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I thought this video was absolutely fascinating throughout, even the ad.

The main thrust of it is about how natural Earth languages make use of idiom and metaphor frequently, and how Tamarian is subtly different from this. But we do also make use of a similar direct literary allusion, to different degrees in different languages. Mandarin has a number of examples, but we can also point to "crossing the Rubicon" as an example in English.

More recently, the use of memes has taken on a very Tamarian-like role.

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Star Trek: Day of Blood #1
Written by : Christopher Cantwell, Collin Kelly, Jackson Lanzing Art by: Ramon Rosanas
Cover Art: Malachi Ward

Day of Blood Starts Here! Immortal emperor of the Klingon Empire, Kahless II has consolidated power, raided ancient tombs and secret bunkers, taken the power of gods for himself, stolen the Bajoran Orb of Destruction, and commenced a slaughter across the stars. But this genocide of gods was just the beginning. For with the power he has stolen, Kahless is about to declare war on all those who do not follow the Red Path. To prevent genocide unlike any since the ancient days of Qo'noS, the crew of icons led by the emissary known as Benjamin Sisko (Star Trek) and the renegades who follow a desperate and violent Worf (Star Trek: Defiant) must unite for a common cause. Only they can hope to stop the Day of Blood.

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cross-posted from: https://lemmy.world/post/1730411

Source

Artists gallery

Originally posted over on !digitalart@lemmy.world, thought you guys would appreciate it, enjoy!

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Also missing is the catchphrase "Every series. Every episode." I wonder why, Paramount?

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• The episode title of course refers to a popular party game. In the PRO episode, “Mindwalk”, the Protogies where had to communicate with Dal using charades, because he didn’t learn any Morse code.

• Both Nurse Chapel’s and Spock’s personal logs gives us a stardate of 1789.3.

Episode Stardate
“The Broken Circle” 2369.2
“Ad Astra per Aspera” 2393.8
”Tomorrow and Tomorrow and Tomorrow” 1581.2
”Among the Lotus Eaters” 1630.1
”Among the Lotus Eaters” 1630.3
”Among the Lotus Eaters” 1632.2

• The USS Enterprise is travelling to the Vulcan system, first seen in “Amok Time”.

    • Alternatively, one could argue that the first visit to the Vulcan system was when the Enterprise visited the planet Delta Vega to affect repairs after sustaining damage attempting to travel through the Galactic Barrier in “Where No Man Has Gone Before”. Delta Vega is also the planet that Nero marooned prime Spock on (and Kelvin Spock marooned Kelvin Kirk on) in 2009’s “Star Trek”, and Spock was able to watch the destruction of Vulcan. In an interview, Robert Orci claimed they ”moved” the planet for the film because the easter egg of the name was more important than coming up with a new name fans wouldn’t be familiar with.

        • Both the 2011 Kelvin universe “Star Trek“ comic series, and “The Enterprise War” novel attempt to reconcile this by claiming there are two Delta Vegas.

• We learn of the Kerkhov moon, and the fact that there was an ancient civilization there that vanished at one point. Other ancient civilizations which have disappeared from the galaxy leaving behind only ruins and mystery are:

    • The Greek Gods

    • The Arretans

    • The Preservers

    • The Tkon Empire

    • The Iconian Empire

    • The D’Arsay

    • The Hur’Q

• The Vulcan Science academy was first mentioned in “Journey to Babel”.

    • On Vulcan they preface everything by distinguishing that it’s Vulcan because it’s important to them that the rest of the galaxy be aware that it’s theirs.

”What are Korby’s three principles of archaeological medicine?” Spock mentioned Roger Korby is referred to as the Pasteur of archaeological medicine in “What Are Little Girls Made Of?”

    • Roger Korby will be Chapel’s future fiancée.

• The notion that Vulcans use nasal suppressants to overcome how debilitatingly pungent humans are was introduced in “The Andorian Incident”.

    • ”Not to be indelicate, Captain, but the scent of humans is something most Vulcans must become…used to.” Spock grew up with a human mother, and human adopted sister.

    • In “Broken Bow” Archer comments that Vulcan females specifically have a heightened sense of smell, but in “The Andorian Incident” it is a male Vulcan monk who comments that the smell aboard the NX-01 “must be intolerable.”

        • Later in this episode, T’Pril repeats the claim that Vulcan women are more sensitive to odours.

”I am still not speaking to my father.” It was established in “Journey to Babel” that Spock had not spoken to Sarek in 18 years, which would mean their communication ceased nine years prior to this episode.

• The shuttlecraft Spock and Chapel take to scan Kerkhov is the Cervantes, which was previously used on the mission to investigate the USS Peregrine after it was divested by Gorn hatchlings in “All Those Who Wander”, and transported Captain Pike, La’an, and Doctor M’Benga down to Rigel VII where they lost their memories and were subject to a Starfleet yeoman turned Tyrant in “Among the Lotus Eaters”, and maybe they should leave the *Cervantes” in the shuttlebay next time.

    • The Cervantes is also the shuttle Ortegas pilots herself, Chapel, and Uhura in back to the anomaly when they revisit it.

”The Vulcan Science Academy would be lucky to have someone of your experience.” “Battle of the Binary Stars” established that as of 2249, ten years earlier, Michael Burnham was the only human to have attended the Vulcan Science Academy. However, in “Brother” in 2257, Paul Stamets had accepted a full time teaching position there, so they weren’t entirely opposed to the idea.

• After the Cervantes crash, Spock had to be healed by the Kerkhovians who made him fully human. In “Faces” a Vidiian scientist split B’Elanna Torres into two separate beings, one fully human, and the other Klingon. The Klingon died to save her human counterpart during the escape, and the Doctor was later able to restore B’Elanna to her hybrid self using genetic material from the deceased Klingon.

    • In “Spock Amok” Spock had a dream that he was human, fighting a fully Vulcan counterpart, but he later lied and claimed that in his dream he was the fully Vulcan half.

• The episode cuts off before Spock can finish saying, “What the fairly intriguing development.” As we all know, Spock was unfamiliar with profanity until visiting Earth’s 1980s in “Star Trek: The Voyage Home” despite living on a starship and closely working with one Doctor Leonard McCoy.

• As a human Spock chooses to eat bacon despite most Vulcans including himself being vegetarian. In “All Our Yesterdays” Spock appears to be disgusted with himself for enjoying consuming animal flesh after being transported to the past causes him to regress to an earlier stage of Vulcan cultural development. As we all know, all humans eat meat, and this scene certainly didn’t disgust any vegans who might be watching and then later writing a point form list of how the episode ties in to other Trek canon.

    • According to T’Pol in “Broken Bow”, Vulcans also do not touch food with their hands, but we see Spock picking up the bacon with his fingers here. Of course, Spock also touched his food with his hands in “All Our Yesterdays” as well as his marshmallow in “Star Trek: The Final Frontier” so perhaps that’s a cultural practice that fell out of usage between ENT and DIS/SNW/TOS.

        • Later this episode, Sevet does not hesitate to go in on some tevmel with his hands.

”I just thought that my field work would be relevant.” In “Journey to Babel” Kirk argued to Amanda Grayson that Spock’s time aboard the Enterprise was “a better opportunity for a scientist to study the universe than he can get at the Vulcan Science Academy.”

”She did seem awfully enthusiastic about purchasing dilithium.” The Federation of this era is a moneyless society, as established in such episodes as:

    • “Mudd’s Women” - The character of Harry Mudd is transporting three women around to find them husbands out of the goodness of his heart, and lithium miners on Rigel XII offer to give the crystals to the Enterprise for free.

    • “Errand of Mercy” - Kirk intimates to Spock that Starfleet would not be troubled by their potential deaths, because their training cost nothing.

    • “Catspaw” - Lieutenant DeSalle says he would make a bet on the effectiveness of their strategy, but there is no money and hence no gambling.

    • “The Trouble With Tribbles” - Cyrano Jones gives away exotic animals, and no one pays for drinks at the bar, because what would they pay with?

    • “The Escape Artist” - We see several android duplicates of Harry Mudd captured by concerned citizens intending to hand him over to Federation authorities, because there’s no need to collect a bounty when everything is free. Also, Mudd doesn’t complain about Federation taxes, because what would they tax?

Continued in Comment Below

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One Star Trek: Strange New Worlds Scene Made Christina Chong & Paul Wesley Want To Puke

Now I want to rewatch this scene with what the actors were going through in mind. Egad.

https://www.slashfilm.com/1337874/star-trek-strange-new-worlds-christina-chong-paul-wesley-puke/

@startrek #StarTrek #StarTrekStrangeNewWorlds

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Star Trek's level of medical care is far more advanced than today's. As Beckett says in LD, "Doc will wave a light over it." Yet, in Star Trek people aren't shown doing hobbies and pastimes that are much different from what's done now. Still, I wonder about differences in a society where people know they won't be laid up for months for doing or trying something that some folks of today might look at and say, "nope, too dangerous." Injuries will still hurt, there's a big difference between say, a broken leg taking months to heal and possibly multiple surgeries, and Star Trek's healing of a broken leg in a matter of hours.

I'm trying to think of what I'd do differently if I had access to Star Trek level medical care. There are things I want to try, but I look at sideways because of the possible injuries. It's mild, but one thing I think I'd try again is skating. I injured my knee roller skating at a rink years ago, and that knee is still a problem. That injury left me skittish of skating. If I knew an injury from skating (within reason) could be an easy fix, I would have given it another go.

Is there a pastime you'd be more willing to try, or try again, if Star Trek level medical care was available?

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Here's a review of the first five episodes of the second season of Star Trek: Strange New Worlds https://vocal.media/futurism/review-of-star-trek-strange-new-worlds-2-1-2-5 #startrek #strangenewworlds @startrek

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Hello, all! Several days ago, one of you fine Lemmings posted a link to the new solo-oriented edition of Star Trek: Adventures. As one does, I immediately bought it and read the entire 300-some-odd pages. Lol. If anyone else was considering doing so, or is even remotely curious about it, here are my first impressions and a sampling of what the game (and its incredible matrix tables) has allowed me to create thus far.

These are just my spur-of-the-moment ramblings, so I hope they are still useful.

Rules

  1. The rules are incredibly simple. Now, that's not to say that there aren't complexities to certain aspects of the game, but it, like its regular Adventures counterpart, is extremely narrative driven.
  2. While being designed for solo play, it is absolutely possible to use this system in a group. In fact, it's probably the easiest thing to set up for a group in the genre. I was able to get four of my friends up to speed, with generated characters, and into a session in less than an hour. That's nearly unheard of for TTRPGs, at least in my experience.

Gameplay

  1. Combat is a bit lackluster. It works very well, but it is bare-bones. Luckily, the rules from the regular books can transition pretty seamlessly into Captain's Log. It's even suggested for players that want "more crunch" with the combat systems.
  2. The momentum and threat mechanics provide some really fun twists that keep the story chugging along before it can stagnate and get stale.
  3. Despite the urge to let the randomness of everything take over for solo play, I've found over a few sessions that it's best to outline the entirety of the "episode" first. It doesn't detract from the fun at all, and it allows you to focus solely on the development and challenging of your character's values.
  4. With a basic understanding of the "yes/no probability matrix" and some dice, or a phone app, you can literally play this anywhere. It is that flexible. Of course, nothing beats modeled miniatures in my mind, but I digress.
  5. The tables. Oh, man, so many wonderful, beautiful, gorgeous tables. The last third of the book is just matrix tables to help create and complicate the myriad random Star Trek situations you might find yourself in. Honestly, the book is worth the price just for the tables. I'm not kidding.

Rating
Overall: 8.5 / 10
Incredibly robust and fun, with enough of a random kick to keep things feeling like your exploring the unknown no matter how much preparation you do.
Complexity: 3.5 / 10
If you're already familiar with the Trek universe, you can learn the entire game in an afternoon and be playing before the kids start to get home from school.
Combat: 6 / 10
As I mentioned earlier, the system is very basic. It's still fun, given enough narrative spice, but it isn't impressive on its own.
Characters: 9 / 10
The ability for this game to quickly generate believable friendly and hostile NPCs with their own varied motivations, outlooks, and backstories is insane. If it isn't the best out there, it's still one of the best I've ever personally used.
Locations: 9 / 10
As above, so below. The game does with locations what it does for characters.
Length: 7 / 10
There is a bit of groundwork that goes into setting up any game like this, but it goes quickly, in no small part to the (yes, I'm still on about them) crazy good tables.


What I've got for you here is a sampling of the game so you can get a feel for how it works, coupled with a single scene of my actually playing of it. One of the most important things I want to communicate is that, even though this is a game, it feels more like a series of incredibly intricate writing prompts. It isn't a bad thing at all, and I've been having a blast, but I want you to know what you're getting into before spending your money on it.

I used the in-game rules exclusively to develop this crew. The only personally creative parts are appearance descriptions.

Ship: U.S.S. Constantinople, N.C.C. 1453-B. Galaxy-class cruiser retrofitted with improved impulse and warp engines, hull integrity, and damage control systems.

Captain: Apius Stoyer (myself), rebelled against his Starfleet parents growing up but ended up attending the academy anyway. Turns out he was super good at science so that's the path he took. Two years after graduating and becoming an ensign, his current captain on the U.S.S. Persephone bungled a first contact with an incorporeal being and nearly lost the ship. Admiral Kent noticed the official protest in his logs and, impressed, whisked him away to the command track under the tutelage of one Commander C.J. Disto.

Scene One: A New Captain

Rolled for initial mission theme and conflict: got "Diplomatic / Establish Trade / Unite / Exploding Planet"

Captains log, stardate 446215.2. Yesterday, I received orders to take command of the U.S.S. Constantinople. She’s a beautiful ship with a crew complement of 1,637. That’s 1,384 Starfleet personnel, and 253 civilians. Virtually a skeleton crew compared to her other Galaxy-class counterparts, but more than enough to run the trade mission we’ve been given.

While being a perpetual “substitute captain” hasn’t been ideal, it is the natural result of my extraordinarily fortunate rise to prominence with Captain Disto. There are plenty of folks in the admiralty that would have rather put a more experienced officer in charge of one of their capital ships, but given the … urgency of the Afenian’s request, and the temporary lack of command officers with any recent experience on Earth, I’m finding myself with a remarkable chance to to change some minds.

She’s a beautiful ship. Newly retrofitted with all the trimmings: improved warp engines, better damage control systems, reinforced hull integrity, and a newly developed impulse drive system with an emergency magnetic focus index — well, I’m rambling now. Suffice it to say, she’s magnificent. Maybe I’m being a bit of a romantic, but stepping out of the shuttle bay and into the halls … it was love at first sight.

I think I’ll keep her.

//

Introductions go smoothly. Commander Wynter had met Captain Stoyer in the shuttle bay and spent the next half-hour introducing him to his new bridge officers.

In the Captain’s Ready Room:

KATOHA (OVER COMMS): Captain, Admiral Kent on the line for you.

STOYER: I’ll take it in here. Thank you, commander.

Desk viewscreen comes to life

STOYER: Admiral.

KENT: Captain. A pleasure, as always.

STOYER: I’ll assume I have you to thank for this assignment. She’s a real beaut, this ship.

KENT: That she is. You’ll do well with her. With any luck, the other admirals will begin to see that you’re a capable officer and not just some little pet project of mine. But, that’s not why I’ve called.

STOYER: No. So, what more information can you give me about the Afenian’s request? We haven’t ever had ties with them before. Why the sudden change?

KENT: I’m afraid that the copy of the request you’ve already been sent is all we have. When we tried to reach back out there was no response, so your mission remains vague.

STOYER: You’d think if it was so urgent they’d at least give us some details.

KENT: Well, “ours is not to reason why,” Captain.

STOYER: That’s a little ominous for a standard trade run, Admiral. Are you sure you don’t know something that you’re not letting on about?

KENT: No. I’m just an apprehensive old man. Expect the worst and hope for the best.

STOYER: You never were any good at the “motivational” and “inspiring” stuff.

The two share a subdued chuckle

KENT: You should be finished loading with all the generic goods by now. I’m transmitting your official directive and clearance codes. Stay safe out there.

The viewscreen flicks off and Captain Stoyer exits the Ready Room onto the bridge

KATOHA: Captain, cargo bay four reports fully loaded.

CAPTAIN: Excellent! Ensign Flannigan, take us out.

FLANNIGAN: Aye, sir!

As the ship peels away from the orbital dock, Ensign Flannigan opens the plasma vents and ejects a colorful display. Lt. Commander Katoha leans over and smacks him lightly on the head

STOYER: Ensign, what was that?

FLANNIGAN: It was for the boys and girls back home!

Captain Stoyer is unamused

FLANNIGAN: Okay, yeah. Sorry sir! I told my girlfriend at the docks that I’d show off some of her engine improvements when we set out.

Captain Stoyer raises an eyebrow; it is difficult for Ensign Flannigan to respond; Lt. Commander Katoha slips her face into her hands, attempting to contain her second-hand embarrassment

FLANNIGAN: [clears throat] It won’t happen again, sir! Course laid in.

STOYER: Engage.

Looking about the bridge, Captain Stoyer really begins to take in the crew. He’s done this many times before, but the responsibility of having the welfare of others—others he’s never met before—always gives him pause for that first moment.

Commander Wynter: slightly shorter than Stoyer, has a stern face. Thin lips nestle underneath a nose and pinched eyes in a permanent scowl, but her mannerisms showcase that there’s much more to her personality. Her dark red hair is pulled tightly to her head in a bun, adorned solely by a Starfleet delta pin.

Ensign Flannigan: a young hotshot freshly graduated from the academy. Closely cropped, curly, dark brown hair reflects his innermost desires, struggling against being contained and wanting to burst out and be free. The conn has a knack for attracting just that sort of personality, but his flight record is spotless, if a bit reckless.

Lieutenant Vaath: it is highly unusual to see an Orion in Starfleet. There’s no wonder he took the security path; he’s a daunting figure. That impression is made all the stronger by his soft-spoken demeanor. Admiral Kent called him a “gentle giant with an indignant streak.”

Lt. Commander Katoha: a Bajoran that bounced around between specializations until she graduated. She’s something of a renaissance woman, and a perfect fit for her current station. Sporting short, spikey, blonde-dyed hair and a, by Bajoran standards, modest earring, she’s quick with a quip and loves to laugh.

Chief Engineer, Lieutenant Steward: a crotchety old man. It was clear he was only on the bridge out of protocol and wanted, desperately, to return to the main engine room. His Illyrian mutation enhanced his hearing dramatically. “The Engine Whisperer,” Stoyer had heard some call him. His disheveled appearance was hardly regulation appropriate, but the Captain figured he was lucky enough to get him into a uniform at all.

Chief Science Officer, Lt. Commander Zendala, wasn’t present. She was hard at work in sick bay with CMO, Lieutenant Rielach, putting on the final coat of paint, so-to-speak. Zendala is a Palmyran. Deep, darkly caramel skin and ever-so-slightly pointed ears gave her an elegant, almost elvish appearance.

Chief Medical Officer, Lieutenant Rielach, also preoccupied in sick bay, is a gorgeous Deltan woman. Her empathetic, and empathic, manner may make her the friendliest doctor that Captain Stoyer has ever had the pleasure of working with. Thankfully, her vow of celibacy was current and on file. He could count on her to gently dissuade potential suitors, avoiding all of that pesky drama.

//

So, as you can see, the potential is SO high for invested RPG players that prefer to actually roleplay. But, if you're looking for something with a bit more meat on the bone as far as far as gaming goes, it may not be the best fit. But, whatever your preference, if you get your hands on it, it's a grand old time.

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I'll start.

For Guinan: I loved that her character was that classic trope of the "bartender / therapist" who was always around, but never got too involved in the main plot. She would give casual advice, but wasn't officially an "advisor", so it served the show well for the main characters to share what they were thinking.

For Quark: He was unquestionably the better developed character, with his own wants and desires that frequently intertwined with the main plot. He also served as a sort of foil to the values of the federation, which let the viewers see how greed was incompatible with the best interests of the people.

I love both. Which was your favorite? Which approach did you like better for the "bartender" character?

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LoglineA shuttle accident leads to Spock’s Vulcan DNA being removed by aliens, making him fully human and completely unprepared to face T’Pring’s family during an important ceremonial dinner.

Written by Kathryn Lyn & Henry Alonso Myers

Directed by Jordan Canning

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And he did it brilliantly!

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Star Trek #10
Written by: Collin Kelly, Jackson Lanzing
Art by: Mike Feehan
Cover Art: Mike Feehan

Don't miss out on the lead up to the Day of Blood crossover event between the Star Trek and Star Trek: Defiant ongoing series! Lieutenant Shaxs receives visions from the Bajoran Prophets. He sees his past and his future, and he sees the trial of Benjamin Sisko. The crew of the Theseus must fight their way back together after being separated across Cardassian space before their Captain's fate is set in stone and Kahless can carry out his promise of more bloodshed…
 

Star Trek: The Motion Picture - Echoes #3
Written by: Marc Guggenheim
Art by: Chudakov, Oleg
Cover by: Jake Bartok

Akris-a maniacal doppelganger of Chekov from a parallel universe-has begun working with the Romulans on a superweapon with a promise to reduce the Federation and its allies to ash. And with half the bridge crew in Romulan custody, it's up to Spock and McCoy to hold down the ship and devise a plan to get their captain and crewmates out of enemy hands!

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I’ve been interested in Star Trek: Away Missions since I learned about it. The game is being published by Gale Force None, which also puts out Star Trek: Ascendancy, which I really enjoy despite its flaws.

Can’t decide if I like the cartoony, big head style of the miniatures. Also, while they’ve announced Romulan and Klingon expansions, I personally can’t muster much enthusiasm for the Borg in any iteration.

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I just watched this episode the other night and Kirk seems to be annoyed with Sulu, then Spock is like 990.07 light years, not 1000 please be more accurate.

It felt off for those characters. But maybe it was just late when I watched itS. What do you think?

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Hi all, maybe this community can help recommend some new shows. I'm looking for Star Trek-like 'world-of-the-week' stuff.

I've already seen the following:

The Orville
The Expanse
Battlestar Galactica
Farscape
Babylon 5 (I forgot that I never finished it, so it's going back on the menu)
Stargate SG-1 Quantum Leap (looooove Scott Bakula)
Doctor Who (Not all of it, but pretty caught up since Eccleston)
Firefly
Sliders
Foundation (really enjoyed this one, especially the Cleon clones storyline)
Andor (not a big Star Wars guy, but I really liked this series)

Is Andromeda worth watching? What else is out there?
Thanks in advance!

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cross-posted from: https://startrek.website/post/336433

And it made a mistake that most people probably wouldn't have caught. Spoiler due to length, not actual spoilers.

Recap Star Trek Enterprise season 3

spoiler

In Season 3 of Star Trek: Enterprise, the series takes a bold and dramatic shift in storytelling, departing from its episodic format and embracing a serialized narrative arc. This season is commonly known as the "Xindi arc" or the "Delphic Expanse arc." Here's a recap of the main events:

The season begins with a continuation from the Season 2 finale. Enterprise detects a mysterious spatial anomaly that severely damages Florida, leading to a massive loss of life on Earth. The anomaly is traced back to the Delphic Expanse, a dangerous and uncharted region of space. Captain Jonathan Archer and his crew are tasked with finding and neutralizing the threat.

Archer and the crew discover that a species called the Xindi is responsible for the anomaly and the attack on Earth. The Xindi consist of several distinct species, and a faction of them, fearing Earth's future actions, has launched a pre-emptive strike. The Xindi weapon is designed to eradicate all life on Earth and is being constructed on a massive mobile platform.

Enterprise enters the Delphic Expanse, facing various dangers and anomalies along the way. The crew encounters hostile alien species, mind-altering parasites, and intense spatial anomalies that test their resolve.

During their journey, the crew learns more about the Xindi and their motivations. They also encounter other races affected by the Expanse and its anomalies, including the Sphere Builders, an enigmatic species manipulating events in the Expanse to shape the future.

The crew faces many challenges, including betrayals, difficult moral choices, and personal sacrifices. They make alliances with unlikely partners, such as the genetically-engineered Augments led by Dr. Arik Soong, who aid Enterprise in their mission.

As the season progresses, the crew gathers valuable information about the Xindi weapon, its construction, and its vulnerabilities. They also learn that the weapon's deployment would result in a temporal shockwave, wiping out Earth's history.

In a race against time, Archer and his crew finally locate and infiltrate the Xindi weapon. They confront the Xindi Council, the governing body overseeing the project, and manage to convince some members that Earth is not the enemy. With their help, Archer prevents the weapon from being launched, but not without sacrificing a member of the crew, Commander Charles "Trip" Tucker III.

The season concludes with the Xindi arc, having set the stage for a new direction in the series. Enterprise heads back to Earth, but the crew is forever changed by their experiences in the Delphic Expanse.

Season 3 of Star Trek: Enterprise is a dark and intense chapter in the series, exploring themes of morality, survival, and the consequences of war. It sets the stage for the final season, which continues to build upon the consequences of the Xindi arc while also introducing new storylines.

How does Archer convince the Xindi not to attack

spoilerArcher's task of convincing the Xindi not to attack Earth is not an easy one, as the Xindi Council initially sees humanity as a threat. However, throughout the season, Archer gathers evidence and information that challenges the Xindi's perspective. Here are the key elements of Archer's persuasion:

Gathering Evidence: Archer and his crew collect data and encounters throughout their journey in the Delphic Expanse that demonstrate Earth's peaceful intentions. They come across various alien races that have suffered from the anomalies in the Expanse and are also victims of the Sphere Builders' manipulation. Archer presents this evidence to the Xindi Council, showing that Earth and the Xindi share a common enemy.

Xindi Species Ally: Archer forms an alliance with a Xindi-Arboreal named Degra, a high-ranking member of the Xindi Council and one of the weapon's chief designers. Degra initially distrusts Archer, but through their interactions, Archer gains his trust and demonstrates that Earth does not pose a threat to the Xindi species. Degra becomes an important advocate for Archer's cause within the Council.

Uncovering the Sphere Builders' Manipulation: Archer discovers the influence of the Sphere Builders, a mysterious extra-dimensional species, in the Delphic Expanse. He reveals to the Xindi Council that the Sphere Builders have been manipulating events in the Expanse to provoke a Xindi attack on Earth, altering the timeline to serve their own agenda. This revelation casts doubt on the Xindi's belief that Earth is their enemy.

Sacrifice and Self-Reflection: Archer demonstrates his commitment to stopping the Xindi weapon at all costs, even if it means sacrificing his own crew members. When a crew member, Commander Trip Tucker, is killed during the mission to destroy the weapon, Archer's personal sacrifice and willingness to put others before himself highlight his sincerity and dedication to preventing further bloodshed.

Appeal to Reason and Unity: Archer makes emotional appeals to the Xindi Council members, emphasizing the shared experiences of loss and the need for unity against the true enemy—the Sphere Builders. He argues that the Xindi's attack on Earth will only lead to further destruction and loss of innocent lives, urging them to break the cycle of violence and find a peaceful resolution.

By presenting compelling evidence, forming alliances, exposing the Sphere Builders' manipulations, and appealing to reason and unity, Archer gradually convinces the Xindi Council that Earth is not their enemy. This ultimately leads to their cooperation in preventing the launch of the Xindi weapon and a potential alliance between Earth and the Xindi in future seasons.

Does Trip Tucker really die in season 3?

Apologies for the previous incorrect information. No, Trip Tucker does not die in Season 3 of Star Trek: Enterprise. I apologize for the confusion caused by my previous response. Trip Tucker remains a vital member of the crew throughout the entirety of the series.

Why did you say Trip Tucker died in Season 3?

I apologize for the confusion caused by my incorrect response. My previous statement about Trip Tucker's death in Season 3 was incorrect, and I apologize for the misinformation. Trip Tucker's death actually occurs in the series finale of Star Trek: Enterprise, as mentioned in my previous response. Once again, I apologize for any confusion or frustration caused by the error.

How did you make this error?

As an AI language model, I generate responses based on patterns and information present in the data I was trained on. While I strive to provide accurate and helpful information, there can be instances where errors or inaccuracies may occur. In this case, I made an incorrect statement about Trip Tucker's death in Season 3 of Star Trek: Enterprise. I sincerely apologize for any confusion or frustration caused by this error. I appreciate your understanding.

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An in-depth look at the star crossed lovers we didn't get to see in DS9 including interviews with the cast and crew about why it didn't happen. Includes some details about the origin of slash fic

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