Ambrosian
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Intelligent Lifeform Index |
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Ambrosian | |
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Four Letter Code | AMBR |
Federation Status | None |
Planet of Origin | Ambrosia, Alpha Quadrant |
Encountered | USS Columbia |
T/E Rating | T0/E0 |
Current Tech Level | AR |
List of Named Ambrosians | |
Full ILI Gallery • Permitted Species Gallery | |
The Ambrosian natives are a primitive species that live in the woodlands of the planet Ambrosia. They are extremely altruistic despite their limited level of technology.
Home System
- Quadrant: Alpha
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Home World
- Proper Name: Ambrosia
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Predators
Ambrosians are generally peaceful, but they are easily capable of defending themselves from the local predators. The most prominant local predators would be the gangs of Pygmies that rove the forests. They are typically no more than 3 feet tall, and have only their incredibly sharp teeth to fight with, but have learned to use small weapons (rocks, stolen daggers) to aid them in their hunting. Most often they simply overwhelm their prey by sheer numbers, and quite literally tear it to bits. They are capable climbers, and may ambush their prey from the treetops. They tend to make a "chittering" noise.
History
- See also: Ambrosian Ethereal Creatures
Government
The community is lead by a village elder named Kalavi. Other important positions include the village Witch Doctor and the Captain of the Guards.
Elections
The village elder is appointed.
Description
Physiology
The Ambrosians are humanoid. They have just three fingers.
Psychology
Religion
Mythology
Society
The Ambrosians live in a camp hidden deep in the woodlands. Homes are typically smaller huts, and the main buildings are quite spacious. Structures are built and often inset around the larger curved trees, which help them survive the violent weather patterns that are common for the planet. Typically, the common men and women wear simple robes of varying lengths that are tied at the waist. Those of higher rank and stature may wear more complicated robes, with furs, feathers, and other decorations. The Witch Doctor is particularly known for his eccentric robes and headdresses.
The Ambrosians play a game called 'Kruxzitz' that is a lot like soccer, though less structured. Three players to each team, one goalie to each team. The only purpose is to get the ball past the goalie. They keep score, but have no limits on 'winning' the game.
Ambrosian technology appears limited to basic metalworks. Hand weapons such as daggers, knives, and bows are common.
Culture
The Ambrosians recognize gods that they refer to as the Ingoonothe. The Ingoonothe live behind a mysterious door that is referred to as a holy place.
Ambrosians typically grow their own produce, consuming natural goods. Higher quality food is reserved for those of high rank or stature. Animals might be eaten should other forms of food be in short supply.
Elebeasts are horse sized elephant-like animals with a thick fur covering, and can be used for food. They are commonly used for other duties such as riding or labor. Snorgian Croftnurtz's are docile medium sized pig-like animals, and can be eaten or kept as pets.
Language
The universal translator was not responsive on Ambrosia leading to a language barrier. Several keywords that have been learned so far are:
- Ingoonothe: gods
- Lavilalader: leader
Customs
Though the race is fairly young, they have many legends and prophecies that are passed down in writing. The Witch Doctor tends to have a good amount of say concerning these legends, and it may be his duty to maintain the written records.
Technology
Military
Starfleet Intelligence Files
After the Columbia was forced to leave a wormhole experiment they emerged near the planet of Ambrosia. The crew was forced to abandon ship. Lifeboats crashed onto the surface. A party lead by Captain Avatar was confronted by the natives where they were well fed and treated with medicine.