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2.2: Alpha-Sector (SF1) Races

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Modified on 2010/05/18 07:49 by capi3101 Categorized as Non-Canonical, Starflight RPG
Image Content in this article may be unofficial or break with Starflight canon.


The Starflight universe is filled with many different kinds of unique races, each with their own unique way of looking at the universe. Selecting a race to play is one of the most vital parts of any Starflight campaign. The GM of a campaign should be willing to inform the players what the campaign will be about and who it will involve, so that the players may create characters that are appropriate for the campaign at hand.

It is recommended that players limit their selections to the Arth races (Humans, Veloxi, Thrynn, Elowan and Androids) for the time being, though for those who like to throw caution to the wind, a few notes of warning are included with those races that may prove particularly difficult to role-play. It should be noted that the Veloxi, Thrynn and Elowan races can be encountered outside of Arth society; these “native” beings have quite a different take on the universe than their Arth cousins.

Each race has its own profile. Include in each profile is the following:
  • Overview: This gives a general introduction to the race.
  • Personality: This describes the general overall personality of each race.
  • Physical Description: This describes several characteristics of the race in question, including average dimensions, bodily features, etc.
  • Relations with Other Races: This describes which races are on friendly terms with the race in question, which ones are neutral, and which ones are hostile. It is unlikely that two disparate races would be included in an adventure group and even less likely that they’d serve on a ship together.
  • Territory: This describes which systems the species inhabits. This lets you know where to find the species in question. It also indicates who the species "shares a border" with. Since territory can change depending upon the time period a campaign is set in, this will also include shifts in the territory of the species and the reasons for the shift when appropriate.
  • Onomastikon: This is a list of names that are typically used by that race, which can be useful as a guide to naming a character. This list should only be considered a sample, but should give a fairly good example of what conventions can be used to name members of a given species.
  • Motivation: This indicates why members of that species would want to go on an adventure, which can help establish the character’s back-story.
  • Basic Characteristics: This lists any additional information needed for the species, including restrictions on normal abilities. Any racial abilities the species has are listed and described here, as well as the species racial statistics.

Human (Homo sapiens sapiens)

A group of human males, no doubt preparing for a Star Trek™ convention

A group of human males, no doubt preparing for a
Star Trek™ convention

Humans have quite a storied history in space. Once the possessors of a mighty Empire, humankind was pushed off their homeworld of Earth (α215x86, p3) and nearly wiped out. Humankind has only recently rediscovered superluminal spaceflight, and is once again leaving their mark on the galaxy (for better or worse). While they don’t have a lot to recommend them in the way of bonuses, they are a well-balanced race that will make a good character for any beginning player.

  • Personality: There are more variations in the personality of humans than any other one species. Some are extroverted, some are introverted. Some like a lot of company, while others prefer solitude. The race does have a few things in common, though. The species is particularly aggressive and tenacious. Humans are mildly territorial and possessive: they hate it when anything bad befalls things they ascribe as “theirs”, whether or not personal ownership really exists. The race tends to be a little greedy as well. Most humans, on the other hand, have high moral standards in regards to their personal lives.
  • Physical Description: Humans are a bipedal omnivorous species with smooth skin and a characteristic mat of scalp hair. They are 1.5 to 2 meters in height, and are light beige to dark brown in color. Humans have an internal skeleton and two small, narrow-set eyes which allow binocular vision. While moderately weak physically, Humans are highly flexible mentally and are particularly adept at theoretical modeling and in applications of logic and inference. Humans have a pair of arms (motor appendages) and legs (propulsive appendages), both of which terminate in five digit-type appendages per major appendage. Humans usually eat three times a day and sleep about eight hours a day. Humans can go about two weeks without food under normal circumstances, and about four days without water. Although there is a degree of sexual dimorphism in this species, the differences are insignificant. Human reproduction is performed sexually; human females typically produce one offspring via live birth after a 40 week gestation period.
    • Motor Appendages: 2
    • Visual Organs: 2
      • Field of Vision: Optimal 140 degrees forward, Peripheral 180 degrees forward.
    • Auditory Organs: 2
    • Olfactory Organs: 1
    • Gustatory Organs: 1
    • Propulsive Appendages: 2
    • Reproductive Organs: 1
  • Relations with Other Races: Humans have a mixed history with many different races, given the long starfaring history of the Old Empire and the effect they have had on galactic affairs overall. They return the hostility aimed at them by the Gazurtoid and Uhlek, simply because to do otherwise is suicide. Humans regarded the Spemin as little more than a dangerous nuisance right up until about 4635, when the Spemin began incorporating advanced technology into their starship designs and turning them into a serious threat. From 4635 until 4640, the Spemin regularly issued ultimatums calling for the unconditional surrender of Arth. A short war was fought with the Spemin in 4641, leading to their defeat. Throughout that entire period, humans found the Spemin to be arrogant and annoying, treating them with disdain. Humans discovered the Thrynn around 2770 and took them into the Empire. Though humanity kept the Thrynn's depredations of the Elowan in check (or at least tried to), the Thrynn remained strong allies, so much so that there were Thrynn members of the early Noah expeditions in the 3450s (including the Noah 2 expedition, which ultimately lead the colonization of Arth). Humanity probably would've had problems establishing a good rapport with the Elowan, as they originally believed the plant beings to be non-sentient (thanks to the Thrynn); fortunately the Elowan are a forgiving people, which also ultimately allowed humanity to establish a good rapport with that race. The Veloxi have from time to time been both humanity's ally and humanity's enemy. Prior to 4620, Veloxi were neutral towards humans, remembering the past crimes of the infamous pirate Harrison. With the return of the Focusing Stone in 4621, an alliance between Arth and the Veloxi was quickly established. That alliance became strained after 4640, when the defeat of the Spemin allowed a rapid expansion of Arth's sphere of influence. While the two powers are still allies, there is some debate as to the ownership of more than one star system along the Arth/Veloxi border. Humanity hasn't established a major presence in the Delta Sector, and remains largely neutral towards the races located there. The sole exception is the Umanu, who prior to 4640 were a hostile force, and afterwards joined their empire in the Cloud Nebula to the ever growing list of humanity's interstellar assets.
  • Territory: Prior to 4620, humans could be found only on a single world in the Alpha Sector. That world is Arth, located at α125x100, p3. After 4620, when Interstel Corporation began a massive exploration and colonization campaign, Arth colonies sprang up at various points around the Alpha Sector, taking humanity along with it. Three main spheres of influence have sprung up, one centered on the Arth star system (4 systems), one on the Heaven star system (incorporated Mechan territory; 2 systems), and the largest around the Pythagoras Constellation (11 systems). The Arth sphere of influence slightly overlaps the Spemin sphere of influence. Mardan IV is the primary world of the Pythagoras sphere of influence, largely due to its mineral abundance. While many Humans have chosen to try and resettle their native homeworld of Earth (α215x86, p3), the fact is that the planet is little more than a blackened desert with muddied oceans, a historical relic with few remaining mineral resources and only a recovering, reintroduced ecosystem (and that only recently). It remains to be seen if Earth will ever become a major human world again. Interstel ships commonly patrol the area between the two spheres of influence to protect the commerce lanes. Humans have no permanent holdings in the Delta Sector, although the world of Ptera (δ35x73, p1) is an Interstel holding leased from the Tandelou; Starport Outpost One is in orbit around the planet. After 4640, humanity has of yet performed a minimal amount of colonization in the Delta Sector. In the Alpha Sector, the defeat of the Spemin has greatly expanded the Arth sphere of influence (31 systems); this has led to some tension between Arth and the Veloxi Empire, though negotiations over the affected disputed stars systems are still ongoing. Spemin and Arth territory touch one another, but do not overlap one another. The Arth sphere of influence also overlaps some Elowan held territory (though there are no star systems in the overlap zone), and a good chunk of Gazurtoid-held territory.
  • Onomastikon: Humans are generally unique in that they use at least two names to identify themselves. These names individually denote the given name of the individual and their family name. The vast majority of humans list their given name first, and their family name second. There are a small number, however, that reverse this convention.
    • Male Given Names: Ali, Domingo, Evan, Faruq, Fenris, Kenji, Kiyoshi, Raphael, Rashid, Vasili.
    • Female Given Names: Adele, Amanda, Arianne, Chuki, Clarice, Devika, Hawa, Padma, Sabine, Ursula.
    • Family Names: Clemenceau, Fukushima, Gagarin, Hausmann, Hideyoshi, Johnson, Knudsen, Kwetche, Lee, McConnell, Melekhin, Muller, Ndango, Newman, Ngidhe, Oberhammer, Ono, Putin, Rimbaud, Rogers.
  • Motivation: Humans tend to be quite daring and ambitious. They will go on adventures simply for the experience of going on the adventure. They are also a very inquisitive and curious people, and the drive to explore their universe has been one of the major reasons why they at one time had such a prominent interstellar presence. Other humans are driven solely by the lure of a fast buck, or the prestige (or machismo) that comes from adventuring.

  • Basic Characteristics:
    • Size Class: C5
    • Base HD: 50/50/50
    • Durability: 6
    • Learning Rate: 9
    • Science: Initial 50, Maximum 250 (Excellent)
    • Navigation: Initial 30, Maximum 200 (Good)
    • Engineering: Initial 30, Maximum 200 (Good)
    • Communications: Initial 30, Maximum 200 (Good)
    • Medical: Initial 30, Maximum 200 (Good)
    • Genders: 2
    • Life Stages: Adolescent at 13 years. Adult at 18 years. Middle age at 40 yrs. Old Age at 60 years. Venerable Age at 80 years.
    • Lifespan: 80+4d10 years.
    • Height (Male): 1.5 + 1d5x0.1m
    • Height (Female): 1.4 + 1d5x0.1m
    • Mass (Male): 40 + (same 1d5 from height + 1d5)x10 kg
    • Mass (Female): 30 + (same 1d5 from height + 1d5)x5 kg
    • Speed: 6 kph (10 m/rd)
    • Racial Abilities and Restrictions:
      • None.

Veloxi (Aenictogiton votiputox)

A clear sign of a serious termite problem...

A clear sign of a serious termite problem...

An ancient race of starfaring insectoids, the Veloxi have been in space longer than any other race. Resembling large ants, they’re oldest of the Alpha Sector races, and have seen the Old Empire rise and fall, the First and Second Waves sweep through the region, and the formerly planet-bound races of the sector finally join them among the stars. It is not surprising, therefore, that they see themselves as more civilized and superior to their allies. Notwithstanding their condescension, however, they maintain friendly relations with most of their neighbors and are willing to lend aid if it is asked for with the proper respect.

  • Personality: On an individual level, many other races find the Veloxi uncreative and lacking in personality. Individual Veloxi are not known to be particularly intelligent, and when pressed to take a stand on an issue, they tend to uncritically agree with each other. Within the fields of navigation and engineering, however, they are extremely fast trouble shooters, able to ascertain problems and determine solutions before other species even realize anything is wrong. There are two distinct groups of Veloxi. The first are the Velox residing on Arth, who typically mate in pairs. This behavior change is thought to have originated as a precautionary measure taken by the Noah project to ensure the survival of all Old Empire species. The second group of Veloxi is the civilization native to the Earth sector, often referred to as the "Grand Lovely Veloxi" or “Imperial Veloxi”. This group has only one female, (who is extremely oversized in comparison to the male drones) known as the "Grand Lovely." (It should be noted that Velox who live amongst humans, Thrynn, and Elowan on Arth are typically referred to as "Velox," while the Velox who serve the Grand Lovely call themselves “Veloxi”.) Imperial Veloxi culture is akin to hive culture, and the Votiputox mode of governing is best described as dictatorial socialism. The Queen makes decisions at the highest levels, allocating resources and determining policy, with her commands passed down through a rigid hierarchy who determine the best method of execution. Trusted, capable individuals are given positions of greater authority, such as starship command or project overseer, but all Veloxi ultimately answer to the Grand Lovely. While other species might find this level of submission to authority abhorrent, to the Veloxi it comes as natural as breathing, largely due to their telepathy ability. Only utilized with each other, this capability is known as the “hivemind”, and allows all individuals of their race to hear the commands of their Queen, even light-years away in space. However, this ability takes some amount of practice to develop, which is why the Veloxi remained ignorant for so long of their brethren on Arth, who only utilized it with each other, not honing their abilities to reach out over the great distances necessary to hear the Queen. This telepathic ability also allows individual Veloxi to communicate instantaneously with each other, which they can use to varying degrees: It can range from a simple thought spoken into another Veloxi’s mind rather than out loud, all the way to a temporary collective consciousness, depending on the level of access the individuals are comfortable allowing. While this ability is essential to Veloxi society, it must be noted that it is an entirely voluntary process on the part of both (or all) individuals involved; no one Veloxi mind (not even the Queen) can seize control of another or force an individual to act against their will. As one additional note, the Veloxi Focusing Stone (also known as the Ellipsoid) geometrically enhances this natural ability. With the Stone in her possession, the Queen is able to effortlessly establish hivemind communications with any Veloxi, no matter where they are in the galaxy. The Stone was stolen by the pirate Harrison in the waning days of the Old Empire, prompting the Veloxi to enter isolation and was a partial reason for their refusal to aid the Empire during the wars with the Uhlek and Gazurtoid. The Stone was recovered by one of the 4620 crews and has since been restored to the Grand Lovely, deeply ingratiating the Arth Coalition to the Veloxi, who have since become allies. As a species, Veloxi tend to be vain and aloof, even with those they call friends. Most other races find it best to adopt an obsequious posture when dealing with them. It’s also best to feign a great affinity for the number six, as that is the Veloxi sacred number.
  • Physical Description: The Velox are insect-like creatures with two arms, two legs and two intermediate appendages that can serve as either. They have a hard, red, chitinous exoskeleton, two large compound eyes that range in color between blue and black, and two antennae which serve as olfactory sensors. When in an upright position, a Velox is approximately 1.5 meters in height if male and 2.5 meters if female. They are exceptionally strong and durable and have excellent hand/eye coordination. These traits, in conjunction with a well-developed spatial sense, make them well suited for engineering and technical tasks. Much like terrestrial ants, the Veloxi body is made up of three main sections: The head, which contains their sensory organs and brain; the mesosoma, or abdomen, which houses their respiratory and digestive systems and provides an anchor point for one set of arms; and the gastor, home to their reproductive and excretory systems, and anchor point for their legs and middle set of appendages. Unlike other types of insect life, the Velox have a set of rudimentary lungs, as their size is such that they are unable to obtain enough oxygen through their network of spiracle valves like true ants. Also, they possess a more developed heart than most insects, and their circulatory systems are more efficient. Veloxi are very near-sighted, but possess acute vision at short range. This is due to their compound eyes, which afford numerous (but slightly different) angles of any viewed object, thus given them a much deeper understanding of the object’s dimensions and construction. While Veloxi do not have ears in the conventional sense, their olfactory antennas are very sensitive to vibration, and they can discern variations in pitch and tone. This enables them to hear and understand spoken language, and their vocal apparatus is such that it can produce comprehensible speech, though their verbal communications with each other sound exactly like non-sentient insect buzzing to other species. Due to their strength and multiple sets of legs, Veloxi are very fast and maneuverable, and are exceptional in soldier or security roles. While they are handy with modern weapons, they also have a formidable bite, and in close combat, can quickly tear through an enemy’s soft tissues. If a Veloxi feels threatened or alarmed, their natural reaction is to spread their mandibles widely in preparation for a bite. As noted above, there is a great difference in the mating protocols of Arth Velox versus Imperial Veloxi. The Arth variety court one another in a manner other species view as shockingly direct, with public displays sometimes proceeding to activities Humans and Thrynn consider best left behind closed doors. While to other species, the noticeable courtship proceeds very quickly, a great deal of courtship time takes place before this through the emission of pheromones, which unobtrusively broadcast which individuals are ‘on the market’. Eggs, when laid, are spherical and about 10 cm in diameter. An Arth female will generally lay one to three of them following a successful mating. The eggs are placed in special nursery units which maintain the proper levels of heat and humidity, along with a supply of decaying meat for when the young hatch. On Votiputox, the Veloxi homeworld, courtship takes a very different form. The Grand Lovely (the only female) starts life no different than any other Veloxi female, but through the ingestion of a substance known only as “Special Best Jelly”, her lifespan increases greatly and her gastor becomes immensely extended, potentially as long as two kilometers. The trade off for this is that she is completely immobile and utterly dependent on her providers for care. When the Queen decides that more Veloxi are needed, she commands a drone of her choice to fertilize her, after which she decapitates him with her mandibles and disposes of his body. She possesses a great deal of internal control over her body, and can choose the number of eggs to allow to be impregnated. Once she lays them, they are cared for by a dedicated nursery staff until they hatch.
    • Motor Appendages: 2*
    • Visual Organs: 2
      • Field of Vision: 360 degrees.
    • Auditory Organs: 2
    • Olfactory Organs: 2
    • Gustatory Organs: 1
    • Propulsive Appendages: 4* (see discussion)
    • Reproductive Organs: 1
  • Relations with Other Races: Relations with the Veloxi have been historically difficult for humanity, and the century after first contact was marked with skirmishes until a lasting peace was finally established in 2400 AD. (Indeed, some historical documents indicate that all out war between the races was only narrowly avoided on at least one occasion). The two powers coexisted in relative harmony until the First Wave invasion in the year 3000 by the Phlegmak and Numlox. Despite a pact between the Empire and the Grand Lovely, the Empire refused to lend aid to the insectoids when the fighting turned towards the Veloxi’s borders. For that betrayal, the Veloxi left the alliance after the war. Relations took another hit in 3330 when the pirate Harrison stole the Focusing Stone; the Veloxi took the view that, criminal or not, he was an Imperial citizen and therefore it was the Empire’s responsibility to control him. When the Uhlek and Gazurtoid arrived in 3400, the Veloxi guarded their own borders and refused to fight at the Empire’s side, and the Empire was destroyed. The Veloxi are still unable to contain their glee over this turn of events. Before the various Interstel fleets were launched in 4620, the Veloxi maintained their isolation, preferring to leave the other starfaring races to the own devices (though the Thrynn had limited contact with them and were looking to enter an alliance at the time). Now that Arth has emerged as a factor in the sector, and the Spemin and Gazurtoid have grown more dangerous, the Grand Lovely has shown a new willingness to ally with like-minded races, and has become closer with Arth and the Mechans, Thrynn, and Elowan. They detest the Gazurtoid due to their battles during the Second Wave, and treat the Spemin with contempt (if the Spemin are lucky; Interstel captains have reported that various Veloxi starship commanders have reported eating the Spemin, and are not quite sure whether or not they were joking). The Veloxi have as of yet had little contact with the Delta Sector, though they already have a good rapport with the Humna Humna and are conducting trade negotiations with them. Also, they have a cordial relationship with the Umanu, and have secured an agreement with them to export Shyneum from the Cloud to Votiputox.
  • Territory: At one time in their recorded history, the Veloxi Empire spanned across most of the Alpha Sector. With the Queen's enhanced telepathic control and no other starfaring races in the sector, the Veloxi were able to maintain this large empire right up until mankind developed hyperspace travel. After a period of turmoil, a treaty was signed and the Veloxi retracted their Empire to allow the fledgling races of the sector room to grow. This arrangement stayed largely the same until the theft of the Focusing Stone. Without the Stone, the range of the Queen's empathic powers were reduced, and the Veloxi were forced to use other methods of relaying messages to the outlying parts of their Empire. When the Second Wave hit, the only part of the Veloxi Empire that survived was the part where the Queen still had direct mental contact with her subjects. The Empire remained that size until the return of the Focusing Stone by Interstel in 4620. As of 4620, the Veloxi sphere of influence is roughly 70 parsecs in diameter and encompasses 28 star systems. Their territory overlaps significantly with that of the Spemin, with 4 systems claimed by both races, and slightly with that of the Mechans, where one system is in dispute. Until the destruction of the Uhlek Brain World, there was an overlap on the Upspin/Outward quarter of their territory with the Uhlek, but no systems fell within this region. The main system in their territory is Votiputox (α150x148), which is roughly in the middle of Veloxi territory. They also maintain a sizeable number of forces at Sphexi (α132x165), site of the Most Magnificent Hexagon and the Crystal Orb artifact, which was relinquished to the Veloxi as a sign of good faith following the Crystal Planet’s destruction. Finally, the Veloxi maintain a small force at the former location of the Crystal Planet (α192x152). They do this to prevent the removal of any of the remaining shards of Endurium there, and also for sentimental reasons. They recognize now that their information on the nature of the “Great Egg” and the Ancients was woefully incorrect, and seek in some small way to offset that through their continued vigilance over its remains. Reclamation of some of their lost territory has long been a goal for the Veloxi, and with the return of the Focusing Stone such an effort has become possible. As of 4640, the Veloxi have added five systems upspin of their old territory, though they have lost three to the expanding Arth sphere of influence and another two systems on the downspin end of their territory are currently in dispute.
  • Onomastikon: All Veloxi use a single name in order to identify themselves. These names contain not only the name of the individual (the prefix), but also information such as when and where they were born originally (an accomplishment, given the relatively short size of Veloxi names; this is all contained in the suffix). Veloxi names are usually very heavy on the "X", "K", "Z" and "P" consonant sounds. Given some of the possible sound combinations, it is not uncommon for members of other races to address Veloxi by a nickname, usually a shortened form of their name. Veloxi names use one prefix and one suffix.
    • Prefixes: Iiax, Phax, Phxn, Pop, Poxn, Poxt, Ptn, Ptxx, Sziv, Ton, Viph, Xiks, Xiph, Xiptu, Xixt, Xxax, Xxn, Xxptu, Zix, Zpi.
    • Suffixes: aaxi, achy, aoex, aotxi, asse, axca, ikse, iottzi, ioxi, ipex, isex, ivca, oaca, opex, oti, tkhy, tlxi, tph, tsi, tttu.
  • Motivation: The motivation of your average Veloxi is to serve the Grand Lovely, whereas the Grand Lovely’s purpose is to continue the survival of her species and increase its strength. For many years, expansion was impossible due to the loss of the Focusing Stone, which limited the distance the drones could travel from their Queen without losing contact with her. Now that the Stone has been restored, expansion could very well be a major goal of the race, who have been in space for 100,000 years, yet ventured only a relatively short distance from home. Unlike other Arth species with parent races in the Alpha sector, the Velox of Arth have not shown a great inclination to return to the home space of their forebearers. For female Velox, the reason is simple: they would be immediately killed, as the Grand Lovely is the only female permitted to live in Veloxi society. Likewise, Arthian males have a much greater probability of procreating if they remain on Arth, where the male/female ratio is better than the 100,000,000,000/1 ratio of the Imperial Veloxi. Therefore, the Velox population of Arth is very much committed to that planet's future prospects, and work steadfastly with the humans, Androids, and remaining Thrynn and Elowan who reside there.

  • Basic Characteristics (Drone/Worker):
    • Size Class: C5
    • Base HD: 50/50/50
    • Durability: 8
    • Learning Rate: 6
    • Science: Initial 30, Maximum 200 (Good)
    • Navigation: Initial 50, Maximum 250 (Excellent)
    • Engineering: Initial 50, Maximum 250 (Excellent)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 2
    • Life Stages: Adolescent* at 15 years. Adult* at 19 years. Middle age* at 35 yrs. Old Age* at 51 years. Venerable Age* at 74 years. (see Racial Abilities and Restrictions).
    • Lifespan: 78+7d5 years.
    • Height (Male): 1.13 + (2d5 * .08) meters.
    • Height (Female): 2.13 + (2d5 * .13) meters.
    • Mass (Male): 37.5 + ((2d5 from height) * 2.5) kg.
    • Mass (Female): 52.5 + ((2d5 from height) * 3.5) kg.
    • Speed: 12 m/rd (7.2 kph) bipedal; 16 m/rd (9.6 kph) quadrupedal
    • Racial Abilities and Restrictions:
      • Juvenile Development: Juvenile Veloxi (child) ignore normal Durability penalties for underage characters. Grubs start with a Durability of 2. After hatching, a grub will moult once every three years, gaining one Durability level after each moulting until the grub reaches Adolescence. Juvenile Veloxi have none of the other listed racial abilities.
      • Metamorphosis: Upon reaching Adolescence (pupal stage), Veloxi spin themselves into a cocoon and will remain in that state for four years, until Adulthood is reached. During that time, the Veloxi is immobile and has HD ratings of 40/40/40. Pupa may use Hive Mind Frequencies, but no other racial abilities.
      • Moulting: Adult Veloxi shed their outer exoskeleton with each phase of growth. Moulting requires a week-long period of no activity. After shedding their exoskeleton, a Veloxi is at -1 Durability (-10 HP/NHP) for a period of three weeks.
      • Hive Mind Frequencies: Veloxi may communicate telepathically with other Veloxi in close proximity (within ten kilometers)
      • Mandibles: Biting Attack (15 points Lethal Damage (females), 10 points Lethal Damage (males)).

  • Basic Characteristics (Queen):
    • Size Class: C19
    • Base HD: -2/40/8
    • Durability: 9
    • Learning Rate: 6
    • Science: Initial 30, Maximum 200 (Good)
    • Navigation: Initial 50, Maximum 250 (Excellent)
    • Engineering: Initial 50, Maximum 250 (Excellent)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 1
    • Life Stages: Adolescent* at 19 years. Adult* at 102 years. Middle age* at 186 yrs. Old Age* at 270 years. Venerable Age* at 396 years. (see Racial Abilities and Restrictions).
    • Lifespan: 400 + 2d% years.
    • Length: 1200 + (2d5*80) m.
    • Mass: 1,500,000 + ((2d5 from height) * 1,000,000) kg
    • Speed: 0 kph (0 m/rd)
    • Racial Abilities and Restrictions:
      • Extended Metamorphosis: If a normal Veloxi female is fed "Special Best Jelly" upon emerging from metamorphosis, an extended metamorphosis period will commence wherein the female transforms into a Queen. The female must ingest the substance at least once per day during the metamorphosis period to fully develop; failure to do so will usually result in the female's death after three days.
      • Moulting: Moulting for Queen Veloxi requires a year-long period of no activity. After shedding their exoskeleton, the Queen is at -1 Durability (-10 HP/NHP) for a period of three months.
      • Mandible: Biting attack (80 pts lethal damage).
      • Hive Mind Frequencies: Veloxi Queens may communicate with any Veloxi over a distance of 35 parsecs, or a thousand parsecs if the Focusing Stone is in her possession.
      • Exceptional Recuperation: Veloxi Queens have both Extra Resistance and Extra Healing.

Thrynn (Sapienraptor thoss)

I guess this proves chaos theory...

I guess this proves chaos theory...

Natives of the planet Thoss (α129x33, p4), the reptilian Thrynn have been in space for nearly two thousand years. When the Empire discovered them in 2770, they had already devised sublight technology and were conducting explorations of their solar system. This was an unfortunate series of events for their neighbors the Elowan, who resided in the same system and were often attacked by the Thrynn. With the intervention of the Empire, however, both races were incorporated and their quarrel smoothed over. That state of affairs lasted until the fall of the Empire in 3480, at which point the Thrynn, seizing their chance, overwhelmingly attacked Eleran and drove the Elowan from the planet, a dire event for which the Elowan have never forgiven them. Now a small, star-faring Confederacy, the Thrynn have weathered the First and Second Waves and survived (through no real action of their own) the flares of the Crystal Planet. A cunning, clever race, the Thrynn now look to the stars for solid allies in the Veloxi and Humans, and hold renewed hope that their final victory over their old nemeses, the Elowan and Gazurtoid, could be close at hand.

  • Personality: The Thrynn are cultured and diplomatic, but are said to be devious and cunning. They excel in situations involving protocol and diplomacy. They also are exceptional in communicative roles. When put in roles requiring adversarial (though non-violent) maneuvering, they are without peer, which is a reason many of them are found in legislatures and legal positions. It should be no surprise that they also make fine actors. Thrynn society is rigidly hierarchical, and they place great importance on decorum- most social interactions happen according to set traditions, and deviations do not find much encouragement. Sometimes, Thrynn tend to let their devious nature get the better of them, and inadvertantly sabotage long term goals. As an example, they attempted to trick Interstel into destroying the Elowan nursery world Elan; for another, they did successfully trick one crew into buying a “Veg-o-matic” at a steep price on the promise that it would make their ship invincible in combat. Both events contributed to an overall distrust of the Thrynn that they had to work hard to overcome once relations were finally formalized with Arth. Thrynn tend to be very territorial. This tendency may be due to the fact that the exothermic Thrynn evolved on a world more than half frozen, where initially only the equatorial regions and geothermically-warmed areas could support them; this set up meant that space was at a premium through their industrial age, when technological advances enabled them to colonize more of their world. However, it is also possible this territorialism stems from their discord with the Elowan, who first inhabited the only other colonizable planet in their system, then relocated and blocked them from expanding to the four closest habitable planets in the sector. The Thrynn pride themselves on their practicality, and as such can take positions that seem rather cold and heartless to other species. They feel the strong must band together and lead for each other’s mutual advantage, both in matters of commerce and strategy, but the weak do not figure prominently into their world view (which is putting it mildly). Furthermore, while Thrynn appreciate respect and diplomacy, they detest obsequiousness, feeling any race that so debases itself is unworthy of survival- though they are not as fanatical about this position as the G’nunk. As a people, Thrynn are rather incurious- they do not concern themselves with motives or mysteries, preferring to simply deal with things as they are. While they think a great deal of themselves as a species (they have a prophecy that they will one day rule the galaxy), this approach nearly led to their extinction in 4620, as they were unaware of the true nature of the Ancients and oblivious of the approach of the wave of flares. They pursue scientific research solely for the technological strength it promises, believing this to be the highest endeavor of sentience, but care little for non defense related lines of inquiry. For all these reasons, the Thrynn remain a very advanced species that nonetheless has much potential yet to be realized.
  • Physical Description: The Thrynn are a bi-pedal, carnivorous, reptilian species. Although graceful, with long necks and tails, they are very muscular and are covered with tough protective scales. They range in color from green to grey and are approximately 1.5 meters in height. Like Humans, they have an internal skeleton, and two forward set eyes. The Thrynn have a fair overall learning rate and a fair constitution. Thrynn are exclusively carnivorous; they occasionally eat other foods as supplements should they require them, but otherwise stick strictly to meat. Their forward set eyes provide keen binocular vision which makes their location of prey somewhat easier; like humans, their vision is their main means of observing their surroundings. Thrynn also have slightly assymetrical ears, which give them an enhanced ability to locate sound origins in three dimensions, rather than two like humans. Their jaws, while filled with sharp teeth, are not massively built, and they tend to prefer prey smaller than themselves. Typical prey species range from rabbit sized to as large as small dogs. Thrynn, being reptiles, hatch from eggs, a fact they will share but are reticent to discuss any further with outsiders. Thrynn mate early in their second decade of life after a brief courtship, and with very limited exception, remain with the same partner their entire lives. On Thoss, ‘divorce’ is virtually unheard of, and even on Arth, where the Thrynn enjoy a much more permissive society, most couples stay together. Once eggs are laid, usually in clutches of 3-5, they are placed in highly specialized incubators, where they are electronically monitored on a continual basis, a step up from the brooding previously performed by the mother. Any eggs displaying deficiencies are immediately discarded. Thrynn use a spoken language, but are perfectly capable of learning and communicating in Arthian tongues. They have a strong tendency to slur their S’s and R’s, however.
    • Motor Appendages: 2
    • Visual Organs: 2
      • Field of Vision: Optimal 150 degrees forward, Peripheral 225 degrees forward.
    • Auditory Organs: 1
    • Olfactory Organs: 1
    • Gustatory Organs: 1
    • Propulsive Appendages: 2
    • Reproductive Organs: 1
  • Relations with Other Races: The Thrynn are very diplomatic, and if at all possible, try to find common ground with any race that contacts them. During the 4620 period, they actively courted Interstel crews (so long as no Elowan were aboard; those ships received quite different treatment), seeking alliances and always looking to buy artifacts. In addition, their unquenchable thirst for Plutonium enriched more than one Interstel crew, and in general gave them good reputations among that flotilla. Ostensibly, they need this Plutonium for scientific experiments, the nature of which they have not made public; some suspect they ask others to harvest the mineral in a subtle ploy to enlist them in their quest to destroy as many Elowan ships as possible. Furthermore, as they admitted at the time, they recognized the strength of the Veloxi, and were already in talks to become allies. With Arth taking its place among the powers of the Alpha Sector, this goal has been as least partially realized, as the three races have adopted a defense agreement that can be activated in wartime, but not quite a proper alliance. The Thrynn were one of the local races that agreed to curtail their use of Endurium after the discovery of the Crystal Planet’s true nature (though they refused to give it up completely until Shyneum shipments began importation from the Cloud). This gained them quite a bit of goodwill with the Arth High Council. The Thrynn have a very direct, uncomplicated view of races that attack them: “There are many evil races in this sector of the galaxy... they attack because they are evil and that is all. They must be destroyed.” That is to say, they are not a forgiving people, and do not forget when a race has entered into hostile action against them. Partly for this reason, and partly because they block Thoss' expansion Outward, the Thrynn count themselves enemies of the Gazurtoid. The cephalopods, for their part, hate the Thrynn as they do every other air-breathing race in the galaxy. For similar reasons, the Thossians were not positively disposed towards the Uhlek- one of the defining moments in Arth/Thoss relations was the revelation that Interstel had destroyed the Uhlek Brain World. With regards to the Elowan, Thrynn tend to have difficulty prioritizing. As a species, they have sacrificed a great deal of alien goodwill in their single-minded pursuit and deep hatred of the plant race. The Elowan reciprocate this feeling, and for good reason: The Thrynn have made sport of eating their Headfruit, which provides the next generation of seeds for the plant race. For their part, the Thrynn claim the fruit extends their lifespans, though this has yet to corroborated by any non-Confederacy scientist. Other races simply do not understand where their loathing comes from, and believe they would be far better off to simply let it go, especially since the details of the feud's beginning have long been relegated to the stuff of myth and legend . In recognition of this fact, the Thrynn have toned down their outward hostilities, even going so far as to move their sphere of influence away from their enemies and tolerating the Elowan of Arth, but other species see these steps merely as token responses that offer no real cure to the underlying problem. Thossian representatives have taken the Delta Sector by storm, actively courting every major player there, and hitting up every planet-bound culture with an interesting artifact to sell. While they disapprove of the Umanu’s Elowanphilia, they recognize that as sole owners of the Shyneum planet, certain sacrifices have to be made, and also covet the advanced technology the Umanu possess. Likewise, they find somewhat kindred spirits in the G’nunk (who hated the Lowar almost as much as the Thrynn do) and the Humna Humna, who surpass even the Thrynn’s love of commerce. They do not, however, have much patience for the Tandelou or the Arla, both of whom are unapologetic friends of the Elowan, having once befriended the Lowar. They also have little use for the Dweenle; the depressed, morose race definately falls into the 'weak' category the Thrynn despise, although they recognize that destroying Dweenle ships carries more consequences in alien ill will than any potential benefits.
  • Territory: The Thrynn are native to the planet of Thoss (this star system also houses the original Elowan homeworld, which the Thrynn call "Old Eleran" to this day). Despite their desire to forge a new, Sector-spanning, Elowan-free empire, the Thrynn remain a "practical, realistic people". Their territory, located in the central downspin portion of the sector, borders with Gazurtoid space upspin and outward and with their Elowan nemeses coreward. As such, expansion of Thrynn territory was never a great priority (besides, in terms of practicality, a small starfaring empire is a lot easier to manage than a large one). Thrynn territory consists of just eight star systems, centered roughly around the system at α135x35. After the establishment of the Arth sphere of influence (roughly around 4625), the Thrynn sphere of influence retreated ever so slightly from Elowan territory, picking up the M-type star system at α121x4, a system of relatively little practical or strategic value. As of 4640, Thrynn territory still consists of just nine systems, centered slightly downspin of the Thoss system.
  • Onomastikon:Thrynn names can consist of either one or two seperate names, largely depending upon the region in which the individual was born. Some Thrynn born with a single name pick up a second one at a later date, to reflect accomplishments in their life. Thrynn names can be very long, so nicknames are commonly used by members of other species when addressing a Thrynn. Amongst the Thrynn, though, it is considered an insult not to use an individual's full name without their express permission. Many of the syllabant features of Thrynn language can be found in Thrynn names; they make very heavy use of the "S", "R" and "N" sounds, and emphasize the use of "T", "L" and "Th". Glottal stops, represented by an apostrophe, are also fairly common. Thrynn names use one prefix and one suffix. If a selected suffix begins with a capitalized letter, it is meant to be used as a seperate name from the prefix; otherwise the two are combined into a single name.
    • Prefixes: Eyss, Iyss, Lhsss, L'qrrl, Nss, N'thr, Nylll, Qrllhy, Qrlnrr, Qrl'qrrl, Rlyy, Ry, Sh, Shsss, Sss, Sysrhsss, Sysrysss, Thyss, Tnrr, Ty.
    • Suffixes: Arrrslythnn, Arrsiyrn, Arr'syrshh, Arr'thrrla, Arrtrryrs, T'hhayslyla, T'hhaysshh, T'hhaysthyrr, T'hhaysyyrn, Thyr'sss, Thyshthnn, Thys'lynnn, T'La'qnn, T'Lasyarr, T'Lathll, hrnn, 'Senninssarr, 'Sennin'syrsth, slyhh, 'syrsrnn.
  • Motivation: The Thrynn Confederacy’s principle motivations are the cementing of alliances with other, friendly powers, the continued acquisition of advanced technology, and the elimination of any threats, mainly the Elowan, but also the Gazurtoid and to a lesser extent the Spemin, whom they do not see as a threat but a despicable nuisance unworthy of sharing the sector with them. To that end, the Thrynn continually seek to strengthen their relationship with the Humans and Veloxi. Furthermore, they seek to expand their contacts in the Delta Sector to ensure that the supply of Shyneum and technological artifacts continues to stream steadily into the Alpha Sector, so that their space fleet is always on the cutting edge. Finally, they seek to leverage the first two goals into the realization of the last: Powerful allies, combined with advanced technology, will put them in the best position possible to finally rid themselves of their enemies. Arthian Thrynn, despite having a long and largely tranquil coexistence with the Elowan of Arth, have emigrated to Thoss in large numbers, perhaps 35 to 40% of the 4620 population. While they have a lesser innate dislike of the plant race, they do not feel strongly enough about this to exert any significant influence over the Thossians' outlook. The Arthians, like their Thossian cousins, are practical, and believe that as long as the two races remain on hostile terms, the Thrynn Confederacy would do well to maintain defenses forces against them. The Thrynn of Arth recognize that peace between the two races is at least possible, but it is unclear whether they will eventually have any effect whatsoever on the Confederacy's foreign policy. The Thrynn who remain on Arth do so primarily for practical reasons- keeping the race's future protected by maintaining stable populations on a different world, exhorting the Arthian government to Thoss' advantage, and (for some) enjoying the benefits of a slightly less rigid society.

  • Basic Characteristics:
    • Size Class: C5
    • Base HD: 50/50/50
    • Durability: 6
    • Learning Rate: 7
    • Science: Initial 30, Maximum 200 (Good)
    • Navigation: Initial 30, Maximum 200 (Good)
    • Engineering: Initial 30, Maximum 200 (Good)
    • Communications: Initial 50, Maximum 250 (Excellent)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 2
    • Life Stages: Adolescent at 7 years. Adult at 11 years. Middle age at 21 yrs. Old Age at 34 years. Venerable Age at 47 years.
    • Lifespan: 50+5d5 years.
    • Height: 1.05 + (1d5 x 0.15) meters.
    • Mass: 60 + (same 1d5 from height + 1d5) x 4) kilograms.
    • Speed: 7 kph (12 m/rd)
    • Racial Abilities and Restrictions:
      • Survival of the Fittest. "Native" Thrynn strictly adhere to the doctrine of survival of the fittest (Creed at -15).
      • Hatred of the Elowan. All Thrynn bear malice towards the Elowan. Native Thrynn begin with Intolerant at -20. Arth Thrynn begin with Intolerant at -5.

Elowan (Citrullus eleran)

What happens when you use too much Miracle-Gro...

What happens when you use too much
Miracle-Gro...

The Elowan are a race of plant creatures native to the Alpha sector. Although originally from the second planet of the Thoss system, (named by them Eleran), after the fall of the Old Empire they were driven from there by their neighbors, the Thrynn. Subsequently, they established a second homeworld that was later destroyed by the Crystal Planet mere months before an Interstel crew halted the flares. Beleaguered and battered, their unfortunate racial history has left them few and far between, and the only planet now in their possession is Elan, their nursery world.

  • Personality: The Elowan are a highly empathetic race, kindly disposed towards all other races except the Thrynn, for whom they have myriad reasons to make exception. They excel in roles involving medicine, consoling, or any other occupation that involves the care of others. In addition, they have excellent interpersonal skills, and perform superbly when placed in positions that require them to interact with others. However, because of an innate sense of fairness and truthfulness in the race, they are not particularly well-suited to jobs that involve winner/loser situations or in which deception is sometimes required; therefore, one does not find many Elowan in political, sales, or litigation positions (though you will find many of them in judgeships). Elowan also are very creative thinkers, and often propose solutions to problems that never would have occurred to other races. While not particularly apt in practical science, they excel in scientific theory, and for this reason they tend to be over-represented at universities and other learning institutions, where they fill many of the philosophy positions as well. Elowan are always eager to exchange ideas with others, and are rarely so entrenched in a position that they are unwilling to incorporate some aspect of an opposing viewpoint into their worldview. Indeed, they relish each new contacts for the chance it represents to hear fresh arguments and challenge their minds. However, while Elowan enjoy discourse for the sake of it, they are not totally unconcerned with the practicality of the ideas discussed, and nuture and cultivate those that have some real-world usefulness over those that are completely academic. It must be noted that much of the above does not apply to their dealings with the Thrynn, however. During the 4620 voyages, numerous Interstel crews reported being fired upon by Elowan vessels merely for having Thrynn crewmembers aboard (in fairness, the same thing happened in Thrynn space to ships having Elowan crewmembers). While the Elowan as a race have now accepted the fact that their reptilian enemies are welcome on Arth, they still treat Arthian Thrynn coldly, and have little to do with ships carrying them. Elowan are one of the races that made up the Noah 2 complement, and are still found on Arth today. The Arthian Elowan generally have the same personality as those that grew on Elan, which the exception that they do not harbor the same animosity towards the Thrynn of Arth; on Arth, the two species work side by side in relative harmony, their long feud largely forgotten.
  • Physical Description: The Elowan are a bi-pedal photosynthetic species, 1 to 2 meters in height. They are willowy and delicate with numerous prehensile vines. Their color may range from light yellow-green to deep greenish blue. They have two large, compound eyes which are characteristically a deep reddish-brown. The Elowan start life the same way as most species of plant; tiny seeds buried in the soil. Their childhood is spent in a semi-sentient sessile condition, wherein for the most part they take in energy from the sun and nutrients from the soil. Upon reaching adolescence, Elowan become self aware and uproot themselves from the soil, joining society. As adults, they remain mobile until about midway through adulthood, at which point they again take root in the ground. At this point reproduction takes place. Elowan go through what could be termed ‘rapid senility’ as their heads sprout flowers, each containing a stamen and pistils; the pollen of these flowers carries the individual’s genetic information. The Elowan lose a good deal of upper brain function during this time, and generally are unable to carry on intelligent conversations; only when the reproduction cycle is complete, and the flowers drop off, does their sentience fully reassert itself. With 299 out of 300 Elowan, no fertilization takes place; they simply regain their brain function, uproot, and then continue their lives. Elowan may go through the reproduction cycle a few more times, but if they reach old age without successfully reproducing, they do not go through the change again. However, for the rare 1 of every 300, a far different fate awaits. When an adult Elowan successfully cross-pollinates, instead of uprooting, its head forms into a mellon-like fruit called Headfruit. This fruit contains hundreds of fertilized seeds; when the Headfruit is ripe, it is 'harvested' in a ceremony called (appropriately) the "Harvest Festival". During the Festival, the seeds are extracted and planted, becoming the next generation of Elowan seedlings. In this instance, the Elowan in question makes the ultimate sacrifice: Much like the Earth praying mantis, the cost of successful reproduction is death. With such a low rate of successful reproduction, the Elowan are especially vulnerable to extinction, as even hundreds of adults may be unable to reproduce. Knowing this, the Thrynn have made a sport of stealing and eating the Headfruit, a despicable practice they managed to spread to miscreants in the Old Empire when both races were a part of that body. As adults, Elowan describe themselves as ‘omnivorous producers’; they get most of their energy from sunlight and absorb carbon from the atmosphere, but also get some of their energy and nutritional needs from ingested organisms. These latter are ingested through their vines, which have special structures for breaking down and digesting them. Each vine on an Elowan limb has a porous surface, through which nutrients are drawn from the unfortunate organism caught in them (in historical times, Elowan typically caught prey by mimicking non-threatening plantlife, then grabbing and strangling unwary creatures). However, compared with parallel processes by other races, this method is quite slow, taking a period of several days, during which time the ‘food’ can become quite odorous. In recognition of the discomfort this can cause, the Elowan usually will not carry around dead organisms for days at a time. Instead, it is much more common for them to smear a small amount of nutritional ‘paste’ on their vines to meet their dietary needs. This paste is quickly ingested and produces no ill effects on any concerned. Elowan, being plants, are irregularly structured, and have variable numbers of appendages. Typical Elowan have two or three 'arm' limbs, though individuals who take in an excessive amount of sunlight or who constantly use their limbs for manipulation may grow up to six. Almost all Elowan possess two limbs which function as propulsive appendages, though again, especially mobile individuals may grow an extra leg. Elowan with less than two arms or two legs are most often either sickly or have been recently injured, and will in time regrow their lost limbs. All Elowan are hermaphrodites, as when they take root in the ground for reproduction, they sprout flowers containing both stamen and pistils. However, in their interaction with aliens, they readily accept either the male and female pronouns of the language being spoken. Usually, this simply reflects the biases of their multi-gendered colleagues, who assign them based on their attitude or job of the Elowan in question. Elowan, being good-natured, do not object to this practice, though sometimes others are insulted on their behalf. Elowan have no mouths or vocal organs, nor lungs with which to breath, and consequently cannot speak audibly. However, they can vibrate their vines and leaves in such a way as to produce sound, though the audible range is extremely limited. Therefore, in communicating with each other, they mostly use an elaborate form of sign language, with vine, leaf, body, and head positioning providing every interchange with different shades of meaning. The same motion, repeated literally the same way, can take on a diametrically different meaning depending on these factors; the motion for “Good job” with the body and head alinged would be high praise, but the same sign with the head and body tilted at crooked angles and the leaves askew would best be interpreted as “That was the most incompetent thing I’ve ever seen, and please don’t try that again while I’m on the same ship.” The Elowan will sometimes use their 'verbal' abilities to speak to other aliens, though this process is very difficult for them and few individuals are proficient at it; it is a testament to their high aptitude for communication that they have translated their motion based language into a spoken language at all. Due to the difficulties involved, however, most Elowan simply wear translation units To facilitate communication with other races, which give literal verbal translations of what is being signed (they are not particularly good at catching sarcasm).
    • Motor Appendages: 1 + 1d5
    • Visual Organs: 2
      • Field of Vision: Optimal 270 degrees forward, Peripheral 360 degrees.
    • Auditory Organs: 1
    • Olfactory Organs: 1
    • Gustatory Organs: * see Physical Description
    • Propulsive Appendages: 2
    • Reproductive Organs: 2
  • Relations with Other Races: As a species, Elowan get along well with most other races. Despite an initial misunderstanding with the Old Empire regarding their status as sentients (attributable to the Thrynn), they were eventually admitted and ably filled positions as artists, philosophers, and theoretical scientists. They have always had a special bond with humans, so much so that they were included on more than one Noah mission, the only race besides humans confirmed to have done so. As the Lowar, in the Delta Sector, they lived in peace with all the other races for 400 years before the possessed Umanu wiped them out. For the most part, the Elowan have had a good record in the Alpha Sector, though they are not overly fond of the Spemin, seeing them as blustering fools. With the Gazurtoid, both races feel a mutual distrust: The Elowan view them as violent, destructive, and having little to offer; the Gazurtoid, despite not being outright hostile due to the fact that they 'transpirate' and don't literally 'breathe' air, do not quite trust them at the level a true 'water-breather' would merit. The Veloxi and Elowan have a cordial relationship; the Elowan made no secret that they felt the Veloxi claim of Ancient ancestory was false, but in general show the insect race enough respect to stay in their good graces. However, the race with which they have the most history, the Thrynn, is also their biggest nemesis and the single biggest challenge they face as a race. Despite being born in the same star system, the Thrynn immediately distrusted the plant race, and equipped with better technology, repeatedly attacked them before either was capable of super photonic travel. It is unknown how long they would have survived had the Empire not discovered them and calmed the discord between the two races. When the Empire collapsed centuries later, the Thrynn almost immediately drove them out of their home system. For 1200 years, the Elowan barely sustained themselves with a new homeworld and one nursery planet; then, on the cusp of re-establishing relations with their old allies, the Humans, the Elowan narrowly escaped another conniving attempt to destroy them by the Thrynn, who tried to deceive Interstel into planting a Black Egg on Elan. For all these reasons, and countless others over the centuries, the Elowan hated the Thrynn with a coldness every bit as deep as that of their adversaries.
  • Territory: The Elowan are native to the planet Eleran (α129x33, p2), which is actually located in the same star system as the Thrynn homeworld of Thoss. First contact between the two races was in 2684, and there hasn't been peace between them ever since. Mediation of their conflict was largely conducted by humans, and so no massive assaults commenced until after the final fall of the Old Empire. The following year (3481) the Thrynn successfully managed to drive the Elowan off of Eleran, and the species has been in decline ever since. The Elowan were not totally without recourse, however. In 2812, the Elowan established a colony at Elan (α148x63, p2) to act as a place for their young to grow in relative safety. Once they were pushed off of Eleran, the Elowan established another homeworld further coreward, where the species lived until that system's sun flared in the second month of 4620. Elan is now, de facto, the only remaining homeworld of the Elowan. The territorial possessions of the Elowan have remained fairly static since being pushed off of Eleran. Their territory consists of nine systems centered roughly around α156x68, including one system in direct conflict with the Thrynn Confederacy. Elowan do claim the Four Seedlings constellation as part of their demesne, though officially the constellation has never actually been within the Elowan sphere of influence. The Elowan have not shared in the general expansion of territory that most of the other Alpha Sector races enjoyed since the destruction of the Crystal Planet; simply put, there are barely enough of them left to maintain a firm hold on what they have, to say nothing about expansion. On the bright side, the Elowan were the first race in the Sector to establish trade relations with the Humna Humna, as they had by 4620 withdrawn from the provisions of the Akerton Treaty (a fact that very nearly resulted in Elan's destruction by an Interstel crew in possession of a Black Egg, having been told by the Thrynn that Elan was the Uhlek Brain World).
  • Onomastikon: Elowan names consist of one word, although a good number of Elowan have a second "name" appended to the first part of their name (using a hyphen when anglicized). Elowan names tend to favor "L", "Sh", and "R" sounds over other consonants. They also use relatively few vowel sounds. "O" is always pronounced long in Elowan names, while "I" is always pronounced as a long "E" sound. Elowan are generally tolerant of nicknames, to the point where they may refer to themselves using the nickname almost exclusively. Elowan names consist of one prefix and one suffix.
    • Prefixes: Ahri, Anar, Ceshhh, Cyhs, Eh, Ehn, Lohn, Low, Lywah, Rahis, Ralir, Riw, Rowi, Sahn, Syw, Tih, Tish, Tyel, Yesh, Yeshhh.
    • Suffixes: ehn, enar, -Gahhn, -Gitth, lhn, llir, -Maahh, miin, nlow, rlir, sli, sllow, ssh, thah, thhis, uium, uli, -Xaahh, -Xahhn, -Yaahh.
  • Motivation: Elowan are at this point in history are driven by the most basic motivation of all: survival. Driven from the original homeworld, forced to watch helplessly as their second one was destroyed by flares, relentlessly preyed upon by the Thrynn, obliterated from the Delta Sector by their possessed comrades, and coming a hair’s breath from getting wiped out altogether by a misinformed Interstel crew in 4620, the Elowan are now few in number. Their highest priority is keeping the seedlings of Elan safe, and they maintain a well-equipped space fleet to realize that goal. As a long-term goal, they realize that their current situation is untenable, and will either need to leave their existing space for safer pastures or at long last make peace with their reptillian neighbors. Given that the Thrynn show no interest in that prospect, many Elowan are beginning to feel a mass exodus all but inevitable. While it is by no means the highest priority for them, the Elowan also feel a obligation to their deceased offshoots, the Lowar, and have imposed on their Umanu hosts in the Delta Sector just enough to win survey rights to all Lowarian ruins in the region. By this, they hope to uncover any cultural, technological, or societal advancements their brethern might have made in the 800 years of their civilization, and to honor them in some small way. The Elowan of Arth, recognizing that their stellar brethren need all the help they can get, have gone to join them in significant numbers, perhaps 35-40% of the 4620 population. The remainder, while sending what material assistance they can, stay on Arth in the belief that their race’s survival may very well depend on them maintaining a seperate, viable population. These Elowan work hard to keep Arth a thriving, secure, and diverse world, for the good of all the races that dwell there.

  • Basic Characteristics:
    • Size Class: C4
    • Base HD: 48/45/48
    • Durability: 2
    • Learning Rate: 10
    • Science: Initial 10, Maximum 150 (Average)
    • Navigation: Initial 30, Maximum 200 (Good)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 50, Maximum 250 (Excellent)
    • Medical: Initial 50, Maximum 250 (Excellent)
    • Genders: 1
    • Life Stages: Adolescent at 78 years. Adult at 93 years. Middle age at 202 yrs. Old Age at 388 years. Venerable Age at 465 years.
    • Lifespan: 475 + 3d% years.
    • Height: 1.05 + (1d5 x 0.15) m.
    • Mass: 30 + (same 1d5 from height + 1d5) x 2 kg
    • Speed: 5 kph (9 m/rd)
    • Racial Abilities and Restrictions:
      • Pacifist Attitude. Elowan abhor violence and are usually very slow to anger. All Elowan start off with Temper at +10.
      • Natural Regeneration. Elowan may regenerate body parts naturally, without the assistance of a physician see Chapter 9.2.


Android (Homomachina familiaris)

Androids are the unsung "fifth" Arth race, without whom much of Arth's recent accomplishments would've been impossible. Their inclusion as a species is a bit of a misnomer; there are, in fact, many different models of androids (sentient robots in this context) used on Arth for various tasks. Androids in the context of this profile refer to the two models that have been used by Arth over the past fifty years, the Biosynthetic DX99 series and Multitask ARF 29 series. Both can be considered in a single profile, mainly because what differences there are between the models are mainly cosmetic and therefore inconsequential.

  • Personality: It would be unfair to say that Androids have no personality. It just happens that their personalities, programmed as they are, tend to be very mechanical, analytical and coldly logical (particularly when an individual android has just been activated). The longer a unit remains in operation, though, the more quirks it tends to develop. There are some androids who have been known to develop a sense of humor, some that have created some striking artwork and music, and others that are very morose and depressing. These quirks develop due to a minor corruption of the android's peripheral programming as it acquires more memories over time, something which Arth's major android manufacturers are still working out (meanwhile they're telling folks to "Share and Enjoy"). Rather than reprogramming such models, most of Arth society welcomes Androids with such quirks. This is for two main reasons: first, wiping an Android's personality effectively ends the life of an individual Android, even though a new personality may be installed and the same body used. By law, that's technically murder (it should be noted, however, that the near total destruction of an Android's body is not considered murder, so long as its memory core remains intact). While many of Arth's organic population thinks this is a ridiculous law, none have yet had the nerve to try and challenge it. Secondly (and this is the main reason), any prefer a quirky Android. It just makes life all the more interesting.
  • Physical Description: The two models of Androids that have been employed by Interstel over the years in starfaring operations are very similar in form and function, designed mainly for operations requiring straight-forward computation and linear analysis. Androids are a "race" of synthetic humanoids, who have the same basic form as Humans. They are sophisticated automatons and not, strictly speaking, a species. Constructed of metals and plastics, they're more durable than most organic species. They can't benefit from training, however, because their programming is hard-wired and their skills are set at a fixed level (this was a conscious decision on the part of Arth's android designers). Androids are built to exacting specifications: 2 meters tall, 120 kilograms in mass. Their external optical scanners are designed to be able to detect radiation along the entire electromagnetic spectrum. Androids have a sophisticated series of servos for motor control and propulsion, enabling them to make smooth and rapid movements as easily as any organic form of life. Interstel android models can be refitted with more specialized motor appendages (including weapons) as with other Arth models, but many captains perfer the flexibility afforded with the default manipulators. They have their own set of internal power source which requires refueling once every month. Androids are built in factories, with construction of a single being taking approximately three weeks (with two of those weeks needed for construction and testing of their positronic brains). If maintained properly, an Android is effectively immortal; the oldest operating Android on Arth was built around 4500, about the time sublight travel was re-discovered.
    • Motor Appendages: 2
    • Visual Organs: 2
      • Field of Vision: Optimal 140 degrees forward, Peripheral 180 degrees forward.
    • Auditory Organs: 2
    • Olfactory Organs: 0
    • Gustatory Organs: 0
    • Propulsive Appendages: 2
    • Reproductive Organs: 0
  • Relations with Other Races: Androids are programmed to share the same allegiances as the remainder of Arth's population. They have no real quarrel or disposition with any of the races of the Alpha or Delta sectors of their own accord, but will act in accordance to the orders given to them by their ship's captain, or (in the extremely few cases wherein an android has been a ship's master) by Interstel's director. Some of the literary records recovered from the Noah Two wreckage include several tales wherein mechanical beings, having been mistreated by those who created them, rose up to slaughter their creators. Most of the general public is aware of these stories, and therefore all but the most primitive of Arth's androids have been given equal rights and privileges as any other member of Arth society. There are still those that treat androids poorly, though, which is one reason why Arth's androids haven't been given a greater level of artificial intelligence.
  • Territory: Androids are "indigenous" to Arth, as so have the same territorial holdings as Humans. When establishing new colonies for the Arth populace, Androids are usually sent in first to survey the area, detect any nearby natural resources or hazards, and begin habitat construction prior to the arrival of any actual colonists. They can therefore be found on all Arth colonies, largely performing maintenance duties. It's also rare to see a starship leave Starport without at least one android aboard ship, where they can take over some of the ship's functions in the event the ship's crew becomes incapacitated.
  • Onomastikon: Individual android units are usually identified by their model and serial numbers, though in general their "names" consist of their serial number only. Arth android serial numbers consist of a letter prefix followed by six digits. "Nicknames" typically consist of the letter and first two numbers of the serial number; this combination is generally anglicized into a single word (such as Aythree, Eeten, Piohfive, and so forth). When anglicized, zero always becomes "oh", with all other numbers pronounced normally. Android names consist of a prefix and a single suffix.
    • Prefixes: A35, A38, C55, E10, E27, I35, K59, L43, L47, M09, M73, P05, R16, S17, T16, U44, V51, W34, Y18, Z70.
    • Suffixes: 0011, 0022, 0030, 0120, 0213, 0232, 0313, 0323, 1023, 1032, 1120, 1203, 2121, 2211, 2222, 2233, 3020, 3322, 3330, 3332.
  • Motivation: Androids in general have no motivation to go on adventures on their own (and those that do are usually malfunctioning units who cease to function before they get very far). As a rule, Androids will stick to the tasks for which they are programmed. There are some androids who serve in roles that can be considered "adventurous" to most other sentient forms. As previously mentioned, they perform vital work before colonies are constructed and are oftened launched first to begin any kind of orbital construction. Both can take place in particularly hazardous areas. There are also those lucky few who are assigned to the crew of a starship, and as a result can share in the adventures of their fellow crewmembers.

  • Basic Characteristics:
    • Size Class: C5
    • Base HD: 47/47/47
    • Durability: 10
    • Learning Rate: 0
    • Science: 50 (Poor)
    • Navigation: 150 (Average)
    • Engineering: 100 (Average)
    • Communications: 0 (Poor)
    • Medical: 20 (Poor)
    • Genders: 1*
    • Life Stages: Initial Maintenance at 20 years.*
    • Lifespan: N/A*
    • Height: 2.0 m (no variation)*
    • Mass: 120 kg (no variation)*
    • Speed: 7 kph (12 m/rd)
    • Racial Abilities and Restrictions:
      • Manufactured. Androids are a Synthetic Lifeform and follow all normal rules for synthetic life.
      • Metallic Construction. Androids have Class Three natural Armor.
      • Enhanced Vision. Androids can detect and measure EM radiation along all spectrums, and may select the range they wish to view at will.

Mechans (Homomachina noahnovum)

100% PC Compatable...

100% PC Compatable...

The Mechans (more properly, the Mechan Nine) are a starfaring race of androids, originally launched from Earth in the closing days of the Old Empire (3479) as part of Project Noah, the same project that established Arth as an Imperial Colony and sent the Umanu and Lowar to the Delta Sector. The Mechans were part of the ninth Noah group. They were sent to the planet of Heaven (α145x107, p4) with the job of terraforming a marginally suitable planet into a world suitable for colonization within a year’s time, and to defend that world from the Empire’s enemies until the colony ship arrived. The Mechans had Heaven ready to go by the time the colony ship Lasthope was due to arrive. Unfortunately for the Mechans, the transport never arrived, having been marooned on a less suitable world after a terrorist attack on the ship. The Mechans waited for the arrival of the Lasthope for over a thousand years. When Interstel crews began encountering the Mechans, their programming sensed human lifesigns and their failsafe programming kicked in, preventing contact until a protocol was correctly received. Though it took some effort, an Interstel crew finally responded properly in 4620, and contact was re-established between the Mechans and humankind, though a couple of hundred years late. Since then, the Mechans have accepted the final fate of “Group Nine”, and have come into the service of “Group Two”, as they call the people of Arth.

  • Personality: Mechans share many of the same features as Arth androids. However, their programming was performed by specialists who had been perfecting the process over thousands of years, so unlike Android personalities, Mechan personalities don’t drift (at least not until their positronic brains are near total failure anyway, and by then they’ve been identified as a malfunctioning unit and shut down anyway). Like Androids, Mechans tend to be very mechanical, analytical and coldly logical. They have an outstanding memory capacity, once which Arth’s cyberneticists are working hard at mimicking. Since their main focus has been on terraforming the world of Heaven and defending it from invaders for over a thousand years, they tend to have accumulated a great deal of knowledge when it comes to planetology and planetary engineering. Art, music and literature, however, are something that Mechans don’t have (at least, not any of their own making, though they do have a vast library of the works of Earth).
  • Physical Description: Mechans are a humanoid bipedal synthetic race. Their specifications list their height as two meters exactly, their mass at 120 kilograms exactly. That these specs match those of Arth's androids shouldn't be that big of a surprise; Arth android design was largely borrowed from the records of the Noah 2, whose android crewmembers would've been the Mechan 2. Unlike Arth androids, the Mechans were programmed with a rudimentary form of artificial intelligence that gives them some capacity for learning, although they tend to not learn very fast (no doubt their programmers gave the Mechans learning capability in order for them to be able to adapt to any unforeseen situations when it came to terraforming). As with Androids, the Mechans are made of metals and plastics, and so are more durable than most organic species. Mechans have twin arms that give them full range motor control, as well as two legs for propulsion. As with Arth androids, their servos enable rapid and smooth movements. Unlike Arth androids, Mechan appendages cannot be swapped out; whether or not this was done for functional or financial purposes cannot be said. Mechan “eyes” aren’t quite as all-purpose as an android’s scanners, though they can still pick up visual and infrared portions of the spectrum. Mechans use an endurium-based power supply which allows them to operate for hundreds of years before requiring refueling (they are currently working on converting over to shyneum). Mechans are built in special factory modules located on their starships, as well as in a planetbound factory. Construction takes place only when another Mechan needs to be replaced; this keeps their population to an optimal level. It usually takes a minimum of four months to construct a single being (owing to a rigorous quality control process). Mechans are effectively immortal, provided they receive proper maintenance. The oldest known Mechan was constructed on Earth sometime around 3450.
    • Motor Appendages: 2
    • Visual Organs: 2
      • Field of Vision: Optimal 140 degrees forward, Peripheral 180 degrees forward.
    • Auditory Organs: 2
    • Olfactory Organs: 0
    • Gustatory Organs: 0
    • Propulsive Appendages: 2
    • Reproductive Organs: 0
  • Relations with Other Races: The Mechans by and large have been ignored by the starfaring community. No doubt this has been due to their programming; the Mechans have had no cause to try and expand their territory over the millennium they've been in space, and most races have seen fit to leave them alone. Only the Spemin and the Thrynn even mention having encountered the Mechans (the behavior of the Mechans is baffling to the Spemin; the Thrynn seem to at least know their purpose and have come across the wreck of the Lasthope in their travels). The Mechans, for their part, know a lot about the local races and were a good source of information in Arth’s early explorations, once communications were established. They hold the same loyalties that the Old Empire held at the time of the launch of the Noah 9 expedition. They view the Uhlek and Gazurtoid as dangerous enemies, and the Veloxi as arrogant isolationists. They had contact with the Spemin as recently as 4410 (in which the Spemin threatened them and then fled). After communications were established in 4620, the Mechans finally became members of the larger interstellar community at large once more. Despite this, the Mechans still hold the stewardship of Heaven as their primary mission, and so not very many of them have left their sphere of influence as yet. Contact with the Delta Sector has been largely non-existent to date.
  • Territory: Prior to their launch, the Mechans were specifically ordered to patrol an area within 8 sectors of the Heaven system and repel any invaders after Heaven was established. They carried out these orders with machine precision, and by early 3480 had established a sphere of influence on near the extreme downspin border of the Veloxi Empire that would not change significantly for over a thousand years (though it would collapse twice in the early years, after significant attacks by the Uhlek and Gazurtoid). Two star systems fell into this very small sphere: Heaven, and the nearby G-type star system at α143x115. The Mechans did explore the nearby star system and found some Imperial ruins there, but found that the Veloxi had placed a drone in orbit and had declared the world forbidden, and so were content to leave the planet alone. Once their original programming was fulfilled, the Mechans made the decision to make Heaven an Arth colony instead. Mechan territory was added to Arth's holdings after 4620, and by 4640 was fully incorporated into the Arth sphere of influence.
  • Onomastikon: Mechan names are essentially the same as Android names (i.e. individuals are identified by their serial number), though since they are all the same model of automaton, they have no need for added identification through a model number. Mechan serial numbers consist of a letter prefix followed by six digits. "Nicknames" typically consist of the letter and first two numbers of the serial number; this combination is generally anglicized into a single word (such as Eetwo, Geefivoh, Cueseven, and so forth). When anglicized, zero always becomes "oh", with all other numbers pronounced normally. Mechan names consist of a prefix and a single suffix.
    • Prefixes: B64, E25, G50, I91, J85, J92, M00, N05, O85, O86, P27, Q76, T22, T85, W02, X52, X69, X77, Y87, Z00.
    • Suffixes: 0012, 0100, 0222, 0233, 0301, 0310, 0333, 1011, 1013, 1021, 1110, 1200, 1310, 2000, 2031, 2113, 2133, 2303, 2312, 3331.
  • Motivation: Even since becoming allies with “Group Two”, many of the Mechans have remained in the vicinity of Heaven, making sure that the planet remains optimally suitable for the Arth colonists that have settled there. Those few that have left their territory have mainly been employed at Arth’s behest, as they are the best source of information Arth has on the Old Empire (including filling in the gaps about Imperial culture and history, something many of Arth’s universities have been drooling over). To date, no starfaring mission has required the special knowledge that the Mechans contain, so they are considered too valuable to risk sending out with an Interstel crew. That may change if the situation ever warrants it.

  • Basic Characteristics:
    • Size Class: C5
    • Base HD: 47/47/47
    • Durability: 10
    • Learning Rate: 1
    • *Science : Initial 100, Maximum 200 (Good)
    • *Navigation : Initial 150, Maximum 250 (Excellent)
    • *Engineering : Initial 100, Maximum 200 (Good)
    • *Communications : Initial 0, Maximum 100 (Poor)
    • *Medical : Initial 0, Maximum 100 (Poor)
    • Genders: 1*
    • Life Stages: Initial Maintenance at 50 years.*
    • Lifespan: N/A*
    • Height: 2.0 m (no variation)*
    • Mass: 120 kg (no variation)*
    • Speed: 7 kph (12 m/rd)
    • Racial Abilities and Restrictions:
      • Manufactured. Mechans are a Synthetic Lifeform and follow all normal rules for synthetic life.
      • Metallic Construction. Mechans have Class Three natural Armor.
      • Infrared Vision. Mechans have the Enhanced Eyesight special ability.
      • Redundant Memory. Mechans can remember events from hundreds of years in the past with perfect clarity. All Mechans begin with Memory at +30.

Spemin (Amoeba spewtum)

A sign that something's been in the fridge too long...

A sign that something's been in the fridge too long...

The Spemin are a sentient (though just barely) race of amoeboids native to the Alpha Sector. Interstel Vice-Director Phexipotex on described Spemin as "an arrogant mass of slime". That particular statement is largely accurate, and generally reflects the attitude most sentient races have towards the Spemin (to be fair, they largely deserve it). First contact between the Old Empire and the Spemin was in 2675. At the time, the Spemin were in a pre-technological state. The Old Empire put a lot of effort into teaching the Spemin their science and technology, with the goal of making them a valued contributor to Imperial society (much like what they did with the Thrynn and the Elowan). In 2790 the Secret Society for Spemin Superiority (the SSSS) gained power on the Spemin homeworld of Spewta (α82x148, p1) and declared war on the Empire, attacking with the same technology the Empire had given them. The Empire largely ignored this declaration until the Spemin began raiding nearby unarmed colonies and commercial interests, at which point a Imperial task force was sent in for a counter-attack. This task force inadvertently managed to destroy the entire Spemin war fleet in the process. When the First Wave reached the Alpha Sector in the year 3000, the Spemin begged for protection from the approaching Numlox and Phlegmak fleets, which the Empire granted despite the earlier aggression. However, at the end of the First Wave (3260) the Spemin began commerce raiding once again. With the Empire in a weakened state it was some time before a task force could be spared to end the raiding. When the Second Wave began in 3400 the Spemin asked the Empire for protection again. The Empire flat out refused to protect the Spemin again owing to their earlier aggression. To preserve their race, the Spemin managed to trick the Gazurtoid into an alliance. The Spemin provided the invaders with intimate knowledge of Imperial technologies and locations of Imperial colonies. The Gazurtoid, for their part, kept the Spemin informed about the movements of the Uhlek, thus allowing the Spemin to stay out of their way. This kept the Spemin from being annihilated by the Uhlek when they passed through Spemin territory; they simply moved to stay out of the way. With the Empire gone, the Spemin expanded their sphere of influence, such that by the time Arth sent out its first interstellar expedition, the Spemin had one of the larger spheres of influence in the Alpha Sector. After the disappearance of the Uhlek, it was the Spemin who found the flux to the Delta Sector in 4635. They were largely welcomed by the other starfaring Delta Sector races right up until they discovered the wreck of the Elthar-Esh in 4637 and gained access to Leghk technology. This gave them genuine strength; overnight they went from being a general nuisance to a serious threat, which culmunated in an attempt to invade Arth in mid-4641. Though that effort ultimately failed specatcularly, the Spemin still remain a threat. As of 4642, they are the only starfaring race to have territorial holdings in both the Alpha and Delta Sector (not counting Arth, since Ptera is only being leased to Interstel by the Tandelou and is still technically one of their holdings).

  • Personality: Spemin are typically very arrogant. They have an inflated view of their own self worth and see themselves as being superior to all of the other species. Ostensibly, this is because none of the other races can do what the Spemin do (secreting ooze, bouncing younglings on their pseudopod, etc.). Despite the views of many of the other races, the Spemin aren't completely stupid, though they will try to deceive anyone even if the situation doesn't truly warrant it. Many times these efforts aren't even marginally successful (they once claimed that they were the real inventors of the Leghk technology seen on their ships after 4637, and later claimed that they took the technology after a fierce battle and cited the hulk of the Elthar-Esh as proof). Other times, they are fantastically successful (simply by sitting in pools of water while communicating, the Spemin were able to dupe the Gazurtoid into thinking they were a water-breathing race, resulting in their alliance). Another, perhaps more sobering ruse, was their ability to gain Imperial protection from the races of the First Wave. While stroking their ego appeases the Spemin, it doesn't diminish their arrogance; if anything, it heightens it. Spemin bravado, conceit, and deceit usually evaporate after any perceived advantage they have disappears, which in space encounters generally occurs after most of their ships involved are destroyed (this remained true even after they gained access to Leghk technologies). Once willing to tell the truth, the Spemin have proven to be a valuable source of important information. It was they that provided the Interstel with the correct location of the Uhlek Brain World, the coordinates to a flux chain that lead deep into Uhlek territory, and (unwittingly) the coordinates of the Delta Sector Flux. Finally, Spemin have a tendency to mimic others, particularly those they realize are genuinely stronger than themselves (Spemin starships are supposed to be copies of Gazurtoid ships, though there isn't even a superficial resemblance).
  • Physical Description: Spemin are an omnivorous amoeboid race. Their bodies consist of three major parts: their body (which is unicellular) their eyes, and their antennae. Spemin are largely amorphous, though their eyes and antennae are comparatively rigid structures. Their outer body surface is a characteristic deep blue color and is covered with many lobopodia, which are used mainly for propulsion, as well as many axopodia for ingestion of nutrients. One of the lobopodia located on their anterior is larger and more tubular than the others, and is generally what Spemin are referring to when they mention their pseudopod (though technically all of their lopodia are pseudopodia). This lobopod, in addition to providing propulsion, gives the Spemin their motor abilities. Spemin feed by phagocytosis; when they find suitable material to ingest, they will wrap their bodies around it and use their axopodia to begin injestion. Spemin are capable of taking in small amounts of air through their axopodia, which they then forceably expell from their outer body wall. This generally produces sounds ranging from whines to something approaching flatulence, which Spemin use as a method of communication (the Thrynn call Spemin communication "disgusting"). Spemin have twelve large, simple eyes located on their outer body wall. Spemin are capable of physically relocating their eyes to various points on their body's surface, giving them a highly variable field of vision (a Spemin can theoretically have 360 degrees of vision, or a much narrower field if all twelve eyes are pointed in the same direction). Spemin have three antennae which are generally believed to be their auditory organs. Spemin have suggested that the only reason they have antennae is that they're stylish, though given their tendency to lie and given that they have these antennae their entire lives, the auditory organ explanation is more likely. As with their eyes, a Spemin may re-position these antennae to any point on their body's surface. The interior of a Spemin consists largely of cytoplasm, with several organelles for bodily functions. Surprisingly, Spemin do not have a nucleus, nor do any of the known organelles carry out cognitive functions. The location of the Spemin brain is unknown, even to the Spemin themselves. Despite this obvious disadvantage, the Spemin at least enough intelligence to plot and scheme, even if they can't do it well, though they generally don't learn very quickly. Due to their body makeup, Spemin are delicate creatures that can't withstand very much punishment at all. Spemin reproduce asexually via budding. A genetic clone of the Spemin forms in its outer body wall, developing into a miniature clone of the adult. This process generally takes about two months to complete, after which the new Spemin is "born" simply by breaking off from the adult. An adult Spemin generally doesn't have more than a single offspring budding at any given time, though up to ten or more may be simultaneously budding on extremely rare occasions. Spemin bud until they reach Venerable Age, when more of their life processes are needed simply to stay alive.
    • Motor Appendages: * (see Physical Description)
    • Visual Organs: 12
    • Field of Vision: * (see Physical Description)
    • Auditory Organs: 3
    • Olfactory Organs: 0
    • Gustatory Organs: * (see Physical Description)
    • Propulsive Appendages: * (see Physical Description)
    • Reproductive Organs: 0
  • Relations with Other Races: To put it simply, the Spemin are generally disliked by every race in both the Alpha Sector and the Delta Sector, largely due to their own actions (not to mention their oh so charming personality. They are known to be liars and manipulators. None of the Alpha Sector races speak well of the Spemin. The only race in the Alpha Sector that does tolerate the Spemin is the Gazurtoid, and that's only because the Gazurtoid believe the Spemin to be kindred water breathers. Its unknown what the Gazurtoid really think of the Spemin, as they don't mention them in any of their communications. What would happen were they to learn the truth is a matter of conjecture (though it would almost assuredly be extremely violent for both sides). Because of their predation on shipping in the Delta Sector (in particular the theft of Shyneum from passing ships), almost none of the Delta Sector races like the Spemin either. The invasion of Hooplah (δ105x85, p1) irritated the Humna Humna, who in the years since the failed invasion of Arth have refused all trade to the Spemin (a strong statement, given their fondness for trade). The Umanu likewise dislike the Spemin, mainly because they remember their betrayals of the Old Empire. It's likely the Umanu will be at the forefront of any future effort to remove them completely from the sector. Even with their defeat, the Spemin still prey upon the Dweenle whenever possible; this of course does nothing for Dweenle self-esteem. Again, a single starfaring race in the sector tolerates the Spemin: the G'Nunk. The Spemin are one of the few races that have obtained G'Nasch status, though with their natural cowardice and their recent defeat it's uncertain how long they'll maintain that status. For their part, the Spemin see themselves as being unjustly picked on by the other races.
  • Territory: The rapid reproductive rate of the Spemin, coupled with their tendency to build barely functioning (key word: functioning) starships with ultra-cheap materials allowed the Spemin to expand rapidly after first contact with the Old Empire, ultimately leading to the establishment of one of the larger spheres of influence in the Sector. Spemin territory consists of 32 star systems centered just downspin of their homeworld of Spewta. They border on Uhlek territory upspin and outward, the Gazurtoid downspin, and the Veloxi coreward. The Spemin remained hemmed in and unable to expand until after the disappearence of the Uhlek in 4620. The Spemin expanded upspin; this expansion led to the discovery of the Delta Sector Flux in 4634, leading to the Spemin's expansion into the Delta Sector. After their discovery of the Elthar-Esh derelict in 4637, the Spemin gained access to Leghk technology and began a "reign of terror" in both sectors. In the Delta Sector, the Spemin remained scattered throughout various points in the non-Cloud portions of the Delta Sector, ultimately "colonizing" (conquering) four worlds: Hooplah, Bemfblunk (δ158x183, p2), the site of the Leghk Halls of Memory (δ131x219, p2), and an old Leghk colony at δ60x156, p1. After their failed attempt to invade Arth in 4641, the Spemin lost most of their territorial holdings. As of 4642, Spemin territory in the Alpha Sector consists of just ten star systems centered around α72x135, just outward of the nearby stellar cluster. There are five small nebulae in this area (including the one that houses Spewta), as well as a flux intersection. The loss of their holdings in the Alpha Sector has resulted in their loss of control over the Delta Sector Flux. This has cut off their holdings in the Delta Sector from the rest of Spemin society. For now, the Spemin still maintain their hold on Hooplah and Bemfblunk, but without support and with almost every race in the Sector hacked off at them, it may be only a matter of time before the Spemin are forced to abandon those worlds entirely, as they've already been forced to do with their Leghk holdings.
  • Onomastikon:Spemin names usually consist of a single two to four-syllable word, which has a tendency to be somewhat "gooey-sounding", as one Arth antropologist put it. A rare number of Spemin choose to have two words for their names; these usually consist of a four-syllable name broken in two after the second syllable. They don't tend to use any one consonant sound over the others, although "S" usually is followed by a hard "K" sound. Nicknames aren't common among the Spemin, but when they exist they are usually for Spemin with four-syllable names, and consist of the first two syllables. Spemin names contain the prefix followed by anywhere from one to three suffixes. It is entirely possible for all the name elements to sound exactly the same, or for a suffix sound to be used as a prefix.
    • Prefixes: Bee, Blunk, Blurt, Bunk, Chug, Deng, Did, Dort, Dug, Gemf, Gheng, Ghoo, Leng, Lug, Lup, Skree, Skreh, Skrug, Skruk, Zeng.
    • Suffixes: blug, bluk, blurt, buk, bup, burt, chunk, dee, deng, dik, dug, gee, gemf, gup, lemf, lurt, skree, skru, skrug, zee.
  • Motivation: Spemin will leave their territory to discover new ideas and technologies, so that they can come back and make crappy copies of them for the rest of their species. For all their bluster and manipulation, the Spemin seem to be focused on one thing, and that's simply survival. It's true that they aren't in any great danger of going extinct anytime soon (depending on who is asked), but the basic functions of survival are so ingrained into the Spemin psyche that it explains many of their actions and attitudes. Their highest religious command is "Divide and Multiply". Spemin will do what it takes to ensure they can do that for as long as possible. That means finding resources and having space to expand into, which as history teaches, generally means an insatiable desire for conquest. They have the means to conquer. If they ever develop the spine for conquest as well, the other races might have something to be genuinely concerned about...

  • Basic Characteristics:
    • Size Class: C3
    • Base HD: 51/45/51
    • Durability: 1
    • Learning Rate: 3
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 10, Maximum 150 (Average)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 30, Maximum 200 (Good)
    • Genders: 1
    • Life Stages: Adolescent at 5 months. Adult at 7 months. Middle age at 13 months. Old Age at 23 months. Venerable Age at 29 months.
    • Lifespan: 30 + 3d5 months.
    • Height: N/A (amorphous; volume is the individual's mass divided by 1000.)
    • Mass: 9 + (2d5 x 0.6) kilograms.
    • Speed: 1 kph (2 m/rd)
    • Racial Abilities and Restrictions:
      • Generally Despised. All Spemin begin with Reputation at -10.
      • Cowardly. All Spemin begin with Nerves at -10.
      • Moving Eyes. Spemin have the Directed Eyesight ability, and may physically change the location of any or all of their eyes to any position on their body's surface.
      • Possibly Brainless. Not even the Spemin know the location of the Spemin brain. A Spemin's Cognitive Organ may only be hit as the direct result of a critical hit.

Gazurtoid (Architeuthis nirvanum)

The last piece of calamari you'll ever see......

The last piece of calamari you'll ever see......

Gazurtoid are an aquatic, xenophobic species. Any Gazurtoid player group cannot, under any circumstances, add members of other species to the group (unless otherwise noted in the other race’s notes).

The Gazurtoid’s stated goal, repeated ad naseum, is to cleanse the galaxy of all air breathing species of life. They normally convey this message by attacking ships of any air breathing species they encounter, but have been known to let those who are willing to listen to their religious rhetoric be spared. Their main religious organization is known as "The Gazurtoid Church of Nirvana," which will broadcast advertisements from anything it can hack them into.

  • Personality:In describing the Gazurtoid, virtually all the other Alpha Sector races mention the word ‘fanatic’. As a race, their communications have thus far been limited to sermons, which primarily highlight their role as scourge of the Galaxy’s air-breathers. While violent and genocidal towards all air breathing races, they will occasionally refrain from attacking if their quarry takes no aggressive action and speaks to them in a respectful manner. The Gazurtoid, however, are neither insane nor stupid (Spemin and Veloxi protestations to the contrary); while they abhor any non-aquatic species, they understand that they are not powerful enough to take on too many species at once, and long ago decided to carve out a special exception for the Uhlek (likely due to their superior weaponry). In fact, when not in migration mode along with the Uhlek, they generally remain in their chosen space and do not engage in large scale hostilities with other races (though there have been some recent reports, which bear very close scrutiny, suggesting that the Gazurtoid may have expanded their sphere of influence in the years since the Crystal Planet was destroyed).
  • Physical Description: Extremely large squid-like aquatic creatures, Gazurtoid have eight tentacles and a beak-like mouth, though the mouth placement is not typical of terrestrial cephalopods. Each tentacle is covered with hundreds of suction cups which function as taste receptors, as well as providing exceptional motor control. Color is variable, and ranges from light green to dark purple, with red colorations visible only when the species feels threatened. While this is a conscious ability, it is only used as a supplement to vocal communications- unlike some species of squid, the Gazurtoid exhibit no camouflage ability, and for this reason, Arth scientists theorize that they occupied a position near the top of their native food chain, having no need to hide from predators. Though they possess characteristics of both octopi and squid, they are classified as the latter due to the substantial mantle they have developed, which provides protection roughly equivalent to a skull. Gazurtoid possess the largest brains of any known cephalopod, much of which is devoted to processing input provided by the myriad sensory organs of the species. Gazurtoid are believed to be omnivores, as stocks of both fish-like creatures and various species of edible, alien seaweeds have been recovered from wrecked Gazurtoid ships. Gazurtoid communicate with each other in a manner not unlike whale song, though on much lower frequencies than any species of cetacean known to science. The range of these vocalizations can vary significantly from individual to individual, with larger specimens possessing extremely low frequency voices that register only as a deep rumble to Arth species. These sounds have incredible range underwater, and it is believed that, absent barriers and mechanical noise, each Gazurtoid aboard a spacecraft can make itself heard by all other members of the crew simultaneously, no matter where they are on the ship. While underwater, Gazurtoid usually move by swimming with their limbs or grappling and pulling themselves along, though when they want to move fast, they can expel a jet of water to propel themselves backwards. Gazurtoid reproduction and mating rituals remain shrouded in mystery. While many cephalopod species demonstrate reverse sexual dimorphism, it is unknown if this is true of Gazurtoid, as to date, it is believed that only males of the species have been encountered. This suggests a patriarchal society, though that is by no means the only accepted explanation (some xenosociologists suggest the presence of a ruling council of females, which does not deign to lower itself to communicate with outsiders).
    • Motor Appendages: 8
    • Visual Organs: 2
      • Field of Vision: Optimal 180 degrees forward, Peripheral 270 degrees forward.
    • Auditory Organs: 1 (lateral line system - low frequency vibrations))
    • Olfactory Organs: None
    • Gustatory Organs: Numerous
    • Propulsive Appendages: 1* (see Racial Abilities)
    • Reproductive Organs: One
  • Relations with Other Races: The Gazurtoid have extremely antagonistic relations with every other Alpha Sector species, with the exception of the Spemin, who have fooled them into believing they are also aquatic creatures. They were instrumental in the fall of the Old Empire, which they sacked alongside the Uhlek. Viewed as evil by the Thyrnn, vain by the Elowan, stupid by the Veloxi, and insane even by their allies the Spemin, they are without question the most hated of the Sector’s extant races, though they might have competed for the title with the Uhlek before the destruction of the Brain World. The Veloxi hold them in special contempt due to the heavy fighting between the two races during the Second Wave in the 3400’s, which the insectoids have not forgotten over the intervening centuries. (It is likely the Grand Lovely’s forces sustained massive casualties during this period, as even the sparse Imperial messages dating from the era contain multiple mentions of major battles between the two, and of Gazurtoid forces encroaching in Veloxi space) The humans of Arth and the Umanu both have long memories, and resent the Gazurtoid for their role in the destruction of the Old Empire. While the Gazurtoid have not come into contact with the other Delta Sector races, it can be surmised that they would hold all of them in the same contempt they feel for the Alpha Sector races. Of the Delta Sector species, only the Ch-Q-Tss-T are amphibious in nature, but that does not likely meet the Gazurtoid’s criteria, as they use the term water-breather to denote possible allies, not merely water-dweller. The Gazurtoid war-making ability is formidable. An ancient starfaring culture, they have been through several flare cycles already (the exact number is unknown), and possess a mature, powerful technology and spacefleet to match. At the beginning of Arth’s Renaissance, they still maintained a fleet of the same starship types they had used in the Second Wave, enormous colony ships that dwarf every other ship class in the sector, save one. Laden down with laser cannon and powerful shield arrays, these behemoths can absorb an incredible amount of punishment while dishing out more. While for unknown reasons they chose not to arm their ships with missile launchers, they pay no tactical price for this, since during the Second Wave they devised some form of shield technology that completely negates damage from enemy missiles. Unconfirmed intelligence reports indicate that a new class of Gazurtoid warship may be undergoing trials, but these are unsubstantiated at this time. These new ships are rumored to have substantially increased firepower and shielding, representing a nightmare scenario for Arth strategic planners.
  • Territory: After blowing through the Old Empire and most of the coreward part of the Alpha Sector alongside the Uhlek, the Gazurtoid eventually settled into an area in the outward and coreward portions of the sector, coreward of Uhlek territory, outward of Thrynn territory and downspin of Spemin territory. Their homeworld (known as Nirvana) is the fourth planet of the system α86,55. It is unknown exactly how many Gazurtoid swim beneath the planet's oceans, but considering that the Gazurtoid still use the same massive ships they used to migrate to the Sector, its generally believed to be a rather small percentage of their overall population. The Gauzrtoid sphere of influence covers thirty-five star systems, including the systems if the Cross Constellation, which contains one of the largest flux concentrations in the Alpha Sector. With the creation of Arth's sphere of influence after 4620, some of the Cross Constellation is now in disputed territory; an armed confrontation with Arth is not out of the questions. There have also been some alarming reports of the Gazurtoid being reported in portions of the sector previously out of their demesne, further towards the downspin and outward corner of the Sector. These reports, combined with the rumors of a newer Gazurtoid warship class, do not bode well for Arth's overall strategic situation.
  • Onomastikon: Gazurtoid names consist of a single word, which generally is easier for other species to say while gargling. Their names are rarely longer that eight letters long when anglicized. Names make very heavy use of "B", "R", "L" and "G" consonant sounds, with "U" sounds by far the most common vowel. In regards to their names, no other sounds have been recorded to date. Gazurtoid do not offer up their names to outsiders as a rule and nicknames are unknown in their culture. Gazurtoid names consist of a single prefix and one suffix. It is entirely possible for both name elements to sound exactly the same, or for a suffix sound to be used as a prefix.
    • Prefixes: Bbb, Bgbg, Bgrb, Bllb, Brbr, Bug, Gbr, Glug, Grlb, Grrb, Lbg, Lbug, Rbrb, Rbug, Rgbg, Rggl, Ugug, Ulbl, Ulu, Ulul.
    • Suffixes: bbrb, bgbg, bgbr, bglb, blb, brb, brlb, glb, gllu, grbb, grgr, lbgl, lbgr, luug, rbbr, rggr, ugbb, uggr, ulrb, urg.
  • Motivation: Put simply, the Gazurtoid wish to eradicate all forms of life that breathe air. Barring this, they simply wish to be left alone, and do not brook interference in their endeavors by the ‘infidels’. It is thought likely that they are currently in a period of recuperation, having expended an incredible measure of lives and resources in the initial invasion of the Sector 1200 years ago. If that is the case, based on the Elowan assertion of a 2000 year migration cycle for the Uhlek (which would trigger a Gazurtoid migration as well), they may be just over the halfway point in their ‘resting period’. The two triggers for their migration behaviors have now been eliminated: the Crystal Planet no longer flares suns to Coreward, wiping out any air-breathers who may have survived their rampage; and their vanguard, the Uhlek, have been negated by the destruction of the Brain World. The Gazurtoid are certainly aware by now of these two events, having noted the Uhlek’s absence in their new, expanded sphere of influence and witnessed the continued existence of life in areas that should have flared by this point. It is believed that these two factors have spurred them to substantially expand their shipbuilding and massively increase their birthrate. The Gazurtoid, in the past, did not habitually leave their sphere of influence looking for a fight, but it unknown how much longer this happy state of affairs will last.

  • Basic Characteristics:
    • Size Class: C8
    • Base HD: 43/52/41 (water), 41/50/41 (land)
    • Durability: 7
    • Learning Rate: 5
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 50, Maximum 250 (Excellent)
    • Engineering: Initial 50, Maximum 250 (Excellent)
    • Communications: Initial 10, Maximum 150 (Average)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 2
    • Life Stages: Adolescent at 5 years. Adult at 8 years. Middle age at 13 yrs. Old Age at 19 years. Venerable Age at 25 years.
    • Lifespan: 27+1d10 years.
    • Mantle Length: 2.25 + (2d5 * 0.15) m.
    • Mass: 337.5 + ((2d5 from height) * 22.5) kg.
    • Speed: Water - 19.2 kph (32 m/rd); Land - 6 kph (10 m/rd)
    • Racial Abilities and Restrictions:
      • Hatred of Air Breathers. All beginning Gazurtoid must take the Intolerant Complication at (-25). Gazurtoid cannot ally with non-water breathing races.
      • Fearsome Reputation. All beginning Gazurtoid must take Reputation as a Takent at +10, used when communicating with other races.
      • Improved Grab. All Gazurtoid have the Improved Grab special ability.
      • Jet Propulsion. Gazurtoid use the jet for main propulsion, but only underwater (fast swimmer). They may use their arms to propel themselves in any medium (very slow multiped).
      • Water-breather. Requires breathing equipment for terrestrial areas. Automatically passes all Three-Dimensional Maneuvers Checks for swimming.

Uhlek (Dolens nex)

Uh......are they both wearing 'fros?

Uh......are they both wearing 'fros?

Editor's Note: Because of the nature of the Uhlek and how they behave, they may be an extremely difficult race to role-play successfully, and are not recommended for inexperienced players.

There is perhaps no greater tragedy known to humankind than that of the ancient Leghk race, especially since their tale wasn't fully known until the crew of the I.S.S. Butterfish visited the Halls of Memory a million years in the past from 4640. This happened a full twenty years after another Interstel crew destroyed the Uhlek Brain World (α55x32, p2) and caused the complete disappearance of the Uhlek. The Uhlek race and the Leghk race are in fact one and the same. Native to the Delta Sector, the Leghk were a peaceful, benevolent race who held science and philosophy in the highest regard, and were therefore one of the most technologically advanced civilizations in the entire universe. Unfortunately, a being from another dimension known simply as "The Uhl" appeared in their territory a million years in the past, and began "possessing" the minds of the Leghk telepathically. A great war between the normal Leghk and the possessed Leghk ensued in which billions died, and in which the Leghk's vaunted faith in science ultimately failed them utterly. Attempts to save their civilization resulted in the formation of the Great Cloud Nebula and the formation of the Delta Sector Anomaly, which in turn led to the possession of the Umanu by the Uhl's offspring and the destruction of the Lowar civilization in 4242. Another attempt was the creation of the Uhl Weapon, which was lost before the Leghk could deploy it; although it weakened the Uhl's offspring considerably and contributed to its eventual destruction, the weapon ultimately failed to destroy the Uhl's offspring outright when it was finally used by the crew of the Butterfish. After completing the possession of the Leghk, the Uhl Leghk (or Uhlek, as they were now known), remained in the Delta Sector until 40,000 years ago, when the Crystal Planet passed through the Delta Sector. Migrating outward every 2000 years, the Uhlek entered the Alpha Sector as part of the Second Wave in 3400. Along with the Gazurtoid, they were directly responsible for the final fall of the Old Empire in 3480. They ultimately settled in the far outward expanses of the sector, and remained there awaiting their next migration cycle until the destruction of the Brain World. Though they are native to the Delta Sector, they are considered an Alpha Sector race, as they were inhabitants of the Alpha Sector at the time they were first encountered by Arth starships.

  • Personality: The few races that know anything at all about the Uhlek describe them as a collective being, autonomous and yet one being. This is partially true; while remaining individuals, their cognitive functions are handled by the vast lifeform known as the Uhl. The Uhlek serve as the Uhl's "immune system". The Uhl is made up of many ganglia that are connected by electromagnetic waves. The activities of sentient beings disrupt those waves and cause the Uhl pain, so the Uhl sends the Uhlek to eliminate the source of that pain (i.e. other forms of sentient life). This they do with cold efficiency. Uhlek show no mercy; anything that can't get away gets destroyed. They have never been observed in any social situations, so how they behave around each other remains a complete mystery.
  • Physical Description: The Uhlek never communicated in any documented encounter, so no guess at their appearance or language was ever made. It was not until the crew of the I.S.S. Butterfish visited the Halls of Memory that a member of Leghk species was ever seen (technically, the Lowarian crew of the Elthar-Esh had done the same thing 400 years earlier, but they did not live to tell their tale). It can only be surmised that the Uhlek look the same as the Leghk, but as the Umanu were not appreciably different from Humans after their time under the Uhl's compulsion, it's a very plausible supposition. The Uhlek are a race of omnivorous floaters, approximately one to one and a half meters in height and weighing somewhere around thirty kilograms. They are best described as a race of greenish "floating heads", in that their bodies look like a humanoid head minus ears and a nose. They have two small, forward set eyes (usually yellow in color) and a large mouth through which the species takes in sustenance. Below the main portion of their body is a long, thin tentacle that is usually curled up into a spiral shape and serves as a motor appendage for grasping small objects. Uhlek have no hearing capability; when they communicated with the Leghk, the crew of the Butterfish reported seeing the Leghk speakers wearing special communication apparatuses on their head, which enabled normal communications. While the Leghk were an incredibly intelligent race with a moderate constitution, it's likely that millions of years of servitude to the Uhl have left them as a race of extremely durable automatons, with great physical ability but no independent learning ability whatsoever. Other information about the Uhlek, such as feeding and reproductive habits, are unknown; there simply was no time for the crew of the Butterfish to ask those kinds of questions. How they stay aloft and propel themselves is also an unsolved mystery; whether it is some form of electric or magnetic levitation or psychokinesis is unknown.
    • Motor Appendages: 1
    • Visual Organs: 2
      • Field of Vision: Optimal 120 degrees forward, Peripheral 180 degrees forward.
    • Auditory Organs: 0
    • Olfactory Organs: 0
    • Gustatory Organs: 1
    • Propulsive Appendages: 0* (see Physical Description)
    • Reproductive Organs: 0* (see Physical Description)
  • Relations with Other Races: The Uhlek host species, the Leghk, were considered a benevolent and congenial species, who cared deeply about topics such as education, the arts and philosophy. The Dweenle often say that the Leghk were the only race they'd ever encountered that seemed to like them. Alas, this is not the case with the Uhlek, which are (or rather, were) hands down the most hated race in the entire cosmos. The closest thing the Uhlek have to an ally is the Gazurtoid, and they don't attack the Uhlek simply because they know the Uhlek can toast them (that, and they do such an exquisite job of eliminating air breathers in their own right). The races of the Delta Sector are more fortunate; to them, the Leghk are a legend, and the Uhlek are never mentioned implicitly (though the Arla have discovered that most ships travelling through the anomaly aren't destroyed by the anomaly passage itself, but rather by a hostile race living in the past, who they surmise can only be the Leghk). It is likely, however, that any Delta Sector race that would happen to encounter a live Uhlek would get the same treatment as Alpha Sector races.
  • Territory: After taking three hundred years to move through the Sector, the Uhlek finally settled along the far outward edge of the Alpha Sector, where they remained until the final destruction of the Uhlek Brain World in 4620. Everything outward of the x=30 parallel was located within the Uhlek spheres of influence. The Uhlek at one time maintained a "home planet" at α7x118, p7, though there was no Uhlek presence on that planet in the years immediately prior to their disappearance (it's thought that the planet mainly acted as a staging area for their fleets; certainly no Uhlek could've survived in the planet's toxic atmosphere for very long if they maintained most of their Leghk physiology). Additionally, seventeen star systems upspin of Spemin and Veloxi territory (roughly centered around &alpha118x220) belonged to the Uhlek. The inter-sector flux to the Delta Sector is located in this upspin region, which probably explains why it took so long for any of the local starfaring races to discover it. After the destruction of the Brain World in 4620, the Uhlek simply disappeared, leaving their territory completely vacant. The final fate of the Uhlek remains a mystery, one which the local races are more than happy to leave alone (while scrambling for the territory and resources the Uhlek left behind).
  • Onomastikon: The names that individual Uhlek give to themselves are unknown by any other race. As there has never been any communication between an Uhlek and a member of another species (besides the lobbing of plasma bolts), there was never any opportunity to study Uhlek language (let alone names) until the crew of the Butterfish visited the Halls of Memory. Such was the urgency of the Leghk in that meeting that, though they had time to share a scant meal with the crew of the Butterfish, no introductions were made. To this date, no one has ever heard the name of an individual Leghk or Uhlek, and it's likely no one ever will. It's entirely possible that Uhlek don't have individual names; no sentient being names every individual cell that comprises their own immune system. Editor's Note: For Uhlek characters, roll 10d10 but do not sum up the result. Instead, have the player arrange those numbers in any order they'd like, and use the result as the Uhlek's name.
  • Motivation: The Uhlek have a single motivation, and that is to protect the Uhl and to eliminate any threats to its existence. If the Uhl wants something destroyed, it is the responsibility of the Uhlek to destroy it at all cost. All other motivations and actions are secondary to this single overriding priority. If an individual Uhlek ever managed to escape from the control of the Uhl and follow their own destiny, history has failed to record it.

  • Basic Characteristics (Uhlek, Present):
    • Size Class: C3
    • Base HD: 59/50/59
    • Durability: 5
    • Learning Rate: 1
    • Science: Initial 10, Maximum 150 (Average)
    • Navigation: Initial 50, Maximum 250 (Excellent)
    • Engineering: Initial 50, Maximum 250 (Excellent)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 10, Maximum 150 (Average)
    • Genders: 1* (see Physical Description)
    • Life Stages: Adolescent at 7 years. Adult at 18 years. Middle age at 40 yrs. Old Age at 67 years. Venerable Age at 87 years.
    • Lifespan: 88+6d10 years.
    • Height: 0.98 + (1d5 x 0.14) m
    • Mass: 20.25 kg + ((same 1d5 from height + 1d5) x 1.35) kg 27 kg
    • Speed: 5 kph (8 m/rd)
    • Racial Abilities and Restrictions:
      • Universally Feared: Uhlek are renowned for their extreme aggressiveness. All Uhlek have Reputation as a Complication at -20.
      • Unwavering Loyalty: The Uhlek obey every command given to them by the Uhl. All Uhlek have Discipline as a Talent at +25.
      • Universal Hatred: Uhlek are under compulsion to destroy all non-Uhlek sentient life. All Uhlek have the Intolerant Complication at -30.

NEXT: 2.3 Delta-Sector (SF2) Races
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