Difference between pages "USS Blythe" and "Melkot"

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{{Starship
{{icons|bfc}}{{Government
| name = Blythe
| name = Melkot
| prefix = USS
| image =  
| image = [[File:BLYTHEFLYOVER.jpg]]
| species = Melkot
| registry = NCC-12114
| homeworld = Unknown
| class = California
| founded = Unknown
| type = utility cruiser
| warp = Unknown
| affiliation = [[Starfleet]]
| language =  
| status = Active
| currency =  
| commission = 2385
| government = Unknown
| decommission =  
| leader =  
| destroyed =  
| advancement =  
| unit =  
| military = Unknown
| taskforce =Task Force 17
| taskgroup =Task Group 9
| squadron =  
| mothership =  
| homeport =  
| role = Command Variant Utility Cruiser
| co = [[bfms char:86584|Captain Silas Crowe]]
| xo = [[bfms char:86630|Commander Kiaran Patel]]
| dedication =[[File:Dedicationplaque.png]]
}}
}}
{{quote|Beware of little expenses - a small leak will sink a great ship.|'''Benjamin Franklin - ''Ship's Dedication Quote'''''}}
The '''Melkot''' are a xenophobic species and minor power with territory in the [[Alpha Quadrant]]. Historically xenophobic and deeply territorial, they have long jealously guarded their borders and resisted encroachment or even peaceful visitation by any outsiders. The [[Federation]] made a [[ma:Spectre of the Gun (episode)|fraught first contact in 2268]], with the USS ''Enterprise'' earning permission to enter Melkot space. Since then, relations between the Federation have been cordial at best, non-existent at worst. There are rarely interactions between the two powers; [[Starfleet]] ships may not approach or enter Melkot space without permission, and the Melkot have only communicated with the Federation in times of dire need for either side. In those times of necessity, however, contact has been possible, and the Melkot wary of engagement but open to discussion.


'''USS ''Blythe'' (NCC-12114)''' is a [[California class|''California''-class]] utility cruiser assigned to the [[Fourth Fleet]]. The ''Blythe'' initially was equipped as a science support variant of her class, with science-teal markings on the hull and significant interior space devoted to science labs and probe storage. In 2401, the ''Blythe'' underwent a refit aimed at reconfiguring it for a Command role, and as part of this transformation, it was repainted in a distinctive red color to signify this change in its mission profile. The USS ''Blythe'' is currently under the command of [[bfms_char:86584/|Captain Silas Crowe]].  
== Melkot Species and Culture ==
The Melkot themselves are non-humanoid and powerful telepaths. They have bulbous bodies without limbs, which appear to float through unknown means, and have bright, round eyes. They are capable of projecting telepathic illusions that are indistinguishable from reality to the recipients, especially in non-telepaths. These illusions are so potent that experiencing injury and death can cause sufficient psychic trauma to hurt or even kill. Other telepathic species, such as Vulcans, have proven capable of resisting the illusions with varying degrees of success.


====== First Commission (2385 - 2390) ======
The only confirmed survivors of a telepathic illusion intended to be lethal for the victim was the crew of the ''Enterprise'' in 2268. They were immersed in an illusion of the Old West and were expected to be killed in a gunfight. It is believed that the Melkot identified an experience, setting, or period that the crew associated with violence, where death would be an inevitable outcome. It was through resisting this expectation of violence, when Captain Kirk refused to kill an illusory opponent, that the Melkot became curious enough about humanity to make contact.
Throughout the initial decade of active service, the ''Blythe'' was intermittently utilized for short transport, scientific, or repair assignments, although not on a significant scale. Under the leadership of Captain Frank Tipper, the ''Blythe'' was just one among many, with no notable events documented during this period.


====== Decommissioned Period (2390 - 2393) ======
Little else is known about the Melkot people. The Federation highlight their xenophobia and territorialism, but also point to the fact that they were stirred by unexpected mercy from those they viewed as invaders. Starfleet presumes the Melkot border policies to be dictated by fear, and thus strives very hard to follow the example of mercy and compassion set by Kirk in all their dealings with them.
Following Blythe's initial commission, it was temporarily decommissioned, partly due to the California-class starships gaining notoriety for structural issues. Given a lower priority by Starfleet, the vessel underwent a gradual refit at the [[ma:Utopia_Planitia_Fleet_Yards|Utopia Planetia Fleet Yards]]. However, the political environment led to occasional delays in the refitting process.


====== Second Comission (2393 - 2401) ======
== Border Defences ==
The ''Blythe''<nowiki/>'s crew under the command of Captain Leeroy Jenkins included a sizeable science department, half of whom were civilian scientists. By the end of the rotation, part of the diplomatic efforts of Task Force 17, the joint crew was engaged on a long-term mission to explore lasting peace between the Federation and the Free State by working together in the pursuit of knowledge.
The Melkot leave warning buoys at the edge of their territory, which all communicate a message directing anyone approaching to leave. Those ignoring such warnings are treated harshly, with the Melkot demonstrating their xenophobic tendency to view such outsiders as 'aliens' or even 'disease'. Most ships which ignore the warnings meet a grim fate, the Melkot sentencing them to death. Either technological defences repel encroaching ships or, if possible, the Melkot kill the crews through their telepathic illusions.


Relishing in exploratory research of the social sciences, the ''Blythe'''s crew of archaeologists and anthropologists often took the slow road, following in the footsteps of explorers and cruisers discovering new civilizations.
Ships which need to approach Melkot space are advised to establish a communication link with a warning buoy, state their business and identify themselves as part of Starfleet, and await further contact. If no response is heard, no ship has permission to violate Melkot territory.


After a succesfull rotation the ''Blythe'' returned to Utopia Planetia Fleet Yards for a full decomission.
== In Play ==


====== Third Commission (2401 - 2401) ======
* The Melkot are a deeply inhuman and unknowable species encountered in one episode of TOS, who are also deeply isolationist. This combination gives writers only limited storytelling opportunities with them, as it is inconceivable Starfleet would not leave them alone unless they had no other choice.
After the events of the [[ma:Frontier_Day|250th Frontier Day]] in 2401 the decomission orders where cancelled and the USS ''Blythe'' was brought into active service again. This time the ''Blythe'' dawned red colors and served as a support vessel for the deep space operations of [[Task Force 17]].  
* With the right level of emergency or accident, Starfleet ships may still have encounters in or near Melkot space. It is up to the writer if the Melkot would accept any request for access, or how indulgent they would be of transgression, especially intentional. This might be an opportunity for intense and difficult diplomacy, or a story of a crew trying to survive an encounter with Melkot telepathic illusions such as those seen in TOS: Spectre of the Gun.
* Melkot telepathic illusions feel real to all but the most disciplined of minds or powerful of telepaths. If your crew is hit by one, it's entirely up to you how much Vulcans, Betazoid, or others are affected, or how much they can affect the illusion in turn. The Melkot are clearly very powerful, but it's up to you decide what's best for your story.


Being one of the few ships left in Starfleet without the [[ma:Fleet_formation_mode|NX12.11 Fleet Formation Protocol]] the USS ''Blythe'' was commissioned by Starfleet instead of another unnamed vessel. The ''Blythe'' and its newfound crew were tasked with investigating a potential [[Dominion]] threat in the [[Alpha Quadrant]].
== External Information ==


Following several months during which Captain Crowe and his crew contributed to the peace and security of the Deneb sector, the Blythe received orders to return to Deep Space 17. There, the crew disembarked and proceeded on their journey aboard the [https://wiki.bravofleet.com/index.php?title=USS_Io USS ''Io''] a [https://wiki.bravofleet.com/index.php/Luna_Class ''Luna''-class] light explorer.
* [[ma:Melkot|Melkot]] at Memory Alpha
 
=== Command History ===
As of 2401, the ''Blythe'' has had three commanding officers.
 
* 2385 - 2390: Captain Frank Tipper
* 2393 - 2401: Captain Leeroy Jenkins
* [https://bravofleet.com/command/86623/ 2401 - 2401]: [[bfms_char:86584|Captain Silas Crowe]]
* 2401 - Present: Vacant
 
=== Configuration ===
''Main Article: [[California class|California-class utility cruiser]]''
 
The USS ''Blythe'' belongs to the ''California''-class utility cruiser category, configured for Command and Tactical missions. Similar to other ships of the ''California''-class, the ''Blythe'' is a prevalent and versatile starship class that has played a significant role within Federation space.
 
It engages in vital yet routine missions, encompassing minor scientific surveys, medical and engineering support operations, as well as standard transport tasks. These ships operate inconspicuously but are indispensable to Starfleet's endeavors, and they offer various specialized variants to suit specific mission requirements. The interior design of the ''Blythe'' closely mirrors that of the much larger ''Galaxy''-class starships, providing a familiar and consistent atmosphere.

Revision as of 14:08, 21 March 2024

This article is official Bravo Fleet canon.








Melkot
Basic Information
Major Species

Melkot

Homeworld(s)

Unknown

Founded

Unknown

Warp Capable

Unknown

Political Information
Governance Type

Unknown

Military Branches

Unknown

Template:Government

The Melkot are a xenophobic species and minor power with territory in the Alpha Quadrant. Historically xenophobic and deeply territorial, they have long jealously guarded their borders and resisted encroachment or even peaceful visitation by any outsiders. The Federation made a fraught first contact in 2268, with the USS Enterprise earning permission to enter Melkot space. Since then, relations between the Federation have been cordial at best, non-existent at worst. There are rarely interactions between the two powers; Starfleet ships may not approach or enter Melkot space without permission, and the Melkot have only communicated with the Federation in times of dire need for either side. In those times of necessity, however, contact has been possible, and the Melkot wary of engagement but open to discussion.

Melkot Species and Culture

The Melkot themselves are non-humanoid and powerful telepaths. They have bulbous bodies without limbs, which appear to float through unknown means, and have bright, round eyes. They are capable of projecting telepathic illusions that are indistinguishable from reality to the recipients, especially in non-telepaths. These illusions are so potent that experiencing injury and death can cause sufficient psychic trauma to hurt or even kill. Other telepathic species, such as Vulcans, have proven capable of resisting the illusions with varying degrees of success.

The only confirmed survivors of a telepathic illusion intended to be lethal for the victim was the crew of the Enterprise in 2268. They were immersed in an illusion of the Old West and were expected to be killed in a gunfight. It is believed that the Melkot identified an experience, setting, or period that the crew associated with violence, where death would be an inevitable outcome. It was through resisting this expectation of violence, when Captain Kirk refused to kill an illusory opponent, that the Melkot became curious enough about humanity to make contact.

Little else is known about the Melkot people. The Federation highlight their xenophobia and territorialism, but also point to the fact that they were stirred by unexpected mercy from those they viewed as invaders. Starfleet presumes the Melkot border policies to be dictated by fear, and thus strives very hard to follow the example of mercy and compassion set by Kirk in all their dealings with them.

Border Defences

The Melkot leave warning buoys at the edge of their territory, which all communicate a message directing anyone approaching to leave. Those ignoring such warnings are treated harshly, with the Melkot demonstrating their xenophobic tendency to view such outsiders as 'aliens' or even 'disease'. Most ships which ignore the warnings meet a grim fate, the Melkot sentencing them to death. Either technological defences repel encroaching ships or, if possible, the Melkot kill the crews through their telepathic illusions.

Ships which need to approach Melkot space are advised to establish a communication link with a warning buoy, state their business and identify themselves as part of Starfleet, and await further contact. If no response is heard, no ship has permission to violate Melkot territory.

In Play

  • The Melkot are a deeply inhuman and unknowable species encountered in one episode of TOS, who are also deeply isolationist. This combination gives writers only limited storytelling opportunities with them, as it is inconceivable Starfleet would not leave them alone unless they had no other choice.
  • With the right level of emergency or accident, Starfleet ships may still have encounters in or near Melkot space. It is up to the writer if the Melkot would accept any request for access, or how indulgent they would be of transgression, especially intentional. This might be an opportunity for intense and difficult diplomacy, or a story of a crew trying to survive an encounter with Melkot telepathic illusions such as those seen in TOS: Spectre of the Gun.
  • Melkot telepathic illusions feel real to all but the most disciplined of minds or powerful of telepaths. If your crew is hit by one, it's entirely up to you how much Vulcans, Betazoid, or others are affected, or how much they can affect the illusion in turn. The Melkot are clearly very powerful, but it's up to you decide what's best for your story.

External Information