The Official Who's Who Of The Sansoniverse
Edited by Ted Brengle
Entries contributed by Steve "Sanson" Mollett, Tom "Niko" Bolenbaugh, John Phillips, Mike "Quick" Chambers, Chad Wilson, Tim Brown, Aaron Einhorn, Dave Dotson and Brandon Keller.
Alien Races and Empires
The Guardians
One of the oldest races in the galaxy, The Guardians (no other name
is known for them) almost certainly pre-date the current cycle of
galactic
civilization and possess psionic abilities and technology that appear
as
magic to all but the most advanced races. Indigenous to the distant
world
of Oa, thousands of light years from the political machinations of the
major galactic empires, the aloof Guardians were believed for centuries
to have no interest in the affairs of the rest of the galaxy--indeed,
only
a handful of Guardians have even been seen off their homeworld in all
of
recorded history. This has recently been discovered to be largely a
pretense.
In fact, The Guardians have secretly been acting through intermediaries
for millennia in an effort to foster the rule of just law throughout
the
galaxy. The Guardians are now known to have acted for eons as an allied
power with New Genesis in holding the line against Apokolips and other
forces of darkness that threatened the universe. The relationship
between
the two ancient forces for good was tempestuous at times, however, and
it became increasing strained as The Guardians slowly took a more
interventionist
stance, while Izaya the Highfather became more conservative in his
approach.
This difference in philosophy erupted into public view during the
recent
Galactic War, where The Guardians began acting opening for the first
time,
allying with the frustrated New Genesis agent Sentinel to create the
Green
Lantern Corps. Despite their new prominence, the Guardians still almost
never leave Oa and seem loath to sully themselves with base political
matters.
It is widely believed that The Guardians are in contact with (and very
possibly members of) the even more mysterious Lords Of Order. [Ted
Brengle]
Kree


Having developed a warrior culture in response to their constant
antagonism
with the Skrull, the Kree have sadly been largely unable to harness
their
great potential for anything other than futile violence. Despite their
power, trappings of honor, and the genius of their awesome, amorphous
Supreme
Intelligence, the Kree's hatred of the Skrull almost always gets the
better
of them, and the Kree will often endanger innocent bystanders (and even
allies on occasion) if it will hurt the Skrull. The Kree positively
delighted
in the reports of the Skrull's involvement in the K'te conspiracy, and
lobbied the other races non-stop afterward to resume the war and assist
them in “crushing the threat of the Skrull once and for all.” The other
races, satisfied with the very significant concessions that the Skrull
had already been compelled to accept, could not believe that, after all
the carnage already experienced, the Kree still lusted for a massive
invasion
that would kill trillions more. The terms of the Treaty of Dressilus
made
it very clear that the Kree would be on their own if they reinitiated
hostilities
with the Skrull without provocation, and so far the Kree have been
eerily
quiet in respecting Skrull space. Despite the presence of Green Lantern
patrols of the neutral zone between the Skrull and Kree, no one is
naive
enough to believe that this quiet will last much longer. [Ted
Brengle]
Kryptonians

Little is know of this technological advanced, but reclusive race who
inhabited a cold, crystalline world called Krypton that orbited a red
giant
star. They very seldom ventured from their homeworld and had almost no
contact with the rest of the civilized galaxy. Because of this, nearly
the entire race was destroyed when Krypton shifted its orbit and was
destroyed.
The last recorded contact with the Kryptonians was made by the Qys
shortly
before Krypton's destruction. A Kryptonian scientist broke their
several
millennia long silence and contacted the Qys, requesting the aid of
their
genetic and medical expertise in finding a cure for a tenacious form of
radiation sickness that was starting to sweep through Krypton's
population.
A Qys medical team was assembled, but before it even left Qys space,
the
ship was contacted by the Kryptonian government: The Qys were informed
that the matter was under control and politely told to stay away. It
was
later determined by a Network salvage operation in the Krypton system
that
the immense seismic pressures that eventually tore Krypton apart first
forged new and unique isotopes in the planet's core and mantle. These
new
isotopes emitted radiation toxic to Krypton's indigenous life, but
oddly
enough, had no effect on other life forms. Needless to say, the Network
wasted little time in developing cheap, highly efficient, "clean
energy"
nuclear reactors, fueled by this "Kryptonite," and now make
considerable
profits marketing them throughout the galaxy. The only known survivor
of
Krypton escaped in a small spacecraft mere moments before Krypton's
destruction.
As the ship's stardrive activated near the remains of Krypton shortly
after
it exploded, a relatively large amount of Krypton's wreckage was pulled
into hyperspace along with the ship, and deposited at its destination.
Because of this, the Sol system contains the second highest
concentration
of Kryptonite in the galaxy by far. The child was presumably sent to
Earth
because, while Kryptonians and humans are physically identical on the
surface,
the radiant energy of Earth's yellow sun is more readily absorbed by
Kryptonian
cells, granting them miraculous powers. The Kryptonian child was
recovered
and raised by humans to unfortunate effect, becoming indoctrinated with
fascist ideology and gaining infamy as the Nazi villain Ubermann. This
last son of Krypton is currently imprisoned in the pocket dimension
known
as the Phantom (or Negative) Zone. [Ted Brengle]
K’te - Very tall, skinny, orange humanoids with bulbous, hairless, noseless heads, the K'te usually wear golden robes with colorful scarves wrapped around their long necks to indicate rank. For several thousand years, the K’te were committed to a quiet expansion phase, believing themselves to be nothing less than the pinnacle of creation; the most intelligent and beautiful race in the universe. Needless to say, they felt destined to rule all the other races, but were smart enough to approach this cautiously. Being clever warriors, excellent administrators, and inspired social architects, they used these skills to conquer a fairly large empire for themselves, often quickly replacing the societies of conquered races with new ones taylor-made to mold the subjugated races into whatever form the K'te required. While quite reasonable (even seemingly generous) in victory, the K'te were also monumentally sore losers, and when cornered, their monumental selfishness and nearly-solipsistic narcissism tended to come into full flower in usually reprehensible ways. One of the first races to join with Apokolips, the K'te also later provided sanctuary for an amazing array of war criminals after they helped preserve the K'Te empire's existence through the blackest of deceits. This K'te effort to profit obscenely from their own ghastly treatment of the Cholonu was later revealed by the last remaining Cholonu, and it was only his sense of mercy and justice that stayed the hand of the Warpsmiths from exterminating the entire K'Te race as payment for their crimes. K'te society is currently being systematically dismantled on K'te'i (their homeworld) and rebuilt from scratch by a Warpsmith occupational government guided by an advisory committee comprised of representatives from several of the galaxy's major races. The Warpsmiths' administrative style can be charitably described as "no nonsense." [Ted Brengle]
The Network

A multi-species trading co-operative with 137 member races, the Network
is a merchant guild, trading co-operative, corporate state, and private
army all rolled into one. Formed by the Master Traders several thousand
years ago, the Network is largely based in the Shi’Ar's domain,
although
the Network’s sphere of influence encompasses almost all of known
space,
with member worlds scattered throughout all the major empires. The
Network
often acts as the oil that keeps the gears of galactic commerce moving,
their massive starships daring to cruise the trade routes even during
full-scale
wars. The Network is scrupulously honest in terms of upholding
contracts,
but is notorious for not being above exploiting the naive. Several
races
have had the misfortune of encountering the Network as their first
major
alien contact upon achieving space flight. Indeed, as far as the
Network
is concerned, once a species achieves FTL or its equivalent, they are
considered
“mature”. Other observes, however, might choose the term “open season”
to better describe the Network's attitude toward these races. Quite a
few
species now have to pay rent to live on their own homeworlds thanks to
“great” deals and trading pacts made during their first meetings with
the
Network. Recently, the Network hosted representatives of mankind, who
agreed
to enter into a business relationship with them. The full terms of this
agreement have yet to be publicly announced. Prominent member races of
the Network include the cyborg Ly’bahr, termite Kondikki, eccentric
Rhindarians,
and bird-like Aevre. Of the Master Traders, themselves, little is know
except that every massive Network trade ship is commanded by one, they
resemble large, floating blobs of silly putty, and they always turn a
profit.
[Ted
Brengle]
Noirmer - A reclusive, peaceful race that prizes their solitude and generally has no desire to ever leave their homeworld, the Noirmer nevertheless maintain a presence in the overall galactic community through the agency of their "Traveler," the single Noirmer designated to leave their planet and act as the race's explorer and representative in all matters. One of the more physically "alien" races in the galaxy, the Noirmer are not even remotely humanoid (indeed, that are shuddering, slithering masses of greasy black ichor), and their appearance can be jarring to unprepared individuals unused to dealing with exotic xenobiologies. Classified as a lesser independent race, the Noirmer have little trouble maintaining their neutrality as they generally keep to themselves on their homeworld, a planet which is both strategically unimportant and totally inhospitable to almost every other life form in the galaxy. For these reasons, the Norimer are also a relatively obscure race, but those who are familiar with the Noirmer generally hold them in high regard, thanks in large part to the good will built up by the Travelers over the last several millennia. Most recently, for example, the current Traveler was instrumental in assisting the last living Cholonu in exposing a vast conspiracy that threatened to destroy any chance for enduring peace in the galaxy. (Race created by Mike Chambers) [Ted Brengle]
Qys



The Qys as a species are hard to define as they can switch their
consciousness
at will into any one of an innumerable variety of different bodies that
are kept in a handy pocket dimension for easy retrieval. To switch
bodies,
a Qys must simply say a few designated code words to activate the
trans-dimensional
shifter implanted at the base of their skull. There is a blinding flash
of light and the Qys is now “wearing” a new body. As the Qys are
consummate
genetic engineers, there are millions of different forms to choose
from,
from minuscule insects, to ocean dwelling behemoths, to worker bodies,
to pleasure bodies, to diplomat bodies, to bodies representing the
other
races of the galaxy. The astonishing variety of different forms and
experiences
have produced a equally diverse set of mentalities in the Qys. Despite
often vastly different philosophical perspectives, all Qys are very
polite,
generally respectful of the rights of other beings, and exhibit a
pronounced
yen for new experiences and knowledge. By and large, they are peaceful,
although they uniformly resent the Warpsmiths for failing to recognize
their territorial claims, and several more aggressive factions actively
look for ways to injure the Warpsmiths, usually through subterfuge.
Luckily,
all Qys ultimately defer to the wishes of their continent-sized,
immortal
Kingqueen, who, while hostile to the Warpsmiths, is not irrationally
so.
Having suffered less damage in the recent Galactic War than many of the
other empires, the Qys have already lent a great deal of humanitarian
aid
to other governments, and are taking a prominent role in helping to
rebuild
the galaxy, expanding their economic and political profile in the
process.
[Ted
Brengle]
Shi’Ar

The Shi'Ar are race of avian-descended humanoids almost
indestinquusable
from humans, except that they posses feathery plums instead of hair. Up
until recently, the Shi'Ar were well-regarded in the galactic community
as the leaders of a strong, just, long-standing empire, with a content,
multi-racial citizenry and a trustworthy government. Indeed, the
Shi'Are
Empire was viewed as a stabilizing force, due to its equanimity and
location
near the center of the galaxy. The previous Shi'Ar Emperor, however,
significantly
dented galactic goodwill. Known as the “Mad Emperor,” D’Ken was a
megalomaniac
who was quickly seduced by Darkseid’s promises of limitless conquest.
He
began by attacking the Kree (a traditional ally of the Shi’Ar), but, as
D'Ken's power-mad delusions knew no limits, the Shi’Ar were soon also
at
war with the Warpsmiths (another long-time ally) and the Qys (ditto).
The
cost of all this fighting on the Shi’Ar Empire was simply tragic.
Billions
died, and the devastation (not to mention the unsavoriness of the
Shi’Ar’s
new allies, such as the Skrull and K’te) caused the emigration of
billions
more as refugees. Eventually, a coup was organized by D'Ken’s sister,
acting
alongside Shi'Ar officers loyal to the original tenets of the Empire
and
several Green Lantern operatives. D’Ken was overthrown, but he fled
into
exile with the help of the traitorous Green Lantern Sinestro; his
current
whereabouts unknown. Lilandra’s first act as Empress was to formally
switch
sides in the Galactic War. With D'Ken gone and the Peace Traeaty
signed,
Lilandra and the Shi’Ar are now concentrating completely on the very
difficult
job of rebuilding a once-mighty empire.
[Ted Brengle]
*Skrull

Ruthless, cunning and deceptive (possessing an ability to shapeshift,
no less), few can remember a time when the Skrull weren't spoiling for
war, usually with their perennial adversaries, the Kree. The Skrull and
the Kree have hated each other for so long, no one can even remember
how
the animosity started. The Skrull also don't much care for the
Warpsmiths,
either, if only because they share a border with them. The Skrull have
fought periodic wars with the Warpsmiths, too, but unlike the stalemate
with the Kree, their wars with the Warpsmiths have always ended with
the
Skrull having their head handed to them. Needless to say, the Skrull's
thinly veiled inferiority complex was deftly manipulated by Darkseid
during
the recent Galactic War. As the Skrull's two-front war with the Kree
and
Warpsmiths actually yielded results initially (thanks to Darkseid's'
military
aid), the Skrull loyally stuck with the losing team right up to the
destruction
of Apokolips, then fell back. Way back. More over, their diplomatic
position
at the peace conference was not helped by revelations concerning their
involvement in the conspiracy to defraud the Warpsmiths and create a
safe
haven for war criminals in K'te space. Facing the amassed outrage of
the
entire galaxy, the Skrull only barely avoided being invaded and
occupied,
thanks in large part to the accurate perception of their Empire as
insanely
well-fortified, and their willingness to commit to an incredible war
reparations
schedule. The Skrull are now pre-occupied with stabilizing their
government,
after it collapsed twice in as many months, and a now nearly psychotic
paranoia generated by the fact that the Kree have not attacked them
yet.
The Skrull seem to be now working toward refortifying their position
and
securing their borders, possibly looking for other areas of expansion
that
don't involve confrontations with the other major governments. One of
these
efforts has been the "peaceful" annexation of Tamaran, which has
apparently
hit a snag since the puppet ruler they supported and helped install now
seems intent on ruling the planet herself, with little or no Skrull
involvement.
[Ted Brengle]
Tamaranians - One of the more prominent independent races, the Tamaranians have maintained a stable and largely free society on their homeworld of Tamaran, located on the border of Skrull space. A generally peaceful and prosperous monarchy, the Tamaranians maintain a healthy trade relationship directly with the Skrull and other races indirectly through The Network, as Tamaran is somewhat isolated with the bulk of the Skrull empire laying between them at the other major races of the galaxy. The Tamaranians have maintained their sovereignty by remaining scrupulously neutral. During the Fourth Galactic War, Tamaran asserted this neutrality strongly, rallying the other independent worlds on the far side of Skrull empire into a loose self-defense cooperative to discourage a Skrull invasion of the sector, and refusing to join the Green Lantern's crusade against the Skrull and other aggressor races. Tamaran's neutrality was made official in The Treaty of Dressilus, which even included a stipulation that placed Tamaran's sector of space outside of the Green Lanterns Corps' jurisdiction. Despite this long-standing stability and self-reliance, however, a succession crisis has now plunged the world into civil war. The true heir to the throne, Koriand'r, has been deposed by her elder sister, whose faction was supported (clandestinely at first) by the Skrull. Koriand'r has fled to Earth, seeking asylum and help for her people, who are now caught between the tyranny of their new queen and the ambitions of her Skrull benefactors, both now hungering for sole rule of the planet.
Thanagarians

One of the lesser independent races, the Thanagarians are militaristic,
winged humanoid who live by strict warrior codes and complicated rules
of honor. There is significant evidence, both sociological and genetic,
that the Thanagarians are in fact an offshoot of the Shi’Ar race (or
perhaps
vice versa). As the Thanagarians consider the Shi’Ar to be officious
fops,
while the Shi’Ar regard the Thanagarians as uncouth barbarians, this
theory
is rejected out of hand by both and any mention of it in either’s
presence
is considered a great insult. Thanagar society is quite underdeveloped
when compared with the galactic average, due largely to economic pacts
made with the Network shortly after the Thanagarians ventured beyond
their
home system. These agreements have led to over 500 years of crippling
debt
payments, with no end in sight. Needless to say, many Thanagarians
despise
the Network and will do anything to harm it or its representatives, if
they can safely do so. Between the Thanagarians’ reputation as fierce
warriors,
and the ruinous contracts that the Network would insist be honored by
whoever
controlled Thanagar, invading armies gave the world a wide berth during
the recent war. For their own part, legions of Thanagarian warriors
fought
as mercenaries on all sides for months before the Thanagar government
officially
joined the Green Lanterns’ Alliance. [Ted Brengle]
Warpsmiths

The Warpsmiths are masters of speed, teleportation and the quantum
mathematics that run the universe. Powered by the massive warp
batteries
on Hod and linked by sub-dermal circuitry implanted into every
Warpsmith
at birth, Warpsmiths can teleport themselves anywhere in the galaxy
(provided
the destination isn’t shielded) in an instant, and have exo-teleport
abilities
as well (often manifested by teleporting non-shielded enemies into
walls).
The Warpsmiths have no starships—they don’t need them—and are
frighteningly
formidable warriors. Often very calm and stoic (not to mention
infuriatingly
laconic), their cool veneer masks how utterly terrifying they are as
combatants.
Unemotional and ruthlessly efficient, Warpsmiths have a galactic
reputation
for unparalleled competence in martial matters and unearthly coolness
under
pressure. Being a species that prizes honor highly, their empire is a
proud,
but benevolent one. They protect their subject races diligently, but
also
allow a great deal of internal freedom and local autonomy. They can
sometimes
by arrogant and brusque, but once an individual or race has
demonstarted
great courage, loyalty, honor or integrity, they are quick to show
respect
and friendship. Physically, Warpsmiths look very much like humans
except
for a second set of nostrils located right above the first, and the
fact
that their skin color varies depending on their caste: Warriors are
alabaster
white, diplomats are gray, artists and bureaucrats are blue, engineers
and scientists are red, and their leaders (of which there are only
three
and they are giants) are black. The Warpsmith are well respected in
galactic
society, although they are locked in a perpetual state of cold war with
their neighbors, the Qys. This is more political and territorial than
personal,
however, and when pressed the Warpsmiths can even ally themselves with
the Qys if the situation is dire enough (as it was in the recent
Galactic
War). If anything, the recent reprehensible behavior of the K'te has
shown
the Warpsmiths that the Qys really aren't that bad at all. The Peace
Accord
of Dressilius even splits administration of the former K'te empire
between
the Warpsmith and Qys to help maintain stability in the region, and
while
there have been some disagreements between the two races, none have
been
serious thus far. [Ted Brengle]