Post by Jeff Gerke on Apr 7, 2007 9:46:55 GMT -5
[continued from Part 1]
-----Prupheen Gaz-----
The master manipulator.
Prupheen Gaz is a spineless, manipulative slime. He knows it. Everyone knows it. Obsequious should be his middle name.
Though the people in the fantasy realm from which he hails do not know the term "pathological liar," if they did they would use it on Prupheen.
But Prupheen would disagree. He knows when he's lying or pretending. The fact that this is just about all the time is of minor interest to him. A pathological liar doesn't know where the lies end and the truth begins. Prupheen is, he would say, a keen observer of character, and something of an actor.
Prupheen is small, ugly, and somewhat overweight. His face is pockmarked and his eyes are beady. He has a penchant for fine clothing but he often has to settle for less. His greatest fear is to be stuck in a life of poverty and squalor.
All Prupheen wants is a life of ease and wealth. And who has those things but the wealthy and powerful? And so he gravitates to them as naturally as deer to a salt-lick.
How can he obtain ease and wealthy except by mooching it from those who have it? (Don't mention hard work to him! That's something to be done by others, so he can benefit from it.)
Prupheen gets what he wants by being a master manipulator. Though his style seems oily and insincere, it is nevertheless effective.
His method has three phases: fishing, hooking, and reeling in.
Let's say Prupheen has arrived at the outer gates of a wealthy duke's property. A guard stands there, miserable in the rain. Prupheen requests entry but is denied. And so arises the problem: life and ease--inside; access blocked by guard.
Time to start fishing.
"Awful weather, huh?"
The guard grunts.
"Bet the Duke ain't standin' in no rain."
Hmph.
"How long you got to be here? When you get off?"
"Coupla hours."
"A couple of hours? Mate, you'll catch your death and the Duke'll have to find a new guard--and one as fine as you be hard to find, I wager."
The guard turns to Prupheen with an imporing look. "That's what I keep tellin' the Captain!"
And Prupheen has his fish on the hook. He fished and found a way to get through to the guard. Soon he'll be through the gate and closer to his life of ease and wealth.
If the guard hadn't responded to Prupheen's first tactic, he would've switched to another tack, like, "So what's the Duke's wife look like? A looker? He bring in some friends of the feminine persuasion, if you get me? Bet he does. Bet you help him, too. Bet he don't appreciate you like he ought, that's what I bet."
He'd keep trying different baits until the guard finally bit on one. Then, with the fish on the hook, he'd reel him in. Prupheen is the fisherman of a thousand baits.
Note that once Prupheen got to the next person, he'd observe that new fish and take on a personality and manner of speech that would be most likely to get him past THAT obstacle. Perhaps he'd adopt an accent from a neighboring kingdom. Perhaps he'd speak in educated, condescending tones. He's a chameleon. Whatever it takes to get the person connected with Prupheen, that's what he does.
And if he can't get past one obstacle, he'll find a way around or (in one of his favorite techniques) he'll find a way OVER that person. He'll go to the person's boss and fish until that person is in his pocket, and then he'll have the boss go and order the underling to do what Prupheen needs.
If there's one thing Prupheen knows it's that there's a way around any problem. All you need is the right line, the right approach, and the right bait. Once the fish is on the hook, he's Prupheen's.
Okay, so now we know a little about Prupheen's M.O. Now let's think about what happens when the SF people arrive.
Talk about power and a life of ease! These people have machines and flying vessels and all sorts of magical devices. Prupheen would be drawn to them instantly. He would, indeed, be one of the first fantasy people to make friendly contacts with the offworlders. They might even want to appoint him as an ambassador--and he would take that role if it got him closer to what he wants. The fantasy folks would see him as a traitor, but that wouldn't bother Prupheen in the least. If necessary, he could fish/hook those people later.
Prupheen would find that these advanced people are just as weak and susceptible to persuasion as any on his home world. It's a universe primed and ready for Prupheen Gaz.
So he begins baiting his hooks and moving closer and closer to the ease and wealth he longs for. To shift metaphors, he's like a tick sinking deeper and deeper into his host's flesh until he bites directly into the lifeblood he craves.
Prupheen’s inner journey lesson, of course, is that poverty (even squalor) is nothing to be ashamed of. He needs to learn that a lack of financial worth does not equate to a lack of personal worth.
To teach him this lesson, God keeps denying Prupheen the permanent luxury he so desires and keeps thrusting him into situations in which he is either poor or must deal elbow to elbow with the very poor. God gives him opportunities to see worth and beauty in the poorest of the poor.
He resists this strenuously, trying ever harder to get in with the rich and famous.
In the end, God will provide Prupheen with a moment of truth: do I condemn to death the poor woman I've met in order to possibly get in good with a futuristic rich person, or do I reject the life of tenuous wealth and embrace as worthwhile the poor but honorable woman I've come to know? Into which corner will he toss his hat?
In the end, God will provide Prupheen with a moment of truth: do I condemn to death the poor woman I've met in order to possibly get in good with a futuristic rich person? (What if he falls in love?)
-----Kata Pretika Miers-----
Name: KATA PRETIKA MIERS
Gender: Female
Possision: Leader of the main scifi gov't--possibly royal/noble--Duchess? Czaritsa?
Age: Middle-age
Appearance: Kata is tall, thin and strong, very pale with jet-black hair. She is not beautiful so much as in arresting in her command. No one would call her pretty, but she does carry the air of noble beauty.
Kata is a strong leader, very poised, very noble bearing. Not hard-edged, but iron-willed. She isn't an evil person, that is, she doesn't purposefully set out to do wrong, but she believes strongly in her own cause.
Kata is concerned for the good of her people, but even more than that, for the continuation of her gov't. She would rather sacrifice a few lives and have the institution of her gov't saved than let everyone live happily and let everything crumble. She feels that her position as the leader is her security, her identity, and to lose this would be to lose her life. So her goal: to protect her position at all costs.
Kata is not particularly smart in the logical-brain sense, but she is very cunning, and knows how to surround herself with people to work to her bidding. She is very ambitious.
In typical royal-type fashion, she's also very spare with her words, and very calculating. You won't find her bantering so much as observing and weighing EVERYTHING. She's so serious as to almost drive herself and those around her insane, and her single-mindedness is perhaps her strongest--and weakest--trait. She is not easily swayed.
Her manner could be best described as cold, aloof, commanding.
[glow=red,2,300]The Kalorbi[/glow]
The Kalorbi are a humanoid species. Their most distinctive feature is the vertical extension (around five to eight inches) of their shoulder blades, protruding up and arcing forward. These flesh-covered protrusions are part of a wing-like structure of lightweight paper-like flesh material which extend from the top of these shoulder blades to the bottom of the elbow in a rounded demi-wing.
The paper-flesh material is iridescent and very delicate, making need for the material to be very protected. The Kalorbi usually cover this weakness by wearing sashes of tough material-armor over each shoulder, effectively shielding the wing while still allowing for agile movement.
These wings act as a sort of stabilizer, also allowing the Kalorbi higher jump ability in movement and combat, spreading ever so slightly to produce a descending lift.
The Kalorbi's skin is subtle flesh-tone, with blue starting and increasing in gradient at the bottom of their necks, around their chest and backs of the wing area and down their arms.
There are small similar wing-like flaps of skin on the backs of their legs, but not as large as on the arms. These need protection too, however, and are covered in the same material.
The Kalorbi are tall and thin, sometimes well-muscled but more often sinewy. Their speech is lyrical, lilting - one might say almost purring.
The Kalorbi's homeworld is a paradox, both hostile and beautiful. Much of the world is covered in water, forcing the Kalorbi to build towering structures from beams straight out of the ocean's floor. They must do this and live above the surface as they cannot survive as a culture in confined spaces. Their wings ache and become brittle with lack of use. For this reason they often avoid small space travel, although they are more partial to traveling in larger ships.
The cities of the Kalorbi are groups of the needle-like protrusions out of the water, entire sections of the city being built on swaying platforms with motions and movements much like an 18th century ship. Their wings keep them steady, though. Agriculture on the planet is what covers most of the dry land (only 10% or less of the surface area of the planet). There are some mining ventures into the ocean, but the Kalorbi mostly exist above the surface and avoid confinement as much as possible.
Because of their planet's rich resource of water, the Kalorbi use water-powered engines and generators to power their city and transportation. They do not travel in cars, but in open sky-barges with only their feet strapped to the surface of the barge and a thin hand rail to keep them in. Many have personal traveling wedges, mini versions of the open barges, which are something like controlled surf-boards. These transportation vehicles are all controlled by the movement of the driver's legs, sensed in the straps to the floor of the vehicle.
The Kalorbi are an old, wise race, considered by most to be somewhat of an anomaly, revered by others. They are much feared, as their speed and maneuvers in any type of aerial fight is unprecedented, whether they are using their battle wedges or merely on their own strength.
They are also feared because they never blink--with so much water on their homeworld, there is no need to replenish this moisture, as it's always in the air. They also seldom need to drink on their own world, as they constantly inhale moisture in the air.
When the Kalorbi travel, which is not often, they must wear a protective shield over their eyes, nose and mouths, allowing them to see and breathe while also maintaining a proper moisture level. They have maid much advancements in this technology, though, and several outside influences have enticed them to venture from their homeworld in recent times.
The discovery of the Mkata drug on Dreis, for instance, has enticed many young Kalorbi to leave their world and explore others. In the Kalorbi, Mkata entices the body's functions into a more cathartic state while maximizing the mental output - something that traditional Kalorbi rightly see as a threat to their own culture, as they exist mostly on creative ways, rather than the logic that the drug induces. For this reason, those who discover Mkata are often banned from the Kalorbi homeworld of Baya.
Those among Kalorbi traditionals do travel the galaxy as they see fit, but they do so in their own special ships, suited for their moisture and water needs. The ships are usually large and fluid, almost organic in nature, veins of water pumping throughout every part of the hull like a living organism. The Kalorbi place high emphasis on art in every area of their design, which shows in their ships as well as their cities. The controls of their ships are often arranged in poetic order rather than alpha-numerical or functional order. The ships are also of very open design, no specific sections except where absolutely needed so that the Kalorbi may jump and stretch their fragile wings at will.
The Kalorbi would probably be ignored in the order of the galaxy altogether if it were not for one essential thing that is their contribution to society at large: they invented the water-circulation systems used for all ships everywhere. These systems are essential during travel, as they allow the ships to be powered by a never-ending chemically altered water source (Kalorbi water), which in turn runs the "pure" (non-Kalorbi) water filtering systems used to renew and replenish water throughout a ship's journey. The Kalorbi have made a system for chemically altering any water to match their own, which is essential for all ship's water-powered drives, but they have wisely kept the knowledge solely to their own race, allowing them to bargain hard for other resources that are needed but lacking on their homeworld.
This delicate balance of power is being threatened, however, as more and more Kalorbi, usually the young and rebellious, take to Mkata, as the process of chemically altering the imported water cannot be comprehended in a logical way, but in a multi-spatial "childlike" way. In this sense, the Kalorbi are very childlike and innocent, even while retaining their firm and somewhat fierce presence. The Mkata Kalorbi are, however, the opposite, becoming cold and unwieldy, their strength of body and mind becoming their identity rather than their childlike trust in the processes laid out for generations before them. For this reason, they cannot convert the water, nor can they even communicate solidly with the vast majority of the traditional Kalorbi, whose lyrical language can only be comprehended in that same child-like manner.
The Kalorbi have great fear and respect for their water, but because of their wings worship a god of the sky. They have not, for centuries, known the name of the god that they worship, but they trust, nonetheless, that it was he who made the water. This childlike faith in all that they do is the very essential basis of their culture and existence.
[glow=red,2,300]The Portable Cities[/glow]
Note that this is just the first message in the “Portable Cities” thread. For more on these wonderful inventions, please go read the whole thread.
Whether we do a world-in-world thing or space invasion thing, I can't shake the idea that the scifi people have cities on the planet too.
So, here's my idea. The scifi people's ships, the largest of them anyway, bent on colonization, actually carry portable cities. Specialized teams will first scan terrain in orbit, and then pick a suitable landing spot, upon which the ship will descend down into the atmosphere and then carefully unfold and unpack itself into a self-sustaining city center, fully defensible. The scifi people's intent is to fortify and secure the city first, with their own technology, and then use their technology to branch out and build more cities from there using the planet's natural resources.
I'm picturing large, bulky, hulking ships--most likely some type of convoluted box-shape--which probably need "tug-boated" down into place in the atmosphere.
Once landed, implanted into the terrain and powered up, those traveling in the scifi fleet will then colonize the city, and use their own battle forces to make armies to secure the surrounding areas. Which, of course, on our fantasy planet don't want to be secured.
I'm envisioning several, maybe as many of five, or maybe dozens, of these cities descending on the fantasy world (maybe seen as from the planet's stargazers as signs from the gods or flaming dooms and whatnot) and unfolding at various locations, at which time the cities unfold, are populated, and the real invasion begins and the clash starts in earnest.
That's all for the story bible for now. What a great story you guys are making!
Jeff
-----Prupheen Gaz-----
The master manipulator.
Prupheen Gaz is a spineless, manipulative slime. He knows it. Everyone knows it. Obsequious should be his middle name.
Though the people in the fantasy realm from which he hails do not know the term "pathological liar," if they did they would use it on Prupheen.
But Prupheen would disagree. He knows when he's lying or pretending. The fact that this is just about all the time is of minor interest to him. A pathological liar doesn't know where the lies end and the truth begins. Prupheen is, he would say, a keen observer of character, and something of an actor.
Prupheen is small, ugly, and somewhat overweight. His face is pockmarked and his eyes are beady. He has a penchant for fine clothing but he often has to settle for less. His greatest fear is to be stuck in a life of poverty and squalor.
All Prupheen wants is a life of ease and wealth. And who has those things but the wealthy and powerful? And so he gravitates to them as naturally as deer to a salt-lick.
How can he obtain ease and wealthy except by mooching it from those who have it? (Don't mention hard work to him! That's something to be done by others, so he can benefit from it.)
Prupheen gets what he wants by being a master manipulator. Though his style seems oily and insincere, it is nevertheless effective.
His method has three phases: fishing, hooking, and reeling in.
Let's say Prupheen has arrived at the outer gates of a wealthy duke's property. A guard stands there, miserable in the rain. Prupheen requests entry but is denied. And so arises the problem: life and ease--inside; access blocked by guard.
Time to start fishing.
"Awful weather, huh?"
The guard grunts.
"Bet the Duke ain't standin' in no rain."
Hmph.
"How long you got to be here? When you get off?"
"Coupla hours."
"A couple of hours? Mate, you'll catch your death and the Duke'll have to find a new guard--and one as fine as you be hard to find, I wager."
The guard turns to Prupheen with an imporing look. "That's what I keep tellin' the Captain!"
And Prupheen has his fish on the hook. He fished and found a way to get through to the guard. Soon he'll be through the gate and closer to his life of ease and wealth.
If the guard hadn't responded to Prupheen's first tactic, he would've switched to another tack, like, "So what's the Duke's wife look like? A looker? He bring in some friends of the feminine persuasion, if you get me? Bet he does. Bet you help him, too. Bet he don't appreciate you like he ought, that's what I bet."
He'd keep trying different baits until the guard finally bit on one. Then, with the fish on the hook, he'd reel him in. Prupheen is the fisherman of a thousand baits.
Note that once Prupheen got to the next person, he'd observe that new fish and take on a personality and manner of speech that would be most likely to get him past THAT obstacle. Perhaps he'd adopt an accent from a neighboring kingdom. Perhaps he'd speak in educated, condescending tones. He's a chameleon. Whatever it takes to get the person connected with Prupheen, that's what he does.
And if he can't get past one obstacle, he'll find a way around or (in one of his favorite techniques) he'll find a way OVER that person. He'll go to the person's boss and fish until that person is in his pocket, and then he'll have the boss go and order the underling to do what Prupheen needs.
If there's one thing Prupheen knows it's that there's a way around any problem. All you need is the right line, the right approach, and the right bait. Once the fish is on the hook, he's Prupheen's.
Okay, so now we know a little about Prupheen's M.O. Now let's think about what happens when the SF people arrive.
Talk about power and a life of ease! These people have machines and flying vessels and all sorts of magical devices. Prupheen would be drawn to them instantly. He would, indeed, be one of the first fantasy people to make friendly contacts with the offworlders. They might even want to appoint him as an ambassador--and he would take that role if it got him closer to what he wants. The fantasy folks would see him as a traitor, but that wouldn't bother Prupheen in the least. If necessary, he could fish/hook those people later.
Prupheen would find that these advanced people are just as weak and susceptible to persuasion as any on his home world. It's a universe primed and ready for Prupheen Gaz.
So he begins baiting his hooks and moving closer and closer to the ease and wealth he longs for. To shift metaphors, he's like a tick sinking deeper and deeper into his host's flesh until he bites directly into the lifeblood he craves.
Prupheen’s inner journey lesson, of course, is that poverty (even squalor) is nothing to be ashamed of. He needs to learn that a lack of financial worth does not equate to a lack of personal worth.
To teach him this lesson, God keeps denying Prupheen the permanent luxury he so desires and keeps thrusting him into situations in which he is either poor or must deal elbow to elbow with the very poor. God gives him opportunities to see worth and beauty in the poorest of the poor.
He resists this strenuously, trying ever harder to get in with the rich and famous.
In the end, God will provide Prupheen with a moment of truth: do I condemn to death the poor woman I've met in order to possibly get in good with a futuristic rich person, or do I reject the life of tenuous wealth and embrace as worthwhile the poor but honorable woman I've come to know? Into which corner will he toss his hat?
In the end, God will provide Prupheen with a moment of truth: do I condemn to death the poor woman I've met in order to possibly get in good with a futuristic rich person? (What if he falls in love?)
-----Kata Pretika Miers-----
Name: KATA PRETIKA MIERS
Gender: Female
Possision: Leader of the main scifi gov't--possibly royal/noble--Duchess? Czaritsa?
Age: Middle-age
Appearance: Kata is tall, thin and strong, very pale with jet-black hair. She is not beautiful so much as in arresting in her command. No one would call her pretty, but she does carry the air of noble beauty.
Kata is a strong leader, very poised, very noble bearing. Not hard-edged, but iron-willed. She isn't an evil person, that is, she doesn't purposefully set out to do wrong, but she believes strongly in her own cause.
Kata is concerned for the good of her people, but even more than that, for the continuation of her gov't. She would rather sacrifice a few lives and have the institution of her gov't saved than let everyone live happily and let everything crumble. She feels that her position as the leader is her security, her identity, and to lose this would be to lose her life. So her goal: to protect her position at all costs.
Kata is not particularly smart in the logical-brain sense, but she is very cunning, and knows how to surround herself with people to work to her bidding. She is very ambitious.
In typical royal-type fashion, she's also very spare with her words, and very calculating. You won't find her bantering so much as observing and weighing EVERYTHING. She's so serious as to almost drive herself and those around her insane, and her single-mindedness is perhaps her strongest--and weakest--trait. She is not easily swayed.
Her manner could be best described as cold, aloof, commanding.
[glow=red,2,300]The Kalorbi[/glow]
The Kalorbi are a humanoid species. Their most distinctive feature is the vertical extension (around five to eight inches) of their shoulder blades, protruding up and arcing forward. These flesh-covered protrusions are part of a wing-like structure of lightweight paper-like flesh material which extend from the top of these shoulder blades to the bottom of the elbow in a rounded demi-wing.
The paper-flesh material is iridescent and very delicate, making need for the material to be very protected. The Kalorbi usually cover this weakness by wearing sashes of tough material-armor over each shoulder, effectively shielding the wing while still allowing for agile movement.
These wings act as a sort of stabilizer, also allowing the Kalorbi higher jump ability in movement and combat, spreading ever so slightly to produce a descending lift.
The Kalorbi's skin is subtle flesh-tone, with blue starting and increasing in gradient at the bottom of their necks, around their chest and backs of the wing area and down their arms.
There are small similar wing-like flaps of skin on the backs of their legs, but not as large as on the arms. These need protection too, however, and are covered in the same material.
The Kalorbi are tall and thin, sometimes well-muscled but more often sinewy. Their speech is lyrical, lilting - one might say almost purring.
The Kalorbi's homeworld is a paradox, both hostile and beautiful. Much of the world is covered in water, forcing the Kalorbi to build towering structures from beams straight out of the ocean's floor. They must do this and live above the surface as they cannot survive as a culture in confined spaces. Their wings ache and become brittle with lack of use. For this reason they often avoid small space travel, although they are more partial to traveling in larger ships.
The cities of the Kalorbi are groups of the needle-like protrusions out of the water, entire sections of the city being built on swaying platforms with motions and movements much like an 18th century ship. Their wings keep them steady, though. Agriculture on the planet is what covers most of the dry land (only 10% or less of the surface area of the planet). There are some mining ventures into the ocean, but the Kalorbi mostly exist above the surface and avoid confinement as much as possible.
Because of their planet's rich resource of water, the Kalorbi use water-powered engines and generators to power their city and transportation. They do not travel in cars, but in open sky-barges with only their feet strapped to the surface of the barge and a thin hand rail to keep them in. Many have personal traveling wedges, mini versions of the open barges, which are something like controlled surf-boards. These transportation vehicles are all controlled by the movement of the driver's legs, sensed in the straps to the floor of the vehicle.
The Kalorbi are an old, wise race, considered by most to be somewhat of an anomaly, revered by others. They are much feared, as their speed and maneuvers in any type of aerial fight is unprecedented, whether they are using their battle wedges or merely on their own strength.
They are also feared because they never blink--with so much water on their homeworld, there is no need to replenish this moisture, as it's always in the air. They also seldom need to drink on their own world, as they constantly inhale moisture in the air.
When the Kalorbi travel, which is not often, they must wear a protective shield over their eyes, nose and mouths, allowing them to see and breathe while also maintaining a proper moisture level. They have maid much advancements in this technology, though, and several outside influences have enticed them to venture from their homeworld in recent times.
The discovery of the Mkata drug on Dreis, for instance, has enticed many young Kalorbi to leave their world and explore others. In the Kalorbi, Mkata entices the body's functions into a more cathartic state while maximizing the mental output - something that traditional Kalorbi rightly see as a threat to their own culture, as they exist mostly on creative ways, rather than the logic that the drug induces. For this reason, those who discover Mkata are often banned from the Kalorbi homeworld of Baya.
Those among Kalorbi traditionals do travel the galaxy as they see fit, but they do so in their own special ships, suited for their moisture and water needs. The ships are usually large and fluid, almost organic in nature, veins of water pumping throughout every part of the hull like a living organism. The Kalorbi place high emphasis on art in every area of their design, which shows in their ships as well as their cities. The controls of their ships are often arranged in poetic order rather than alpha-numerical or functional order. The ships are also of very open design, no specific sections except where absolutely needed so that the Kalorbi may jump and stretch their fragile wings at will.
The Kalorbi would probably be ignored in the order of the galaxy altogether if it were not for one essential thing that is their contribution to society at large: they invented the water-circulation systems used for all ships everywhere. These systems are essential during travel, as they allow the ships to be powered by a never-ending chemically altered water source (Kalorbi water), which in turn runs the "pure" (non-Kalorbi) water filtering systems used to renew and replenish water throughout a ship's journey. The Kalorbi have made a system for chemically altering any water to match their own, which is essential for all ship's water-powered drives, but they have wisely kept the knowledge solely to their own race, allowing them to bargain hard for other resources that are needed but lacking on their homeworld.
This delicate balance of power is being threatened, however, as more and more Kalorbi, usually the young and rebellious, take to Mkata, as the process of chemically altering the imported water cannot be comprehended in a logical way, but in a multi-spatial "childlike" way. In this sense, the Kalorbi are very childlike and innocent, even while retaining their firm and somewhat fierce presence. The Mkata Kalorbi are, however, the opposite, becoming cold and unwieldy, their strength of body and mind becoming their identity rather than their childlike trust in the processes laid out for generations before them. For this reason, they cannot convert the water, nor can they even communicate solidly with the vast majority of the traditional Kalorbi, whose lyrical language can only be comprehended in that same child-like manner.
The Kalorbi have great fear and respect for their water, but because of their wings worship a god of the sky. They have not, for centuries, known the name of the god that they worship, but they trust, nonetheless, that it was he who made the water. This childlike faith in all that they do is the very essential basis of their culture and existence.
[glow=red,2,300]The Portable Cities[/glow]
Note that this is just the first message in the “Portable Cities” thread. For more on these wonderful inventions, please go read the whole thread.
Whether we do a world-in-world thing or space invasion thing, I can't shake the idea that the scifi people have cities on the planet too.
So, here's my idea. The scifi people's ships, the largest of them anyway, bent on colonization, actually carry portable cities. Specialized teams will first scan terrain in orbit, and then pick a suitable landing spot, upon which the ship will descend down into the atmosphere and then carefully unfold and unpack itself into a self-sustaining city center, fully defensible. The scifi people's intent is to fortify and secure the city first, with their own technology, and then use their technology to branch out and build more cities from there using the planet's natural resources.
I'm picturing large, bulky, hulking ships--most likely some type of convoluted box-shape--which probably need "tug-boated" down into place in the atmosphere.
Once landed, implanted into the terrain and powered up, those traveling in the scifi fleet will then colonize the city, and use their own battle forces to make armies to secure the surrounding areas. Which, of course, on our fantasy planet don't want to be secured.
I'm envisioning several, maybe as many of five, or maybe dozens, of these cities descending on the fantasy world (maybe seen as from the planet's stargazers as signs from the gods or flaming dooms and whatnot) and unfolding at various locations, at which time the cities unfold, are populated, and the real invasion begins and the clash starts in earnest.
That's all for the story bible for now. What a great story you guys are making!
Jeff