The TyRhainean Empire is totalitarian regime known as TyRhainean rule the area. They originally come a harsh planet, once visited frequently by the Atlanteans. Their sun was about to go Nova and were convinced, due their Great Respect for the Elder Races, moved off to Terra-Prime. The TyRhainean are super humans who possess greater prowess than average humans. men wore tight fighting garb. with TyRhainean Wolf hide capes and leather fighting vest, that holds many weapons and other useless devices that covered nearly their entire bodies, generally leaving only the face and hands exposed. The Many TyRhainean hair was pulled into a kind of topknot through an opening in the top of the headgear, though some don't wear it this way and leave it flowing about their head and neck areas. Male attire is very colorful, but there different blend of colors indication that color connoted status or tribe. More important TyRhainean added subdued ornamentation to their clothing; typically, this consisted of fringes or ruffs of fur. The highest-ranking TyRhainean First Guard -an Elite Fighting Service in service of a The TyRhainean High Council of Lords is known as the First Prime and bears a raised gold insignia, fitted upon a leather headband. Other high-ranking may bear similar silver marks. TyRhainean women wore long, flowing dresses and bound their hair. Very few ever make into the TyRhainean Warrior Elite Class, but fight in low level position under TyRhainean Military Clans.
Society and culture[]
Most of them join the TyRhainean Secret Service-their form of Surveillance of enemies or potential enemies of the Empire. describe the TyRhainean Military Clans as being a bloodthirsty race, but this is only a very basic description of a sworn enemy. While most of the TyRhainean Military Clans seen are certainly aggressive, and often employ violence as an expedient solution to a problem, they will not hesitate to use a non-violent method if it will achieve their goals. They are also shown to care deeply about their family and race. It should be noted that almost all of the TyRhainean Military Clans seen in the series are part of the TyRhainean Military Clans, and so are not necessarily representative of the race as a whole. The Atlanteans must have seen something in the rest of their culture worth saving, that either known by younger races or not evident in the TyRhainean as of yet in their cultures social evolution. TyRhainean, like the Jovians, are said to not kill each other, and view the way with which humans kill each other in wars and in crimes as horrific-unless provokes into the situation by some sort of act of dishonor. The TyRhainean government is referred to as an Imperium or Imperial Empire. Given that the TyRhainean race has waged a successful war with the Jovians, it seems likely that the Imperium is a well-organized government. The general impression created is that the Imperium is an aggressive organization lacking compassion, as it is shown that the TyRhainean have destroyed outright many other World Plates that have allied, wittingly or otherwise, with the Jovians, in accordance with the TyRhainean desire to wipe all trace of the Jovians from the existence. There is a peace movement within the TyRhainean culture, a representative of which appears members of the TyRhainean have cooperated with Jovians to find a solution to their biological problems at undisclosed times in the past. The impression is made that cooperation dates back at least several centuries.
Costums[]
TyRhaineans are mostly all tall and large; seven feet is not unusual, as the women are but slightly shorter around 6 foot. They are also fast and strong. TyRhaineans society is bound by a wide variety of rules and strictures, violation of which can have consequences as severe as death. Ancient Tykhainia was moderately primitive humanoid society based on tribal leadership and strong codes of war. Led by a high male tier, their customs and traditions forbid shows of cowardice-Walleer, and even forbid strangers to touch the wife of the high Council Member-. This species tends toward resolving conflicts with their blades rather than with their words. A few of these include: • No other man may touch the wife of a High Council Member. Doing so is punishable by death, because it considered an attempt to usurp his possessions and property-that wife is not only partial owner, but caretaker of the family unites. The heir to the next Generation of the TyRhainean Empire. The TyRhaineans also believe the perfect mate is the perfect woman, in she must physically strong of mind, will and body, If she shows fear or lack of any of these qualities, she not worthy of being ones mate-or Suool Khaar-Beloved Mate. • The heir of a deposed TyRhainean High Council Member is traditionally killed by the usurper; if the heir is not yet born, then the mother is killed before birth can occur. • If a woman offers a man something such as a gift, and he accepts, her nearest male relative must try to kill the recipient. This form of challenge is considered an honor; the TyRhaineans value combat even over love. • TyRhaineans value honesty, and accept the word even of strangers. But if one's word is proved valueless, the offended TyRhaineans will try to kill the offender. To say that someone’s word is unimportant and that you do not hear him is equivalent to accusing him of lying. • TyRhaineans value hospitality, and demonstrate it to anyone who does not give them reason to consider him an enemy. • TyRhaineans value the courageous, and disdain the fearful or weak. • TyRhaineans believe that the strong should survive, and the weak and sick die. They have little use for doctors or medicines. There children and young are taught to fight there way through life. The Victor not only gains honor but the losers titles and possession, for losing. He must either hide away as a coward or proves him or herself as a TyRhainean Warrior. It is felt, that one individual is not worthy to fight survival, and one is worthy to either live or be recognized as a citizen of worth. • When aroused to anger, a TyRhaineans acts quickly; he does not stop to ponder his course of action, but usually simply attacks whoever has angered or offended him. • Their society is based on war and combat; ritual suicide is often preferred over living life as a crippled warrior, and may allow a warrior to die with honor. To be captured rather than killed in battle brings dishonor to not only the captive but his descendants. Death is depicted as a time for celebration, not grief. • TyRhainean believe a brave warrior can either take a life or give a worthy opponent his or her life back, in return for his or her own.
Other Things[]
TyRhaineans language and names often contain a double vowel combination; this often breaks the word into extra syllables. For example the title Ackheer is often, but not consistently, pronounced "Akh Khear". The name Akheer is pronounced "ak Khear", with a stop between "a" and "ear".Many other TyRhainean words follow similar example, such cowardice-Walleer.Suool Khaar-Sool Khaar-Beloved Mate. Sarkhaan-Lord-pronounced Saar -Khaar.== The Hign Sarkhaan(tē'-îr, tēr) is the title of the ruler of the Ten Nations of the TyRhainean Empire.
Weapons[]
TyRhaineans fight hand to hand with swords and knives. They also hand held Stun batons, to subdue slaves or prisoners, they want to keep for loborers, captives or other uses. At ranges of up to one hundred yards, they can accurately throw a three bladed disc called a Khaarhat; this weapon, in the hands of a skilled user, is deadly. The Khaarhat was a melee weapon. It is a three-sided bladed weapon used by tribal warriors on planet Tykhainia III. It was highly effective at ranges of up to 100 meters.
== The Hign (tē'-îr, tēr) is the title of the ruler of the Ten Nations of the TyRhainean Empire.
The Guardian of Forever is a time portal portrayed in the fictional universe of Star Trek.
Fictional Origins[]
In the Star Trek universe, analysis of the ruins on the Guardian's home world suggests it may be billions of years old but no one knows who built the Guardian. The Guardian is able to speak to anyone who asks it a question, though the meaning of its responses is not always clear. For instance, when asked if it was machine or being, it responded, "Both, ... and neither." When Spock says that there is no reason to speak in riddles, the Guardian says that it answers in the way that is best for "your limited understanding." The Guardian can detect changes in the timeline, but typically provides its users little help in figuring out how to change it back. And being in the vicinity of the Guardian when such changes occur isolates those from the effects of the change in the timeline.
Television appearances[]
Canonical[]
The first appearance of the Guardian was in the Star Trek: The Original Series episode "The City on the Edge of Forever" (1967). In that episode, the voice of the Guardian was provided by Bartell LaRue. The Guardian's only other on-screen appearance was in the animated episode "Yesteryear" (1973), in which the Guardian's voice was provided by James Doohan (best known as Scotty).
Non-canonical[]
In the unofficial mini-series Star Trek: Of Gods and Men, the Original Series character Charlie Evans used the Guardian to go back in time and change history. The Guardian also appears in an episode of Star Trek: New Voyages. The episode also portrays a second Guardian, much larger than the first, through which a starship can fly.
Books[]
The Guardian has proven popular in both fan fiction and the "official" Star Trek novels published by Pocket Books. However, none of these writings are considered canon.
Novels[]
Title | Author | Plot |
---|---|---|
The Devil's Heart | Carmen Carter | The origin of the Guardian is revealed. |
Federation | Judith and Garfield Reeves-Stevens | The Guardian apparently stopped responding to questions several years after the events of "The City on the Edge of Forever". |
Imzadi | Peter David | The portal serves as the focus of the story, creating an alternate timeline where Deanna Troi died at the hands of a scientist from the future in order to reshape the history of his species. The attempt by a future (then Admiral) Riker to undo the changes to the timeline drives the novel to conclusion. |
Provenance of Shadows | David R. George III | Where the Guardian and "The City on the Edge of Forever" are pivotal to the story and the fate of the Guardian may be indicated. |
Star Trek: First Frontier | Diane Carey and Dr. James I. Kirkland | The Guardian of Forever is instrumental in helping Kirk and his crew return to just before the extinction of the dinosaurs to correct an altered timeline, from which they were spared due to an unexpected effect of an experimental new shielding system. |
Crucible trilogy | David R. George III | Trilogy explores the long-term effects on Kirk, Spock, and McCoy of the only canonical appearance of the Guardian. |
Yesterday's Son and Time for Yesterday | A.C. Crispin | Kirk, Spock and McCoy use the Guardian to visit Sarpeion in the past and find Zar, Spock's long lost son from All Our Yesterdays. |
Preserver | William Shatner | Kirk and Tiberius enter an enormous Preserver obelisk and Kirk discovers a Guardian in the final chamber. |
Star Trek IV: The Voyage Home novelization | Vonda McIntyre | McCoy angers Kirk before their time travel by asking, "What would the Guardian say?" |
Short-Stories[]
Title | Author | Collection | Plot |
---|---|---|---|
Mind-Sifter | Shirley S. Maiewski | Star Trek: The New Voyages | Captain Kirk is stranded on 1950s Earth in a mental hospital, having been abducted by Kor, subjected to a Klingon mind sifter, and transported through the Guardian of Forever. Spock is promoted to Captain and spends a year looking for Kirk. |
Guardians | Brett Hudgins | Strange New Worlds VII | Set in a future where the Horta are serving as protectors of the Guardian of Forever, preventing any malevolent races from purposely altering the timeline. The story makes use of several popular Trek characters and villains (Odo, Q, the Borg, and Armus (from "Skin of Evil")) during the 50,000 year span of time covered. |
Computer games[]
- In the computer role-playing game Fallout 2 there's a random encounter in which the player is able to enter a time portal resembling the Guardian of Forever which paradoxically makes him start the plot of the game's predecessor, Fallout.
See also[]
External links[]
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