Gorn Hegemony
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- INFORMATION CLASSIFICATION: TOP SECRET
- RELIABILITY CLASSIFICATION: A (multiple direct and recent contacts by multiple Star Fleet and OSFI assets)
INTRODUCTION
The Gorn Hegemony occupy a region of space bordering Federation, Romulan and Tholian territory. They do not share a border with the Gorn Confederacy.
Recent conjecture, combined with certain acknowledgements from the Gorn Confederacy have shed some light on both the age and origins of the Gorn Hegemony.
An undetermined number of years ago, the Gorn Confederacy was engulfed by the expanding Romulan Star Empire. It was assumed until the Hegemony appeared that the Romulans had wiped the Gorn people from existence.
The Hegemony appeared approximately 60 years ago as a group of disorganized clans. Infighting between these clans consumed much of their time, and they were not considered a threat by any of their neighbors.
These 30 clans were once part of the Gorn Confederacy, and had seceded from the Confederacy. The actual numbers of Gorn that made the initial move are not known. However by the time the Clans settled in their current territory, the sheer size of population indicates a large number involved in this early migration.
Now that the Romulan Empire has receded, the Gorn Confederacy was again revealed. For further details, please see the OSFI brief on the Gorn Confederacy.
In RP
The Gorn Hegemony are a Gold Fleet threat, most specifically in the Krima Expeditionary Force Area of Operations. There has been continual development of the Gorn since the re-establishment of Gold Fleet in 1999/2411 and the subsequent opening of Krima.
HISTORY OF CONTACT
First meaningful contact was made with the Federation in 2410 by the USS Aurora. Follow-up encounters with USS Spitfire and USS Kosmos (attached to Deep Space 13) as well as elements of Tactical Squadron 91 (USS Leviathan, USS Ramses and USS Lor'Vela) in the area of the Tybiiran Complex in 2410-2412 proved costly to Federation assets.
The years since have been littered with encounters and skirmishes of varying sizes. In 2415, an attempt to kill the Hegemony Ambassador Linkri Saresh on Cestus III was thwarted by the USS Serapis; this attempt foiled a first attempt at peace between the Gorn Confederacy, the Gorn Hegemony, and the Federation. The most recent military action occured a few years ago at the border world of Frika in the Briol (ML-4986) system, where the USS Circe and elements of both Tactical Squadron 13 and Task Force OMICRON, severely outnumbered, managed to defeat the invading Gorn Hegemony forces and protect the joint Federaction/Gorn Confederacy terraforming operation ongoing there.
OSFI believes that this operation was the beginning of the end for the Hegemony, as the resulting defeat in the Battle of Briol is believed to have wasted what remaining natural resources they had. Since this time, the Hegemony has found itself a dissolving, fractured entity, with many clans outwardly opposing the Hegemon.
CULTURAL/HISTORICAL PROFILE
Early History
Early sensor readings and intelligence reports indicate that the Gorn Hegemony was constituted of somewhere between 27 and 36 individual clans.
These clans appear to be extended familial units, seemingly governed by the Darwinian principle of "survival of the fittest".
Each clan sought what was in their own best interests, and initial intelligence analysis demonstrated that the Gorn's were of no significant threat to any of her neighbors.
They were, however, a threat to themselves. Many civil wars were waged between various clans of the Hegemony, which proved costly, both in population and natural resources. These civil wars, instead of accelerating the pursuit of technological advancement, stagnated any advances the Gorn Hegemony were pursuing.
Recently, under the leadership of the Ssel of the X'tel clan, the clans were united, and a purge of sorts occurred, destroying the only real source of dissent, the Sarkis clan.
Since uniting the Gorn Hegemony found a certian strength in solidarity. In a misguided attempt to gather extra resources, the Hegemony launched an attack against a Romulan colony in Romulan space. This incursion was easily deflected by the Romulans.
The Gorn Hegemony then turned her attention to one of her other borders - that of the Tholian Holdfast. The battle was fierce, but the Tholian Holdfast were caught unprepared, and the outpost was quickly captured by the Hegemony.
Further clashes have occurred, loses suffered by both sides. Then, in 2412, both the Gorn Hegemony and Tholian Holdfast have sought the assistance of the Federation in resolving their conflicts. This initiative did not pan out.
For the next few years, the Hegemony laid low. The reasons for this are not known, but many experts believe this was simply to save their waning supply of resources for 'the right moment.' That moment came fice years later, in 2417, in the remote border system called 'Briol'. The ensuing engagement became known as 'The Briol Campaign', and it remains the largest military action to date within the Krima Expeditionary Force's area of operation.
Since that time, the Gorn Hegemony has drifted further into the periphery of galactic politics, given the state of their economy; simply put, without a major influx of natural resources, they can no longer afford to be major players. That has not stopped them from trying, from time to time, to acquire the natural resources needed, but it has crippled their ability to take such resources by force.
Current Social Makeup
The current Gorn social hierarchy is based upon the traditional Gorn clan system. Clans are defined by either blood or marriage relation, much like the Klingon houses. When members of two distinct clans marry, they join to become one, larger clan, incorporating the strengths and weaknesses of each side. As a result, most marriages are arranged in modern times so as to consolidate political and social influence. Today, there are approximately a dozen major clans that exist in the Gorn Hegemony, with several score of minor clans looking for a way to join with a larger clan.
This clan-based society permeates every aspect of Gorn life- it is even the name of their homeworld: Clanhaven (translated from ancient Gorn). Clan life is extremely rigid, with each member having explicit responsibilities. The head of each clan is typically the eldest male (given the title 'Lord'), although, depending on the existing political/social situation of the time, this practice has varied. This is especially true in times of armed conflict, when the younger, stronger males tend to exert more influence than is normally the case. However, in all cases, a male has always ruled. Females are not forbidden per se from ruling, but tradition holds that the females handle domestic issues (such as caring for young, education, etc.) while the males handle the more physically strenuous jobs.
Gorn society is militaristic in nature, preferring to conquer rather than negotiate. All males serve in the Gorn military in some way, shape or fashion, for the standard 7 year stint. Most return to military service once their obligation has been met, but many forgo renewal in lieu of political or familial goals/obligations. Regardless, a male returning from military service is always a hero; in fact, one of the most important ceremonies in a Gorn male's life occurs the day before his reporting for military service- on that day, he passes from childhood to adulthood. When he returns, he returns a man, to be respected and honored. A female is forbidden from military service.
Government
The Gorn political system totalitarian in nature, with the head of the largest, most powerful clan presiding with absolute authority, as the term 'Hegemony' suggests. His rule is for life- or until another clan establishes dominance.
Each major clan is given a place on the Hegemon's (the ruler's title, translated into the closest Federation Standard) Council of Advisors. Thus, the size of the Gorn Council of Advisors varies as clans grow and shrink; there have been as little as 4 clans on the council (the initial four clans that seceded). Until recently, there were 13. These Advisors have no political power per se, but can exert influence on the Hegemon's decision-making process. Thus, the position as Advisor is a prestigious one.
Traditionally, diplomats and such have all come from the ruling clan- it is extremely rare for a ruler to name a member of a rival clan to a high political position.
However, in recent months, the Hegeon's government has all but disappeared around him, with several clans openly opposing him due to his series of failed attempts to strengthen their econimc and political base. In a final attempt to preserve some semblance of Gorn rule in the region (if not his own life), the Hegemon himself has requested a conference on Deep Space 13 to commence, in order to discuss the peaceful re-unification of the Hegemony clans with the Gorn Confederacy. This has not been universally accepted by all of the clans, with most of the opposing clans refusing to accept the peace initiative of the Hegemon. As such, there is a power dispute in the disputed territiries, concentrated along the Hegemon/Echen F'don border right up to the Federation border at the Tybiiran Complex.
Military
Gorn history is replete with civil war. In fact, most of their early history after its secession from the Gorn Confederacy revolved around wars between power-hungry clans. It has only been recently that the civil wars have stopped. The existing ruling clan, the S'sethren, assumed power after by emerging from the last civil war 28 months ago as the largest remaining clan, doing so by brokering a marriage between themselves and a minor clan as the cease-fire between clans was signed. This marriage put them in power.
Recently, a prolonged conflict has sprung up between the Hegemony and their nearest neighbors, the Tholian Holdfast. Prolonged battle has hit the Hegemony Navy hard; the faster, more maneuverable Tholians, with their Web Casting weapon, has been able to put a sizeable dent in the Hegemony fleet. Coupled with the fact that the Hegemony's already-thin natural resources have been all but exhausted due to the war, and the result was a willingness to discuss peace for the first time in their history. However, neither the Tholians nor the Hegemony seemed truly eager for peace, and despite the efforts of the USS Aurora, her crew and the Gnalish delegation charged with facilitating an agreement, the talks failed, with the Hegemony and the Tholians still at war.
Eventually, a truce was called by the Hegemony due to the depletion of its resources; simply put, it could no longer continue to make war. However, as this ability is central to Hegemony culture (and therefore political power), the Hegemon needed to find a solution to this or risk loosing his power and plunging the Hegemony into civil war yet again. He would find his answer in the Tybiiran Complex.
The Tybiiran Complex is an area of space just inside the Federation border, away from normal Star Fleet patrol lanes. As such, it could enter the complex- largely made up of mineral-rich asteroids that make sensor readings difficult at best- almost completely unobserved and rape the complex of its mineral wealth.
The opening of DS13 in 2410 placed this operation in danger. Eventually, the Hegemony base was stumbled upon by elements of Tactical Squadron 91 and DS13 in 2412. The resultant battles- known as the First and Second Battles of Tybiiran- proved costly for Star Fleet, but not nearly as costly as it was to the Hegemony. Robbed of the only mineral-rich region within their striking distance, they retreated within their borders, defeated.
The resulting civil war brought forth a new ruling clan, the Sh'raketh, and, consequently, a new Hegemon; this change in Hegemons coincides with the withdrawal from the galactic political scenes. They did not re-emerge as major players until the Battle of Briol in 2417. Since their defeat at Briol to the USS Circe, the rest of Tactical Squadron 13 and Task Force OMICRON, the Gorn have been exceptionally quiet for reasons already hypothesized.
PHYSIOLOGICAL PROFILE
The Gorn are reptillian creatures, resembling small Terran dinosaurs. They are bipedal and carnivorous, and, despite their reptillian appearence, are warm-blooded and have lungs with which they breath a nitrogen/oxygen mixture. Many Federation and Terran scientists point to the Gorn as proof that, if not for the Terran Ice Age, the Terran dinosaur may have eventually developed sentience and continued as the dominant life form on Earth.
The Gorn reproduce in the same manner as humans sexually as most humanoid species. Although very rare, there have been instances of a Gorn marrying outside of their race. On average they are 7 to 8 feet tall, and weigh between 500 and 900 pounds. Extremely strong, they are usually capable of lifting up to 3 or four times their own body weight. Similar to a humanoid version of a lizard, they vary in color but are most commonly a dark green that lightens towards the extremities. Their eyesight is not as keen as a normal human, but they have a much wider area over which they see giving them comparatively remarkable peripheral vision. Although hearing is roughly equivalent to human norms, their sense of smell is markedly more sensitive.
The Gorn body is designed for hardship. Covered in a thick epidermal layer, the skin is very close to being a hide that is difficult to penetrate. The nerves are deeper under the skin than a normal human, lending to their resilience to pain and phaser stuns. Except in the very tips of the fingers and the tongue, which harbor small nerve bundles for better tactile sensation, the Gorn have a very poor sense of touch. Their thick hide also acts as a natural insulator keeping extreme temperatures at bay. This enables them to live comfortably in temperatures ranging from -30 C to 40 C, and survive in much harsher climes.
Three separate hearts provide the constant flow of blood to their massive frames. Despite this it is uncommon to see a Gorn bleed more than slightly, unless cut very deeply. This is due to the lack of capillaries in their system. instead blood is carried to small sacks buried well under the skin. These sacks periodically open multiple tiny valves, similar to a heart, and release blood into the surrounding tissue. From there it is carried to the upper layers of the skin through microscopic channels that exist in the tissue itself. Although capable of surviving in colder weather, the race prefers much warmer climates. Temperatures below freezing slow the flow of the blood to the outer layers of skin, which causes the hide to harden and severely impair mobility.
In addition to multiple hearts, the race is blessed with three spines and the brain is composed of three hemispheres instead of two. The third section of the brain seems to only function as a backup, and usually is not active until needed. This same redundancy in systems is repeated throughout their physiology including the bone and muscle structure. The protection around the chest area is a prime example of this. Beneath the skin and muscle of a Gorn chest are two sets of bone plates that run horizontally across the body. These are spaced evenly to the left and right, and also vertically. Although the two separate sets of plates are independent, each plate within a set is connected by a similar plate of cartilidge interspersed between the plates of bone. Under these bone plates is another set of muscles that perform the exact same duties as the ones beneath the skin, and just beneath these muscles is another set of bone plates. This second dual pair of plates line up with the set above to place the bone plates under the cartilidge of the upper layer. Finally there exists a third muscle structure under this second set of plates, and then the ribs. A similar arrangement protects the head with a solid bone plate that protects the nose and upper area of the skull, a series of plates interconnected by cartilidge and sinew beneath it, and finally the skull itself.
All these factors combined would make a species very difficult to kill. When combined with the races ability of slow. natural regeneration, they are nearly impervious to anything besides total annihilation. Although the natural ability of regeneration would seem to make them completely indestructible, this is not the case. At least one hemisphere of the brain must be active and connected to the body, in order for this function to work. Additionally the process is very slow, requiring fourteen months to regrow a hand. This regenerative process also interferes with non-natural healing attempts such as surgery or dermal regenerators, as the body will still try to heal a damaged area even after it has been repaired by a procedure other than its own. This can cause horrible disfigurement, and the eventual loss of the ability as the body starts to assume that something else will heal it.
TECHNOLOGICAL PROFILE
Since their very existence depended on strength and size rather than mobility, the Hegemony Navy has incorporated this ideal into its shipbuilding. Hegemony ships tend to be very large and very durable- much more so than most Star Fleet vessels. However, they are slow and lumbering machines, just as their creators are- faster ships can easily outflank them and punish from the sides. However, as heavier vessels, they possess a sturdier superstructure than their Star Fleet counterparts, able to take more punishment on its bare hull for a longer period of time- which is good for the Hegemony, since their deflector shield technology is not up to Star Fleet standards.
Hegemony engineering, while technologically advanced, is not as refined as other star-faring races- they tend to follow the "If it's broken, hit it" mentality, trying to accomplish by shear force what others have done with research and guile. As a result, top speed on Hegemony ships is believed to only be about Warp 8.8. Almost every Star Fleet vessel, unless damaged, should be able to outrun a Hegemony cruiser if forced to.
As for their weaponry, it is extremely potent, but this power comes at a heavy price. Their phasers and torpedoes can deliver similar (and sometimes greater) destructive force to their Star Fleet cousins, but they do so at almost twice the cost in power. Because of this, weapons systems and such are easily reduced to partial power or off-line status by simply engaging them in a prolonged fight. Their shields follow the same rules- they get their albeit limited effectiveness at nearly twice the cost of the far more efficient and powerful Star Fleet shield systems.
They also have recently acquired a new, powerful weapon- a neutron blaster. Nothing in their technological development suggests such a development as being an original work; this suggests some outside assistance. At this time, OSFI has no information regarding who gave the Hegemony such technology. But the weapon IS formidable- able to whittle shields down to nothing with only a few shots. But, as is typical for Hegemony engineering, this absolutely guzzles power.
Recently, OSFI has received reports from "classified sources" (likely from Gorn Confederacy assets) of some new technological development by Rebel forces under the command of Shiplord Mor'dak. The nature of this technological breakthrough is unknown at this time, but OSFI has classified it and all further information regarding it under the moniker "Project Clawkey."
STRATEGIC OBJECTIVES
At this time, there appears to be competing objectives: the Hegemon, perhaps in a bid to preserve his own life as much as a genuine bid to retain some sort of power and Gorn influence in the region of space, has pushed for the passing of the Kimura Accords at the recent peace conference, which would result in the formal dissolution of the Gorn Hegemony into a new, broader Gorn Confederacy; Mor'dak, his chief rival at this point, seeks to maintain the Hegemony as a separate, independent political entity. These two objectives are completely at odds with one another, therefore both cannot succeed. Until one Gorn- the Hegemon or Mor'dak- emerges as the undisputed leader of the Gorn Hegemony people, this conflict will likely continue to spill Gorn blood and almost assuredly spread beyond its borders.
DATABASE OF GORN HEGEMONY SHIPS
- Battleships
- Heavy Cruisers
- Light Cruisers
- Destroyers
- Frigates
Gorn Hegemony Navy Ship Construction Specifications
Notes
- For visuals of the rank insignia of the Gorn Hegemony Navy, click here.
Credits
- The Gorn Hegemony pages were originally developed communally by the crews of the USS Aurora (under the command of Matthew Nicholls), Deep Space 13 (under the command of David Suarez de Lis) and the USS Leviathan (then under the command of Scott Lusby), as well as by David Hills and Sean Speake.
- This page was updated by Scott Lusby to reflect recent events.