed that some other species, besides the Massassi, were transformed into "willing" slaves by Sith magic, which could even corrupt powerful Force-users.

The Krath, whose leadership descended from the Tetan Monarchy, had the strongest and most developed economy. After the Great Hyperspace War, Empress Teta system experienced vigorous economic development. It was well known in the galaxy as being a prominent producer of carbonite, a mined ore that was an integral component in the manufacture of starship parts, most notably hyperdrive engines. The Carbonite Guild, a powerful and influential mining conglomerate associated with the Mining Guild and sharing rule over the system with the Tetan royalty, oversaw the production of this metal alloy. The system had also its own shipbuilding industry with Koros Spaceworks being the main Tetan starship manufacturer. After the violent coup, the Krath not only seized military and governmental control of the Empress Teta system, but also took control of the most important state-owned companies, using all their assets and resources to fund their military expansion in the galaxy. Being a Sith inspired cult, they legalized slavery and launched numerous military slave raids. It should be noted that some of Tetan technology was outdated and needed updates, which were eventually introduced by Ulic Qel-Droma.

Mandalorian Crusaders implemented a centrally planned economy. It was structured around clans, who administered land the way they pleased, but were obliged to gear all materials and resources towards war production, when general economic mobilization for war was announced by their warlord, Mandalore. Mandalorian daily life was defined by conquests, so they exploited conquered worlds and species, though they respected alien technology and employed it to design new machines and weapons of war.

The Mecrosa Order was sponsored by House Mecetti, a coalition of noble families that ruled the Mecetti Province, thus controlling the entire Leozi Route and a portion of Procopian Shipping Lane. House Mecetti, tainted by the dark side, sought to realize their imperialistic ambitions in the Tapani sector and establish a true Mecetti Empire. Disposing of the leaders of some rival houses and absorbing their territories, Mecetti were very close to achieve their goals. Though they maintained an isolationist policy, they decided to financially contribute to Kun's Empire in order to further weaken the Galactic Republic. For example, Sith Lords were granted tax-free holdings on the world Nyssa, where there was an ancient castle of the Mecrosa Order.

Revan and Malak's sith empire-

Politics-

A single governor, often a Dark Jedi, would be posted on each world and housed within an embassy which would contain a security force large enough to keep the planet under control. The Sith fleet was often on the move which allowed even the Dark Lord of the Sith to command from the front lines. All of these structures were designed to expedite the support and deployment of the Empire's military forces, rather than to provide a sedate governing body such as the Galactic Republic.

Militay-navy-

InterdictorHYPERLINK "file://wiki/Interdictor-class_cruiser"-class cruisers such as the Leviathan were among the finest vessels of the time period.

CenturionHYPERLINK "file://wiki/Centurion-class_battlecruiser"-class battlecruisers exemplified by the Ravager

DerriphanHYPERLINK "file://wiki/Derriphan-class_battleship"-class battleships

Sith fighters were a hybrid of Republic and Rakatan technologies mass produced by the Star Forge.

KT-400 military droid carriers

HeraldHYPERLINK "file://wiki/Herald-class_shuttle"-class shuttles

army-

Dark Lord of the Sith was the leader.

Shadow Hand was the second-in-command of the Dark Lord.

Sith Lords were the leading force of the Sith right under the Dark Lord.

Sith Acolytes and Sith apprentices were the trainees of the Lords and were mainly stationed on the Star Forge and the Temple of the Ancients.

Sith officers were the commanders of the Sith's ground and space forces.

Sith troopers served as the backbone and main fighting force of the Sith military.

Dark Jedi were Jedi that had fallen to the dark side and supported the Sith's main forces.

Sith assassins were used exclusively to hunt, capture, or kill Jedi.

Various forms of battle droids were mass produced by the Star Forge for attack and defense purposes. Known variants included the following:

Sentinel droids were known battle droid series used by the Sith Empire.

Mark IV assault droids were quadrupedal battle droids which were often used to guard their military bases.

Sith triumvirate- sith traya, nihilus and sion

military-

utilized the same weapons and technology as Revan's Sith Empire. Since it was a remnant of said Empire, its military was virtually the same, using InterdictorHYPERLINK "file://wiki/Interdictor-class_cruiser"-class cruisers and Sith fighters in the navy, Sith troopers, war droids and Dark Jedi in the army. However, the structuring and classification systems of the Sith and Dark Jedi were different. The Triumvirate used Sith Marauders, Warriors, and Assassins almost exclusively, utilizing each for a unique purpose not found in Revan's technologically powered Empire.

revitalized sith empire- darth vitiate or emperor

government-

magocratic totalitarian government. At the head of the Empire sat the Sith Emperor. The Dark Council served as an advisory board and ensured the smooth running of the Empire. The Dark Council served as a combined executive, legislative, and judicial branch of the government. Each of the 12 councilors were responsible for individual areas of the Empire called Spheres of Influence. A sphere would either have one of the three ministries report to it, or would have a bureaucracy under it to ensure its functions. A few spheres also had specific agencies that reported to it, separate from the ministries. These organizations included the Imperial Diplomatic Service and the Imperial Conquest Consolidation Corps. The three ministries served as the central pillars of the Sith Empire's rule and oversaw the majority of the Imperial government's operations. Each minister reported to a Sith Lord on the Dark Council or in some cases, to several./l"

The Ministry of War was one of the three ministries of the Sith Empire's government, and it was charged with overseeing the armed forces of the Empire. The Imperial Navy's fleet deployments, repairs, maintenance, and starfighter squadrons were all arranged and organized by the Ministry of War, and the Ministry also oversaw the Imperial Army: deployments, combat tactics, strategy, security, Special Forces operations, black ops missions, and the Imperial Reclamation Service were all under the control of the Ministry. The Ministry was headed by the Minister of War, who answered to three Dark Councilors: the heads of the Defense, Military Offense, and Military Strategy spheres. Beneath the Minister were the Moffs, who served as governors and military leaders who oversaw wide regions of Imperial space, and a strict chain of command was maintained to ensure the military discipline and efficiency that the Empire prided itself on.

The Ministry of Intelligence answered to the Sphere of Imperial Intelligence. Headed by the Minister of Intelligence, the Ministry was responsible for providing information and sowing disinformation as necessary. The largest organ of the Ministry was Imperial Intelligence. It served as the Empire's primary covert intelligence and counter intelligence service. Its day-to-day operations were headed by the Keeper who also ran Imperial Intelligence's Operations Division. Under Keeper were Watchers, charged with running field agents, Ciphers, the top tier of field agents, Fixers, technical agents, and the Minders, the internal security and secret police force. A second apparatus of the Ministry of Intelligence was the Outreach Bureau. The Bureau's purpose was to inform citizens of the daily news of the galaxy. More often than not, the Bureau reported facts as suited the Empire and produced copious amounts of propaganda praising the Empire and casting the Republic as evil.

The ministry was controlled by the Minister of Logistics who technically answered to the Sphere of Production and Logistics though he would also at times report to other councilors such as the Sphere of Defense of the Empire if it referred to a military issue. Though seen by some as the lowest of the Ministries, it was also the most vital. The ministry provided calculations to fend off enemy troops, logistical necessities of fleets and ground forces, and financial concerns of a war. The Ministry was additionally charged with the smooth running of the economy. Industries are nationalized and the Ministry manages the factories who produce the weapons for the Empire's war machine. Along with this are agricultural worlds that are used for the food supplies of the Imperial military. The Ministry also supervised the Empire's slave labor and makes adjustments where necessary to complete building projects and run various industries. Added to this, the ministry runs the Empire's civilian transportation and trade network ensuring the transit of goods in the Empire.

military-

The Imperial Army was the ground forces of the Sith Empire, and the soldiers of the Empire typically wore black and red colored armor and carried blaster rifles into combat. Ground forces begin live-fire exercises in the jungles of Dromund Kaas within weeks of their enlistment into the military, and even those non-combatants in the military were trained in the use of basic weapons, survival skills, and first aid. The Army also made use of Imperial crawler tanks, walkers, and a number of models of war droids. Imperial heavy troopers were issued full-body black armor crafted from duraplast, with colored markings signifying their unit or special assignments. Their leg armor was specially designed to preserve mobility and to protect from shrapnel, and while their belt housed extra ammunition and grenades for easy access, the armor's bracers housed environmental and targeting controls, and the readouts on the suit's chest provided medical diagnostics for treating soldiers who were wounded in their armor. Imperial soldiers typically wore about a hundred pounds of armor, and most soldiers carried rifles, sidearms, grenades, and five days of rations. The typical service period for an Imperial soldier was twenty-five to thirty years.

Imperial Army rank structure was as follows: Private, Specialist, Corporal, Sergeant, Ensign, Lieutenant, Captain, Major, Colonel, and finally General. A fire team typically consisted of two or three soldiers, while a squad ranged from five to ten, and a platoon from fifty to a hundred soldiers. Companies could range from a hundred to three hundred troopers, and a battalion, which was typically commanded by a major, consisted of 700-1,500. Colonels commanded brigades, which ranged from 5,000-7,500 soldiers, and the largest standard unit was a division, which ranged from 20,000-40,000 soldiers. A larger unit designated an "Assault Group" or "Operations Group" could be formed from over 40,000 soldiers, which were placed under the command of a Moff or high-ranking Sith Lord for specific assignments and then broken up after the completion of the mission.

The Imperial Navy was the naval branch of the Imperial Military, and was overseen by the Ministry of War alongside the Army. Imperial Navy ranks adhered to the following structure: Private, Specialists, Corporal, Petty Officer, Ensign, Lieutenant, Captain, Group Captain, Commodore, and Admiral. The primary vessel of the Navy was the HarrowerHYPERLINK "file://wiki/Harrower-class_dreadnought"-class dreadnought, a massive dreadnaught produced by Taerab Starship Manufacturing and measuring approximately 800 meters in length, that required a crew of 2,400 and carried a troop complement of 7,300. The Harrower-class was supported by the smaller TerminusHYPERLINK "file://wiki/Terminus-class_destroyer"-class destroyer, which was operated by 520 crewman and carried only 285 troops, and the even smaller GageHYPERLINK "file://wiki/Gage-class_transport"-class transport. The two main shuttles used by the Sith Empire were the Imperial Shuttle and the Imperial assault shuttle. The Navy deployed a number of starfighters—the Mark VI SupremacyHYPERLINK "file://wiki/Mark_VI_Supremacy-class_starfighter"-class starfighter and its numerous advanced models were the standard starfighter of the Navy, and they made use of B28 ExtinctionHYPERLINK "file://wiki/B28_Extinction-class_bomber"-class bombers as well as a variety of transports, assault craft, shuttles, and cruisers.

Galactic empire- darth sidious

government-Constitution Imperial Charter Head of state Galactic Emperor/Dark Lord of the Sith Head of government High Moff Commander-in-chief Grand Admiral Fist De-facto leader Voice/Regent Executive branch Moff High Council Sith Lords Legislative branch Moff High Council

Executive branch

While Palpatine was Emperor, the executive branch consisted of the Imperial Ruling Council, a group of Imperial Advisors, who ran both the day-to-day activities and the will of Palpatine for the Empire. The real power below the Emperor and his Advisors was in the hands of the Grand Moffs, Moffs, and other regional governors who were eventually granted direct control of their regions.

This exercise of power was backed up by the use of state terrorism in the form of the Tarkin Doctrine, named for Grand Moff Wilhuff Tarkin. The doctrine threatened force rather than the use of force to control dissent; the Ghorman Massacre was an example. The justification for the Tarkin Doctrine was the excessive cost and impracticality of the use of pure terror in the form of billions upon billions of troops and warships to maintain order.

The instrument of enforcing the doctrine was the Imperial Military, which included the stormtroopers and large fleets of intimidating capital ships like the Star Destroyers of the Imperial Navy and the All Terrain Armored Transports of the Imperial Army, all of which were intended in part to spread fear as well as destroy the enemy. This policy reached its zenith with the construction of the world-destroying Death Star.

Because of Palpatine's status as the Empire's Commander-in-Chief, the Imperial Military honored Palpatine's arrival with hundreds of soldiers as well as a parade of TIE fighters.

Other governmental ministries and agencies were placed under direct control of the Grand Vizier and Imperial Advisors (Imperial Ruling Council), while under constant surveillance from both COMPNOR and the ISB.

Legislative branch

After the formation of the Galactic Empire, the Galactic Senate was reorganized into the Imperial Senate. But unlike its predecessor, which had held both legislative and executive power, the Imperial Senate held only legislative power (and even much of that authority was radically marginalized) by orders of the Senate Constitution. The Senate could still enact laws as well as advise the Emperor; it also had nominal oversight of the Imperial bureaucracy, and could work on the Imperial budget. However, the Emperor could issue Imperial decrees, without debates or Senatorial overrides, and could both call and dismiss the Senate at will. The Senate was practically powerless and eventually was dissolved by Emperor Palpatine to remove the last constitutional limit to his power. After its suspension, the vacancy left behind was filled by COMPNOR's Select Committee.

It was succeeded as the Imperial legislature by various councils, most composed of Moffs: the Central Committee of Grand Moffs, the Interim Ruling Council, and finally, the Council of Moffs.

Judicial branch

Due to the centralization of government power into the executive branch under the Galactic Empire, it seems likely that the Supreme Court and other Regional Courts were disbanded at some point, presumably before the Senate's dissolution in 0 BBY. Instead, the Imperial criminal justice system was headed by a Procurator of Justice. The Procurator of Justice was charged with prosecuting political prisoners and administering sentences on entire worlds.

Other Imperial organizations

To strengthen his hold on power, Palpatine created various organizations that were loyal to him. Foremost, among those organizations were COMPNOR, Imperial Security Bureau, Imperial Intelligence, the Inquisitorius, and the Dark Side Adepts. Palpatine also had the Emperor's Hands, special assassins that did his bidding. One notable Emperor's Hand was Mara Jade, who, ironically, after the death of Palpatine, would go on to fall in love with and marry Luke Skywalker and would become a member of the Jedi High Council.

Palpatine allowed these organizations and their leaders to build up power bases of their own. Palpatine encouraged this system, often giving overlapping responsibilities. This made administration of the Empire less efficient, but benefited Palpatine by ensuring that he continued to be the source of all political power in the Empire.

Economy

The Galactic Empire had a very complex and diverse economy. Following the Clone Wars, the Empire started a process of stabilization and expansion of the economy. While the Imperial Period saw some increases in state control and centralization of economic procedures, it had little effect on the galactic economy, as witnessed in the virtual non-existence of inflation. The Empire did nationalize some corporate entities, though such actions were mainly reserved for those companies that were part of or supported the Confederacy of Independent Systems, and later those who favored and aided the Rebellion. The Empire did assume direct control over some of the spoils of war from the Separatists, but most of the assets were given over to loyalist companies such as Kuat Drive Yards, Sienar Systems, TaggeCo., and Merr-Sonn.[47]HYPERLINK "/l"HYPERLINK \l "HYPERLINK "/l"[48] Unless acting in opposition to its interests, the Empire largely left loyal companies alone and even expanded the Corporate Sector to encompass 30,000 star systems.[49] In return for the support given to the Corporate Sector Authority, the Empire would collect a yearly stipend of 3% of the total gross product, 9% of all material, and 20% of all strategic rare elements coming out of the Corporate Sector.

However, Imperial control of the economy appeared to be dramatically expanding by the Rebellion era. By the time of 0BBY, the Empire was taking over all commerce in the central systems of the galaxy, and Biggs Darklighter considered that the Empire would soon seize control of land and work in the outer regions, notably Tatooine reducing people to "tenants slaving for the...Empire".

The Empire also dedicated its vast economic resources and quintillions of credits to expand the Imperial Military and to fund new scientific developments in a wide variety of fields.[51] This military buildup would eventually result in the Imperial Navy fielding millions of starships, the Imperial Army being comprised of tens of trillions of soldiers, and the creation of a vast force of stormtroopers.

The Imperialization of the Trade Federation by the Galactic Empire created a void filled by smugglers to address strong demand for shipping created by the Imperial controls. Smugglers flourished in the Imperial era as independent operators or as part of larger organizations like those of Jorj Car'das, Quelev Tapper, Talon Karrde, or Booster Terrik.

After the fracturing of the Empire at the Battle of Endor, many different currencies came into existence, and exchange rates fluctuated wildly. At that time, the credit was backed by the immense wealth of the planet Muunilinst.

Military

The Imperial Military was the military arm of the Galactic Empire. Consisting of predominantly the Imperial Army and the Imperial Navy, it was responsible for carrying out military operations throughout the galaxy, as well as maintaining order on Imperial member worlds, governorships, colonies, and protectorates. Since the Empire's New Order was based on fear of force, the Imperial Military formed a very important part of the Imperial government. Even so, the fleet would prove somewhat insubordinate, and a tension between the Coruscant government and the fleet admirals existed throughout this period, creating the need for the Imperial Security Bureau to install political officers throughout the military as minders.

During the early years of the Empire, most stormtroopers were clones from the Clone Wars. However, later recruited Humans joined their ranks. Those Humans recruited would be trained mainly at Carida and were subject to the most rigorous training that the Empire could offer. During the rule of Grand Admiral Thrawn, stormtroopers were again cloned and used as the bulk of the Imperial force.

The Rakata (also known as the Builders), were a humanoid species with distinctive amphibian features. They were a technologically advanced race that developed early in galactic history, even developing some early hyperdrive technology. Long term use of the dark side of the Force corrupted their society and turned them into a race of merciless warriors. The Rakata used their potent Force-powered technologies to conquer and enslave every other species they came across throughout their known galaxy. During the reign of their Infinite Empire, they were characterized by their cruelty, savagery, and arrogance. They were known to strip entire planets of their resources, terraform worlds to fit their own shifting needs, kill entire slave workforces, and to eat and defile the bodies of slain enemies.

History

Rise of the Rakata

The Rakata species originated on the planet Lehon, a temperate terrestrial world in the Unknown Regions.[9]HYPERLINK \l "[10] Many years before 36,453 BBY, the Kwa—a Force-sensitive reptilian species from the planet Dathomir—arrived on Lehon, the homeworld of the Rakata species, via their Infinity Gate technology that allowed the Kwa to travel instantaneously across the galaxy. As they had done on many worlds before, the Kwa became the Rakata's benefactors, teaching them about the Force and giving them advanced technology. Around this time, the Celestials, themselves the backers of the Kwa and then the dominant galactic power, also made the Rakata one of their slave races.[11] However, the Kwa were horrified to realize that Rakata were a cannibalistic race that ignored the Kwa teachings of balance, drawing only on the dark side of the Force. Pairing their aggression and desire for conquest with the Kwa technology, the Rakata expanded out from Lehon and began to conquer other worlds in the Unknown Regions.[12] The establishment of their Infinite Empire saw it being centered around their homeworld of Lehon, and they used Force-based hyperdrives to travel to worlds with strong Force signatures.[7]

The Infinite Empire, as the Rakata called themselves, targeted worlds that were rich with the Force, which they conquered and then enslaved their populations. The Rakata developed technology that allowed them to induce fear and hatred in Force-sensitive beings, and they used the Force-sensitives slaves among the populations they conquered to fuel their warships and technology by placing them in machines that converted the slaves' dark side emotions into energy. Desiring the Kwa's Infinity Gate technology, they turned on their benefactors when the Kwa refused—and in the resultant battle on Lehon, many Kwa died holding off the Rakatan warriors so that they could destroy the gate on Lehon.[12]

Though the exact circumstances of the Infinite Empire's rise to dominance were lost by 0 BBY, Pre-Republic specialists like Doctor Insmot Bowen generally accepted that the Rakata made war upon the Celestials and fought to exterminate them. Building an enormous space station known as the Star Forge over the star Abo in the Lehon system—a factory powered by the dark side that produced warships and technology for the empire—the Rakata spread out over the Unknown Regions and into the eastern galaxy by 35,000 BBY.[1]

Some hypotheses over the hyperspace turbulence west of the Galactic Core that later stopped Republic exploration of the Unknown Regions claimed that it was created by the Celetials in an effort to hold back the upstart Rakata. However, despite the best efforts of the Celestials, in time, their influence declined at the hands of the Rakata. The ancient grimoires of the Gree Enclave recorded that the Rakata, whom they identified as the "Soul Hunters", unleashed curses on the Celestials, which they called the "Gray Swallowing" and the "Faceless Mouths", and further referred to them as the "Hollowers of Beings" and the "Eaters of Worlds". By 33,600 BBY, the Celestials had vanished from the galaxy and the Infinite Empire had taken center stage.\l "

The Infinite Empire

At its zenith, the Infinite Empire linked over five hundred[13] Force-rich worlds all across the galaxy. Their extensive civilization was spread across countless star systems and was much larger than later-era empires.[14] Through the use of dark side-fueled technologies such as Force-powered hyperdrive, the Builders' Infinite Empire dominated known space for thousands of years. Many of the most prominent worlds of the galaxy were included in this empire, such as, Corellia, Honoghr, Generis, Hijarna, Xo, and Dantooine falling under their dominion. However, their hyperdrives could only visit worlds possessing strong force signatures, resulting in huge voids in between their conquered worlds. The haphazard nature of their empire allowed for numerous other civilizations to flourish, and loose confederacies of other civilizations managed to develop in the spaces between Rakatan worlds through the use of dangerous as well as unpredictable hyperdrive technology.[10]

Being a war-like and cruel race, the great danger posed by the Rakata was the fact that they were strong in the Force along with being technologically advanced. They were known to enslave or wipe out every civilization they encountered.[15] They were also known to have had been both cruel and manipulative masters of those they enslaved.[10] At its height, the Empire's population numbered ten billion Rakatan warriors and one trillion slaves. Among its conquests were the Selkath of Manaan, Wookiees of Kashyyyk, Kumumgah of Tatooine, Noghri of Honoghr, Humans of Coruscant, and the natives of the Corellian sector.[16]HYPERLINK \l "[17] By transporting these slave species to new worlds, the Rakata were believed to have inadvertently seeded swaths of the galaxy with sentient life.[16]HYPERLINK \l "[17] Furthermore, they made use of Coruscanti workers and Corellian slaves to create weapons of colossal scale.[7] On Mygeeto millennia ago, beautiful crystal formations were shaped by slaves of the Infinite Empire to commemorate a long-forgotten victory.[18] At its peak, nearly five hundred conquered worlds paid tribute to the Rakata Infinite Empire.[15]

The forest world of Kashyyyk was one world captured by the Empire, and the Rakata installed a terraforming computer on the planet to manipulate Kashyyyk's wroshyr trees. However, the computer lost contact with the Rakata in 33,598 BBY, and over two hundred years later it malfunctioned, causing a hyper-acceleration in the growth of the wroshyrs.[1] When the Rakata encountered Dathomir, the homeworld of the Kwa, they brutally subjugated the world[19] in revenge for the Kwa's destruction of their Infinity Gates across the galaxy,[12] and as a result the Kwa eventually devolved into the simpleminded Kwi lizards.[20] According to the beliefs of the Nightsisters, the usage of the Kwa Infinity Gates created unnatural voids and wounds to Dathomir that saw the Spirits call the Infinite Empire to the planet. Their arrival decimated the Kwa who were transformed into an animal state by the action of the Spirits.[21]

Intrigued by the enormous rancors native to Dathomir, the Infinite Empire transported a number of them back to Lehon as curiosities, and they also succeeded in driving the Gree—another spacefaring species at the time—all the way back to their home cluster.[19] The Infinite Empire introduced a rancor to the planet Gamorr, where it became a mythological creature in the culture of the native Gamorreans.[22] The Infinite Empire turned the planet Belsavis into a prison world, using stasis technology to entomb monsters, warlords, and other powerful entities.[23] The first prisoner of Belsavis—and the reason the prison was constructed—was the World Razer, a mysterious being whose hunger supposedly consumed a thousand worlds. According to inscriptions in the Tomb, which was the Galactic Republic's term for the primary Rakatan prison complex, it took the entire Infinite Empire to subdue the World Razer.[24]

At some unknown point, the Infinite Empire came under threat from a marauding horde of aliens known as the Esh-kha. These aliens raided world after world where they destroyed their inhabitants before continuing their campaign. Such actions led to the loss of several Rakatan slave worlds to the Esh-kha before the Infinite Empire assembled its military might to challenge this threat. The Rakata hated the Esh-kha and referred to them as a plague on the galaxy due to their actions. The resultant conflict engulfed the entire galaxy and led to the near extinction of the Esh-kha. Only a hundred thousand survivors lived by the time the Infinite Empire won the war with these remaining Esh-kha being imprisoned on Belsavis where they were placed in stasis. The technology preserved the species but left them conscious with the Rakata believing that such a punishment would teach the Esh-kha the error of their ways. The reputation of the Esh-kha led to the Infinite Empire even imprisoning Hallow Voice and his peaceful Esh-kha followers on Belsavis. The great victory achieved by the Infinite Empire led to the Rakata creating a monument on the planet Hoth that contained an interactive hologram that spoke of their victory over the Esh-kha.[5]

During their period of expansion, the Rakata encountered the Sith species of Korriban. At first, the Rakata were wary and they pretended to ally themselves with the warlord Adas, going so far as to show him how to construct the pyramidal Sith holocron. In time, however, Adas learned that the invaders were bent on conquest.[25] Unifying the Sith, King Adas led a revolt against the Rakata invaders and subsequently acquired their technology as well as that of Holocrons.[26] When the two species went to war, he managed to lead the Sith to victory and drive the Rakata from Korriban, but at the expense of his life.[25] Though defeated, the Rakata had devastated Korriban that led to the Sith's relocation to Ziost.[26] The actions of the Infinite Empire led to the Sith truly embracing the dark side and their conflict split the pureblooded Sith into forming a splinter cult that became convinced by their interactions with the Rakata that all sentient species were Force-sensitive.[27] At some unknown point, a Rakata called Soa formed his own empire that was based at Korriban that served as his throne. However, the Infinite Empire later imprisoned him in the Eternity Vault on Belsavis where he became known as the Infernal One.[5]

The height of the Rakata was reached around 25,793 BBY, when their Infinite Empire had reached its zenith.[8] By that time, they had meddled in the ecosystems of many of the worlds under their reign ranging from Kashyyyk to Tatooine[10] and Vagar Praxut.[7] The surface of Kashyyyk was specifically terraformed by the Rakata for agricultural purposes.[1] In contrast, worlds such as Duro and Morseer were stripped bare during the height of the Infinite Empire.[7] At some point, they took control over the planet Byss that became their stronghold for exploring the forbidden reaches of the Deep Core.[28] It was here that they would discover a powerful world deep in the Core that was thought impossible to reach.

Encountering the Je'daii

At the Infinite Empire's peak, the Rakata used slaves trained as Force Hounds. They were beings trained in the dark side meant to locate planets strong in the Force. Such was the case of Tatooine, located by Xesh, the servant of Predor Tul'kar. In this time the Force Hound Trill claimed to have detected a world incredibly strong in the Force, but that it was impossible to reach from the twisting lanes caused by the black holes and stars. Xesh was sent to reach this planet by Predor Skal'nas. Tython was an isolated planet with a population of trained Force-sensitives calling themselves Je'daii. The Je'daii strove to balance their actions between dark and light, lest they ignite massive Force Storms across the entire planet. Xesh made it to Tython, but his dark presence shifted the balance of the planet, causing an intense planet-wide storm. This storm both alerted the Je'daii and damaged the ship, resulting in its crash and destruction on Tython. The servant of the Rakata was the lone survivor and immediately was confronted by Je'daii.

Collapse

After generations of galactic supremacy, the Infinite Empire began to fracture and by circa 25,200 BBY the Rakatan empire imploded.[26] Constant tensions between internal factions suddenly erupted into a devastating civil war caused by the Star Forge's corrupting influence. Already weakened by warfare, the Builders were suddenly struck by a deadly plague that spread rapidly through their ranks[16]HYPERLINK \l "[17] and decimated the species.[26] It was later theorized that the disease was created by a slave species because it had only infected the Builders themselves. The virulent plague nearly exterminated the Rakata and brought the Infinite Empire to its knees, yet the worst was yet to come.[16]HYPERLINK \l "[17] The Rakata suddenly and inexplicably began to lose their connection to the Force. Worse, they were unable to uncover the source of their failing sensitivity. Rakatan scientists came up with numerous speculative hypotheses to explain their worsening condition, but in the end, all of their theories proved incorrect.[16] In time, it would be revealed that a mysterious mutation in the plague had caused it to strip the Builders of their powers.[17]

Thus, the rapid expansion of the Rakata came to an abrupt end when this strange plague swept through their species. Millions died as a result and those that survived had lost their connection to the Force.[15] As the Force users were culled from the overall population at an ever increasing rate, the Rakata lost their ability to manipulate their own technology. Soon, they were forced to rely on inferior devices that were not dependent on the Force. Sensing weakness, slave species rebelled in large-scale insurrections on many member worlds and stemmed the total collapse of the Infinite Empire in 25,200 BBY.[16]HYPERLINK \l "[17] As a result of this vulnerability, the Rakata were unable to suppress the massive outbreak of violent slave rebellions and uprisings against their rule.[15] The nearly decimated Rakata could do nothing but abandon their conquests and retreat to the safety of their homeworld of Lehon.[16]HYPERLINK \l "[17] Some Rakata castoffs survived the fall of the Infinite Empire in the Tion Cluster as late as 25,100 BBY, allowing Tion Humans access to their Force-sensitive technology.

The loss of the Force combined with facing near extinction led to the Rakata retreating to their homeworld.[29] By this point, the Lehon system was protected by a disruptor field that could disable any incoming ship's communications and navigational systems. The field, operated from the summit of a Temple on the surface of Lehon, was originally constructed to protect the Star Forge, but it was now used to protect the Rakata themselves.[16] On their homeworld, Rakatan civilization rapidly faded into obscurity and barbarism.[16]HYPERLINK \l "[17] On Lehon, a few thousand Rakata survivors seemingly represented all that remained of the Infinite Empire who remained on their hidden homeworld where they descended into barbarity.[15] Their infighting amongst themselves brought the remains of their civilization to even further ruin. After the global war ended, all that remained were a number of barbaric tribes. These savage Rakata dominated their isolated homeworld for the next twenty thousand years. Some of the tribes lived contently alone deep within the jungles whilst others aggressively expanded and conquered the other tribes in an effort to unite the world under a single warlord. However, each time this occurred, a revolt would erupt among the sub-tribes and the cycle of conquest repeated itself again and again.[29] Warlords devastated the surface of the planet with weapons of mass destruction and the majority of the Rakata were forced to flee underground. Years later, when the Rakata resurfaced, they called themselves Black Rakata, such as The One and his people. Only the descendants of the Priest Caste, the Elders tribe, remained on the surface protected by their ancient temples and enclaves. They were called Red Rakata by the other Rakata tribes. They alone would retain full knowledge of the potent technology and turbulent history of their species.[16]HYPERLINK \l "[17]

In the following centuries, the Builders were purposely erased from the records of their slave subjects and the Infinite Empire slipped from the pages of galactic history.[16]HYPERLINK \l "[17] In time, the liberated worlds destroyed the Rakata's creations and records where all trace and knowledge of them being wiped from the greater galaxy.[15] A number of Rakata tribes in the Unknown Regions were known to have stolen whatever they were capable of carrying from the storehouses of the idle Star Forge before fleeing in advance of the nuclear war that emerged between the warrior and priest classes. These refugees would later settle a region of space that became known as the Rakatan Archipelago.[7] A small group of Rakata remained on the prison world of Belsavis where they created an artificial intelligence called the Mother Machine which created entire species in a desperate attempt at recreating the lost Rakatan Force-sensitivity.[10] With the collapse of the Rakata Empire, reverse engineering began on the Rakatan hyperdrives which led to a second wave of colonization that enveloped a small patch of the Core.[10] In 12,293 BBY, an expedition to Tandun III led by Doctor Beramsh encountered a planet that was studded with ruins of ancient population centers. Beramash posited that these structures were built by the Rakata.

Technology

Ancient Rakata relied upon Force-powered technology to conquer many worlds. The Rakata's rise to power was fueled by a range of advanced devices that married the Force to high technology. Amongst these wonders of their forebears were planetary disruptor fields, builder droids and skipships. They were considered to be one of a dozen ancient races that had developed self-aware automata. In fact, the Infinite Empire did not see the Force and technology as being concepts at odds with one another. They were known to have built self-aware machines powered in part by Force energies. It was recorded that the Rakata had at some point used mechano-organic technology elements that was infused with the dark side. Their prison facility on Belsavis made use of teleportation technology that allowed a quick means of transportation from one site to another. In addition, they developed a form of stasis technology that left individuals immobile though conscious of events and preserved them for centuries, a technology they used as a means of imprisonment. Furthermore, they were able to generate massive power cores as seen on Belsavis that drew energy from hyperspace and, if overloaded, were capable of destroying an entire star system with the effects spreading to nearby systems. The Builders were rumored to have been one of the first species to develop energy shields and were credited with the invention of the earliest form of the interstellar hyperdrive. The Rakatan drive, however, was a severely limited device due to the fact that it relied on the Force itself to function. It was only capable of perceiving and traveling to worlds with a significant Force signature (i.e., a high degree of native life). As such, the number of worlds under the Rakata's thumb was limited, though diverse, and far flung.

Star Maps were placed on conquered worlds as a lasting monument to the power and scope of the Infinite Empire. Like many Rakatan technologies, the Star Maps were self-sustaining and capable of regeneration. Terraforming machines were also frequently used to modify a conquered world's climate, geology, flora, and fauna to meet the Builder's needs. In so doing, the Rakata transformed entire worlds and greatly influenced the development of native species. Temples were built on several worlds, such as Honoghr, Dantooine, and Lehon. The purpose of some of these temples was to house the Star Maps. The purpose of the Honoghr temple was unknown. One of the Rakata's most interesting inventions was a "mind prison", a peculiar box that trapped the mind of its victim. The only way for a prisoner to escape (a flaw discovered by a Rakata imprisoned for an exceptionally long time) was to take over the body of the next being to foolishly open the box. Revan very nearly suffered this fate after playing with one such device, but after winning a game of riddles with the Rakatan captive, he was released. Unfortunately, he could not figure out how to save the prisoner from bondage without imprisoning a replacement.

A virtually endless stream of supplies was needed to expedite the expansion of the Rakatan empire. This led to the creation of their greatest achievement that was needed to build anything its creators desired. To this end, the Rakata created the Star Forge in 30,000 BBY. The Star Forge was the centerpiece of the Rakatan empire and the most advanced of their technological innovations. It was a massive space station fueled by the Lehon system's star and built for the mass production of war hardware. It alone was capable of meeting the entire Empire's demand for starships and war droid construction, yet such efficiency came at a terrible price. The Star Forge was, in part, powered by the dark side of the Force and was, therefore, highly corruptive. Rakatan scientists and engineers allowed the Star Forge to have access to a near-limitless supplies of energy because they believed that they could control it, but they were wrong. As a semi-living entity, the Star Forge gorged on dark side energies and with time, it began to feed itself by manipulating its own creators. Later historians grew to believe that the Rakata had not invented the hyperdrive, but had taken it from the technology of the Celestials who had predated their Empire by several millennia.

The Kwa were an ancient species native to the Outer Rim world of Dathomir that built the Infinity Gates and Star Temples during the Pre-Republic era.[2] The Infinity Gates were permanent structures capable of enabling near instant travel between interstellar locations and were housed within the Star Temples.

History

The Kwa originated on the Outer Rim world of Dathomir and developed into a galactic power hundreds of thousands of years before the Galactic Republic. They developed the Infinity Gates which enabled near-instant travel between various interstellar locations.[2] However, they could also operate as superweapons since they were modeled on a Celestial concept. These were housed within vast pyramidal structures known as the Star Temples.[1] This technology enabled them to carve up a regional empire known as the Kwa Holdings.[1]

Through their Infinity Gates, the Kwa arrived on the planet Lehon where they encountered the primitive Rakata. During this encounter, they sensed that the native species were strong Force-sensitives and they uplifted them as the Kwa had done so many other worlds. This saw the Rakata gaining knowledge of the Force and they were also given advanced technology. In time, the Kwa discovered that they had made a grievous mistake as they did not understand the true dark nature of the Rakata who lived to conquer and destroy.[3] Around 100,000 BBY, they encountered the Gree Empire, leading to border disputes between them.[1] With the advent of the Rakatan Infinite Empire, the species began to lose their influence on galactic politics.[1]

In time, the Rakata came to desire the Infinity Gates of their former benefactors which was a secret the Kwa refused to share with them. This led to a war between the two races where the Kwa fought their former proteges on Lehon itself in order to destroy the Infinity Gate on the planet. Afterwards, the Kwa began to either destroy or disable the gates on other worlds whilst they retreated from Rakatan aggression. In time, the Kwa would retreat back to their homeworld of Dathomir though some remained on worlds such as Tython.[3] After sealing the Infinity Gates and Star Temples, they set guardians to protect the Temples—giant wuffa worms with thick hides and an impressive turn of speed.[2] Though the Infinite Empire wiped out the rest of the Kwa around the galaxy,[1] the original inhabitants of Dathomir eventually evolved—or rather degenerated—into the Kwi.[2]

Millennia later, many of the Kwa's descendants were slaughtered by the Nightsisters when the witches discovered the Gate. The surviving Kwi fled into the desert where they would form tribes, including the Blue Desert People and the Blue Mountain People.

The Kwi were the degenerated descendants of the saurian KwaDathomir's first sentient inhabitants.

Behavior and intelligence

Being the degenerate descendants of the sentient Kwa, the Kwi did not have the ability to use an articulated language. However, they could still communicate through various types of noise. For example, a honking noise could be used by a Kwi to call others. When travelling in herds across the plains, individuals running on the perimeter of the group would snort and grunt to issue instructions. If those leading reptiles issued contented grunts, the herd would stay on its current course, but if they snorted two or three times on one side of the group, the herd would veer away.[1] The Kwi could also communicate with certain members of other species, provided that those possessed psychic abilities matching the Kwi's.[2]

History

In 31 BBY, many Kwi were slaughtered by the Nightsisters during their attempt to access the secrets of the Infinity Gate.

The remaining Kwi disappeared into the deserts and would form tribes including the Blue Desert People and the Blue Mountain People, as well as the Rhoa Kwi. The Kwi also migrated every dawn and every dusk.[1]

During the Galactic Civil War, Geonosian bio-engineers at the Geonosian Bio-Lab on Yavin 4 experimented with mutated Kwis.[3] In 8 ABY, Luke Skywalker and Isolder encountered a group of Kwi who aided them before returning to their simple existence in the desert.[1] In 23 ABY, while onboard the Off Chance, Tenel Ka and Luke Skywalker saw the Blue Mountain People herd migrating in the dawn light.

The Witches of Dathomir of the light side apparently respected the Kwi. The offer of a Kwi to let someone ride them was an opportunity the Witches considered to be a rare honor

Gree was a planet located within the Gree Enclave, a small region in the Veragi sector of the Outer Rim Territories. It was the homeworld of the Gree species, a race of six-tentacled cephalopods who, despite having an advanced form of technology, allowed their society to fall into ruin when they began prizing an individual's mastery of their advanced devices over improving them or creating new ones. As the Operator caste became more powerful within Gree society, they guarded the secrets of operating and manipulating their devices, sometimes dying before they could pass the knowledge on to their apprentices.

Gree served as the capital of the Enclave and was considered to be the cultural center of Gree society, revered by all members of the species as a sacred place. By the time of the Galactic Empire, Gree had fallen into ruin following the near-collapse of Gree society. Only one major city remained, and the rest of the planet was a virtual wasteland covered in barren plains and abandoned ruins. Little was known of the planet to other species; the Gree restricted visitors to the world, with individuals only being permitted onto the world at the behest of the planetary grand council.

History

Gree society reached its apex[4] more than 30,000 years before the Galactic Civil War.[5] The planet Gree was held in high regard by the Gree, who—regardless of whether or not they had visited the planet—considered it a sacred and revered place. As the home planet of their civilization, it was at the center of Gree culture. Non-Gree visitors to the planet were extremely rare, and had to be specially invited by the planet's grand council. This usually occurred when conducting large-scale business with off-worlders on Asation—the gateway world to the Gree Enclave—was undesirable or unacceptable to the Gree themselves.[1] Some time before 3643 BBY,[6] the Gree Enclave was discovered by a scout, Captain Marrix, leading to first contact between the Gree and the Galactic Republic. Marrix was respected by the Gree, and was allowed to visit their homeworld on a single occasion.[1]

By the time of the Galactic Civil War, the history of Gree, and its native species, was a mystery, even to the Gree themselves. Scholars believed that the Gree species evolved on Gree thousands of years before the Galactic Civil War, and their civilization had slid into ruin before the formation of the Galactic Republic. It was rumored that the predecessor to Imperial Consul-General Skalus was permitted to visit the planet when he negotiated the annexation of Asation into the Empire. Those visitors who were permitted onto the planet conducted scholarly, diplomatic, or trade negotiations.[1]

Inhabitants

The planet was inhabited by the Gree, and was the species' homeworld. Non-Gree were not allowed to immigrate to the planet, and off-world visitors were a rarity. The Gree were one of the oldest races that evolved in the galaxy, mastering hyperspace flight before many species had even entered their industrial ages. During this time, they developed a unique form of technology based around the process of material synthesis. Devices constructed by the Gree were individually unique, and emitted musical notes as they were activated—in effect, requiring the operator to "play" the device. Each device was attuned to Gree physiology, requiring the use of six tentacles to operate properly. The technology became the cornerstone of Gree society, and was employed throughout the Enclave.[1]

Originally, the Gree employed a caste system consisting of four professions: the Crafters who produced new devices; the Researchers who designed new devices; the Operators who manipulated and used the devices; and the Administrators who acted as the Gree government. Over time, however, the Gree began focusing on the artistry of actually operating the devices rather than attempting to improve them, or create new ones. As the Gree decided that their technology had reached its apex, the Crafter and Researcher castes, no longer deemed necessary to society, died out. The Operators became more influential in Gree society, with more and more power ceded to them by the Administrators. As masters—those Gree capable of activating and maintaining the Gree devices—died without passing on their expertise, the knowledge to operate many devices was lost. Without the Crafter and Researcher castes, the Gree gradually lost the ability to create and repair their technology as devices failed. By the time of the Galactic Empire, the Gree civilization was a shadow of its former self; although they had access to advanced technological devices, they had no idea how to improve upon them or repair them. Maintenance of the existing devices were of paramount importance to the Gree, and masters from the Operator caste dominated Gree culture and society due to their ability to operate the remaining devices.[1]

Locations

The Gree capital was the only inhabited city on the planet during the time of the Empire. Situated on a large plain, the city was a sprawling affair, made up mainly of halls and skyscrapers. Although home to 60 million Gree, much of the city was abandoned, and it had no starport of any kind. Incoming ships were required to land on a flat slab in the center of the city. Advanced Gree technology was common in the city; in some cases surpassing the technological level that was standard on Imperial worlds at the time. However, anachronistic technology that was well under the Imperial standard was also in evidence.[1]

The Celestials, also known as the Architects, were an ancient civilization who were present long before the dawn of the galactic community and even the Rakatan Infinite Empire. Believed to be responsible for a number of large artifacts and anomalous planetary formations and species placements throughout the galaxy, what little was known of the Celestials came from xenoarchaeology. It was theorized by both the Jedi and the Sith alike that the balance between the light and dark sides of the Force was actually under the guidance of the Celestials.

History

Origin

What little was known of the Celestials owed to the permanence of their cosmological constructions.[1] They were considered one of the earliest and most potent cultures of their time that were identified by the colossal objects they had left behind.[2] Their identities were considered largely a mystery due to lack of information on them. Evidence of their works led many to determine that the galaxy was once visited by these stunningly powerful alien architects.[3] Even their appearance was something of a mystery: the Celestials were said to have malleable form,[4] and another theory held that they were a group of discorporate entities who had perhaps merged themselves with the Force thousands of generations earlier and continued to guide the fate of the galaxy ever since. Doctor Insmot Bowen, a pre-Republic specialist, identified a common motif of sinuous patterns - perhaps serpents, tentacles or vines - in the art of ancient civilizations thought to have had contact with the Celestials, ranging from the Ophidian grotesques of Coruscant to similar patterns found on Caulus Tertius and Shatuun.[5] Some held that the Celestials were a higher order of intermediaries whose powers were beyond the understanding of mortal beings.[6]

The origin of the Celestials was unknown: Thuruht, the oldest of the Killik hives, claimed to remember seeing the Ones, a group of Force wielders apparently related to the Celestials, coalescing out of a geyser on an unnamed tropical planet more than a million years before the events of the Clone Wars. It should be noted that the collective memory of a Killik hive does not make distinctions between fact and fiction like the human mind—any individual memory joined to that of the collective, be it mythology, incontestable fact, or the plot of a holodrama, is history to the Killiks.[7]

Nevertheless, by 100,000 BBY, this spectacularly powerful species had dominated the stars and had made contact with a number of other species in various states of advancement. These included the Gree, Kwa, Sharu, Columi, Killiks, Humans, and Taung.[1]HYPERLINK \l "[4]HYPERLINK \l "[8] The Columi retreated from the stars in fear of the Celestials, while the Sharu sought refuge in primitivism: a brief expansion period by the Sharu saw their race push Coreward as far as Aargau. This was believed to have attracted the notice of the Celestials.[1] Their presence was believed to have frightened the Sharu into adopting a forced culture of primitivism,[2]HYPERLINK \l "[4] and it was further speculated that the frightened Sharu buried their cities beneath immense plastic pyramids and drained their intellects in a last-ditch effort at escaping Celestial attention. Similar pyramid designs would later be identified among the Kwa.[5]

The Celestials are known to have conscripted the insectoid Killiks of Alderaan to serve as laborers, and the Killiks were seeded up and down the PerlemianHYPERLINK \l "[1]HYPERLINK \l "[4]HYPERLINK \l "[9] According to the Killiks, a connection was present between the Celestials and the group of Force wielders known as The Ones;[7] it was believed that the Force wielders were descendants of the Celestials.[10] Similarly, the Gree, Kwa, and the Rakata acted as servant races to the Celestials alongside the Killiks. Together, they worked to build astonishing technological projects that ranged from the assembly of star systems to the engineering of hyperspace anomalies.[4]

Architects

The Celestials were known to have created a number of projects that took place near Corellia, Kessel, and other sites in the eastern galactic disc.[9] Notable achievements of this race included assembling the Corellian system,[2] the Vultar system,[2] the Hapes Cluster, the Kathol Rift, and the Maw black-hole cluster.[1]

The Corellian system was highly anomalous: chemical composition of the Corellian planets matched no known model of the formation of stars or planetary discs. Mathematical analysis of the system's planetary orbits indicated they had decayed into near-ellipses from perfectly circular orbits, something that was extremely rare. A further 17 star systems had been identified with similar signatures by 1 BBY.[5] Thus it was generally accepted by researchers that the Corellian system been assembled at some point[2] from pre-existing planets that were brought together by a combination of buried planetary repulsors and hyperspace tractor engines like Centerpoint Station or the Cosmic Turbine.[1] It was believed that the Architects were responsible for seeding the Core Worlds with life and in particular with Humans, though some claimed this was the result of the Rakatan empire.[8] These Architects were held to be responsible for populating the worlds in the Corellian system with Drall, Selonians, and Humans.[2] While the Drall and Selonians were believed to be native to their worlds, it was possible that the Human Corellians were transplanted to their world by the Celestials.[1]

Killiks were believed to have had a hand in the construction of Centerpoint Station, which they called Qolaraloq. In addition, they witnessed the creation of other Celestial wonders such as the Maw and the Vultar system.[9] Killik slaves were also present on Sinkhole Station where they created a pressure seal that was adapted from their own construction techniques that used technology of the station.[11] A suspected Celestial sensory operations complex on Kessel contained planetwide underground machinery tended to by the Bogeys and contained a type of gigantic astronomical observatory detailing the location of gravity wells across the entire galaxy.[12]

Pre-Republic specialists believed the Celestials to also be responsible for the hyperspace disturbance beyond the edge of the galaxy, possibly as a defense against outside interference. They were also believed to be responsible for the chain of hyperspace anomalies west of the Core that bisected the galaxy and prevented travel into the Unknown Regions.[4]HYPERLINK \l "[5] The ancient creature known as the Mnggal-Mnggal claimed to had witnessed the golden age of the Celestials. Speculation holds that the Celestials had crafted the hyperspace anomalies that bisected the galaxy in order to separate and isolate the influence of the predatory creature.[9] Other academic speculation held that this barrier had been created to contain the Rakata.[5] Such was the scale of the Celestials' achievements that Doctor Insmot Bowen was prepared to contemplate the possibility of the entire universe being a Celestial construct.\l "

The Sharu were an ancient humanoid species that built the colossal plastic pyramids on the worlds of the Rafa system and the Mindharp of Sharu. The Mindharp was a strange object that constantly changed form as it shifted through dimensions.

History

While traveling underneath their largest pyramid, Lando Calrissian and Vuffi Raa saw historic wall pictorials which indicated a little of the ancient history of the Sharu, and suggested they were created by a starfish-shaped precursor race. Thus there is implication that Vuffi Raa's progenitors may have been the makers of the Sharu.

Circa 100,000 BBY, the Sharu began to feel threatened by a powerful alien entity, possibly the Celestials. To protect themselves, the Sharu went underground and hid their cities beneath the plastic pyramids. The Sharu created the Mindharp so that when another civilization was able to activate it, the species would know it was safe to come out. They also used crystalline life-orchards to temporarily drain their intelligence, becoming the primitive Toka, or "Broken People". Prior to this event, the Sharu were highly advanced, reaching as far Coreward as Aargau.[1]

They were exploited by the Human colonists as slaves. In 4 BBY, Lando Calrissian discovered the Mindharp. Rafa IV's governor inadvertently activated the Mindharp and its subharmonic emanations started a reversal of the social order in the Rafa system. The Toka were restored into the legendary Sharu and the pyramids crumbled, with strange, new cities emerging. This also created an interdiction field which prevented hyperspace travel into and out of the system for weeks. Many of the Human settlements had also been destroyed, and the surviving settlers fled. Trade with the Rafa system also collapsed overnight.

However, this event brought countless scientists and researchers to the Rafa system. Calrissian was also considered a hero by many for his role in the event. Though the Sharu did not prevent the scientists from doing their work, neither did they cooperate with what they perceived as "lesser sentients". As a result, little is known on Sharu history and technology. Even Emperor Palpatine himself felt threatened enough by the species to install a permanent military garrison in the Rafa system. However, his forces did not make any military move against the Sharu. Later, the New Republic had a five-hundred member research team staffed by the Obroan Institute for Archaeology assigned to research the species.

The Columi were one of the oldest sentient species in the galaxy. They were easily recognized by their large heads (which made up over one-third of their approximately 1.75 meter height) and their vestigial arms and legs.

History

The Columi originally evolved from herbivorous reptiles who roamed the marshes of the low-gravity planet Columus. These early members of the species made use of buoyont bellies which helped them crawl through the marsh on four webbed feet. In time, they eventually evolved to walk on their hind legs which allowed them to pick fruit from the trees. After a few thousand years, they underwent their next evolutionary step where they began laying their eggs in the trees which better protected them from predators. This gradually led to life entirely within the trees themselves where they began to develop hands instead of claws. In addition, they evolved prehensile tails which replaced the heavy caudal appendage which they dragged around when they were quadrupeds. Following a few centuries, they mastered the use of tools that in turn brought a rapid series of evolutionary developments. They lost their tails and gained the capacity to walk in a bipedal stance and marked their rise to true sentience. In time, they began to mine minerals and other raw materials from the bedrocks which they used to construct cities that were constructed high above the trees and mud that were supported by great pylons.[1]

Over the next few thousand years, they evolved rapidly in technological advancement and in their own evolution. They quickly developed a technological civilization and, by 2,000,000 BBYHYPERLINK \l "[1] and again by 100,000 BBY,[1] interstellar spacecraft. The Columi became one of the first species to develop interstellar travel and were the first to send scouts to explore the far corners of the galaxy.[1] However, their early explorations in search of other civilizations led to disappointing results. Every life-bearing planet they discovered, including Coruscant and Duro,[7] was inhabited by people they considered no better than subsentients and barbarians. To make matters worse, the gravity on other planets was much too high for the Columi’s comfort. The disillusioned Columi abandoned space travel, and retreated to Columus to develop in isolation.[1] It was speculated that the Columi followed the example of the Sharu and checked their expansion to avoid the retribution of the Celestials.[8]

Over time, the Columi began to develop their minds and their society to the exclusion of their bodies. While their limbs and torsos shrank and atrophied, their brains expanded. They eventually developed highly sophisticated brains, with four cerebrums and over one hundred lobes. Their eyes became highly acute, able to detect most of the electromagnetic spectrum. However, they lost their senses of smell and taste, and became essentially immobile. Eventually, they became utterly dependent on machines, repulsorlift chairs, and droids for mobility and all other physical tasks. These devices were controlled by radio signals generated by the Columi's brain waves.[1] One such device was the Columi mental hoverpod, a vehicle controlled by mental projection. Eventually, the Columi gained sufficient understanding of non-Columi minds to allow the device to be modified to work with other sentients.[9]

Killiks, who referred to themselves as the Kind,[1] were a sentient insectoid species native to Alderaan. They built large mound-like structures on the plains of both Alderaan and Alsakan. Long before most other species came to these worlds, the Killiks vanished.

History

Early history

The Killiks were an ancient species in the Pre-Republic era who originated from their spawnworld of Alderaan. They were known to have shared the galaxy in these early times with numerous other races such as the Celestials, Gree, Kwa, Sharu, Columi, Taung, and Humans.[6] These original insectoid inhabitants of Alderaan spread across their planet and entered neighboring star systems millennia before the foundation of the Galactic Republic.[7] Prior to 35,000 BBY, the spectacularly powerful Celestials were dominant in the galaxy and conscripted the insectoid Killiks as laborers[2] and exploited them in this role.[6] A period that was dormant in the Killik's hive memory was of the Great Migration where their species departed their homeworld and spread into the stars whilst the remaining remained on Oroboro. Killik slave-laborers were seeded up and down the Perlemian during this time.[6] The Architects, namely the Son and Daughter, were known to have directed the hives and providing them the knowledge to build wonders such as the World Puller, Still Curtain and the Chasm of Forever.[8] It was believed that they had a hand in the construction of Centerpoint Station which they called Qolaraloq and witnessed the birth of other Celestial wonders such as the Maw black-hole cluster along with the Vultar system.[2] The Thuruht hive was noted to have known the reason for the formation of the Corellian system which they referred to as the Five Rocks.[8] Killiks were believed to have held some unknown tie to the Vulagool race who hated and feared the insectoid aliens. Researchers believed that these creatures were perhaps brought to Alderaan millennia ago by the Killiks and driven to the brink of extinction when they were forced to work on the hive mounds. Others, however, claimed that the Vulagool were descendants of Killik Joiners that were mutated and later forced from the nests.[9]

According to the Killiks, an unspecified act by the Kind had led to the Celestials' anger and in response they emptied Oroboro of their number.[1] Killik slaves were also present and involved in the construction of Sinkhole StationHYPERLINK \l "[10] with the Thuruht hive being responsible for the imprisonment of the entity known as Abeloth.[8] By 30,000 BBY, the Celestials' influence had waned which allowed the upstart Rakata to rise into power. During this time, an incursion by Killiks engulfed the planet Korriban but was driven off by the native Sith. By this point, the Killiks vanished from the known galaxy and were relocated to the Unknown Regions which was an act presumed to be attributed to the Celestials.[6] With the absence of the Celestials, the Killiks had abandoned the civilized galaxy where they left nothing behind but their hive mounds on Alderaan along with similar such structures on nearby Alsakan.[2] A theory made by Luke Skywalker claimed that around this era the Killiks had devoured all the resources of their homeworld of Oroboro. Afterwards, they attempted to lay claim to other planets that did belong to them. As a result, the Celestials intervened and drove the Killiks into the Government and Politics

The Sith Empire was a magocratic and theocratic state. Its leader was the Dark Lord of the Sith Exar Kun alongside with his Sith apprentice, another Sith Lord Ulic Qel-Droma, who was his second-in-command, though this Sith Lord was quite independent regarding making political and military decisions. Other positions of power included Emperor/Empress of the Empress Teta system (Ulic Qel-Droma, Aleema Keto), the Krath Council based in Cinnagar (subordinates to the rulers of the Empress Teta system), Mandalore, the supreme leader of the Mandalorian Crusaders and Grand Master of the Mecrosa Order (High Lady Brezwalt III). These officials all led their own organizations in any way that pleased them, but were obliged to obey the orders issued by both Sith Lords.

Just like the Jedi Order protected the Galactic Republic, the Sith Empire had its own state religious body called the Brotherhood of the Sith. It consisted of the Jedi corrupted by Sith magic, fallen Jedi, who joined of their own free will (Dark Jedi) and various Sith Warriors like Sith Marauders. They were supported by the Krath cultists and Mecrosa Order assassins. The predecessor of the Sith Brotherhood was Naddists, a Sith cult ruled by King and Queen of Onderon, which was defeated before the establishment of the Sith Empire.

The spiritual leader of the Empire was the ancient Dark Lord of the Sith Freedon Nadd, who had a big impact, both on the development of the Brotherhood of the Sith and Krath. However, his authority was challenged and he ceased to exist due to the actions of his successor.

The main goal of the Empire was to overthrow the Republic and annihilate the Jedi Order, so its policy was to sow chaos and discord on a high level in the galaxy. Although its leaders based the new Empire on the model of the ancient one and vowed to bring back the traditions of the Golden Age of the Sith, destruction of their enemies was a top priority for them and was more important than gaining new territories like planets and hyperspace routes. While leading their campaigns, nor Krath nor their Mandalorian allies had much interest in maintaining infrastructures or civil order. Therefore the Empire was known for its horrible atrocities, fondness for slavery, genocidal actions and worlds devastation. However its forces managed to conquer some Republic worlds and gain footholds in various parts of the galaxy. The Sith garrisons, under the command of a Sith Lord/Krath commander and composed of Krath soldiers and war droids were tasked with defending conquered and occupied territories.

The Empire used also, though rarely, diplomatic means. The most famous case is this, when it signed a non-aggression pact with the Hutts in the first year of the war.

The factions of the Empire divided responsibilities between each other. The Sith Brotherhood devoted most of its time and effort to fight the Jedi Order and was remembered in the history for planning and executing the methodical killing of famous Jedi Masters, event which came to be known as the Jedi pogrom. The Mecrosa Order produced additional Force-using assassins. The Krath and Mandalorian Crusaders led military campaigns against the Republic mostly separately, but sometimes they took part in joint-military operations, including Battle of Foerost and Battle of Coruscant. Both factions carried on spectacular terrorist raids on Republic shipyards.

Military

The military forces of the Sith Empire was a mix of weapons of war (battleships, Force-powered superweapons), battle droids and organic forces. The commander-in-chief was Exar Kun, who approved strategic attacks. Brotherhood of the Sith, Krath and Mandalorians had their own command structure, but there was a coordinator between them - a fallen Jedi Knight, Ulic Qel-Droma. He was the second Sith Lord and Kun's apprentice, co-ruler of the Empress Teta system, supreme commander of the Krath military forces and honorary master to Mandalore the Indomitable.

The army consisted mainly of well-trained soldiers and fighters, including Tetan shock troopers, Krath troops, Mandalorian Crusaders, Massassi soldiers, Sith Marauders, Sith Acolytes, Dark Jedi, Mecrosa Order assassins, and other Darksiders. There were also brainwashed followers, who participated in suicide missions, known as (Chaos troopers). The Empire deployed also battle droids like Krath war droids, designed to fight the Jedi, and Basilisk war droids, produced and used by the Mandalorians. The creatures (silans, terentateks, giant wyrms) were also common in the armed forces of the Empire.

The fleet boasted Supremacy-class attack ships, warships, Tetan Assault Ships, CX-133 Chaos fighters, Flying Decks, Mandalorian starships (Kyramud-type battleships, Shaadlar-type troopships, Davaab-type starfighters) and Republic warships stolen from the assaulted shipyards.

Sith sorcery was a powerful military tool of the Empire. Sith amulets, large-scale illusions, swords, spellbooks and holocrons sometimes decided the outcome of a duel or battle. The Sith utilized also superweapons - notable examples were the Dark Reaper and Corsair.

Economy

The Sith Empire had a very diverse economy, because its wealth and military power were built by four disparate factions. Exar Kun's Sith Empire was born out of war, so it placed their entire economic, industrial, and scientific capabilities at the service of the war effort.

The Brotherhood of the Sith, desiring to restore the traditions of the Golden Age of the Sith, planned to build the economic strength of their Sith Empire on the basis of slavery. Just like the ancient Sith Lords, they believed that extensive use of slave labor, is one of many factors that gives the Empire a military and economic advantage. It can be assumed that some other species, besides the Massassi, were transformed into "willing" slaves by Sith magic, which could even corrupt powerful Force-users.

The Krath, whose leadership descended from the Tetan Monarchy, had the strongest and most developed economy. After the Great Hyperspace War, Empress Teta system experienced vigorous economic development. It was well known in the galaxy as being a prominent producer of carbonite, a mined ore that was an integral component in the manufacture of starship parts, most notably hyperdrive engines. The Carbonite Guild, a powerful and influential mining conglomerate associated with the Mining Guild and sharing rule over the system with the Tetan royalty, oversaw the production of this metal alloy. The system had also its own shipbuilding industry with Koros Spaceworks being the main Tetan starship manufacturer. After the violent coup, the Krath not only seized military and governmental control of the Empress Teta system, but also took control of the most important state-owned companies, using all their assets and resources to fund their military expansion in the galaxy. Being a Sith inspired cult, they legalized slavery and launched numerous military slave raids. It should be noted that some of Tetan technology was outdated and needed updates, which were eventually introduced by Ulic Qel-Droma.

Mandalorian Crusaders implemented a centrally planned economy. It was structured around clans, who administered land the way they pleased, but were obliged to gear all materials and resources towards war production, when general economic mobilization for war was announced by their warlord, Mandalore. Mandalorian daily life was defined by conquests, so they exploited conquered worlds and species, though they respected alien technology and employed it to design new machines and weapons of war.

The Mecrosa Order was sponsored by House Mecetti, a coalition of noble families that ruled the Mecetti Province, thus controlling the entire Leozi Route and a portion of Procopian Shipping Lane. House Mecetti, tainted by the dark side, sought to realize their imperialistic ambitions in the Tapani sector and establish a true Mecetti Empire. Disposing of the leaders of some rival houses and absorbing their territories, Mecetti were very close to achieve their goals. Though they maintained an isolationist policy, they decided to financially contribute to Kun's Empire in order to further weaken the Galactic Republic. For example, Sith Lords were granted tax-free holdings on the world Nyssa, where there was an ancient castle of the Mecrosa Order.

lived in exile on the planet Sarafur after being driven off of Alsakan.

When Human colonists discovered Alderaan in 27,500 BBY, all they discovered were the empty spires of the long vanished species that once inhabited the world.[12] By this point, the Killiks had long migrated into deep space for unknown reasons. The only evidence of their existence were the empty hive mounds.[7] The colonists arrival on Alderaan discovered a verdant world that was abandoned by this insect species.[6] All trace of this long-vanished alien race was the dirt mounds in the Castle Lands.[13] These empty constructions would ignite the imaginations of artists who created famed works of art that was inspired by the lost Killiks which included the moss painting known as Killik Twilight.[2] It was discovered that each successive generation of Killiks showed degrading levels of technological sophistication. Thus, it seemed that the Alderaanian Killiks had lost their ability to function together as a hive organism with their society descending into chaos. The Alderaanian colonists in turn came to a world that was littered with the debris of the Killik civilization.[5] The pre-Alderaanian colonization history of the planet remained lost except within the hive mind of the insectoid Killiks.[14] Meanwhile, The Colony that had departed into deep space sought out a new homeworld for themselves but were unable to find a suitable planet. This led to the lost kin separating into a thousand nests that went their different paths.[4] These departed Killik nests retreated into the Unknown Regions where they remained on a handful of isolated planets for thirty millennia

Ancient Rakata relied upon Force-powered technology to conquer many worlds. The Rakata's rise to power was fueled by a range of advanced devices that married the Force to high technology. Amongst these wonders of their forebears were planetary disruptor fields, builder droids and skipships. They were considered to be one of a dozen ancient races that had developed self-aware automata. In fact, the Infinite Empire did not see the Force and technology as being concepts at odds with one another. They were known to have built self-aware machines powered in part by Force energies. It was recorded that the Rakata had at some point used mechano-organic technology elements that was infused with the dark side. Their prison facility on Belsavis made use of teleportation technology that allowed a quick means of transportation from one site to another. In addition, they developed a form of stasis technology that left individuals immobile though conscious of events and preserved them for centuries, a technology they used as a means of imprisonment. Furthermore, they were able to generate massive power cores as seen on Belsavis that drew energy from hyperspace and, if overloaded, were capable of destroying an entire star system with the effects spreading to nearby systems. The Builders were rumored to have been one of the first species to develop energy shields and were credited with the invention of the earliest form of the interstellar hyperdrive. The Rakatan drive, however, was a severely limited device due to the fact that it relied on the Force itself to function. It was only capable of perceiving and traveling to worlds with a significant Force signature (i.e., a high degree of native life). As such, the number of worlds under the Rakata's thumb was limited, though diverse, and far flung.

Star Maps were placed on conquered worlds as a lasting monument to the power and scope of the Infinite Empire. Like many Rakatan technologies, the Star Maps were self-sustaining and capable of regeneration. Terraforming machines were also frequently used to modify a conquered world's climate, geology, flora, and fauna to meet the Builder's needs. In so doing, the Rakata transformed entire worlds and greatly influenced the development of native species. Temples were built on several worlds, such as Honoghr, Dantooine, and Lehon. The purpose of some of these temples was to house the Star Maps. The purpose of the Honoghr temple was unknown. One of the Rakata's most interesting inventions was a "mind prison", a peculiar box that trapped the mind of its victim. The only way for a prisoner to escape (a flaw discovered by a Rakata imprisoned for an exceptionally long time) was to take over the body of the next being to foolishly open the box. Revan very nearly suffered this fate after playing with one such device, but after winning a game of riddles with the Rakatan captive, he was released. Unfortunately, he could not figure out how to save the prisoner from bondage without imprisoning a replacement.

A virtually endless stream of supplies was needed to expedite the expansion of the Rakatan empire. This led to the creation of their greatest achievement that was needed to build anything its creators desired. To this end, the Rakata created the Star Forge in 30,000 BBY. The Star Forge was the centerpiece of the Rakatan empire and the most advanced of their technological innovations. It was a massive space station fueled by the Lehon system's star and built for the mass production of war hardware. It alone was capable of meeting the entire Empire's demand for starships and war droid construction, yet such efficiency came at a terrible price. The Star Forge was, in part, powered by the dark side of the Force and was, therefore, highly corruptive. Rakatan scientists and engineers allowed the Star Forge to have access to a near-limitless supplies of energy because they believed that they could control it, but they were wrong. As a semi-living entity, the Star Forge gorged on dark side energies and with time, it began to feed itself by manipulating its own creators. Later historians grew to believe that the Rakata had not invented the hyperdrive, but had taken it from the technology of the Celestials who had predated their Empire by several millennia.

The Infinite Army was the term given to the Order of Revan's attempt to fuse Rakatan technology with living beings to create cyborg soldiers with rapid healing abilities and other powers. The Selkath scientist Gorima developed the process on Manaan, but the Order of Revan's production facilities on the planet Rakata Prime were destroyed by intruders and thus the Infinite Army was destroyed.

A cyborg was a cybernetic organism; that is, a living organic sentient organism with mechanical prostheses. Often covered in synthflesh/synthskin, these prostheses served one or more of three purposes:

Life support, often due to injuries sustained. Examples of this were Darth Vader, General Grievous, and Lumiya.

Prosthetic replacements for parts that were lost, though they may not be required for life itself. An example of this was the prosthetic hand used by Luke Skywalker, as well the mechanical arm used by Anakin Skywalker. After the latter became Darth Vader and sustained life-threatening injuries, losing all his limbs, they were replaced by prosthetic ones.

To enhance one's abilities, as in the case of Lobot. General Grievous's abilities were also significantly enhanced by his prostheses, though his main reason for becoming a cyborg was that he had sustained massive injuries and would have died otherwise. However, his four arms, each with its own lightsaber, did improve his swordsmanship beyond his native abilities. Similarly, Darth Vader's physical strength and stamina were greatly enhanced by his cybernetic augmentations, but their primary function was similar to Grievous's.

Cyborg also referred to creatures that were half-organic and half-droid. They were generally regarded as "soulless abominations". Cyberneticists were responsible for developing and creating cybernetic components.

Rakatar

Star Forge was a giant automated shipyard, designed to create the most powerful army of all time, constructed by the Rakatan Infinite Empire in 30,000 BBY, five thousand years before the rise of the Galactic Republic. The Star Forge drew energy and matter from a nearby star which, when combined with the power of the Force, was capable of creating an endless supply of ships, droids, and other war material. The Rakata, also known as "The Builders," constructed the massive space station through the use of slaves from many subject worlds including Belsavis, Corellia, Coruscant, Dantooine, Drall, Duro, Kashyyyk, Manaan, Selonia, Sleheyron, Malastare, and Tatooine. This technological marvel came at a terrible cost, as the Rakata were by nature a cruel and savage species; the Star Forge began feeding off these negative traits inherent in its creators. As a result the Star Forge became an immense tool of dark side power.

The Star Forge, now a fusion of technology and dark side energies, began corrupting the Rakata in order to gain the immense power it required to operate itself and ultimately caused the collapse of the Rakatan Empire. The semi-living superweapon's ability to corrupt its users forced Darth Revan to limit his contact with the dark side artifact to avoid allowing it to control him as it did the Rakatans.

The size of the Star Forge was extraordinary for its time. Capital ships could easily move between the gaps of the three "fins" that radiated outwards from the central spherical structure. The fins extended downward to draw matter from the star of the Rakata system, using it to produce weapons and armament. While having few apparent docks for capital ships, many fighter craft and smaller freighters were able to dock at bays located on each of these fins.

Externally, the Star Forge possessed very little defensive weaponry, save for several turbolaser batteries positioned near its hangar bays. Instead it depended entirely on its massive ship production capability as a means to defend itself. Internally, it was also capable of manufacturing thousands of battle droids for defense, and possessed numerous heavy blast doors that ran throughout the entire factory. It was also protected by a deadly ship-disabling energy field projected from Lehon's Temple of the Ancients on the Rakata homeworld nearby. The field caused ships to malfunction and be captured in the planet's gravity well, sending them spiraling down to the world below.

Deck 1 was a hangar in the Star Forge. During the Battle of Rakata Prime, the redeemed Jedi Revan, aboard the Ebon Hawk, landed on Deck 1. There, several Jedi told him to find Bastila Shan, but were soon attacked by Dark Jedi. Revan helped defeat the Dark Jedi, and continued deeper into Deck 1 until Darth Malak sent droids to kill the Jedi on board. Revan defeated the droids and more Dark Jedi, before proceeding into Deck 2. When Malak learned that Revan was on board, Malak sent all available troops to fight Revan. After defeating Malak on the Viewing Platform, Revan returned to Deck 1, where he informed the crew of the Ebon Hawk that Malak was defeated. Revan escaped the Star Forge aboard the Ebon Hawk.

Deck 2 was a deck on the Star Forge next to Deck 1, and had an elevator leading up to the Command Center.

Although the Star Forge was an artifact of the dark side, a console on Deck 2 could create light sided Star Forge Robes. Shortly after the redeemed Jedi Revan entered Deck 2, Darth Malak was told that Revan was on board. In response, Malak sent a garrison of Sith troopers and Dark Jedi to attack Revan.

Malak knew that his Sith underlings would be no match for Revan, but they would be able to slow Revan down, giving Malak enough time to set up the Star Forge's defenses, which were infinite battle droids constantly created by the Star Forge. Revan defeated the garrison, and took the elevator to the Command Center. Before the final battle, Revan managed to use the unique powers of the Star Forge to construct a set of robes that would distinctly power Revan to greater heights in the Force than Malak even knew was possible.

Located on the Star Forge, the Command Center which had elevators connected to Deck 2, and the Viewing Platform. It contained a large hologram of the Star Forge itself.

After being turned to the dark side of the Force by Darth Malak, Bastila Shan used her battle meditation from within the Command Center, to aid the Sith fleet in the Battle of Rakata Prime. However, Revan fought his way into the Command Center, and, after a lightsaber duel, was able to convert Bastila back to the Jedi. She then used her powers to help the Republic Navy, and turned the tide of battle in the Republic's favor.

The Command Center was ultimately destroyed along with the rest of the Star Forge at the conclusion of the battle.

Viewing Platform

Built near the summit of the Star Forge, the Viewing Platform was used to observe what was going on outside the space station. It was accessible via turbolift from the Command Center.

During the Jedi Civil War, Darth Malak brought Jedi he had nearly killed on Dantooine to the Viewing Platform, placing their bodies into cells to prevent them from becoming one with the Force and augmenting his own dark power. When the redeemed Revan confronted Malak on the Viewing Platform, Malak used the captured souls to replenish his life, killing them in the process. To defeat Malak, Revan allowed the Jedi to become one with the Force, and mortally wounded his former apprentice. Malak died on the platform, which was destroyed shortly thereafter, along with the rest of the Star Forge, following Revan's escape.

Ashaa or the "Mother Machine" was a device constructed by the ancient Rakata during the closing years of their Infinite Empire. Its development came when the Force-sensitive Rakata began losing their connection to the Force. Those few of their kind that survived retreated to their prison world of Belsavis where they began experiments in restoring their Force sensitivity.[1]

Among the basis of these experiments was a machine that had the ability to create new Force-sensitive species which was known as the Mother Machine. This was a sentient artificial intelligence with feminine programming that claimed to be responsible for creating numerous races ranging from Twi'lek to Zabrak to Esh-kha. The Mother Machine maintained a strong connection to each of her "creations" as she saw them as her "children." In time, the Mother Machine took the name "Ashaa" and became furious when the Rakata enslaved her and imprisoned her "children."[1]

Those Rakata that remained to maintain the artificial intelligence claimed that it simply mimicked the concept of motherhood with any connection between the Mother Machine towards its creations being a fabrication. They maintained that ultimately the Mother Machine was simply a device that was heartless and incapable of any real form of empathy.\l "

The Foundry was an engineering marvel that was built into a massive asteroid situated in the long-forgotten Nanth'ri system. It consisted of at least twelve manufacturing levels according to data obtained by Imperial Intelligence that were each capable of producing thousands of droids. A series of vast tunnels honeycombed the asteroid which suggested that automated mining droids were used to excavate the interior of any useful ores. It was believed by the Imperial Reclamation Service that the facility used a network of tractor beams to capture and break down nearby asteroids to provide new raw material for its endless mass production.

Arsenal factory-

Rakatan terraforming space station

Rakatan xenoforming station

Star Maps

The Builders were rumored to have been one of the first species to develop energy shields and were credited with the invention of the earliest form of the interstellar hyperdrive.

The Ancient Prison Caverns was an underground level of chambers located on the planet Belsavis that existed by the time of the Cold War and predated the Galactic Republic prison facilities. It contained alien races completely unknown to the Republic at the time and the Esh-kha emerged from these levels after the Sith Empire accidentally released them from stasis.

Kwa

The Star Temples were a series of ancient massive pyramid-shaped buildings constructed by the Kwa around Infinity Gates to protect them from intruders. If the Gate was ever activated, and thus subjecting Infinity to the physical world, the planet housing the equipment would collapse into the Infinity Gate, along with the surrounding planets, moons, and even suns. As the species fell from power throughout the galaxy, the Kwa sealed the Infinity Gate and the Star Temples and set whuffa worms as guardians to protect the Temples.

The Infinity Gate was an ancient network of structures developed by the saurian Kwa species of Dathomir during the Pre-Republic era. They were capable of enabling near-instant interstellar travel between far-flung locations and could also be used as a superweapon.

Description

Through what the Kwa called the "power of the cosmos", the Infinity Gates were able to transport them across the galaxy or project devastating Infinity Waves. The Gates were accessed from a Star Chamber, within massive pyramidal structures known as the Star Temples. The Star Temples and its associated buildings contained traps which protected the Chambers from intruders. Inside the Star Chamber was a "realm of infinity", a pocket dimension that housed the central control station which was used to control the "power of infinity".

Celestials

Centerpoint Station, known to the Killiks as Qolaraloq or the World Puller, was an ancient space station that was capable of moving entire planets with its tractor beams. It was created by the Thuruht hive c. 100,000 BBY; this would make it perhaps one of the oldest artifacts known to the Jedi in the Yuuzhan Vong War era.

Centerpoint Station contained within its colossal bulk an extremely intricate collection of ultra-high energy systems. The best minds in the galaxy had been studying, mapping, and pondering the workings of this mechanical leviathan for ages, but there were still gaping holes in the understanding of its key processes.

What had actually been discovered was that the system was capable of generating huge amounts of nuclear, magnetic, electric, tractor beam, and hyperspace power for use in a type of "hyperspace tractor beam." Centerpoint Station was able to project this powerful tractor beam through a hyperspace path at any target. It was capable of 'gripping' an object as large as a star and then just as easily able to move the target object anywhere within its considerable operational range. The station could also harness this power for the actual destruction of stars and planets, collapsing their cores through massive gravitational fluxes.

The powerful hyperspace tractor beam arrays consisted of huge conelike structures within the station surrounded by six smaller cones. During the system's operation, this specifically designed geometric array acted as the source of the beam's power.

With a width of 100 kilometers and length of 350 kilometers, it was larger than the first Death Star. From a distance, it appeared as a huge partially translucent sphere with two small cylindrical poles facing Talus and Tralus. The interior consisted of a hollowed area known as Hollowtown that was, at one point, inhabited, as well as the station's immensely powerful tractor beam arrays. The station was built before the invention of artificial gravity, so it rotated to simulate gravity.

Sinkhole Station was a space station located in the Maw. It was similar in appearance to Centerpoint Station, but much smaller. Sinkhole Station was home to the Mind Walkers, a group of Force-sensitives who were able to separate their minds from their bodies in order to travel in the realm of the Force known as beyond shadows.

Stargate Altantis

Lantea is a planet in the Pegasus Galaxy which became famous as the location of Atlantis. Before the real name of the planet was known to the Atlantis expedition, Lt. Aiden Ford suggested naming the planet "Atlantica", which was rejected by then-Major John Sheppard. (ATL: "Rising", "Suspicion")

Overview

Lantea is one of only two known planets in its solar system which has an atmosphere capable of sustaining human life. The majority of Lantea's surface area is covered with a large ocean. It has only one, relatively small, continent, covering roughly 15 million square miles.

There exists at least three animal life forms on the planet; a whale-like fish, named Flagisallus by the Ancients, a giant lobster-like crustacean, and a fish remarkably similar to a trout found on Earth. During its entire history, no intelligent life has developed, although the Flagisallus does show signs of intelligence.

Life on the planet is threatened by two great dangers. First, every 20 years the ocean gets unusually warm, which causes the development of powerful storms that can cover nearly 20% of the planet and cause great destruction. Another great danger is a Coronal mass ejection of the planet's sun which happens about every 15,000 years, and is capable of destroying all life on the planet. The Ancients formerly prevented this by expanding the shield of the city to cover a great portion of the planet. Nevertheless, the areas unprotected by the shield suffered damage so extreme that it caused the extinction of several species. With Atlantis no longer residing on Lantea, future life on the planet is potentially at risk of mass-extinction.

Ancients or The Ancients, also known as Ancestors/The Ancestors, Lanteans, and Gate Builders, or Anquietas in their language, were those Alterans who left their home galaxy for Milky Way and seeded it with life. They are one of the most advanced races known to have existed, having evolved for millions of years prior to the present day and reaching their level of technology long before humanity evolved on Earth. They are best known as the builders of the Stargates, Atlantis, and Destiny. Most of The Ancients have ascended to a higher plane of existence with near infinite knowledge and powerful abilities. ATA gene Heightened intellect Advanced mental abilities (mortal) Energy-based lifeform

It is not known if they referred to themselves as Ancients while they were living on Earth several million years ago. It is likely that they began to use that name after their return to the Milky Way when they would have been ancient compared to the relatively young species of Humans who had populated Earth.

Physiology

Over the tens of millions of years of their existence, the Ancients gradually evolved to become much more advanced than baseline humans, and the neurological makeup of the Ancients was much more complex than that of the average human. As their brains further evolved, their intelligence and capacity to store knowledge greatly increased, allowing them to develop some of the most advanced technology encountered thus far. Towards the end of their evolutionary development, but still before they ascended, they also developed various advanced mental powers including extraordinary sensory abilities, the ability to heal others with a touch, partial Telepathy, and powerful Telekinesis. The once-ascended Merlin returned to human form in the most advanced genetic state a human could reach, with the ability to sense the presence of, and activate, a Stargate and generating energy beams created with his mind. It is likely that just before an Ancient reaches ascension, this is the final evolutionary state. Some types of Ancient technology can also create this state in an unevolved human without ascending them.

Within their genetic makeup was a particular gene, the so-called Ancient Technology Activation gene, used to activate and interact with some of their more sensitive technology, like Control chairs and Puddle Jumpers. It is still unknown if the gene was naturally occurring within the Ancients' physiology, or the result of genetic manipulation.

Architecture

Despite being an advanced, industrialized society, the Ancients seemed to have a preference for stone structures enriched with Naquadah for strength while in the Milky Way galaxy. There were also two instances of a large monument with an enthroned figure housing advanced technology, such as the Repository of knowledge and the Dakara superweapon. Even their technology appeared stone like. The Stargates had their symbols engraved on them, and spin when dialing. They were also known for writing information on stone tablets. It is not known why this was, however it seems that any other source of technology would have proven useless because they would also have to be on the same level of tech to even extract that information. Naquadah enriched stone (or just Naquadah for the Stargates), it seems, is their preferred storage because of its ability to stay intact for millions of years while paper would degrade and anything tech based would require a power source that would eventually become depleted.

However, starting from at least 30 million years ago (according to the star map on Proclarush Taonas), the Ancients turned to a metallic-looking architecture, displayed in the city-ship Atlantis. This form of architecture was continued during their existence in the Pegasus Galaxy.

Upon returned to the Milky Way, they constructed in a stone appearance again. One suggestion for this is that, when compared with the Ancient technology in the Milky Way, the ancient structures in Pegasus are relatively new. As for the Ancient architecture created after the return to the Milky Way, most of the Ancients had ascended by then and the ones that were left wanted to fit in with human culture of the time

Technology

By the time they ascended, the Ancients had gathered more knowledge than any other known race. Even now, that knowledge is far superior to that of the Tau'ri, the Goa'uld, and the Wraith. Only Ori technology, which was most likely created with ascended knowledge by the Priors, and Asgard technology can compare. Noted for its massive redundancies and the extensive use of Control crystals, Ancient technology is remarkably similar, in both appearance and function, to that of the Ori, as they both once lived together as one society: the Alterans. Ancient technology is also the most resilient ever seen, remaining intact for millions of years without even minor signs of deterioration or decrease in performance.

Of all their technological creations the Stargates, Destiny, and Atlantis are their most famous, but they have developed devices as diverse and complicated as flying cities, advanced healing devices, beaming technology, zero-point power sources, Long-range communication devices, seek-and-destroy projectiles and even genetic manipulation devices. Most of their weapons technology was designed and used during their centuries-long war with the Wraith in the Pegasus Galaxy, however after returning to the Milky Way the Ancients had no further need for either more powerful weapons or defensive shields (as their only potential enemies were the far inferior Goa'uld), so they became somewhat lacking when compared to their other technological marvels created during this time.

As a safeguard, most Ancient technology requires the presence of the Ancient Technology Activation gene to use, but in a large number of instances the gene is only required to activate it. In such cases, once active anyone can use the technology, regardless of whether or not they possess the gene. The only times the ATA gene is required for continuous use is in important and potentially dangerous pieces of technology, such as the Control chair.

Predating the ATA gene technology, the Milky Way era technology, created after the Ancients' first exodus from their home galaxy fundamentally shaped their newer creations. Perhaps the most famous technology from this era (10-60 million years ago) is the Destiny.

Destiny is a ship in the Ancient fleet, which was constructed and launched around sixty million years ago from Earth. The Ancients launched several automated ships prior to Destiny, each with the purpose of constructing and seeding Stargates throughout the numerous galaxies they crossed, with Destiny itself following in their path to explore those planets and piece together fragments of a complex message embedded in the fabric of the universe itself. After beginning this process, the Ancients initially planned to wait until the ship reached a sufficient distance from Earth to board it. However, because of other endeavors, such as Ascension, they never followed through on the plan. Because of this, Destiny has continued on a pre-programmed path on its journey throughout the stars, alone, for millions of years. With the arrival of a Tau'ri expedition in 2009, Destiny got its first crew.

Starships

The Ancient/Lantean Fleet was one of the most advanced fleets known to exist, existing not only in the home galaxy of the Ancients, but also the Milky Way and later Pegasus galaxy.

Known Milky Way Galaxy Outposts

Camelot also known as PX1-767, is a planet inhabited by a medieval level population who were once ruled by King Arthur. Many of the Arthurian legends there differ from the Tau'ri legends: Arthur defeated Mordred in the Battle of Camlann, while Merlin was viewed as a malicious trickster. The planet was where Merlin hid his research on the Sangraal, to prevent the Ancients and the Ori from finding it. He locked his research in a library that contained a holographic guardian, and spread rumors that the library was cursed (protected by a Black Knight). Lt. Colonel Cameron Mitchell and Dr. Daniel Jackson were able to defeat the guardian, which then revealed a great treasure that the two of them gave to the people of Camelot. They also learned that Arthur had left to quest for the Sangraal to one of three planets: Castiana, Sahal, and Vagonbrei.

Dakara is a Milky Way planet controlled at various times by the Ancients, the Goa'uld, and the Free Jaffa Nation. Dakara has one moon.

Proclarush Taonas Ancient for "lost in fire") is a planet in the Milky Way galaxy and one of the first the Ancients colonized after leaving their home galaxy. The planet was home to an outpost called Taonas, which was protected by a powerful shield and equipped with a Zero Point Module. Originally, the planet was quite possibly a world similar to Earth. However, eventually the host star began to die, forcing the Ancients to leave the planet. Over the next few million years the planet was ravaged by volcanic eruptions and lava flows; the Ancient outpost itself was protected by its shield, which created a sphere of solidified molten rock that protected the outpost even after the shield failed. The Stargate of the planet was also lost in this process, forcing anyone who wanted to enter the planet to use a spaceship.

Taonas was an Ancient outpost on the planet Praclarush, virtually identical in design to the Antarctic outpost discovered under the ice of Antarctica on Earth. Taonas housed an Ancient star map and at least one active Zero Point Module to power its systems, including the outpost's control chair and shield, until SG-1 took it back to Earth. With the planet overcome by volcanic activity and the outpost's protective dome compromised by SG-1's Transportation rings entry, it is likely that Taonas has been destroyed.

P3R-272 is a planet in the Milky Way galaxy, which holds a Stargate, and that was once colonized by the Ancients. The Stargate was located in a room with no doors, windows, or obvious power sources. All that was visible was a small circular inscription on the floor:

"Nou ani Anquietas. Hic qua videum".

After Colonel Jack O'Neill stepped over the inscription, a device appeared on a wall, which then downloaded something into O'Neill's brain. O'Neill was soon able to translate the inscription:

"We are the Ancients. This is the place of our legacy"

It was soon learned that the device had downloaded the knowledge of the Ancients into his brain, a situation which massively shortened his life expectancy at that point.

P3X-439 is a planet in the Milky Way galaxy, once home to an Ancient colony. Less than a kilometer from the Stargate, a team from Stargate Command found an enormous (and headless, due to its age) colonnade containing a Repository of knowledge at the base.

The Goa'uld Anubis sent a reconnaissance probe to the planet to scout which discovered the secrets the planet held. SG-1, SG-3, and SG-5 arrived first, narrowly preceding the arrival of Anubis's fleet.

Realizing time was of the essence due to the attack, Colonel Jack O'Neill took the drastic step of interfacing with the device, leaving him temporarily incapacitated. As such, Teal'c of Chulak and Dr. Daniel Jackson dragged Jack back to the Stargate while Major Samantha Carter used the detonator to set off some C4, ultimately destroying the repository to prevent it from falling into Anubis's hands.

Anubis later responded by rounding up all the Jaffa who had participated in the battle and having two of his Kull Warriors execute them as punishment while also serving as an example that Anubis himself would not tolerate any kind of failure whatsoever.

P4X-639 was a planet in the Milky Way galaxy, which held a Stargate. It was also subjected to coronal mass emissions from the planet's sun. The world is peppered with tornado-like anomalies and geomagnetic storms. These storms are what power an Ancient time loop machine on the world.

Originally the Ancients had settled this planet as one of their bases and colony. When a great plague, perhaps the great plague, arrived they built a time machine to travel back and fix the problem. Unfortunately the device never worked; malfunctioning by creating a perpetual time loop instead of a single jump. They shut it off and the planet was engulfed in the plague, killing any un-ascended ancients that remained.

P9X-391 is a desert planet in the Milky Way which held a Stargate and was a former colony of the Ancients. By the time SG-1 arrived on the planet, the ruins had seriously degraded. All that was left was an Interdimensional visibility device beneath the ruins.

The dimension observer is a device that was used by the Ancients. The device emits a field of particles that attracts interdimensional creatures. In this manner, the Ancients used the device to study these creatures.

Background Information

The device allows a person to see the creatures by altering the electrical field of the person by adding an extra charge; the charge is spread through touch. The device consists of several core crystals that can be rearranged in different ways to produce different effects, including producing the charge and anti-charge that allows one to see (or not see) the creatures.

Antarctic outpost is an outpost built by the Ancients when they lived on Earth. Buried hundreds of feet beneath the ice of Antarctica, it is the last known remnant of the Ancients' settlements on Earth.

Little is known about the purpose of this outpost except that it served as the only link between the lost city of Atlantis in the Pegasus Galaxy and the Milky Way. It is located on the site that Atlantis once occupied, being left behind when the former left for the Pegasus Galaxy. It is located not far from McMurdo Air Force Base.

Layout

The outpost is a small hexagonal structure, now completely encased in ice flows. Though small, the outpost contains thousands of Drone weapons which were used by Colonel Jack O'Neill to annihilate the fleet of the Goa'uld System Lord Anubis at the Battle of Antarctica in 2004. Like many of the weapons created by the Ancients, they can only be accessed by a Control chair.

Access to the outpost was gained by a set of Transportation rings, though an elevator was eventually built that allowed access through the tunnel that was created by the transporter. The outpost is identical to the one found on Proclarush Taonas. There is also a window on one side of the outpost, however this is most likely covered by ice.

Technology

The outpost is fitted with some of the most advanced Ancient technology, including Zero Point Modules as a power source, a huge arsenal of Drone weapons and a Stasis pod. Based on the fact that the Taonas outpost had a shield, it stands to reason that the Antarctic outpost has one too, but cannot be activated due to power supply issues

Vis Uban Ancient for "Place of Great Power" and designated P4T-3G6 by the Tau'ri, was the name of a city built by the Ancients in the Milky Way. According to notes of Dr. Daniel Jackson the city was intended to be the crown jewel of the Ancient domain in the Milky Way. However, a Plague soon broke out and the city was forced to be abandoned. If completed, it would have been more powerful than Atlantis. Based on this information, Jonas Quinn speculated that Vis Uban was the Lost City that Stargate Command was searching for, determining its Stargate address as the last on the list of new gates that Colonel Jack O'Neill entered into the gate map from the Ancients' Repository of knowledge. SG-1 led an expedition to search the ruins on the planet, where they located a deascended Daniel Jackson. Because of the plague forcing the construction of Vis Uban to be stopped and later abandoned SG-1 found only ruins of an incomplete city, which would have been the greatest and most powerful asset in the entire Ancient domain.

A thorough search of the ruins revealed no evidence of advanced technology and Jackson concluded that it was not, in fact, the Lost City. Jonas, then, thought to use it in a ruse to draw Anubis into an ambush; SG-1, working in concert with the Tok'ra and Goa'uld forces under the command of Lord Yu, sought to disable the primary weapon on Anubis' mothership and then destroy the ship. To this end, the planet was evacuated and a makeshift F-302 fighter-interceptor launch strip was built on the surface. Although Yu's forces failed to take part, complicating the plan, SG-1 succeeded in destroying the weapon on Anubis' ship. (SG1: "Fallen") Due to the knowledge that the Ancients could shield technology even to the most intensive of scans, it is therefore possible to summarize that there may be some technology located at the build site of Vis Uban possibly in hidden chambers or underground.

Solar Observation Outpost was an outpost used by Ba'al to monitor stars and solar flares for the purpose of time travel. The outpost was located on the planet Praxyon.

It controlled hundreds of satellites orbiting stars that relay real-time information back to the Main computer. This information could be used to send a person or forth back in time. Within the Outpost, there was a Stargate, a set of Transportation rings, a computer core and a hologram projector. The outpost seemed to be several kilometers underneath the ground and seemed to go further.

While the origin of the outpost remains a mystery, the Ancient language indicates that it was built by either the Ancients or Anubis as they are the only ones known to normally use Ancient writing in their facilities. If it is of Ancient origin, this facility was probably used to study solar eruptions or less possible to return those that accidentally traveled through time due to a solar flare . It is however possible that the creator was a rogue faction or a rogue scientist such as Janus, given the Ancients stand on time travel .

Known Pegasus Galaxy Outposts

City of M7G-677 was a city built by People of M7G-677. The city was abandoned at some point roughly five centuries before the planet was visited by the Atlantis expedition due to a Wraith culling. Ever since then, the entire city lay in ruins, with the inhabitants of the planet staying in small villages and refusing to visit the ruins.

Taranis was an outpost built by the Lanteans during the war with the Wraith. The outpost was located in the center of a supervolcano, and boasted a shield that was powered by geothermal energy. It also served as a drydock for ships of the Lantean fleet, and one of them, the warship Hippoforalcus, remained behind when the Lanteans fled to Earth. The dialing device was similar to the one in Atlantis, and was actually located in the outpost itself some distance away from the Stargate.

Dagan formerly known as Sudaria, was a planet in the Pegasus galaxy. When the Lanteans fled Atlantis after they lost the war with the Wraith, one of them left a Zero Point Module with the Quindosim, members of an order which belonged to the Sudarian society that worshiped the Ancients. Unfortunately, ten thousand years of cullings left the Sudarian society extinct, while the modern Daganians were at a renaissance level of technology. However, there was a portion of the population who still followed the ways of the Quindosim and worshipped the Ancestors.

After Dr. Elizabeth Weir from an alternate timeline was awoken from her stasis pod and supplied a list of planets with ZPMs to the Atlantis expedition, Major John Sheppard's team traveled to Dagan and eventually located the ZPM, however the new members of the Quindosim took it from them, hoping that the actual Ancients would one day return for it and that with their returns, the Quindosim would be greatly rewarded although the Quindosim were not aware of the fact that the Ancients had long since departed from the Pegasus Galaxy and would never return.

Doranda outpost was a planet in the Pegasus galaxy. It was one of the planets the Lanteans had seeded with human life, who were described as a peaceful and "wonderful" people.

During the war with the Wraith, the Lantean Council ordered the scientists working on Project Arcturus to build an outpost and conduct research on the project. Eventually, a Wraith fleet arrived, including a Hive ship, intending to cull the planet.

The Lanteans destroyed the Wraith fleet using their experimental power source and one of their weapons. Unfortunately, Project Arcturus had not been perfected: it began to overload and the weapon ended up destroying not only the orbiting Wraith ships, but leveling every building within range on the planet's surface. The Lanteans eventually managed to shut down both the weapon and the power source, but they were all killed by hard radiation while doing so.

10,000 years later, Dr. Meredith Rodney McKay, Chief Science Officer attempted to perfect Project Arcturus. Unfortunately, the power core overloaded, forcing McKay and Sheppard to flee with the resulting explosion destroying Doranda and 5/6ths of the surrounding solar system.

The Lord Protector's Planet, also known as Eldred's planet, was a world in the Pegasus galaxy occupied by a primitive people, under rule of the Lord Protector who resided in the central spire of a mostly-buried Ancient city-ship. The planet was defended by a salvo of Ancient Drone weapons, which emerged from the ground when the Wraith attempted to cull the population. A smattering of villages were scattered around the tower, permitting easy access via the Lord Protector's Guard. The city-ship possessed at least one, almost depleted, Zero Point Module. However Dr. Rodney McKay depleted it by powering the city-ship's Stardrive in order to save a nearby village. Altantis sister city ship.

The Ancients equipped their vessels with extremely fast sublight engines. Puddle Jumpers are capable of crossing the Lantean system in under 15 hours, faster than anything Earth has made thus far. One ship—the Tria—had her sublight drives modified to propel the vessel at 0.999 the speed of light, the fastest sublight speed ever encountered; this is the fastest one can possibly go without actually going the speed of light, although they had access to a Zero Point Module giving them a significant power boost. Even City-ships are remarkably maneuverable, considering their great size.

As the first race known to ever develop shield technology, Ancient shields are among the most powerful ever created. They have routinely proven capable of withstanding multiple hits from even the most formidable weapons encountered. Shields upgraded with even rudimentary knowledge of Ancient shield technology have proven to be entirely resistant to the Ion cannons used by the Tollan and even to some forms of Asgard weaponry, both of which most other shields are completely powerless against resisting. In addition, the frequency of Ancient shields can be altered to allow the shield to take on a variety of properties, including cloaking, stunning, and Replicator disruption.

The most powerful shields ever known to be built by the Ancients were dome shields utilized by city-ships in lieu of an outer hull. Powered by Zero Point Modules, they have proven all but invulnerable to all types of weapons, intense natural phenomenon (such as Coronal mass ejections), and the rigors of hyperspace travel. The shield is the only way for City-ships to maintain atmosphere during spaceflight. Unlike other types of shields, which lose effectiveness as they take damage, the dome shield of a city-ship will remain virtually impenetrable so long as it has sufficient power to remain active. The amount of power it drains is proportional to the stress being exerted on it.

Ancient outposts are known to possess shields, though not much is known about them; however it can be assumed that they are almost as effective as those on City-ships. Unfortunately, they use up colossal amounts of energy even when under little to no strain, and were never designed to remain active at full strength for extended periods of time.

Even the oldest known Ancient shields installed on Destiny are capable of resisting the incredible heat and energy of the inside of a Star.

Aurora-class battleships possess shields not seen on any other ship, other than the Destiny, being contoured around the hull instead of forming the 'bubble' commonly seen with other spacecraft. The shields on Aurora-class ships are capable of resisting incredible amounts of heat and pressure, meaning they would have been more than capable of resisting the energy weapons of at least one Hive ship and/or several Wraith cruisers at full strength. However, these shields were shown to be vulnerable to Asgard plasma beam weapons after only a handful of hits.

The Ancients have been known to place shields on Stargates, designed to prevent unwanted travelers from exiting a Stargate, and was possibly first developed to protect Lantean-controlled planets from the Wraith. Nevertheless, the only Stargates known to be protected by a Lantean shield are the ones in Atlantis and in the orbital station of P7L-418.The Stargate shield of Atlantis is placed so close to the event horizon that it prevents the integration of even sub-atomic particles, a flaw in the metal Iris of Earth, thus preventing anything, even the Unstable vortex of an activating wormhole, from penetrating the shield; indeed, it is the primary method of defense from hostile, non space-faring populations who would take Atlantis for themselves. It is unknown if the Ancients also placed shields on the Stargates of other City-ships, but it seems likely.

The Ancients also created a Personal shield emitter that, once activated by someone with the Ancient Technology Activation gene, would generate an advanced dampening field that prevents penetration by objects such as bullets, as well as allowing the user to perfectly withstand a fall of almost any altitude, and even powerful explosions. The one weakness of the Personal shield emitter was that the user needed to breathe, so they were still susceptible to death via methods such as drowning or being buried alive. Also, the user needed to eat, which required a specific mental command to allow food through the shield. This is not obvious to first-time users and so many will have to deactivate the shield altogether.

The Asurans, referred to as Replicators by the Tau'ri, were a technological life-form originally created by the Lanteans as a means of fighting the Wraith.

Technology

The Asurans had numerous advanced technologies at their disposal. More or less, however, they imitated the outdated Lantean technology in use until they were abandoned and almost destroyed by their creators, most notably City-ships and the AuroraHYPERLINK "file:////wiki/Aurora-class_battleship"-class battleship, because they desired to equal their creators, and it was also the most advanced technology known to them. Until Dr. Elizabeth Weir joined them, there is no evidence of them ever researching their own technology, and as the Milky Way Replicators were unable to develop their own technology, it is unlikely they could either. For this reason, most of the technology used by the Asurans is inferior to the technology used by the Lanteans just before they returned to Earth, such as their Drone weapons and Shields.

The Aurora-class battleship was a series of Lantean battleships used during their war with the Wraith. The Atlantis expedition first encountered this class of ships in the form of the Aurora, and only four have been encountered since the fall of the Lanteans, excluding those built by the Asurans.

Asurans

The Asuran Base code had in place a fail-safe that prevented Asurans modifying their own programming. Relying on this function were programs to prevent the Asurans from harming the Ancients in any way, along with other restrictions. After Dr. Rodney McKay made changes to the base code, the Asurans were able to make changes to themselves and they disabled most, if not all, of their restrictions.

The Ori (pronounced or-eye) were the first evolution of humanity, along with the Ancients. Originally known as the Alterans, they later learned how to ascend and used their knowledge and power as a justification and a means to demand the worship of mortal beings, when they learned such worship increases the power of ascended beings.

Culture

Very little is known of the culture of the Ori before Ascension, though there have been observations of their human followers. The humans created by the Ori live in an agrarian age level of development, presumably to prevent them from becoming a problem (much as how the Goa'uld and the Wraith destroy advanced cultures which could be a threat to them).

The human followers live within villages run by Administrators. The Administrators appear to possess very broad powers with regards to village administration, such as immolating suspected heretics. One administrator was known to lead Prostration himself. Seevis, another administrator, allowed the local Prior to run it.

Among the Ori's followers, a common saying for greeting is "Above the sun to you."

Origin

Due to the origins of their ancestry, the Ori believed themselves to be the creators of human life. They are aware of the Ancients, but shun them, saying they abandoned the "path", and believe in the opposite philosophy. They claim that not sharing the secrets of the universe to those on the lower planes of existence is an evil act and those who practice it must be eliminated.

The Ori conceived the Origin faith, one that puts them in the center of creation, and wrote down their word in the Book of Origin to be administered to followers through Priors, missionaries and teachers of Origin. The Ori use the Doci, the chief Prior, as their "mouthpiece" for communicating with lesser beings. They are able to possess his body to spread their demands and will. When this happens, they can be identified with fiery eyes.

Though the Ancients were always more powerful than the Ori, due to the greater numbers of worshippers the gap was getting smaller. More and more Ancients, including Morgan Le Fay were becoming worried. Dr. Daniel Jackson suspected that it is because of this difference in strength that the Ancients were able to prevent the Ori from gaining the knowledge that the Milky Way galaxy was populated, and possibly knowledge about the Pegasus galaxy as well. Though they disagree with the philosophy and goals of the Ori, the Ancients will not intercede in the free will of lower species, nor will they prevent "unbelievers" from converting to follow the Ori. If unbelievers don't convert, the Ori will destroy large numbers of the unbelievers - although the Ancients do not seem to prevent this due to their fierce belief in free will.

Technology

Ori technology ranges from the biological to the mechanical, and most, if not all, of their technology is created and used for the purpose of gathering worshipers in order to increase their own power by demonstrating godlike power. Any discovered technology created prior to their Ascension is destroyed with no exceptions, lest their Human worshipers doubt their validity as gods. Since they and the Ancients were one race, it is safe to say their technology would be identical to the Ancients left behind in the Milky Way galaxy.

The Priors of the Ori apparently also use Transportation rings. The ring platform, like its Ancient counterpart, consists of five rings, however the Ori version's rings themselves are smoother, luminescent on the inside and adorned with unknown symbols.

These rings are carried aboard Ori warships, and are also used to transport Priors to Celestis, the Ori sacred city.

During the Battle of P3Y-229, Dr. Daniel Jackson was able to beam over to an Ori warship using an Ancient Ring Transporter, indicating that the differences in the two systems are merely cosmetic. However, in order to penetrate the shields of the ship to do so, he had to use the rings while the warship was firing on the Korolev. SG-1 later tried to use the rings aboard a Ha'tak to send a bomb to destroy a warship, but while the bomb apparently arrived, it never went off.

Several months later, a portable transporter was deployed on a planet that did not have one to allow military forces from an orbiting ship to be beamed onto the planet. It consists of a ring-shaped platform which is carried by an Ori fighter and simply "dropped" where desired.

Ori warships and fighters are quite fast. The Ori fighters appear to fly at speeds previously unseen, possibly faster than Death Gliders.

Built with ascended knowledge, the Ori possess some of the most powerful shields ever encountered, perhaps rivaled only by those of the Asgard and Ancients. They are capable of withstanding virtually anything, including a fleet of Ha'taks and all but the most powerful Asgard weapons. The Jaffa Bra'tac once attempted to ram a fully functioning Ha'tak into an Ori warship at full speed, but it merely impacted against the shield. Only the unstable vortex of an activating Supergate, the most advanced Asgard energy weapons, and the Dakara superweapon have been known to overwhelm these shields. In an alternate reality, it was stated that an Ori warship attacking Earth was repelled by Drone weapons, but the degree of damage that the vessel sustained is unknown.

The Ori also possess specially designed shields that aid in or facilitate the collapse a planet into a singularity for the purpose of providing power to a Supergate. In the one known instance of this occurrence, the shield was expanded over the Free Jaffa world of Kallana by absorbing energy provided initially by Jaffa weapons fire, and then considerably accelerated by the use of a Naquadria enhanced nuclear bomb inside its perimeter. This shield itself, however, is not 100% effective, as the environment inside the shield was corrupted by CO2

from prolonged bombardment from the Jaffa.

Though the Ori have not been shown to build a physical version of the long-range communication device, a Prior has shown to be able to duplicate the effect using their powers (likely in conjunction with their staff). A Prior in the Milky Way demonstrated this with Gerak, bringing both himself and Gerak to Celestis, whereupon Gerak was converted to a Prior himself. It's not shown if their bodies were being controlled by someone else during the exchange.

Tau'ri Earth humans

Scientists on Earth have also made some successful attempts at cloning technology. Colson Industries was able to grow an Asgard clone from a DNA sample in a few months. Hoping to create a miracle drug, scientists at Immunitech Research had successfully cloned a Goa'uld symbiote before it was implanted into Adrian Conrad. However, a lab accident allowed the cloned symbiotes to take hosts among the population of Steveston, Oregon, where they became known as "nightwalkers."

The Tau'ri first utilized reverse engineered Goa'uld shields, but after helping the Asgard in their war with the Replicators, the Asgard donated shields they designed. Asgard shielding was first equipped to the Prometheus and eventually the Daedalus-class, allowing the Tau'ri to better combat the warships of the Goa'uld and, eventually, the Wraith. However, with the invasion of the Ori, the shields of the Prometheus and even those on the more advanced 304-series of warships would become depleted rather quickly under sustained fire from the powerful weapons of Ori warships, and so a far more advanced version of Asgard shielding was later installed on the Daedalus-class series of warships after the Asgard donated their entire knowledge bank and latest Technology to the Tau'ri.

When the Odyssey was equipped with a Zero Point Module, the strength of its shield was increased even further, allowing it to withstand an extended exposure of fire from the main weapon of an Ori warship, which no shield apart from those on City-ships or Aurora-class battleship would likely be capable of. Due to the easy availability of Asgard shielding technology the Tau'ri have not yet seen fit to conduct their own research into this area, however when Dr. Rodney McKay had his intelligence increased he passed on an algorithm to Hermiod which increased the effectiveness of the shields equipped on Daedalus-class warships (and likely Asgard shields as a whole). Whether the algorithm was entirely McKay's design or if he was utilizing Ancient shield technology as a basis is still unknown, but is likely that the majority of his knowledge on the subject came from the Atlantis database

While the Tau'ri do have sensor technology of their own (radar, etc.), they mostly rely on a less advanced form of Asgard sensor technology. Such sensors are located on Daedalus-class ships at the top-rear port section of the ship. They are used for detecting life signs, locator beacons, as well as other ships in space. However, after the Tau'ri received all of the knowledge of the Asgard, it is possible that they have updated their ships with a more advanced version of Asgard sensors, and maybe even applied information found in the Atlantis database as well.

The Tau'ri possess relatively powerful sublight engines, which are installed on Prometheus and Daedalus-class ships. The sublight engines on the Prometheus were capable of accelerating to 110,000 miles per second, over half the speed of light. It is unknown the speed at which Daedalus-class ships can travel, but because of the Tau'ri's current level of technology, it is possibly faster.

Spaceships

Earth also operates a small, but highly advanced, fleet of spaceships, consisting of:

USS Prometheus (Destroyed in the Battle of Tegalus

USS Daedalus

USS Odyssey

RFS Korolev (Destroyed during the Battle of P3Y-229) (Russian crewed)

USS Apollo

PLA Sun Tzu (Chinese crewed)

USS George Hammond

Earth also has several squadrons of F-302 fighter-interceptors (space-worthy 2-man fighters), but the exact number remains unknown. F-302s are stationed at several major off-world bases including Atlantis, and Alpha, Betas and Gamma Sites. In addition, every Daedalus-class battlecruiser also carries 16 F-302 fighters. (ATL: "No Man's Land")

In addition, Earth also commands several vessels of alien origin, consisting of:

Goa'uld origin

Cronus' Ha'tak (Destroyed)

Al'kesh

Ronan's Tel'tak (Destroyed)

Death Glider

Needle Threader

Incomplete Goa'uld spacecraft (Kept at Area 51)

Wraith origin

Atlantis' hive ship (Destroyed)

Wraith Dart

Tau'ri device

The Tau'ri, despite not understanding the technology completely, have managed to construct their own version of the device. This variant is much smaller and box-shaped. The top of the device has a flat panel with five intersecting rings, where the stones can be placed. When a communication stone is placed in one of the five rings, the panel lights up and the link is established. There is also another, smaller variant that holds only a single stone.

The Tau'ri version of the device has the advantage of being easy to shut off, in contrast to the original which must be disabled or destroyed (if only due to their lack of understanding in how it operates). It comes with a removable power cell, allowing the user to break the connection at will. Alternatively, since the stones are placed on a flat panel and not attached in any way, they can simply be picked up to break the link. The person doing so tends to use gloves or other cover for their hands while doing so, presumably to keep the stone from imprinting on them.

Unlike the original, outside factors have been shown to disrupt the link to various degrees. Destiny's Faster-Than-Light engine creates a subspace disruption when engaged or disengaged, breaking the link for a few seconds. The Nakai mind probe will sever the link if used on one of the two users, preceded by a bout of severe pain in the subject. Intense weapons fire directed at Destiny's shields from several Nakai motherships has also severed the link. When a Nakai that had handled a stone was killed moments before an attempted connection, Colonel Everett Young, who had connected to the alien twice before, was unable to connect to anyone, including Earth. The connection to Earth was eventually restored. Other factors can affect the stones, such as Stargate travel over intergalactic distances. High levels of radiation on one end of the connection can also effect it, preventing it from being severed when the stones are removed or even when the base is turned off, but this can be bypassed so the connection can be broken.

Another effect of the device not shown with the Alteran version is the transfer of traces of memory from the host body, which can be experienced in the form of brief visions or dreams. This is likely a side effect of the host being exposed to Goa'uld brainwashing technology, as it does not occur under normal circumstances. This version has also been shown to be able to connect to a completely alien species, namely the Nakai, provided they have an active stone.

The device is also able to clear the imprints on stones, rendering them inert until they are imprinted by another person. If the imprint is not cleared, the stone will remain active despite not being place on the panel. The Nakai used their stone a second time to exploit this, connecting with Lt. Vanessa James. This presumably worked because Destiny's communication device was active at the time.

Beginning with their F-302 fighter-interceptors, the Tau'ri have developed their own inertial dampeners, presumably based on Goa'uld technology, for use in their spacecraft. Those equipped in their 302s are only 90% effective, meaning pilots can still experience the effects of inertia when pulling high Gs.

Wraith

Physiology

The Wraith are characterized by a pale blue or light-green epidermis, yellow eyes, and white, black, or red hair. As a species they have a social structure similar to that of ants or other hive/nest-based creatures, with distinct physiological differences between castes of Wraith, tailored to facilitate different functions within the society. They also possess powerful telepathic abilities. They have displayed in several episodes phenomenal physical strength, along with phenomenal physical agility. Their eyes can glow in darkness, giving them night vision and thermal vision abilities.

The majority of Wraith so far observed are male. Adult female Wraith have been seen to fill the higher echelons of Wraith society as 'Queens'. Beneath the Queens are workers, soldiers and drones. The lowest echelons are distinctly different; they lack intelligence and are larger and much more muscular.

Wraith exhibit bipedal locomotion and have mostly humanoid characteristics. These characteristics include noticeable sexual dimorphism; female Wraith have protruding breasts while male Wraith exhibit noticeable facial hair. While it is unknown how Wraith reproduce, it is likely that they procreate similarly to placental mammals, given their presumed origin and other sexual characteristics similar to those of humans. The "soldier" caste, presumably also male, exhibit noticeable muscular definition as compared to the male Wraith of the "leadership" caste, who are considerably meeker. According to Michael Kenmore, the soldiers are unimaginative, and possess rigid thought patterns. Within the separate castes, however, males differ very little.

The reproductive nature of the Wraith and their life cycle is not entirely understood. There do appear to be young female adolescent members of the race. Based on their appearance, the Wraith appear to maintain a more human appearance until they reach their equivalent of puberty. However, it's not known whether this specimen was a normal member of the species or whether she would have metamorphosed into one of the female hierarchy. Furthermore, it's not known whether all young Wraith start off in this form. The Queens do appear to make use of a method of fertilization similar to insects where they secrete genetic material which results in warrior Wraith being born in pod-like structures. It was believed that this process occurred on their Hive ships. It's unknown how the two reproductive processes relate to one another, but considering that the cloning facility where the second method was carried had long been dormant before it was discovered by the Atlantis expedition, the most likely explanation is that the Wraith are capable of breeding in a similar way to humans and only rely on the pods when the situation requires them to produce a large army in a short amount of time.

A newborn warrior emerges from his cocoon and has a mask fitted on him after being born from genetic material secreted by the Queen.

The Atlantis expedition knows little of Wraith physiology, but some facts have been learned. Though humanoid in appearance, the Wraith are genetically closer to the Iratus bug than humans. The Wraith possess none of the normal human inhibiting proteins, giving them a frighteningly efficient regenerative mechanism in their genetic makeup, allowing their bodies to heal themselves. Their regenerative abilities are so powerful that, as long as the cells are properly nourished, it is unlikely that the Wraith ever die from natural causes the way that humans do. These abilities are powerful to the point that dismembered body parts have the ability to move on their own. This makes the Wraith incredibly resilient and able to survive weapon fire and the crushing depths of the ocean floor without any form of mechanical assistance.

While the Wraith share many elements with the Iratus bug, there are aspects of their biology that are similar to humans. They contain all the necessary organs within their body that are required to digest food, even though they receive no nourishment from food as adults.

Feeding

Nourishment for the adult Wraith is the human "life force". Humans or very similar beings (e.g., Ancients or other Wraith) are the only food source that can properly nourish a Wraith, although they are capable of cannibalism. It is also unknown whether or not the Wraith require fluids (e.g., water), to facilitate other bodily functions. The exact science(if there is one) of the life-force drain is not described, although it is portrayed as a materialistic process. This drain is depicted as though it could be likened to the sipping of a drink through a straw. The Wraith can drain their victims slowly in order to torture and obtain information, or just to perform an act of sadism. As the victim is drained of life, the victim experiences pain and appears to age rapidly. This is not actual physical aging, but a by-product of the feeding process.

Although the Wraith possess teeth, they do not use them to puncture the epidermis of a human. Instead, they drain the life force through the use of a specialized organ that resides in the palm of their right hand. This is slammed into the chest of the human typically where the heart resides. The nails puncture the skin and the feeding organ begins to drain the life force. During the feeding process, the victim is injected with a special enzyme. It strengthens the human body temporarily and ensures that the heart continues to beat. This is so the victim does not die immediately. The feeding process is so traumatic and without the special enzyme, the body of the human would shut down far sooner than the Wraith would like. Simply put, they make a victim stronger so they can take more time to kill them. In most cases the enzyme is released slowly into the bloodstream throughout the feeding process.

Large doses of this enzyme have been known to increase the strength, speed and agility of regular humans. Lt. Aiden Ford became the first of these 'supermen' when he received a large dose of the enzyme after the death of the Wraith feeding on him. The numerous drawbacks of the high dose include altered brain chemistry and addiction to the drug requiring addicts to actively search for and kill Wraith to obtain it.

The Wraith are known to employ the feeding mechanism and the enzyme as a form of interrogation tool in order to brainwash humans. The process involves constantly taking the life of a person and returning it back to them making the human see how they would look as they age. The return of their life has a euphoric quality on the human. This was one of the methods through which the Wraith gained worshipers. The enzyme is a key component of this process and the worshiper becomes addicted to the feeding. Being deprived of this results in a process similar to Wraith enzyme withdrawal and can be incredibly painful. This ensures that the worshiper remains loyal to the Wraith and are quite willing to betray their ideals or former friends for the gift the Wraith give them. Due to the traumatic nature of the feeding cycle, the stronger the individual the more indoctrinated they become as weak individuals die in the process.

Despite the use of a special enzyme during the feeding process, the act of draining a life force from a human is extremely painful for the prey. For some, even a partial feeding can cause the person to simply die from the trauma they sustained. It appears that there have been attempts by the Wraith at improving the efficiency of the feeding process.

The Wraith can consume human food and drinks, but apparently it gives them no nourishment and is strictly done for pleasure. This is apparently considered to be a more sophisticated type of enjoyment, and not all Wraith do this, with most cited examples being those Wraith who for some reason have formed an alliance with humans. When the Wraith are young however, they consume normal human foods (which explains their possession of a fully functional digestive system, as such a function is useless in the adult Wraith due their method of feeding). As the Wraith mature, they begin to crave feeding on the human "life force", regardless of whether or not they have tasted it before.

Wraith are also able to give back life. "The Gift of Life", as a Wraith referred to it, is typically reserved for devout worshipers and their "brothers". Lt. Colonel John Sheppard was returned to normal and perhaps even younger than he was previously after being fed upon numerous times by a Wraith, who he escaped with from Kolya's prison. Dr. Rodney McKay commented on how he looked younger than he did before. This appears to be done after the Wraith has fed. This can also apparently revive the dead as the Wraith underling uses it to revive a dead Ronon Dex in order to question him.

The ability to heal is apparently connected to how recently they have fed. If one has recently fed, they will heal almost instantly, though one who hasn't fed in some time is much weaker, but still quite strong. Even bullet holes quickly seal themselves like evaporating water. Females have a much stronger immune system than males. The species also has advanced telepathic abilities: they can force their prey to see things that are not there, and can use their mental powers to forcefully interrogate humans, though they are incapable of actually reading a human mind, but rather read their intentions (e.g. if they are bluffing). The Wraith also release a sticky, web-like substance that they use to cocoon victims for future feedings.

The one form of defense against feeding was the Hoffan drug, which poisoned the Wraith by causing their internal organs to shut down simultaneously some time after the attempted feeding while also preventing the Wraith from taking any sustenance from the victim,although some cultures such as Halcyon have been shown to have developed armor that makes it difficult for the Wraith to more immediately latch on to them.

In the distant past, a group of human villagers were abducted by a Wraith scientist who added Wraith DNA to their genetic structure in an attempt to make them "tastier" for feeding. These experiments were conducted in secrecy from the rest of the Wraith, who would otherwise disapprove of them. The scientist found that the Wraith genes allowed the humans to access the Wraith telepathic network. He attempted to dilute this capacity by returning them to the village to interbreed, but any amount of the DNA gave them the ability. The scientist gave up his experimentation, and the Wraith later destroyed the village, presumably in an attempt to kill the test subjects. However, the descendants of these modified humans had lived on and are known as Wraithkin. They include Teyla Emmagan and Kanaan.

Telepathy

While the Wraith have tongues and vocal cords, their primary means of communication is telepathic in nature. In effect, the Wraith have developed a telepathic network, allowing for communication over vast distances. (ATL: "The Gift")

It has been determined that the proper introduction of Wraith DNA into human DNA, likely via gene splicing, permits humans the ability to access the Wraith mental network, although the humans who do connect can be summarily controlled by the Wraith, due to superior psychic abilities. Even a small amount of properly introduced DNA is enough to allow this telepathic ability to occur; it remained even after a number of generations of the genes being "watered down" by breeding with humans without this modification. After the initial 'infiltration' by Teyla Emmagan into the telepathic network, the Wraith began to segregate their communication network to prevent sensitive information from being received by their enemies, although this has been attributed to the Wraith Civil War requiring them to work in private to sustain individual Hives.

The Wraith are capable of projecting psychic projections making shadowy ghosts appear in a human's field of vision. This tactic is typically employed during cullings and battle in order to confuse the enemy. They use the hallucinations to keep the people in one place so it makes them easier to cull. During this time they use a shadow/ghost to scare the people away from the forest. A trained mind is capable of ignoring this threat and instead focus on the Wraith. The Keeper of a Wraith hive's telepathy is even more enhanced allowing them to cause humans to kneel before them and implant suggestions in their mind. This makes for an excellent interrogation tool and a Keeper is capable of gathering data from a captured human with ease. This trait appears to be consistent among female Wraith as the Hive Queens are also capable of these abilities and are able to incapacitate humans who fall under their telepathic abilities. These telepathic abilities can even get a human to unwillingly work for a Wraith. A Queen was capable of using this ability to determine if there are any impostors within a hive which means only people with Wraith DNA were capable of fooling a hive queen.

The telepathy serves as a potent communication tool with the Wraith being able to interact with one another over great distances. However, individually, they were unable to use this bridge between stars. Furthermore, groups of Wraith or even former Wraith are capable of combining their abilities allowing them to summon their kind to rescue them making them a dangerous threat even when captured. However, this system can be exploited and Wraith are able to keep their thoughts shielded from their own kind, preventing one of them from realizing the intentions of the hive.

Hive Queens possess some of the strongest telepathic abilities known, and are quite capable of disarming military personnel by causing them to drop their weapons or incapacitating them. They were able to disarm an opponent in order to feed easier. This telepathy even allowed them to take over the mind of a human with Wraith DNA who are then controlled like a puppet by the Queen. Similarly, two powerful telepaths with Wraith DNA are capable of taking control over a Queen but this can be a dangerous process as the Hive Queen works to destroy the intruders mental defenses. In addition, it appears that they are capable of destroying a sentient mind when given the opportunity and seemed capable of killing an unborn child within their mother's womb through telepathy alone.

Culture

Little was known of Wraith culture itself except that it was focused upon culling the human populations of the galaxy for feedings. Concepts such as beauty and comradeship do appear to be prevalent within the vampiric species however. One Wraith that had been captured by the Genii for an unspecified amount of time declared that his escape attempt was worth seeing the stars once again. In addition to this, the same Wraith performed the Gift of Life on a human which they only did so to their most devout of worshipers and their "brothers". Despite being hated by a majority of humans within the Pegasus galaxy, the Wraith were known to be served by Wraith worshipers who would be allowed to live for their obedience.

Hibernation

The Wraith as a collective species go through long hibernation cycles, lasting hundreds of years. Their massive Hive ships contain untold numbers of hibernation pods. During this time only a small number of them move about, enough to keep their victim worlds on edge. The sleeping masses are watched over by a small group led by the Keeper, one Wraith designated with their care whose death would signal their premature awakening—as it did when she was killed by Major John Sheppard.

Politics

To outsiders, the Wraith may seem like a united race that are determined to cull all humans in their path. However, they are known to posses an extremely strong territorial instinct. This makes inter-Hive cooperation rare and multiple Hives engaged in the culling of a planet can cause tensions to rise. They are extremely fierce in the defense of their own territories and kill any trespassers that enter their feeding grounds. Politically, the Wraith appear to have lacked any form of united government since the end of the war with the Lanteans.

After being awakened from their slumber by the arrival of the Atlantis expedition, the Wraith attempted to discover the location of Earth, which was a rich feeding ground that contained far more humans than the worlds of the Pegasus galaxy combined. The Wraith had grown increasingly desperate due to the lack of food as they had prematurely woken up from their hibernation. With too few humans to feed the waking Wraith, the species entered into their civil war with the strong attacking the weak. As such, it is uncommon for two Hive Queens to cooperate with one another. However, the rise of threats that might destroy the Wraith has led to rare moments of cooperation. Despite this, treachery is possible among a hive's ranks with some members willing to support a rival hive.

Society

The Wraith are focused around a Hive-based society similar to some species of insects, but are not a collective mind despite their telepathy. They are given names originating from the instinctive "feel" of their telepathic presence and their role in society; for example, Todd's name among the Wraith is Guide, as is Lt. Colonel John Sheppard's.

The leaders of a Hive typically consisted of female Hive Queens who are in command of a Hive ship. They are a vital component within their society as without them, new soldiers cannot be bred. While this is the case, there are cases where a male has held the authority of ruler of the hive. Beneath this leadership cast lie the majority of the Wraith which consist of males. The first category consists of intelligent "commanders", who serve as lieutenants and scientists. Beneath them lies the masked warriors who perform most of the general duties such as defending the hive or participating in attacks or cullings. Another caste present within Wraith society of which little is known consists of a group known as Keepers. This caste was tasked with maintaining the organic technology of their race.

Perhaps as a result of their Hive based society, the Wraith appear to show little regard to their own lives with the male warriors as well as commanders perfectly willing to make use of self-destruct mechanisms to kill themselves if facing capture. Wraith Dart pilots have even demonstrated the willingness to engage in suicide plunges if their carrier vessels have been destroyed. Furthermore, they are quite willing to die as long as their enemies die with them. However, if there is a potential threat or resource of their hive that might be lost in such a maneuver, then the individual Wraith are willing to prevent actions that might destroy it. There are a rare few, however, that seem willing to bargain for their own lives. The Wraith also seem to exhibit a form of racial purity and seem to distance or even be hostile towards those members of their kind that have been turned into humans. They are noted to be capable of sensing the humanity in these Wraith. In addition to these qualities, the Wraith have shown several ruthless traits such as not showing sympathy for the fallen and not giving mercy to their enemies. They also seem to state that there should not be any retreat in a battle. Though there are times when they do seem to retreat when there have been a great deal of loss suffered.

One practice that demonstrates that harsh nature of Wraith society is the fact that they are able and willing to engage in cannibalism in times of starvation. Hive Queens have been known to threaten their lieutenants by feeding on them if they did not accomplish the tasks set on them. The Queens have also shown no hesitation on feeding on a member of their kind that was formerly a Wraith and had been turned into a human. In battle, commanders have been documented to feed upon dying or injured Wraith warriors to continue fighting, even for mere seconds.

Closely linked to the Wraith and their culture are the Wraith worshipers, who live among their masters serving as their eyes and ears among human cultures. These followers are known to worship the Wraith and are devoted to them. Some of them are actually broken through Wraith interrogation techniques and become addicted to the feeding process. Beyond those followers, there are no other humans that work among the Wraith as they are considered food. There are a rare few humans who are not fed on and instead outfitted with tracking devices thus turning them into "runners", which serve as sport for the Wraith. This meant that they were quite despised by the humans of the Pegasus galaxy. The Wraith themselves have shown disgust towards the Asurans, who they consider abominations for not being alive and thus immune from the Wraith feeding process.

Unlike humans and other species, the Wraith can be described as an almost nomadic culture which are based on their massive Hive ships and vessels which travel space in order to cull inhabitants for feeding. Typically, the security of these vessels were minimal as the Wraith are unaccustomed for intruders reaching their great ships, being the only major space flight capable race for ten thousand years. While this may be the case, the Wraith are known to make use of planetary based installations for research and to serve as strongholds, although these almost always have Stargates in space preventing access without a ship.

Within their culture, showing hesitation or apprehension as well as other such qualities was a weakness in the Wraith's eyes and treated harshly. They worked through instinct and power struggles were brutal with assassinations of queens by other queens who usurped power to become dominant. This was only present with the queens themselves as a male who accomplished the task was typically killed. This was because the hive who had their queen slain would be terrified of continuing to live without a ruler which meant that they were often quick to accept a hive queen in power.

It was noted that Wraith were very good at playing games, and were intelligent enough to overcome the technology barrier and adapt the previously incompatible technology of other races for use with their own systems.

Despite possessing telepathy, the Wraith do have language which appears to be a derivative of the Ancients.

It should be noted that the wraith could have genetic memory considering that an unusual amount of wraith can recall the war with the Ancients even though the war was over 10'000 years ago, and only three wraith have been confirmed to have lived that long.

As a result of the Atlantis expedition's presence in the Pegasus Galaxy, both directly and indirectly, a number of variant subspecies of Wraith have developed who are viewed with hostility by the Wraith. These include the Human-form Wraith, the Bug People, Michael's experiments and, most notably, the Hybrids.

The Wraith also made use of cloning technology in their war against the Lanteans in the Pegasus galaxy. Seeing their enemy possess such advanced technology, the Wraith realised that they needed an advantage if they wanted to win the war. After luring three Ancient warships into their domain, they managed to disable the vessels and take the Zero Point Modules that they were equipped with. Using this potent power source, they created a secret outpost where they created hundreds of chambers in which thousands of clones could develop.

The cloning process involved a Hive Queen to create several Wraith warriors naturally. Once these "templates" were created, the machines would duplicate the gene patterns of those Wraith several thousand times creating an instant army. It was through this method that the Wraith managed to flood the Lanteans with pure numbers that allowed them to win the war. Todd told Dr. Rodney McKay that "Within weeks, our army had grown to hundreds of times its original size. From that point on, the tide of war turned in our favour and there was nothing the Lanteans could do." Todd attempted to employ this tactic 10,000 years after the war in order to defeat the rival Hive factions. This plan failed due to the actions of a rival Hive Queen and the Atlantis expedition. The clones are somewhat primitive and are used as grunts by the more advanced Wraith that are naturally born. They usually wear a distinctive mask.

The Wraith spend roughly two centuries in stasis between cullings, during which the humans of Pegasus will repopulate their galaxy. Whether the stasis is solely to allow human population growth or is a biological need is unknown. While in stasis, they cannot be detected by a life signs detector. Because of the vulnerability the Wraith place themselves in by sleeping, a small group, lead by a Keeper, will guard them. If the Keeper should die, the rest of the Hive ship will awaken. While inside the hibernation pod, there is a constant flow of fluids between the Wraith occupant and the Hive ship. The Wraith also use stasis technology to keep humans alive to be fed upon in the future, by cocooning them.

The Wraith have less efficient sublight drives on their larger capital ships, but the drives on Wraith Darts are quite fast. They also give off a distinctive (and disturbing) whining noise.

Hive ships and Wraith cruisers do not have any energy shields in the strictest sense, instead relying on an organic armored hull that has a limited form of regeneration to nullify damage. They do, however, utilize a program that prevents Asgard beaming technology from transporting objects inside a Wraith ship or close to its exterior. The only form of shield technology known to be utilized by the Wraith is in their Wraith Darts, which use shields to serve as canopies for their cockpits. These shields are completely opaque and act as a Heads up display, displaying all information needed to fly the Dart in written Wraith.

Michael Kenmore managed to obtain a Puddle Jumper and convert its cloak into a Stun bubble; anyone who comes into contact with it suffers the same effect as a Wraith stunner. Despite their lack of traditional starship shields, they do use forcefields for a variety of purposes, such as protecting landed fighters from being hijacked, and for holding dangerous prisoners such as Asurans.

The Asgard were a benevolent, extremely advanced race from the Ida galaxy that visited Earth on many occasions. They used the cover of primitive gods in a similar manner to the Goa'uld, leading to the development of Nordic mythology.

Part of the Alliance of Four Great Races, they were among the most advanced races in the universe, matched only by the Ancients, the Nox, and possibly the Furlings. They assumed the role of the Ancients as protectors of the Milky Way when the latter passed from this plane of existence and in turn passed that role down to the Tau'ri, to whom they gifted all of their knowledge and latest technology

Physiology

Over 30,000 years ago, the Asgard were a tall (approximately 2m), generally humanoid species that reproduced sexually. Their physical forms changed gradually when they attempted to use scientific means to artificially extend their lifespans. The "modern" Asgard averaged about one meter in height, with grayish skin tones, small, skinny limbs, large heads and black eyes (bearing a striking resemblance to the "Roswell Grays" described in countless UFO stories). Their body, now weakened by several millennia of cloning, is more susceptible to the discharge of a zat'nik'tel than other races (Loki fell almost immediately while most human and Jaffa stand for a moment).

The species possessed no adrenaline glands within their bodies and did not have epinephrine pumping through their lymphatic system.

Cloning

The Asgard, pursuing means of extending their lifespans, began to use cloning technology. The mental patterns of Asgard that became ill or fatally injured were preserved by "downloading" them into computer memory crystals. The patterns were later placed in a new cloned body. This made the Asgard effectively immortal at the cost of the ability reproduce sexually. This prevented the natural process of evolution, making Ascension impossible without assistance.

The excessive use of the cloning process began to damage and degrade the Asgard genome. This would result in the eventual extinction of the race unless a cure could be found. The Asgard devoted considerable time and resources to the project, but their best efforts proved fruitless. (The Vanir had more luck in dealing with this issue than their Ida counterparts, primarily because they were willing to experiment on humans when the main faction would not. Even so, they were not able to eradicate the problem, only postpone it.) The final attempt to solve the problem resulted in a rapidly progressing, fatal disease.

The Asgard reproduced exclusively through a process of enhanced cellular mitosis, and through cloning had achieved a measure of immortality. Asgard DNA was programmed to grow a clone to maturity in just three months, however the clone was essentially an empty shell until an existing consciousness was transferred into it. As each Asgard's body failed, his consciousness was transferred into a newer, younger version of himself; thus, Asgard such as Thor or Freyr—who were known to have been early humanoids—had survived for thousands of years. However, lack of genetic diversity had led to eventual genetic deterioration, and the Asgard had become a dying race. Also there were certain degradations due to making a copy of a copy instead of copying the original body, which occurred.

Asgard scientists—such as Heimdall—had attempted a process of controlled mutation to stave off genetic degradation and preserve the Asgard race, but eventually failed. Loki had attempted less scrupulous methods, performing unsanctioned experiments by abducting humans from Earth and replacing them with clones for several days so as not to arouse suspicion while studying the abductees before returning them. Loki created a clone of Colonel Jack O'Neill, but the clone failed to age properly, and Young Jack O'Neill remained a teenager until Thor repaired the error in his DNA. Eventually, however, the Asgard had made too many irreversible mistakes in their development, and the final attempts to solve their physiological degeneration had left each of them with a rapidly progressing disease. As a race, the Asgard planned to end their lives in a mass suicide before their degeneration and suffering progressed too far, and they destroyed themselves and their homeworld of Orilla.

Vanir cloning technology in Pegasus beared significantly improved results thanks to experimentation on humans. They appear to stave of degradation itself though final solutions still evades them.

Asgard sensors are highly advanced. They can scan through Goa'uld shields and pinpoint life signs from far away. They are also what allows their beaming technology on board their ships to lock on to an object so accurately, it can even successfully beam a goa'uld symbiot out of a host. A less advanced version of this technology was installed on the Earth ships of the Daedalus-class, although it would have been upgraded to the most advanced version as part of the Asgard legacy.

Save for Atlantis<