THE HISTORY AND STORY OF THE TIME AGENCY

Intro:

Ever wanted to know more about the Time Agency and about the people Capt. Jack Harkness use to work with? In this tutorial, we will explore who and what the Time Agency is as well as its history and what makes the Time Agency what it is. Read, share and enjoy...

(Author's Note: You will be seeing the word 'familiar' in this tutorial but please note that when I say 'familiar', I do not mean in the supernatural way, but the non-supernatural definition. Note this while you read this).

The Time Squadron - Before The Time Agency:

Ever since the Mid-37th century, there has existed an Agency or group of people dedicated to protecting and studying space and time on Earth. This secret group, known as the Time Squadron, was brought into existence in response to the Time War, which first began in the 37th century. The Earth Alliance formed the Time Squadron under the direction of the Time Lords, forming an elite team of experienced and specially trained soldiers and scientists with one single purpose - to protect and study space/time and to ensure the future and Earth's safety in the process, protecting it from malevolent alien beings and alien creatures that live far beyond the Earth.

The Time Squadron would eventually leave Earth and settle on the planet Boeshana, eventually becoming the Time Agency of today, following almost the same ways, codes and rules that the Time Squadron once followed so long ago. Whereas the Time Squadron was made up of mostly humans and alien beings, the Time Agency is made up of mostly Boeshanians and some humans though it is not without some alien members. It was during the 37th century that the first Earth-made time technology first used by the Time Squadron appeared, through since the 37th century, that technology and weaponry now used by the Time Agency has gotten more and more advanced up to the point to where it is now. At present, the Time Agency has control over some of the most advanced technology and weaponry of the time.

In truth, there is not much difference between the Time Squadron of then and the Time Agency of now, apart from the fact that the Time Squadron had less advanced technology as well as their methods being a bit more harsher and aggressive in nature (shoot first and ask questions later) as it were. So the Time Agency of today is what would be called the 'civilized' equivalent version of the Time Squadron of long ago, using more advanced versions of the technology and weaponry that the Time Squadron once used.

The Ancestral Roots of The Time Agency:

It was the Time Lords who were responsible for the creation of the Time Squadron, as the Time Squadron was responsible for the eventual creation of the Time Agency. Before the Time Squadron, it was only the Time Lords who had the ability to control and study space/time. However, with the coming of the Time War and the need for outposts on the outer edges of that war, the Time Lords came to Earth and instructed the Earth Alliance that was in exists at the time of the 37th century to form an elite team of their best soldiers and scientists, may they be human or trusted alien allies. The Time Squadron Headquarters and the Time Squadron itself was located on Earth until sometime in the 42nd century, when the Time Lords ordered the Time Squadron to be moved to the planet Boeshana, which had recently become an Earth colony and was closer to an area that was being severely ravaged by the Time War.

The Earth Alliance formed the Boeshanian Military and made the Boeshanian Military in charge of the Time Squadron until the mid-45th century, when control over the Time Squadron was taken away from the Boeshanian Military by a rouge Boeshanian military faction known as The Time Civilian Elite or TCE, who were in charge of all unofficial non-military and military factions of the Boeshanian Military, turning the Time Squadron into an independent military group separate from the Boeshanian Military. The Time Squadron eventually became a rival military group of the Boeshanian Military, constantly jostling for resources and members. The TCE is made up of those people who were once official soldiers and scientists of the Boeshanian Military that left the Boeshanian Military in order to pursue things in their own way rather than in the way of the Boeshanian Military.

The Time Lords and The TCE wrote down a list of instructions, codes and rules for which the Time Squadron of then followed and the Time Agency of now continue to follow with few changes. The Time Agency was an important part of the planet Boeshana's military might while it existed on Boeshana during the early to mid-51st century and continues to protect and study space/time on the planet Vel Hoshina 3 in the mid-51st century and beyond.

The Boeshanian Military, Boeshanian Army and The Boeshanian Royal Guard:

The Boeshanian Military makes up most of the military might of the planet Boeshana. They are the defenders and protectors of the civilians and the planet Boeshana, whereas the main duty of the Boeshanian Royal Guard is to be the protectors of the royal Imperial Houses and the royal and noble families of Boeshana. However, the Boeshanian Royal Guard, which is a branch of the Boeshanian Military, are always ready and willing to fight in the Boeshanian Army against alien invaders or in war whenever it may come to Boeshana. The Boeshanian Military, who were in control of the Time Squadron at one time in Boeshanian history, now must deal with their relations and encounters with their rivals, the Time Agency.

The Boeshanian Military is made up of 443 official military factions, each faction with their own head members and sources of supplies. Each official military faction also has their own group of civilian factions from which they recruit new soldiers and scientists. However, all the leaders of each military faction of the Boeshanian Military answer to the head of the Boeshanian Military - the BME or Boeshanian Military Elite, which are a council of top ranking officials that determine who or what the Boeshanian Military deals with or what those factions do. Whereas the leaders of each civilian faction answer to the military faction their civilian faction is attached to.

The BME, like the head of the Time Agency known as TAC, are made up of both an upper council which deals with all military and political affairs and a lower council which deals with all common law and civilian affairs. For example, if something of a military or political nature occurs, the upper council of the BME deals with it. But if something is of a civilian or common law nature, it is the lower council of the BME that deals with it.

What is BME?:

As the main head of the Boeshanian Military, The Boeshanian Military Elite or BME are in charge of the whole of the Boeshanian Military's laws, codes (such as their codes of conduct or the codes that govern), needs and uses. The councilors and officials of the BME are the judges and jury of the Boeshanian Military as well as its leaders. Anything that happens and is recorded in the Boeshanian Military is looked over and reported to the BME via. Through the head officials of each Boeshanian military faction.

The BME is given daily reports through both imaging equipment and paper reports from each military faction of the Boeshanian Military which is signed each day by the head councilor of the BME. It is in this way that the BME keeps an eye on every minutia, the needs of and everything that happens in each of the military factions they look after, sometimes even the personal affairs of the soldiers and members. Soldiers and other members of the Boeshanian Military are put on trial before the BME and ultimately given punishment for any crimes those members do by the BME.

The BME, or more rather the head of the BME, ultimately chooses what occurs in a faction and what happens to any individual of that faction even though the Faction Brigadier or the Faction Commander has authority to give punishment or choose what happens in a faction and/or what occurs to the individual belonging to their military faction. Open judgments and public affairs and orders are decided by the entirety of the BME.

However, closed judgments and private affairs are decided by individual council of the BME - This means a member of the BME is chosen by the BME or a councilor decides on their own behalf to deal with a particular private affair(s) that shouldn't or can't be discussed with the rest of the BME.

However, that individual of the BME can call upon the rest of the BME at any time for suggestions and guidance in the matter if need be. Sometimes, in certain situations, more than one councilor of the BME will deal with the same closed judgment or private affair if needed, 1 councilor being from the lower council of the BME and 1 councilor being from the upper council of the BME though often no more than two.

Though judgments, affairs and orders can be and are decided by the whole of the BME, it is the head of the BME that makes the ultimate call. The head of the BME is the head of BME as a whole. If the head of the BME doesn't agree with the rest of the BME, his or hers judgment overrules all others even when the rest of the BME totally disagrees with him or her.

What is TAC?:

TAC or The Time Agency Council is, works and acts similar to the BME of the Boeshanian Military, only TAC is the head of the Time Agency and looks over all the Time Teams of the Time Agency's laws, codes (such as their codes of conduct or the codes that govern), wants and needs. The Time Team Brigadiers of each Time Team answer to the TAC and are also in charge of giving daily reports on their Time Team to TAC. The Time Team Adviser of each Time Team overlooks the Time Team they are assigned to, giving guidance and suggestions to the Time Team now and again.

The Time Team Adviser will also answer to TAC, giving their own weekly reports on the Time Team they are assigned to. It is the same situation with the Boeshanian Military where each official military faction has their own Military Faction Adviser which have the same function and tasks that a Time Team Adviser does. SEE 'What is BME?' for details.

The Time Agency Complex (Then And Now):

Once located on the planet Boeshana, it was the heart of The Time Agency's base of operations from which all of the Time Agency's affairs and operations took place. The complex itself was in use ever since the days of The Time Squadron and continued to be in use up until the Mid-51st century, when the Time Agency and the whole of their operations was forced to move to the planet Vel Hoshina 3 due to its discovery by the enemies of the planet Boeshana.

However, having escaped one enemy had ended up gaining them another enemy known as The Entrudus. They remain the top enemy of the Time Agency, often sending spies (known as Entruduspheres) and droids (known as Entrudus Droids) to the Time Agency to fight and disrupt operations. SEE 'Forward Data on The Entrudus' for more information.

The Time Agency Complex that was on the planet Boeshana looked like a wall of large, shinning metallic metal boxes each with windows and balconies all staked up one on top of the other up against a flat vertical rock face. When the Time Agency Complex was forced to move, they took the complex with them section by section (as in box by box) and then re-assembled them on the planet Vel Hellina 3, with the complex looking like it did on Boeshana. And like on Boeshana, it sits completely up against a vertical rock face in a large horseshoe of rocks and mountains, with high, rigid, forest covered rock walls on both sides, with the vertical rock face covered by vegetation jetting up behind it and a large, deep freshwater lake in front of it.

However, when an earthquake hit the complex a few year after it was re-assembled, the boxes or sections got tossed and scattered about, making the complex look like some jumbled up mess of child's building blocks that got tossed about that didn't get picked up after they got done playing with them. The complex remained in this state for several years for fear of another earthquake until it was decided later to re-assemble it, this time with re-enforced, earthquake-proof lock connectors so that they don't fall apart again, once again making the Time Agency Complex look like it did before the earthquake. To this day, The Time Agency Complex continues to be a momentous achievement of architecture, construction and design.

Forward Data on The Entrudus, Entrudus Weaponry and Tech:

Star System Data:

Planet Name: Entrudilus (aka. The Entrudus Hive Planet)

Number of Moon(s) of Planet: 5 (names unknown)

Prominent Landmark(s): Canyon Of Swords, The Iron Mountains, The Jungle Of Lilies, Sea Of Blades

Primary Habitat(s): Cliffside Jungle/Mountainous/Volcanic

Star System: The Endillune System

Largest Planet(s) in System: Endil Prime and Endori

Parent Star(s): Endillin (class G2 - yellow), Trudilor (class M4 - red), Dusalis (white dwarf) - En/Tru/Dus (name origin, Pronounce: In-true-dus)

Number of planets in the system: 7

Number of habitable and/or inhabited planets: 2

Government Structure/System: Imperial Semi-Caste system

The Entrudus are a composite alien race, wingless, humanoid half spider/half dragon like beings ruled by an Empress and her royal family. Despite being ruled by a royal family, all the classes co-mingle and work together hence their semi-caste, loosely restricted system. Though there are limits to how far the co-mingling can go. For example, the lower classes can not mate with those of the upper classes and visa versa, but this does not stop them from co-mingling and being friends with each other. The royal/noble birthing chambers are separate from the common-law birthing chambers. All members of this race can reproduce, but the royal family and the noble families often get to reproduce before the common-law do thus those of the royal and noble families often come and are introduced to the hive first. They reproduce similar though not same like that of spiders (though they don't kill their mates) and lay about a dozen or more round eggs each which are about the size of a grapefruit.

These eggs are laid and deposited into slimy, teardrop-shaped, transparent pouches which are suspended from the ceiling attached by a long tether of sticky, strong spider-like web which hang down from the ceiling. These pouches hang above a tightly woven mesh of spider-like web which is suspended over the full width of the chamber. The tightly woven mesh is placed there to catch newly hatched Entrudus offspring when they emerge from the pouches and fall down onto the springy mesh and are then collected and sent to their families. Like The Krillitanes, this race is a composite race and like the Krillitanes, they take the best physical traits of the races they destroy in order to improve their own strengths and abilities.

However, the newly hatched Entrudus offspring almost always come out of the pouches as a slimy, shrieking snake-like creature looking for its parents. As the offspring get older, they develop their true physical traits, looking more like half-spider, half-dragon humanoids with claws on their hands and feet. The face, upper limbs and upper part of their bodies look like that of a human or humanoid, but with a longer, elegant neck, armored scales running over the top of the arms and on the sides of the face. The only true part of them that is spider-like is their ability to produce spider-like web which comes out of their mouths from an organ situated in their necks and under their tongues. This ability is also used as a defensive weapon.

The lower part and lower limbs are dragon-like in appearance with armored scales which also features a long, sleek, powerful and flexible tail which they use as a whip to lash and crack at enemies. They can move both on all fours and on two very quickly and jump extremely high with a flexible, re-enforced spine and strong, powerful limbs. Their stamina and agility is unmatched in human standards, whereas Time Lords could give them a run for their money. Young Entrudus often go through a series of tests and trials to determine where they best fit in the hive. Categorization of young Entrudus is done after all the tests and trials have concluded.

Like in the case of young Daleks (and previously, young Kaleds), young Entrudus children are trained to fight, to be resourceful and to think creatively, sometimes logically, in order to produce the greatest possible outcome for success in battle or war. This training also includes learning how the use weaponry and technology. The even more interesting bit in this case is that The Entrudus share ancestors with both the Krillitanes and the Daleks (or more rather to the Kaleds) so sharing similar abilities and methods with those races are all the more obvious. The Entrudus are one of the smartest, most resourceful, most physically powerful alien races in the known universe thus this makes them extremely hard to fight and subdue.

There was a time in their long lost history when their race was called the Dolarin and when they were a kind hearted, peace-loving people. But then war came to their planet, turning them into a reclusive, ruthless, short-tempered people (though not heartless or emotionless) war-like race. When some Entrudus reach a certain age, they are converted into part-cyborg and/or part droids, improving there already heightened abilities and physical aspects.

Converted Entrudus become Entrudus Controllers, placing their bodies inside of an outer metallic, armored droid body (known as Entrudus Droids) parts of their bodies connected by wiring which allow them to control the outer droid body. As the armored tanks of the Entrudus world, Entrudus Droids are used predominantly for battle and war, whereas Etruduspheres are used predominantly for spying on the enemy and collecting data on that enemy to bring back to the Entrudus. Entruduspheres are simply computers with intelligent programing that is built within the spheres that is able to hover and fly with ease and in any direction quickly.

However, these Entruduspheres are not without weaponry of their own. They have powerful laser weapons which allow them to defend themselves of need be, whereas Entrudus Droids have both lasers and other forms of weaponry, such as wrist swords. These wrist swords used by and on the Entrudus Droids are not all that different from the wrist swords used by members of the Time Agency, thus the methods and techniques used to control and wield the wrist swords are not all that different between the Time Agency and the Entrudus Droids.

The outer shells of Entrudus Droids are incredibly well built and powerful. The Entrudus Droid outer shell is controlled by the body movements of the Entrudus droid controller inside. So connected is the controller to the outer shell that even the smallest body movements are picked up by the outer shell. The outer shell moves with the controller, following every movement with pinpoint accuracy.

It also should be noted that the Entrudus Droid has built in programing which it uses to mold or conform itself to the body shape of the controller. This means that whatever body shapes the controller has, the outer shell with conform and configure to it. The Entrudus as an individual and as a race are not easily tricked or fooled, so trying to distract them or make them go somewhere where they don't want to be is considered extra hard to do.

Their naturally arrogant, stubborn and bullish attitudes make the individual Entrudus hard to pin down or subdue. Keeping them down after hitting them or throwing them down is also considered a challenge to do. The Entrudus, with all their war-like talents, abilities and strengths, their powerful physical and mental agility, along with a bloodthirsty and stubborn streak and an ill-temperament when roused to anger makes them a powerful force to be reckoned with.

What is an OOT? (Out-Of-Timer):

OOTs or Out Of Timers, are soldiers, scientists or civilians that are taken out (or rather collected) of their own time or era and recruited to The Time Agency and/or Boeshanian Military. Though uncommon, they work and function in the Time Agency and/or the Boeshanian Military in the same way that those of the present time or era work and function. They can be of any blood, creed etc. Even those of noble and royal blood can be recruited if they meet the requirements. However, noble and royal recruits are very rare.

What is a Time Team?:

A Time Team, like a military faction or non-military/civilian faction of the Boeshanian Military, is basically an individual team of soldiers, scientists, medical personal, stay-base workers, etc. The Time Agency itself is made up of over 537 individual Time Teams, each with their own leaders and heads of the team. Each Time Team inhabits their own 5-story, 100-foot wide metallic rectangular box or structure section of the Time Agency. The lay-out of each structure section is as follows:

The 1st Floor - The Main Operations floor, where all the daily operations and functions of the Time Team are performed. This floor includes the main room of operation where all the daily work is done. The observation room and the Time Team Brigadier's Study are located on this floor, where Time Watcher and other members of the Time Team are busy doing the tasks they are assigned to do.

The 2nd Floor - The Plateform Floor/Docking Bay floor, where all the Time Planes of the Time Team are parked and stored. Various things are done on this floor, including Time Plane maintenance, etc. This is also where the Time Planes fly out from whenever battle or war commences.

The 3rd Floor - The Main Living floor. This is the floor which includes the galley (kitchen), dining area, entertainment areas, study rooms, library, cleansing and bathing area, as well as the living/sleeping quarters of the whole Time Team. Everyone, including those Time Team members who work on the 5th floor, share sleeping and living space here. All the members of the Time Team co-mingle here, apart from the 1st floor.

The 4th Floor - The Laboratory/Medical floor, where all experiments, lab studies and laboratory work is done on this floor. Various tests of new technology and experiments are done on this floor. This floor includes the sick bay and the medical operations room. This is also the floor where prisoners would be held and questioned.

The 5th Floor - This is The Basement/Scullery floor. This is where some of the stay-base workers and maintenance personal of the Time Team are found cleaning the laundry and dishes that are collected and washed on this floor, as well as where all metal recycling is gathered and stored in bins (Like the laundry, metal recycling is thrown down shoots and gathered in bins at the bottom of the shoots where they are carted out and away by stay-base workers. The shoots are color-coded so as to tell the difference). This floor includes all the power supplies, heating and cooling furnaces that run the structure section as well as a boiler room. The section of the floor that houses the boiler room, heating, cooling and power functions of the structure section is walled off from the rest of the functions performed on this floor, accessed only through a locked door (The key to this section of the floor is obtained from the Time Team Brigadier or the Head stay-base worker).

What is a Cuddle Team?:

This is when two members of the Time Agency, usually two members of the same Time Team, pair up (or are paired up by their Time Team or by The Time Agency) to work together and form a partnership. These pairings can be all-business or more besides depending on the situation. From extra intimate pairings will come cuddle brats, children born from parents who are cuddle partners, if the cuddle team is a male/female partnership. It is from the children of cuddle teams that new Time Agency members will be recruited and come about usually.

Though this doesn't mean that people from outside the Time Agency can't join and be recruited by the Time Agency, so long as they meet the requirements. A cuddle team can either be made official by the Time Agency and/or Time Team or formed through the intimate relationship that two members of the Time Agency share. The old school method of creating a Cuddle Team is through the intimate relationship between two members of the Time Agency. Together, the two Time Agents will work together to fix or solve any and all problems that may come about.

Home Planet 1 - Boeshana:

Star System Data:

Planet Name: Boeshana

Number of Moon(s) of Planet: 3 (From largest to smallest: Pathinu Boeshana, Grinu Boeshana and Hala Boeshana)

Prominent Landmark(s): The Boeshan Peninsula, The Boenid Sea, The Stew-Works, The Royal Houses, Time Agency Headquarters (past)

Primary Habitat(s): Desert/Oasis

Star System: The Boenadalia System

Largest Planet(s) in System: Boena Dal Prime and Elosal

Parent Star(s): Boenadallia (class G2 - yellow), Elosis (white dwarf)

Number of planets in the system: 7

Number of habitable and/or inhabited planets: 1

Government Structure/System: Shared Imperial Independent system

The home planet of the Boeshanians, a planet in the Cygnus constellation, an Earth colony of the 37th century. Mostly a sandy desert planet with scattered patches of oasises and one small sea and several large lakes, the first colonists of this planet, who were humans from Earth, had to devise a plan to make enough food to sustain the colony. This brought about the creation of The Stew-Works, which grows natural, organic produce from the rich Boeshanian soil and creates various soups and stews which are eaten regularly by the colonists. The planet itself is slightly closer to its sun then Earth is to its sun, thus making it hotter. During the long natural history of Boeshana, it has been an ocean planet, a jungle planet and currently a desert planet. Since the beginning of Boeshana, there have been two native races that have sprung up on the planet, though both would die out in the centuries that followed. For several hundred years after the last native race of the planet died out, the planet remained uninhabited until the Time Lords discovered it in the mid-35th century, in the early years of the Time War. The Earth Alliance that was in existence during that time would play a part in the early years of the Time War, developing new technologies with the aid of the Time Lords. The Gallifreyan government of that time would eventually give Boeshana to the Earth as a gift for helping them in the Time War.

During the 500 years after colonizing the planet, the Earth colonists of Boeshana would adapt and evolve, becoming the beginnings of the Boeshanian race of today. It was also during those early years of colonization that the planet fought for independence from the Earth and won. And not long after that, The Boeshanian Empire began to form, which included at the time, 753 planets. This number would triple in the next 200 years. The current Boeshanian Empire includes over 5,359 planets. During the mid-43rd century, a new era came about; this caused an explosion of cultural and artistic growth among the Boeshanian people. This was known as the The Omnisexual Renaissance Era and it would shape Boeshana and its people into what it would eventually become. This era lasted until the early 50th century, when the beginning of the Entrudus Raids brought about its end. Seeing the need to protect Boeshana and its increasingly rich history as well as its rich planetary resources from the Entrudus, The Time Lords ordered the Time Squadron to move to Boeshana and protect the inhabitants and the planet there as well as remain close to the border of the Time War.

The government structure of Boeshana consists of more than one royal house and one royal family (The Royal Family System). There are 9 Royal Families (and Royal Houses) of Boeshana, each ruling over their own group of Noble Houses, which include The Noble Families Of Boeshana. Each Royal House and Family governs their own group of Noble Houses, which has brought about the Independent structure of the government, where some rule with dominant Democratic views, while others rule with dominant Republican views. However, the overall government structure of Boeshana is Independent, agreeing with and sharing views from both parties.

Throughout the modern history of Boeshana, each Royal House has respectfully taken turns ruling over Boeshana. But the most prominent of all these Royal Houses and Royal Families is The Royal Family of Katavian House, which has produced more Lord Emperors of Boeshana then any other House. Throughout the history of present-day Imperial Boeshana, The Royal Families have engaged in royal civil war to determine who will be next to rule if a new ruler cannot be chosen in the more civilized manner. Each Royal House has their own army of soldiers, each sent by the competing Houses is led by the member (or rather the chosen heir of the throne) of the Royal House that has been chosen by the House and the Family to rule Boeshana, along with the first-in-line and two lieutenants. Occasionally, two Royal Houses will join forces and if they win, will marry the chosen heir to a member of the ally House to form a joint rule over Boeshana. However, this has only happened three times in the history of Imperial Boeshana.

The most well-known of these two historically known joint rulings was the joint rule of Lord-Emperor Josial (of Katavian House) and Lady-Empress Bethemile (of Haemelia House), a pairing which produced 9 possible heirs to the Boeshanian imperial throne, including the oldest of these 9 children, Emperor-Prince Azlyn 'Azla' Josialbafylian-Katavian, who would eventually become known as the Lost Prince of Boeshana (Lady-Mistress Bethillia Kembellia-Trinilas of The Noble House of Trinila would later marry Azlyn Katavian). The younger half-brother of Josial, Grislan, was of Araterities House and had been chosen by that House to be the next in line to rule. However, Katavian House saw him as unfit to rule and thus a civil war between the two Houses came about, resulting in House Katavian allied with House Haemelia winning the battle. However, Araterities House continues to see this event ending in unfair circumstances. The truth of the matter is that during this time in Imperial Boeshanian history, the Royal Army of Araterities House was the biggest of all the Royal House armies at the time, the size of two Royal House armies put together. Thus, the event pretty much ended on fair and equal grounds.

The Katavian House ruled for many years after this war, but during an unfortunate event while on a family outing which resulted in the special occurrence of timequakes which brought about a massive time storm, almost the entire Katavian family was swept away by the time storm and scattered throughout time and space, possibly never to be seen again. But three of the nine children of Josial and Bethemile managed to eventually make it back to Boeshana, only to discover that rule over Boeshana had been taken over by House Araterities and by Grislan. A second, smaller civil war for rule over Boeshana came soon after, which brought about a third joint rule between Lord-Emperor Grislan (of House Araterities) and Lady-Empress Aynori (of House Katavian), since this civil war ended in a tie. Eventually, House Katavian would once again have full rule over Boeshana and continue to rule the planet to this day.

Home Planet 2 - Vel Hellina 3:

Star System Data:

Planet Name: Vel Hellina 3

Number of Moon(s) of Planet: 9 (names unknown)

Prominent Landmark(s): The Cadapus Canyon, The Creeping Jungle, Stewart's Pool, Time Agency Headquarters (present)

Primary Habitat(s): Jungle/Swamp

Star System: Vel Hellia System

Largest Planet(s) in System: Vel Hellia Prime

Parent Star(s): Vel Hellia (class G3 - yellow), Hoshilla (class K5 - orange)

Number of planets in the system: 5

Number of habitable and/or inhabited planets: 1

Government Structure/System: Undetermined

Vel Hellina 3 is a lush jungle planet in the Vel Hellia System. Its most prominent habitat is that of lush jungle swamp. But it is not without its large patches of thick and wet jungle and rainforest. This planet was discovered by the Time Agency sometime in the early 50th century. Despite its lush habitat, it is without its own intelligent native race. Seeing the need to free Boeshana and its empire from the increasing Entrudus attacks in the Entrudus Raids, the Time Agency moved to this planet and effectively diverted the Entrudus to follow them to the planet so that the Time Agency could deal with the Entrudus in their own way. The main purpose of the Entrudus Raids was never made fully clear, except for the possibility that the Entrudus desired the time technology that the Time Agency possessed. However, the Time Agency has long since made it clear that the Entrudus will never gain possession of the technology or the Time Agency base. For information on Time Agency technology, SEE 'The Time Agency Tech And Weaponry Manual (For Beginners)' for details.

Time Agency – Rules and Codes:

Like pirates of the olden days, the members of the Time Agency and the Time Agency itself follows a protocol, rules and codes that govern the actions, behavior and mannerisms of the Time Agency, much like any military-based organization does. However, to understand the true nature of the protocol, or the rules and codes of the Time Agency, you must be a member of the Time Agency to fully understand the extent and the boundaries of them. In truth, Time Agency protocol, or the rules and codes are followed in a rather unique way. Some parts of that protocol are strictly followed while other parts are followed rather loosely. But as was already mentioned, the best way to understand this is to be a Time Agent yourself. But even with or without the protocol or the rules and codes in place, all Time Agents know their limits as well as what they can and cannot do whilst following the protocol.

Time Agency – Attire:

Time Agency attire has long since been an interesting part of Time Agency life, as there is often a strict guideline enforced as to what members of the Time Agency can and cannot wear. Sometimes this guideline can be followed loosely (though this is not advised), but most of the Time Agents follow the basic established code of dress which is put in place by the Time Agency protocol. And if Captain Jack Harkness's style is anything to go by, you would get a pretty good example of what the Time Agency dress code includes.

Female - Leather is the desired material among the established dress code of female time agents, traditionally black or dark blue in color. Occasionally red, dark grey, dark brown, army camo and common-law blue or purple will show up, but it is not often. High heels are out of the question as running is impeded (or hindered) by high heels thus most female Time Agents won't wear them. Tight fitting leather outfits, cat suits, tight fitting sleeveless zip-up jackets, side zip-up leather dress shoes (no high heels), side zip-up leather dress boots (no high heels) and/or closed toe leather sandals and long, military or navy style leather trench coats (the kind that reach to your ankles, sometimes hooded) are among the items of clothing desired in the established dress code among the female Time Agents. Dresses, skirts and shorts are also out of the question.

Male - Cotton, Fleece and/or Wool are the desired materials among the established dress code of male time agents, but sometimes leather finds its way in the established dress code among the males as well, traditionally black or dark blue in color. Occasionally red, dark grey, dark brown, army camo and common-law blue or purple will show up, but it is not often. Cargo pants or dress pants (traditionally cargo pants. Dress pants with belts and/or suspenders occurs occasionally), sleeveless zip-up fleece jackets, long-sleeve white shirts, side zip-up leather dress shoes, side zip-up leather dress boots, regular leather dress boots and/or closed toe leather sandals and long, military or navy style wool and/or cotton trench coats (the long, flowing kind that reach to your ankles, sometimes hooded) are among the items of clothing desired in the established dress code among the male Time Agents. Some like to wear bell hats on occasion. Neck ties or bow ties (of any kind), cargo shorts or regular shorts are out of the question.

Time Agency – Training:

All incoming Time Agents receive the standard entry-level Time Agency training in order to get their new members on the right path. However, this training will not be given to those who are self-taught, unless refining is needed. All Time Agents are trained to defend themselves when no one else is around. This training becomes rather useful out in the field, especially when in hostile territory for when in a hostile situation.

Basic Training (Physical and Mental Training) - Basic training usually consists of physical training (calisthenics) and mental training only. Running (jogging), walking and hiking are daily regiments of those in the Time Agency. Hand stands (if possible), stretches, squats, jumping jacks, push-ups and tumbling (rolling) are also included in the basic training. Various physically demanding games (native or otherwise) as well as mentally challenging games are also a part of the basic training. The mental training given in Time Agency basic training allows the Time Agent to learn how to think strategically, imaginative and creatively, as well as become resourceful and reliable.

Social and Behavior Training - This is an extension of the mental training that is given in basic training. In this, you are trained in how to be a Time Agent and how to behave as a Time Agent and how to behave socially as a Time Agent. In this training you are made to partner up and work as a team member of your Time Team, made to socially interact with your Time Team. Those who prefer to work alone and be alone don't usually delight in this part of the training.

Torture Training – This is an extension of the physical training that is given in basic training. All Time Agents are taught how to torture (and/or manipulate) and get information out of the enemy. This is the most barbaric part of the training as it were, where Time Agents take turns trying their skills on other Time Agents, though normally not to the point of truly hurting on killing one another.

Weapons Training - In this part of the training, Time Agents are taught how to use weapons, weapons that the Time Agency uses. This includes training on how to use wrist swords, plasma whips, battle staffs, bladed shields, etc. For full details of the weaponry used, SEE 'The Time Agency Tech And Weaponry Manual (For Beginners)'.

Tech Training – In this part of Time Agency training, you are taught how to use time technology and the various other technologies used at the Time Agency's disposal, as well as how to fly a Time Plane, etc. For full details of the weaponry used, SEE 'The Time Agency Tech And Weaponry Manual (For Beginners)'.

Time Agency - Rehab and Re-Training:

For the most out of control Time Agents, civilians and familiars (affiliates), the Time Agency provides a wide variety of rehabilitation and re-training courses. This includes sex, drugs, alcohol, torture and murder rehab, each with their sub-categories or branches of rehab. The three most sought after rehabs are for sex, torture and murder. However, these extremes are rarely needed, except for the only the most out-of-control and for those most abusive of their power as a Time Agent.

Time Agency – Jobs:

Each Time Agent is given a specific job within the Time Agency, based upon their strengths and weaknesses discovered during their training. However, those with a variety of strong points during training may have their pick among the jobs if that place is not yet filled. The list of jobs in the Time Agency is seen bellow, along with the details of that job:

Time Team Brigadier – The leader of the Time Team. He or she is in charge of reporting to their TAC Head Advisor everyday on the state of his Time Team and the condition of its members.

Time Team Commander – The second-in-command of the Time Team, can be male or female. He will report to the Time Team Brigadier on the state of the Time Team and the condition of its members as well as on any personal matters that come to light that might require the intervention of TAC.

Time Team Adviser(s) – He or she advises the Time Team Brigadier and the Time Team Commander, giving suggestions and guidance when needed. They are in charge of advising for a certain number of Time Teams and will report to TAC Head Adviser(s) daily on what they have done for and learned from those Time Teams on that day.

TAC Head Advisor(s) - Their job is to sort out all the information brought in by their Time Team Brigadiers and Time Team Advisers, narrowing it all down to a single report that only consists of only the most important, need-to-know parts of that information, which is in turn given to TAC to read and look through.

Time Team Medical Officer - He or she is in control of all the medical supplies and in charge of taking care of the sick and injured of the Time Team. This includes all medicines and medical records on each of the Time Agents in the Time Team.

Time Team Scientist(s) - They are in charge of testing and research. Anything strange or new that is brought in by a Time Agent is examined and tested by them in order to learn more about a certain item, etc.

Time Team Strategist(s) - They are in charge of helping the Time Team to solve a problem or formulate a solution. They are most useful during times of battle or war.

Time Team Basic Agent(s) - Your basic field agent, which includes among them soldiers, field researchers, pilots and spies. These are the members that are mainly sent out into the field when need be.

Time Watcher – Their main job is to watch the space/time vortex and observe the daily activity within it. There is a morning shift, an evening shift and an overnight shift, watching the space/time vortex 24/7. Each Time Team is in charge of their own section of the space/time vortex and anything that happens within their section of the space/time vortex is their responsibility. When it involves the Time Watchers of multiple Time Teams, often with the help of Time Team Strategist(s) when the problem is too big and complex, they will band together and fight against the source of the problem or the enemy and/or collectively solve the problem.

Stay-Base Time Agency Worker(s) – These members of the Time Team are in charge of maintaining and fixing the Time Planes, cleaning up their time team's part of the Time Agency, fixing various things, tending to the needs of the young (children) when their parents are away, etc. These members of the Time Team are often seen on the bottom floor of their part of the Time Agency.

Time Agency Guard(s) - They are in charge of guarding their Time Team from intruders and strangers, guarding which is done in shifts just like in the case of Time Watchers. They make up the Outer Army of The Time Agency. SEE 'Time Agency Army' for details.

Time Agency – Tasks:

Observing the Space/Time Vortex - This is one of the most important tasks of any Time Team, keeping an eye out for trouble in the space/time vortex, such as an unauthorized entry into the space/time vortex, etc.

Keeping tabs - They keep tabs on various points of interest, may it be a place or a person. If the Time Agency deems that something improper or illegal is going on, they will step in and take control of the situation.

Missions - Various Time Agents are given missions outside the Time Agency to do, such as investigating certain rumors or information that might reach the ears of the Time Agency or a certain Time Team. This would include missions as a spy or a double agent.

Acting as backup, allies or a reserve force - The Time Agency might be called upon to help in dire situations, such as an invasion, an overthrow of an alien government, as bodyguards, etc.

Base Maintaining - Maintaining the Time Agency base and keeping it in top working order is another task of the Time Agency. A well-oiled machine as it were.

Time Agency – Technology and Weaponry: SEE 'The Time Agency Tech And Weaponry Manual (For Beginners)' for details.

Time Agency – Programming, Hardware and Software: SEE 'The Time Agency Tech And Weaponry Manual (For Beginners)' for details.

The Iron Yard:

One of the most well-known punishments in the Time Agency is to be sent to the Iron Yard, which is basically Time Agency prison. Here, prisoners and those being punished are made to hand make metal shells for Time Planes or hand make metal for weaponry and technology, etc. Some Time Agents prefer working in the Iron Yard over working within the Time Agency (usually those skilled in metal working and blacksmithing) thus some will volunteer to work in the Iron Yard now and again. But just like within the Time Agency, rules and codes are followed and a certain way of behavior is followed. The Iron Yard is a village that sits behind and near the base of the Time Agency complex. This place also includes shops, pubs, brothels and meeting places. Your basic Earth colony-type village with a mix of both futuristic and medieval overtones.

The Time Agency Army:

Inner Army - Consists of all the top members of each Time Team. They are the last line of defense for the Time Agency.

Outer Army - Consists of all the Time Agency guards of each Time Team. They are the first and most important line of defense against any threat that may befall the Time Agency.

Notations on the 51st Century:

Music - The most popular genres of music during the 51st century included both Earth music, Boeshanian native music and alien music. Dance, electronica, house, liquid base and future rock are among the most popular.

Culture and Society - Omnisexual based. This means that quite a few delight in experimentation in sexuality and open relationships, much in the case as it was during the The Omnisexual Renaissance Era. However, basic cultural and societal structure is still quite present, though less noticed.

Religion - Varied. Much of those in this century are engaged in various alien religions. Christianity and other Earth religions are most prominent still on Earth colony planets.

Economy - Based on bartering and trading goods, though credits are also used over any physical currency such as coins and paper bills. Bartering and trading however are the main runners of this century's economy.

Mannerisms And Attitudes - Varied. Though members of this era are not above experimenting in various ways.

The Omnisexual Renaissance Era (Mid 43rd to Early 50th century):

Out of all the historically noted eras in Boeshanian history, this era was by far the most flourishing and abundant of them all. It was a time of great cultural, political and social change. It was a time of great sexual experimentation and artistic imagination. The music of this era was also quite imaginative in this era as well, some of which still exists in the 51st century and beyond. The Omnisexual Revival Era (Mid-53rd to Late 57th century) would come along later, with similar outcomes.

51st Century Most Wanted:

1. Davros - As a mad genius and a first class evil scientist, he is the mastermind behind the evil creation and design of the Daleks, who wreaked havoc in the Time War. Once a Kaled, he mutated when he encountered nuclear waste fall-out along with most of the Kaled race. He suffers from insanity, narcissism and egotism. He is an evil mastermind and genius, extremely smart and resourceful. He is also armed and extremely dangerous. If encountered, attack and subdue with caution.

Current Status: Undetermined

Reward Of Capture (Dead or Alive): $475,000,000 Boeshane Credits

Criminal Record: GENOCIDE, Murder (all degrees), Sabotage, Illegal Conversion Of People and Creatures (including into Daleks), Espionage, Nuclear Destruction.

2. Magnus Greel - Was the Minster of Justice for the Supreme Alliance in the 51st Century. His crimes to humanity are considered the worst known to man, which includes mass genocide, political upheaval and the destruction and downfall of Earth's government as well as the governments of countless other alien worlds. Having carried out an atrocity of genocides and murders, it has earned him the title of the "Butcher of Brisbane". Magnus Greel suffers from multiple personality disorder and brief fits of insanity. Extremely armed and dangerous. If encountered, attack and subdue with caution.

Current Status: Undetermined

Reward Of Capture (Dead or Alive): $300,000,000 Boeshane Credits

Criminal Record: Espionage, Sabotage, Genocide, Time Tampering, Crimes To and Against Humanity, Terrorism, Multiple counts of Murder (all degrees), Theft, Physical Assault.

(More will be added to this list later...)

Time Agency – Affiliates And Familiars:

Every military group or agency has its affiliates that work independently with and/or aid them in battle and otherwise but are not officially a part of the military group or agency. The Time Agency is no different. All familiars of both the Time Agency and the Boeshanian Military were simple civilians at one time with no manner of skills or experience. However, the Time Agency often see these sort of people as being both beneficial in a way and as a nuisance to their operations and are often eliminated by the Time Agency if not useful enough.

When such people are caught by the Time Agency, which is not often, they stand them before TAC (or the BME in the case of those caught by the Boeshanian Military, who also manage to get the odd familiar now and again) and evaluate them and see if they are worthy enough to continue, but as a member of the Time Agency and not as an independent affiliate.

If The Time Agency find them 'not useful', they eliminate them by giving them Reckon, erasing there memory and sending them back to wherever they came from. However, those few that manage to impress The Time Agency and TAC enough will be forced to become members of The Time Agency if not by choice. If they don't co-operate, they are eliminated in the same way that those who were not worthy are.

The Boeshanian Military does the same thing with those familiars that are not worthy to become a part of the Boeshanian Military, giving them Reckon. Like most familiars, they are quite capable of defending themselves, using the weaponry and technology they possess at their disposal. Here is a list of Time Agency familiars or affiliates often seen affiliated with but not officially part of the Time Agency:

Rouge Exchangers - This is the second most dangerous type of familiar being that they often work as a double agent, exchanging information and sometimes items between two different groups, with either of those two groups being unaware that the exchanger is working for the other. Those Rouge Exchangers caught and used by the Time Agency or visa versa by the Boeshanian Military will exchange information and data between the Time Agency and the Boeshanian Military or visa versa. Such familiars may eventually become Time Agents of the Time Agency or full members of the Boeshanian Military if in the profession long enough.

Rouge Mercenaries - These familiars are black marketers or military trained civilians that are hired by someone to kill or claim something or someone that the one that hired them wants. They are involved in conflicts when ordered to do so by the person or persons who hired them. They are often used to kill or destroy people or things that lie in the way of the person or persons that hired them. Some such familiars were at one time Rouge Exchangers or Sneakers who became more experienced and more involved in military affairs. Often, bounty hunters are of this type of familiar.

Such familiars are more often used by the Boeshanian Military rather than by the Time Agency. Quite often black market or illegal weaponry, programing and technology are provided by these familiars to be used by other familiars or by members of the Time Agency and/or the Boeshanian Military.

(Time Agent Capt. Jack Harkness was one such familiar working for a faction of the Boeshanian Military until he volunteered to become one of the first members of the Time Agency, making the faction of the Boeshanian Military he once worked for think he was dead so they would not come after him.)

Rouge Field Agents - These familiars are independent field agents who study and gather information on space/time and by exploring and traveling through time. They are quite ready and willing to fight as soldiers if need be. These familiars are usually never eliminated and are instead given further training if needed to make them more experienced members of the Time Agency or the Boeshanian Military.

Quite often these types of familiars were once Copycats learning from the error of their ways and had eventually gained the skills and experience needed to become a fully realized affiliate of the Time Agency or the Boeshanian Military. They, like all worthy familiars, eventually become official members of either the Time Agency or the Boeshanian Military.

Sneakers (aka. Rouge Spies) - These are civilian spies either hired or used by the Time Agency or the Boeshanian Military to spy on other military factions and groups. Like a Rouge Exchanger, they gather data and information (and sometimes items) on the other party and then bring it back to their superiors.

(Time Agent Capt. John Hart was one such familiar working for a faction of the Boeshanian Military until he was caught by the Time Agency and forced him to become a member of the Time Agency. Capt. John Hart, whose real name was Daniel, eventually accepted and settled into his new roles, becoming one of the most experienced and important members of the Time Agency. He was later made the cuddle partner of Jack Harkness, being that Jack was the only Time Agent who could control John Hart and his destructive ways).

Copycats - This is the most dangerous type of familiar as these are inexperienced civilians that try to repeat what experienced familiars and Time Agents have done, causing trouble and havoc. It is very rare to find a Copycat that is experienced enough to be used by the Time Agency or by The Boeshanian Military. Almost all Copycat type familiars are eliminated by Reckon. However, if the Copycat is not caught and stays a Copycat long enough, they will gain experience and can eventually become any other type of familiar, may it be a Sneaker or a Rouge Unit.

Rouge Units - This is the most common familiar of the Time Agency and the Boeshanian Military. They are Boeshanians or otherwise who were once civilians that have chosen to affiliated with, though not officially a part of the Time Agency, becoming either soldiers, freelancers or independent Time Agents. In most cases, such familiars don't come into existence unless they encounter a Time Agent and inherit that Time Agent's stuff or find Time Agency stuff, both weaponry and their technology. Despite being the most common type of familiar, they are still quite uncommon.

Even more uncommon are Rouge Units that are highly experienced and well honed, possessing experience, skills and abilities that make them good as a rouge unit. If the Rouge Unit is experienced and skilled enough, the Time Agency or Boeshanian Military will spare no expense or time in adding the rouge unit into their ranks, either by force or by choice of the rouge unit. And like any familiar that doesn't co-operate, they are eliminated with Reckon and sent back to wherever they came from.

_END_