Dictionary Definition
affront n : a deliberately offensive act or
something producing the effect of an affront; "turning his back on
me was a deliberate insult" [syn: insult] v : treat, mention, or
speak to rudely; "He insulted her with his rude remarks"; "the
student who had betrayed his classmate was dissed by everyone"
[syn: diss, insult]
User Contributed Dictionary
Pronunciation
-
- Rhymes: -ʌnt
Verb
Translations
to meet defiantly; confront
Noun
Translations
hostile encounter or meeting
French
Etymology
from Old FrenchPronunciation
- lang=fr|/a.fʁɔ̃/
- SAMPA: /a.fRO~/
Noun
affront /a.fʁɔ̃/- affront, insult, snub.
Derived terms
Extensive Definition
This article describes the fictional species
mentioned in greater detail in the Culture
science-fiction novels of Iain M.
Banks, with the exception of the pan-humans of the Culture
themselves (who are described in great detail in the Culture main
article).
Affront
The Affront are a species described in Excession.
Originally named after their homeworld Issorile, their current name
was given to them by another Involved
species - the Padressahl - after they ate the members of a
Padressahl trade mission to Issorile. They embraced their given
name, proud of their exuberant sadism.
Physique
An average adult Affronter's body consists of a
floating, bulbous mass about two metres in diameter, which hangs
from a frilled gas sac one to five metres in diameter depending on
their desired buoyancy and which can be deflated and covered by
protective plates.
Six to eleven tentacles of varying length and
thickness grow from the central mass, of which at least four end in
leaf shaped paddles. Many affronters have lost one or more
tentacles in combat or duels. Beaks on the front and rear of the
central mass cover the creature's mouth and genitals, respectively.
The eyes and ears are held on stalks above the fore beak (they also
have a sensor bump atop the gas sac). An anus/gas vent is located
in the bottom centre of the main body. The latter is one of their
sources of propulsion, though they usually 'walk' on their limbs or
'paddle' through the air unless in a hurry.
Their homeworld is described as a 'fog-bound
moon-planet', probably similar to a larger version of Saturn's moon
Titan.
Affronters require a high pressure, low temperature environment,
and breathe an atmosphere composed mostly of nitrogen and methane, plus other trace
hydrocarbons.
History
The Affront became a major galactic species - of
a power and advancement sufficient enough to prevent too direct
intervention by the Culture - by virtue of several coincidences.
Discovered by the Padressahl, a much more powerful species at that
time, they proved impervious to the Padressahl's Culture-like
attempts to change their predatory outlook towards other species,
or to change their sadistic nature. When the Padressahl eventually
sublimed,
the Affront were advanced enough to start expanding widely from
their local sphere of influence, which by chance lay on the other
side of the galaxy from the Culture. By the time the two
civilisations came into closer contact, shortly after the Idiran-Culture
War, the Culture was not willing to entertain another massive
military action to contain the Affront (even though it was at the
height of its military power). Clandestine efforts to moderate
their society did however continue, and after the Affront's warlike
actions in Excession, the Culture started more direct steps in
limiting their expansion and behaviour.
Affront society is described as being 'a never
ending, self perpetuating holocaust of pain and misery', where the
strong prey upon weaker species and individuals. The Affront
therefore pose a difficult moral problem for the Culture with its
reluctance for direct intervention. However, the Affront are
intelligent and cooperative enough (ritual or spontaneous duels
notwithstanding) to build a stellar empire, and to develop advanced
technology, or else steal it. They have also received some Culture
technology (such as the ability to build orbitals)
in exchange for grudgingly kept promises of better behaviour.
Among their own technological accomplishments is
a strong aptitude for genetic
engineering, which they developed long before spaceflight. They
use this skill almost exclusively on 'prey species', which tend to
be changed so as to provide greater sport (and opportunity for
sadism) during the communal hunts forming a major part of the
Affront culture. One of the few changes to their own species was
the redesign of their females to make sex painful for them, a
choice exemplary of the reasons they are considered abhorrent by
the Culture.
Azadians
The Azadians are the major species described in
The
Player of Games. While the term technically names their
hegemonial space empire, the 'Empire of Azad', the Azadians are a
humanoid race with various peculiar physical and societal
parameters.
Physique
Generally humanoid, with short legs, their faces
are described as slightly bloated, flat and pale. Most crucially
however, Azadians are composed of three sexes - a 'male' having a penis
whose sperm is then fertilised by an 'apex' sex which has ovaries
and a 'reversible vagina' used as an ovipositor to implant the
fertilised eggs in the 'female' sex.
History
Stemming from the Planet Eä in the Lesser Cloud,
the Azadian Empire is, by the time it is contacted
by the Culture, a major stellar Empire, ruled by a single Emperor
and an Imperial bureaucracy - something described as very rare in
the universe of the Culture, as such systems are considered too
inflexible to produce the technological advances required for a
stellar society. Their success is at least partially attributed to
the eponymous game of Azad, which plays a central role in their
society and has existed since before the Azadians started
colonising other worlds.
The technological level of the Empire is
described as being much lower than the Culture's, though it seems
to be in contact with enemies of the Culture who sometimes furnish
it with Culture-equivalent technology.
At the end of The Player of Games, the Azadian
Empire is in massive internal turmoil based on the results of
Culture intervention. It is implied that this was the result sought
by Special
Circumstances, who see the upheaval as an opening for change to
a more advanced, more Culture-like society.
Society
In Banks' story, the distinction of three sexes
causes even harsher social stratification between the genders than
found in humanity, with the 'apex' sex being the clearly - and
harshly - dominant sex. In addition to this factor, two other
elements shape their society.
The game of Azad - often just 'The Game' - is not
only a testing mechanism for entry (at all levels) into the various
branches of bureaucracy, military and other careers of the Empire -
up to the very post of the Emperor belonging to the best player of
the game. It also serves to influence or directly determine the
current governing strategies, political faction fights and multiple
other elements of Azad's society. It is, in short, a philosophy and
a governing system, all played on multiple extremely complex
room-sized boards shaped like layered pyramidal landscapes, and
using various holographic pieces as well as playing cards and other
elements. While the game is not the only way of resolving conflicts
in the Empire (assassinations, for example, are also a
possibility), even conflicts on the board can take on a deadly
edge, with enemy participants sometimes wagering their own lives
and health (such as for example allowing themselves to be mutilated
if they lose).
This leads to the final element strongly
influencing their society, namely the fact that Azadian society has
an extremely strong undercurrent of physical (and sometimes
emotional) cruelty. While only the lower classes celebrate this
sadism in the open, the perversions of the upper classes are all
the more imaginative, with whole television networks being devoted
to snuff and
torture, activities in
which the consumers also engage themselves if they can.
As a result, Azadian society is highly
stratified, and while outwardly pompous and grand, also marked by
deep moral corruption, which galvanises the Culture's
representatives into direct action.
Changers
Changers, described in Consider Phlebas, are a
species genetically engineered as a weapon in the distant past by
an unknown species. They are capable of impersonating any humanoid
being of similar size by restructuring their body to resemble the
individual.
Physique
Changers have the ability to grow, shrink and
mold their body as willed, changing everything from looks to actual
muscles and bones, though most major changes - induced by a
trance-like state - take several days. While their cell structure
(genotype) will aways
remain their own, the impersonation is nearly perfect outwardly,
making visual identification as an imposter almost
impossible.
Changers also have conscious control of most of
their bodily functions - these include the ability to produce
copious amounts of sweat or small quantities of acid on their skin
(useful for close combat or escaping from bonds, respectively),
while the ability to shape their bone structure also allows them to
slip through bonds if they have enough time.
Changers also have various natural weapons, with
their bite, spittle and nails containing poisons or acidic
substances, and have perfected associated techniques in disguises,
impersonation (psychological tactics as well as subconscious
behaviour) and combat (assassination and self-defense) to improve
their abilities.
History
Because of the threat they pose to most humanoid
societies that depend on appearance as a means of identity, the
Changers are an almost universally reviled species, and are usually
killed where found. By the time of Culture novels, they were
isolated to a single large asteroid, known as Heibohre, where they
lived in a clan system of paramilitary structure. Some left that
world for various reasons, and by the time of the Idiran-Culture
War, many were working for the Idirans, mostly out of a dislike
for the Culture. The Changers were destroyed as a species in the
later stages of the war.
Chelgrians
The Chelgrians, described in Look to
Windward, are a recently contacted
race, which subsequently suffered a major civil war with billions
of dead when a failed Culture intervention caused a collapse of its
millennia-old caste
system.
Physique
The chelgrians are a mammalian species with two
genders; male and female, having evolved from an apex
predator of their home world. In looks, they somewhat resemble
an earth tiger with six legs. However, in the course of evolving
from animal to sentient being the mid legs have fused, making them
tripedal (walking on
the rear legs and the mid leg). They are between three and four
metres in length and one point five to two metres in height, and
have two arms ending in six digit hands that resemble paws. They
are furred with various markings and have large carnivore
teeth.
History
The Culture had decided to change Chelgrian
society via covert
intervention to diminish the caste system that was considered
an impediment to Chel’s development. Unfortunately Chel erupted
into civil war as an indirect result of the Culture’s actions.
Shocked by this disastrous turn of events, the Culture announced
that they had been manipulating Chel all along. The admission
succeeded in stopping the war, but also created strong hatred
towards the Culture.
The need of the Chelgrien-Puen (the sublimed
part of the Chelgrian society) to take revenge on the Culture
drives the events in Look to
Windward.
Society
Chelgrian society takes the form of a rigidly
enforced caste system, though sufficiently technologically advanced
enough to be considered Involved (that is
to say similarly advanced to the majority of space faring
species).
They are an especially notable race because of an
event in their history, as six percent of the Chelgrian population
sublimed
when they had been Involved for only a few hundred years. For this
to happen to a young race is unusual, and there was another
unexpected and remarkable outcome: the sublimed part of the
population maintained links with the majority part of the
population which has not moved on, calling itself the
Chelgrian-Puen (the 'gone before'). As a unique phenomenon in the
Culture universe, it also strongly influences the society's
outlook, as the Chelgrian-Puen consider themselves (and are
accepted as) the gatekeepers of the Chelgrian heaven.
Homomda
The Homomda are a major galactic race, somewhat
further advanced than the Culture, but not yet as removed from the
material universe as the Dra'Azon or
the
Sublimed civilizations. They see themselves as acting as a
balancing factor between other major races.
Physique
The Homomda have a tripedal, pyramid-formed
structure of around three and a half metres. They have a glistening
black skin color, and are at times 'mistaken for sculptures' when
amongst other species, as they have a habit of remaining perfectly
still for long periods of time.
History
Among the history revealed about the Homomda is
that they gave shelter to the 'Holy Remnants' of the Idiran species
when they were driven from their world and almost made extinct by
another species. They used the Idirans (who share similarities to
their tripedal form) as elite mercenary troops and later helped
them reconquer their homeworld and expand their own sphere of
influence. In the Idiran-Culture
War, they supported the Idirans against the Culture, due to a
policy of trying to prevent one species (or group) from attaining
too much influence in the galaxy, similar to real-world Great
Britain before World War I.
After sustaining heavy losses during the
decade-long war - even with their ships being described as more
powerful than most Culture ships (Appendices of Consider Phlebas) -
they eventually struck a truce with the Culture and withdrew from
the conflict. This was a major factor in the eventual Idiran
defeat.
In Look To Windward it is noted that the Homomda
consider the Culture to be immature, impulsive - childish, in a
word. However, the Homomoda character central to the novel feels
warmth for his Culture friends, and finds himself increasingly
changing from an 'Ambassador' to a Culture citizen.
Idirans
The Idirans are a major galactic race, most known
for their war
against the Culture. By the time of Consider Phlebas, they are
an aggressive but calculating warrior species which considers it
their holy duty to bring order to the universe and its lesser
races.
Physique
Full-grown Idirans stand about three meters tall
on a tripod of legs and have two arms. There is some hint of fully
trilateral symmetry in their ancestry, as a third, vestigial, arm
has evolved into a chest-flap which the Idirans use to create loud,
booming warning signals. They have a saddle-shaped head with two
eyes at each end of the saddle.
Idirans are biologically immortal and are very
resilient to physical damage as they are protected by a natural
keratinous body-armour and can withstand catastrophic damage and
even remain conscious, though they do not naturally regenerate.
They are dual hermaphrodites, each half
of a couple impregnating the other. After one or two pregnancies
Idirans lose their fertility and develop into the warrior stage,
reaching greater size and weight, the armour hardening fully.
Idiran warriors are capable of taking enormous amounts of damage
and can survive massive trauma that would kill a human being
instantly-for example, losing a large fraction of their head.
The biological immortality was a result of their
evolution as the 'top monster on a planet full of monsters', where
strong natural
selection pressure and a strong background radiation (causing
mutations) prevented
the biological immortality from stifling the evolution of the
species.
History
Once the Idirans had tamed their environment they
lived in peace and solitude for forty-five thousand years until
they were almost made extinct by alien invaders. In response (and
in reflection of their physical change from breeder to warrior),
they turned into a warrior race and attempted to conquer and
convert all other races in the galaxy to bring about the order
their God desires (see 'Society' below). This successful and brutal
expansion eventually resulted in the Idiran-Culture
War. Their religious need to defend and hold once-conquered
territory at all costs is described as having been part of their
downfall, competing with the Culture's spaceborne
flexibility.
Idir, the homeworld of the species, was never
conquered during the war, though the Culture succeeded in removing
the artificial restraints holding back the development of the
planet's information network, which then upgraded itself to
sentience, 'becoming a Culture Mind in all but name'. This and the
loss of the war itself led to major changes in Idiran
society.
Society
The Idirans are a deeply religious people and
believe in a single, rational God who wants a better
existence for his creation. Everything in life has its place and it
is desirable to bring about order by putting things into their
right places. This belief developed while they were struggling for
survival in the harsh and chaotic conditions of their home world.
Idirans also believe that they are the only beings with immortal
souls - as other species do not even possess biological
immortality, they see no reason to assume they would possess the
spiritual kind. In this way, they treat all other sentient races as
similar to very intelligent pets.
By the time of the later novels, the Idirans have
become 'Culturized' to some degree, with some having joined Culture
ships crews.
Medjel
The Medjel are a 'companion' (or slave) species
to the Idirans. They originally evolved in a social symbiosis with the Idirans, who later
bred them as a companion species over the course of forty thousand
years (by the time of the Idiran-Culture
War). They are reckoned to be about two thirds as intelligent
as the average human. Outnumbering Idirans by about 12 to 1 but
being genetically loyal to them, they provide good, if
unimaginative, soldiers and servants.
Physically, the medjel are about two metres long,
with green-brown skin. They have flat, long heads with distinct
muzzles, walk on four feet and use two front feet as hands. The
tail of military medjel is docked.
Morthanveld
The Morthanveld, described in Matter,
are a spiniform
aquatic species, who are described as a high-level involved society, meaning that
they are part of the 'Optimae', those highest tier of civilisations
in power and sophistication to which the Culture itself is
counted.
Physique
The Morthanveld are described as milky-coloured
spheres of approximately a metre in diameter, with hundreds of
spines, which are quite flexible and some serve manipulatory
functions. They can also be adorned with rings and other
decorations and their colour-change is a form of body-language, and
squirts of water molecules (assumed to be coded via chemicals) also
serve as a form of communication.
Society
There is so far relatively little description of
the society of the Morthanveld in the Banks novels. They are
described as being technologically and otherwise on a similar level
as the Culture, and also control vast speheres of the galaxy,
including being the mentors of various lesser galactic races such
as the Nariscene. They have a rudimentary remaining money system,
but according to the Culture, are approaching a stage in their
development when they will turn into a similar post-scarcity
society - a potential cusp
which the Culture has chosen to not endanger by interventionary
moves which it might attempt with less advanced
societies.
Nariscene
The Nariscene, described in Matter,
are an insectile species,
described as a mid-level involved society, meaning that
they are both a mentored species as well as mentoring lesser
species in turn.
Physique
The Nariscene are described as six-limbed
insectiles covered with keratinous shells. Their bodies
have five segmentations, and are around a metre and a half long
(not counting manipulatory stalks with their mandibles), though sizes change
with sub-species, with the lesser individuals in a hierarchy being
slightly smaller. They often implant jewelry or tools and weapons
straight into their carapaces. They communicate
partly via scented gas squirts. They are often seen with support
backpacks which house anti-gravity equipment and support equipment
which the Oct seem to need for survival or comfort, as the system
is connected to 'face masks' and circulates fluids. They are also
described as preferring to live underwater and often leaking or
leaving behind fluids from their equipment or a thin fluid membrane
which covers their bodies.
Society
The Oct society is strongly centered around their
belief (expressed in seemingly religious terms, though the Oct are
known to be very incomprehensible) that they are the 'Inheritors'
of the 'Veil', that species which long past created the shellworlds
of the Culture universe before disappearing. However, other
societies have shown this to be demonstrably false, and consider
the Oct to be a little bit weird as well as somewhat pathetic. The
Oct in turn have a strong hatred for the Aultradia, another species
connected to the shellworlds.
References
Synonyms, Antonyms and Related Words
aggrieve, aspersion, atrocity, barb, beard, bell the cat, bid defiance,
bite the bullet, brave,
brazen, brazen out,
breast, brickbat, bring before, bring
forward, bring up, call names, call out, casus belli, challenge, confront, confront with,
contempt, contumely, criticize, cut, dare, defamation, defy, despite, dig, dishonor, disoblige, dispraise, double-dare,
dump, dump on, encounter, enormity, envisage, face, face out, face the music,
face up, face up to, face with, fleer at, flout, flouting, front, gibe, gibe at, give offense, give
offense to, give umbrage, grieve, humiliate, humiliation, hurl a
brickbat, hurt, hurt the
feelings, indignity,
injury, insult, jeer, jeer at, jeering, jibe at, lay before,
meet, meet boldly, meet
head-on, meet squarely, mock, mockery, offend, offense, outdare, outrage, place before, present
to, provocation, put
down, put it to, put-down, raw nerve, red rag, run the gauntlet,
scoff, scoff at, scream
defiance, scurrility,
set at defiance, set before, show fight, slap, slight, sore point, sore spot,
speak out, speak up, stand up to, stare down, stem, sting, taunt, tender spot, treat with
indignity, uncomplimentary remark, wound