Time Line for Dragon Masters of Zekira

15 thousand years ago, a small pocket of civilization arose on a world light-years from anywhere. Though primative, their culture grew carefully and placed value upon spirit, body and life essence before any politics and violence.


14 thousand years ago, their progress and peace was shattered by invaders from the next planet out in their solar system. The invaders brought not only fierce machinery and military dominance to the peaceful folk, but also disease, famine and fear. The native population withdrew to a single small continent, all others were devistated, wiped from the face of their world.

12,500 years ago, fifteen hundred years after they came, the alien invaders vanished. They left behind relics and ruins, though they had taken native habitations and made them into their own as well. No trace of the ferocity or disaster they brought survived.

10 thousand years ago, new colonists arrived from a faroff planet. Exiled on to their generation ship, branded as 'different' from their normal cousins on their homeworld, they exhibited not only grace and physical prowess but psionic powers that only grew during their 12 generation trip through space.
Always few in number due to their inherant infertility, these new colonists treated the world as the true treasure it was: a lush planet of clean air and water, wide lands and interesting wildlife. Not a world to be stripped but one to be explored, where their natural abilities could expand even further into almost godlike power.
What little contact the newcomers had with the natives was stunted by the extreme xenophobia exhibited by the now-savage remains of the once peaceful civilization.
The world was dubbed Zekira by its colonists and their people spread their population across the larger four Lands, establishing modern - if hand-made - citites and habitable zones. As time passed the medical field exceleld, while other high technology was passed by, in favor of a 'hands-on' colony. Their strong and strange mental powers became coupled with physical mutations, both beneficial and harmful. Their social structure became more solid with each passing century. Business and commerce became paired with politics and competition. Zekira has long been a world dominated by people with drive and intelligence. Though their population has slowly increased, it could never threaten to over-run the world.

Many centuries after settling Zekira, the generation ship at last disintegrated upon entering the atmosphere, severing the ties to any other world. Since that time, advances in communication and genetics far outdistance those which they arrived with, but their interest in games, competition and gambling keep the population entertained on a level that largely prevents the urge for war or mass destruction. Zekirans are peaceful, prefering to settle their differences in subtle ways - if not by legal ones, then by subterfuge and politics. That is never to say that murder, extortion and other unpleasant means do not exist, but they are used in lieu of rough combative means.

Six hundred years ago, the ruins of an ancient community were found by a wealthy land holder. His 'tourism' trade became quite popular in a short time, and has since begun a slight but gaining interest in the potential archaeological history of the world before it became Zekira.

Four hundred years ago, a long-forgotten satelite picked up a blip of motion towards Zekira, one far beyond the solar system but rapidly approaching. Systems monitored by the few scientists left who even knew of the sensor array were alerted by ancient computers. Quickly re-learning methods of decoding transmissions, the sense of curiosity that the scientific world had was rapidly replaced by dread.

The invaders were on their way to their last conquered world.

And they wanted it back.

Differences between this Alternate world and the World of Zekira main game:
Because of the pacifistic nature of Zekirans, no large-scale war could possibly be waged against this enemy. First contact revealed the invaders' secrets to telepathic screeners. The invaders were found to be almost as xenophobic as the colonists' forebears, and as those whom they had sadly defeated on this world had become. Their fears could be exploited, and if the war-machines of the aliens could not be taken down by mechanical means, the geneticists of Zekira could arrange for more 'organic' weapons with which to fight.
Thus were the fears of the invaders given life - the Dragon Masters of Zekira send their huge reptilian monsters into the skies to act as 'fighter planes' against wave upon wave of flying craft. Even the seas, woods and deserts offer no sancuary for the invaders, for the draconic kind have been engineered to fight on land, sea and air as needed. The invaders have their superior war machines and vastly greater numbers.
Who will win the battle for Zekira? The invaders? Or… the Dragon Masters?