A Complete History of Star Trek's Klingons in The Original Series Era

The Klingons are some of Starfleet's best enemies, but the Star Trek aliens have a long history dating back before even the Federation or Starfleet.

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The origin of the klingon empire in star trek, the klingon empire acquires warp drive and a new level of war, starfleet and the klingons engaged in hot and cold war, the klingons vs. captain james t. kirk and how he brought peace.

Star Trek has six decades of history behind the scenes, but the aliens and characters in the narrative go back millennia. Despite being created on a whim for Star Trek: The Original Series , the history of Klingons is one of the most fully realized in the universe. Even though much of it was defined after that first show, how the Klingon Empire took shape is important.

The Klingons were created by Gene L. Coon as a surrogate power for the Soviets to the Federation's United States of America. When the Cold War ended with the fall of the Berlin Wall, the final film with The Original Series ' cast was in production. It told the story of how the Federation made peace with its most iconic enemies. The Khitomer Accords mark a significant point of transition in what it meant to a Klingon. Even though antagonism continued into the 24th Century, the way the Empire (as created by Kahless the Unforgettable) found a way to accept the peace-loving Federation is a remarkable Star Trek story. It's made better with Star Trek: Discovery and Star Trek: Strange New Worlds adding new details to this part of the timeline.

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The Klingons shared genetic markers, found in Vulcans and Romulans that point to a single humanoid ancestor more than four billion years in the past. This progenitor race seeded planets with unknown technology that encouraged the evolution of creatures with a head, two arms and two legs. Klingons, however, could trace their origins back to large reptilian or insectoid predators with exoskeletons and redundant organs .

The Klingon homeworld Qo'noS was ruled by Malor in the 10th Century CE on Earth. A common warrior, Kahless led a revolution that became the founding myth for the Klingon Empire. Legends of his battles were shared among Klingons into the 24th Century. He eventually killed Malor in single combat and founded the Klingon Empire. Kahless became a god-like figure in the culture, inspiring wars and warriors for millennia . There were a number of ruling dynasties and civil wars, continuing once Klingons took to the stars.

Four hundred years after Kahless united Qo'noS, the Hur'q species from the Gamma Quadrant sacked their homeworld. This started a period of uncertainty about war as a way of life. During the Second Dynasty, General K'Trelan killed the Imperial Family, installing more democratically minded Klingons in power. They claimed to be members of the Imperial houses to gain the respect of those bloodlines, but eventually they returned to their warlike ways.

Star Trek: Discovery's Klingons Were More Accurate Than the TNG-Era

The Klingons acquired warp drive sometime in the Earth's 20th Century, and they turned their attention on the galaxy at large. While they still warred with each other, there were new planets to conquer and people to fight. Vulcans, who also were new to warp drive, encountered Klingons who opened fire on them. Until diplomatic relations were officially opened, Vulcans would fire first on any Klingon ship, eventually called "the Vulcan Hello." Klingons traveled the stars, warring and exploring, including sending a vessel into the Delta Quadrant.

In the 2150s, a Klingon crash-landed on Earth and was shot by a farmer. Dr. Phlox, a visiting alien, saved his life, and the NX-01 Enterprise was launched taking the Klingon back to Qo'noS. Captain Archer helped this Klingon maintain his honor and relations between humans and Klingons were off to an amiable start, but this didn't last. The NX-01 Enterprise helped refugees flee the Klingons by engaging them in battle. This led to Captain Archer being wanted as an enemy of the state. He was put on trial on Qo'noS and sentenced to the Rura Penthe colony. He escaped, leading to multiple hostile encounters with them throughout the Star Trek: Enterprise series.

In 2154, tyrannical, genetically augmented humans attacked the Klingon Empire, but the Enterprise was able to avert war. However, a Klingon scientist tried to use the augment DNA to create superior Klingon warriors . Instead, a deadly virus broke out, and Dr. Phlox was kidnapped to help cure it. He was successful, but the treatment led to the Klingons losing their distinctive cranial ridges. The Klingons then withdrew from Federation territory, until the Klingon-Federation war.

Why Uhura Speaks Klingon in Strange New Worlds, but Not Star Trek VI

The Klingons weren't seen in what would become Federation space for much of the late 22nd and early 23rd Centuries. They had again entered into a period of infighting and civil war, as any house sought to rule. When Starfleet did encounter the Klingons, there were open hostilities. There was a raid on a planet called Doctari Alpha and a battle at a planet called Donatu V. The Klingons resorted to spiritual studies, usually based on the Kahless myth, though a sect studied time travel at the Borleth Monastery .

In 2256, T'Kuvma, a unique-looking Klingon spiritual leader , united the great houses on the ancient Sarcophagus Ship. He provoked a war with the Federation at the Battle of the Binary Stars, dying at the hands of Michael Burnham. General Kol, who originated Klingons' use of cloaking technology, took control. The war raged for a year, with the Klingons nearly defeating the Federation . When General Kol was killed and the Sarcophagus Ship destroyed, things only got worse. Eventually, Section 31 developed a plan to destroy the Klingon Homeworld, but Michael Burnham prevented it from reaching fruition. Instead, she gave control of the hydrobombs to L'Rell.

A less war-hungry acolyte of T'Kuvma she was able to continue his mission of uniting the warring factions on Qo'noS. She even allied her fleet with the Federation to stop a rogue AI that threatened all life in the Alpha Quadrant. The Timekeepers at the Borleth Monastery also helped Starfleet solve the mystery of the "Red Angel," and helped Captain Christopher Pike fix the timeline after he tried to prevent his future debilitating accident. Time itself needed James Kirk and Spock to take the helm of the Enterprise. However, the tenuous peace wouldn't last for long.

What Made Worf a Better Klingon Warrior on Star Trek: The Next Generation?

A new war broke out between the Federation and the Klingons in 2257, but it was short-lived. When the USS Enterprise and General Kor's fleet arrived at Organia, the powerful beings that lived there forced them to negotiate an end to hostilities. The Treaty of Organia ended the war, but there were still clashes and battles throughout the sector. Klingons armed pre-warp species, as did Kirk and the Enterprise crew, albeit reluctantly. A Klingon who went by the name Arne Darvin was surgically altered to look human, and almost carried out a terrorist bombing on a starbase.

After a little more than a decade of relative peace, a rogue Klingon commander named Kruge took a Bird of Prey to the newly-created Genesis planet. There he destroyed the Starfleet science vessel studying it and killed David Marcus, the son of James Kirk. He defeated the Klingons, killing all but one of them, and stole the Bird of Prey. Another rogue Klingon Captain named Klaa tried to battle Kirk and the Enterprise, but Klingon Ambassador Korrd ordered Klaa to save him from the God of Sha Ka'Ree. With the destruction of the moon Praxis in 2293, the Klingon homeworld was threatened and peace finally had a real chance.

Chancellor Gorkon knew the Klingon Empire wouldn't survive unless it made peace and accepted help from the Federation. A conspiracy of Starfleet officers, Romulans and Klingons (including General Chang) assassinated Gorkon and framed Captain Kirk for it. He was sent to Rura Penthe, escaping with the help of Spock and the Enterprise. They arrived at the peace summit just in time to save the Federation president. Captain Kirk's heroics led to the signing of the Khitomer Accords and all-but the end to open hostility between the Klingons and the Federation . While not completely allies with the Federation, the Klingons and Starfleet were no longer at war.

The Star Trek universe encompasses multiple series, each offering a unique lens through which to experience the wonders and perils of space travel. Join Captain Kirk and his crew on the Original Series' voyages of discovery, encounter the utopian vision of the Federation in The Next Generation, or delve into the darker corners of galactic politics in Deep Space Nine. No matter your preference, there's a Star Trek adventure waiting to ignite your imagination.

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Klingon Empire logo.png

The Klingons were a humanoid warrior species that originated from the planet Qo'noS (pronounced Kronos). Originating from the planet Qo’noS in the Beta Quadrant , the Klingon Empire was a warrior dominated species and one of the major powers in the Galaxy. While there had been hostilities between the Federation and Klingons in the past, since the signing of the Khitomer Accords in 2293, the two powers had been considered allies despite several small skirmishes. One of the major powers of the galaxy, the Klingons were a proud, tradition-bound people who valued honor and combat. The aggressive Klingon culture had made them an interstellar military power to be respected and feared.

In 2381, the Klingon Defense Force was the modern successor to the '''Klingon Imperial Fleet''', which was the Empire’s primary space-based military force in the 22nd and 23rd centuries. It was a multi-faceted organization charged with protecting the Klingon people from all external threats as well as those originating from within its borders.

For information on Klingon Great Houses , see this page .

  • 1 Physiology
  • 3 Organization
  • 4 Klingon Oversight Council
  • 5 Order of the Bat’leth
  • 6 Order of Kahless
  • 7 Imperial Intelligence
  • 8.1 The Mok’bara
  • 8.2 Bladed Weapon Training
  • 8.3 Energy Weapon Training
  • 8.4 Officer Training
  • 8.5 Rank Comparisons
  • 9 Assignment in the Klingon Defense Force
  • 10.1 Landing Parties
  • 10.2 Survey Parties
  • 10.3 Occupation Forces
  • 10.4 Boarding Parties

Klingons were a species of bipedal tetrapod with a head, neck, torso, and four limbs that made up their body plan. They were a species that possessed anatomy and physiology remarkably similar to humans, but with several noticeable divergences. The most striking feature of Klingon anatomy was their cranial regions, which possessed striking sagittal crests which varied greatly between individuals, though familial lineages may possess similar crests. This was largely due to a protective exoskeletal casing which enveloped their craniums, though a shattering blow to the tricipital lobes of these casings can result in certain death. The rest of Klingon external anatomy was heavily ridged, with ridges on their feet, chests, and notably, a crest of ridges and spines which ran down their backs. Furthermore, male Klingon genitalia, while similar to humans, also possessed a series of ribbing and ridges along the shaft. Klingon skin tones tended to range from an olive tone, to brown, to an almost charcoal-black. Both sexes possess hair on their heads which was typically black or brown, and turned grey with age.

Internally, Klingon physiology was markedly different from human anatomy, and possessed numerous redundancies in a biological principle called brak’lul. Klingons possessed eight-chambered hearts, two livers, multiple stomachs, three lungs, and even redundant neurological functions. This rendered a Klingon with incredible stamina to resist injuries which would be debilitating for a human . However, unlike humans, Klingons possessed a notably decreased tolerance for cold temperatures, largely due to their own lower body temperatures.

There was a time when the Klingon military was geared toward little more than conflict and conquest. Indeed, the history of the Empire was built upon the conquest of other worlds and their people. After enduring the Hur’q invasion, the plundering of Qo’noS, and near annihilation, the Klingon people marshaled sufficient numbers and resources to mount a resistance against their oppressors. The costs of rebellion were high, nearly extinguishing altogether what remained of the Empire, but eventually, the slaves turned back their masters.

After expelling the Hur’q from Qo’noS and reverse- engineering the technology they left behind, the Empire took to the stars, expanding outward first to colonize uninhabited planets and later to worlds that already were home to indigenous sentient populations. Unlike the Federation Starfleet and its overtures of peace and cooperation for mutual benefit, the Empire was driven by a single goal: conquest. The Imperial Fleet was the instrument of this agenda, establishing military garrisons on dozens of planets, forcing their native civilizations into line, and ensuring they acted to serve the Empire’s interests. Most of these societies fell into line, motivated either by simple self-preservation or the realization there actually were benefits to being jeghpu’wI’, or “the conquered people.” Indeed, by 2381, it had been more than two centuries since a subjugated world has attempted to overthrow Klingon rule.

War was not uncommon to those serving in the fleet or its associated ground forces. While many worlds yielded to the banner of the Empire, others fought with the same conviction which had fueled the Klingons’ fight against their Hur’q oppressors centuries earlier. These civilizations mounted their own defense, vowing to resist subjugation at all costs.

More often than not, such pledges were fulfilled and Klingon occupation forces took what remained of the world anyway. On other occasions, a people managed to defeat Klingon forces to the extent that the Empire showed its respect by halting invasion attempts. In some instances, accords were reached and treaties signed, while other worlds were left to pursue their own destiny free from further aggression. It was the ultimate compliment the Empire could pay to an enemy who fought with such tenacity.

Inevitably, these expansion efforts brought them into contact with space-faring civilizations capable of matching Klingon warships in terms of military capabilities. Chief among these potential rivals were the Humans of Earth and the Romulan Star Empire . The Humans in particular posed an interesting challenge, in that while they displayed the technology and the ability to fight when pressed, they preferred non-aggressive action to conflict. In the two centuries since first encountering Humans, many Klingon commanders have commented on the seeming inconsistency of their attitudes and actions. While they can be duplicitous, Humans also are capable of demonstrating their own form of honor. Early encounters were characterized by actions taken regardless of the risk to their personal safety while being of benefit to the Empire. Their contradictory nature was at times confusing, intriguing, and frustrating, and numerous Klingon military leaders cautioned against underestimating these seemingly weak specimens. This prudence was justified on more than one occasion when the Empire found itself at odds and even at war with Earth, the people of which by then had assembled an interstellar coalition, the Federation , to extend its own influence farther away from their homeworld.

The Human ability to foster collaboration was amply demonstrated in the 22nd century when they enlisted the assistance of the Andorians to defeat the Xindi, disrupting that species’ agenda of destroying Earth. Humans followed this with an alliance of the Vulcans , Andorians , and Tellarites to defeat the Romulans and send them retreating behind their borders for more than a century. By the time this coalition grew into the United Federation of Planets , wise Klingons realized this new union was not to be taken lightly. Those charged with maintaining the readiness of the Klingon military apparatus began altering their training, tactical studies, and resource allocation and development with an eye toward the challenges posed by the Federation as a formidable adversary.

Historians considered this era the impetus that forced the Empire to enter a period of reflection and assessment. Klingon leaders began to examine their priorities. War and skirmishes of varying intensity with the Federation , the Romulans, and other prominent neighbors forced expansion and resource location and acquisition initiatives to turn away from these rivals and toward other, largely uncharted regions of space. Despite a strong desire for conflict and the base need to fight so as to avoid being vanquished, efforts at outright conquest slackened. By the time the Empire signed the Khitomer Accords in the late 23rd century, such ventures were on the decline. Decades later, after the Federation demonstrated its willingness to stand with their allies, first during key battles at Narendra III and the Khitomer outpost and later during the Dominion War , Klingon leadership began to realize this bond – forged from conflict, tested by mistrust and uncertainty, and ultimately sealed by standing together before a common enemy – was not a fleeting aberration. With that in mind, the mission of the Klingon Defense Force was realigned to reflect what its name implied: protecting the security of the Klingon people, a mandate broadened and strengthened by its ability to unite with the Federation Starfleet during times of crisis while still upholding its promise to safeguard the Empire.

Unlike Starfleet and similar organizations authorized by their respective governments, the KDF was a purely military organization. It was by far the Empire’s single largest recipient of funding, resources, and personnel. Despite what some argue was a “softening” of its agenda with respect to expanding Imperial influence, the KDF still symbolized the warrior ethos espoused not just by its soldiers but also all Klingons. The lessons of the past continued to inform the actions of the present and the visions for tomorrow. Even if it meant fighting to the last breath of every man, woman, and child, the Klingon Empire will never again bow before an enemy.

In 2376, a coup against Chancellor Martok was designed to throw the Klingon Empire into chaos and allow the two Klingons Morjod and Gothmara to become the new rulers of the Klingon people. This coup against Martok was ultimately unsuccessful, and Morjod and Gothmara were killed. Instead, the alliance with the Federation continued to prosper. In 2379 the two worked together in the construction of the Unity One station. The Unity base was an advanced starbase, representing the accomplishments of the alliance. As part of the design, the station's sophisticated sensor array allowed it to detect even cloaked vessels that were many sectors away.

In 2380, as the Romulan Civil War raged in full, Chancellor Martok accepted the Remans as a protectorate of the Klingon Empire , resulting in Klingon vessels entering Romulan space. Through the year, Klingon forces were involved in a number of skirmishes within Romulan space. After continued attacks and the failure of the Remans to successfully settle on the Ehrei'fvil continent of Romulus , the Klingons allowed the Remans to settle on a planet within the Klingon Empire.

Later in 2380, Chancellor Martok attended a conference with the Federation President and the Romulan Praetor regarding the founding of the Imperial Romulan State . Rather than denounce the new government of Commander Donatra , now Empress of the Imperial Romulan State, Martok instead gave his approval to the new state, recognizing its sovereignty.

Organization

Each of the Great Houses maintained its own military forces, descended in many ways from the armies which once fought one another across the surface of Qo’noS for territory and resources before the Age of Kahless. In the modern day they served as militias of limited size and scope, tasked primarily with defense of the regions from which their parent Houses resided and served as first response organizations in the event of natural calamity. Additionally, these units maintained their training, vessels, equipment, and preparation activities, available at a moment’s notice to be called into Imperial service by direction of the chancellor or the High Council. Training consisted of deployment readiness exercises away from the homeworld where their ships and ground units carried out mock battles of the sort they will be expected to fight once called to action. Until activated, these armies remained separate entities from the KDF.

Likewise, the KDF existed as a self-contained military structure, falling under the authority of the Military Commission of the High Council. This commission, known as the High Command, was led by the Chancellor and consisted of the KDF’s uppermost leadership cadre. Staffed by five generals, this command also served as the Chancellor’s direct military advisors and also counseled other members of the High Council as needed. All military action directed by the Chancellor was based on information and counsel provided by the generals of the High Command, who in turn communicated the chancellor’s orders and intent to the KDF’s senior commanders for implementation.

Originally located in the First City on Qo’noS, the KDF Command Headquarters resided on the planetoid Ty’Gokor. The installation consisted of a heavily fortified command center, the bulk of which was constructed beneath the planet’s surface. Ty’Gokor was protected by a defensive shield as well as an orbital network of unmanned defense craft charged with protecting the planetoid itself, as well as the spacedock and shipbuilding and maintenance facilities parked in high orbit. An armada of thirty warships including flagships for the generals of the High Command were also deployed to the region at all times. In addition to the KDF’s leadership cadre, the planet was also home to a robust command, control, and communications center tasked with overseeing the movements of every vessel in the Klingon fleet. All orders and other dictated from the chancellor, the High Council, or the High Command were funneled through this organization. Imperial Intelligence also had facilities located here, though this contingent operated independently of the KDF command structure. The Hall of Warriors occupied a revered chamber within the central command facility and played host to various ceremonial functions, upholding traditions that had been a part of the KDF and its predecessor organizations dating back to the Age of Kahless.

The first of two elements composing the KDF was the Deep Space Fleet, which was a provisional component that was only activated by calling the militaries of the Great Houses to service. At this point, the High Command assumes authority of this assembled force, which was comparable in size and capabilities to the Federation’s Starfleet or the Romulan military. When the Empire finds itself prepared for conflict, these were the first warriors sent to battle far from the homeworld.

Operating in parallel with the Deep Space Fleet was the Internal Security Force . This was a permanently staffed element, with its own command hierarchy, assets, and operational mandates. Also answerable to the High Command, the ISF was responsible for patrolling Imperial space, staffing and maintaining observation and tactical outposts along the borders, colony support and defense, law enforcement including anti-piracy and interdiction, customs and other regulatory enforcement, and search and rescue. Vessels and personnel from the Great House fleets could be called upon by the High Council to augment ISF assets. In times of conflict, the ISF operated in tandem with the Deep Space Fleet, acting in accordance with the direction of the High Command.

While rank and station were obvious components of Klingon 's military structure, both of these were viewed in tandem with an individual warrior’s commitment to the principles of personal honor and dedication to the accomplishment of any assigned mission for the glory of the Empire. Failure to meet such expectations was viewed as a grievous assault on one’s own honor as well as that of their fellow warriors and superior officers. Warriors who demonstrated an inability to meet these demands and commitments were expected to be disciplined if not executed as punishment for their actions. Indeed, any Klingon who failed to address such deficiency stood the risk of being penalized.

Klingon Oversight Council

Usually composed of a dozen officers, all ranked commander or higher, the Oversight Council was tasked with approving the selection of officer candidates for the KDF. This group was often viewed by many veteran warriors as a “simple formality,” particularly when considering most defense force officers were applicants drawn from one of the Great Houses. Legacy selection – the practice of accepting new recruits from families possessing a long history of honorable military service – filled most available openings for new candidates. After completing the standard entrance examination, would-be officers only required a recommendation from a sponsor, usually an active or retired officer in good standing with the High Command. Once this was obtained, the recruit was sent on for the basic training required of all warriors at one of the KDF’s indoctrination centers. Upon completing that initial phase, officer candidates received additional instruction at veS DuSaq, the “School of War.”

While this aspect of the selection process was indeed routine and largely predictable, the Oversight Council also reviewed applications and entrance examinations submitted by instructors at the various indoctrination centers. If a recruit showed unusual aptitude or potential to succeed as an officer, they were flagged for additional scrutiny while still undergoing basic training. Upon graduation and assuming they had passed all of the entrance and review requirements, they were transferred from the enlisted ranks to veS DuSaq to receive officer candidate training in the hopes of earning a commission. Fewer than fifty recruits received this recommendation each year as the review process was rigorous. Potential candidates were not even informed they were being considered for this program until they graduate basic training.

Order of the Bat’leth

An elite group within the Klingon Defense Force, the Order of the Bat’leth was a recognition bestowed upon those warriors who had demonstrated remarkable courage and achievement in battle. It was considered one of the highest awards any Klingon could receive, subordinate only to the Order of Kahless or being declared a Dahar Master. It was created by Lukara, wife of Kahless the Unforgettable, after his death, vowing that this exclusive fraternity would always exemplify the warrior ethos and the highest measure of personal honor and courage as personified by her husband. Today, selection of new inductees was conducted by a committee of six elder members and overseen by the Chancellor of the High Council. Requirements for entry were arduous and cloaked in secrecy, known only to those charged with verifying the worthiness of potential inductees. Warriors admitted to the Order were forbidden from speaking of its members, practices, and ceremonies. Of the fewer than twenty Klingons admitted each year to the Order, as few as a third and as many as half of the selections were posthumous inductions.

Induction ceremonies were held once a year at the Klingon Defense Force’s command headquarters on Ty’Gokor, with mandatory attendance for all living Order members as well as the general staff of the Klingon Defense Force’s High Command and even the Chancellor. The official ceremony was conducted following a day of celebration that included the consumption of much bloodwine, friendly contests of strength and fighting prowess, and raucous fellowship. All of this tended to be viewed by the Order’s older members in somewhat more than light-hearted fashion as but one more test for new inductees, a final means of verifying their worthiness to join their respected comrades in arms.

As the Order of the Bat’leth was a distinction reserved to those who had served with valor far above even the strict demands of duty and honor, once the award was bestowed even the Chancellor was prohibited from rescinding it. Display of the Order’s symbol on one’s uniform signified to all who saw it that its bearer was recognized as one of the Empire’s truly elite warriors.

Order of Kahless

More exclusive in nature than even the Order of the Bat’leth, those Klingons selected for the Order of Kahless were recognized for honorable service to the Empire over a sustained period of time, during which the warrior was shown to have conducted themselves with unwavering bravery and selfless sacrifice regardless of personal risk. Only the Chancellor of the High Council carried the power to so recognize an individual. Those who earned the distinction received the Star of Kahless, one of the highest decorations the Empire can bestow, and its wearer was to be known for all time and without question as a warrior in the finest tradition of Kahless himself. As of 2381, fewer than ten living warriors held the Star of Kahless, with Chancellor Martok being the only Klingon to earn the honor before ascending to that position.

Imperial Intelligence

On par with other secretive organizations such as the Federation’s Starfleet Intelligence , the Romulan Star Empire’s Tal Shiar, or the Cardassian Union’s Obsidian Order , Imperial Intelligence was a clandestine component within the Klingon Defense Force. Its primary mission was the gathering and analysis of information obtained from other interstellar powers using all manner of covert means. Though it did occasionally conduct sanctioned activities against Klingon citizens, its main focus was observing, studying, and even acting against individuals and activities deemed to be of concern to the security of the Empire.

A significant aspect of Imperial Intelligence efforts involved espionage utilizing agents surgically altered to appear as members of the species being spied upon. Individuals trained for such duties underwent rigorous screening, evaluation, and training processes to determine their ability to work independently for extended periods of time. Agents who received these types of assignments were embedded behind enemy lines, often pursuing their mission for years without support. Such operatives were tasked with finding ways to insert themselves into low-level positions within a government or military organization. From these vantage points, agents collected relevant information, either from first-hand observations or by infiltrating facilities, computer systems, and data storage archives. On infrequent occasions these individuals may have been called upon to take actions designed to undermine the efforts of an adversarial power. This could take the form of simple disruption of political agendas to outright sabotage of installations or ships and even assassination of key individuals. Agents killed or captured while on assignment were disavowed, and failing to carry out one’s mission was considered a grave dishonor not just to the operative but also their family. Those who managed to return to the Empire often faced severe consequences, including discommendation and exile.

The life of an intelligence agent was not for every Klingon , but those who choose to answer this call to duty knew that they and others with similar convictions played a vital role in safeguarding the Empire and all Klingon people. In 2381, Councilor K'Tal of the House K'Tal was the Head of Imperial Intelligence.

Those wishing to serve as soldiers in the Klingon Defence Force had to first complete a grueling training regimen that taxed body, mind, and warrior spirit to their absolute limits. For uncounted generations, candidates had submitted themselves to the unforgiving instructors of the KDF’s basic military indoctrination centers. Raw recruits spent nearly four months suffering through all manner of tests measuring their physical strength, endurance, mental acuity, and psychological readiness to undertake the demands of military service. What might appear as vindictive if not absolutely sadistic actions on the part of the instructors was in fact a meticulously choreographed exercise. No detail was overlooked as teachers and drill masters put recruits through their paces day after grueling day.

The Mok’bara

A key aspect of training that began during basic indoctrination and continued throughout a warrior’s career was acquiring and maintaining a proficiency in the Mok’bara. This ancient fighting discipline was the foundation upon which all Imperial hand-to-hand combat techniques are built. It was as much about mental focus as it was physical prowess, forcing the student to become attuned to their body’s every movement, not just when practicing the form but in all other aspects of one’s life. It had been compared to Vulcan techniques of Suus Mahna or the Human disciplines of tai chi or aikido. However, those forms were noted for their emphasis on defensive techniques, whereas Mok’bara students learned how to attack as well as protect themselves. Introduction to the form began within the first days of basic training, and as the cycle progressed candidates learned unarmed fighting techniques before incorporating bladed weapons. Recruits had to advance to the first recognized Mok’bara rank level, chu’wl’Hey or “advanced novice,” as a requirement of graduating military indoctrination. From there, warriors were expected to maintain their studies and advance their ranks and skills. It was not uncommon for senior officers and enlisted soldiers within a unit or ship’s crew to be recognized as Mok’bara masters.

Bladed Weapon Training

Once recruits were comfortable with the initial techniques and forms, instructors began integrating knives and swords into training exercises that brought an added dimension to hand-to-hand combat. While the term implied and was often used to describe fighting without the aid of weapons, blades were often employed in such situations. Thanks to family heritage and upbringing, many Klingons had already received an introduction to a variety of bladed weapons before arriving at an indoctrination center. Such exposure paled in comparison to the grueling drills and other exercises designed to hone each warrior’s proficiency with these implements. Many warriors considered fighting with a bat’leth, mek’leth, or d’k tahg to be battle in its purest form, challenging an enemy face to face and fighting until there was but one undisputed victor. It was a mindset which had defined Klingon heritage and supremacy in conflict from the time of Kahless the Unforgettable. As with other facets of recruit training, instruction and drills in this area increased in difficulty to the point that when a candidate graduated, they were able to wield such weapons as if they were extensions of their own body.

Energy Weapon Training

For energy-based weapons, the training was no less important or focused. Warrior candidates received their initial instruction within the first weeks of basic indoctrination. Laced through this instruction was a continuous, extensive series of weapons familiarization classes. Candidates began with static, known-distance marksmanship instruction using disruptor rifles and pistols. Scores were tracked throughout the entire training cycle and competition among classes was fierce. Subsequent phases of instruction included scenarios designed to mimic planet-based battle conditions. It was here that candidates learned basic battlefield survival skills and received their first lessons in the art of ground combat. Days of training incorporated small unit fire and maneuver principles such as infiltration, assault, and force protection tactics. Each stage of training built upon those preceding it until the final phase, when recruits were tested on their ability to successfully apply all of the lessons learned both individually as well as while operating within their ground combat team. As with marksmanship testing, inter-class competition was intense, with a long tradition of trophies and other recognition for candidates and instructors alike.

An effective soldier never ceased being a student, and the learning process did not end with a recruit’s graduation and transfer to the Klingon Defense Force. Basic indoctrination was a process of establishing a foundation upon which a warrior was built and maintained. All warriors regardless of rank , posting, or area of technical expertise undertook regular class instruction and refresher training designed to test their continued aptitude in a host of essential military subjects.

As with so much else about these training methods, the failure rate among candidates remained a closely guarded secret. However, it was rumored for every one hundred recruits who entered an indoctrination center’s portals, fewer than half succeed in navigating the course curriculum. The reward for reaching this goal was to be designated a basically trained warrior ready for greater, more targeted instruction. Depending on the chosen field of specialization, students could spend more than a year attending such courses before being deployed to the KDF’s ground forces or aboard one of the warships in the Empire’s vast fleet.

Officer Training

Officers of the KDF generally were drawn from one of the many prestigious Houses, with new candidates often carrying on a family tradition of service dating back generations. Klingons choosing to pursue a military commission had to first complete training at one of the military indoctrination centers as any other recruit. Only then would they be then sent to the veS DuSaq, or “the School of War.” Here, the focus shifted from simple basic military training to specialized curricula designed to prepare officers for the demands of successfully leading Klingons in times of peace and conflict.

Instructors emphasized developing the character of every candidate so they came to fully understand the special trust and expectations placed upon them as an officer. Students embraced an ethos which has defined the Klingon soldier for uncounted generations. They studied history and tactics, learning from the victories and failures of warriors past in order to prepare for leading their charges toward future conquests. The training was a crucible, honing a warrior’s body and mind so they are able to think, act, and persevere when faced with the unremitting chaos of battle. Graduation requirements for veS DuSaq were even more demanding than basic training, with a successful completion rate of less than thirty percent. Only those who completed this course of instruction could consider themselves worthy of standing alongside the Empire’s distinguished officer corps.

Rank Comparisons

The Klingon Defense Force rank structure was largely a holdover from that of the Klingon Imperial Fleet, at least so far as officer grades are concerned. Combining ground and air/space operations into the KDF’s mandate required formalization of enlisted ranks for ground troops as well as ship-based support personnel.

Ranks and titles always followed the name, e.g. Qugh HoD for Captain Kruge. A ra'wI' was - directly translated - "someone who gives an order", thus does not indicate a rank . The rank of Sogh and higher could be called ra'wI'. Names of profession like QumpIn (communication officer) or yaS (officer) were not used as titles.

While there were some similarities to the rank structure of other military organizations such as Starfleet and adversarial powers, most ranks were not truly equivalent across these entities. These charts attempt to draw as close a comparison.

A retired officer bore the title 'utlh, i.e. qarghan 'utlh Kargan, officer emeritus.

Assignment in the Klingon Defense Force

While undertaking basic instruction, enlisted recruits in the KDF and its officer candidates selected a military specialty for which they would receive additional training before being posted to their first duty assignment. While every member of the KDF was expected to carry out the base functions of a warrior – fighting the Empire’s enemies – the reality of modern-day military readiness was that each member received intensive skills training in a chosen area of expertise. Selection of these occupational fields was based first and foremost on the needs of the Empire but also the qualifications and aptitude of the individual warrior. Those who demonstrate proficiency with technology may have found themselves learning to be an engineer or sensor systems officer aboard a warship assigned to the Internal Security Force or Deep Space Fleet. Others who displayed a propensity for mentoring or assisting other recruits with test or drill preparations were screened to serve as instructors themselves, dispatched to schools devoted to weapons or other vital equipment. Areas of specialization that remove any Klingon from a position where they might see battle were frequent targets of disdain by young, inexperienced soldiers eager for their first taste glory. Elder warriors know better.

Once their training was complete, warriors assigned to the Internal Security Force quickly found themselves posted to a ship, ground installation, or space-based facility such as a forward base or observation outpost along the border. The typical tenure of service at any one location was two years, though hardship assignments such as border posts and other remote stations rotated personnel every six months. Ship duty was also a two-year assignment, though members of a vessel’s crew spent approximately half of that time deployed. When not on patrol or engaged in other activities, a ship would be undergoing refit or repair while its crew undertook the complicated process of inspecting the vessel’s onboard systems and other equipment and assets in preparation for its next deployment. Klingons posted to the Deep Space Fleet returned to the military forces of their respective Great Houses or the region in which those resided.

Whereas the Deep Space Fleet was typically constituted only during a time of conflict for deployment in defense of Imperial interests well away from the homeworld, the Internal Security Force was the KDF’s active element that undertook a variety of responsibilities. Force projection was the ISF’s primary mission, in the form of patrols through Klingon space and the use of forward observation outposts and other bases along the Empire’s borders. The military was also tasked with surveying and evaluating newly discovered worlds at the edges of Klingon territory, assessing their resource potential. Though the Klingons of 2381 rarely engaged in outright conquest of inhabited worlds, they did invite those populations to reap the benefits that come with life under Imperial rule. The main exception to this practice came on the rare occasion a planet challenged the Empire’s security or sovereignty.

During times of crisis, all priorities of the KDF shifted to the defense of the Empire. A recent major conflict, the Dominion War , posed a threat to all Klingon people and brought about unprecedented military action on multiple fronts. Whereas in the past the KDF stood alone while fighting these battles, on this occasion alliances with the Federation and eventually the Romulans ensured victory. The war was hard-fought and the costs were high, but the coalition which came together to defeat the Dominion proved that working together – even with those the Empire once called an enemy – could achieve positive results. In 2381, KDF vessels worked in concert with Federation starships, participating in joint training exercises, personnel exchange and outreach programs, and combined service aboard vessels, as well as ground installations and space-based outposts.

For the individual Klingon serving in the KDF, training, and proficiency in a dedicated area of military expertise was the primary factor taken into consideration when directing a warrior to a ship or base. Once posted to such an assignment, a Klingon’s duties were dominated by the demands of their primary billet. Duty while serving at a ground or space-based installation was somewhat similar to a ship assignment, with the main difference being that for warships on patrol duty, shifts were shorter and there are few if any diversions from a daily schedule.

Those not serving in their primary role often undertook any number of ancillary tasks such as maintenance of weapons and equipment, safety drills, or combat simulations. Given that whenever a ship went into battle everyone aboard had to be ready to participate in the fight, even the lowliest cabin steward aboard a battle cruiser became proficient in their vessel’s tactical and defensive systems. Every member of a ship’s crew was further required to demonstrate competence in emergency procedures, including the repair of vital systems. There were also training requirements in a number of essential subjects in which crew members had to requalify or recertify at regular intervals. Most of these subjects related to each Klingon’s status as a warrior first. Prominent examples of the areas in which ability was evaluated included weapons and personal combat, physical fitness, and survival in space as well as a host of planetary conditions.

Landing Parties

For Klingons assigned to warships on long patrols, arriving at a previously unknown or uncharted planet brought with it an often welcome change from what can be long periods of mundane existence. When a vessel assumed orbit over such a world, it was for one of two reasons: the planet must be surveyed and explored to determine its value to the Empire, or its usefulness has been ascertained and it was to be claimed. Sensors and other technology aboard a warship could provide information about a new world, but planting the Empire’s flag on new soil required Klingons to venture to the planet’s surface. This was especially true when confronting an indigenous population. Honor demanded nothing less.

Survey Parties

This was one of the few landing party functions where a military mission was not the primary focus but instead, concentration was shifted to a warship’s scientific contingent. While sensor scans conducted from orbit could collect a great deal of information about a planet’s properties, they often failed to provide a comprehensive picture of everything a newly discovered world has to offer. Once initial scans were completed and a determination was made as to the planet’s potential value, survey parties are sent to the surface. There, they could spend days or even weeks gathering specimens and collecting data, gaining first-hand observations and knowledge from local flora and fauna, atmosphere and water, and mineral resources. If there was a native population, it was also studied from both a scientific and military perspective. Although this was the sort of duty that many warriors find distasteful, experienced leaders understood the value of such missions. Survey parties and their findings were often the determining factors in whether a planet was deemed worthy of inclusion in the Empire.

Occupation Forces

In the modern age, Klingons had curtailed the practice of simple conquest when an indigenous population of sentient people was involved, but this had not stopped the Empire from claiming a world in the time of critical or strategic need. If a pre-existing civilization was pre-industrial, occupation forces were still sent to assert Imperial authority, but the days of simply subjugating a native population were long past. Treaties with the Federation ensured this process remained peaceful. When an advanced society needed to be considered, a delegation from the Klingon Diplomatic Corps was dispatched to negotiate an agreement with representatives of the world’s leadership, whether a single entity or multitude of nation-states. It was a rare occasion that native inhabitants declined an offer to join the Empire. Once in place, an occupation force’s primary responsibility was to enforce Imperial rule, but even that process had changed over time and bore little resemblance to similar missions from ages past. Even the occupation armies of a century ago were far more unforgiving than they were in 2381. Many a seasoned and cynical warrior blamed this “evolution” on the Federation’s continuing presence and influence in Klingon affairs.

Boarding Parties

It has been said that Klingons did not take prisoners. In many cases during conflict that was most certainly true, particularly in the case of ship-to-ship combat where there was little time or quarter to accommodate prisoners. However, if a determination was made that an enemy vessel harboured personnel or materiel deemed by higher authority to be of importance, a warship’s commander would dispatch a boarding party to secure that target. Perhaps it was the other vessel itself that was the target, in which case a boarding force had to be sent to seize control of the other craft and ready it for transport to a secure location. There was also the possibility that an adversary may elect to send its own assault force to attempt seizing a Klingon vessel, requiring a ship’s complement to repel these potential boarders. It was exceedingly rare for the crew of a warship to fall before such an attack. Training for these and other scenarios were a regular component of shipboard life, drawing on centuries of interstellar conflict against a broad spectrum of adversaries to develop methods for quickly and decisively achieving the desired objective.

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Klingon Empire

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Klingon Empire Emblem

The Klingon Empire is the official state of the Klingon people, originally founded by the legendary Klingon Warrior Kahless the Unforgettable . The Empire is lead by the Chancellor of the High Council and its primary military branch is the Klingon Defense Force .

By 2409 , the Klingon Empire has expanded its territory, notably its take over of the Gorn homeworld, but also various other species such as the Nausicaans and the Orion . Letheans offered assistance in the form of mercenary work for the Klingon Empire, although they are not a fully admitted member of the Klingon Empire.

  • 4.1 Starships
  • 4.2 Ground Forces
  • 7 External Links

Culture [ | ]

Gre'thor Gates.

The gates of Gre'thor

Klingon culture values tradition, ritual, and above all, honor. All Klingons are expected to become warriors, and those who are unable to fight are obliged to commit ritual suicide. While Klingons are not religious and do not have deities, there is a strong belief in the afterlife. Klingons who die with honor go to Sto-vo-kor , while those who are dishonored are taken to Gre'thor on the Barge of the Dead .

History [ | ]

Federation-Klingon cease-fire 2410

Fleet Admiral Jorel Quinn (left) and Chancellor J'mpok (right) agree on a cease-fire between the Federation and the Klingon Empire in 2410 .

In the 9th Century , Qo'noS was ruled by the tyrant Molor . Kahless the Unforgettable rose up as a champion of the people to fight him. He forged the Sword of Kahless and defeated Molor, banishing him to Gre'thor . Kahless unified the Klingons, establishing the Empire, the importance of the warrior caste, and the tenets of modern day Klingon society. Kahless went on to defeat the Fek'Ihri , wretched souls of the soldiers that pledged fealty to Molor in life, before departing for Sto-vo-kor . Later, in the 14th century, Qo'noS was sacked by the Hur'q and the Sword of Kahless was stolen.

In the 22nd Century the Empire came into contact with the United Federation of Planets . The relations between the two powers deteriorated, leading to a brief open war in the 23rd Century . The destruction of Praxis in 2293 turned the tides and led to the Khitomer Accords , which would culminate in a firm Klingon-Federation alliance in the 24th Century .

Since the events of Star Trek: Nemesis , the Klingon Empire has expanded its territory. Under Martok they formed an alliance with the Orion Syndicate under Melani D'ian , bringing them into the Empire as a vassal. Later, hardliners led by J'mpok pushed for an invasion of the Gorn Hegemony to counter Undine infiltration. When Martok refused, J'mpok challenged and defeated him for leadership of the Empire. Both these annexations were condemned by the Federation, straining the relations between the two powers.

In 2405 , J'mpok 's rekindled an ancient claim over the Hromi Cluster , held by the United Federation of Planets . The Federation's refusal sparked a new Federation-Klingon War that would last until 2410.

Chancellorlrell

L'Rell, new Chancellor of 2411 following the fall of J'mpok.

In 2411 , a new Klingon Civil War broke out following J'Ula 's arrival to the 25th Century , where she addressed the High Council on J'mpok's dishonorable deeds. The war concluded with J'mpok falling to J'Ula in a duel to the death in the Great Hall during the final battle of Qo'noS, but J'Ula passes the Chancellorship to L'Rell , who was cloned by Tenavik and the monks on Boreth as a replacement of J'mpok, instead.

Politics [ | ]

Firstcitylrell

Current Chancellor L'Rell in the Great Hall on Qo'noS in 2411.

Qo'noS High Council Chamber

Former Klingon Chancellor J'mpok in the Great Hall on Qo'noS

The Empire is a feudal monarchy, where influence and allegiance is divided into great houses, such as that of B'vat . Though the official head of state is the Emperor Kahless , the real executive power is held by the Klingon High Council led by the Chancellor, formerly J'mpok , currently L'Rell in 2411. Throughout the Empire, the High Council's will is represented by local governors. The Klingon military, the Klingon Defense Force , also holds certain power and political influence, as it is its Commanders and Generals on who any Chancellor's authority relies.

Military (NPC) [ | ]

Starships [ | ].

Critter Rank 0 icon

Ground Forces [ | ]

Bosses [ | ], space [ | ].

  • Klingon Empire sectors
  • Klingon systems
  • Klingon planets

See also [ | ]

  • Klingon Empire Rebel
  • Klingon 2256

External Links [ | ]

  • Klingon Empire at Memory Alpha , the Star Trek Wiki.
  • 2 Playable starship
  • 3 Reputation System

Star Trek: Klingon Starships, Explained

The franchise's most iconic proud warrior race comes to battle with a wide variety of spacefaring vessels.

The Star Trek franchise has introduced dozens of humanoid alien races, most of which have immediately faded from public consciousness. A few have stuck in the minds of fans for generations. No Star Trek race seems more iconic to newcomers, fans, and uninformed observers than the Klingon. Their rubber foreheads and unique way of speaking have reached beyond the fandom. But how do these memorable warriors travel through space?

The starships of Star Trek aren't as important as one might think they'd be. Most ships appear, perform their role in the story, and fly away. Most Star Trek shows take place in a single Starfleet vessel, but the vehicles of other people and cultures are less crucial to the story.

RELATED: Star Trek: What Was The Most Powerful Federation Ship?

How Many Different Types Of Klingon Ships Are There?

There are more than twenty classes of Klingon ships in Star Trek . Several other ships appear but are not identified by the series. The first Klingon ship to appear in The Original Series was a D7-class battlecruiser. It was designed to resemble a manta ray in shape and color. Production designer Matt Jefferies created the D7. The original model still sits in the Smithsonian alongside the Enterprise. The K't'inga -class battlecruiser was introduced in the first Star Trek film as an upgrade to the D7. Star Trek III: The Search for Spock introduced the iconic Bird-of-Prey vessels, of which there are two classes. Those vessels were all common in The Original Series era of the franchise.

By the time of The Next Generation , Klingon vessels had become more dangerous and powerful. The Vor'cha -class attack cruiser first appeared in the 81st episode of The Next Generation . Elements of the new ship resemble Starfleet vessels, acting as a sort of middle-ground between the Bird-of-Prey and the Enterprise. The Negh'Var -class warship first appeared in the series finale of The Next Generation . It's considerably larger than most other Klingon ships. When Star Trek: Enterprise premiered, work started on the D4-class battlecruiser. It was meant to resemble the D7, but it wasn't finished in time for its intended debut. It did eventually appear in Star Trek: Into Darkness . The Raptor-class ship was the first new Klingon vessel to appear in Enterprise . The D5 serves as personal transport for high-ranking Klingons. Other vessels were mentioned once and never again. The BortaS bir, Par'tok, Qoj, Qugh, Toron, Jach, and other minor Klingon ships appeared briefly throughout the shows.

What Is the Most Powerful Klingon Ship?

The answer to this question depends heavily on the era. The most consistent winner would be the Negh'Var -class warship. The Negh'Var is a massive ship that is armed with a tremendous arsenal. It sports 20 disruptor banks , four torpedo launchers, and one gigantic disruptor cannon protruding from the front. It can also completely cloak itself. The Negh'Var shares many physical details with the Vor'cha -class attack cruiser because it was designed to be a larger version. It only appears in a few episodes of Deep Space 9 and The Next Generation . Its best showcase comes in the DS9 episode "The Way of the Warrior." It's never participated in a big fleet battle.

The Negh'Var has since been supplanted in power by the Sarcophagus. The Ship of the Dead is the flagship of the Klingon House of T'Kuvma. Like the Negh'Var , the massive Sarcophagus could cloak itself to escape from sight and radar. The Sarcophagus was several times larger than the largest Starfleet cruiser . It measured close to 700 meters in length. The vessel is armored with countless interlocking metal pods, like a spacefaring chain mail. It's armed with enough directed energy weapons and torpedoes to obliterate the surface of a habitable planet. The Sarcophagus was destroyed by the USS Discovery, possibly handing the top spot back to the Negh'Var .

What Is the Most Common Klingon Ship?

The Bird-of-Prey is the most common Klingon ship in the Star Trek franchise . It first appeared in the third feature film and immediately became one of the most iconic designs. There were two main variants of the Bird-of-Prey when it was introduced, but there have since been dozens of slight variations in various shows. The same phenomenon has struck the original D7. In both cases, this is a side effect of modern Star Trek 's love of callbacks. The show frequently brings back old ideas with fresh spins. The D7 and Bird-of-Prey have a ton of nostalgia behind them, so they'll keep showing up.

The Klingons have a ton of interesting ships, even if they all serve the same basic purpose. From the original designs to their most modern incarnation, every Klingon ship is designed to be intimidating, powerful, and dangerous. When a Klingon vessel pops up in an episode of Star Trek , there's a 90% chance that the current Starfleet ship will be going to war with it. Those Klingons are single-minded, but they still keep innovating.

MORE: Star Trek: Why Do Klingon Ship Bridges Look The Way They Do?

Screen Rant

I’m glad john colicos changed his mind about returning as star trek: ds9's klingon.

Star Trek: DS9 pulled off an impressive classic Klingon reunion in "Blood Oath", but TOS actor John Colicos almost turned it down due to the script.

  • John Colicos almost didn't return as Kor in DS9, but thankfully changed his mind, leading to a classic Klingon reunion.
  • The handling of Kor's character in "Blood Oath" caused Colicos to object, fearing a comic portrayal of the iconic Klingon.
  • Colicos insisted on Kor surviving in DS9, ensuring the historic classic Klingon reunion felt complete and true to the original series.

Star Trek: The Original Series actor John Colicos nearly didn't return to Star Trek: Deep Space Nine , but he thankfully changed his mind, leading to future appearances by the legendary Klingon, Kor. John Colicos holds the distinction of being the actor who originated the Klingons in Star Trek , appearing as the main antagonist in TOS season 1, episode 27, "Errand of Mercy". Kor made such an impression on the TOS cast and crew that Gene Roddenberry wanted to make him a recurring character. Unfortunately, scheduling commitments meant that Colicos was unable to reprise the role of Kor for "The Trouble with Tribbles" and "Day of the Dove" .

With John Colicos unavailable for future Star Trek: The Original Series episodes, the characters of Koloth (William Campbell) and Kang (Michael Ansara) were created for "The Trouble with Tribbles" and "Day of the Dove", respectively. Star Trek: Deep Space Nine season 2, episode 19, "Blood Oath" brought back all three TOS Klingons, teaming them with Lt. Jadzia Dax (Terry Farrell) . "Blood Oath" is a highly regarded episode of DS9 season 2, but it could have been very different if John Colicos had decided not to return as Klingon Dahar Master, Kor .

I Didn’t Know Where Roddenberry Got The Name Klingon In Star Trek Until Now

John colicos didn’t want to become a “buffoon” in star trek: ds9, "... you're making a travesty of what has become a cult figure".

When John Colicos received the script for "Blood Oath", he completely disagreed with the handling of the character of Kor . In the original script, Peter Allan Fields wrote Kor as a Klingon version of William Shakespeare's Falstaff character. A boastful knight and something of a drunk, Falstaff is largely a comic character in the three Shakespeare plays in which he appears. John Colicos objected to a similarly comic and bufoonish take on Kor , telling Star Trek: Deep Space Nine - The Official Poster Magazine issue 8 that he told DS9 producer Michael Piller:

"I don't really want to play this character, because it's totally contradictory to the original Kor. I have a huge following from the original one, and if he becomes just a buffoon, then I'd honestly rather not do it."

Michael Piller assuaged John Colicos' fears somewhat by telling him that Kor would become a hero by the end of "Blood Oath". The deal was finally sealed when it was decided that, out of the three TOS Klingons in DS9 , Kor would survive his Star Trek: Deep Space Nine appearance, living to tell the tales of Kang and Koloth's heroic deaths . Indeed, John Colicos was adamant that Kor should not die in "Blood Oath", telling Star Trek Monthly issue 55 that:

"I said I didn't want to be killed off, otherwise I'd have preferred just to be remembered as the initial Commander Kor that people saw in the original series..."

Star Trek: DS9’s Classic Klingon Reunion Wouldn’t Work Without John Colicos

Due to the prosthetic changes between Star Trek: The Original Series and Star Trek: Deep Space Nine , it's not immediately apparent that it's the same Kor, Kang, and Koloth in "Blood Oath". However, it becomes clear very quickly that this is a historic classic Klingon reunion on DS9 , which is a big deal. A TOS Klingon reunion without John Colicos, the actor who originated the Klingons on Star Trek , would have felt incomplete .

Michael Ansara later reprised the role of a younger Kang in Star Trek: Voyager season 3, episode 2, "Flashback".

If John Colicos had turned down the chance to return as Kor from Star Trek: The Original Series , then Peter Allan Fields would have to have created a new Klingon to join Kang and Koloth's quest. The story would still have made for a classic Klingon episode , but any Kor replacement would have felt like an impostor. It's lucky then that John Colicos was persuaded to reprise the role of Kor in Star Trek: Deep Space Nine , where he clocked up two more appearances after "Blood Oath".

All episodes of Star Trek: The Original Series and Star Trek: Deep Space Nine are available to stream on Paramount+.

Star Trek: Deep Space Nine

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Star Trek: Deep Space Nine, also known as DS9, is the fourth series in the long-running Sci-Fi franchise, Star Trek. DS9 was created by Rick Berman and Michael Piller, and stars Avery Brooks, René Auberjonois, Terry Farrell, and Cirroc Lofton. This particular series follows a group of individuals in a space station near a planet called Bajor.

Star Trek: The Original Series

Star Trek: The Original Series follows the exploits of the crew of the USS Enterprise. On a five-year mission to explore uncharted space, Captain James T. Kirk (William Shatner) must trust his crew - Spock (Leonard Nimoy), Dr. Leonard "Bones" McCoy (Forest DeKelley), Montgomery "Scotty" Scott (James Doohan), Uhura (Nichelle Nichols), Chekov (Walter Koenig) and Sulu (George Takei) - with his life. Facing previously undiscovered life forms and civilizations and representing humanity among the stars on behalf of Starfleet and the United Federation of Planets, the Enterprise regularly comes up against impossible odds and diplomatic dilemmas.

Memory Beta, non-canon Star Trek Wiki

A friendly reminder regarding spoilers ! At present the expanded Trek universe is in a period of major upheaval with the continuations of Discovery and Prodigy , the advent of new eras in gaming with the Star Trek Adventures RPG , Star Trek: Infinite and Star Trek Online , as well as other post-57th Anniversary publications such as the ongoing IDW Star Trek comic and spin-off Star Trek: Defiant . Therefore, please be courteous to other users who may not be aware of current developments by using the {{ spoiler }}, {{ spoilers }} OR {{ majorspoiler }} tags when adding new information from sources less than six months old (even if it is minor info). Also, please do not include details in the summary bar when editing pages and do not anticipate making additions relating to sources not yet in release. THANK YOU

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  • Klingon starship classes
  • Klingon bird-of-prey starships

Klingon bird-of-prey

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D12 class

A D12 -class bird-of-prey firing on the USS Enterprise -D

The Klingon bird-of-prey was a classification of starship used by the Klingon Empire . They were typically small or agile classes of ships which made up a significant proportion of the Klingon fleet alongside larger, bulkier ship types.

Although the Klingons have used this sort of avian descriptor for their ships since at least the 22nd century , the ship type " bird-of-prey " is also used to describe a Romulan ship type, the Romulan bird-of-prey .

  • 1.1.1 Names
  • 1.2 History
  • 2 Bird-of-prey classes
  • 3.1 Connections
  • 3.2 External link

History and specifications [ ]

Overview [ ].

The Klingons produced numerous classes of starships designated Bird-of-Prey , traditionally these were smaller classes used as scouts . Over time the designation was expanded to be used on larger classes with a similar design to traditional birds-of-prey. ( TOS movie : The Search for Spock ; TNG episode : " Yesterday's Enterprise ")

Bop22kling

A 22nd century bird-of-prey

The typical Bird-of-Prey design featured a primary hull with a long protruding neck at the front with a command bulb at the end, a variation on what is known as the Drell design . Usually a photon torpedo tube was located on the lower side of the command bulb. To either side of the main hull are wings with disruptor cannons mounted at the end. Certain classes featured additional armaments such as rear firing torpedoes and additional disruptors. ( TOS movie : The Search for Spock ; TNG episode : " Yesterday's Enterprise "; ENT episode : " The Expanse ", et al.)

In tlhIngan Hol , a Bird-of-Prey type ship is called a toQDuj . The word can be broken down into toQ , "bird-of-prey", and Duj , "ship". ( tlhIngan Hol reference : The Klingon Dictionary )

The D'Gavama -class gets its name from a klingonaase word meaning "bird-of-prey". ( FASA RPG module : Klingon Ship Recognition Manual )

History [ ]

The earliest known classes of Bird-of-Prey were in operation in the mid- 22nd century . ( ENT episode : " The Expanse ")

A B'rel -class bird-of-prey

By 2270 the Empire had introduced one of the most successful and long serving class of Bird-of-Prey, the B'rel -class . The B'rel -class was designed from Romulan concepts obtained in the Klingon-Romulan Alliance , the most notable technology integrated into the vessel from that alliance being a cloaking device . ( TOS comic : " Trekkers "; ST reference : Starship Spotter )

The B'rel -class was a highly successful design and served long into the 24th century . It also spawned several other Bird-of-Prey classes of near identical design, including the D12 -class and K'vort -class . Though the K'vort, and later Chuq'Beh -class were notably larger than the original B'rel design. ( ST reference : Starship Spotter ; TNG movie : Generations ; TNG video game : Armada II , et al.)

Bird-of-prey classes [ ]

Insurrection-class.

Appendices [ ]

Connections [ ], external link [ ].

  • Klingon bird-of-prey article at Memory Alpha , the wiki for canon Star Trek .
  • 1 ISS Enterprise (NCC-1701)
  • 3 Odyssey class

Memory Alpha

Star Trek: Klingon Academy

  • View history
  • 1 Setting and story
  • 2 Background information
  • 3.2 Voice cast
  • 3.3.1 Interplay Entertainment Corp
  • 3.3.2 14 Degrees East
  • 3.3.3 Quality Assurance
  • 3.3.4 Interplay Audio
  • 3.3.5 In-Game Audio
  • 3.3.6 Dialog
  • 3.3.7 Cinematics Audio
  • 3.3.8 Interplay Video
  • 3.3.9 Interplay Technology
  • 3.3.10 Viacom Consumer Products
  • 3.3.11 An Ideal World
  • 3.3.12.1 Developer Relations Special Thanks
  • 3.3.12.2 Special Scripting Thanks
  • 4 External links

Setting and story [ ]

The game occurs just before the first Khitomer Accords as shown in Star Trek VI: The Undiscovered Country . General Chang is Brigadier Kerla's predecessor the Military Advisor to Chancellor Lorak, Gorkon 's predecessor. Chang is also the lead instructor at the Klingon Defense Forces Elite Command Academy. Gorkon is Chang's predecessor as Chief of Staff.

The story starts with an attempted coup against the gravely ill then-Chancellor Lorak. In a heated battle above the Klingon homeworld , General Chang foils this attempt, injuring his eye in the process.

The game is divided into two campaigns: The first is a simulated war against the Federation . Starting with a blitzkrieg, the war moves deeper into Federation space, exploiting the weaknesses inherent in the Federation's greatest strength – diplomacy – which renders the enemy "a brittle unity" in Chang's eyes. The war ends at the heart of the Federation, General Chang uses humanity's "greatest scientific achievements" ( Project Genesis ) on Earth wiping out all life.

During breaks from the Academy, you are called to spy on treasonous elements with ties to the recent coup attempt against the Chancellor.

Upon graduation (a great honor, given the atrocious failure rate), Chancellor Lorak dies, and the worst civil war in the history of the Empire ensues, with radical ramifications to come...

Background information [ ]

  • Producer and script writer Rafael Hernandez noted the game operated differently than Star Trek: Starfleet Academy , " our ships fly slower, they have mass, inertia, they feel like capital ships. They have a variety of different systems that weren't available for 'Starfleet Academy.' For example, you can batter down an opponent's shields, and send over boarding parties to capture or cripple the other craft. You have the ability to supply power to your ship's systems in ways that you couldn't in 'Starfleet Academy'. " ( Star Trek: The Magazine  Volume 1, Issue 8 , p. 84)
  • Regarding story development, Hernandez explained that their licensing restricted them to Star Trek: The Original Series and the first six films. Star Trek VI: The Undiscovered Country seemed to focus the most on the Klingons, and it was Paramount that suggested a story featuring General Chang. ( Star Trek: The Magazine  Volume 1, Issue 8 , p. 86)

Credits [ ]

Gorkon (greenscreen)

Actor David Warner during production of this game

  • Christopher Plummer as Chang
  • David Warner as Gorkon
  • Wayne Grace as Poktarl
  • Fritz Sperberg as K'Mak
  • Andrew Palmer as Jaghjech
  • Blake Lindsley as K'Poraq
  • Blake Hammond as K'Mpec
  • J. Paul Boehmer as Melkor
  • Paul Sandman as Toq
  • Douglas O. McDonald as Kalnor
  • Michael McFall as Weapons Officer
  • John Shull as Extra 1
  • Michael Braveheart as Extra 2

Voice cast [ ]

  • Greg Eagles as Torlek ( β )
  • Michael Dorn as Thok Mak ( β ) (Colonel Worf's younger brother)
  • George Takei as Captain Hikaru Sulu
  • Michael Gough as Civil War Engineer / Battlestation Commander
  • Barry Lynch as Academy Helmsman / ra'wl'a Captain / Freighter Captain 1 / tlHoy Captain
  • Kevin M. Richardson as Civil War Communications Officer / Garlok / Starbase 1 / Tholian Commander / Tutorial Instructor
  • Perry Brown as Civil War Marine Commander / Vutwl' Hech Captain
  • David Lodge as Academy Weapons Officer / Chang's Communications Officer / Wingman 1 / Povaq Captain
  • John Vernon as Academy Communications Officer / Federation Commander 2
  • T.C. Carson as Academy Engineer / Gorkon Allied Command / Starbase 2
  • Murphy Dunne as Academy Security Officer / Freighter Captain 5 / QeynoHo
  • John Shull as Academy First Officer / Hovak Captain / Starbase 3
  • James Horan as Academy Marine Commander / Starbase 4 / Wingman 2 / Romulan Captain 2
  • Jamie Alcroft as Civil War Weapons Officer / Freighter Captain 2 / Altair Star Captain / Soorex
  • Lex Lang as Civil War First Officer / Hopogh Captain / Federation Commander 4
  • Brad Sanders as Academy Medical Officer / Freighter Captain 3 / Wingman 7 / Captain Ignatius Wright
  • Ron Taylor as Civil War Science Officer / Mobile Cargo Captain
  • Phil Proctor as Civil War Helm Officer / Tako / Commander Roq
  • Ron Feinberg as Civil War Medical Officer / WuHey / Federation Commander 1
  • Sean Smith as Academy Science Officer / HoDlytl Officer / Adel Radsek
  • Michael Clarke Duncan as Opening Movie Klingons
  • Produced by: Raphael Hernandez
  • Line Producer: Rene Hakiki
  • Game Design: Ron Hodge, Brent Kollmansberger, Steve McLafferty
  • Lead / 3D Programmer: John Panettiere
  • Lead Artist: Perry Scalf
  • AI / Physics Programmer: Robert Coultrip, PhD
  • Interface Programming: Mark Murakami
  • Sound Programming: Jude Greer
  • 3D Art: Manuel Salazar, Kurt Rauer, Chris Regalado, Mark Bergo
  • Mission Scripting: Danien Chee, Rene Hakiki, Chad Nicholas, Danny Stanley, Steve McLafferty
  • Story by: Raphael Hernandez, Brent Kollmansberger, Ron Hodge
  • Film Script by: Raphael Hernandez
  • For Wombat Games: Jason Spangler, Rick Delashmit
  • Additional Programming: Mike Kelleghan, Intermetrics
  • Additional Art: Arlene Somers, Pete Meihuizen, Evan Chantland, Tony Martin, Cornelia Magas
  • Additional Mission Scripting: Chuck Cuevas, Will Lebus, Grant Dai
  • Main Menu Script: Danien Chee
  • Training Mission Scripting: Chad Nicholas
  • In-Game Movie Scripting: Steve McLafferty
  • Multiplayer Mission Scripting: Danien Chee
  • Media Resource Management: Rene Hakiki
  • Installer: Daniel Stanley
  • Game Manual: Ron Hodge
  • Division Head: Brian Christian

Interplay Entertainment Corp [ ]

  • Marketing: Stacy Bremmer, Paul Naftalis
  • Creative Services Manager: Kathy Helgason
  • Production Manager: Thom Dohner
  • Traffic Manager: Brian Harkins
  • Package Layout and Design (US): Schlieker Design
  • Public Relations: Heather McLaughlin
  • Project 'Grandfather': James Boone

14 Degrees East [ ]

  • Director of Technology: Eric Whelpley
  • Film Script Editing: D.C. Fontana

Quality Assurance [ ]

  • Directors of Quality Assurance: Jeremy S. Barnes, Michael Motoda
  • QA Managers: Greg "Moose" Baumeister, "Junga" Dave Simon
  • QA Division Operations Manager: Monica Vallejo
  • QA Project Supervisors: Erick "Vampire" Lujan, Cory "Faerl" Nelson, Doug Finch
  • QA Senior Testers: Erick "Sonic Pooh" Guenther, Eric "Fillabuster" Fong, Kevin "Daulton" Osburn
  • QA Testers: Mark "Fezzik" Pfeiffer, Eric "Eraser" Pribish, Bradley "Devil Doll" Dutton, Joe "Mystic" Isip, Harold "Dragonball" Kim, Devin "Mother-Animal" Vink, Erik "Bomber" Hernandez, John "Random" Hoover, Seth "Moonchilde" Baker, Albert "Teknojedi" Perez, David "Hunter" Vodhanel, Belinda "Vexen" Berglof, Erik "Crow" Markham, David "Marikus" Webb, Brock "Dolomite" Heinz, David "Chewy" Farias
  • QA IS Technicians: Bill "So-Lo" Delk, Tom "The Major" Quast
  • Compatibility Manager: Darrell Jones
  • Compatibility Technicians: Derek Gibbs, Joshua Walters, David Parkyn, John Parker

Interplay Audio [ ]

  • Supervising Sound Designer/Editor: Adam Levenson
  • Supervising Mastering Engineer: Craig Duman

In-Game Audio [ ]

  • Music Composed and Conducted by: Inon Zur
  • Performed by: Members of the Seattle Philharmonic and Chorus
  • Music Editing by: Rick Jackson, Ron Valdez, Pull
  • Dialog Editing by: Frank Szick, Stephen Miller
  • Additional Mastering by: Frank Szick
  • VO Direction and Casting by: Chris Borders
  • VO Recorded At: Screenmusic Studios
  • VO Engineer: Ernie Sheesley

Cinematics Audio [ ]

  • Music by: Rick Jackson
  • Additional Music by: Albert Olson
  • Additional Music Mixing by: Rick Winquest
  • Foley Recorded at EFX by: Eric Thompson (Foley Mixer), Sean Row (Foley Artist)
  • Dialog and Foley Editing by: Eight Ball Sound, Adam Levenson, Chris Borders
  • Location Sound Supervision by: Chris Borders
  • Audio Director and Re-recording Mixer: Charles Deenen
  • Audio Administrator: Gloria Soto
  • Mixed at Interplay Entertainment in Dolby Surround

Interplay Video [ ]

  • Video Services Provided by: Dave "AVID master" Cravens, Bill "Compress this!" Stoudt, Dan "You want it when" Williams

Interplay Technology [ ]

  • Audio and Video Compression Technology: Paul Allen Edelstein
  • DirectSound 3D Programmer: Darren Monahan
  • Additional Programming Tools: John Morgan

Viacom Consumer Products [ ]

  • Paramount Pictures Liaisons Director, Product Development-Interactive & Technology: Harry Lang
  • Supervisor, Product Development-Interactive & Technology: Dan Felts
  • Klingon Mission Builder: Brian Aamot, Brainwave
  • Live Action Film Production provided by An Ideal World

An Ideal World [ ]

  • Producer: Lou Chagaris
  • Director: Robb Hart
  • Artist: Geanie
  • Line Producer: Jon Shigematsu
  • Assistant Director: Mike K.
  • 2nd Assistant Director: Mike M.
  • Director of Photography: Rich Shaefer
  • First Assistant Camera: Brian Rupp
  • Video Tech: Hollywood Nat.
  • Tape OP: Mark Koonce
  • Gaffer: Greg Kindrick
  • Best Boy Electric: Hollywood Nat.
  • Key Grip: Joachim Barnreuther
  • Grip: Stan Gerber
  • Painter: Hollywood Nat.
  • Script Supervisor: Katy Dowdalls
  • 2nd Camera: Tom Denovie
  • Stunt Coordinator: Doc Duhame
  • Carpenter: Mike Wagstaff
  • Audio: Phil Brown
  • 2nd Audio: Valerie Stulman
  • Boom: Brian Porlier
  • Make-Up: Richard Snell, Belinda Bryant
  • Wardrobe: Kim Shull
  • Wardrobe Assistants: Renne, Mary Ellen
  • Teleprompt: Sharon Ruiz
  • First Aid: Scott Baron
  • Key Production Assistant: Manny Michel
  • Production Assistant 2: Andy Cheung
  • Production Assistant 3: Darryl Garcia
  • Craft Services: Anita Lyman
  • Hair: Josee Normad
  • Hair Assistants: Charlotte, Norma
  • Casting: Ron Surma , Star Trek Production at Paramount

Special Thanks [ ]

  • Based on Star Trek , created by Gene Roddenberry (1921-1991)
  • Special Thanks to Rick Berman , Dave Rossi , Ron Surma and Dan Curry from Star Trek production and Juliet Dutton at Paramount.

Developer Relations Special Thanks [ ]

  • Brian Bruning, 3dfx
  • Vaughn Rhodes, Rendition
  • John Kim, Diamond Multimedia
  • Chris Donahue, nVidia
  • Jay Stocking, nVidia
  • Jim Clardy, NEC Electronics Inc.
  • Bill Gavlicek, Creative Labs, Inc.
  • Brett Schneff, Microsoft

Special Scripting Thanks [ ]

  • Chris Holland

External links [ ]

  • KlingonAcademy.com
  • Klingon Academy at Memory Beta , the wiki for licensed Star Trek works
  • Star Trek: Klingon Academy at Wikipedia (with spoilers for the civil war campaign)
  • Star Trek: Klingon Academy at TrekCore
  • 2 ISS Enterprise (NCC-1701)

Star Trek: Klingon

Table of contents.

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Learn about Klingon culture while exercising Klingon justice.

Star Trek: Klingon/Table of Contents

  • Star Trek: Strategic Operations Simulator
  • Voyager - The Arcade Game
  • Star Trek (script game)
  • 3-D Star Trek
  • Begin: A Tactical Starship Simulation
  • The Promethean Prophecy
  • The Kobayashi Alternative
  • First Contact
  • Star Trek: The Next Generation: The Transinium Challenge
  • Star Trek: The Rebel Universe
  • Star Trek V: The Final Frontier
  • Phaser Strike
  • The Motion Picture
  • 25th Anniversary
  • Judgment Rites
  • The Next Generation - A Final Unity
  • Deep Space Nine: Harbinger
  • Chekov's Lost Missions
  • Generations
  • The Next Generation: Klingon Honor Guard
  • The Game Show
  • Starship Creator
  • Birth of the Federation
  • Starfleet Command
  • Hidden Evil
  • The Next Generation: Future's Past
  • The Next Generation
  • The Next Generation: Echoes from the Past
  • Beyond the Nexus
  • Deep Space Nine - Crossroads of Time
  • Deep Space Nine: The Fallen
  • ConQuest Online
  • Klingon Academy
  • Starship Creator Warp II
  • Voyager - Elite Force
  • Deep Space Nine: Dominion Wars
  • Starfleet Command II: Empires at War
  • Starfleet Command: Orion Pirates
  • Starfleet Command III
  • Bridge Commander
  • Elite Force II
  • Shattered Universe
  • Tactical Assault
  • Star Trek (2013)
  • Bridge Crew
  • Prodigy: Supernova
  • Pages needing categorisation
  • Guides at completion stage 0
  • Pages needing box artwork
  • Simon & Schuster
  • Single player
  • Full-motion video

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  1. Star Trek Klingon Knife

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  4. Marc Okrand on Klingon and Conlanging

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  6. Star Trek: 10 Ways The Klingons Have Developed Since The 1960s

COMMENTS

  1. Klingon

    Klingon patrol officers. By 2259 in the alternate reality, after Starfleet's first contact with the Empire, the Klingons had conquered and occupied two planets known to the Federation and fired on Starfleet ships half a dozen times. Tensions between the two powers were high and an all-out war was considered inevitable. During that year, before surrendering to the Federation, Khan Noonien Singh ...

  2. Klingon

    Design Conception Two Klingon men and a Klingon woman as they appear in the Star Trek: The Original Series episode "Day of the Dove".The bronzed skin, facial hair, lack of ridged foreheads, and simple costumes are typical of The Original Series.. The Klingons were created by screenwriter Gene L. Coon, and first appeared in the Star Trek episode "Errand of Mercy" (1967).

  3. Klingon Empire

    The Klingon Empire was the official state of the Klingon people. It was founded in the 9th century by Kahless the Unforgettable, who first united the Klingon homeworld of Qo'noS. Since then, the Klingon Empire expanded its sphere of influence by conquering numerous systems and incorporating them. This made the Empire a major power in its region of the galaxy as of the 22nd, 23rd, and 24th ...

  4. Klingon history

    Klingon history is the violent but colorful history of the Klingon people and their empire. See Klingon evolution A "Garden of Eden"-like place known as Qui'Tu played a role in Klingon creation myths. Kortar, the first Klingon, along with his mate, were created by gods whom they subsequently destroyed. (Star Trek V: The Final Frontier; DS9: "You Are Cordially Invited"; VOY: "Barge of the Dead ...

  5. The Complete History of the Klingons in Star Trek's TNG Era

    A civil war broke out in the Empire deposing the longest ruler in Klingon history, K'mpec. Duras, son of Ja'rod, led a faction that wanted to break ties with the Federation and make the Klingons more warlike. He was killed by Worf in revenge for Mogh's death around 2367.

  6. A Complete History of Star Trek's Klingons in The Original Series Era

    Despite being created on a whim for Star Trek: The Original Series, the history of Klingons is one of the most fully realized in the universe. Even though much of it was defined after that first show, how the Klingon Empire took shape is important. The Klingons were created by Gene L. Coon as a surrogate power for the Soviets to the Federation ...

  7. Klingon

    Klingon (Discovery) is a playable subrace following the redesigned Klingons from Star Trek: Discovery. Missions set in the 2250s, or otherwise featuring Klingons from that era, follow this aesthetic. "Regular" Klingons, and the TOS aesthetic, are classified in-game as "Klingon TNG". However, although players can create a Starfleet-aligned ...

  8. All 5 Versions Of Star Trek's Klingons Explained

    Star Trek: The Next Generation, Deep Space Nine, And Voyager. The next three series in the Star Trek franchise greatly expanded on the Klingons, establishing their history, politics, and culture to a degree not previously seen. This began with the inclusion of a Klingon main character on Star Trek: The Next Generation.

  9. Errand of Mercy

    "Errand of Mercy" is the twenty-sixth episode of the first season of the American science fiction television series Star Trek. Written by Gene L. Coon and directed by John Newland, it was first broadcast on March 23, 1967.It was the first episode in which the Klingons appeared.. In the episode, with a war with the Klingons declared, Captain Kirk and his First Officer, Mr. Spock, attempt to ...

  10. Klingon Empire

    For the novel series of this name, see Star Trek: Klingon Empire. For the mirror universe counterpart, see Klingon Alliance. The Klingon Empire (Klingonese: tlhIngan wo') is an interstellar political entity in the Beta Quadrant, headed by the Klingon Chancellor and High Council, based in the Great Hall in the First City on planet Qo'noS. The Klingons rule the second largest interstellar polity ...

  11. Klingon

    For the video game and series, see Star Trek: Klingon and Star Trek: Klingons. The Klingons were a humanoid species native to the planet Qo'noS in the Beta Quadrant. They forged and ruled the Klingon Empire, one of the most prominent interstellar states over many centuries. (TOS episode: "Errand of Mercy") "We have always fought. We must. We are hunters...tracking and taking what we need ...

  12. Klingon

    Klingon. The Klingons were a humanoid warrior species that originated from the planet Qo'noS (pronounced Kronos). Originating from the planet Qo'noS in the Beta Quadrant, the Klingon Empire was a warrior dominated species and one of the major powers in the Galaxy. While there had been hostilities between the Federation and Klingons in the ...

  13. Klingon Empire

    The Klingon Empire is the official state of the Klingon people, originally founded by the legendary Klingon Warrior Kahless the Unforgettable. The Empire is lead by the Chancellor of the High Council and its primary military branch is the Klingon Defense Force . By 2409, the Klingon Empire has expanded its territory, notably its take over of ...

  14. Qo'noS

    Qo'noS, alternatively spelled as Q'onoS, also known as Kling or the Klingon homeworld, and transliterated to Kronos in English, was an inhabited class M planet in the Qo'noS system, the homeworld of the warp-capable Klingon species, and the capital planet of the Klingon Empire. (ENT: "Broken Bow", "The Expanse", "In a Mirror, Darkly, Part II" display graphic; Star Trek VI: The Undiscovered ...

  15. Gowron

    Gowron, son of M'Rel, is a fictional character who appeared in the American science fiction television series Star Trek: The Next Generation and Star Trek: Deep Space Nine.Portrayed by Robert O'Reilly, he is the leader of the Klingon Empire, known as the Chancellor.O'Reilly had appeared earlier in The Next Generation as Scarface in the second season episode "Manhunt", and was cast as Gowron ...

  16. Star Trek: Klingon Starships, Explained

    The first Klingon ship to appear in The Original Series was a D7-class battlecruiser. It was designed to resemble a manta ray in shape and color. Production designer Matt Jefferies created the D7 ...

  17. Klingon (mirror)

    Star Trek: Mirror Universe. By the early 23rd century, the Klingon Empire was engaged in a cold war with the Terran Empire. The conflict flared up from time to time with the Klingons winning a major victory in the 2220s. However, the Klingons respected the Terrans as worthy foes. In 2268, in a effort to bring peace between Elasians and Troyians ...

  18. Kahless the Unforgettable

    Kahless the Unforgettable (Klingonese: qeylIS) was a legendary mytho-historical Klingon figure. He was the first Warrior King and Emperor of the Klingon Empire, known as the "greatest warrior of them all". Kahless was the last Klingon to unite all tribes until the Federation-Klingon War of 2256, which was started with that purpose by a Klingon called T'Kuvma, who was concerned that his race ...

  19. Klingon language

    Klingon; tlhIngan Hol: Pronunciation [ˈt͡ɬɪ.ŋɑn xol]: Created by: Marc Okrand, James Doohan, Jon Povill: Setting and usage: Star Trek films and television series (TNG, DS9, Voyager, Enterprise, and Discovery), the opera ʼuʼ, the play A Klingon Christmas Carol, and The Big Bang Theory: Users (Around a dozen fluent speakers cited 1996) Purpose

  20. I'm Glad John Colicos Changed His Mind About Returning As Star Trek

    Star Trek: The Original Series actor John Colicos nearly didn't return to Star Trek: Deep Space Nine, but he thankfully changed his mind, leading to future appearances by the legendary Klingon, Kor. John Colicos holds the distinction of being the actor who originated the Klingons in Star Trek, appearing as the main antagonist in TOS season 1, episode 27, "Errand of Mercy".

  21. Klingon bird-of-prey

    The Klingon bird-of-prey was a classification of starship used by the Klingon Empire. They were typically small or agile classes of ships which made up a significant proportion of the Klingon fleet alongside larger, bulkier ship types. Although the Klingons have used this sort of avian descriptor for their ships since at least the 22nd century, the ship type "bird-of-prey" is also used to ...

  22. Star Trek: Klingon Academy

    Star Trek: Klingon Academy is a video game published by Interplay Entertainment in 2000. You play from the perspective of Torlek, a cadet of General Chang's elite command academy. You follow him as he makes his way through trial after trial. He eventually catches the interest of Chang himself, who recruits him to help discover the nature of a growing insurgency within the Klingon Empire. The ...

  23. Star Trek: Klingon

    Tari Trek. Begin: A Tactical Starship Simulation. The Promethean Prophecy. The Kobayashi Alternative. First Contact. Star Trek: The Next Generation: The Transinium Challenge. Star Trek: The Rebel Universe. Star Trek V: The Final Frontier. 1970s & 1980s (Consoles):

  24. Chang (Star Trek)

    In Star Trek VI: The Undiscovered Country, Chang is a well-known Klingon general who believes that "in space all warriors are cold warriors."Throughout the film he is often depicted as fierce, cunning and willing to participate in battles personally. Chang has a deep-seated hatred for the United Federation of Planets and believes that a war with them is inevitable.