Mazarite: Difference between revisions
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** '''Atmosphere''': 1.08% is a standard pressure with 74% nitrogen, 24% oxygen, 2% trace chemicals | ** '''Atmosphere''': 1.08% is a standard pressure with 74% nitrogen, 24% oxygen, 2% trace chemicals | ||
** '''Climate''': Mainly a temperate planet with tropical and arctic regions. | ** '''Climate''': Mainly a temperate planet with tropical and arctic regions. | ||
** '''Terrain''': It has a couple large mountain ranges and rocky hilly regions with rolling plains and forested zones | |||
** '''Population''': Just over 7 billion | ** '''Population''': Just over 7 billion | ||
Revision as of 15:35, 17 April 2015
This article is undergoing an expansion or major revamping. However, you are welcome to assist in its construction by editing it as well. Comments regarding possible improvements are welcome on the articles talk page. |
Intelligent Lifeform Index |
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Mazarite | |
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Four Letter Code | MAZR |
Federation Status | Neutral |
Planet of Origin | Mazar |
Encountered | ENT: Fallen Hero |
T/E Rating | T0/E0 |
Current Tech Level | N |
List of Named Mazarites | |
Full ILI Gallery • Permitted Species Gallery | |
- "We are merely playing pieces in a colossal game of chance."
- a Mazarite proverb.
- "We are merely playing pieces in a colossal game of chance."
- The Mazarites are a species of intelligent humanoids with a long history of being plagued by organized crime. In fact the Zankor Syndicate which originated on their world is the 3rd most powerful crime cartel in the Beta quadrant.
Home System
- Quadrant: Beta
- Location: Tango Overn Sector (coordinates B26-0002-1301)
- Proper Name: Mazar system
- Star: It orbits a class K (Orange) star
- Distance from Star: its orbit is approximately 44 million km
- Companions: It is the 4th of 9 planets in the system
- Moons: it has 2 moons plus a tiny moon
Home World
- Proper Name: Mazar
- Diameter: 17,925 km (11,138 miles)
- Gravity: 0.97 standard gravity with a density of 3.8
- Axial Tilt: 10.9%, with normal seasonal changes
- Orbital Period: 416 days
- Rotational Period: 26.2 hours
- Classification: M
- Surface Water: 56%
- Atmosphere: 1.08% is a standard pressure with 74% nitrogen, 24% oxygen, 2% trace chemicals
- Climate: Mainly a temperate planet with tropical and arctic regions.
- Terrain: It has a couple large mountain ranges and rocky hilly regions with rolling plains and forested zones
- Population: Just over 7 billion
History
Their early history is one of almost constant warfare between districts, warlords, communities and families. Slowly as time passed these wars changed as powerful warlords rose up to control large areas with an iron fist. Wars were brutal, violent, inhuman contests fought with no rules and no morals.
According to their records these wars were fought on and off over the entire surface of their world for more than 1,800 years and towards the end when the various leaders all maintained some form of tyrannical dictatorship over the people under them, that was when the Zankor crime family was born.
Eventually the warlord system broke down and a powerful family managed to unify the planet under their rule. However just like the warlords before them they were despots, ruling by fear and terror. Less than 50 years later every single member of the ruling family were slaughtered. Some historians think it was the Zankor crime family that did it but others believe it was a brave band of revolutionaries.
Regardless into this power vacuum stepped a number of influential leaders, men who banded together to form the first high council. Under their leadership technology, education and the quality of life were improved and in 732 years they launched their first space craft.
In 2149, the Klingon scientist Antaak disguised himself as a Mazarite and attended an IME Conference on Tiburon.
In the early 2150s Vulcan Ambassador V'Lar was assigned to assist the Mazarite government in rooting out corruption. After collecting enough evidence her contacts in the government brought fake charges against her and had her expelled from Mazar so that she would be safe on Vulcan until a trial could be held. The Mazarite criminals she was investigating pursued V'Lar while she was aboard the Enterprise. Before those Mazarites could harm her, the Vulcan starship Sh'Raan came to the rescue.
Thanks to evidence provided by V'Lar the Mazarites were later able to move against organized crime syndicates at work on their world. One of these groups was the Zankor Syndicate, which allied itself with the Orion Syndicate following the founding of the Federation.
Government
High Council
The Mazarite High Council was the governing body of the Mazarite people of the planet Mazar until the mid-22nd century.
In the early-to-mid 22nd century, a large organization of criminals had infiltrated the highest levels of the Mazarite government, especially the High Council. The Mazarites decided to ask the Vulcans for help in purging their government of these criminals. The Vulcan High Command sent Ambassador V'Lar, who spent months collecting data on the corrupt government.
In early 2152, she had collected enough evidence against them to prosecute, so the Vulcans sent Enterprise NX-01 to retrieve her and bring her to Vulcan where she would be safe until she could testify.
Following this the government underwent a massive overhaul and was restructured. It took them almost 11 years to conduct all of the trials and convict as many of the corrupt officials as possible but by the time they were done the restructuring was completed and the new Council of Mazar was established.
Council of Mazar
The current government is made up of the central council of 33 members. Each member is elected to represent one of the planetary districts. These members have 4 assistants and all of them are divided up to serve for 3 years on one of the 11 different government branches. Each of these government branches have 3 council members who report back to the main council which they are also a member of. It is hoped that with this new system the possibility of corruption infiltrating and taking over the majority of the government will be negated.
Description
They were distinguished by two folded skin flaps on the sides of their faces that ran from their eyebrows and surrounded their ears and under their temples. Mazarites have dark hair with streaks of white hair swept back from the temples, along the sides. At least for men, their hair was usually worn pulled back into a ponytail. Women do not tie their hair back but wear it loose and most tend to wear it long.
Physiology
As with most intelligent humanoid species they have a very complex system with specialized organs, and unique hormones, chemicals and enzymes. They are typical humanoids with most of the physical, mental and biological medical problems that seem to plague most humanoids.
Psychology
For the most part the Mazarites seem to be typical intelligent humanoids with many of the same problems being faced by other species when it comes to their mental health. Unfortunately this aspect of their medical health system is by far the most antiquated with less than half of the latnum needed being spent to deal with the problem.
Religion
They have the unusual belief that their world and everything on it was created by two very powerful beings who then influenced and controlled their actions. Using them like some kind of playing pieces in a enormous strategy game with their world being the board.
Based on the data available most Federation experts tend to agree that this may be positive proof that some alien force much like the Q may have interfered in their development. Further study is ongoing to try and validate this possibility.
Mythology
They have an amazing collection of myths, legends and tales that detail how and why their creators have used them to fight this war or build this colossal structure. When they were visited by messengers or directly influenced by that force. There are even a number of legends that claim that the Zankor family are originally descended from one of their two deities however most official sources believe this to be a mere fabrication created by one of the early Zankors to increase their influence over the common people.
Society
Under the new government conditions have improved and most communities are now well managed and maintained with efficient services, amenities and infrastructure. The cities are kept clean and law enforcement has been increased to curtail the still present influence of the Zankor Syndicate. Medical, educational and welfare services are available to all.
Zankor Syndicate
The Zankor Syndicate is a Mazarite led criminal syndicate that evolved and expanded over the years. Its origins predate their species ability to explore space in any way.
The government started a series of reforms and crack downs on organized crime in the 2160’s that resulted in them losing much in the way of personnel and assets. This was further impacted by the assassination of their leader Eldi Zankor in 2164. This was ordered by the Three Sisters, the head of the Orion Syndicate in order to deflect the investigations of the Federation into their joint activities.
Since then they have slowly rebuilt and expanded their sphere of influence. Now they are considered to be the 3rd most powerful organized criminal syndicate in the Beta Quadrant with operatives estimated by Federation Intelligence to be operating on over 63 different worlds.
The current head of the Zankor Syndicate is Cavale Zankor, the grandson of Eldi Zankor and they still avoid working with or becoming involved with the Orion Syndicate unless it is to stage pre-emptive attacks on them or to defend themselves from them.
Culture
They have a wide and diverse love of most of the forms of artistic expression. This includes their interest in those belonging to other species. Unfortunately this has resulted in numerous thefts of many different types of valuable art works by the Zankor Syndicate from not only their worlds but those belonging to other species.
Customs
The Mazarites are like most other intelligent species with their own unique customs. One such is the fact that male children are not allowed to tie their hair back into a ponytail until they have reached the age of service. The tradition of males tying their hair back originated during the wars of expansion. It signified that the boy was now considered to be old enough to enter into military service.
Technology
In the 2150s, the Mazarites were technologically comparable to Humans. Their ships were only a little faster than Starfleet ships, able to reach warp 5.2. They also possessed deflector shields and communications-jamming technology.
Currently they are considered to be fairly close in most ways technologically with the Federation and most of their member worlds. However it should be noted that this merely reflects their capability to maintain a close similarity while in actuality struggling to not fall any farther behind.
Economy
Since the restructuring of their government and the crackdown on the Zankor Syndicate they have been able to expand and develop a rather sophisticated and diverse collection of short and long term trade deals that has allowed them to increase the quality of life for their upper classes and even some of their working classes.
Military
Mazarite Warships
This type of starship was utilized by the Mazarite High Council's corrupt government during the mid-22nd century.
The Mazarites were technologically comparable to Humans in the 2150s. However, the Mazarites, like the Humans, were far less advanced than the Vulcans. One Vulcan combat cruiser could easily disable several Mazarite warships.
Mazarite warships had a maximum speed of at least warp 5. They had deflector shield technology, and the ability to jam other ships' communications technology. Mazarite warships were also equipped with shuttlecraft.
In early 2152, three of these ships chased Enterprise while they were escorting Ambassador V'Lar to Vulcan to offer testimony against their corrupt government. The warships were eventually able to catch Enterprise and sent a shuttle to take V'Lar back to Mazar.
Enterprise, however, was able to jam their sensors long enough for the Sh'Raan to arrive and disable the Mazarite ships. The Vulcan captain then hailed Enterprise and told Captain Archer to tell the Mazarites "to surrender their weapons or we'll destroy their ships." The Mazarites then surrendered, and the Sh'Raan was able to return the ambassador to Vulcan.
Mazarite shuttle
A Mazarite shuttle was a type of shuttlecraft stowed aboard Mazarite warships.
One of these shuttles was dispatched to Enterprise, in 2151, to retrieve Vulcan ambassador V'Lar from their possession.
Modern Warships
Currently the Mazarite High Council have 5 different types of ships available in their fleet. These are the frigate, destroyer, cruiser, heavy cruiser and fighter carrier. While they are fairly advanced they would not be an equal challenge to most equivalent classed Federation, Klingon, Romulan, Gorn or Cardassian ships.
Their entire fleet numbers just over 50 vessels and theses ships are usually scattered over a wide area of space since they act as defensive vessels for their homeworld, colonies and outposts.
Federation Intelligence Files
Prior to the formation of the United Federation of Planets the Mazarite government was allied with the Confederacy of Vulcan.
The Enterprise visited this system on February 9, 2152. In the mid-22nd century, this system was in non-aligned space. In the late 24th century, this system was in or near Federation space.
Mazar was one of the planets involved in the Interspecies Medical Exchange in the 2150s.
In 2152, the Enterprise NX-01 was ordered to pick up Vulcan ambassador V'Lar on Mazar. V'Lar was on a mission to expose corrupt government officials, but when her plan was exposed, the Enterprise found itself being chased by Mazarite ships.
The Klingon scientist Antaak once disguised himself as a Mazarite in order to attend an Interspecies Medical Exchange conference on Tiburon.
The Federation established the Manzar colony on a planet in this system. This colony was listed as a member planet of the Federation in 2378.
Planetarist Movement
As the Planetarist movement arose in response to the formation of the Federation, Zankor's organization infiltrated the movement, co-opting the grassroots activists and using the movement to further the organization's criminal aims. Two members of the syndicate infiltrated the campaign team of Planetarist Presidential candidate Anlenthoris ch'Vhendreni and diverted him to Babel in order to stage a clumsy assassination attempt on the man. Under further investigations the Zankor infiltration was discovered and ch'Vhendreni withdrew from the race after reevaluating his positions.
Eldi Zankor
Eldi Zankor was a Mazarite female who by 2164 had managed to become the undisputed leader of the Zankor Syndicate.
Prior to 2164 her syndicate lost much in the way of personnel and assets when the Mazarite government cracked down on organized crime. With the formation of the United Federation of Planets she allied her organization with the Orion Syndicate as the introduction of Federation law and order would further hamper the Zankor Syndicate.
After a clumsy assassination attempt on Anlenthoris ch'Vhendreni, the Three Sisters leading the Orion Syndicate had Eldi Zankor killed in order to ensure that the trail did not continue from the Zankor Syndicate back to the Orion Syndicate. Unexpectedly this had the effect of denying the Orion Syndicate access to Zankor Syndicate personnel and assets.
Sources
Both Memory Alpha and Memory Beta were used as references as well as the following TV episodes, ENT episode: Fallen Hero and the ENT episode: Affliction.
Also used was the ENT - Rise of the Federation novel: Tower of Babel, the Star Trek: Communicator issue 152, p. 31 and the Star Trek: Star Charts, pg. 60.
Just for your interest
Michael Moore, the special affects makeup artist who created this particular alien look made the Mazarites' hairstyles so that their ponytails were Samurai-styled locks and their white-streaked side hair was inspired by the character of Paulie Gualtieri on the television series The Sopranos.
SPECIES PROFILE UPDATED This profile was revised by the Species Development Committee. |
REV 239204.17 | |||
Please add any new information discovered during the course of a mission or shore leave. | ||||
SB118-SDC | ||||