Kzinti

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Kzinti-Nav.png

UNDER CONSTRUCTION

Physiology

On average, kzinti stood much taller than humans with a large male standing as much as eight feet (or 2.4 meters) in height and weighing nearly 500 pounds (or 226 kg) and females being slightly shorter and less massive. The kzinti homeworld had a gravity approximately 1.2 times that of the Earth with a higher atmospheric concentration of oxygen which contributed greatly to their size and strength. In addition, their homeworld was, on average, 5 degrees colder than Earth, resulting in the additional genetic adaptations below.

It should be noted that despite the perception that kzinti were large, in comparison to the native fauna of their homeworld, they were considered small. Typically, large land predators took prey no more than twice their weight, and usually less than their weight. By contrast, lone kzinti would stalk and kill zerkitz up to ten times their weight, and hunting parties would take a a'kdzrow of up to twenty-five metric tons. Because the primitive ecological structure did not allow the kzinti to assume the niche of large predators due to competition from the v'speel stalker and the pack hunting grlor, it is assumed that the kzinti were, instead, forced into the intelligence niche resulting in a society based in cooperative hunting.

Kzinti skeletal configuration

Kzin were bipeds, standing erect on short, digitigrade legs. They were typically covered in dusky brown or tan fur with individualized black markings not unlike that of a terran tiger most commonly appearing on the face and hands. This coloration allowed their ancestors to blend into the more mountainous regions and cave systems of their world to avoid detection by prey. Specimens with full black fur were rare and all who had them are taken by the Black Priests. They were powerfully built, with thick limbs and torso and, although mammalian, did not have a mammal-like rib cage, instead possessing a latticework of cartilaginous and bone struts encasing their torso. They had long, semi-prehensile tails and possessed tetradactyl hands ending in three thick fingers and an opposable thumb, all possessing fully retractable claws, while their feet had three toes, also with retractable claws, and a dewclaw.

Kzinti possessed a tri-cardial cardiovascular system, consisting of two semi-independent and redundant circulatory systems and a third, transitory proto-heart that controled pressure between the two systems, allowing blood to transition between them as necessary. As a result, a kzin could suffer cardiac arrest in any one of the hearts only for it to be restarted by the remaining two while blood flow remained relatively unaffected, perhaps causing only a slight light-headed sensation or transitory vertigo. Further, blood born pathogens and contaminants, including injections, were much slower to affect a kzin, often requiring to five or six times the standard time frame to take full affect unless both circulatory systems were affected (or injected) simultaneously.

All kzinti possessed a region analogous to a cat's "scruff" situated from the base of their neck down between their shoulder blades. Stimulating this region, through massage, kneading or gentle gripping pressure could cause involuntary weakness, pacification and even receptiveness in a kzin. This was a conditioned response, theorized to be a hold over from ancient evolution, and many kzinti kept this area covered; although the triggered response was not strong enough to off-set actual aggression, hostility or other such visceral emotions.

Kzinti were obligate carnivores to the point that they were incapable of gaining any nutritional value from eating plant matter primarily due to a lack of the necessary enzymes in their digestive track to extract the proteins to live. They were known to regularly hunt even sentient species and to regularly consume the spoils of these hunts although these were "officially" declared as punishments for crimes against the Patriarchy.


Senses

The head is quite cat-like in appearance, although with a large cranial bulge. Their eye colors vary from yellow to near-red, with round pupils instead of cat-like vertical slits. They do, however, possess a tapetum lucidum, which is a reflective layer behind the retina that sends light that passes through the retina back into the eye. While this improves the ability to see in darkness, it appears to reduce net visual acuity, thus detracting when light is abundant. This gives the kzin a minimum light detection threshold up to seven times lower than that of humans and also has the effect of causing a kzin's eyes to glow slightly in response to light sources. Kzinti eyes have a visual range between 200 and 850nm allowing them to see into the ultraviolet and infrared spectra unassisted.

Kzinti ears are structurally similar to fans and parasols, allowing them to fold tightly against the skull to the point of closing. Humans and kzinti have a similar range of hearing on the low end of the scale, but kzinti can hear much higher-pitched sounds, up to 64 kHz, which is 1.6 octaves above the range of a human, and even 1 octave above the range of a dog.

A kzin's sense of smell is about four times as strong as humans' as a result of the kzinti olfactory epithelium possessing almost twice as many receptors. As a result, the average kzin has a more acute sense of smell than humans. Unlike terran cats, however, kzinti do not possess vomeronasal (or Jacobson's) organ. Further, kzinti typically lack the ability to taste sweetness, which aids in their uncommon dietary nature as their modified sense of taste would cause them to some degree to ignore plants, a large part of whose taste appeal derives from their high sugar content, in favor of a high-protein carnivorous diet, which would still stimulate their remaining taste receptors.

Kzinti possess, on average, twenty-four movable vibrissae ("whiskers"), in four sets on each upper lip on either side of its nose and in tufts over the eyes. The structure of the brain region (barrel cortex) which receives information from the vibrissae is similar to that found in the visual cortex which permits the cat to create a three-dimensional map of its surroundings. This doesn't mean that sensing with vibrissae is a type of vision. It is still a touch sensation and environmental information is built up incrementally (in small steps). Vibrissae aid sensation and navigation. The upper two rows of whiskers are able to be moved independently from the lower two rows for greater precision during measurement. These whiskers are more than twice as thick as ordinary hairs, and their roots are three times deeper. They have numerous nerve endings at their base, which give extraordinarily detailed information about nearby air movements and objects with which they make physical contact. They enable a kzin to know that it is near obstacles without it needing to see them.

Finally, while all kzinti have an innate empathic sense referred to as ziirgah that allows them to instinctively sense the emotions of others through a mixture of observation and extrasensory perception. However, this sense is seldom developed beyond its natural, instinctual base and many are loathe to attempt to employ the ability with any conscious intent. It is this empathic ability that causes some kzin males to be born telepathic, although the telepathy gene is mutually exclusive to the gene that causes black fur, thus no kzin with completely black fur possesses telepathy. Those who exhibit telepathic ability are forced into addiction of a drug derived from the lymph of an animal called a sthondat. Sthondat lymph extract significantly increases telepathic ability, but it is addictive, and is toxic with long-term use, causing muscle atrophy and thinning fur. Telepaths are tolerated by the warrior class due to the specialized use of their skill, otherwise they endure a low-caste position in society, just above the status of slaves, with the occasional slave being considered of a higher social status. Telepaths rarely, if ever, earn a name, and are legally forbidden to breed.

Reproduction

Kzinti sexes.png

Female kzinti, also referred to as kzinrett (pl. kzinretti) are only semi-intelligent, having long since been bred into sub-sapience by the Patriarchy, and are kept closely guarded in harems and are treated as little more than chattel by the males. Females are primarily instinct-driven and typically do not speak and generally only understand a limited number of words and phrases, seldom exceeding a hundred. Those demonstrating higher intelligence, as tested by the Black Priests, are put to death at an early age by decree of the Patriarchy. Kzinti females are in heat only when fertile, and kzinti generally engage in sex solely for reproduction.

Only kzinti males, or kzintosh (pl. kzintoshi), who have earned unique names through great deeds are permitted to acquire mates.

A fertile female kzin may have only three or four estrus cycles in her lifetime and although litters typically always consist of twins -- one male and one female -- kzin population growth is extremely slow and kzin males compete strenuously both for females and for the resources to support them. An high proportion of kzin males die to challenge duels resulting from this competition, and in the adult population females outnumber males in a ratio of three to one. In other words, two thirds of all male kzin kits can expect to die in combat, either at the hands of older and more established kzin or as a result of the vast military machine and open conflicts perpetuated by the Patriarchy against other species. Combat death among males begins in late adolescence and rises to a peak in young adulthood, declining steadily thereafter. This single fact dominates the entire kzinti social structure: the entire Patriarchy is built around the requirement to redirect the aggression of young males outward to prevent them from completely destabilizing the hierarchy. It is this high death rate that allows the extended polygamous mating structure that is the core of kzinti social life. Adolescent kzin, regardless of station of birth, can only look forward to a lifetime of status-driven combat with a better than even chance of violent death.

Connections to other Felinoid Races

While it is easy, and in fact common, to assume that kzinti are related to other felinoid races such as caitians, vedala, sivaoans, eeiauoans, ferasans, or m'dok, there has been no documented proof of any common ancestry with the kzinti beyond the possibility of common seeding resulting from the Preservers. This theory is further supported due to the genetic and reproductive compatibility kzinti appear to have with the various humanoid races. Although such pairings require a fair amount of medical assistance to carry to term, this is believed to be the result of kzinti genetic tampering to enhance their own evolution in recent ages rather than any fundamental uniqueness in their origin as a species.

It should be further noted that, based on the similarity of names, the kzinti have also been mistaken to be another, distant off-shoot of the xindi, although this has also been proven untrue as the species did not originate in the Delphic Expanse and does not share the same common genetic markers as other members of the xindi.

Ironically, some felinoids encountered by the Federation, while believed to be independent races, were in fact merely extended kzinti prides operating independently of the Patriarchy. These include the kytharri, lyrans, grond and the mirak.

Psychology

Kzinti are, on average, slightly less intelligent than humans, although some members of the species are exceptions to that stereotype. Aggressive and territorial, kzinti have much more need of "elbow room" than do humans.

When time permits they frequently perform grooming, such as brushing their fur.

Language

Speech and Writing

Example of written script

The written script is based on claw-carvings in wood and is often described as 'dots and commas' by humans.

The language, itself, sounds clashing and terrible to human ears, but is in fact pitched and cased with several modes with the mode being dependent upon to whom you are speaking. Although there is only one main language (the Heroes' Tongue), it has many modes including mocking, deferential, technical and royal, which is only spoken to and by members of the Patriarchy. Such modes are strictly tonal and are not represented in the written version of the language. A human with plenty of spit and a good falsetto can learn the basic modes of the Heroes' Tongue and be understood anywhere, but pronunciation will be difficult; similarly Kzinti can learn to speak Federation Common with some difficulty.

The Heroes Tongue is conjugated much like Latin and Spanish, and as such it has word modifiers based on what the verb is referring too. If the word ends in a vowel sound, the vowel of the tense replaces it. if it ends in a consonant, the tense is tacked on to the end. For example, tza means "to be present" and hrung means "to think." Thus, tzar (tza + -ar) means "I am present," while tzetow (tza + -etow) means "they were present," and hrunguzex (hrung + -uzex) means "you all will think." To convert from simple tense to continuous/progressive tense, add -at, and for perfect tense, add an additional -un. Thus, hrungatunuzex (hrung + -at + -un + -uzex) means "you all will have been thinking."

Subject Present Tense Past Tense Future Tense
First person, singular -ar -etar -uzar
First person, plural -ish -etish -uzish
Second person, singular -ug -etug -uzug
Second person, plural -ex -etex -uzex
Third person, singular -on -eton -uzon
Third person, plural -ow -etow -uzow


Kzinti count in octal, which means decimal-ten is represented a o12, d100 as o144 and so on.

Body Language

Body language is, of course, very different from that of humans. A list of kzinti expressions and gestures follows:

Emotion Manifestation
Worry A flattening of the fur
Frustration Open-shut flare of nostrils, ticking noise from throat
Readiness Ears laid flat
'smile' Twitching of ears
Slyness Slight lidding of eyelids; could also mean calculating thought
Laughter Twitching of ears and tail
Dismissive shrug Yawn
Confusion Careful sniffs of air, slight raise of muzzle
Threat Bearing of teeth/fangs
Salute Claw rake in front of own face.

The tail is a great indicator of a kzin's mood. A lashing tail signifies worry. A dragging tail shows depression, a raised tail happiness. If the kzin's tail is hidden between it's legs, it is badly frightened. A slow, teasing motion of a kzinrret's tail-tip is considered extremely sexy by males, as is a cool, defiant stare.

The ears, too are highly expressive - a twitching indicates amusement, laid flat they indicate nervousness or readiness; and fanned out they indicate intent concentration or alertness. Sitting, standing or lying down with the legs splayed is considered obscene in both males and females.

Body language is also important in social encounters. Those of lower social status keep their eyes averted, except when challenging (and that in its correct place). Submission is signaled by covering of nose with paws, prostrating oneself or, in extreme circumstances, exposing belly and throat. A kzin who is about to attack or challenge will often adopt a threatening posture. The ears fold back to prevent them from being ripped or torn, the fur bottles out to hide the shape of the flesh, the tail becomes stiff and erect, ready to whip an opponents legs from under him. The lips pull back from the fangs in challenge, and the claws emerge ready for a fight. A kzin in this posture is about one second away from screaming and leaping - a favoured method of attack.

Kzinti also use scent a lot. They scent-mark with glands in cheeks and hands, occasionally using their urine. Their hormones are far more active than humans: a gingery smell signals excitement - either anger or fear.

See also: Lexicon

Home World

The Kzinti homeworld orbits the star 61 Ursae Majoris at a distance somewhat greater than that at which Earth orbits the sun. It is a larger world, with gravity 1.2 times that of Earth's. Its year is roughly one and a half times longer than Earth's, and its day is 27 hrs and 36 minutes long. The climate of this world is cooler and drier than Earth's, and since it has a definite axial tilt it also has seasons. It receives less light from it's star, which is redder than Sol; and is consequently dimmer. The atmosphere has a higher concentration of oxygen than Earth. It has two moons, the Hunter's Moon and the Traveler's Moon.

The Kzinti refer to this world only as "Homeworld": it has no other official name in the kzinti language, but is named "Kzin" or "Kzinhome" on Federation star charts.


Fauna

  • a'kdzow: Animal native to Kzin that can weigh up to 25 metric tons.
  • frrch: Animal native to Kzinhome prized for its pelts.
  • grashi: Small burrowing animal on Kzin.
  • grik-grik: Kzinti food animal.
  • grlor: Pack hunting animal native to Kzinhome, they are 20 meter long carnivores with a long neck, sinuous build and a mouth big enough for a human to stand in, best described as a wingless dragon.
  • hrhan: Scavenger birds native to Kzinhome with a 15 meter wingspan, long necks and razor-sharp fangs used to rip flesh.
  • k'ldar: Forest-dwelling larger cousin of Zianya.
  • kood: Animal the Kzinti imported to Shasht.
  • krrach-sherek: Fast animal native to Kzin.
  • kshat: a herbivore capable of digesting offal
  • Kudlotin: Cold-climate animals native to Kzin and prized for their hides.
  • kz'eerkti: (singular Kz'eerekt) a Tree-dwelling animal native to Kzin, similar to a monkey. (also used as a derogatory term for humans)
  • mzail mzail: Venomous lizard creatures native to Kzinhome.
  • oolerg: Kzinti food animal.
  • p'charth: Kzin animal that feigned death in order to lure prey close enough to spit a neurotoxin in their face.
  • raaairtwo: a large herbivore 2 metres high at the shoulder, covered in shaggy orange hair, it typically weighs about twelve tons and has the temperament of a rhino with a spiked ball on its tail making it well capable of defending itself
  • rapsari: Singular: Rapsar; Genetically engineered creatures created for use in combat, and can be engineered to different specifications based on task. They have a hybrid gill/lung structure allowing for the extraction of oxygen from both water and air, allowing them the operate well in either. They have suction cups for grip, and lack any digestive system, having been designed to live for only a couple of weeks. They also have large, forward-set eyes, large external eardrums (allowing for a sonar system), and a skin that has both chromatophores and scent camouflage glands, allowing them to hide effectively.
  • rarchtha: Unspecified animal who's fat can be used to mask one's scent.
  • saberwing: Flying predator native to Kzinhome which has gray wings.
  • sherrek: animal native to kzinhome
  • slashtooth: Muscular but agile animal native to Kzinhome, sometimes used in gladiatorial style battles where a Kzin must battle increasing numbers of them until their inevitable death.
  • sthondat: unfit for kzinti consumption; sthondats feature in a great many colorful kzinti insults, and an extract of the blood is used by telepaths.
  • terrenki: a rather strong, fast animal which fights ferociously when cornered
  • tuskvor: Ancient Kzin animal, described as a hulking beast which organizes into herds. The adults can reach 50 meters long, described as a long-necked sausage with legs like tree trunks and shaggy fur. They have large tusks that protrude from their upper jaw and large horns in the forehead, and small eyes. Although they are herbivores, the herds are known to charge and trample other creatures when threatened.
  • vatach: a creature analogous to an earless Terran rabbit; the meat is reputedly tasty, but the animal is considered too tame for kzinti sport
  • v'pren: Flying carnivorous animal native to Kzinhome. Can grow to the size of a human thumb and has powerful jaws. A swarm of them can kill a Kzin.
  • v'speel: A stalking animal native to Kzinhome.
  • whrloo: They resemble a cross between a turtle and a rhinoceros beetle, one meter high, with six limbs, long eyestalks and translucent wings which give them the ability to fly, at least on the low gravity of their homeworld - they require a gravbelt on Kzinhome. They are relatively rare and thus are prized.
  • zerkitz: Kzinti prey animal, which weights as much as 10 times a Kzin's weight
  • zianyas: a herbivore, and a favored kzinti food; They are built to deal with the constant thread of predators, having long, powerful legs for acceleration and tremendous lungs for endurance.
  • ztirgor: a herd beast used by the kzinti for freight haulage; capable of dodging skillfully but has no other defenses.

Culture & Customs

The Kzinti social system is draconian in its complexity but ultimately simplistic at its root: kill or be killed.

One way to improve a kzin's social caste comes through ritual dueling with a ceremonial dueling knife known as a wtsai. Whether the loser of such a duel is killed outright as honor demands, the victor may and often does remove the loser's ears. It is not uncommon for kzinti to carry such dried ears as trophies on their belts. The terms 'earless' and 'nameless' are synonymous for having no honor in kzinti society. It should be noted that such duels are subject to cultural protocols dictating when and against whom they may be conducted.

The Dueling Traditions serve to limit the damage of inevitable conflict. Skatosh sets the limits on a challenge duel, and prevents the brother of a slain warrior from claiming vengeance if the fight was fair, which also prevents a squabble from becoming a pride-war. Skalazaal exists so that when pride-wars occur worlds are not sterilized as Pride-Patriarchs contend for what they might wrest from each other.
-- Destiny's Forge: A Man-Kzin Wars Novel by Paul Chafe

Another, more convention manner by which a kzin may raise in rank is through the awarding of achievements -- bust most notably, achievements of renown that benefit the whole of the kzinti people, the Pride, or the Patriarchy.

Naming Conventions

Kzin with high status have full names; those with low status have not earned a name, and are called by their profession. A moderate status earns a "partial name", for example "Chuft-Captain". Unlike Human aristocrats, even a Kzin born to a high-status family must earn his name.

Honor and the Dueling Traditions

The Kzin call themselves "Heroes" or the "Hero Race" and because they believe themselves to be "heroes", their society places a very high value on "acting Heroic" and behaving in a heroic fashion. To Kzin society, "heroic" means being honorable and having integrity. Honor being more important than profit, they neither lie nor bluff and promises are binding, and personal danger is never taken into consideration.

Kzin honor, called strakh, is similar in many ways to the samurai code of Bushido. Strakh serves as almost a sort of currency or favor system, since they do not use money in their culture. For example, if the Patriarch gets meat from a seller's market stand, the seller gains considerable strakh, which will bring honor to the seller allowing him to get better customers, in turn leading to more strakh, giving the seller a higher status within the community.

In addition, combat between kzin, whether as individuals or as prides, are governed by a set of simple rules known as the Dueling Traditions:

"As skatosh tests the strength and skill of warriors, skalazaal tests the strength and skill of Prides. In skalazaal as in skatosh, no slave may carry weapons for its master, though it may otherwise serve the Pride in a any way. As in skatosh, no warrior may use a weapon that does not strike with his own strength. As in skatosh, no Patriarch shall leap his pride without the challenge scream. As in skatosh, skalazaal must be declared and open for all to bear witness to the honorable combat for the contending prides. As in skatosh, skalazaal sees no victory without honor. As in skatosh, skalazaal is judges by the Conservers and their edict is final."
-- Destiny's Forge: A Man-Kzin Wars Novel by Paul Chafe

In short, the Dueling Traditions require that first only kzin may carry weapons; slaves may not be sent to fight in their master's stead, although nothing prevents the slave from serving as a convenient shield. Second, honorable combat between kzin requires the use of martial weaponry. Weapons making use of artificial propulsion such as phasers, guns or even crossbows are forbidden. Third, striking an unaware enemy is similarly forbidden. Combat is only permitted once a challenge has been issued such that both parties are prepared for combat and said combat is open for others to observe. These dictates preserve the perception of honorable combat between kzin with members of the Conserver Cult serving as the ultimate authority in such matters.

Conquest

It is the purpose of the Patriarchy to direct the naturally aggressive tendencies of the various Kzinti prides outwards in conquest rather than inward where they could threaten to tear the race apart and lead into a destructive spiral of engagements strictly to fulfill the vengeance required as a part of their code of honor.

Kzinti refuse to perform menial work or practice animal husbandry. Therefore they must have slaves to perform these tasks, "or be barbarians roaming the forests for meat". A "conquest leader", leading the conquest of a planet, is entitled to one percent of its wealth for life.

Clothing

Partially due to their naturally insulating fur and partially due their inherent reluctance to undertake tasks such as animal husbandry or textiles, there is no real demand for clothing among the kzinti. There is no stigma for nudity and almost all females spend their entire lives unclothed. Males will, on occasion, wear artifacts that are more ceremonial or serve as a convenient place to holster items or display trophies from their hunts, but this amounts to either a series of belts, pouches and, most infrequently, something akin to pants; but for the sake of freedom of movement, they remain averse to anything resembling shirts. When circumstances dictate, kzin males will wear full armor or environment suits, but these are usually specific to military engagement when the strength of flesh and the speed of muscles would likely prove insufficient defense against an enemy.

History

Great Migration In order to avoid the Mage-Kzin, Rritt-Pride continued to move westward into the savannah.

Battle of Hungry Years Mythical battle in which the first Kzinrretti betrayed the Fanged God and Kzintosh, for which they lost their souls.

Long Peace Unspecified period of Kzinti history during which no major wars among themselves were fought.

Red Age An unspecified period in Kzinti history in space.


Based on analysis from http://www.allyngibson.com/?page_id=1783; currently in-progress

2048: The UNSS Icarus makes contact with the inhabitants of Alpha Centauri VII. This is Earth’s first official extraterrestrial contact. The Centaurans are quite humanoid, descendants of Greeks transported from Earth in the 3rd Century.

2049: The Kzinti appear in the Alpha Centauri system. The Icarus crew proves instrumental in defeating the Kzin. This marks humanity’s second contact with an extraterrestrial intelligence, and the first that is clearly not of human stock. This is the first of the Man-Kzin Wars.

2054: Second Kzin attack on Alpha Centauri; referred to as the Second Man-Kzin War.

2058: Third Kzin attack on Alpha Centauri; the third Man-Kzin War.

2063: The flight of the Phoenix.

2064: The Kzinti make one more attack. The Kzinti are once and for all defeated by Earth forces, travelling to Alpha Centauri in converted DY-500 ships equipped with warp drives. Fourth and final Man-Kzin War.

2065: the McDonnell-Rishal Treaty (also known as the Treaty of Sirius) that saw an end to the conflicts between humanity and the kzinti; The treaty ordered the complete demilitarization of the Kzin, and only a small police force was allowed to operate. Another clause was that Earth, and later the United Federation of Planets, were allowed unrestricted access into Kzinti territory.


2293: In the 2290s, representatives from the Bureau of Interplanetary Affairs were discussing and renegotiating the terms of the treaty with the Kzinti. (TOS - Crucible novel: The Fire and the Rose) [note: time of the khitomer accords; Undiscovered Country, Generations]

Government & Military

Kzinlogo1.png

Ships of the Fleet

kzinti starship circa 22nd century
Starship Type Class Notes
Battleship Conquest Fang-class Kzinti battleship class, capable of interstellar travel, doing damage to planets, and self-manufacture fuel, parts, and weapons.
Dreadnought Ripper-class Class of Kzinti dreadnought
Warship Ripping Fang-class Kzinti warship class around the 4th Man-Kzin War.
Swift-Hunter Class Class of kzinti warship
Destroyer Prowling Hunter-class Class of small Kzinti warship.
Scout ship Prowler-class Class of Kzinti scout ship
Raptor-class Class of Kzinti scout ship.
Slasher-class Class of Kzinti scout ship.
Interceptor Scream-of-Vengeance Class Kzinti inteceptor class, typically a two-kzin vessel but can be converted to hold three.
Attack Fighter Rending Fang-class Kzinti cloaked heavy fighter.
Courier Swiftwing-class Class of Kzinti courier ship.

Planetary Holdings

  • Ansrarw: Unspecified Kzinti world.
  • Ch'lat: Unspecified Kzinti-controlled world.
  • Meerowsk: Kzinti world temporarily invaded during the fourth Man-Kzin War.
  • Reessliu: Unspecified Kzinti world.
  • Sårng: Planet on the far end of Kzinti space, with an atmospheric pressure of a couple tons per square inch. The Kzinti have been using floating habitats in an attempt to Kzinform the planet for over a thousand years.
  • W'kkai: Kzin colony planet which often saw skirmishes during the Man-Kzin wars


Former Planetary Holdings

  • Fafnir: An ocean world orbiting a yellow dwarf star with no polar caps. Has one continent, Shasht, where the industry is, and thousands of coral islands, used for residences. Its day is 22 hours long. Natives of Fafnir typically are in no hurry to go anywhere. Native life tends to be deficient in metals, requiring supplements or off-world foods. It was formerly a Kzinti world, before the humans took it in reparation after the fourth Man-Kzin War.
  • Hssin: Formerly Kzinti-held system closest to Alpha Centauri. Consists of a red dwarf sun named R'hshssira and a non-terrestrial planet, on which the Kzinti have a sealed habitat protecting them from the poisonous atmosphere. It now lies within the demilitarized neutral zone known as the Chord of Contact that serves as the border between the Federation and Kzinti space.
  • Skrullai: Kzin colony world that later was liberated by humans.
  • Vz'vzmeer: Kzinti planet that was believed razed by human forces.

Technology

Mythology

The Unspoken Power of the Black Priests

"...And the Great Prides and the kzintzag alike adhere to the traditions because the Patriarch does. Some traditions serve the species, like the code of honor, and the Dueling Traditions, but many serve only the priesthood, and the priesthood serves the Black Priests. [...] The High Priests stay in their temples and seek unity with the Fanged God. Perhaps they achieve it, who knows? We say the High Priests are most powerful because they sanctify the ascension of the Patriarch, but this not power because they cannot choose not to do it. We say the other cults serve the High Priests, but this is like saying you serve your slaves by providing them food and shelter. The Black Priests act for the High Priests in the waking world, and what High Priest even knows what a Black Priest does? A Black Priest comes into a Pride-Patriarch's stronghold and says 'The High Priests have so commanded,' and who can question them? The Black Cult are many things, all of them dark, all of them powerful, and their stranglehold on our species stars with the Kitten's Test. They are the Bearers of Bad Tidings, and what tidings are worse than the news that a promising son will be taken to become Telepath, that a daughter still suckling will be abandoned to the jungle verge? Who in all the Patriarchy does not fear the Black Cult?"
"They are just one order among many, and others are more dangerous."
"You speak of the Hunt Priests. The Black Cult are too stealthy to ripple the drinking pool, but they are the ultimate power in the priesthood. All the orders are pledged to obey the High Priests, but it is the Black Cult that speaks for them. The Hunt Priests do not apply the Hot Needle save at the order of the Black Cult. The puzzle traps of the Conundrum Priests hold their enemies, the Practitioner Priests in every Pride serve as their eyes and ears and noses. They do not often show their power, but they are playing a long game, as are we."
-- Destiny's Forge: A Man-Kzin Wars Novel by Paul Chafe

Kzinretti Sub-Sapience

"It is told that in the time between the wet season and the dry Chraz-Rrit-Star-Sailor won the fortress of K'dar from the Sorcerer Pride. Among his prizes he took the kzinrett P'rerr as his own. His consort V'rere became jealous and betrayed him to his enemies in order to gain his empire for herself, and so Chraz-Rrit was nearly slain in an ambush at Hrar. While he lay wounded the Sorcerer Pride attacked the Citadel, and V'rere too was nearly slain in the defense. The Fanged God became so angered that V'rere's ambition had so nearly destroyed the Patriarchy, and so commanded that all kzinretti surrender their reason, so that never again would consort and sire contend against each other. P'rerr wished only to be with Chraz-Rrit and so submitted to the Fanged God's will, but V'rere refused in her pride, and so the Fanged God banished her to the jungle forever. As a reward for her loyalty P'rerr was told that the line of the Patriarchy would forever flow through her."
Pouncer waved a paw dismissively. "This is a kitten's tale."
"Every kitten's tale carries truth init, or at least wisdom. There is more to this one. It is told that after her banishment jealous V'rere scheme to again by by Chraz-Rrit's side, and so when once more the cool season turned into the hot, and she came into her fertility, she disguised herself as P'rerr. She stole into the Citadel and played with P'rerr and told her stories, and because P'rerr had given her reason to the Fanged God she did not notice that V'rere was disguised as she. When V'rere had P'rerr's trust she gave her the tea of the zee flower, and P'rerr fell into a deep and dreamless sleep. In the dead of the night, still disguised, V'rere came to the Patriarch and mated him, and when the hot season again became cool she bore him kits. Knowing she could not maintain her ruse forever, she put her kits beside sleeping P'rerr and stole out into the desert once more. When P'rerr awoke she thought they were hers and suckled them. But Egg-Stealer the grashi had been hiding in a burrow in the Patriarch's Garden and saw it all happen, and when V'rere had gone he ran to the Fanged God and told him everything.
"The Fanged God was enraged at V'rere's trickery and to punish her he commanded the prey animals to leave the jungle, that V'rere would be forced to follow them across the desert and know thirst. Then he commanded the Black Priests to examine every kit of the Patriarch's Line in their fifth time around the seasons, and to banish all who carried the signs of the Line of V'rere. Finally, his anger abated, he turned to Egg-Stealer and thanked him for his warning and granted him a boon. And Egg-Stealer asked that his line become to plentiful that it would never end, and the Fanged God made it so, and this is why the grashi flourish in flood and in drought and on every world, why even when the kzinti leave a place the grashi remain where they have been."
-- Destiny's Forge: A Man-Kzin Wars Novel by Paul Chafe

Differences between the Fanged God and the God of the Humans

"You have your Fanged God, and we our Bearded God, but they might almost be two faces of the same entity. Both of them demand truth, honor and justice of us."
"But your Bearded God also demands that you love your enemy," the kzin rumbled softly. "And the Fanged God does not."
-- Man-Kzin Wars XIV by Larry Niven
"Some of us believe Fanged God and Bearded God have their own kingdoms. Others have conceptions more subtle: that the Fanged God is the heroic aspect of the Bearded God, who being omnipotent has no need for heroism."
-- Man-Kzin Wars X: The Wunder War by Hal Colebatch

The Extended Pantheon

"Do you have a god that watches over travelers?"
"We have a saint. Saint Christopher."
"Ah. For us, the brave traveler, who dares the unknown, comes under the attention of Amara, third male kit of the Fanged God. But he lives on the Traveler's Moon, which orbits Kzin with the Hunters' Moon. I am not sure how much attention he pays to the goings-on of this world."
-- Man-Kzin Wars XIV by Larry Niven

Special Notes