Difference between pages "User:McGig/Sandbox" and "Melkot"

From Bravo Fleet
< User:McGig(Difference between pages)
 
 
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[[/Cardassian_Union]]<br>
{{icons|bfc}}{{Government
[[/Starters]]<br>
| name = Melkot
[[/Borg_Collective_Ships]]
| image =  
 
| species = Melkot
{{Fleetaction
| homeworld = Unknown
|name=The Lost Fleet
| founded = Unknown
|image=[[File:The lost fleet logo-1.png]]
| warp = Unknown
|theme=[[Dominion]], [[Deneb Sector]]
| language =
|start=5 May, 2023
| currency =
|end=18 June, 2023
| government = Unknown
|winner=[[bfms_user:2121|Alexandra Sudari-Kravchik]]
| leader =  
|winningtf=[[Task Force 93]]
| advancement =  
|coin=[[File:challenge_coin_template_3a.png]]
| military = Unknown
|templatemode = nocats
}}
}}
'''The Lost Fleet''' was the fourth Bravo Fleet [[Fleet Action]] which ran from 5 May, 2023 to 18 June, 2023. It consisted of three phases that each progressed the story of the return of the [[Dominion|Dominion's]] Lost Fleet, last seen being removed from history by the Bajoran Prophets and the subsequent invasion of the [[Deneb Sector]] in early 2401 by Dominion and [[Breen Confederacy]] forces.
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.


==The Story==
== 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.


===Background===
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.
====Return of the Lost Fleet====


====Invasion of the Deneb Sector====
== 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.


====Fourth Fleet response====
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.


{{clear}} <!--here for now to get the infoboxes playing nice, remove when text is added above-->
== In Play ==
===Battle of Farpoint===
{{Conflict
| name = Battle of Farpoint
| image =
| date =
| location = [[Farpoint Station]], [[Deneb Sector]]
| result = Federation Alliance victory
| belligerents left =
{{belligerent|FEDicon.png|Fourth Fleet}}
{{belligerent|KDFicon.png|House Lorkoth}}
{{belligerent|ROMicon.png|Romulan Republic}}
{{belligerent|Tholian Assembly.png|Tholian Assembly}}
| belligerents right = {{belligerent|DOMicon.png|Dominion Lost Fleet}}
| commanders left =
{{belligerent|FEDicon.png|ADM Dahlgren}}
{{belligerent|FEDicon.png|VADM Beckett}}
| commanders right = {{belligerent|DOMicon.png|Unknown Founder}}
| strength left = <!--{{plainlist|
*
*
}}-->
| strength right = <!--{{plainlist|
*
*
}}-->
| casualties left = <!--{{plainlist|
*
*
}}-->
| casualties right = <!--{{plainlist|
*
*
}}-->
| templatemode = nocats
}}The Battle of Farpoint in the Deneb system marked the last major action of the crisis caused by the reappearance of Dominion forces just beyond the Federation's Deneb frontier. Forces of the Lost Fleet, the ubiquitous name applied to the temporally displaced Dominion forces, unwilling to follow the Great Link's orders to stand down and be escorted to the Gamma Quadrant formed up for an assault on [[Farpoint Station]] with the intent to capture the regional capital and its facilities to allow for continued operations against the Federation.


[[Fourth Fleet]], with no reinforcements from Starfleet Command, or the old Federation Alliance members, fell back to Deneb alongside elements of the [[Cardassian Union]]'s 9th Order to defend the system and hopefully break the back of the Dominion assault. As preparations were made to reinforce the system as much as possible, ships that had been dispersed across the Deneb Sector to blunt the Dominion advance were recalled post-haste to join the defenders.
* 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.


Dominion forces eventually arrived in the Deneb system and began their assault on the system, rapidly moving in system and engaging the defenders on multiple axes. Unbeknownst to all but a few, efforts to engage with the historical Federation Alliance members or their successor states, had been undertaken by Captain Theodoras on the direction of Vice Admiral Beckett. These efforts were largely successful and ultimately timely as the [[USS Atlantis|USS ''Atlantis'']] arrived soon after the Dominion attack began<ref>What Price for Peace - 20 : https://bravofleet.com/story/82569</ref>, bringing with it a collection of [[Romulan Republic]] ships, a large collection of House Lorkoth forces from the [[Klingon Empire]] and a handful of Tholian vessels that were there to ensure no temporal disturbances were present or unaccounted for after the battle.
== External Information ==


With the Lost Fleet now sandwiched between two large allied forces, the numerical advantage they had carried in against the defenders had evaporated and more importantly, their strategic and tactical positioning was completely ruined.<ref>Lost and Found : https://bravofleet.com/story/82958</ref>
* [[ma:Melkot|Melkot]] at Memory Alpha
 
===Outcome===
 
===References===
<references />
 
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{{clear}}
 
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| system = The fun one, with all the parties going on, but you're not invited.
| co = Depends on the day of the week really
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| image =
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*Sisko's Creole Kitchen
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{{Region
| name = Sector Kickass
| image = [[file:spacedockclass.png]]
| major powers = *The Confederation of Kickass
*Grandma
| minor powers = *Those chumps we stole Starbase Kickass off of
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*Some Swedish fetish group
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| templatemode = nocats
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{{clear}}

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