Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on December 12, 2007 By Draginol In GalCiv Journals

RaceImage07 The humans call is magic. But it's not magic. There are energies and forces in the universe that simply can't be explained.

But the Drath  know it. They have lived it.  On the planet Altaria they have seen it.  Long ago, the Drath were the supreme sentient species on the planet Altaria. They were self-aware on a world with no rivals.  Then, the skies became lit with a fire that lasted for years. It was just light but they knew it foretold of a doom. 

The world shook when the dark Mithrilar, one of the guardians of the universe, collided with the world and slept for long eons.  It was during this time that a new creature seemed to have evolved out of nowhere. An alien species evolved alongside the Drath. At first, the Drath paid little attention. These newcomers were tiny (an adult Drath stands 20 feet tall and can weigh nearly a ton) and they were weak.  But in time, the newcomers, who we now know as the Altarians, became numerous and seemed to be able to inherently manipulate invisible energies. 

Some Altarians could move objects, others could actually cast destructive energies. In time, the Drath themselves came to be able to manipulate this invisible energy but only at a much lesser level. The main capability they gained was to morph, over a period of many hours, into other forms (a non trivial effort for a being that is so massive).  This power inevitably attracted the attention of the Precursors who were already at war with one another. The Altarians chose sides and the world was laid waste.  The Drath never forgave the Altarians for the cataclysm. The Drath stayed largely out of the Precursor wars. But at the end, with their world ruined, most took the Arnorian (the victorious faction of the Precursors) to relocate to another world. A few stayed and became the subject of myth until at last, the few Drath that remain on Altaria remain safely disguised.

Even on their new world, the Drath remain interested in the ways of the ancient past. Unlike the humans and other races that consider these energies as being magic and superstition, the Drath recognize it as simply another form of energy and that all energy and matter is ultimately the result of sub-atomic vibrations, not all of which can be measured and not all of which are naturally present. The unknown quantity on the planet Altaria was the long presence of the Mithrilar whose being was fused with this powerful energy that eventually permeated the world of Altaria and forever changed it and those that lived on it. The Drath also recognize that the two Precursor factions -- the Dread Lords and the Arnor are powerful only because they are able to directly manipulate this energy. Their ability to do so is apparently inherent in their existence. If the Drath can learn to master this energy as well, they will never again be at the mercy of others and their relatively low population will not be such a hindrance.


Comments (Page 1)
2 Pages1 2 
on Dec 12, 2007

From the "Way of the Drath" technology in Twilight of the Arnor:

The Drath are not native to this world. The Arnor brought them to this world thousands of years ago after their native world - Altaria, was nearly destroyed in the cataclysm when the younger species, now called Altarians, warred amongst themselves as puppets of the Precursors who recognized the potential of the Altarians.

What none of them realized is that the ultimate source of power of the Altarians was inside the planet itself. The dark Mithrilar, Draginol, after having shattered the Telenanth cyrstal of power, crashed into the world and in doing so, altered the natural evolution of the planet.

The Drath knew they had no place amongst the Altarians who multiplied at rates far beyond the Drath and most agreed to be relocated by the Arnor.

The Drath are very strong (they're huge). A human biologist once described the Drath as sentient dragons. And in fact, male Drath once had the ability to fly on great wings but lost the ability long ago.  Because the Drath are so strong, they make incredible soldiers.

However, as a practical matter, the Drath prefer to manipulate things behind the scenes. The Drath simply are too few in number to get involved directly.

 

on Dec 12, 2007
Drath are 20 feet (that's about 7.5 metres right?) tall? Right. Their space craft take a lot resources to build eh?

Hopefully you'll explain the Altarian/Human relation quickly.
on Dec 12, 2007
ozo - won't be explained until GalCiv III when the Terran Alliance fleet returns from the pocket universe.
on Dec 12, 2007
Wait, I'm a bit confused. I thought that the Drath were one of two races that were supposed to be removed from future Galciv games. Has this plan be changed?

Note: I realize that TA, as an expansion pack, still contains the Drath. But the removal was motivated by an event in the DA campaign, whose impact seems to have been changed by the above information, and I'm wondering if this means that the Drath will/can be in Galciv III. (I hope I managed to balance clarity and non-spoilerness above).
on Dec 12, 2007

The Drath, as a playable civilization, won't be in GalCiv III for the reasons you stated.

But Twilight of the Arnor still has the Drath as a playable race.

on Dec 12, 2007
The Drath, as a playable civilization, won't be in GalCiv III for the reasons you stated...


Hey, no way - take the Drath out and you've turned GC3 into a different game altogether!

Seriously though. For storyline purpose, i understand the variations in Major races ID or level of complexity within their unique variables. But for balancing reasons, i also have an issue to bring forward; tagging a new one with a different name and slightly altered features doesn't actually mean a previously available race has been dropped, just that the context is new and thus, must be understood from a different perspective.

The above is most probably why i enjoy soooo much "designing" specialized races into my mod(s); some political assets included, few abilities focused, and plenty of numerous other areas.

Here, i won't pretend being better at it than SD coders (which, in fact, do have a MUCH wider understanding of gameplay features than i would possibly ever get)... but it's rather interesting to customize enough to maintain or create an overall "new" scope. Such is, the fun in Modding (with total conversions mindset closely related to the process) - i guess.

- Zyxpsilon

on Dec 13, 2007
So it sounds like the Drath and Altarians tech trees are going to be all about learning to manipulate these "Magical" energies. Sounds great can't wait.
on Dec 13, 2007
Maybe in GC3 we'll see the Drath becoming a minor civilization. What i'd like to see is maybe a leaf out of "Birth of the Federation"'s book whereby you could get minors to join you as well as conquer them, they would give you special buildings that could only be built by that civilization... of course maybe GC3 could take that a step further and say that having a minor race gives you access to more technology to your tech tree as the new civilisation leads its specialities and ideas to your own.

A race of farmers?... why that opens up advanced farm technology. The Drath?... maybe advanced spy technology or soldering technology as Drath shock troops REALLY shock the enemy...

Actually heres a thought with the editors for TA would it be possible to give minor races seperate, unique tech trees? and unique techs that can be traded for, give the Dark Yor advanced miniturization technology or powerful weapons, then you'd have the choice, keep them around long enough for them to research the tech and trade or kill them off for the planet and stopping other races getting their hands on it...
on Dec 13, 2007
Your taking out the Drath and Korx from GCIII? I like those races! My opinion is that if your taking out a race, you should create another race to fill in the void.

My opinion is this: either reconsider taking them out or perhaps create another race. Not only to fill in the void but to also add a new gaming experience.
on Dec 13, 2007
I like the Drath. Sucks to be losing them due to a backstory that's basically irrelevant to me. I don't know how typical I am, but I've never cared for anything but sandbox mode in any TBS game I've played.
on Dec 13, 2007
Not to quibble but it is more like 6 meters
on Dec 13, 2007
I like the Drath because they're the only other diplomatically-focused race in the game, besides the Terrans. I don't like playing Terrans... too vanilla and familiar, I guess... so the Drath are my first choice when I want a game heavy on diplomacy. They start out with 5 points more in Diplomacy than the Terrans on their intrinsic stats, and they have that war manipulator super ability.

The bit about "mysterious energy that seems like magic" seems kinda vague, but I guess we'll see that fleshed out more when the Altarians are re-introduced? It sounds like that's going to be a big part of their tech tree, and maybe we'll get a hint of that with the new Drath techs.

I'm also wondering about the hints dropped about the Drath having a shape-shifting ability. I'd think that would be a plus for espionage? Or maybe it ties into the Super Manipulator thing, as a sort of diplomatic skill.
on Dec 14, 2007
You know what I think it is? That Coruscant is Altaria, and that the stories of Star Wars don't actually take place in a galaxy far far away. And that this "magic" thing is the force. Humans and Altarians look similar, but some Altarians possess the power of the force, lol. That's how i always imagined it. Anyways, Im gonna post one question I have from my post "Engulfed in Twilight". (Go there if you think you can answer similar questions to this)

- What are the height relations of the individual races? I mean I heard the Drath are 20 feet tall compared to a 6 foot human... How tall are the other races, and are they all bipedal?
on Dec 14, 2007
"The Drath, as a playable civilization, won't be in GalCiv III for the reasons you stated."

Hold it. They're not in GC3 in ANY form?!? That seems a little...drastic, don't you think?

Maybe you could make them a minor race, or only playable in sandbox games...or maybe you could make them slaves/servants/submitters to the Altarians. But don't completely remove them.
on Dec 17, 2007
Actually General Homsar he said they won't be a playable civilization, minor civs are not playable so they could be back as a minor.
2 Pages1 2