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2.3: Delta-Sector (SF2) Races

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Modified on 2010/05/18 07:51 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.

While the Spemin and Uhlek both appear in SF2, they should be considered Alpha-Sector Races for purposes of gameplay. For stats on those races, see the previous sub-chapter.

Humna Humna (Urocyclidparilis sapiens avarus)


A being that's probably on a low-salt diet.

A being that's probably on a low-salt diet.

The Humna Humna are a race of traders that reside in the Delta sector. In comparison with terrestrial species, they most closely resemble slugs. Driven mainly by profit motive, they maintain a largely neutral bearing towards most races and prefer to avoid the more heated issues that can lead to conflict. They do, however, recognize the benefits of mutual goodwill and respect, and will provide opportunities to those that display these qualities that they would not show to others. Their cooperation (though the use of their trade bouys and sale of jump pods) was instrumental to Interstel's unraveling of the Spemin crisis and the recovery of the Leghkian technology, so they can be viewed as favorably disposed towards Arth's coalition.

  • Personality: Enterprising, diplomatic, and VERY interested in making a profit. The Humna Humna have a very distinct way of talking. Their language requires an individual to be as precise as possible when making a statement. As a result, most translated Humna Humna messages appear to be overly redundant. Humna Humna tend towards a greedy disposition, as their entire culture is based on a somewhat fanatical form of capitalism, with even their young forced to barter for basic necessities. They count their trade maps as their most valuable possessions, and will only sell them to traders they hold in high regard. Although trade and profiteering are among their foremost motivations, the Humna Humna do recognize certain limitations. They prefer to operate on friendly terms with other sentients and are not impressed when a customer approaches them in an obsequious manner (although they are not below adopting such an posture when it suits them, such as in their dealings with the Tandelou). Likewise, they are mostly unwilling to engage in open hostilities in the pursuit of profit; while they will enthusiastically defend themselves, they have not attempted to win G’Nasch status to enable them to trade with the G’nunk, nor were they eager to mount an invasion against the Spemin to recapture their planet Hooplah.
  • Physical Description: Humna Humna are a race of terrestrial, air-breathing gastropod mollusks, more closely related to slugs than snails due to their lack of a proper shell. They do, however, have a pincher on the end of their tails that is made of the same secreted calcium carbonate that composes the shell of other species of snail; they use this appendage for fine manipulation and (less often) defense. Therefore, their classification must be viewed as somewhere between the two types of mollusks. Physically, they vary significantly from Earth/Arth-based species, the most prominent example being their lack of a heart. They are approximately two meters in length, with wrinkled pinkish-gray skin. They have a single ‘foot’ at the front of their stomachs (hence their placement in the gastropod family); waves of muscular contraction along this appendage forms their primary means of locomotion, aided by mucus production to reduce friction (the deck surfaces aboard their ships are so slick that other species have great difficulty gaining traction). This method of movement is very slow relative to other species, leading the Humna Humna to often make use of mechanical devices to compensate. The Humna Humna trace their ancestry back to a species of omnivorous slug, which partly explains their greater intelligence relative to many members of their evolutionary family. As sentients, they have expanded their palette to include other forms of lower animal life, and can comfortably digest most of the same types of foods as most of the 'native' Arth species. Due to the intensive energy needs associated with their method of locomotion combined with their large size, Humna Humna must spend an appreciable amount of their time eating (the rise of their bartering culture is directly traceable to this, as sociological pressures forced the species to find alternatives to each individual simply spending all of its waking time searching for food). As a species, they have something of a weakness for ammonia-based drinks, which effect them much as alcohol effects humans. The hermaphroditic Humna Humna reproduce by pairing up, with each individual exchanging genetic material with its partner, then laying their eggs in a designated nursery (a cultural improvement on simply depositing them in moist soil, as their ancestors did). In most cases, one partner is designated to look after both sets of eggs and raise the resultant young; this individual is called the 'brood mother', and is responsible for caring for the pair's children and teaching them the skills they will need to survive.
    • Motor Appendages: 1
    • Visual Organs: 2
      • Field of Vision: Optimal 90 degrees forward, Peripheral 180 degrees forward.*see Racial Abilities.
    • Auditory Organs: 2
    • Olfactory Organs: 2
    • Gustatory Organs: 1
    • Propulsive Appendages: 1
    • Reproductive Organs: 2
  • Relations with Other Races: Aside from their affinity for trade, Humna Humna as a race pride themselves on their communication skills, with each starship captain viewing himself as an ambassador or diplomat representing his people. Their goal is to maintain friendly relations with any species willing to trade. Although they will extend this status to any race willing to trade, they prefer dealings with races that will barter; while willing to do business with non-bartering races, Humna Humna do not understand them, and believe their lack of price negotiation belies a fundamental misunderstanding of capitalism. Through their skill in communicating, the Humna Humna have come to an accord with most Delta Sector races, choosing to go along to get along wherever possible. They largely ignore the Dweenle’s suicidal ramblings, adopt the necessary obsequious posture with the Tandelou, and avoid the Ngkherarla during their dangerous Ng cycle. The only exception is with the G’nunk; the Humna Humna remain antagonistic with them, especially due to their continued use of Endurium as fuel, and their raids on Endurium-rich worlds in Humna Humna territory. Since the defeat of the Spemin and the reintroduction of Shyneum, the Humna Humna have wasted no time in inflitrating the Alpha Sector and establishing connections with the local races. Finding the native Alpha races mostly ameniable to trade, the merchants have gone so far as opening a trade center on Starport in Arth orbit, and are currently in talks with the Elowan, Thrynn, and Veloxi regarding normalizing trade routes and purchasing properties for possible future centers on or near their homeworlds. Given that the sector is emerging from a tramatic recent past, the Humna Humna see a huge, virtually untouched market, and are eager to begin tying the two economies together (and making a mint in the process).
  • Territory: Humna Humna inhabit a total of seven worlds in the Delta Sector, with δ216x45 being their homeworld. Though they maintain trade worlds in each quadrant of the Delta Sector, they are most heavily concentrated in the downspin/coreward region, with four of their worlds in that area. They maintain scattered trade fleets all over the sector, though they largely steered clear of the Cloud Nebula until the recent destruction of the Uhl. Like most of the other races, however, they are not native to the sector, though just when exactly they settled there remains a mystery. During the Golden Age of trade, they had established trade centers on all sentient-inhabited worlds; subsequent Shyneum shortages and increasingly hostile conditions led them to abandon most of them, however. It remains to be seen if they will reestablish these centers now that the Umanu have again begun exporting Shyneum from the Cloud.
  • Onomastikon: Humna Humna names consist of one relatively long word. As with the Veloxi, the potential combination of consonant sounds (heavy on "Sh","T", "Tz", and "Wh") have lead to many races addressing the Humna Humna by shortened forms of their name. Usually Humna Humna nicknames consist of the prefix only. Humna Humna names contain the prefix followed by two suffixes. It is entirely possible for all three name elements to sound exactly the same, or for a suffix sound to be used as a prefix.
    • Prefixes: Ahz, K'ch, K'oosh, Psn, Pso, Shoosh, Shp, Shz, T'oosh, T'p, T'z, Tza, Tzch, Tzi, Tzn, Tzoosh, Tzz, Whch, Whi, Whts.
    • Suffixes: ahoosh, ahts, k'ch, k'i, k'oosh, k'ts, pshhhh, sha, shi, sho, shp, shr, shu, shz, t'hhhh, t'i, t'u, wha, whi, who.
  • Motivation: Profit, profit, profit! Nothing spurs a Humna Humna into action like the possibility of copious amounts of cash. While the species is not wholly devoid of selfless nobility, they much prefer couching their altruism in terms of "how much will it benefit me?" For instance, saving a species from extinction is all well and good, but how much better to save it from extinction and get paid 15,000 SP by an environmental group? Such is the thinking of a Humna Humna.

  • Basic Characteristics:
    • Size Class: C6
    • Base HD: 42/45/47
    • Durability: 4
    • Learning Rate: 8
    • Science: Initial 10, Maximum 150 (Average)
    • Navigation: Initial 10, Maximum 150 (Average)
    • Engineering: Initial 30, Maximum 200 (Good)
    • Communications: Initial 50, Maximum 250 (Excellent)
    • Medical: Initial 10, Maximum 150 (Average)
    • Genders: 1
    • Life Stages: Adolescent at 6 years. Adult at 10 years. Middle age at 22 yrs. Old Age at 40 years. Venerable Age at 55 years.
    • Lifespan: 55+3d10 years.
    • Length: 1.4 + 1d5x0.2 m
    • Mass: 120 + (same 1d5 from height + 1d5)x8 kg
    • Speed: 3.6 kph (5.9 m/rd)
    • Racial Abilities and Restrictions:
      • Eye Stalks (Flexible eye stalks permit the Humna Humna to direct their field of vision in any direction).
      • Greedy Disposition (All beginning Humna Humna characters must take the Greedy Complication with a minimum score of ten).


Umanu (Homo sapiens noahsexum)

Paul-3 Reiche, a typical Umanu. Or hobbit. Kinda hard to tell either way.

Paul-3 Reiche, a typical Umanu. Or hobbit.
Kinda hard to tell either way.

"Umanu" is the adopted name of the human members of the Noah Six expedition, which was launched from Earth in 3466 as part of Project Noah, an attempt to save the last remnants of Earth's empire from complete extinction (the establishment of Arth was accomplished through the Noah Two expedition). Noah 6 arrived in the Delta Sector in 3838. Finding the Cloud Nebula largely unoccupied and realizing its potential strategic value as a safe haven, the Noah 6 expedition settled within the nebula. To further hide their identity from any enemies that might have followed them to the Delta Sector, the two species that made up the expedition decided to change their very names. The Elowan members became the Lowar; the Human members became the Umanu. A hundred years after their arrival in the Delta Sector, the Lowar discovered the Shyneum Planet; together the Umanu and the Lowar began a golden age of trade in the Delta Sector and times were altogether prosperous. In 4240 the Umanu were enslaved by the Uhl's offspring; two years later the Umanu exterminated the Lowar. The Umanu remained enslaved until 4640, when the Uhl's offspring was finally defeated by the crew of the ISS Buttershark.

While the Umanu are human in all but name only, they have suffered from 400 years of total mental enslavement, which has affected the way the Umanu perceive the universe. This, combined with their fashion sense (leaning towards solid-colored hooded robes) and their place of origin, marks them at the very least as an all-together distinct group.

  • Personality: Prior to the defeat of the Uhl, the Umanu were little more than automatons. Many post-Uhl Umanu are very expressive and artistic. Their caliber of art-forms is a little under par, but then again the race as a whole has been denied creative expression for 400 years (so few individual Umanu really care). Many Umanu are extroverted; they have a tendency to gush, particularly when giving thanks to someone. The Umanu still possess many of the same qualities as humans, in particular the qualities which made them so valuable to the Uhl: aggression and tenacity, mild territoriality and possessiveness.
  • Physical Description: While the Umanu are biologically human, they have been under the direct mental control of the Uhl's offspring for approximately 400 years; this combined with the relatively small size of the initial population means that the Umanu, as a distinct group, are less diverse than the human population from which they were taken. The Umanu are a bipedal omnivorous species with smooth skin and a characteristic mat of scalp hair; this hair is typically ranges from a light brown to black color. They are 1.4 to 1.9 meters in height, and are light beige to a darker beige in color. The Umanu have an internal skeleton and two small, narrow-set eyes which allow binocular vision; these eyes are typically brown. Uhl-influenced breeding led to a stock which is somewhat stronger than the average human, but less mentally flexible. They tend to excel in any field involving mechanics and tend to be keen marksmen. The Umanu have a pair of arms (motor appendages) and legs (propulsive appendages), both of which terminate in five digit-type appendages per major appendage. The Umanu usually eat five small meals per day and sleep about six hours a day. Umanu 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. Umanu reproduction is performed sexually; Umanu 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: The history of the Umanu's presence in the Delta Sector has been rather tragic. Because of their overtly aggressive behavior under the influence of the Uhl, none of the other starfaring races in the Delta Sector have had much to do with the Umanu; usually the mere sighting of one of their ships sent anybody else's ship into an immediate defensive posture. The G'Nunk sometimes went into the Cloud for the express purpose of testing their mettle against the Umanu; as neither species was keeping records during that period, it is impossible to say how many G'Nunk have lost their lives to the Umanu (the G'Nunk have designated the Umanu as G'Nasch, superior in strength to themselves). The socio-political system in the Delta Sector fundamentally changed in 4640 with the Uhl's final defeat. The Umanu, with the help of Interstel, were able to re-establish a rapport with the Humna Humna in order to begin redistribution of shyneum throughout both the Alpha and Delta Sectors. This has in turn led to a vast increase in interstellar trade in the Delta Sector, delighting the Humna Humna no end. Unfortunately, the increase in trade hasn't done much to mollify the other races in the sector as yet; time will be required for the Umanu to establish any kind of direct rapport. In the meantime, the Umanu are largely dependent upon Interstel to mediate any dealings between themselves and the other Delta Sector races. The Umanu's sudden transition to a friendlier posture has made them the epitome of evil to the G'Nunk, who feel that there is nothing more evil than a strong, non-aggressive race. Because of their isolation from the Alpha Sector, the Umanu's attitudes towards the Alpha Sector races hasn't changed much since the initial launch of the Noah Six expedition (they still hold great malice towards the Gazurtoid and disdain for the Spemin, and are on generally friendly terms with the Veloxi and Thrynn). As a race, they feel a sense of guilt over the extermination of the Lowar. As a result, they have a tendency to do anything an Elowan asks of them without hesitation. The Umanu formally allied with Arth in 4641, greatly adding to Arth's influence in both sectors.
  • Territory: From the time of the arrival of the Noah Six expedition to the present day, the Great Cloud Nebula in the center of the Delta Sector has been the territory of the Umanu (records indicate the Umanu shared the nebula with the Lowar up until their compulsion by the Uhl). There are 27 star systems within the cloud, and all of them fall within their jurisdiction. The Umanu have settlements on four worlds within the Cloud. Their homeworld is the lone rock world orbiting δ96x141. Most Umanu living on this planet live in urban areas along the northern coast of the main continent. The Umanu are also known to inhabit the old Lowar homeworld at δ139x135, p7. The Umanu military training center was, until very recently, located at δ112x133, p7. This molten world was used to toughen up troops for life in service of the Uhl. With the Uhl's demise, there has been talk about abandoning the world all together. By far the most important world in Umanu territory (certainly in an economic sense) is the Shyneum Planet at δ117x153, p2, the soul source of Shyneum in the known universe. The Umanu keep large defensive fleets in orbit of each world (particularly the Shyneum Planet) and maintain regular patrol patterns within the cloud (which were a constant hazard to anyone trying to traverse the Cloud before the Umanu were freed from the Uhl). It has yet to be seen if the Umanu will be allowed to conduct regular trade missions with other races (except, perhaps, for deliveries of vastly needed Shyneum), given their past history with the local races.
  • Onomastikon: Up until the time of their enslavement, the Umanu followed the same naming convention as their Human relatives. Afterwards, with the very concept of individuality supressed by the Uhl, names were replaced by numeric designations. With their freedom, the Umanu have started to try out human names once again; this name is combined with the last two or three digits of their designator number. A very small number of Umanu have rediscovered their family lineage; those that have often include the name after their adopted given name. A name such as Nicholas-28 Treadwell is a proper Umanu name; so is something like Amy-34. It has yet to be seen whether future generations of Umanu will continue the practice of the name-designator, or if they will readopt human naming conventions.
    • Male Given Names: Ali, Armando, Brahma, Diederik, Diego, Friederich, Garth, Heinrich, Hitoshi, Jiro, Juan, Konstantin, Nagataka, Phillipe, Raphael, Stanislav, Thomas, Uchechi, Yasahiro, Yonas.
    • Female Given Names: Abbey, Aki, Arianne, Brooke, Clarice, Emma, Esperanza, Kimiyo, Linda, Nima, Rachel, Sabine, Shahrazad, Sofia, Svetlana, Tabia, Ursula, Veronika, Yosha, Zafira.
    • Family Names: Aguirre, Chandrasekhar, Dibango, Gagarin, Gottlieb, Hausmann, Hideyoshi, Ito, Kwetche, Mannerheim, Martinez, McConnell, Morimoto, Muniz, Praveenkumar, Ramos, Rodriguez, Siddig, Tanner, Treadwell.
  • Motivation: Before they were freed, the Umanu served a singular purpose: to defend the Uhl at all costs. As a result, the Umanu really had no true motivation to explore and go on adventures while still under the Uhl's compulsion. After the Uhl's defeat, however, an Umanu has several reasons for going away from their local community. The Umanu are in direct control of the only known source of Shyneum, and the race is in need of capital to rebuild a lot of their civil infrastructure. 400 years of mind control hasn't wiped out all traces of humanity's greediness. The Shyneum planet also has to be defended from pirates, smugglers, and any race ambitious enough to attempt to wrest control away from the Umanu. Serving in the Umanu fleet accomplishes that goal (there are also probably individual Umanu who have known nothing other than starship duty their entire lives). Finally, the Umanu are explorers at heart, like their human ancestors.

  • Basic Characteristics:
    • Size Class: C5
    • Base HD: 50
    • Durability: 7
    • Learning Rate: 6*
    • Science: Initial 30, Maximum 200* (Good)
    • Navigation: Initial 50, Maximum 250* (Excellent)
    • Engineering: Initial 50, Maximum 250* (Excellent)
    • Communications: Initial 30, Maximum 200* (Good)
    • Medical: Initial 10, Maximum 150* (Average)
    • Genders: 2
    • Life Stages: Adolescent at 15 years. Adult at 21 years. Middle age at 40 yrs. Old Age at 60 years. Venerable Age at 70 years.
    • Lifespan: 70+5d10 years.
    • Height (Male): 1.4 + 1d5x0.1m
    • Height (Female): 1.3 + 1d5x0.1m
    • Mass (Male): 40 + (same 1d5 from height + 1d5)x10 kg
    • Mass (Female): 35 + (same 1d5 from height + 1d5)x5 kg
    • Speed: 6 kph (10 m/rd)
    • Racial Abilities and Restrictions:
      • Good Memory. All Umanu begin with Memory at +5, regardless of era.
      • If the current campaign takes place in the SF2 era or before (up to 4640)...
        • Suppressed Learning. The Uhl has complete mental control over the Umanu. They are a race of automatons, with a Learning Rate of zero.
        • Altered Abilities. The Uhl has refocused the Umanu brain towards a new set of mental priorities. Use the same initial and maximum training amounts as for the Uhlek.
        • Under Compulsion. The Umanu are under the Uhl's mental compulsion. They automatically fail any Willpower Save made to resist suggestions from the Uhl.
      • If the current campaign takes place after 4640 (post-SF2)...
        • Mildly Curious. All Umanu begin with the Curious Complication at -5.

G'Nunk

A group of G'Nunk on a good day. Looks exactly like a group of G'Nunk on a bad day.

A group of G'Nunk on a good day. Looks exactly
like a group of G'Nunk on a bad day.

The G’Nunk are a coalition of sentient races which originate on the planet of G'Aeresch (δ159x30, p2) in the Delta Sector. Emphatic believers in the concept of “Survival of the Fittest”, they are relentlessly hostile, even amongst themselves, and will immediately attack any new species which encounters them. This keeps them from being especially popular with their neighbors.

  • Personality:Although Interstel science has described three separate species in the G’Nunk coalition, they each maintain a singular personality, which can be summed up in one word: Hostile. Any encroaching species is subjected to unceasing attack until they successfully defeat 20 G’Nunk warships, at which point the coalition will deign to speak with them. G’Nunk are seekers of change, and hope to one day attain G’zaers’cha, the final stage of evolution, which they believe will result in constant and continuous evolutionary change. They abhor stability and try to change the status quo whenever possible. To that end, they are enthusiastic users of any implant or biotechnology which can bring about survival enhancement.
  • Relations with Other Races: To the G’Nunk, there are only three types of being: G’Noon, G’Nasch, and G’Nunk, with other differences being viewed as trivial and unimportant. The G’Nunk will attack and kill any race that falls into the G’Noon category, and since G'Naen Sh’Gar teaches them that all are G’Noon until proven otherwise, this results in all new contacts being met with fusillades of missiles. Once a new species proves its G’Nasch status, "diplomacy" can begin, though belligerence must be maintained in all communications. Appreciative of their violent unpredictability, the G’Nunk view the stone age Djaboon as their charge, and maintain an orbital patrol above the planet to keep out G’Noon species. Despite their lack of any advanced weaponry, the G’Nunk have apparently elevated them to G’Nasch status, since otherwise they would likely exterminate the Djaboon from orbit. The remaining space-faring races of the Delta Sector view the G’Nunk with varying degrees of antagonism. The Dweenle, preyed upon at every opportunity, simply avoid the G’nunk as much as possible, unless feeling especially suicidal (it should be noted that the G'Nunk will go out of their way to encounter the Dweenle, a race that has managed to survive despite all odds). The Arla detest the G'Nunk, though the G’Nunk view them with some amount of respect, as they are on the verge of acquiring G’Nasch status. This, however, is likely due mainly to exchanges that take place during the Ng and Kher phases, as otherwise the Arla try to avoid unnecessary conflict. The Humna Humna, while checking them coreward, find it easiest to merely circumvent their territory, and limit hostilities to repulsing any runs the G’Nunk make on the Endurium planets in the 216x45 system. The Tandelou Eshvey, the closer of the two Tandelou sects, maintain a wary vigilance against their coreward neighbors. While bristling at the G’Nunk’s classification of them as G’Noon, and distasteful of their violent nature, the Eshvey view the G’Nunk’s ignorance of the Thdok-Bryg-Ahhh as their greatest sin. Fortunately for the gigantic plant race, the G’Nunk simply have no overriding reason to venture in their direction. The Umanu, formerly beloved by the G’Nunk for their fearsome weaponry and unhesitant use of it, have fallen into the lowest rung of the hierarchy since their freedom from the Uhl. The G’Nunk hate their new merciful temperament with unrivaled passion, which is fanned even higher by the Umanu’s enforced patrol of the Cloud and protection of all weaker races in the sector from G’Nunk ‘uplift’. Unfortunately for the G’Nunk, Umanu technology outmatches theirs significantly, and any unfriendly engagements between the two races end much as they did during Uhl control. The Spemin, intruders in the Delta Sector, had achieved G’Nasch status with their acquisition of Leghk weaponry, though since their loss of it, the G’nunk may well re-evaluate them. That may be a moot point, however, as the diminished Spemin have been mostly driven from the sector. Due to their containment in the Delta Sector, the G’Nunk have not had the opportunity to establish relationships with any of the Alpha Sector races, besides those of that are members of Interstel. It could be assumed, though, that they would be favorably disposed towards Gazurtoid and ill-disposed towards the Elowan (they’ve mentioned that they felt the Lowar to be the epitome of evil). The Thrynn, Veloxi, and remaining Spemin would fall somewhere in between. Given their previous adoration of the Umanu, they likely would have approved highly of the Uhlek, if the two races had been introduced before the destruction of the Brain World.
  • Territory:The G’Nunk navy, while fielding high-end weaponry, is largely littoral in scope, remaining within refueling distance of their homeworld. The reasons for this are partly the small size of G’Nunk ships, which limits their ability to carry fuel, and partly the fact that no race in the sector will allow G’Nunk vessels refueling privileges at any of their facilities (a fact exacerbated by the fact that the G'Nunk are the only Delta Sector race to use Endurium as fuel, which adds to their unpopularity). Furthermore, the G’Nunk are hemmed in coreward by the Humna Humna, who do not suffer them to expand in that direction, and by the Umanu upspin; the latter remain an obstacle even since the Uhl’s downfall, as the freed humans now take a very dim view of violence for violence’s sake alone. As a result, G’Nunk ships are seldom encountered outside of the central downspin region of the Delta sector, and generally do not venture upspin of the Topaz Cluster at the Downspin edge of the Cloud (approximately the y=100 parallel). There are notable exceptions to this, however. They did, until recently, conduct regular forays into the Cloud to test themselves against the possessed Umanu, and still stage raids against the Endurium-rich worlds of the Humna Humna. Within their established territory, they control access to the Djaboon planet and the modest nebula which contains it. To the consternation of the Dweenle (and any who would befriend them), the Nid Berry World (δ132x6, p5) also falls within their sphere of influence.
  • Onomastikon: G'Nunk names are short, consisting of one "word" (it's probably better described as a controlled, elongated grunt). Their names are very gutteral sounding, favoring the heavy use of hard "G" and "R" sounds, as well as "N" sounds. G'Nunk aren't tolerate of nicknames; their name must be spoken in full and must be spoken correctly, particularly if the speaker is trying to avoid death. G'Nunk names consist of one prefix and anywhere from zero to two suffixes. It is entirely possible for all included name elements to sound exactly the same, or for a suffix sound to be used as a prefix.
    • Prefixes: Ang, Gen, Gr, Grgh, Grn, Grr, Grrr, Na'Chr, Naen, Nagh, N'Ah, Naw, Nen, Nr', Nr'Ah, Nrng, Nw, O', R'Ah, Rga.
    • Suffixes: aga, an, ar, g'ah, gr', grw, na', naen, n'ah, nan, narr, nrrr, o', oen, r'ah, ren, rgh, rh', rhen, rhng.
  • Motivation: Having been forged in the harsh conditions of G'Aeresch, the G’Nunk believe their purpose in life is to impart the wisdom of G’Nean Sh’Gar to all other races. While most races would view them as merciless, to the G’Nunk, their wanton slaughter of weaker races is done out of love, not malice, because they are teaching them a valuable lesson necessary for survival. However, it is hatred, not love, that leads the G’Nunk to attack strong races that refuse to adopt their attitude towards the weak. These races, who have learned the necessary survival lessons, are abusing the weak by not "passing on" their knowledge. The G’Nunk find this nigh intolerable. Finally, it is worth mentioning that while G’Nunk view hostile communications among themselves as a mere formality, any breach of this etiquette is likely to end in an attack.

Humanoid G'Nunk (Homoparilis dasypus g'aeresch)

  • Physical Description: These extremely large reptilian creatures possess a generally humanoid form, are a deep reddish brown in color, and are covered in a tough, armored skin. Standing as high as 4 meters tall and weighing as much as 400 kilograms, they are by far the largest and strongest of the G'Aeresch species. They reach maturity very quickly, in less than four years, but also have the shortest natural lifespan of any G'nunk, averaging only about 14 years. While technically exotherms, they have a large enough surface to volume ratio to keep a high internal temperature. While not having any genetic relation the terran species of the same name, they are frequently referred to as ‘the armadillo G’nunk’ by Interstel personnel. The species' faces feature a shallow snout with two forward facing eyes set in deep sockets beside the nose. They have a wide mouth but relatively weak jaw muscles; the species kills mainly by means of its powerful arms and claws. It has humanoid hands, although it has only four digits (three fingers and a thumb) instead of the human five. Two horn-like growths on each shoulder make further offensive weapons; these horns curve inward slightly, with the outer significantly larger than the inner. The species makes use of these primarily in inter-species competitions, such as battles over mates, deploying them in often-lethal shoulder charges that are more than capable of penetrating their own natural armor. Like all G’Aeresch species, this one has had to find some way of dealing with the enormous amount of radiation that bathes that planet’s surface. This particular creature’s method of adapting is its natural armor, which absorbs and deflects most of the radiation, protecting the internal organs. Because of this design adaptation, these creatures do not exhibit the extreme differentiation between individuals that characterize most other species originating from that planet.
    • Motor Appendages: 2
    • Visual Organs: 2
      • Field of Vision: Optimal 100 degrees forward, Peripheral 150 degrees forward.
    • Auditory Organs: 2
    • Olfactory Organs: 1
    • Gustatory Organs: 1
    • Propulsive Appendages: 2
    • Reproductive Organs: 1

  • Basic Characteristics:
    • Size Class: C7
    • Base HD: 43/49/42
    • Durability: 10
    • Learning Rate: 7
    • Science: Initial 10, Maximum 150 (Average)
    • Navigation: Initial 50, Maximum 250 (Excellent)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 2
    • Life Stages: Adolescent at 31 months. Adult at 44 months. Middle age at 88 months. Old Age at 127 months. Venerable Age at 166 months.
    • Lifespan: 170+9d10 months.
    • Height (Male): 2.77 + (2d5 x 0.19) m.
    • Height (Female): 2.47 + (2d5 x 0.17) m.
    • Mass: 240 + ((2d5 from height)x 16) kg.
    • Speed: 13 kph (21 m/rd)
    • Racial Abilities and Restrictions:
      • Natural Armor. Humanoid G'Nunk have Class One equivalent natural Armor.

Worm G'Nunk (Vermimagnus g'aeresch)

  • Physical Description: The Vermimagnus g'aeresch, or worm G'nunk, is the species best known to Interstel science, due to the fact that the vast majority of crew exchanges between Interstel and the G'nunk coalition involved members of this particular species. Why the G'nunk chose to make this species their 'ambassadors' to the Arthians is unclear, though some speculate that this is the most naturally intelligent of the G'nunk species and they were putting their best foot forward, so to speak. In any event, many Interstel ships achieving G'nasch status ended up with one as a crewmember, and wherever they were assigned, it is fair to say they excelled (though not without noisy complaints about any subsequent breach of G'nunk etiquette). Typically, these worm-like creatures exhibit a leathery, segmented body, have four sideways facing eyes on each side of their heads, and display a gaping, jagged mouth that can easily amputate an unwary limb. They are typically about six meters in length on average and are usually light blue in color. They have numerous delicate spikey growths on the crown of their heads which are used for sexual display between members of the species. Older individuals will have four spindly limbs, which can either aid in locomotion or be used for grasping. They are extremely fast, agile, and quick to heal; these traits, combined with their powerful bite, make them the equals of their giant humanoid allies.
    • Motor Appendages: 4* (see discussion)
    • Visual Organs: 8
      • Field of Vision: Optimal 270 degrees forward, Peripheral 360 degrees.
    • Auditory Organs: 1
    • Olfactory Organs: 1
    • Gustatory Organs: 1
    • Propulsive Appendages: 0
    • Reproductive Organs: 1

  • Basic Characteristics:
    • Size Class: C6
    • Base HD: 52/55/47
    • Durability: 10
    • Learning Rate: 8
    • Science: Initial 50, Maximum 250 (Excellent)
    • Navigation: Initial 10, Maximum 150 (Average)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 30, Maximum 200 (Good)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 2
    • Life Stages: Adolescent at 11 years. Adult at 12 years. Middle age at 24 yrs. Old Age at 39 years. Venerable Age at 57 years.
    • Lifespan: 57+3d10 years.
    • Length: 4.5 + (2d5 x 0.3) m.
    • Mass: 150 + ((same 2d5 from height) x 10) kg.
    • Speed: 32 kph (54 m/rd)
    • Racial Abilities and Restrictions:
      • Mutation. Worm G'Nunk may have a variable number of organs based on their personal level of mutation. Make any indicated rolls for organs when the character is created.
      • Serrated Mouth. Biting Attack (20 points Lethal Damage).
      • Rudamentary Limbs. Worm G'Nunk do not grow their Motor Appendages until reaching the Adult life phase.

Robotic G'Nunk (Homomachina g'aeresch)

  • Physical Description: There is much debate regarding the sentient automatons of G'Aeresch. Some have speculated that they are the descendents of the Noah Six version of the Mechans, a theory fueled by the similar size and appearance between the two groups and by the seeming lack of parallel technological research among their biological comrades in arms. However, due to the G'nunk hostility towards the recording of history or discussion of past events, this may never be substantiated. Whatever their origins, these synthetic lifeforms are among the most varied in the known galaxy, and have several unique body chassis in wide spread use. Of these, the two most popular are a vaguely humanoid model and a arachnid-style body, with the humanoid most often found on starships and the spider more often located in trade centers. However, all chassis are fully armored and very tough, having multiple failsafes and redundant systems, and can more than hold their own against their organic G’nunk counterparts. As with any lifeform on the inhospitable G’nunk homeworld, these robots by necessity incorporate technology that is completely impervious to radiation. As a beneficial side effect, no sentient machine of G’Aeresch is at any risk whatsoever from any sort of Electromagnetic Pulse weapon, and because of their armor, light infantry weapons are largely ineffective against them as well. Combating them must therefore be done the hard way, with high explosives and armor-penetrators. Unlike the Arthian Androids of the Alpha Sector, these warlike sentients possess a moderate learning rate, surpassing that of the Mechans- a necessity in the rough and tumble environment of G'Aeresch.
    • Motor Appendages: 2 (Humanoid); 1 (Arachnid)
    • Visual Organs: 1
      • Field of Vision: Optimal 240 degrees forward, Peripheral 270 degrees forward (Humanoid). Optimal 90 degrees forward, Peripheral 150 degrees forward (Arachnoid).
    • Auditory Organs: 2 (Humanoid); 1 (Arachnid)
    • Olfactory Organs: 0
    • Gustatory Organs: 0
    • Propulsive Appendages: 2 (Humanoid); 3 (Arachnid)
    • Reproductive Organs: 0

  • Basic Characteristics (Humanoid Model, Homomachina g'aeresch homoparilis):
    • Size Class: C6
    • Base HD: 42/45/41
    • Durability: 10
    • Learning Rate: 4
    • Science: Initial 50, Maximum 150 (Average)
    • Navigation: Initial 0, Maximum 100 (Poor)
    • Engineering: Initial 150, Maximum 250 (Excellent)
    • Communications: Initial 100, Maximum 200 (Good)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 1
    • Life Stages: Initial Maintenance at 15 years.
    • Lifespan: N/A*
    • Height: 2.0 m (no variation)*
    • Mass: 120 kg (no variation)*
    • Speed: 12 kph (20 m/rd)
    • Racial Abilities and Restrictions:
      • Synthetic Lifeform. Robotic G'Nunk are a synthetic lifeform.
      • Metallic Construction. Class Three Armor equivalent

  • Basic Characteristics (Arachnid Model, Homomachina g'aeresch tripedia):
    • Size Class: C6
    • Base HD: 41/44/41
    • Durability: 10
    • Learning Rate: 4
    • Science: Initial 50, Maximum 150 (Average)
    • Navigation: Initial 0, Maximum 100 (Poor)
    • Engineering: Initial 100, Maximum 200 (Good)
    • Communications: Initial 150, Maximum 250 (Excellent)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 1
    • Life Stages: Initial Maintenance at 18 years.
    • Lifespan: N/A*
    • Height: 1.8 m (no variation)*
    • Mass: 150 kg (no variation)*
    • Speed: 9 kph (15 m/rd)
    • Racial Abilities and Restrictions:
      • Synthetic Lifeform. Robotic G'Nunk are a synthetic lifeform.
      • Metallic Construction. Class Three Armor equivalent

Tandelou (Dracaena tandelou)

I'm a lumberjack and I'm okay, I......uh......never mind.

I'm a lumberjack and I'm okay, I......uh......never mind.

A race of giant, radial plants, the Tandelou are a starfaring race that inhabits the Delta Sector. Though like most of the other races of the sector they are not native to the region, they have dwelled there for several thousand years at a minimum, and have been in space for at least several centuries. The Tandelou are an extremely spiritual race, subscribing to a religion called the Thdok-Bryg-Ahhh, a fact they go at great lengths to share with others. Over the course of history, however, the Tandelou have come to be at loggerheads regarding the proper performance of certain Thdok-Bryg-Ahhh ceremonies (7 of 800,543 to be exact), and for this reason, they have split into two sects, the Eshvara and the Eshvey. The two sects inhabit different solar systems and have historically endured stormy diplomatic relations, ranging from grudging tolerance to total war. Though currently at peace, the endless proselytizing combined with the potential for violence lead most races to avoid them, unless necessity demands it. Such necessity usually comes in the form of trade, as the Tandelou sects are both avid traders and will buy and sell several desirable trade goods. The most notable purchased item is the godmask, a ubiquitous accoutrement worn by every individual Tandelou.

  • Personality: Having an extremely religious culture based on ceremony, the Tandelou view every event and circumstance through the lens of the Thdok-Bryg-Ahhh. Unknowingly or not, they tend to be exceedingly arrogant, viewing themselves and their proper performance of ceremonies to be the cause of all good in the universe. Conversely, each sect unapologetically blames the other for all the universe’s evils. Furthermore, their determination to interpret everything through their religion leads them to credit the most mundane of activities with monumental significance: A conversation running too long may dangerously unbalance cosmic forces, or an improperly performed ceremony can cause a species to fall into a misguided state. These sorts of obvious exaggerations tend to annoy rather than impress other species. Whether it is because they believe they are divinely protected or due to a deep-rooted sense of stubbornness, Tandelou will not grovel or beg for mercy, even in the face of imminent death. What fear they feel is, again, couched in terms of Thdok-Bryg-Ahhh; for example, rather than admit they feared the Umanu during the Uhl’s reign, they simply stated that it was inauspicious to travel within the Cloud Nebula (notably, they no longer feel this way, now that the danger has passed). Also, while the Tandelou will respond to a friendly posture, they respond better to the obsequious, believing, no doubt, that it is proper to pay reverence to the Seekers of the One Truth.
  • Physical Description: As mentioned by the trade buoys, the Tandelou are a race of “radial, tentacled lifeforms”; this is a slight mistranslation on the part of the Humna Humna programmer, who did not believe “vined” was a legitimate word and simply selected what he believed to be the next most appropriate adjective. In any event, the Tandelou are a plant-like race, though they may have a limited relation to the insectoid families too, as evidenced by the fact that they describe one of their development phases as a “tertiary larval stage” (a stage they describe as looking strikingly similar to the Spemin). Tandelou are very large, standing on average 3 meters tall, and are very heavy (350 kg), as their bodies are made of a woody material. Tandelou move about by means of a system of root-like appendages which encircle the base of their bodies, a method of locomotion among the slowest of all the Delta Sector species. The Tandelou have four vines that they use for grasping and manipulating objects, and for the many ceremonies of the Thdok-Bryg-Ahhh. These vines sprout from the four cardinal points around their torso just below their heads; however, when the species bends its neck to look in one direction or another, it gives the appearance of having two vines above and two below the head. As might be expected with a radial species, the Tandelou have no defined ‘front’; they can change their perceived directional facing simply by swiveling their necks, rather than turning their entire bodies. The Tandelou see by means of three forward-looking eyes, positioned in an inverted V pattern, and providing roughly-human equivalent vision. Significantly, these eyes are the only facial features known to outsiders, as the Tandelou obscure the remainder of their faces with godmasks when dealing with other races. It is unknown what, if any, additional sensory organs might be hidden beneath them. The species are omnivorous producers, and both sects buy at least one animal species in trade for food purposes. Their method of ingestion is similar to that of the Elowan, in that they intake slowly through pores in their vines- all of which occurs under the auspices of the Thdok-Bryg-Ahhh. The Tandelou, like the Elowan, reproduce by asexual reproduction, and each individual is hermaphroditic, possessing both stamen and pistils. As might be expected with this race, reproductive activities take place under the guise of the ceremonies of the Thdok-Bryg-Ahhh. In addition, the reproductive organs seem to have roles to play in many ceremonies having nothing to do with reproduction; one Tandelou captain ashamedly took credit for the misguided state of all the Arthian races, due to his not fully completing a counter-rotation with his stamen during a divination ceremony. Unlike the Elowan, the Tandelou have no vocalization abilities whatsoever, and their language is totally based on movement. They can hear, however, and because of this ability they have incorporated the sounds some motions produce into their language, such as rattles, clicks, and pops.
    • Motor Appendages: 4
    • Visual Organs: 3
      • Field of Vision: Optimal 140 degrees forward, Peripheral 180 degrees forward.
    • Auditory Organs: *(see physical description)
    • Olfactory Organs: 0
    • Gustatory Organs: 4
    • Propulsive Appendages: 12
    • Reproductive Organs: 2
  • Relations with Other Races: The Tandelou are relatively non-aggressive to most other races, excepting of course the hated opposite sect of their own species. However, if another species disrespects them or expresses disinterest or antagonism towards their religion, they can become threatening and hostile, and the situation can quickly escalate from there. Because of this, and also because most species find their proselytizing irritating, they are generally avoided, and more than one race uses the word ‘stupid’ to describe them. Trade, however, will drive certain species to seek them out. The Tandelou have had ‘special’ relationships with various species over the course of history, most recently with the Spemin. They adopted the Spemin in the early years of the latter race’s explorations of the Delta Sector, but upon gaining Leghkian technology, the Spemin abandoned the Tandelou and stole the Most Valuable Thing (the Tandelou’s most precious relic, though it’s only a hunk of green glass) for good measure. The Tandelou sects came to the understandable, reasonable conclusion that each other were to blame for this because of improperly performed ceremonies. Several centuries earlier, the Tandelou befriended the Lowar (Noah Six Elowan), though it is unclear to what extent the Elowan valued this special bond. The Tandelou declared them their “sun brothers” and were impressed at their ability to properly perform the Thdok-Bryg-Ahhh. Whatever their true feelings, the Lowar at least felt enough compassion for the Tandelou to assign the Gorzek satellite to them. In a bit of subtle deceitfulness, the Lowar told the Tandelou that Gorzek was to serve as their advisor, though in reality they programmed him to prevent them from mutually annihilating each other, a task he dutifully performed for 700 years. It is unclear, however, whether the modern Elowan will again fill any meaningful role in Tandelouvian affairs; aside from the fact that they both are plant races, they have fundamentally different philosophies.
  • Territory: While isolated Tandelouvian ships can be found all over the Delta Sector, they are most numerous in the Downspin, Outward quarter of the map. Each sect controls one system; the Eshvey base out of the G-type system at δ29x74 (p1), while the Eshvara maintain their civilization at the yellow sun of δ35x69 (p2). While the Tandelou as a species does possess a decently sized navy, their internal strife keeps them concentrated disproportionately around their two home systems; any sizable expedition by either sect would weaken them significantly in respect to their rivals. Because of this, their ships are not found in significant numbers anywhere except in the constellation that contains those two systems as well as Starport Outpost 1.
  • Onomastikon: Tandelou names are generally onomatopoeic, and typically refer to some kind of noise that can be made by a typical Tandelou or a movement that can be made by a Tandelou body. It's theorized that these names are picked in order for Tandelou to refer to themselves during Thdok-Bryg-Ahhh ceremonies without unnecessary "disruption", though confirmation of this would require more thorough studies of the Thdok-Bryg-Ahhh (which many species just aren't willing to undertake). Since Tandelou names are typically very short one-to-two syllable words, they haven't any use for nicknames.
    • Names: Beat, Buzz, Chirp, Click, Dip, Expand, Flutter, Gush, Hiss, Humm, Jolt, Peep, Plunge, Pop, Pulse, Purr, Quake, Quiver, Rattle, Shake, Shiver, Sigh, Squish, Squirt, Sway, Trill, Throb, Turn, Tweet, Warble, Whine, Whish.
  • Motivation: While the Tandelou are slightly interested in trade, their primary motivation is continuing to perfect their performance of the Thdok-Bryg-Ahhh ceremonies, and thereby preserving the very fabric of the universe. To that end, they seek to suppress the activities of the opposing sect while expanding their sect’s influence, and also attempt to recruit from alien races new followers for their religion (incidentally, one member of the famed Buttershark crew opted to join the Tandelou after his assignment ended).

  • Basic Characteristics:
    • Size Class: C7
    • Base HD: 45/51/44
    • Durability: 8
    • Learning Rate: 3
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 30, Maximum 200 (Good)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 30, Maximum 200 (Good)
    • Genders: 1
    • Life Stages: Adolescent at 17 years. Adult at 49 years. Middle age at 81 yrs. Old Age at 129 years. Venerable Age at 161 years.
    • Lifespan: 164 + 8d10 years.
    • Height: 2.25 + (1d5 x 0.15 m) 3
    • Mass: 262.5 + ((2d5 from height) x 17.5 kg)
    • Speed: 13 kph (21 m/rd)
    • Racial Abilities and Restrictions:
      • Internecine hatred: The Tandelou sects detest one another (even in peace time). They have Intolerance at –10 towards each other.
      • Annoyingly verbose: Tandelou like to talk ad nauseum, to the point where other races stay clear of the Tandelou if they can. They have Reputation at –5.
      • Extremely religious: All Tandelou interpret everything through Thdok-Bryg-Ahhh. They have Creed at -20.

Dweenle (Pedesolanum miseratio)

He either just had a partial lobotomy or just won the Powerball...

He either just had a partial lobotomy or just won the Powerball...

A pale race of short, hairless humanoids, the Dweenle have been in space longer than any other race, save perhaps the Uhlek. Seemingly always depressed, they are universally unpopular due to their endless suicidal rambling. The oldest race in the Delta Sector, they have survived the possession of the ancient Leghk, the wave of flaring stars caused by the Crystal Planet, and more recently, the hostile attentions of the Umanu and G'Nunk- ironic, given their often repeated death wish. Notably, they are the only extant race known to be native to the Delta Sector. However, despite all of their faults, the Dweenle do buy and sell several valuable trade goods, and as such are an important commercial interest to the Sector.

  • Personality: Uncharitable cultural anthropologists say that the Dweenle have no personality whatsoever. While this is not necessarily true, it is accurate to say that all Dweenle are almost always suicidally depressed. They have no art or literature to speak of, which they attribute to finding each other's company too depressing to tolerate. The one form of cultural expression of the Dweenle are the long, oral histories they pass from generation to generation in song form. Even these the Dweenle find depressing, and note that other species who listen to them usually either fall asleep or become suicidal themselves. Despondency seems to be in a Dweenle's very nature, and at times they seem to take measures to ensure they stay morosely depressed. As one example, they state that they hate cold climates, yet all three of their inhabited worlds are ice planets, despite knowing of several other colonizable worlds in their region; for another, they will buy Amusoballs in trade, despite viewing them as worthless and having "rooms filled with them" already. The one positive event that they actually seem to encourage is the consumption of Nid Berries. The Berries, which grow in the Arrow Cluster, are the one thing that actually seem to make them "happy", though that is a somewhat relative term; what other races term "mild depression" is probably about as close to happy as the Dweenle really get. Significantly, Nid Berries also make the Dweenle much more cooperative and willing to answer questions. Whether this is because of some chemical property of the Berries or a mere psychological affectation of the Dweenle is not immediately clear.
  • Physical Description: The Dweenle vaguely resemble extremely short, paunchy humans with pale skin, huge eyes, and spindly limbs. Their faces are somewhat similar to that of humans, with the eye, ear and mouth placement corresponding exactly to Homo sapiens; they do not, however, have noses, and therefore possess no sense of smell. Their faces are very flat and pallid, and their eyes are extremely large and have significant bags under them. They have tiny ears and tight, small mouths. They have two spindly arms that terminate in four digits (which they use for manipulation), and walk on two very short, thin legs which end in broad, flat feet. Their torsos are pear-shaped, and their spinal columns attach to the rear of their skulls, rather than the base, as in human. This physical feature gives them the appearance of peering forward intently, an impression magnified by their large eyes. They tend to be only about one meter in height and to weigh only about 10 kg. Given their slight stature and soft bodies, it should not be a surprise that they have a relatively low durability; furthermore, given their disinterest nearly every subject of discourse, it should also be no surprise that their learning rate is very low. The Dweenle are onmivorous, and will buy several other plant and animal species in trade in addition to their coveted Nid Berries. The Dweenle tend to be a listless race, and much of their daily lives do not adhere to any rigid schedule. They fall asleep whenever even remotely tired (the better to escape the world with all itís cruelties), eat whenever hungry (as evidenced by their stunning physiques), and procreate in the same manner in which they do everything else - joylessly.
    • Motor Appendages: 2
    • Visual Organs: 2
      • Field of Vision: Optimal 120 degrees forward, Peripheral 180 degrees forward.
    • Auditory Organs: 2
    • Olfactory Organs: 0
    • Gustatory Organs: 1
    • Propulsive Appendages: 2
    • Reproductive Organs: 1
  • Relations with Other Races: According to both themselves and the Humna Humna, the Dweenle have been slaves to almost every other race in the Delta Sector at some point. In each case, the Dweenle proved to be so inefficient and depressing that the other races decided to grant them their freedom. Usually, such action occurred against the backdrop of talk by the former masters of eradicating them altogether, but in the end this was always decided to "just not be worth the effort". As might be expected given their constant suicidal and fatalistic talk, the Dweenle are not especially popular, a fact to which they readily admit. Called "loathsome" by the Tandelou, "pathetic" by the Humna Humna, and even viewed with skepticism by the usually-charitable Arla, the Dweenle are simply not well-liked. Most races, though, tolerate them, and do not accept their constant offers to shoot at them. One notable exception is the G'Nunk, who have a great deal of "love" for the Dweenle. As according to G'Nunk philosophy, their exceptional, exceeding love and compassion require the G'Nunk to destroy Dweenle ships whenever possible, so as to help elevate them out of G'Noon status, where they seem permanently parked. The Dweenle represent something of a puzzle to the G'Nunk, as they have managed to survive for millions of years despite possessing no survival instinct at all. As for the Spemin, for the most part, the two races had no interaction during the blob race's sojourn in the Delta Sector, though given the Spemin's bullying ways, the relationship would have be characterized as hostile. This is not to say that all Dweenle diplomacy is completely hopeless. In fact, several of the more noble races, whether through pity or sympathy, have made positive contacts with them in the past. In ancient times, the Leghk befriended them, even going so far as to give them things (this might explain how the Dweenle acquired starfaring technology in the first place) and keeping them abreast to the developments in the war against the Uhl's Leghk. Much later on, the Lowar were also kind to them, informing them of their researches on the Leghk and even occasionally procuring Nid Berries for them. More recently, the freed Umanu have established diplomatic ties with them, though this is mostly symbolic, as the Umanu realize the Dweenle have little to offer beyond commercial interest. The Alpha Sector races have probably been a net positive to the Dweenle overall. The Humans treat them with a modicum of tolerance and respect, and the Veloxi definitely tolerate them, though perhaps respect would be going too far. To the Thrynn, however, the Dweenle epitomize weakness and, since they have no allies or military forces, are therefore useless. According to Thrynn philosophy, this requires the Dweenle to die for the betterment of the strong. While the Thrynn are not dogmatic about this, and do not especially seek the Dweenle out for destruction, if the mopey race rudely pulls them out of hyperspace and begs to be put out of their misery, the Thrynn will certainly oblige them. The Elowan, like their lost Lowarian cousins, sympathize with the Dweenle, though given the dire straights the Elowan find themselves in, there is not much they can do to further the relationship. Though there has been no Gazurtoid/Dweenle contact, it can be surmised that their first impression would not be a postive one, given the Dweenle's air-breathing nature.
  • Territory: The Dweenle possess a large fleet, mostly because they build ships simply for lack of anything better to do. They can be found in high concentrations in the Upspin, Outward corner of the Sector, with their primary basing centered on the Hook constellation, though they are also found in smaller numbers in the unnamed constellation that encompasses the Humna Humna and Chichifa systems. Limited Dweenle encounters could also be found short distances into the Cloud Nebula even when the Umanu were possessed; now that they have been freed, the Dweenle are less cautious about venturing into the cloud. However, even with a period of peace settling on the Delta Sector, most do not expect any expansion on the part of the Dweenle, simply because theyíve never ventured far from their current locale- significantly, when the Buttershark traveled through the anomoly to a time a million years in the past, it reported the Dweenle to be in almost exactly the same spot they inhabit in the present day.
  • Onomastikon: Dweenle names are usually made up of a single, multi-syllabic word. Given that the race has not much in the way of personality, it should be little surprise that Dweenle names generally lack imagination or much in the way of underlying meaning. They tend to be heavy on the "B", "D", "P" and "S" consonant sounds, with the short "U" and long "E" sounds common. Dweenle don't use nicknames; short address among them consists of one individual saying "Hey you" to another. Dweenle names contain the prefix followed by one or two 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: Bistah, Bistez, Bistop, Doodum, Dooez, Dor, Godle, Goo, Goree, Odle, Oree, Poe, Pruah, Prudum, Prutz, Scah, Smoe, Wah, We, Wubba.
    • Suffixes: bistop, blo, doop, door, dootz, dor, dotz, ee, er, eree, godum, gotz, otz, pop, prutz, scree, smoe, wree, wubba, wum.
  • Motivation: Aside from a craving for Nid Berries, it is unclear what motivates the Dweenle to travel through space... or do anything at all, for that matter. As they mention that they build ships to stave off boredom, it is possible they engage in star flight simply to keep their ships from going to waste, as they certainly do not use them to collect Nid Berries for themselves. It is also possible that the Dweenle travel simply as a method of staving off boredom in and of itself, or even view it as a more likely way of meeting one's death.

  • Basic Characteristics:
    • Size Class: C3
    • Base HD: 51/45/51
    • Durability: 4
    • Learning Rate: 2
    • Science: Initial 10, Maximum 150 (Average)
    • Navigation: Initial 10, Maximum 150 (Average)
    • Engineering: Initial 0, Maximum 100 (Poor)
    • Communications: Initial 50, Maximum 250 (Excellent)
    • Medical: Initial 30, Maximum 200 (Good)
    • Genders: 2
    • Life Stages: Adolescent at 3 years. Adult at 7 years. Middle age at 12 yrs. Old Age at 20 years. Venerable Age at 26 years.
    • Lifespan: 28 + 2d5 years.
    • Height: 0.7 + 1d5 x 0.1 m
    • Mass: 7.5 + (same 1d5 from height + 1d5 ) x 0.5 kg
    • Speed: 2 kph (4 m/rd)
    • Racial Abilities and Restrictions:
      • Severe Depression. Dweenle are known for their state of constant depression. All Dweenle begin with Reputation at -5.
      • Fear of Combat. Even the thought of combat makes a Dweenle nauseous. All Dweenle begin with Nerves at -10.


Ng-Kher-Arla (Trisexus alienigenus)

How the cameraman survived is a mystery...

How the cameraman survived is a mystery...

One might or might not give a Kher...

One might or might not give a Kher...

When did we get to Tahiti, anyway?

When did we get to Tahiti, anyway?


Editor's Note: Because of the physiology of the Ng-Kher-Arla, it will be necessary for any PC attempting to portray a member of the species as three distinct and vastly different characters. Due to the multiple character roles required, they may be a difficult race to role-play successfully, and are not recommended for inexperienced players.

The Ng-Kher-Arla are one of the most unique and genuinely alien species known. Their development has been heavily influenced by six large moons that orbit the Ng-Kher-Arla homeworld. Eclipses are quite commonplace on the planet's surface; there is a time each month where, due to the motion of the moons, the sun is completely obscured. Because surface conditions are so heavily variable, the species has evolved in a way that takes advantage of the variable conditions. Roughly every ten Arth days, they metamorphose between three distinct phases, beginning with the Ng, then the Kher, and finally the Arla (hence the species name). There are few races that have taken the time to understand their nature, a fact which, unfortunately, has kept them effectively isolated from much of the interstellar community.

  • Personality: The personality of an Ng-Kher-Arla is widely variable, depending upon which form of the species is dominant. For the first ten days of each month, the aggressive Ng dominate. The Ng are openly hostile to everyone and everything; there have been a few documented cases where members of the species turned on each other during the Ng phase. Ng are incapable of rational thought and their physiology is such that any encounter with them is inherently extremely hazardous. During the second ten days of each month, the Kher are dominant. The Kher are often described as being insane by other races, including the Arla. They hold to a very existential belief that the universe and everything within it is merely an illusion. The Kher are very unpredictable in their overall behavior. They consider it rude to be addressed by something they consider a non-entity (often leading to hostilities), and yet the Kher are open to trading activities (which would require communication with "non-entities") and have access to some very useful goods. For the remainder of the month, the Arla dominate. The Arla are a very diplomatic and friendly race, and very knowledgeable of the local region and its history. Most races that do have ties to the Ng-Kher-Arla know that it's during the Arla phase that meaningful relationships are possible. They are best described as rational and logical. It's known that the Arla have developed some advanced techologies. Perhaps the best example of this advanced technology are Ng-Kher-Arla starships, which are widely believed to be organic in nature (i.e. biomechanical), and are even believed by some to be living entities in and of themselves. They are known to have studied the Leghk in the past, particularly their history and technology. When the Lowar first entered the Sector and began their studies of the Leghk, the Arla often assisted them.
  • Physical Description: It's difficult to classify the Ng-Kher-Arla taxonomically, given their unique physiological makeup. The Ng-Kher-Arla are best described as a "composite" species. They have a general mish-mash of features that would enable them to be classified in a number of taxa, as well as other features which automatically disqualify them from the same taxa. Despite the physiological changes an individual undergoes, an individual Ng-Kher-Arla maintains both its overall size (approximately 1.5 meters long) and mass (roughly 55 kilograms) throughout all three phases. In addition, there are a number of common features amongst the three Ng-Kher-Arla phases. All three sexes use electromagnetic levitation to stay afloat and to move around. Evidence of this form of levitation can be readily seen when communicating with either the Kher or the Arla, in the form of electrical discharges not unlike lightning. How they gain the energy required to generate such an electrical field remains a mystery. It is known that they do not consume flora or fauna nor do they have photosynthetic structures. All three sexes have four simple eyes set immediately above a large, round mouth, with one pair located below the other pair and further from the centerline. The mouth may or may not function as a gustatory organ but does contain an apparatus for generating vocalizations. Four long arms are present on each individual, two on each side roughly even with the eyes. Though they are slightly different in form from one phase to the next, they are used as manipulators in each phase. Sensory organs are located on the individual's anterior (upper) ventral (front) portion of their bodies. Combined with the spiky appearance of the creature's anterior, the size and color of these sensors are the biggest clue as to which of the three sexes is currently dominant. For the Arla, there are anywhere from six to eighteen globes set in a cluster, each green in color. Kher have four orbs along the centerline that are larger closer to the creature's anterior. These globes are red in color. Ng have a single enormous sensory orb that forms the bulk of their upper body, which is always a blazing white color. The sensory organs are capable of detecting taste, sound and smell. Additionally, the transition to the Ng phase replaces most of the internal fluids of the individual with a thick, highly charged glowing fluid called the "fighting humor" by the Arla, which occasionally causes the Ng to release massive amounts of energy through their sensory organ (the amount of energy released is on the same magnitude as an incindiary grenade or small explosive and usually produces the same effect). While none of the phases of the Ng-Kher-Arla are particularly durable, the "fighting humor" does endow the Ng with a little extra toughness. The unfortunate side effect of the humor is the loss of all rational thought and learning ability. Because of the inability of the other two sexes to learn things quickly combined with their shortened period of activity, the Arla have developed the ability to learn new skills very quickly. Reproductive activities occur roughly once every ten Arth months. On the day that reproductive activities will occur (known as "Sssss"), individuals will transform into one of the three sexes and partner up with members of the other two sexes. The method for transferring genetic material between the three mating individuals is unknown, though it is known that it involves a special protusion located below the mouth, which is only present during Sssss. On that single day, Ng-Kher-Arla do nothing but engage in reproductive activites, described by the Humna Humna as occurring "with considerable gusto". The gestation period for new individuals is unknown and it's been suggested that a new Ng-Kher-Arla is formed at the climax of reproductive activities, though there is no documented proof of this.
    • Motor Appendages: 4
    • Visual Organs: 4
      • Field of Vision: Optimal 150 degrees forward, Peripheral 200 degrees forward.
    • Auditory Organs: *(see Physical Desription)
    • Olfactory Organs: *(see Physical Desription)
    • Gustatory Organs: *(see Physical Desription)
    • Propulsive Appendages: 0*
    • Reproductive Organs: 1*
  • Relations with Other Races: The Ng-Kher-Arla have generally had a rough time making lasting friendships with other races, due to their physiology. Most species that deal with them on a regular basis know that any business conducted with them should be done during the Arla phase and should be concluded as rapidly as possible (before they revert to the Ng phase). The Arla themselves understand the difficulties involved with maintaining friendly relations, and so voluntarily maintain an isolationist attitude, though a friendly one. They don't maintain regular relations with the non-starfaring races within their territory, though through the manufacture and sale of Dreamgrids, the Kher have a trading relationship with the Aeoruiiaeo (just where the Dreamgrids go after the Kher phase is completed, or how they are manufactured during the Kher phase, is another mystery). The Kher also sell an artifact known as the Psychic Probe, which detects the mood of any sentient lifeform the owner interacts with and changes color to match that mood. It's considered to be an invaluable tool by many starship crews moving in hostile territory, as well as by traders looking for good deals. The Humna Humna have been careful in their dealings with the Kher, allowing them to transport Dreamgrids and profit from their sale, as well as enabling them to purchase and use Psychic Probes. Most species from both the Alpha and Delta Sectors are ambivalent towards the Arla, though again the Humna Humna maintain open trading relations with them. In recent years, some Elowan have travelled to the Delta Sector to learn about their lost brothers, the Lowar. The Arla have assisted them greatly in that research. No species maintains any kind of relationship with the Ng. Finally, it should be noted that G'Nunk starships have occasionally sallied forth as far as Ng-Kher-Arla space, and that there have been documented encounters between the two species for a number of years. The G'Nunk have considered giving the Ng-Kher-Arla G'Nasch or even G'Nunk status, but still consider them to be too weak as yet (no doubt their changes in personality over the course of a month confounds the G'Nunk).
  • Territory: The Ng-Kher-Arla inhabit the fourth planet of the star system at δ214x178. Like the G'Nunk, their navy is largely littoral in nature due to the small size of their ships, which limits their ability to store fuel. Given the hostile nature of the Ng and the unpredictable nature of the Kher, it is perhaps not surprising that other species generally don't allow their ships to land and refuel, either (at least not without consulting a calendar first). The Arla are generally non-expansionist, so while the Ng-Kher-Arla do occupy some territory in the far coreward and upspin portions of the Delta Sector, that territory is relatively small when compared to other starfaring races in the Sector. The borders of Ng-Kher-Arla territory are generally upspin of the y=130 parallel and coreward of the x=170 parallel, minus the small portion of that area within the Cloud Nebula. There are a number of non-starfaring races that are located within that area, including the Draffa Bastii, the Aeoruiiaeo, the Nathracch, and the Xxr. One Humna Humna colony lies within their demesne.
  • Onomastikon: Of the three Ng-Kher-Arla phases, its generally believed that the only one that even attempts to use names is the Arla (at least, no one is stupid enough to get close enough to an Ng to ask for their name, while posing the question to the Kher sparks a surreal philosophical debate that usually ends in weapons fire). The Arla don't use names per se, but give themselves onomatopoeic designations (usually related to phenomena common with visible light) for purposes of polite communication with other races. This allows an Ng-Kher-Arla to offer up their name visually rather than orally, another unique phenomenon for a unique race. It can only be assumed that an Ng-Kher-Arla keeps the same "name" through all three phases and thus their names are completely gender neutral. Since Ng-Kher-Arla names are typically very short one-to-two syllable words, and given the visual delivery, they haven't any use for nicknames. Ng-Kher-Arla names consist of a single element.
    • Names: Beam, Blink, Blush, Burn, Fade, Flare, Flash, Flicker, Gleam, Glint, Glow, Pulse, Radiate, Shine, Sparkle, Strobe, Twinkle, Wink.
  • Motivation: While the Arla are voluntarily isolationist, it does not mean that they don't take any interest in the universe whatsoever. On the contrary, the species has a real desire to learn and to explore. Many Arla travel through the stars hoping for a chance to exchange pleasantries with members of other races, and to spread understanding about their own nature. They simply can't travel that far, for fear of what will happen when the first of the month rolls around. The other two Ng-Kher-Arla sexes are merely along for the ride. The sole motivation of the Ng is to defend themselves; anything that threatens their survival is to be eradicated without quarter. The Kher seem to have inclination towards trading, and do seem to possess some knowledge of past events that they are willing to share, even though they always couch that information in riddles.

  • Basic Characteristics (All Phases):
    • Size Class: 5
    • Base HD: 45/45/50
    • Genders: 3*
    • Life Stages: Adolescent at 4 yrs. Adult at 7 years. Middle Age at 14 years. Old Age at 24 years. Venerable age at 35 years.
    • Lifespan: 35 + 4d5 years.
    • Height: 1.10 + (2d5 * 0.08) m
    • Mass: 41.25 + ((2d5 from height) * 2.75)
    • Racial Abilities and Restrictions:
      • Stigma. A lot of other races think the Ng-Kher-Arla are always violent. All Ng-Kher-Arla have Reputation as a Complication at -5.
      • Excellent Coordination. All Ng-Kher-Arla have Ambidexterity at +15.
      • Sensory Nodes. All Ng-Kher-Arla possess sensory nodes that function as auditory, olfactory and gustatory organs.


Ng (Trisexus alienigenus ng)

  • Basic Characteristics (Ng):
    • Durability: 4
    • Learning Rate: 1
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 50, Maximum 250 (Excellent)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Speed: 5 kph (9 m/rd)
    • Additional Racial Abilities and Restrictions:
      • Instinctive Hatred. All Ng have Intolerant at -25.
      • Fighting Humor. Ng can release a flash of energy that can incinerate other creatures. Counts as a Natural Weapon, Class Ten Compressed Pulse Laser equivalent.

Kher (Trisexus alienigenus kher)

  • Basic Characteristics (Kher):
    • Durability: 3
    • Learning Rate: 1
    • Science: Initial 30, Maximum 200 (Good)
    • Navigation: Initial 0, Maximum 100 (Poor)
    • Engineering: Initial 30, Maximum 200 (Good)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 50, Maximum 250 (Excellent)
    • Speed: 3 kph (5 m/rd)
    • Additional Racial Abilities and Restrictions:
      • None.

Arla (Trisexus alienigenus arla)

  • Basic Characteristics (Arla):
    • Durability: 3
    • Learning Rate: 8
    • Science: Initial 50, Maximum 250 (Excellent)
    • Navigation: Initial 30, Maximum 200 (Good)
    • Engineering: Initial 50, Maximum 250 (Excellent)
    • Communications: Initial 10, Maximum 150 (Average)
    • Medical: Initial 10, Maximum 150 (Average)
    • Speed: 4 kph (6 m/rd)
    • Additional Racial Abilities and Restrictions:
      • None.

Aeoruiiaeo (Homoparilis somniumres)

If this guy ever wants to go into modeling, he's going to have to lose some serious weight...

If this guy ever wants to go into modeling, he's
going to have to lose some serious weight...

The Aeoruiiaeo are a non-starfaring, near-human race native to the Delta Sector. Tall, slender and hairless, the Aeoruiiaeo are noteworthy for their near total addiction to Dreamgrids, a specialty trade good manufactured by the Kher during their brief cycle of dominance. It is thought by some cultural anthropologists that this addiction began as a means of defense against the Uhl (and more specifically the nearby Umanu), as Dreamgrids are thought by some to alter brain patterns, including some that would be detectable by the Uhl. Regardless of the true reasons for their usage, their dependency upon Dreamgrids has made the Aeoruiiaeo a vital link in several of the Sector's major trade routes.

  • Personality: As previously mentioned, the vast majority of the Aeoruiiaeo population is addicted to Dreamgrids. Research into Dreamgrid usage is continuing; so far these devices, which are beginning to be applied in lucid dream therapy in Arth's sphere of influence, only seem to have psychoactive effects on the Aeoruiiaeo (it should be noted that another race in the Sector, the Nathracch, use Dreamgrids as a form of social entertainment). Why these devices should have such an effect on this one specific race is unclear. What is known is the effect of continued Dreamgrid usage on the Aeoruiiaeo. Virtually all Aeoruiiaeo go through the greater part of their lives in a waking dream state, coming to full lucidity only when the effects of a Dreamgrid wear off and before a new one is used. It is during these brief lucid periods (which last roughly two or three hours in adulthood and decrease steadily to mere minutes for the eldest members of their society) that any meaningful interaction with the Aeoruiiaeo is possible and during which their society is able to function. Even while baked, Aeoruiiaeo are an amicable (if barely comprehensible) race. Trading with the Aeoruiiaeo tends to be somewhat difficult: those that are under the influence of Dreamgrids tend to be more philosophical, which makes them less willing to change their prices too much (if all things are the same, then one price is as good as another). Those that aren't baked tend to get irritated relatively quickly, and as a result are surprisingly shrewd traders.
  • Physical Description: The Aeoruiiaeo are a humanoid race, taller than human beings but with a much more slender build. A bipedal race, Aeoruiiaeo stand 2.5 meters tall on average, with an average mass between seventy and seventy-five kilograms. Females of the species tend to be taller and more massive than males, with some additional dimorphism occurring between the two genders. As previously mentioned, the Aeoruiiaeo are completely hairless. Aeoruiiaeo have the same set of sensory, propulsive and motor organs as Humans, though as with the remainder of their bodies, the vast majority of these organs are longer and thinner than the Human norm. Two notable exceptions are their eyes and mouths, both of which are somewhat smaller than Human norm. Aeoruiiaeo eyes are characteristically black, though their color can vary as a side effect of Dreamgrid usage. As with Humans, the Aeoruiiaeo mouth serves as both a housing for the gustatory organs and as a resonance chamber for the generation of sound, which the species uses to communicate. Individuals are not known to be particularly fast learners nor are they particularly durable, though how much of this is natural and how much is due to the influence of Dreamgrids is unknown. It's known that the Aeoruiiaeo are omnivorous consumers, but their feeding schedule is highly irregular; some individuals may eat only once or twice per week, while others may require near constant feeding. Sleeping is not known among the adult population (no doubt a side effect of Dreamgrids); the youth of the species are known to sleep up to thirteen hours per day. Reproduction occurs sexually; females typically produce one offspring via live birth after a 35 week gestation period.
    • Motor Appendages: 2
    • Visual Organs: 2
      • Field of Vision: 120 Optimal, 160 Peripheral
    • Auditory Organs: 2
    • Olfactory Organs: 1
    • Gustatory Organs: 1
    • Propulsive Appendages: 2
    • Reproductive Organs: 1
  • Relations with Other Races: The Aeoruiiaeo system is on the coreward edge of the Great Cloud Nebula and is in very close proximity to the cross-sector flux intersection. Prior to the liberation of the Umanu, navigating to the Aeoruiiaeo homeworld was somewhat of a risky proposition, as many of the nearby fluxes led directly into the nebula in areas frequently patrolled by Umanu fleets. Their world is within the demesne of the Ng-Kher-Arla, so traders heading to their world have to be extra cautious much of the time. Despite the risks involved, Humna Humna traders frequent the Aeoruiiaeo homeworld and do their utmost to keep good relations with them, as they are a key link in three of the major trade routes in the Sector (specifically, they are one of two final destinations for the Cross-Cloud Route, the official source of the Nga-Seng Route, and the unofficial beginning and end of the Circle Route). They are perhaps the only race that has good relations with the Kher, their source of Dreamgrids (it's thought by some that the Aeoruiiaeo might be the only race that could understand their insane starfaring neighbors, given the relatively non-lucid state in which they tend to spend their time). Most other races in the Sector are neutral towards the Aeoruiiaeo, a state of affairs that's likely to continue into the forseeable future.
  • Territory: The Aeoruiiaeo are a non-starfaring race. They can only be found on their home planet, located at δ184x148, p3. For a race that spends most of its time in a dream-state, the Aeoruiiaeo have a surprisingly reasonable level of development. They are a mid-range Metal Age species with a technology level that is for the most part roughly equivalent to Earth's early Medieval period. How they acheived this level of technology is somewhat of a mystery; it is thought that either the more intelligent members of the species may have used Dreamgrids as a source of inspiration for new inventions, or that the species had achieved a substantially higher level of development before beginning to use Dreamgrids on a full-time basis and ultimately lost much of what they had acheived (there are even those who speculate that the Aeoruiiaeo were within a few years of having faster-than-light travel). Either scenario explains how the Aeoruiiaeo could have developed their most advanced piece of technology, the famed Field Stunner; it's thought the Aeoruiiaeo developed the Stunner as a way of controlling attacks from the native Dark Lightning population. The Aeoruiiaeo are also famous for their Mip Fur, which is in fact not the fur of a specific creature but rather a textile manufactured by curing the hide of a Grey Anemone with the acid from Black Acid Squirters. On their home planet, the Aeoruiiaeo have a moderate population density spread throughout the small continent which makes up the whole of the land area of their world.
  • Onomastikon: Aeoruiiaeo names consist of one word, which usually consists of anywhere from six to eleven romanized characters in length with a variable number of syllables. Aeoruiiaeo names don't have any underlying meaning; their names are the product of minds under the influence of Dreamgrids. Aeoruiiaeo don't use nicknames amongst themselves; other races, however, are almost required to given how difficult it is to properly pronounce a full Aeoruiiaeo name. Interestingly, despite the fact that their names come from an apparently random source, there does seem to be an underlying structure to their names. This structure is, once again, speculated to be one of the unique side effects of Dreamgrid usage. Aeoruiiaeo names make heavy use of vowel sounds; at most their names have one or two consonant sounds. These sounds are usually soft consonant sounds, such as "M", "TH", "SH", S", "V", "Z" and "F". Hard consonant sounds (including "K", "T", and even "N") are fairly rare; there's never more than one in an Aeoruiiaeo name. Aeoruiiaeo names consist of one prefix and one suffix.
    • Prefixes (Male): Aaap, Aafs, Aarsh, Aathra, Aeao, Aeap, Aeeo, Aent, Aerm, Aerth, Aevra, Arp, Ars, Asra, Auao, Aufra, Ausra, Auzs, Avra, Avs.
    • Prefixes (Female): Eaao, Earm, Earp, Ears, Easra, Eazs, Eeap, Eersh, Eesra, Efra, Erth, Esra, Eufs, Eunt, Eursh, Eushra, Eusra, Euvra, Euvs, Ezs.
    • Suffixes: eeur, fyn, ii, oo, rea, ree, reu, shees, shoo, shyn, sii, soo, thees, thii, uusz, uuv, vees, vyn, zees, zoo.
  • Motivation: The vast majority of the adult Aeoruiiaeo population is content to live out their lives in a dream state; their motivations are simply to do what their minds manufacture for them. Occasionally, an adult Aeoruiiaeo will have a negative dream experience and will seek to leave their world in order to combat their addiction to Dreamgrids. Many such individuals ultimately fail in their quest; those that do know that they cannot return to their world without attracting the attention of the Uhl. Most Aeoruiiaeo who successfully leave their world do so in late childhood, before they must use their first Dreamgrid. In the days since the Uhl's removal from the Sector, few have gone back for fear of falling back under the influence of Dreamgrids; a small number of those few that never subjected themselves to Dreamgrids have begun lobbying to prevent their sale to the rest of the population. Given the zeal of Humna Humna trading and the insanity of the Kher, these individuals have got a real uphill battle ahead of them.

  • Basic Characteristics:
    • Size Class: C5
    • Base HD: 50/50/50
    • Durability: 5
    • Learning Rate: 3
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 0, Maximum 100 (Poor)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 10, Maximum 150 (Average)
    • Medical: Initial 30, Maximum 200 (Good)
    • Genders: 2
    • Life Stages: Adolescence/Adulthood at 7 years. Middle Age at 18 years. Old Age at 27 years. Venerable Age at 39 years.
    • Lifespan: 40+4d5 years.
    • Height (Male): 1.65 + (2d5 * 0.11) meters.
    • Height (Female): 1.8 + (2d5 * 0.12) meters.
    • Mass (Male): 52.5 + ((2d5 from height) * 3.5) kilograms.
    • Mass (Female): 56.25 + ((2d5 from height) * 3.75) kilograms.
    • Speed: 15 m/rd (9 kph)
    • Racial Abilities and Restrictions:
      • Dreamgrid Dependency. All Aeoruiiaeo that have reached adulthood have Addiction (Dreamgrids) at -25, unless the character in question left the Aeoruiiaeo world before reaching adulthood. Aeoruiiaeo characters may only buy off a point from their Dreamgrid addiction after detoxing once every two months instead of once every month.

Ch-Q-Tss-T (Ommatosiren tridecimutatio)

She turned me into a newt!!!............(I got better...)

She turned me into a newt!!!............(I got better...)

Editor's Note: Because of the restrictions placed upon disciplines due to the complex biology of the Ch-Q-Tss-T, they may be a difficult race to role-play successfully, and are not recommended for inexperienced players.

The Ch-Q-Tss-T are a race of amphibious creatures native to the Delta Sector with an extremely complex caste-oriented culture based on a thirteen-staged lifecycle. The beginning of each stage is defined by the occurance of some manner of metamorphosis, with each stage having a high degree of specialization. Because of the way their biology works, a Ch-Q-Tss-T does not complete its biological development until it reaches its final life phase. While still growing, an individual may grow to excel in one field, only to lose access to the expertise they've gained in that field when their next life phase begins. The Ch-Q-Tss-T are one of the more advanced Industrial Age races in the Sector.

  • Personality: Most species that interact with the Ch-Q-Tss-T see members of the twelfth life phase caste (the Xee) or the thirteenth life phase caste (the Pe). Ch-Q-Tss-T in those life phases tend to be more diplomatic than the lower castes, no doubt why they make such good traders and leaders. In dealings with these castes, the main perception of the Ch-Q-Tss-T is that they are a friendly and inquisitive race. They've also shown some curiosity and a taste for exploration, attested by their nascent global spacefaring program. However, according to the Humna Humna (with whom the Ch-Q-Tss-T have had a strong trading relationship for decades), these qualities aren't as evident in most of the lower castes. In general, they don't like to bargain a great deal. They are a very proper race that believe strongly in ettiquette, and in particular the social necessities of the caste system. Starting with the fifth life cycle caste (the Ze), Ch-Q-Tss-T are expected to show due deference to their betters (i.e. higher castes) and disdain to their subordinates. This can get harsh and there are known cases where individuals have been put to death for perceived transgressions against a member of a higher caste. It's unlikely that the species will be able to progress much further into space without including members from lower castes on their spacecraft; this inclusion may ultimately impact the overall perception of the Ch-Q-Tss-T negatively. The caste system is set up in such a way that the skills of the individual are maximized for the life stage they are in. The first four life phases (the B, G, D and E respectively) are childhood phases mainly devoted to initial development. Pubescence hits in the fifth stage, with the biggest physical changes occuring during the sixth phase (the He). Members of the seventh phase (the The) serve in the plantary military and defense forces. The eighth phase (Kee) is reserved for reproductive activities. Members of the ninth phase (Le) are the laborers, while members of the tenth phase (Me) are scientists, intellectuals, and teachers. Eleventh phase (Ne) members serve in civil positions, twelfth phase members are merchants and businessmen, and the thirteenth and final phase are leaders, politicians and diplomats.
  • Physical Description: The Ch-Q-Tss-T are a race of amphibians not unlike salamanders. They are well known for their multi-phased lifespan, upon which they have built their unique culture. During the course of their life, an individual Ch-Q-Tss-T will undergo a total of twelve metamorphoses, each one entailing some kind of physical or mental change. Throughout their lives, Ch-Q-Tss-T are predominantly omnivorous, though many individuals prefer to feed off of insectoid life. Individuals usually take in two large meals per day and can go for periods up to one week without food. Ch-Q-Tss-T are primarily a race of swimmers, though once they reach their seventh life phase they are able to use muscle contractions to move around on land like a legless lizard, and develop lungs at the same time. Ch-Q-Tss-T begin developing rudamentary legs in the eleventh life phase and can use them to move by the twelve phase, though many individuals still prefer to swim or crawl to get around places as it is a good deal faster. Ch-Q-Tss-T are long, slender creatures. They average about 1.75 meters in length when fully grown and have an average mass of about 70 kilograms. Their scaly exterior is banded, alternating between blue and green in color. Their craniums are a large, arrowhead shape that sets at an acute angle to the rest of their body, the tip of which contains an individual's olfactory organs after the fifth life phase. The creature's mouth (through which they communicate) and gustatory organs are on the underside of the cranium. Auditory organs (which are fully developed by the second life phase) are also located on the sides of the cranium, towards the posterior (on a juvenile, they appear to be along the sides). On the topside center of the cranium are three simple eyes, typically orange in color. Juvenile Ch-Q-Tss-T are coated with an outer bioluminescent layer. The characteristic arrowhead shape of their craniums doesn't form until the end of their sixth phase, when the bioluminescent layer moults off (this layer, incidentally, provides the raw material needed to make Shimmer Cloth). At the same time, Ch-Q-Tss-T grow a set of forelimbs which function as manipulators. Ch-Q-Tss-T aren't very durable creatures, thanks largely to their aquatic environment. A fairly unique feature of the Ch-Q-Tss-T is the ability to regrow lost body parts, an ability that first manifests in the third life phase. Because individuals will temporarily lose access to knowledge gained in early life phases, the Ch-Q-Tss-T have developed the ability to learn new skills and techniques very quickly. Beginning with the fifth phase, development of a Ch-Q-Tss-T's reproductive organs begins, at which points individuals gain gender. What gender an individual winds up as is largely determined by environmental factors. By the eighth life phase, the reproductive organs are fully developed, but by the ninth life phase the reproductive organs stop functioning and usually moult off during the tenth life phase. It is for this reason that the eighth life phase is reserved for the continuation of the species. Ch-Q-Tss-T reproduce sexually using external fertilization. Females will lay anywhere from 300 to 500 eggs at any one time in an aquatic environment, which are then fertilized by a male. Males guard the brood against predators while gestation occurs, a process which takes approximately six weeks. Newly hatched Ch-Q-Tss-T are not tended to by their parents and there is a high mortality rate; any Ch-Q-Tss-T that can make it to the second life phase has a high overall chance at survival.
    • Motor Appendages: 2* (see Physical Description)
    • Visual Organs: 3
      • Field of Vision: 100 Optimal, 150 Peripheral
    • Auditory Organs: 2* (see Physical Description)
    • Olfactory Organs: 2* (see Physical Description)
    • Gustatory Organs: 1
    • Propulsive Appendages: 3* (see Physical Description)
    • Reproductive Organs: 1* (see Physical Description)
  • Relations with Other Races: Most of the species in the Delta Sector are neutral towards the Ch-Q-Tss-T. They haven't as yet had a big effect on affairs in the sector. They aren't known for being big on trading; they don't buy goods manufactured by other races, and only have one product of any special value, Shimmer Cloth, which they sell to other species. That singular good, however, has brought the Ch-Q-Tss-T a good deal of interstellar commerce. Shimmer Cloth happens to be desirable to the Teeelveee (though not to the degree of Tandelouvian Happy Juice). This puts the Ch-Q-Tss-T at the beginning of a trade route (the Two-Headed Route) that ultimately involves the sale of Livelong to the Humna Humna. The Humna Humna try to keep a good rapport with the Ch-Q-Tss-T for this reason, especially considering that their world falls within the Humna Humna sphere of influence and that the Ch-Q-Tss-T may soon be headed into space themselves. The Ch-Q-Tss-T in recent years have failed in attempts to negotiate trade agreements with the nearby G'Nunk and Ng-Kher-Arla (it's believed the emissary to the Ng-Kher-Arla attempted first contact during the Ng phase). Whether or not they'll try again remains to be seen.
  • Territory: The Ch-Q-Tss-T are a non-starfaring race as of 4642, but they are on the cusp of their Starfaring Age. The species makes use of very advanced Industrial Age technologies, including fast supercomputers, wireless communications, and shyneum-based power supplies. They are having some problems working out the technical details of sublight engines, which are also preventing their advancement in the field of superluminal travel. It seems likely, however, that the Ch-Q-Tss-T will be hyperspace capable within the next 10 solar years; high-level talks between the Ch-Q-Tss-T and the Humna Humna regarding territorial boundaries have already begun. For now, the Ch-Q-Tss-T can only be found on their home planet at δ199x82, p2. Most of the sparce land-based planetary population lives around the shoreline of the western continent in the planet's tropical zones, while many of the species' juveniles can be found swimming in the eastern ocean.
  • Onomastikon: Ch-Q-Tss-T names consist of a phrase containing seven syllablea, seperated from each other by hyphens when written out and glottal stops when spoken. Their names are very reptilian sounding, favoring harsher sounds (such as "Ch", "Ts", and "T") but including some softer sounds such as "R", "S", and "Vr". The only vowel found in the Ch-Q-Tss-T language is "E", which is always pronounced short except when followed by a second E (when it's pronounced as a long E). Ch-Q-Tss-T are very proper individuals and while they understand the necessity some species feel to shorten their names when talking, they still consider the use of nicknames rude. Sometimes, though, members of the species will omit their given name and phase name from their names when talking to others. In all cases, the first four syllables are the species name, Ch-Q-Tss-T. The next syllable is usually the name of the life phase of the individual, followed by the surname syllable and finally the given name of the individual. It is possible for the given name and surname syllables to sound the same, and it is also possible to interchange them.
    • Given Names: Chr, Chs, Chts, E, Ets, Qts, Rch, Rts, Sq, Sr, Ss, Sts, Tts, Txe, Vrch, Vre, Vrs, Vrts, Xech, Xets.
    • Surnames: Chs, Ech, Er, Eq, Es, Exe, Qch, Qr, Rr, Rs, S, Sch, Str, Tch, Tss, Tsts, Vrq, Vrr, Vrxe, Xer.
    • Life Stage Names (in numeric order): B, G, D, E, Ze, He, The, Kee, Le, Me, Ne, Xee, Pe.
  • Motivation: Ch-Q-Tss-T haven't until recently been spotted off their world in large numbers. Largely this has to do with the very defined roles of the various caste stages. With a Starfaring Age right seemingly around the corner, however, some members of the species have left their world to conduct diplomatic talks with other races (most notably the Humna Humna but a few others as well). Others have hired starships to search for potential colony worlds in case the new Age brings with it a population boom, as well as planets where larger amounts of suitable minerals may be found.

  • Basic Characteristics:
    • Size Class: 5
    • Base HD: 52/52/50
    • Durability: 4
    • Learning Rate: 10
    • Science: Initial 30, Maximum 200 (Good)
    • Navigation: Initial 50, Maximum 250 (Excellent)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 50, Maximum 250 (Excellent)
    • Medical: Initial 10, Maximum 150 (Average)
    • Genders: 2
    • Life Stages: *(see Racial Abilities)
      • Childhood: Hatchling at 0 yr. Infant at 1 yr. Tadpole at 3 years. Late Childhood at 5 years.
      • Adolescent: Early Pubescent at 7 yr. Late Pubescent at 11 yr.
      • Adult: Military Phase at 13 yr. Reproductive Phase at 21 yr.
      • Middle Age: Labor Phase at 32 yr. Scientist Phase at 41 yr.
      • Old Age: Civil Servant Phase at 51 yr. Merchant Phase at 53 yr.
      • Venerable Age: Leadership Phase at 58 yr.
    • Lifespan: 58 + 4d10 years.
    • Height: 1.24 + (1d5 * .17) meters.
    • Mass: 52.5 + ((1d5 + 1d5 from height) * 3.5) kilograms.
    • Speed: Swimmer 17 kph (28 m/rd)*
    • Racial Abilities and Restrictions:
      • Specialized Life Phases. Depending upon what life phase a Ch-Q-Tss-T is in, access to certain disciplines may not be available. For unavailable disciplines, an individual making a Check in that discipline gets no bonus to the Check from their Sub-Discipline or Discipline score. Further, those scores may not be raised during that phase under any circumstances. Specific restrictions are as follows:
        • Stage 1 (Hatchling): Communications Only.
        • Stage 2 (Infant): Navigation Only.
        • Stage 3 (Tadpole): Science Only.
        • Stage 4 (Late Childhood): Engineering Only.
        • Stage 5 (Early Pubescent): Medical Only.
        • Stage 6 (Late Pubescent): Command Only.
        • Stage 7 (Military Phase): Navigation Only.
        • Stage 8 (Reproductive Phase): All Disciplines Unavailable.
        • Stage 9 (Labor Phase): Engineering and Communications Only.
        • Stage 10 (Science Phase): Science and Medicine Only.
        • Stage 11 (Civil Service Phase): Science, Medicine and Communications Only.
        • Stage 12 (Merchange Phase): Science, Medicine, and Communications Only.
        • Stage 13 (Leadership Phase): No Restrictions.
      • Muscular Contractions. Ch-Q-Tss-T that have reached Stage 7 may use their gut muscles to move on land. They have the Multiple Movement Modes Special ability and may crawl on land at a top speed of 17 kph (28 m/rd)
      • Rudimentary Legs. Ch-Q-Tss-T that have reached Stage 12 have grown legs. They have the Multiple Movement Modes Special ability and may also run on land at a top speed of 6 kph (10 m/rd)
      • Full Recovery. Ch-Q-Tss-T that have reached Stage 3 have the Regeneration Special Ability.
      • Glowing Exterior. Ch-Q-Tss-T have the Bioluminescence Special Ability until Stage 6.

Chichifa (Leporidaparilis caerbannog)

The Chichifa are a race of rabbit-like creatures native to the Delta Sector. They exhibit most of the characteristics common to Old Earth leporids (rabbits/hares), in that they are small, furry creatures with long, upright ears. There are, however, some significant exceptions. The species is sentient, though they still largely act on instinct in many matters. Unfortunately for visitors to their world, one of these matters is an aversion to significant heat sources (which the species tends to equate to the presence of predatory megafauna species such as Grey Anemones). Upon detection of any heat source, members of the species will form massive swarms and attack. Extensive interaction with the Chichifa hasn't occured to date, due to the high risk of loss of manpower and equipment.

  • Personality: Not a great deal is known about the normal personality of the Chichifa; observing them in any other situation besides a highly agitated and defensive state is a problematic proposition, as most sentient lifeforms generate sufficient heat to trigger their instinctive swarming behavior. Even those species who do not generate heat naturally (including ectothermic and photosynthetic races) have to exercise extreme caution, as the Chichifa will attack any vehicle generating a sufficent amount of heat. Chichifa swarms are generally massive enough to utterly destroy a vehicle, usually with tragic results for its occupants, heat-producing or not. Most of what is known (or at least surmised) about the Chichifa has come from observations made by orbiting observatory space probes and by those extremely rare visitors that don't generate heat and use surface vehicles that sufficiently mask their heat signatures. From these limited observations, it seems that the Chichifa are not much different in behavior from most other small herbivores (the key exception being their famed swarming behavior). They are very social creatures and form communities, with populations sometimes approaching those of a small city. Local food supply and abundance of local resources appears to be the limiting factor on how large a Chichifa community can grow. Because Chichifa lack fine motor control, their communities largely consist of large concentrations of underground warrens.
  • Physical Description: While exhibiting many traits common to other quadruped leporids, Chichifa have some very key differences. Their skin includes a layer that blocks all infrared emissions from their bodies, which combined with their external white-colored body fur is an efficient way of staying warm in the harsh polar regions of their homeworld (where most of the species is located). The species has a pair of infrared "pits" not unlike those found on many species of Old Earth snakes. Finally, their musculo-skeletal and skin structure is built like a spring in their lower abdomens, allowing them to compress themselves before leaping; this allows them to cover a tremendous distance in the process. This leaping action is combined with a set of maxillary bicuspids (whose sole purpose seems to be self-defense) to give the Chichifa a bite with incredible force behind it; there were documented cases from the 4640 Interstel crews of Human crewmembers being decapitated by a bite from a single Chichifa. Chichifa can also use their bodily compression in order to hurl small projectiles (such as rocks) with deadly force. To do this, Chichifa simply scoop up a projectile into their mouth, plant their hind feet, compress their body and release the improvised projectile once fully extended, in effect turning their whole body into a catapult. Chichifa are fairly small creatures; they weigh just shy of ten kilograms on average and are approximately 1.25 meters in length when their abdomen is in the "rest" position. When compressed, Chichifa on average are only about half a meter in length; when they are fully uncompressed, a Chichifa can measure three meters in length or more. Chichifa are capable of sitting on their haunches and using their forepaws for coarse manipulation of objects when the need arises. Fine manipulation, however, is beyond their capabilities. Chichifa aren't particularly durable creatures; if singled out and caught by a predator they can be subdued fairly easily. They also don't learn particularly quickly, as evidenced by their tendency to act instinctively in many situations rather than think through a more rational course of action. Though fully capable of generating sounds with their vocal apparatus and perceiving them with their long ears, Chichifa as a rule communicate with each other using various scents produced by glands on their outer bodies. The major exception to this rule is when they need to protect themselves as a group, when they are more likely to use vocalizations to coordinate their efforts. Chichifa are herbivorous; for the most part, Chichifa feed on their homeworld's gelatinous carpet lifeform, though on occasion they can be seen munching on the lower portions of the native Fur Trees. They generally spend about an hour each day feeding, usually broken up into three twenty-minute periods at irregular points during the day. Unlike other leporids, Chichifa do not practice coprophagia and are capable of emesis if necessary. Chichifa may sleep up anywhere from four to six hours per day. Chichifa are a highly prolific race. Females of the species ovulate during copulation, usually releasing between five and ten ovum at a time. Gestation takes approximately two months. Females of the species also experience postpartum estrus, allowing them to conceive again almost immediately after giving birth to a litter.
    • Motor Appendages: 0
    • Visual Organs: 2
      • Field of Vision: 135 Optimal, 180 Peripheral
    • Auditory Organs: 2
    • Olfactory Organs: 1
    • Gustatory Organs: 1
    • Propulsive Appendages: 4
    • Reproductive Organs: 1
  • Relations with Other Races: Chichifa don't have any significant relationships with any other races. They don't manufacture any goods for export, and even if they did, it's unlikely they could control their attack instincts long enough to initiate a trade, let alone conclude it. As a result, most visitors to their world are either ships that have gotten lost in one of the nearby fluxes whose crews think they've arrived at the nearby Humna Humna colony and don't bother to check the trade buoy data (oftentimes leading to tragic results), less than sane lifeform collectors hoping to stock up on Pulsating Gummies and Grey Anemones, truly suicidal Dweenle, G'Nunk on holiday, or those ignorant of their nature. Everyone else familiar with the Chichifa knows well enough to leave them be; a visit to their world simply isn't worth the risk.
  • Territory: The Chichifa are a non-starfaring race. They can only be found on their home planet, located at δ12x158, p2, which is located in between Dweenle and Tandelou territory. They can only be considered marginally civilized, as would be expected due to their lack of fine manipulators. They have yet to invent many primitive machines or organized religion. They haven't even mastered fire, though this is largely on account of their natural intolerance to heat. On the other hand, they've nearly mastered organized hunting skills (which are used when the species swarms). While some members of the species have experimented with domesticating the local minifauna, these efforts have yet to really yield fruit. The Chichifa have a very dense population density (no doubt due to the virility of the species), making any exploration of the land area of their homeworld (around the planet's southern pole) extraordinarily dangerous for almost all visitors to their planet.
  • Onomastikon: Intensive study of Chichifa name structure largely hasn't happened to date, due to the aforementioned difficulties inherent in studying the species as well as their instinctive tendency to communicate using scents over sounds. That said, there have been some inroads in this field (due to the efforts of some exceptionally brave cultural anthropologists with some very expensive equipment). Chichifa names always consist of one three-syllable word, consistently between seven and nine characters in length when romanized. Members of the same family groups often share the same third syllable. Any similar significance cannot be ascribed to the the first two syllables, and any further meaning to their names has yet to be discerned. Chichifa do use nicknames amongst themselves, usually consisting of just the prefix (though sometimes including the first syllable of the suffix, in cases where further clarification is necessary). Chichifa are capable of making the same range of vocalizations as humans, and have no real preferences of any one sound in their names over others (how they can generate the same vocal range is a mystery). It should be noted that the species never seems to use long vowel sounds, even in situations where it would seem that way from the romanized spelling of their names. Chichifa names consist of a single prefix followed by a single suffix.
    • Prefixes: Be, Ca, De, Di, Fe, Fo, Hu, Ja, Ki, La, Le, Lhe, Qe, Re, Se, Sha, Va, Vu, Wi, Xe.
    • Suffixes: chechal, chopid, citeq, gahah, gebec, laged, lighox, medep, narol, phuciq, posoh, qoyow, reroj, ruhof, voghac, vuruv, wughun, yatuj, yazhel, yelom.
  • Motivation: As noted before, the species has a strong sense of community and an instinctive need to band together in order to face danger. Individual members of the race aren't keen to strike out on their own; most who do probably have been ostracized and are likely searching for another nearby community to join. No Chichifa has left their world to date, and given their instinctive reaction to most other races, it's not likely any ever will. Chichifa will not be found off-world, not without a damned unusual reason; certainly any individual who happens to make it off-world would find themselves almost continually fighting the instinct to attack, a battle they'd be certain to lose at some point.

  • Basic Characteristics:
    • Size Class: 2
    • Base HD: 59/50/59
    • Durability: 4
    • Learning Rate: 3
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 10, Maximum 150 (Average)
    • Engineering: Initial 0, Maximum 100 (Poor)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 2
    • Life Stages: Adolescent at 6 years. Adult at 8 years. Middle Age at 14 years. Old Age at 21 years. Venerable Age at 26 years.
    • Lifespan: Lifespan 27 + 3d5 years.
    • Height: 0.94 + (2d5 *0.06) meters.
    • Mass: 7.125 + ((2d5 from length) * 0.47) kilograms.
    • Speed: 13 m/rd (8 kph)
    • Racial Abilities and Restrictions:
      • They Can Leap About.... Chichifa may make one "leap" per minute, allowing them to move 100 meters for one round. Alternatively, they may use this ability to throw a stone with the same range and damage capabilities as a Class One Slugthrower; a Chichifa cannot move during the same round.
      • Nasty Big Sharp Pointy Teeth. Biting Attack (5 Points Lethal Damage; if inflicted after a leap, the attack does 30 points instead).
      • Heat Pits. Chichifa have the Enhanced Visual Sense special ability and can "see" in infrared.
      • Dangerous Rep. Chichifa have Reputation at -15.
      • Stays Out of the Kitchen. Chichifa are Intolerant of heat sources at -15.

Dershetche (Volatilisero carnevorare magnus)

The Dershetche are a race of stingray-like, flying carnivorous plants native to the Delta Sector. They have a fairly bad reputation with most of the races in the sector; even the Humna Humna will not trade with them. This isn't for lack of trying, mind you, but their policy of immediately devouring any sentient lifeform has, quite understandably, kept them from becoming very popular.

  • Personality: Not much is known about the personality of a Dershetche; much of what is known is second-hand information that comes from the Tandelou. Dershetche are a fairly amicable race, at least to other plant-like forms of life. They apparently are mildly aloof, and tend to keep to themselves most of the time. The Dershetche have a word for most animal forms of life. That word is "food". Due to their physiology, the Dershetche rarely get enough nutrition from any of the extant lifeforms on their homeworld; the only animal megafauna on their world are Wheel Snakes, which don't provide a good deal of nutrition. They therefore attack any other animal lifeform on sight, regardless of its size or intelligence. The Dershetche do possess a moderate level of intelligence, having reached an industrial level of development without outside assistance.
  • Physical Description: The Dershetche are a race of flying carnivorous plants. Their ability to fly is unique among carnivorous plant species; they are members of the order Ericales but are otherwise completely unrelated. The wingspan of a Dershetche is approximately four and a half meters in length, with individuals weighing somewhere around 450 kilograms. The Dershetche are highly dependent upon their planet's oftentimes severe weather to assist them in flight. Their general overall appearance is similar to a manta ray; they have a very round shape (when viewed from above), but are very flat. They have two simple eyes on their dorsal side set forward, and a long, prehensile vine towards their posterior which serves as a control surface in flight. While they are slow to learn new skills, Dershetche are very durable and have been known to survive direct lightning hits without even so much as a scar. Dershetche utilize photosynthesis to gain energy from the environment. This gives them their characteristic green outer skin color. They usually can't gain sufficient nutrients through photosynthesis; they gain those nutrients through predation on smaller animal lifeforms (the intelligence level of their prey is not typically a concern to a Dershetche). The Dershetche mouth is located on their ventral side. Dershetche are capable of creating low-pitched, rumbling vocalizations which other members of the species hear through an in-line auditory organ. The vine-like tail is capable of grabbing hold of creatures of significant size and stuffing them into the creature's mouth, where the prey is suffocated before being slowly digested. A typical Dershetche can go for about six months after a sufficiently sized kill before needing to kill again, though will eat anytime the opportunity arises (even if they've already eaten a large kill recently). Dershetche do not require sleep and usually gain sufficient water through atmospheric moisture. Dershetche reproduce via self- or cross-pollination, generally around the time they enter Middle Age. For a three-month period, a series of small, white flowers bloom from the vine; this renders the vine useless for controlled flight. Pollen is carried between blooms by pollinating insects. A white, poisonous fruit is produced from any fertilized bloom, containing anywhere from 2 to 8 seeds (depending upon how much of a chance the fruit has had to grow during blooming). At the end of the period, all the blooms and fruit fall off the vine. Dershetche take approximately a year to sprout out of the soil and can gain flight after about ten years. While still in the ground, the parent Dershetche oftentimes will protect the area from would-be predators.
    • Motor Appendages: 1
    • Visual Organs: 2
      • Field of Vision: Optimal 90 degrees forward, Peripheral 150 degrees forward.
    • Auditory Organs: 1
    • Olfactory Organs: 0
    • Gustatory Organs: 1
    • Propulsive Appendages: 2
    • Reproductive Organs: Numerous* (see Physical Description)
  • Relations with Other Races: Dershetche are generally viewed negatively by most of the Starfaring sapient races in the Delta Sector, given their peculiar dietary habits. Most of the non-starfaring races in the Sector also view the Dershetche the same way, though any contact between the Dershetche and other non-starfaring races is rare at best. Only two extant starfaring races don't view the Dershetche with abject loathing. The first are the G'Nunk, who visit the planet every now and again to test their mettle. Dershetche reportedly find armadillo G'Nunk tastier than worm G'Nunk. There are rumors that the G'Nunk use the planet as part of their justice system; anyone who survives receives a full pardon. There are also rumors of G'Nunk visiting the planet for other purposes, though the nature of those purposes remains a mystery. About the only race in the sector that doesn't take a dim view of the Dershetche are the plant-like Tandelou, who make infrequent visits to their planet. It is suspected that the Tandelou "Center of the Universe", where they conduct the Thdok-Bryg-Ahhh in the presence of the Most Valuable Thing, is in fact somewhere on the surface of the Dershetche homeworld. While they haven't had regular contact with Alpha Sector races as yet, it can be assumed they would only be friendly with the Elowan, and possibly neutral towards the Spemin.
  • Territory: The Deshetche are a non-starfaring race. They can only be found on their home planet, located at δ106x73, p1. The Dershetche have not yet progressed far enough industrially to begin exploration of their home system; they do have rudimentary air vehicles which are used for faster travel (much like the way Humans use automobiles), as well as durable sea craft capable of withstanding conditions in the equatorial oceans. They have yet to develop computers of any significant processing power, and have only recently begun developing telecommunications. On their home planet, the Dershetche have a roughly Average population density, which is a little more scarce around the planet's equator and more dense towards the poles (with a far greater percentage of the population living around the south pole, due to the higher volume of land mass there).
  • Onomastikon: Dershetche names tend to have a lilt to them, heavy on soft sounds (particularly "J", "H", "C") and vowel sounds. They generally have single word names which depict who their parent was, when they were born and where they germinated. Dershetche names are usually four syllables long. Nicknames are not used amongst the Dershetche; what few friends they do have usually take the time to pronounce their names in full. Dershetche names consist of a single prefix and up to three suffixes, with suffix sounds also used for the prefix. It is possible for a suffix to be used as a prefix as well, and for the same suffix to be used multiple times.
    • Names: ai, ae, ao, au, ay, cha, che, chi, ee, ei, hei, joi, li, ooo, sei, soo, sui, swe, swi, ua.
  • Motivation: Dershetche don't generally stray too far from where they were born. When they do, its usually because the animal food supply has become too scarce, or to find a better spot to spread seeds. Some Dershetche are known to keep a constant vigil for landing starships, to see just who is daring enough to visit their world.

  • Basic Characteristics:
    • Size Class: 8
    • Base HD: 48/57/41
    • Durability: 7
    • Learning Rate: 4
    • Science: Initial 30, Maximum 200 (Good)
    • Navigation: Initial 50, Maximum 250 (Excellent)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 30, Maximum 200 (Good)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 1
    • Life Stages: Adolescent at 53 years. Adult at 79 years. Middle age at 132 yrs. Old Age at 211 years. Venerable Age at 295 years.
    • Lifespan: 300 + 14d10 years.
    • Wingspan: 3.3 + (2d5 * .22) m.
    • Mass: 346.5 + ((2d5 from wingspan) * 23.1) kg.
    • Speed: 42 kph (70 m/rd)
    • Racial Abilities and Restrictions:
      • Reputation for Eating Sentients on Sight: All Dershetche begin with Reputation (-10).
      • Policy of Eating Sentients on Sight: All Dershetche begin with Creed (-5).
      • Prehensile Tail: All Dershetche have the Improved Grab special ability.

Djaboon (Loricatus sixcruris)

A Djaboon, with what appears to be a freshly made Amusoball. I'd hold my nose if I were you...

A Djaboon, with what appears to be a freshly
made Amusoball. I'd hold my nose if I were
you...

A massive race of six-legged, armored behemoths, the Djaboon are one of the largest sentient races in the Delta Sector. Barely civilized and somewhat dicey to deal with anyway on account of their unpredictable behavior, their system’s location in G’nunk space wards off all but the most determined traders. They sell two valuable trade goods, though, so most eventually brave the danger and visit their world, though most often after a visit to the Nelsons first to acquire Charm Babies.

  • Personality: The Djaboon are known for their unpredictability and sudden changes in temperament, going from placid and calm one moment to violent the next, and vice versa. Like several other races in the sector (notably the G’nunk and Xxr), they can be exceedingly hostile amongst each other; unlike the other hostile races, however, most of their internal combat is dominance oriented and quickly resolved, and it is unusual for adult Djaboon to actually kill each other. Djaboon are a very laconic species, communicating only when needed and then only with as few words as possible. They are an incurious race, and due to this and their difficulty in manipulating objects, have lived at their current state of development for millennia. They are not unintelligent, however, and are very adept at performing tasks that fall into their usual modus operandi. They have surprisingly good memories, and have been known to remember individuals met only briefly decades beforehand. They do not take to new, unfamiliar tasks very well at all, and trying to teach something new to a Djaboon is often an exercise in sheer frustration. For the most part, the Djaboon are a relaxed, laid-back race, doing their work in comfortable silence, and not bothering anyone. However, as noted above, they are very unpredictable, though not always strictly towards violence. Smacking one unexpectedly on the snout will probably cause it to go into a rage, but it’s also not unlikely to cause it to lay down and nuzzle its provoker with its horns; similarly, surprising one with a beautiful flower may elicit either of the exact same two reactions. Such observations have led researchers to theorize that the Djaboon have a predefined set of behavioral responses to stimuli not unlike most animal species- that is, unprovoked attacks or gestures of affection are to be met in kind. The theory goes, though, that in the process of becoming sentient, the Djaboon were not always able to ignore their animal impulses in rational ways; in resisting their innate responses to situations, their brains do not always make the switch to an logical or appropriate alternate behavior. Therefore, they sometimes appear to react to things in truly bizarre ways. This is most strongly evident in situations where they are surprised, though it can happen in any situation with an element of the unusual. One aspect of their behavior that is consistent is their adoration of Charm Babies. These simple objects, for whatever reason, always seem to have a calming affect on the Djaboon, whether they are surprised with them or not. For this reason, it is recommended that any Arthian species conducting business with this race carry Charm Babies on their person at all times.
  • Physical Description: The Djaboon are massive, six-legged creatures with thick, armored hides and numerous horns. They range in color from dark brown to a light grey; completely white individuals occur rarely. They are ectothermic, though given their large size and extremely warm environment, cooling is a far bigger biological challenge for them than heat retention. They have a series of four vents on each cheek that help them cool themselves and keep from overheating. They have two horns on the crown of their heads; the front horn is smaller and curves back, while the larger, rear horn curves slightly forward. Modern Djaboon typically use these in ritualistic combat, locking them with those of opposing individuals, and also for displays of dominance, with larger-horned individuals attracting the best mates; while they may have once been used for defense from predators, no extant predatory species on their world is anywhere near powerful enough to prey on the Djaboon. The Djaboon body is completely covered in a shell of bony armor, which for flexibility purposes is divided into three segments. Even with the segments, Djaboon are very inflexible as a species, and can only bend their bodies laterally about five degrees out of true. Fortunately, their many legs give them the ability to turn quickly for a creature their size. Should the need arise, a Djaboon will plant one of its middle set of legs firmly, then use the others to spin itself rapidly in the desired direction. Surmounting each segment of bony armor are four additional horns, which form a razor-back ridge along their spin. At their rear, a short, reptilian tail strongly resembling that of a terrain snapping turtle concludes their length. Djaboon have two eyes set on the sides of their heads, giving them a field of vision of about 300 degrees. This particular visual configuration is typical for that of herbivorous prey species; this, along with their horns and armor, lead scientists to conclude that, at one time, there may have been top predators capable of taking them down. Djaboon communicate with each other verbally, their un-translated language sounding like articulated grunting. When they communicate, it tends to be at close range, thought they are capable of extremely loud vocalizations which can be heard for many kilometers. Djaboon are a prime example of K-strategists. They usually mate in their late teens, and except in extremely rare occurrences, only deposit one egg into their nests. Both parents care for their young, who remain with their families for about a decade before branching out on their own. While the Djaboon are naturally herbivores, as sentients they have begun to consume other forms of animal life. While primitive, some few individuals do raise and slaughter domesticated livestock, which they sell to their neighbors. While they do sometimes make use of large, cumbersome tools to carry out this task, as often as not they dispatch their victims with their natural weaponry.
    • Motor Appendages: 0
    • Visual Organs: 2
      • Field of Vision: 240 Optimal, 300 Peripheral
    • Auditory Organs: 2
    • Olfactory Organs: 1
    • Gustatory Organs: 1
    • Propulsive Appendages: 6
    • Reproductive Organs: 1
  • Relations with Other Races: The Djaboon are an often-violent race confined to a single, extremely inhospitable planet in a particularly rough area of the Delta Sector, and as such are limited in their interactions with other races. If not for their production of Amusoballs, a commodity desired by the Dweenle, it is doubtful other species would voluntarily visit them at all. At this point, only very determined merchants from a handful of species make trade stops on their world; even more rarely, they may attract teams of researchers interested in studying them. The race with which they have the most interaction is the G’nunk, who control the area of space around their solar system. The G’nunk have taken an unusual interest in the Djaboon; despite the fact that they have virtually no technology and could be wiped out by a mere day’s orbital bombardment, the G’nunk have apparently granted them G’nasch status, probably due to their physical fighting prowess. It is known that the G’nunk sometimes visit their surface to test themselves against the armored giants, who are physically more than a match for any of the G’nunk species, and to help drive the species along in their evolution. For their part, the Djaboon hate the G'nunk and do not understand the logic behind their occasional forays against them. The Djaboon have come to tolerate most other visitors to their planet, and are most accustomed to the Humna Humna, Umanu, and the various races of Arth. Unless they venture into a trade center, these races are most likely to be simply ignored by the Djaboon when encountered, which is as friendly a greeting as any race should expect from them. Other races should exercise caution when dealing with them for the first time, and bring some Charm Babies with them. Once the Djaboon become more accustomed to a new race, they can move and interact with them a little more freely, but should always show the armored giants respect, as they can crush most other species with ease.
  • Territory: The Djaboon are a non-starfaring race. They can only be found on their home planet, located at δ161x53, p1. Djaboon physiology is such that fine manipulation of objects is an extremely difficult task for them. As a result, they haven't been able to achieve a great many technologies and can only barely be considered a Stone Age civilization. They have developed some religious beliefs and superstitions, including the use of talismans (this may explain their fascination with Charm Babies). Djaboon will occasionally eat a Hot Fungus, which ultimately passes from their system as a cluster of five near perfect glassy spheres, which are a bright bluish color and clumped together in a rough x-shape. These leavings are left to dry out in the sun. A mild, gaseous hallucinogen starts to be released from the spheres as the drying process continues, giving almost anyone who beholds them the impression that they have been painted with odd shapes. After allowing a few days of baking in the sun, the leavings are collected and sold to the Dweenle as Amusoballs (who, incidentally, don't see any odd shapes on the balls). Finally, the Djaboon are able to use their horns to perform some digging. Every now and again, they will dig up brookite and titanite crystals formed in the lava flows. They collect these crystals and sell them collectively as Firegems. The Djaboon have a relatively sparse population that tends to favor living in the southern lowlands of the main continent, away from the constant lava flows that come from the mountains to the northeast.
  • Onomastikon: Most Djaboon are reticent to give out their names, though there are some friendlier individuals who have been willing to discuss the subject with outsiders. Djaboon names consist of a single word, usually four syllables in length. Female Djaboon will give all of their children the same prefix, which usually consists of a portion of her own name (generally part of the suffix). The suffix of their names is given after birth, and typically reflects some aspect of the individual's character or appearance. As gruff and solitary as most Djaboon are, it shouldn't be a surprise that they don't use nicknames; fortunately for outsiders their names are reasonably short and relatively easy to pronounce. Djaboon are capable of generating a full set of sounds and don't particularly favor any one set of sounds over another. There are no "silent" sounds in Djaboon names; a letter that exists in their Romanized names must be pronounced. Further, all consonant sounds in their names are "hard” consonants. Djaboon names consist of one prefix and one suffix.
    • Prefixes: Bic, Chop, Chuk, Dik, Fig, Ghod, Hub, Lay, Lhilh, Lhith, Phit, Quz, Rip, Riw, Suh, Theb, Wam, Wiv, Zaz, Zon.
    • Suffixes: afitho, agevu, alocho, asaxa, athala, ayilhu, edetha, efite, eviqo, ipagi, isici, ixushu, ochotha, ojagi, omiro, osusha, uchore, upalo, uthapi, uwovu.
  • Motivation: The Djaboon, for the most part, simply wish to be left alone by the universe at large, and pursue their interests as they have always done. The introduction of the Charm Baby into their society has changed that outlook somewhat, but by and large they still wish as little interaction with outsiders as possible, aside from the occasional trader.

  • Basic Characteristics:
    • Size Class: 10
    • Base HD: 33/48/31
    • Durability: 10
    • Learning Rate: 2
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 10, Maximum 150 (Average)
    • Engineering: Initial 0, Maximum 100 (Poor)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 2
    • Life Stages: Adolescent at 10 years. Adult at 12 years. Middle Age at 22 years. Old Age at 38 years. Venerable Age at 47 years.
    • Lifespan: 50 + 6d5 years.
    • Height: 3.85 + (1d5 * 0.55) meters.
    • Mass: 3500 + ((1d5 + 1d5 from height) * 150) kilograms.
    • Speed: 28 m/rd (17 kph)
    • Racial Abilities and Restrictions:
      • Segmented Bony Armor. Djaboon have Class Two Natural Armor.
      • A Bit Dangerous to get Under Foot. Djaboon have the Trample special ability.
      • Shortened Fuse. All Djaboon have Temper as a Complication at -5.
      • Good Recall. All Djaboon have Memory as a Talent at +5.

Draffa Bastii (Incertae sedis sapiens)

I think this guy and I were in the same fraternity...

I think this guy and I were in the same
fraternity...

A race of asymmetrical creatures from the far Coreward area of the Delta Sector, the nocturnal Draffa Bastii are one of the most unusual races in the known galaxy. Confined to a single planet, they are nonetheless very advanced for an industrial aged society, having produced the Planetary Teleporter, a useful piece of technology coveted by every other star-faring race in the region. Due to several circumstances unique to them, they are very reluctant to deal with other races and keep contact to an absolute minimum.

  • Personality: The Draffa Bastii are the Sector’s shyest race; were it not for their need for Grow Goo, it is doubtful they would interact with outsiders at all. Their existing contacts they restrict to trade, and even in this area, they make known to alien species that they simply wish them to do business as quickly as possible and leave. There is no bartering involved, and any attempt to do so simply makes them run out of patience very quickly. While somewhat more engaging with each other, their entire society is somewhat cold and formal as a rule, with only family groups showing any sign of emotional warmth and informality with one another. The race’s desire for Grow Goo is instructive. While they do have a regenerative ability already, and have largely learned to avoid circumstances that cause them grievous injury, the prey mentality of this race continually drives them to procure the substance against the day when they may need it en mass. While they do use it in medical procedures, their rate of purchase far outstrips their use of it. The Draffa Bastii are recognized as very intelligent, and are arguably the most advanced industrial race in the Sector; their closest competitors would be the Ch-Q-Tss-T, who are at the cusp of becoming star-faring. They do not put a great deal of effort into communication, however, and even translated material can be difficult for other races to parse through and understand. Contrary to expectations, they are fairly curious, a fact that is reflected in their high level of technological development, as they are very willing to explore new concepts; it is just that they never allow their natural curiosity to overcome their innate distrust of other sentient races. Two of the race’s most prominent characteristics, shyness and nocturnalism, have overlapping causes. Unlike many nocturnal creatures, the Draffa Bastii chose endogenously to be active at night, in part because their world is particularly warm. This helps them to avoid losing excessive amounts of water to heat. Also, however, their world is home to two of the Sector’s most dangerous forms of animal life, Dark Lightning and Brass Harpooners, and two other only slightly less hazardous examples of megafauna, Psychic Blasters and Black Acid Squirters. Avoiding this plethora of lethal creatures led primitive Draffa Bastii to adjust their circadian rhythms to better avoid predation. Although technological advancements have obviated the need for this in modern times (at least in regards to animal predators), they have chosen to remain nocturnal. However, their first otherworldly contact did little to change the Draffa Bastii’s point of view. The Ng-Kher-Arla fortunately first found them in their Arla phase, and warned them about the dangers posed by the other phases (the Kher and Ng); however, in meeting their dicey neighbors, the Draffa Bastii also discovered that their next nearest neighbors (the Xxr) were a race of the homicidal tripeds; found out about the addicted Aeoruiiaeo and their Kher enablers; heard of the Humna Humna and their penchant for price gouging; and learned of distant Umanu and their energetic use of lethal microwave rays. In addition to spurring the development of the Teleporter, the Draffa Bastii took all of this as the universe’s second warning to them to keep their ‘heads’ down and stay out of sight. They did not require a third.
  • Physical Description: The Draffa Bastii are unique among the sentient races of the Sector in that they are asymmetrical, not radial or bilateral. They are small in size, purplish in color, and have a linear body that, if completely stretched out in an unnatural fashion, would still reach less than one meter in length. Their typical posture is to anchor their numerous legs to the ground, forming a base, then form a loop with the rest of their body, so that the section housing their major sensory organs doubles back over. This sensory node section terminates in a single, large eye that has a tapetum lucidum (which helps them see in the dark), and always has a yellowish iris. Immediately behind this, and on the creature’s right side, is a smaller eye which is capable of seeing in the infrared spectrum but, unlike the large eye has no tapetum lucidum, and therefore exhibits no eyeshine. As is typical in creatures of the night, the Draffa Bastii have exceptional hearing. Just behind the two eyes, along the curve of what is sometimes improperly referred to as the creature’s ‘neck’, is a flower-like structure that is the Draffa Bastii’s ear. Each strand of it is specifically attuned to a different frequency of sound, giving them not only very accute hearing, but also exceptionally detailed as well. Because of this, Bastii’s can tell easily tell the difference between individual speakers of other races, and are never fooled by any sort of voice duplication technology. Aside from their legs, the Bastii have two other noteworthy appendages that emit from their lower torso (if such a word can be ascribed to them). The first, on their right side, is a pincher, which they use for fine manipulation and cutting, but also to make intricate clicks, which they use to communicate verbally with each other. The second, on their left, is a stalk-like protrusion that terminates in their ‘mouth’, which they use to ingest and taste. Since they do not also breathe through this apparatus, the Draffa Bastii are incapable of choking to death. At the front of the Bastii, just under their large eye, are six small pinkish stalks, which are used to detect odors. Again, their sense of smell is keen, on par with that of the turkey vulture. Draffa Bastii are relatively short-lived creatures, reaching adolescence in just under two years and having a maximum lifespan of less than forty years. They reach sexual maturity between their seventh and eighth year; copulation takes place by having two members of the opposite sex lay on their sides and entangle their legs together, in which are hidden the reproductive organs. Young are produced in live births, one per five month gestation. Draffa Bastii pairs may have more offspring, but usually stop by the female’s twelfth year. Couples mate for life, and if one partner dies, the other does not seek a replacement.
    • Motor Appendages: 1
    • Visual Organs: 2
      • Field of Vision: 160 Optimal, 180 Peripheral
    • Auditory Organs: * (see discussion)
    • Olfactory Organs: 6
    • Gustatory Organs: 1
    • Propulsive Appendages: Numerous
    • Reproductive Organs: 1
  • Relations with Other Races: The Draffa Bastii keep outside contacts restricted to trade, and even that is dispensed with as quickly as possible. To that end, they have contact only with the Arla, the Humna Humna, and the races of Arth. Interactions between Draffa Bastii and these races are quick and formal, and once transactions are completed, the merchants retire quickly. It is certain that the Bastii do not consider any of these alien visitors as friends or allies, simply the means by which they procure Grow Goo from the Nga-Seng-Diul.
  • Territory: The Draffa Bastii are a non-starfaring race. They can only be found on their home planet, located at δ242x164, p1, which is within a nebula in Ng-Kher-Arla territory and the closest inhabited world to the Delta Sector Anomaly. The Draffa Bastii are a very high level Industrial Age race. Their level of technological development is such that if they were to ever pursue faster-than-light travel, they would probably achieve it in a very short period. It's thought that their natural shyness prevents their willingness to pursue FTL flight, combined with their current economic status. Their greatest achievement is the planetary teleporter, a device capable of instantaneously transporting any small craft to a pre-programmed point on a planet's surface. During their initial forays into the Delta Sector, many Interstel captains installed planetary teleporters on their ITVs with their destination points locked onto their parent starships; this effectively doubled the range of most ITVs. The Draffa Bastii have a moderate population density. Most of the species can be found along the northern shorelines of the main continent where the temperature is moderate, though there are some that live on the secondary island continent and a few that live in more inhospitable areas.
  • Onomastikon: Draffa Bastii names consist of one three-syllable long word, almost always containing exactly eight letters and one apostrophe (representing a glottal stop between the first and second syllables) when romanized. Typically, Draffa Bastii are given a "baby name" (consisting of their prefix) after being born, and are given their full name upon reaching adolescence. The full name given is most often the name of the individual's family, although there are some exceptions for those in their society's upper echelons. In any case, the individual's baby name is used as a nickname by the family for the whole of the individual's life, and may also serve as a short name among friends. To refer to a Draffa Bastii by their baby name without being a close friend or family member is a grave insult. Draffa Bastii names always begin with a vowel sound. All vowel sounds in Draffa Bastii names are "short" sounds. While they favor no one set of consonant sounds over any other, plosive consonants are ever so slightly more common in their names. Draffa Bastii names consist of a single prefix and two suffixes.
    • Prefixes: Al', Aph', Aq', Aw', Eb', Esh', Et', Ic', Im', In', Ish', It', Iy', Iz', Uch', Uh', Uj', Ul', Up', Ux'.
    • Suffixes: ban, gog, hip, hov, hox, huq, huv, med, nag, pih, qew, qim, sif, sip, xay, xiz, xom, yac, zaf, zij.
  • Motivation: The Draffa Bastii wish to keep the Grow Goo imports rolling, but otherwise wish for other species to leave them alone. They are not above allowing new races into their trade centers, but only as a means to an end. Unless something drastic were to happen to change their outlook, other races should not look to them as a source of friendship.

  • Basic Characteristics:
    • Size Class: 3
    • Base HD: 51/45/56
    • Durability: 5
    • Learning Rate: 8
    • Science: Initial 50, Maximum 250 (Excellent)
    • Navigation: Initial 10, Maximum 150 (Average)
    • Engineering: Initial 30, Maximum 200 (Good)
    • Communications: Initial 10, Maximum 150 (Average)
    • Medical: Initial 30, Maximum 200 (Good)
    • Genders: 1
    • Life Stages: Adolescent at 23 months. Adult at 81 months. Middle Age at 135 months. Old Age at 198 months. Venerable Age at 284 months.
    • Lifespan: 290 + 16d10 months
    • Height: 0.56 + (2d5 *0.04) meters.
    • Mass: 22.5 + ((2d5 from height) * 1.5) kilograms.
    • Speed: 5 m/rd (3 kph)
    • Racial Abilities and Restrictions:
      • Infrared Vision. Draffa Bastii have the Enhanced Visual Sensespecial ability and can see in infrared (heat sources).
      • Replaces Damaged Organs. Draffa Bastii have the Regeneration special ability.
      • Don't Care Much for Outsiders. All Draffa Bastii are xenophobes, and have the Phobic Complication at -15.
      • Scientific Geniuses. All Draffa Bastii have the Scientific Sense Talent at +10.

Lieu Vadish (Homoparilis cathardidae)

One well-dressed vulture.

One well-dressed vulture.

A race of winged humanoid scavengers, the Lieu Vadish inhabit a world in the far Outward and Downspin region of the Delta Sector. Arrogant and condescending, they nonetheless manage to attract visitors simply because of the fact that they sell Delightful Fungus Chews, a trade good that starts off the Downspin Trade Route. Excessively vain, appearance is all-important to them, and they wear gaudy and ornate jewelry/clothing combinations, complete with garish pieces of finery that have, to date, failed to win them much respect among the sector’s trade merchants.

  • Personality: The Lieu Vadish are known for their supreme arrogance and barely concealed disdain for all other races. Their condescending attitude stems in large part from their natural ability to fly. They believe this sets them apart from other races, aside from the other two natural fliers, the Mbe and Dershetche, whom the Vadish have heard of but seldom or never see, respectably; however, even in those two cases, the Vadish view them only slightly better, for esoteric reasons they have difficulty explaining when pressed on the subject. Even though many other sentients have developed the technology to achieve powered flight, the Vadish view this as a poor substitute. As a race, they are also extremely overconfident; their leaders often make rash, impetuous decisions and stick by them in the face of unassailable proof of their failure; also, on flashes of ‘insight’, their merchants often offer sales on items that no one wants, and jack up the prices on items that might actually sell. Both of these factors contribute to their depressed economy. Appearance is the single-most important consideration to the Lieu Vadish; many of their social rules exclusively govern the way in which they dress. Nothing brings swifter retribution (whether formal or informal) on an individual than breaking some rule of fashion. These rules are continuously evolving as their fashion changes from season to season, and high society individuals must spend a large amount of time keeping up with them, lest their prestige slip. Despite not knowing (or, in most cases, caring) what these rules are, alien visitors are often mercilessly ridiculed for their lack of fashion sense, with the most common pejorative hurled at them being “BOR-ing!” Amongst themselves, individual Vadish are still exceptionally haughty, and speak to individuals of lower social standing only when the situation requires it. Although they are still classified as stone-aged, their society is quite developed, being organized into castes, with the higher castes adorning themselves in ever more elaborate fashion. Merchants, unsurprisingly, represent one of the lower castes, which is why they dress rather plainly in grayish robes with little ornamentation. Technologically, the Lieu Vadish are late Stone Age, and are capable of knapping flint and heating it to increase its strength. This process provides them with their tools and weapons. For containers, they either use worked animal skin or clay pottery, which is not simple in design, but rather extremely elaborate and well-formed, with jewels even worked in sometimes. One of their Specialty Trade Goods, the Jeweled Xsiao Xingtay, is an intricate chalice, with glazed clay stem and fluting but a basin shaped from obsidian, a substance common to their world. As would be expected from this race, the Lieu Vadish have elaborately decorated the vessel, working precious jewels into the stem and attaching their own flight feathers as accessories (and these are the bare minimum; some Xingtays are so decorated that the underlying shape is almost completely obscured). Each Lieu Vadish family owns exactly one of these chalices; how luxuriously it is decorated is a quick indicator as to how high a family's social status is. These glorified cups, however, are so overly stylized so as to be almost impractical as a drinking vessel, a fact that keeps all but the most amateur traders from ever buying them (and if they are 'tainted' by alien hands, the Vadish will not repurchase them). Given the incredibly high esteem in which the Vadish hold their feathers (as they are the most elemental requirement of their flight), and the care in which they have adorned the Xingtay, it is endlessly puzzling to them that no knowledgeable traders wants them.
  • Physical Description: Despite being humanoid and inhabiting a world with Arth-like gravity, the Lieu Vadish have two wings and are capable of flight under their own power. This is partly because they, despite appearing roughly the same shape and size as humans, are in actuality much lighter. Their bones are hollow, like those of birds, and their body weight is low compared to humans, topping out at just over 30 kg; over the eons, their skeletons have also lost unnecessary bones to further conserve weight. Also, their chest muscles are far stronger than those of humans, as they must power their large wings. Still, sustained flight is difficult for them; unless gliding, they can only stay in the air a few moments before tiring and being forced to land. Fortunately, their wings are designed for soaring, being broad and having a larger lift surface than those of comparable species of birds. While these types of wings typically allow for a short takeoff, the lack of aerodynamics in the rest of the Lieu Vadish body cancels out any potential advantage this wing shape may offer in that respect, and they require quite a running start to get airborne. The Lieu Vadish are scavengers, and as such, they have developed a great deal of resistance to carrion-borne pathogens, and can shrug off the dangerous bacteria and toxins associated with rotting flesh. They have a keen sense of smell, and can sniff out carcasses over many kilometers. Earlier in their development, they would simply detect potential food sources in this way. Once a kill was located, they would converge on it, drive off any predators, dress the meat, divide it up, and wing it back to their settlements to be consumed. Now, however, they often use trained, domesticated animals to bring down their prey for them, providing them with a more reliable source of meat. These ‘hunts’ are monitored from above; the Vadish wait for them to make a kill, then swoop down and take it once the prey animal is definitely dead. On a personal level, they view killing as extremely distasteful, something to be undertaken only as the last possible course of action. As a result, any occupation that involves the direct killing of animals (such as butchering and husbandry, for example) represent the very lowest caste in their society. Killing as part of warfare, however, is viewed very differently; warriors actually rank fairly high in the caste system. Aside from being winged, the Lieu Vadish are largely humanoid, although as mentioned above, very scrawny. Their bodies are completely covered in a downy fur, making them able to naturally tolerate fairly cold climates. Their heads, however, are completely bald, so as to help with thermoregulation. Males are typically larger than females. Lieu Vadish reproduce sexually, pairing up anywhere from thirteen to nineteen years of age. Young children (age 1-5) are typically cared for by the mother, but upon reaching adolescence, they are looked after by the parent of the same sex, who is responsible for teaching them the ins and outs of fashion, and passing on the family trade. It should be noted, however, that separation is very common with this species, as both partners always keep a look out for a better-dressed mate, and seem not to form deep emotional attachments. This results in children being placed on a lower priority, which often ends very badly for them, especially if the couple splits up while the children are very young. This is one of the biggest reasons for the sparseness of the Lieu Vadish population.
    • Motor Appendages: 2
    • Visual Organs: 2
      • Field of Vision: 140 Optimal, 180 Peripheral
    • Auditory Organs: 2
    • Olfactory Organs: 1
    • Gustatory Organs: 1
    • Propulsive Appendages: 4* (see discussion)
    • Reproductive Organs: 1
  • Relations with Other Races: The Lieu Vadish sneer at other races, with their drab, predictable clothing and the clumsy, clunking starships they require to achieve flight. Other races, in turn, deeply dislike the Vadish, and visit their world as little as possible, unless they want to purchase Delightful Fungus Chews or (more rarely) stock up on cheap standard trade items. Of all the star-faring races, the Humna Humna have the closest relationship with them, though the Master Trade Merchants also do not associate with them more than they have to. The same is true for the Sector’s newest arrivals, the Arthians. Perhaps if the Jeweled Xsiao Xingtay were to find enthusiastic buyers in the Alpha Sector, the situation might change, but most economists just don’t see that happening.
  • Territory: The Lieu Vadish are a non-starfaring race. They can only be found on their home planet, located at δ1x24, p5. This location is well outside the territory of any of the extant starfaring races and if it weren't for the export of Delightful Fungus Chews (a fact that places the Lieu Vadish world at the beginning of the Downspin Trade Route), the world would only be useful for cheap standard trade goods. As previously mentioned, the Lieu Vadish have a later Stone Age society. In addition to being skilled potters, they have developed some religions, masonry and animal husbandry techniques. Some have even become adept at wrangling and domesticating the local Humanoid Hopper population for use as ground transport when the need arises. While they hardly ever eat them themselves (except in dire straits), some Lieu Vadish are known to keep crops of Sticky Fruit. The Fruit, when combined with the mycelium from a Running Fungus and certain parts from Green Blob, is cooked to become Delightful Fungus Chews. The Lieu Vadish world is sparsely populated, with most of the cities centered around the large equatorial freshwater lake as well as the shoreline of the southern ocean near the planet's southern tropical zone.
  • Onomastikon: The Lieu Vadish are usually reticent to speak their names to most outsiders. This seems a bit of a non-sequitur; in most other races, arrogant individuals often want others to know, remember, and revere their names. Perhaps they know that most outsiders will fail to do this. Usually when a Lieu Vadish does speak their name to an outsider, it's one of the younger members of the race, one who has not yet learned the indifference their name will garner. Lieu Vadish names consist of a single word containing between three and five syllables, consisting of six or seven characters when romanized. The significance of Lieu Vadish names has not been revealed to outsiders, though it's generally thought that they describe some aspect of the individual's appearance or personality (whether or not the term accurately describes the individual or not). Lieu Vadish do not use nicknames and consider it vulgar if anyone uses them (rather, if they realize that one is being used), even if the society of the individual being referenced has no problems with it. Lieu Vadish names make heavy use of vowel sounds and diphthongs. Typically, their names contain a single consonant sound, usually placed after an initial vowel cluster. While Lieu Vadish use all manner of consonants, fricatives have a greater rate of appearance than other types of consonant sounds. The vowel immediately following the consonant is always pronounced long and in the same syllable as the consonant. Lieu Vadish names contain a single prefix followed by any combination of two vowels which form the final syllable. "y" is used as a vowel in this sense, as is "w"; where these appear, the sound indicated is similar to Welsh diphthongs.
    • Names: Aegho, Aizu, Aori, Aupi, Autho, Eega, Eelha, Eeno, Eizi, Eulhi, Eushu, Iaci, Ievi, Iibi, Oeki, Oozha, Ouwu, Uashi, Uaza, Uiga.
  • Motivation: Motivation for the Lieu Vadish is actually something of a contradiction. The self-absorbed race might say they desire a great many things: A stronger economy, buyers for their Xingtays, respect from alien races, and a color of robe that really sets off their wings. However, their natural vanity and pride so often stand in the way of these things that they have virtually no hope of achieving them, given their current cultural attitude. Therefore, the only desire the Vadish have that they show any motivation of achieving is to stay on the cutting edge of fashion and style. To that end, they’ll pursue any alien good that they might be able to work into their designs, thus staying ahead of the curve for another season.

  • Basic Characteristics:
    • Size Class: 5
    • Base HD: 50/50/50
    • Durability: 4
    • Learning Rate: 4
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 10, Maximum 150 (Average)
    • Engineering: Initial 0, Maximum 100 (Poor)
    • Communications: Initial 10, Maximum 150 (Average)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 2
    • Life Stages: Adolescent at 6 years. Adult at 13 years. Middle Age at 26 years. Old Age at 43 years. Venerable Age at 55 years.
    • Lifespan: 58 + 6d5 years.
    • Height: 1.4 + (1d5 * 0.2) meters.
    • Mass: 22.5 + ((1d5 + 1d5 from height) * 1.5) kilograms.
    • Speed: 16 m/rd (10 kph) (flight); 10 m/rd (6 kph) (walking)
    • Racial Abilities and Restrictions:
      • Strong Stomachs. Lieu Vadish have Health as a Talent at +5.
      • Flyer's Reflexes. All Lieu Vadish have Reflexes as a Talent at +5.
      • Extreme Arrogance. All Lieu Vadish have the Overconfident Complication at -15.
      • Known for their Arrogance. Lieu Vadish have Reputation as a Complication at -5.
      • Buzzard's Nose. Lieu Vadish have Senses as a Talent at +10 for their keen olfactory capability.

Mbe (Strigiparilis mbe)

So, these guys deliver mail to the Starflight wizarding world?

So, these guys deliver mail to the
Starflight wizarding world?

The Mbe are a race of bird-like creatures extant to the Delta Sector. The species is obsessed with art, so much so that it permeates every aspect of their culture. As the artistic styles on their world change, so does the culture; Mbe culture is substantially more fluid than most other races. Few other races are capable of appreciating their aesthetic sense, which has kept the Mbe from making a market selling their artwork. With the opening of trade between the Delta and Alpha Sectors, however, this state of affairs may soon change.

  • Personality: Mbe are artists. Period. That's not to say that all Mbe are solely painters or sculptors (though it's are a rare Mbe that doesn't pick up a brush or chisel at some point in their lives), but rather that their art affects everything that they say and do. Mbe are poets, musicians, dancers, writers, architects, and so forth. In Mbe culture, there are basically two types of individuals. The first type is the "starving artist", whose work either hasn't been discovered by the greater planetary community or has been ignored. These individuals, who make up the bulk of the populace, form most of the planet's available labor pool, performing small jobs until the day they hit it big. Even considering how big the paycheck is for those individuals who run the local trading centers, being a trader is still considered a menial job in Mbe society. The other type of individual is the one who has made it to the big time. These individuals are able to thrive by sharing their works with the world. These are the Mbe whose works the universe sees; most of these individuals view themselves as "better" than everyone else. All Mbe are somewhat competitive, and more than one is very possessive and protective of their own work.
  • Physical Description: Mbe bear a resemblance to most of Old Earth’s raptor species, in particular those of the order Strigiformes. There are, however, some very important differences. The biggest difference is with the wings, which are fully prehensile and provide fine motor control in addition to providing propulsion for the species. Mbe have a pair of these wings which are covered in feathers, which are typically a bright yellow color, though they may also contain shades of orange and brown, especially as an individual Mbe ages. Mbe are particularly fast fliers and have been known to reach speeds of around eighty kilometers per hour in a pinch. Their faces are particularly owl-like, containing large forward-facing eyes (which are typically a bright green color) and ear-holes (located towards the individual’s anterior), a flat face, and a facial disc around each eye. Unlike the order Strigiformes, Mbe eyes aren’t fixed in their sockets, allowing an Mbe to look in other directions without being required to turn their entire head. Mbe have a very small beak located between the facial discs, just below the major olfactory organs. This beak is often covered by the elaborate clothing the species wears and as a result is oftentimes not directly visible. As with most other species, communication is conducted through the generation of sound via the major gustatory apparatuses. Mbe language is vocal and typically includes random, untranslatable chirps and whistles, which are likely merely aesthetic but tend to make translating their language and conversation all the more difficult. Finally, Mbe are able to land via the presence of a single "foot" located towards the posterior of their bodies, which at a glance resembles tail feathers (which the species does not possess, as their wings are designed such that they can maintain stable flight without them). Mbe prefer to be active during the day, rather than at nighttime like most birds of prey. Mbe aren’t particularly large creatures; their average length is only around one meter, and their mass is usually somewhere around twenty kilograms. Their wingspan approaches two and a half meters on average. Though not a particularly physically tough race, they do have keen minds and are capable of picking up new skills relatively quickly, a handy trait when it comes to learning about new art forms. Mbe are carnivorous. They typically take two or three breaks during a day to consume food, though if an individual is working hard on a new piece they may not eat for periods up to five or six days. Mbe are more than capable of hunting the microfauna on their planet, but this is largely unnecessary in their advanced society; food is usually no further away than the closest market. Mbe will rest up to seven hours a day, though they can sleep up to six days (this usually happens if they’ve foregone sleep in recent days, again usually to finish up a new work). Mbe are oviparous. Unattached males will design a place for unattached females. These females will then select which design they like best and bond themselves to that male. At a later time, intercourse takes place. The female will usually lay one large egg approximately six weeks later and will spend her time tending to the egg. During this time, the male is expected to take care of the female, including providing food and tending to any ongoing art projects as needed (putting his own projects on hold if absolutely necessary). Fledglings hatch after about three months. Mbe will never reproduce at a rate faster than one fledgling per year, and will often go several years at a time without attempting to produce offspring.
    • Motor Appendages: * (see discussion)
    • Visual Organs: 2
      • Field of Vision: 150 Optimal, 200 Peripheral
    • Auditory Organs: 2
    • Olfactory Organs: 1
    • Gustatory Organs: 1
    • Propulsive Appendages: 2
    • Reproductive Organs: 1
  • Relations with Other Races: Like most of the other non-starfaring races in the Delta Sector, the Mbe are largely neutral towards most other known races. Many other races find the Mbe to have a particularly highbrow attitude and are largely confused by their aesthetic sense. Amongst the races of the Delta Sector, the race they have the most contact with is the Humna Humna, who (like most other races in the sector) conduct trade and then leave before they get forced into viewing a new art exhibit. Mbe like the Tarn, who supply Screech Harps for their musical community. However, given the favorite activity of the Tarn (namely sitting around listening to Singing Beetles), it's a very rare occasion when one does visit (and usually their visit is marked with periods of awkward silence). Contact with the Alpha Sector has been limited as of yet, though there are those among the Elowan who seem to appreciate certain aspects of Mbe art, as well as a small number among the graphic artist community on Arth. There has been some talk of trying to import Mbe Artwork to the Alpha Sector, though as of 4641 there haven't been any significant inroads towards such trades; despite the obvious benefit to their entire world of having a solid specialty trade good, many Mbe have yet to overcome their possessive tendencies towards their own art.
  • Territory: The Mbe are a non-starfaring race. They can only be found on their home planet, located at δ64x6, p2. The Mbe world is situated roughly halfway between the "borders" of the Tandelou and G'Nunk spheres of influence, yet the Mbe are largely ignored by both races. Mbe are an Industrial Age species, having only recently achieved that status through their experimentations with steam power. Their fondness for Screech Harps manufactured by the Tarn places them at the end of the Two-Headed Route. The Mbe don't manufacture any specialty goods of their own, though like all Delta Sector races they will sell whatever standard trade goods they can. The Mbe homeworld is very densely populated. Major cities can be found all over the planet; though most are along the shoreline of the northern ocean, some can be found in the planet's mountain ranges as well as the two small islands in the planet's northern and eastern hemispheres.
  • Onomastikon: Though the Mbe aesthetic sense applies mainly to visual pieces of art, there are similar phenomena in all fields of their culture, including onomastics. If an Mbe tells another being its name for the first time, there is some expectation to hear some reaction as to the musical and tonal qualities of it. Naturally, since most species don't know to do this, Mbe rarely share their names with anyone besides fellow Mbe. Mbe names consist of a single three-syllable word, usually containing anywhere from seven to ten characters when Romanized. Names in Mbe culture are given out with the same set of aesthetics they use for judging artwork. As such, there is no meaning to Mbe names other than what the beholder (either the individual or whoever hears their name) sees in it. It should be noted that Mbe may change names several times during the course of their life, simply because they grow bored with the old one. Mbe feel that to appreciate a name, it should be spoken in whole; they don't use nicknames and don't respond to any attempts to use one. The aesthetic requirement of their names assures a full range of sounds; no one set of sounds is favored over any other set of sounds. Mbe names consist of a single prefix followed by a single suffix.
    • Prefixes: Chix, Chuv, Dag, Hor, Lhozh, Map, Mex, Poth, Pus, Qep, Shelh, Shogh, Siz, Tey, Vif, Wey, Wiw, Xep, Yib, Zhej.
    • Suffixes: aclho, aghte, ectu, edthe, eqgu, eshta, ilhxu, inre, ipsa, ishcu, ithqi, iyghe, izhfu, occhu, ochfo, olhxi, orgho, oxcha, ozhbe, uszi.
  • Motivation: Most Mbe like to travel around to other communities in order to experience local sites and sounds firsthand. Such experiences serve as a means for inspiration for many Mbe, who will later try and incorporate something they experienced directly into one of their own works. These adventures also serve as a means of learning about the styles of other communities, accounting for the relatively small number of artists in each community that adopt another community's aesthetic. Some of the wealthier Mbe have, occasionally, booked off-world passage on visiting trading vessels for similar experiences learning the art of other species.

  • Basic Characteristics:
    • Size Class: 4
    • Base HD: 55/52/53
    • Durability: 3
    • Learning Rate: 7
    • Science: Initial 10, Maximum 150 (Average)
    • Navigation: Initial 50, Maximum 250 (Excellent)
    • Engineering: Initial 30, Maximum 200 (Good)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 10, Maximum 150 (Average)
    • Genders: 2
    • Life Stages: Adolescent at 6 years. Adult at 7 years. Middle Age at 16 years. Old Age at 22 years. Venerable Age at 31 years.
    • Lifespan: 32 + 3d5 years.
    • Wingspan: 1.85 + (2d5 *0.13) meters.
    • Mass: 15 + (2d5 from height) kilograms.
    • Speed: 32 m/rd (19 kph)
    • Racial Abilities and Restrictions:
      • Flyer's Aerobatic Instincts. All Mbe have Reflexes as a Talent at +5.
      • Knows Where They're Going. Mbe have the Navigational Sense Talent at +5.

Nathracch (Morchella sapiens diversus)

Uh, I thought you were supposed to eat them before you started tripping out...

Uh, I thought you were supposed to eat them
before you started tripping out...

The Nathracch are a fungoid race extant to the Delta Sector. Though they vary widely in both size and color, and some members of the species spell and pronounce their own name differently (Nathrachch and Nathracchh), all Nathracch have the same overall genome and are all a single species. They are a mid-level Metal Era species with a strongly developed sense of mysticism. Since they aren't in possession of any advanced technologies and have an incessant belief in what many consider to be utter nonsense, their world isn't visited that often by traders (except those that frequent the Circle Route), despite their otherwise friendly nature.

  • Personality: Nathracch are an open people, generally friendly towards visitors to their communities and always eager to make lasting friendships. They have a tendency to be pacifists, though they can be fierce combatants when the situation warrants violence. Nathracch are mystics and maintain a very strong belief in magic, in particular spell-casting and prognostication. Their major religious belief is not unlike the Wiccan tradition of Old Earth, the major exception being a belief in a single deity known as the "Great Fungus" (as opposed to worship of a separate god and goddess). This belief in magic permeates every aspect of their culture, from trading to travel to simple everyday tasks such as eating. Nathracch are very social. They are typically practitioners of what would be considered "white magic". They have an almost unhealthy curiosity about their world and how it works, and will sometimes go to extraordinary lengths to figure it out (sometimes with tragic results). They typically devote one to two hours a day to simply gather together in order to fellowship and to cast or renew joint spells. The most important of these spells to the Nathracch as a species is the Protection Against Cheating spell, which ostensibly curses anyone who attempts to cheat a Nathracch in trade with bad fortune, poverty and poor health (a "three-fold" curse). Nathracch are very careful to warn outsiders of this curse every time they are about to engage in trade, and to prevent outsiders from falling into temptation and receiving the curse, they will refuse to bargain while conducting trade. While members of the species don't travel often, they usually form groups when travel is necessary, casting a spell of protection before setting out. Nathracch use travel as an excuse to form new friendships. The species is also a little obsessed with finding an effective spell to prevent a prophesied apocalypse wherein the entire species is squashed to death by gigantic, mustachioed humanoid wearing red and speaking with a thick ethnic accent. Finally, it should be noted that despite the (largely accurate) belief by other races that Nathracch magic is bogus, the species does have some latent esper ability, particularly in the field of clairvoyance, allowing those who exclusively practice prognostication to genuinely see the future. One Humna Humna colony (the Best Prices colony at δ237x41, p4) has realized the genuine nature of these predictions and pays good money for them.
  • Physical Description: The Nathracch are a race of ascomycete fungi similar in structure to other members of the genus Morchella, to which the species belongs. They exhibit a clean, hollow stipe and an ascocarp with multiple sponge-like infundibuliform apothecia fused to form their pileus. As with most species of Morchella, Nathraach are highly polymorphic in appearance, exhibiting variations in shape, color and size; to date Interstel crews have cited encounters with no less than sixty different variations of the species. The major variations between individuals are largely determined by the number of apothecia that form during an individual's growth, as well as the number and shape of rhizomes that eventually form at the base of the stipe. The apothecia perform several different functions for the Nathracch. First and foremost, they are spore-bearing bodies as with all other morels. Nathracch have the unique ability to both send and receive sound vibrations via their apothecia, enabling normal auditory communications. They also have structures built in that allow reception of light not unlike the cones and rods in Human eyes; the location of these organs in the apothecia gives a Nathracch 360 degrees of vision. Likewise, the rhizomes perform several different functions. First, they act as the major gustatory structures. They are also fully prehensile, giving individuals motor and propulsive capabilities. How fast an individual can move is a function of how many rhizomes they develop. Typically, the fewer rhizomes an individual develops, the thicker and stronger the individual rhizomes are. While exhibiting no natural weaponry per se, Nathracch do have a natural toxin in their structures that can cause renal and liver failure if they are consumed. Nathracch typically have a greenish external coloring, though red and purple individuals are also common amongst their populace. As previously mentioned, Nathracch vary wildly in both mass and size; some individuals are only half a meter in height with a mass of around 15 kilograms, while others are up to two meters in height and have a mass of around seventy-five kilograms. Nathracch have fairly soft bodies that cannot withstand a great deal of physical damage, though they are capable of regenerating any damaged apothecia or rhizomes as needed. They possess a modest level of intelligence, though they lack advanced reasoning capabilities, which may explain their tendency towards magical thinking. Nathracch are detritivores. Like other morels, their physiology favors the consumption of woody plants, though such plants are rare on their volcanic homeworld. The only requirement they have before eating something is that it is dead; this can, if need be, include hunting prey. While they have been known to risk their lives in order to kill one of the local Brass Harpooners for food, Harpooners are difficult for Nathracch to digest. Nathracch typically are inactive for a period of roughly four hours each day. Reproduction can occur both sexually and asexually via sporing. Once released from an apothecia, spores settle into the ground. DDuring this time, the spores gain nutrition through a sub-surface mycelial mat that covers portions of their homeworld. One out of every thousand spores that attach to the mat grows to become Nathracch; the remainder are absorbed into the mat. Nathracch uproot their rhizomes from the mat upon reaching the age of adolescence.
    • Motor Appendages: * (see discussion)
    • Visual Organs: * (see discussion)
      • Field of Vision: 360 degrees
    • Auditory Organs: * (see discussion)
    • Olfactory Organs: None
    • Gustatory Organs: * (see discussion)
    • Propulsive Appendages: 1d10 * 1d10 +1
    • Reproductive Organs: 50 + 2d%
  • Relations with Other Races: As with most of the non-starfaring races in the Delta Sector, the Nathracch have a neutral relationship with almost every other race in the Sector and almost no relationships with Alpha Sector races whatsoever (excepting Interstel crews). The race they have the most contact with is the Humna Humna, who largely see them as a quaint, somewhat backwards race. There are a few of their number, however, who take their prognostications seriously enough to want to purchase them (which provides the Nathracch with a specialty trade good, Important Secrets). Nathracch don't wear a lot of clothing, but what they do wear usually is made of Mip Fur, so they generally try and stay on good terms with the Aeoruiiaeo. Nathracch also use Dreamgrids as a form of entertainment, but they don't often receive very many of these from outside traders as the nearby Aeoruiiaeo place an even higher level of importance on them (read: are willing to pay more for them). As might be expected due to their desire for Dreamgrids, they also have a rapport with the Kher, though not nearly as strong as that between the Kher and the Aeoruiiaeo. The Ng and Arla generally leave them alone. Occasionally, a G'Nunk expedition might wander as far upspin as the Nathracch world to hunt Brass Harpoooners, though in most cases their world is too far distant to guarantee a safe return to G'Nunk territory.
  • Territory: The Nathracch are a non-starfaring race. They can only be found on their home planet, located at δ181x197, p3, which is located towards the Upspin and Outward edges of the Ng-Kher-Arla sphere of influence. Divination and prognostication is something at which their culture specializes. These forecasts are collected, recorded, and sold to the Humna Humna as Important Secrets. This production cycle places the Nathracch on the Circle Route. Nathracch will pay handsomely for Brass Harpooners, which they use for a variety of different purposes. The Nathracch have a sparse population density, which is not surprising considering how much of the planet's surface is covered in lava. There are very few places where the Nathracch have been able to put down cities, and often must compete for the spots with the local Brass Harpooner population.
  • Onomastikon: Most members of the Nathracch race have two names, one for use in social situations, and a "true" name which they keep a complete secret. Considering their undying belief in magic, this is perhaps not such a surprise; most cultures that believe in magic hold that true names have special powers all of their own, and their use may invoke powerful effects (such as total control over an individual). As might be expected given their unwillingness to share their true names, no significant progress in the onomastics of the true names of Nathracch has been made. Nathracch are willing to share their social names with outsiders, particularly when first forming new friendships. Nathracch social names consist of a single multi-syllabic word that's usually eight to eleven characters long when Romanized. When they first begin to bloom, an elder will select an individual Nathracch's social name using a special divining apparatus. This apparatus consists of a board upon which is listed all of the characters of the native alphabet and a planchette which is used to indicate individual glyphs of the native language (very similarly to the various spirit boards often seen on old Earth). It's thought that the same apparatus is used to select their true name, though once again this cannot be confirmed. Nathracch will respond to a shortened form of their names. Generally this shortened form consists of the prefix without the ending vowel sounds, although depending upon the planetary region only the first syllable may be used, or even just the end sounds. The Nathracch language contains a full range of sounds, and as their names are selected fairly randomly (spiritual forces aside), it should come as no surprise that there is no preference in one set of sounds over others. It should be noted that all Nathracch names consist of a double consonant between the first and second syllables; this usually means the end sound of the first syllable and the beginning sound of the second syllable are the same, and as a result the vowels in both syllables have short sounds. Nathracch names consist of a single prefix immediately followed by two pairs of vowels; "yy" is considered a vowel pair in this sense and carries a long "E" sound.
    • Names: Biffid, Fakkox, Ghattiy, Gittal, Hokkox, Jazzux, Kezhzhij, Konnush, Kulluh, Kuyyan, Mophphilh, Pheqquz, Piggur, Qiccow, Sarreth, Shillef, Teddiv, Thivvah, Wikkazh, Xokkazh.
  • Motivation: Nathracch are largely content to stay in their communities and perform whatever magical services they believe will serve their community best. Nathracch will only leave their communities in order to learn the magical traditions and techniques of other communities, in order to incorporate that knowledge into the local society. They might also leave their communities voluntarily in order to practice some new or particularly dangerous technique out in the wild, testing it before it is incorporated (though such solo forays are extraordinarily rare). Nathracch are by and large not interested in the affairs of the universe, unless one of their number has had a premonition of portentous events involving other species. At that point, personal involvement in those affairs might be warranted; even then, the only Nathracch ever found off of their world are those wealthy enough to afford passage. While there have been some Nathracch who have gone out into the universe to study the magical techniques of other races, most come back within two years time (and are generally a little disappointed in the whole journey, given the attitude of most species towards magic as opposed to science).

  • Basic Characteristics:
    • Size Class: 4
    • Base HD: 48/45/53
    • Durability: 2
    • Learning Rate: 5
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 0, Maximum 100 (Poor)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 10, Maximum 150 (Average)
    • Medical: Initial 30, Maximum 200 (Good)
    • Genders: 2
    • Life Stages: Adolescent at 4 years. Adult at 13 years. Middle Age at 18 years. Old Age at 33 years. Venerable Age at 41 years.
    • Lifespan: 45 + 5d5 years.
    • Height: 0.56 + (2d5 *0.04) meters.
    • Mass: 22.5 + ((2d5 from height) * 1.5) kilograms.
    • Speed: *varies based on number of rhizomes
      • 5-24 rhizomes: 4 m/rd (2 kph)
      • 3-4 rhizomes, or 25-44 rhizomes: 5 m/rd (3 kph)
      • 2 rhizomes, or 45-64 rhizomes: 6 m/rd (4 kph)
      • 1 rhizome, or 65+ rhizomes: 7 m/rd (4 kph)
    • Racial Abilities and Restrictions:
      • Bad Trip. Nathracch are poisonous if their bodies are eaten. One hour after eating the body of a Nathraach, the eating character must make a DC 50 Fortitude Save. Failure of the save will cause the character to begin hallucinating (causing them to become Dazed, Fatigued and Shaken) until they begin to recover. The character takes 1d10 Basic Damage per hour, as well as a cumulative 1d10 penalty to their Physique score per hour. Each hour the character can attempt a DC 100 Fortitude Save, or another character may make a DC 100 Toxicology Check, in order to treat the poison. If successful, the character will heal HP first, and any lost Physique points afterwards at a rate of 1d5 points per day. Should the character's Physique score fall to less than zero as a result of the poisoning, the character becomes comatose.
      • Fortune Teller. Nathracch are clairvoyant and have the Esper Potential special ability. Nathracch characters may make Knowledge Checks regarding the future, and gain a +10 bonus to all such Checks. Additionally, any player playing a Nathracch character may make a d% roll at the beginning of a session, and may use the result of that roll for and d% roll they wish during the course of the session (they must declare the use of the roll before making any actual rolls).
      • Fungal Blooms. Nathracch have the Regeneration special ability.
      • Good Guessers. All Nathracch have Luck as a Talent at +10.
      • Magical Tinkerers. All Nathracch have the Curious Complication at -5.

Nelsons (Homoparilis rufusgutter)

Green acres is the place to be...

Green acres is the place to be...

The Nelsons are a race extant to the Delta Sector, one that is so near-human that there are some cultural anthropologists that suggest that they are Human. Certainly if they were, it would explain a great many things about them (such as their usage of human names and the similarities between their native language and Arth Standard). How a group of humans would've come to live on a remote ice world in the Arrow Cluster can only be guessed at (some of the more popular guesses are that they were an offshoot of the Noah Six expedition, a group of Umanu who fled from the Uhl, or a distinct Noah expedition; all of these theories involve a loss of advanced technology and the occurance of certain physiological changes due to the intoxicating influence of the planet's native Gas Slug population). The Nelsons are a simple, wholesome, family race who strongly believe in hard work, and good, honest "down home" values.

  • Personality: The Nelsons have been described as a race that exhibits a glorious lack of sophistication. They have a very strong work ethic. Six days each week, they get up before the sun rises in the morning, work their fields and tend to their herds until those tasks are complete, and spend the remainder of the day engaged in various forms of entertainment. Most of this entertainment comes in the form of community folk dances, or similar gatherings to sing or to play primitive instruments. Nelson music is bright and often fast-paced, and their singers tend to be quite talented. One day each week is spent resting, a time when many of their number choose to engage in religious activities. Nelsons as a whole are extroverted and have a strong sense of community; it's a rare individual in their society that keeps their ideas and beliefs to themselves. Females of the race tend to be busybodies, which lends itself towards the rapid communication of any local news and gossip. Nelsons can be a bit naive and are honest almost to a fault, and some have social manners that many other civilized races find atrocious. They are fascinated with advanced technologies but any attempt to use those technologies often ends disastrously. Still, they usually try to do right with others and to honor their obligations, are usually rock-solid in tight situations, and make fast friends.
  • Physical Description: The Nelsons are a bipedal race of onmnivorous consumers, similar in almost every respect to Humans (though there are a couple of noteworthy exceptions). On average, they have the same overall height and weight as human beings (two meters and eighty kilograms). Nelsons have the same external features and sensory organs as Humans, including a pair of arms for fine manipulation and a pair of legs for propulsion. Their skin color is almost universally light beige. Eye and hair color are usually brown, though there are those among the female population with blonde hair. They have roughly the same constitution as humans. While they have a relatively high learning rate, it is slightly lower than that of Humans (possibly as a racial side effect from the constant exposure to Gas Slug emissions). Nelsons as a rule choose to eat at least twice a way, once before commencing their day's activities and once at their conclusion. Some individuals choose to eat a very small meal towards mid-day. Nelsons usually go to sleep a few hours after dark; depending on the time of year and location on the planet, they may get anywhere from five to ten hours sleep, though six is the average. Reproduction is performed sexually; females usually give birth to anywhere from two to four offspring after a 40 week gestation period.
    • Motor Appendages: 2
    • Visual Organs: 2
      • Field of Vision: 140 Optimal, 180 Peripheral
    • Auditory Organs: 2
    • Olfactory Organs: 1
    • Gustatory Organs: 1
    • Propulsive Appendages: 2
    • Reproductive Organs: 1
  • Relations with Other Races: For the most part, the Nelsons have been isolated from other races. This is largely due to the location of their homeworld in the "tip" of the Arrow Cluster, an area well within the territory of the G'Nunk. For their part, the G'Nunk largely leave the Nelsons alone; why the G'Nunk haven't wiped them out is a matter of some speculation (again, the matter of whether or not the Nelsons are an Umanu offshoot comes up in these speculations). Those brave enough to face an encounter with the G'Nunk make their way to the Arrow Cluster on occasion in order to pick up either Nid Berries and/or Charm Babies, the latter of which are highly desired by the Djaboon. The Nelson/Djaboon link forms the first leg of two of the major Delta Sector trade routes, the Short Route and the Cross-Cloud Route. The Nelsons themselves don't desire any particular specialty trade goods but are very interested in several standard trade goods, particularly Seeds and Spores for their farms, and Musical Instruments, which are often employed in their socials. Nelsons can sometimes be found off-world in the company of the Humna Humna, with whom they have a good rapport. Other races tend to find their primitive ways and simple ways amusing at first, but steadily more and more annoying if forced to spend an extended period of time in close proximity with them. Indeed, many visitors to their world don't stay for very long; it's not entirely clear if it's them, the Gas Slugs, or both...
  • Territory: The Nelsons are a non-starfaring race. They can only be found on their home planet, located at δ131x7, p4. They are a high-end Stone Age race who have mastered basic machinery and agriculture. Some of their communities are involved in the wrangling and domestication of some of the planet's Gas Slugs, selling them to unknowing visitors to their world. There are a number of religions in place on the planet, though the vast majority of them seem to be relatively minor variations of a single, larger religion. Some members have begun experimenting with making alloys of the native Molybdenum and Nickel, indicating the planet's Metal Age is likely not too far off. The Nelsons have a moderate population density, which is mostly centered in the planet's tropics where conditions are more conducive for growing crops, despite the more active weather patterns and higher density of wild Poison Gliders.
  • Onomastikon: One of the more unusual aspects of the Nelsons (and one that lends credence to the idea that they are a human offshoot) is their name structure and content. Nelsons use a patronymic name structure. They have two names: their given name and their "surname", the second of which consists of a possessive form of their father's "first" name and the word "son" tacked on if the individual is male and "daughter" tacked on if the individual is female (similarly to many of old Earth's Scandinavian naming conventions). Their given names are almost exact matches to names used in many of old Earth's European and North American states, often consisting of at least two such names (but sometimes up to as many as four or five). Short address often consists of the first given name with an added vowel sound (often long E), or shortened forms of the first two names.
    • Names (Male): Bart, Bill, Bo, Bob, Bubba, Buck, Doc, Duke, Emmett, Grat, Hank, Ike, Jesse, Jim, Joe, Roy, Slim, Virgil, Will, Wyatt.
    • Names (Female): Abigail, Adeline, Amelia, Ann, Barbara, Belle, Betty, Connie, Lucy, Lynn, Martha, Maude, May, Minnie, Mollie, Peggy, Penny, Rose, Sal, Sue.
  • Motivation: Nelsons do have an exploratory streak in them and, thanks to the Humna Humna, they are aware of other worlds and starfaring culture. Older adolescents and younger adults (particularly males) may occasionally sign on to "hitch a ride" with visitors to their world in order to experience what's out there first hand. Occasionally, members of the race may leave their world in order to purchase Seeds and Spores from other races, particularly after a poor harvest. Sometimes they will offer Gas Slugs in exchange for these seeds; occasionally they're even successful in trading them away (though usually they can only offload them to smaller communities without dedicated medical service, or to less scrupulous merchants). The vast majority of the population, however, are too industrious and have too much of a sense of community to want to leave for extended periods of time. Indeed, even those that leave willingly oftentimes will count the days until they can return home.

  • Basic Characteristics:
    • Size Class: 5
    • Base HD: 45/45/50
    • Durability: 6
    • Learning Rate: 8
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 0, Maximum 100 (Poor)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 2
    • Life Stages: Adolescent at 8 years. Adult at 15 years. Middle age at 33 years. Old Age at 58 years. Venerable Age at 70 years.
    • Lifespan: 70 + 4d10 years.
    • Height (Male): 1.5 + (1d5 x 0.1) meters.
    • Height (Female): 1.4 + (1d5 x 0.1) meters.
    • Mass (Male): 40 + ((same 1d5 from height + 1d5) x 10) kilograms.
    • Mass (Female): 30 + ((same 1d5 from height + 1d5) x 5) kilograms.
    • Speed: 4 kph (6 m/rd).
    • Racial Abilities and Restrictions:
      • Hard to Bake. Nelsons have developed a resistance to intoxicating effects. They automatically halve (round down) all rolls for intoxication and may only use half the normal bonuses (round down) involved when taking medicines and drugs (such as anti-toxins). Nelsons never suffer from Gas Slug Intoxication.
      • Honest to a Fault. Nelsons have the Honest Complication at -15.
      • Bad Manners, or So Others Believe. Nelsons either have the Crude Complication at -10, or have Reputation as a Complication at -10. To determine which, a roll of 1d2 may be made, with 1 indicating actual bad manners.

Nga-Seng

That's one hell of a bubble machine.

That's one hell of a bubble machine.

The new poster child for Weight Watchers™...

The new poster child for Weight Watchers™...


The Nga-Seng are a unique race as far as sentient organisms go. This is because unlike all other known extant sentient lifeforms, the Nga-Seng are microscopic. Their interaction with other sentient forms is possible because the Nga-Seng inhabit the bodies of certain non-sentient creatures, specifically two races known as the Kler and the Diul. They are best described as a symbiotic (some would say parasitic) form of life. In exchange for building "colonies" of their kind inside the bodies of individual Kler and the Diul (thus providing a safe environment for their kind to breed and live in relative safety), the Nga-Seng bestow a number of benefits upon their hosts. The Nga-Seng have used the differences between the Kler and Diul to build a pair of civilizations unique to the host lifeforms; the relative proximity of these civilizations to one another has made the Nga-Seng races vital to trade in the coreward sections of the Delta Sector. For their part, the Nga-Seng make a conscious effort to inhabit only these two species; it's unknown why the Nga-Seng favor them above all others but it may have something to do with the fact that both the Kler and Diul are similarly sized and are both unaocular races, or that they alone out of all the species the Nga-Seng have contacted have a physiology suitable for their well-being. It is entirely possible that there are other Nga-Seng races out there among the cosmos, though this can only be ascertained through further space exploration.

  • Personality: No one really knows the personality of an Nga-Seng. This is because of the collective consciousness that must be formed in order for an Nga-Seng colony to successfully inhabit and interact with a host lifeform. The needs of any one individual within the colony are outweighed by the necessity for the group's survival, which in turn requires the supression of the individual personalities within the colony while interacting with outsiders. As a result, the Nga-Seng come off as very cold and very direct. In interactions with visitors to their world, the Nga-Seng usually do nothing more than give themselves a brief introduction, mention their wish to receive the specialty trade goods produced by the other Nga-Seng civilization, and get straight to business. It should be noted that both the Kler and Diul have trade goods that they will not sell to outsiders without receiving the specialty trade good of the other race first; few other Delta Sector races conduct business this way. Finally, it's worth noting that Nga-Seng colonies do inherit a very small portion of the personality of the host. While this doesn't affect them a great deal, it does mean that Nga-Seng are slightly more apt than other races to hold a grudge if a deal goes south.
  • Relations with Other Races: Unlike most of the other non-starfaring races in the Delta Sector, the Nga-Seng species have a great deal of contact with other races. They are as close as a species can get to being a favored trading species with the Humna Humna; the Nga-Seng Trade Route is so profitable for them that they established their own colony on a world elsewhere in the Nga-Seng Cluster. For their part, the high trade volume has been both a boon and a curse to the Nga-Seng races. Both cultures manufacture goods which the other species needs in order to thrive, but they rarely if ever manage to turn a profit themselves in the exchange. As a result, the economies of both Nga-Seng worlds are horribly depressed, and are liable to remain that way for the foreseeable future.
  • Territory: The Nga-Seng are a non-starfaring race. Their host species can be found on two worlds, δ201x105, p4 (Kler) and δ203x106, p3 (Diul), which are relatively close to one another and located in the area between the Humna Humna and Ng-Kher-Arla spheres of influence. Both races have a relatively high-level Metal Age society; it's suspected they haven't tried to industrialize themselves due to the negative physical effects industrialization could have on the Nga-Seng themselves. Many a savvy trader has turned a small fortune in lifeform trade working the Nga-Seng trade route: in addition to the specialty trade goods the two Nga-Seng societies sell to one another, both races buy high valued lifeforms that can be readily found on the opposite world. The Kler purchase Mip Furs (manufactured by the Aeoruiiaeo) and allow them to sit in vats with an Oily Spore Bush. The oil and spores breaks down the fur and causes it to ferment; after a sufficient amount of time has passed, the resultant liquid, known as Blue Ale, is collected and sold. Blue Ale is highly desired by the Diul as a drink used in local festivities. The Diul process the central nuclear structures of the native Pulsating Gummy population; the solid portion of these structures, which still thrum and pulsate well after the death of a Gummy, are collected and sold to traders as Harmony Stones. Harmony Stones are vital to the Kler; it's thought that their vibrations may be what in fact allows their bodies to remain safely inhabited by Nga-Seng. The Diul also process the semi-solid portions of Pulsating Gummies into a glowing paste with some regenerative properties known as Grow Goo, a commodity highly desired by the Draffa Bastii. The Diul have a somewhat sparse population that lives in the temperate equatorial lowlands of their world, on the eastern and western coasts of the main continent where there are some liquid water oceans. The Kler world is moderately populated, with most of the population living along the tropical coasts of the planet's three major continents. The acutal number of Nga-Seng on both worlds is unknown, as is their distribution; the best estimate places their numbers at roughly five nonillion (5x10^30) individuals per world (roughly the same as the amount of bacteria found on Earth prior to the Crystal Planet's passing), forming the vast bulk of the planetary biomass of both worlds.
  • Onomastikon: The Kler and the Diul don't nave their own names; as non-sapient beings, they have no concept of self. Thus, any name an individual may have has been given to it by the inhabiting Nga-Seng. Individual Nga-Seng likewise have no names, but recognize their importance to other sapient lifeforms. Thus, one of the first things that happens after a host is successfully inhabited is a colony "meeting" of sorts to name the individual host. Nga-Seng names are therefore more akin to the names of communities, and have significance mainly to the host's inhabitants only. Nga-Seng names consist of a single multi-syllabic word, usually between six and eight characters when romanized. While all abbreviation of names does not occur in direct interactions between Nga-Seng hosts, nicknames are sometimes used to refer to individuals not in earshot. These nicknames usually consist of the first syllable of the suffix, or sometimes even the whole suffix. Nga-Seng names tend to make heavy use of vowel sounds. Prefixes usually consist of two vowels (including "y" in this definition). Though it is possible for the same vowel to be used twice, this happens rarely; when it does happen, the first vowel is pronounced short and the second long. Double-y never occurs. Suffixes also include a vowel pairing. The position of these two vowels denotes a syllabric break; the two vowels form the end and beginning sounds of two syllables respectively. Consonant usage covers the entire known range of sounds; there is no preference of consonant sounds over other consonants. Nga-Seng names consist of a single prefix followed by a single suffix.
    • Prefixes: Ai, Au, Ea, Ei, Eo, Ia, Ie, Ii, Oa, Oe, Ou, Oy, Ua, Ue, Ui, Uu, Uy, Ye, Yi, Yo.
    • Suffixes: beigh, choav, cuush, ghuan, ghuaph, hoin, jiox, koab, leez, lheaph, maalh, mias, mual, peuth, riaph, shiuth, shoim, tien, waom, zheaq.
  • Motivation: Nga-Seng as a rule are interested in maintaining their colonies, which means taking care of the individual Kler and Diul that they inhabit. This generally means that individual Kler or Diul will not leave their worlds, as the best way of taking care of their colonies is to make more hosts. This doesn't prevent individuals from occasionally hitching rides on passing starships, but any who do will be compelled to return after so long. The purpose of these forays varies; very rarely is it to try and find new species for the Nga-Seng to colonize (given their transmission vectors).

Nga-Seng (Sapiencoccus nga-seng)

EDITOR'S NOTE: While it is in theory possible to play an Nga-Seng character, the role-playing experience will be vastly different from that of any other species given their biological needs. While a group can play with the Nga-Seng using the description and characteristics listed below, their inclusion in this discussion is primarily meant to be an exploration of their physiology. Nga-Seng cannot be in mixed species groups, and aren't recommended for beginning roleplayers.

  • Physical Description: The Nga-Seng are a race of spherical microorganisms with a greenish external appearance. Members of the family Sarcocystidae, Nga-Seng are obligate, intracellcular lifeforms, which requires them to live and reproduce within an animal cell like all other coccidia. They share many of the same characteristics of their cousin species Toxoplasma gondii, in that they are capable of living within a number of different animal species. Nga-Seng are usually around ten microns in radius and have a mass of only a few micrograms; the variations between individual Nga-Seng are generally too negligible to be noteworty. Nga-Seng are capable of actively selecting various types of cells to inhabit within their hosts. Their preferred transmission vector is through reproductive cells (gametes in particular); they can, however, enter into a new host body if the host is killed and ingested by another lifeform (though this must occur within six hours of the host's death or the individual Nga-Seng will perish). If ingested, Nga-Seng will rapidly develop a rudamentary flagellum which also, when the time comes, serves as a means for penetration of a target cell wall for inhabitation; once inside a host cell, Nga-Seng are sessile. Nga-Seng conducting an initial habitation will specifically target the host's golgi cells or other cognitive support cells, as these cells are the most crucial ones needed in order to gain control over the host. Once inside a host cell, Nga-Seng depend upon the mitochondria within the cell to provide them with a source of energy. The amount they use is small enough that the cell is still able to carry on with its own processes. Nga-Seng will begin producing and secreting chemical compounds which perform two key functions. First, these compounds thicken up the cell wall, protecting the cell from further infection. Second and most importantly, they form a kind of link between the cell and neighboring cells which enables rapid communication with other Nga-Seng inhabiting other cells, which helps to form the collective intelligence characteristic of the species. If there are any uninhabited cells within the host's body, members of the local colony will be selected to undergo reproductive processes. If a small number of additional inhabitants are needed, Nga-Seng will take the time to exchange genetic information between neighboring cells, reproducing through meiosis. If the need for new colony members is great, mitosis can be used, though that method tends to put a greater amount of strain on host cells. Nga-Seng cannot reproduce prior to 3 months of age, and cannot reproduce after they've reached "Middle Age" around 15 months. The lifespan of an individual Nga-Seng is somewhere around 4 years. Finally, it should be noted that while it is exceptionally difficult, it is possible to completely eradicate a rooted Nga-Seng colony through the use of exceptional amounts of antibiotics. The amount of antibiotics needed in all cases would be almost sufficient to kill the host outright; indeed, if one really wanted to get rid of an Nga-Seng colony it'd be far easier to just kill the host (preferably through vaporization). See the individual sub-species discussions for further information on how the Nga-Seng affect host species.

Kler (Arachnoides fumidus ngaseng)

  • Physical Description: The Kler are a race of non-sentient echinoderms extant to the Delta Sector. Like all echinoderms, the Kler exhibit pentamerism, one of the special forms of radial symmetry. Similar in some respects to the sand dollars of old Earth, Kler exhibit some very unusual features. The most unusual of these features is a column that continually emanates from the dorsal center. Depending upon the needs of the individual, this column can be anything from a smoky gas to a semi-solid state (which often manifests as clear sphereoids resembling soap bubbles). What is so unusual about this column is that, though it lacks any kind of physical connection to the rest of an individual's body, it serves as the housing for the sensory organs, motor appendages, and vocal apparatus. Further study of the mechanisms involved is warranted. No matter what form the column takes, however, Kler have only a single, spherical visual organ located near the top of the column that provides the individual a complete field of vision. Kler can produce their own energy, though it is sometimes necessary for them to consume small amounts of the native carpet lifeform in order to gain additional nutrients. Kler move by means of hundreds of "feelers" on their underside, which also serve as gustatory organs when the time comes to feed on the carpet lifeform. Typical Kler sit at two meters in diameter and have a mass somewhere around eighty kilograms. They are somewhat fragile and not noted for their resilience. "Native" (non-infected) Kler are generally inactive after sundown, while inected Kler colonies are typically inactive for no more that seven hours per day regardless of ambient conditions. Like most echninoderms, Kler are capable of reproducing either asexually through fragmentation, or sexually through external fertilization. Non-infected Kler will use whatever calm body of water they can find in which to deposit their gametes; Nga-Seng will direct their host to relatively sterile, controlled environments. Nga-Seng prefer their Kler hosts to use the external fertilization method, as they can inhabit the gametes beforehand and have an immediate presence in a new host (such a presence is not guaranteed when a Kler fragments). Typically it takes six months for a viable individual to form after fragmentation, and roughly the same amount of times for eggs to hatch after fertilization.
    • Motor Appendages: 4 (see discussion)
    • Visual Organs: * (see discussion)
      • Field of Vision: 360 degrees
    • Auditory Organs: * (see discussion)
    • Olfactory Organs: None
    • Gustatory Organs: * (see discussion)
    • Propulsive Appendages: Numerous
    • Reproductive Organs: 1

  • Basic Characteristics:
    • Size Class: 5
    • Base HD: 50/50/50
    • Durability: 3
    • Learning Rate: 1 (native only); 6 (infected)
    • Science: Initial 30, Maximum 200 (Good) (infected only)
    • Navigation: Initial 0, Maximum 100 (Poor) (infected only)
    • Engineering: Initial 0, Maximum 100 (Poor) (infected only)
    • Communications: Initial 10, Maximum 150 (Average) (infected only)
    • Medical: Initial 10, Maximum 150 (Average) (infected only)
    • Genders: 1
    • Life Stages: Adolescent at 6 years. Adult at 22 years. Middle Age at 34 years. Old Age at 51 years. Venerable Age at 64 years.
    • Lifespan: 66 + 4d10 years.
    • Height: 1.4 + (1d5 * 0.2) meters.
    • Mass: 60 + ((1d5 + 1d5 from height) * 4) kilograms..
    • Speed: 10 m/rd (6 kph)
    • Racial Abilities and Restrictions:
      • Can't Hit The Smoke. Because of their physiology, Kler cannot take damage to their Visual Organs, Auditory Organs or Gustatory Organs.
      • Glows In the Dark. Kler have the Bioluminescence special ability.
      • It'll Grow Back. Kler have the Regeneration special ability.
      • If the Kler in question is infected with Nga-Seng:
        • Healthy Little Buggers. Infected Kler are more resistant to damage than normal. They have +5 Health and all physical attacks only cause half the indicated amount of damage.

Diul (Homoniparilis unumoculus ngaseng)

  • Physical Description: The Diul are a non-sapient race exant to the Delta Sector. They are best described as a near-humanoid race; while they are a bilateral, bipedal race of omnivorous consumers, they exhibit some substantial differences from the humanoid norm. These differences include the presence of only one large eye, a short "head-tail", and the lack of any olfactory organs whatsoever. As might be expected, Diul have some significant problems with depth perception. Diul have a pair of arms which are used for fine manipulation, though they lack elbow joints and thus don't have quite the same level of control as most other humanoids. They also lack knee joints in their legs, which makes it more difficult for them to move particularly fast. Diul have webbed feet and hands. As with other humanoids, the Diul vocal apparatus is associated with their gustatory organs. The range of sounds a Diul can generate is usually lower in pitch than most humanoids. Diul have no external ears; audition is acheived by means of an internal apparatus located in their head-tail. On the average, Diul are 1.25 meters in height and 100 kilograms in mass. Diul are particularly efficient at storing excess energy; almost every member of the species appears to be overweight (no doubt this is an evolutionary adaptation the species has made to counter the relatively cold conditions on their world). Despite their flabby appearance, Diul have a very strong musculo-skeletal system as well as a rudimentary exoskeleton in spots, making them more durable than most other humanoids. On the other hand, their physiology is not as capable as other humanoids when it comes to production of thrombocytes, which means that relatively small wounds could potentially be fatal. "Native" (non-infected) Diul may spend up to sixteen hours a day to feed, stopping only to sleep and to reproduce. Infected Diul will eat four meals a day at four hour intervals, and will spend eight hours per day sleeping. Reproduction occurs via intercourse; females give live birth to two offspring after a seven month gestation period. In situations where one or both Diul are infected, the inhabiting Ng-Seng will make a point to inhabit the individual's gamete cells, thus ensuring the offspring will become a host for a new Nga-Seng colony.
    • Motor Appendages: 2
    • Visual Organs: 1
      • Field of Vision: 90 Optimal, 135 Peripheral
    • Auditory Organs: 1
    • Olfactory Organs: None
    • Gustatory Organs: 1
    • Propulsive Appendages: 2
    • Reproductive Organs: 1

  • Basic Characteristics:
    • Size Class: 5
    • Base HD: 45/45/50
    • Durability: 7
    • Learning Rate: 1 (natively only); 6 (infected)
    • Science: Initial 30, Maximum 200 (Good) (infected only)
    • Navigation: Initial 0, Maximum 100 (Poor) (infected only)
    • Engineering: Initial 0, Maximum 100 (Poor) (infected only)
    • Communications: Initial 10, Maximum 150 (Average) (infected only)
    • Medical: Initial 10, Maximum 150 (Average) (infected only)
    • Genders: 2
    • Life Stages: Adolescent at 15 years. Adult at 22 years. Middle Age at 32 years. Old Age at 52 years. Venerable Age at 68 years.
    • Lifespan: 68 + 9d5 years.
    • Height: 0.94 + (2d5 *0.06) meters.
    • Mass: 75 + ((2d5 from height) * 5) kilograms..
    • Speed: 5 m/rd (3 kph)
    • Racial Abilities and Restrictions:
      • Can't Make As Many Platelets. Diul have the Bleeder Complication at -5.
      • If the Diul in question is infected with Nga-Seng:
        • Healthy Little Buggers. Infected Diul are more resistant to damage than normal. They have +5 Health and all physical attacks only cause half the indicated amount of damage.

Tarn (Amanita sapiens tarn)

No matter how you slice it, that's one serious 'shroom...

No matter how you slice it, that's one serious
'shroom...

The Tarn are a race of fungoids extant to the Delta Sector (though according to one of their legends, it would be most inaccurate to say they are native to the sector). They are perhaps one of the most peculiar races known, in that they seem to be a race of "mousivores", requiring certain tones and rhythms of sounds in order to maintain their life processes. As a result, they neither eat nor photosynthesize, but just sit around most of the day listening to various sounds (in particular, they listen to Teeelveeean Singing Beetles). This tendency to perform only a single activity has likely led to their continued non-advancement as a society, and makes them perhaps the most boring race known (with the arguable exception of the Dweenle).

  • Personality: If there's one word that sums up the personality of a Tarn, "indifferent" would have to be it. They are primarily concerned with the basic biological functions of finding energy and reproducing, nothing more. The few interactions they have with others (including other members of the species) and activities they perform are geared towards the fulfillment of those ends. Their world has twice been the focus of brief scrutiny by other races: once by the Lowar, and once by the crew of the ISS Buttershark. Both times, the Tarn seemed to be aware of what their crews were searching for (naming the location of the Halls of Memory) and hinted that they knew about it (or at least some "great secret") which they would tell in exchange for buying everything they had to offer. It's not really clear if they meant this as a joke or not; the one time an Interstel crew did manage to do this, the Tarn failed to reveal any big secret. Largely, the Tarn seem to just want to be left alone.
  • Physical Description: As with all members of the genus Amanita, the Tarn are a race of agaric basidiomycete fungi. They are the only known motile and sapient member of the genus. They exhibit a type of "binary pentamerism", in that their bodies can largely be divided into ten radially symmetric sections. Tarn exhibit a characteristic depressed pileus containing adnate lamella. The portion of the pilleus containing the lamella is largely transparent, as are the lamella themselves. In addition to the lamella acting as reproductive structures, Tarn are capable of sending auditory vibrations with half of their lamella and receiving those vibrations with the other half. This enables normal auditory communications with the species. Their stipe features a well-developed flaring annulus, which has evolved to exhibit ten tentacle-like appendages which give individuals motor function. The base of these appendages includes a sensory structure which gives individuals visual capabilities. When sporing, it's not unusual for individuals to retract these appendages into their stipe. Likewise, when not sporing, individuals will retract the transparent portion of the pilleus (which when extended gives an individual the appearance of a hoop-like structure around their bodies), enabling use of the tentacles. Tarn exhibit ten large rhizomes at the base of their stipe, which are motile and provide a small measure of propulsive capabilities, though they can occasionally be thrust into the ground in order to gather a small amount of extra nutrients. Their surface is always a deep green in color. Tarn are fairly large and heavy creatures, approaching three meters in height on average and weighing in somewhere in the neighborhood of 200 kilograms. They are fairly delicate and can't withstand large amounts of physical damage, though they are capable of re-growing damaged sections quickly and are resistant to disease. They have no real motivation or incentive to learn anything, and aren't known for learning such things very quickly. Like many Amanita, Tarn are almost universally poisonous if they should happen to be eaten; death is common within twelve hours in such cases. This fact protects them from predation by the native Psychic Blaster population. Tarn gain energy for their own life processes through a dedicated organ that converts sound energy in certain frequencies received into chemical energy for their cells. Teeelveeean Singing Beetles provide just the right frequency for maximum energy production. Tarn never take a break from listening to Singing Beetles to rest. Tarn reproduce via sporing. If a spore fines a suitable substrate, the spore will germinate forming ring-like hyphae. These spores contain haploid nuclei only; in order to form a complete genome, it is necessary for the hyphae to merge with those of a spore originating from another individual. Tarn thus reproduce sexually; germination of a new individual typically takes about three months, after which a new growth forms inside a universal veil. This veil typically ruptures after two years, with the rhizomes forming a year later. Individuals uproot themselves approximately six months after the first formation of the rhizomes, leaving behind what remains of the volva from their universal veil (which is usually not much; most of the veil is incorporated into the annulus.
    • Motor Appendages: 10
    • Visual Organs: * (see discussion)
      • Field of Vision: 360 degrees
    • Auditory Organs: * (see discussion)
    • Olfactory Organs: None
    • Gustatory Organs: * (see discussion)
    • Propulsive Appendages: 10
    • Reproductive Organs: 10
  • Relations with Other Races: Like most of the non-starfaring races extant to the Delta Sector, the Tarn are largely neutral towards all other races. For the most part, the Tarn haven't made any significant efforts to socialize with other races, as that would be an activity that would seriously detract from listening to Singing Beetles. The nearby Tandelou leave the Tarn alone; neither race has anything the other one wants. Once again, the Humna Humna perhaps have the best relationship with the Tarn, and that is simply because they convey Singing Beetles to their world. Relations are similarly neutral towards the Alpha Sector races, though the Tarn world is frequented by Interstel crews (as well as archaeologists following the trail of the Elthar-Esh). Finally, it should be noted that, though a non-starfaring race, there are legends about a segment of Tarn society that are far more advanced, even to the point of them being a starfaring race. Frequent surveys of their planet would suggest that this is not the case; it is only noteworthy because no other non-starfaring race in the Sector makes such a claim.
  • Territory: The Tarn are a non-starfaring race. They can only be found on their home planet, located at δ54x104, p1, within the Tandelou sphere of influence close to the outskirts of the Cloud Nebula. They are the second to last stop along the Two-Headed trade route. The Tarn have a relatively advanced Stone Age society, despite their relatively sedentary nature. Tarn are musical connoisseurs, which is to be expected of a mousivoric species. They appreciate any form of music that can be produced at will; in practice this means Teeelveeean Singing Beetles (which never stop their singing). The Tarn have also perfected basic hunting techniques (more specifically the execution of stalking prey) and employ them frequently on the local Green Blob population. Once a blob is caught, its organs are harvested and used in the manufacture of Screech Harps. The Tarn world is sparsely populated. Most of the population of their mountainous homeworld lives in the northeastern lowlands, which is relatively close to the poles and much more temperate than the planet's equatorial regions.
  • Onomastikon: Tarn as a rule are particularly anti-social, especially in interactions with outsiders. As most productive interactions with the Tarn occur through trade, the subject of the trader's name rarely comes up. That said, it has come up enough times for cultural anthropologists to make some headroads in the field of Tarn onomastics. Tarn names consist of a single multi-syllabic word, usually eight to eleven characters in length when romanized. Tarn usually name themselves at some point in their early childhood. These names often reflect an overriding characteristic of the individual, though sometimes an individual may be inspired to select a name by listening to the songs of Singing Beetles. Tarn don't use nicknames amongst themselves, largely on account of their aforementioned anti-social behavior. They don't necessarily mind outsiders using them, though whether or not they'll actually respond to one is strictly a matter of mood. Tarn names are essentially selected at random, so they contain a full range of sounds with no real preference of one set of sounds over any other. Double consonants are not uncommon in their names, but how they are pronounced within the name is largely dependent upon the remaining characters. Tarn names consist of a name element followed by two vowels. "Y" is considered a vowel in this case and may impart a soft "J" sound if it is placed as the first vowel. In the second position, it forms a diphthong with the first vowel.
    • Names: Cephphazh, Chovveb, Colhlhaf, Colhlhash, Gerriph, Koghghuw, Lhojjuk, Mikkun, Phishshush, Qeggin, Rassiw, Shottel, Sovvat, Thazhzhen, Theshshut, Weghghiz, Yossax, Yujjub, Yurraph, Zoggiy.
  • Motivation: Tarn aren't inclined to go anywhere or do anything other than kick back and listen to some Singing Beetles. They may occasionally go out and chuck rocks at a Green Blob or two and harvest the parts so that they can build a Screech Harp, or go trade with Humna Humna, but for the most part they simply aren't motivated to do anything else. For a Tarn to go and do something, it'd likely require a substantial shortfall in the local Singing Beetle supply. For one to want to hit space on a passing trader ship, the shortfall would probably have to be on a global scale, not a likely proposition even under the worst circumstances. Any Tarn found off world is likely there against their will, and is probably pretty cranky as well.

  • Basic Characteristics:
    • Size Class: 6
    • Base HD: 47/50/47
    • Durability: 4
    • Learning Rate: 1
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 0, Maximum 100 (Poor)
    • Engineering: Initial 0, Maximum 100 (Poor)
    • Communications: Initial 10, Maximum 150 (Average)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 2
    • Life Stages: Adolescent at 4 years. Adult at 8 years. Middle Age at 17 years. Old Age at 29 years. Venerable Age at 37 years.
    • Lifespan: 40 + 2d10 years.
    • Height: 2.1 + (1d5 * 0.3) meters.
    • Mass: 150 + ((1d5 + 1d5 from height) * 10) kilograms.
    • Speed: 15 m/rd (9 kph)
    • Racial Abilities and Restrictions:
      • Death Cap. Tarn are poisonous if their bodies are eaten. One hour after ingesting a Tarn, the eating character must make a DC 50 Fortitude Save or they will become violently ill, instantly becoming Fatigued and taking 1d10 Basic Damage per hour. If the eater is not dead at the end of twelve hours, they must make a DC 100 Fortitude Save to avoid death. If successful, their HP and NHP drops to one but recovery begins immediately; the character remains fatigued until all HP has been restored. A Toxicology Check with a DC of 100 may be made once every three hours by another player to prevent further HP loss; if successful, the Fortitude Save at twelve hours is not necessary, and recovery begins immediately.
      • Hard to Infect. All Tarn have Health as a Talent at +5.
      • Fungal Growth. Tarn have the Regeneration special ability.

Teeelveee (Arachneparilis iocusbarba)

I'd give this guy a sarcastic caption, but he's liable to come up with a more sarcastic one on his own anyway...

I'd give this guy a sarcastic caption,
but he's liable to come up with a more
sarcastic one on his own anyway...

A stone-aged race of multi-armed, aboreal pranksters, the Teeelveee were one of the least studied races of the Delta Sector during the explorations of Interstel. While they were quite well-liked by Interstel crews, and sold valuable trade goods, their planet rested at the very edge of the Uhl’s zone of influence, thus making any extended stay hazardous to humans, of which most Interstel crews carried at least one. With the Uhl gone, the Sector’s trade economy heating up, and many species just finding themselves in need of a good laugh, the Teeelveee suddenly find themselves in high demand, with aliens of every description visiting their planet. The Teeelveee view this turn of events with glee, partly because it’s good for their planet’s economy, and partly because the threat of Umanu-driven annihilation no longer hangs over them, but mainly because the influx of visitors bring with them myriad opportunities to play new jokes on the unsuspecting.

  • Personality: If the Teeelveee personality had to be summed up in a single word, “mischievous” would do quite nicely. Alternatively, “impish” and “playful” could be used equally well. Like any society, they have organization, hierarchy, and social rules, but everything comes in second to their exaggerated sense of humor, a fact some xenologists point to as an explanation for their primitive technological level. Others disagree, saying it is incorrect to state that their culture is totally enslaved to their prankish personality: They do understand that there are certain less-than-pleasant tasks that must be performed to keep society functioning. Where this race’s personality shines through is in the execution of those tasks. For instance, in the unpleasant case that an individual’s crime requires him to be ostracized from his community, his neighbors make a game of it; namely, determining how many pieces of rotten fruit he can be pelted with before being driven away. Also, due to the dense population of their homeworld, overcrowding can be a serious issue. To mitigate this, all across their heavily-forested homeworld, the arboreal race holds an annual “Festival of Falling Love” (the best translation available) in which members of their species above a certain age engage in a days-long ‘dance’ along the peripheral branches of the highest tree in each region. During this time, they imbibe, procreate, and not a few of them fall to their deaths from exhaustion and inebriation. Such it is with many other aspects of their society as well. It is worth noting that, contrary to expectation, the Teeelveee are not avid traders, and will not budge once they set their prices. This is likely because their “money games” change based on the condition of their current economy. With their current, level economy, prices are viewed as precisely where the market dictates, and therefore there is no need to change them; this leads to the ‘game’ being how many times a visitor will attempt to barter before getting frustrated and just accepting their price. In different economic times, bartering does indeed come back into the picture, in which case, “How high can I sell?” or “How low can I buy?” become the rules of the game.
  • Physical Description: The Teeelveee are a small race of bilateral six-limbed arboreal creatures. They have a central head-like structure with no seperate body. They have two yellow, forward-looking eyes, a nose, and mouth in a formation that looks disturbingly humanoid, given that nothing else about them looks even remotely human. Branching out from the top of their heads are six long, thin arms, with one set of arms forward, one middle, and one posterior. Each arm terminates in a three fingered hand with an opposable thumb; these can be used for grasping and fine manipulation. As one would expect from an arboreal race, these arms are primarily used for grabbing branches and vines within the creatures’ home tree, but should they find themselves on the ground, are quite capable of use in walking. Despite their seeming fraility, the Teeelveee arm is very strong, as is necessitated by their planet’s high gravity (2.1 G’s). The Teeelveee are a very hairy race, and are completely covered by course, brown fur. Males of the species may also have significant beards, and beard styling is yet another example of an area of life subject to intense games (and jokes- woe betide the bearded Teeelveee who falls into a deep, unprotected slumber near a prospective rival). Surmounting the arms are two antenna-like appendages, which are very flexible and make up the Teeelveee’s primary means of picking up odors, as their ‘nose’ is used strictly for breathing and contains no sensory apparatus. These antenna are also important to Teeelveee interaction, making a significant contribution to their non-verbal communication. The Teeelveee are omnivorous, readily eating fruit and other tree-dwelling creatures, including mammals, insects, and birds. They are mammals, and very active ones at that, often performing aerial acrobatics easily rivaling that of Old Earth monkeys. As one might expect from small, hyperactive mammals from a densely populated homeworld, the Teeelveee are quite promiscuous, and the females give birth to multiple live young after a short, three month gestation period.
    • Motor Appendages: *see Discussion
    • Visual Organs: 2
      • Field of Vision: 120 Optimal, 200 Peripheral
    • Auditory Organs: 2
    • Olfactory Organs: 2
    • Gustatory Organs: 1
    • Propulsive Appendages: 6
    • Reproductive Organs: 1
  • Relations with Other Races: The Teeelveee are one of the most-liked races of the Delta Sector- quite an accomplishment, given that they’re largely confined to their homeworld. Visitors representing several different alien species have opted to spend leisure time on their planet; though it is usually other business that brings them to the planet in the first place, there are those few who come to the Teeelveee soley to enjoy themselves. This is due to the fact that, when in the company of the Teeelveee, it is nearly impossible to remain completely unamused, and many individuals seek them out soley for their heightened sense of humor. While many may come strictly to observe their humorous ways, most eventually find themselves drawn into the native games and jokes of their hosts, willingly or unwillingly. While there are those who find the Teeelveee obsession with jokes grating (having likely been the target of some particularly unpleasant prank), species for the most part understand that their antics are all in good fun. Vacations aside, however, the Teeelveee planet is also a crucial nexus for the Sector’s trade routes, and they produce what is arguably the single most valuable trade good in the region. Their world positively teems with life (over 90% bio rating on the orbital scans), so it should come as no surprise that two of the native insect races serve as the main goods sold by the Teeelveee. The first of these, Singing Beetles, are highly sought after by the Tarn. The second are Tongi Worms, which are collected and then agitated by the Teeelveee. When agitated, the worms secrete a substance designed to ward off predators, which is also collected and sold as Livelong. Livelong is fanatically desired by the Humna Humna (who have been known to lower the prices of goods for purchase after receiving even a small amount of Livelong). Through their humor and their sale of the above items, the Teeelveee have won themselves good reputations in the minds of all those who have come into contact with them. The Humna Humna obviously hold them in high esteem due to their production of Livelong, and the Tandelou appreciate their avid consumption of their own Happy Juice. Indeed, it is notable that, despite their disinterest in the Thdok-Bryg-Ahhh, the Tandelou have no ill words for them, merely describing them as ‘playful’. Most other races are diplomatically neutral towards them, though since their homeworld falls in the demense of the Umanu, the powerful Cloud-dwellers have taken on an unoffical role in protecting them from the G’nunk, lest the G’nunk suddenly decide the playful tree creatures need a crash lesson from She/It Who Hunts.
  • Territory: The Teeelveee are a non-starfaring race. They can only be found on their home planet, located at δ125x91, p1. Their system is almost within the confines of the Cloud Nebula; while the Uhl was still present in the Delta Sector, the Teeelveee world fell within the Uhl's region of influence. Fortunately for the Teeelveee, their society was too primitive to warrant too much of the Uhl's attention, though because their world was within the Uhl's region of influence it was somewhat hazardous for Interstel ships with Human crewmembers to remain in the area for extended periods of time. The Teeelveee are a fairly primitive Stone-Age species, having achieved only a few pieces of technology necessary for a thriving civilization. This lack of progress no doubt has to do with the aforementioned disposition of the species towards jokes and games. Most of the technologies they have developed (the wheel, pottery, masonry, etc.) have at least one gaming application. On a similar vein, manufacture of any of their goods and services has to be couched in the guise of "playing a game", lest they go without those goods. The Teeelveee home planet is very densely populated; most of their population is spread over the main equatorial continent, with smaller pockets of population inhabiting the smaller, more mountainous southern continent.
  • Onomastikon: Teeelveee names are somewhat problematic. As with everything else with the species, their names (and in particular their usage) are the subjects of jokes and games. There are those cultural anthropologists who believe the Teeelveee invented the written word specifically so that they could play a particular game with their names (rather than to keep track of commerce as with most other cultures). Teeelveee names are best described as a controlled laugh. They contain any combination of roughly twenty unique sounds usually crammed together into a single "word" when written down. The number of these sounds in a Teeelveee name is usually anywhere from one to ten, though longer names have seen use in their society. The use of nicknames is acceptable in their society (after all, their full names can get fairly long), but they make a game out of it. Anyone attempting to use a Teeelveee nickname may use as many of the sounds of their name as is necessary to finally indicate a single individual; anyone who botches it up and doesn't use enough elements is in for a response from each one of those individuals, followed by intense laughter from any other Teeelveee in the vicinity. For example, it's acceptable to call a Teeelveee "Kwa" if there's only one Teeelveee whose name begins with that sound in the area, but if there are several Teelveee nearby whose names begin with "Kwa", it might be necessary to say "Kwa-ha", or to use even more elements. There have been cases (though thankfully, these situations are rare) wherein it's simply necessary to say their entire name. In cases where two individuals have the exact same name, it's left up to those individuals to ultimately resolve who gets to use the name and who has to pick a new one. And in the case where the whole of one's name is contained in the beginning of another's, it is considered good form to explain the situation to the assembled group (though not all Teeelveee actually do this). Teeelveee names make heavy use of hard "B", "H", "K", "M" and "P" sounds, along with short "A" and long "O" and "U". The occurance of "Ha" is particularly heavy in their names. There are no set "prefixes" in Teeelveee names, and it is entirely possible for all included name elements to sound exactly the same.
    • Names: bua, buw, bwa, bya, ha, ho, hu, kua, kuw, kwa, mua, muw, mwa, mya, pua, puw, pwa, pya, ts.
  • Motivation: The Teeelveee, as might have been mentioned above once or twice, are primarily interested in jokes and games- all other aspects of life are secondary. Thus far, they have been mostly content to remain on their homeworld, pursuing their entertainment there as they have for generations, but some few slightly more serious-minded individuals have traveled off-world aboard visiting starships. These folks have no overriding interest in being ambassadors or going on adventures, but rather have chosen to venture into the vastness of space to see how other races amuse themselves. Once they’ve visited all the comedy clubs, watched all the sitcoms, and viewed all the sporting events their hosts have to offer, they either move on or return home, perhaps with a few additional tricks up their sleeves, a new wrinkle on an old joke, or an idea for a new game that can be adapted to their own people.

  • Basic Characteristics:
    • Size Class: 3
    • Base HD: 51/45/56
    • Durability: 6
    • Learning Rate: 8
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 10, Maximum 150 (Average)
    • Engineering: Initial 0, Maximum 100 (Poor)
    • Communications: Initial 10, Maximum 150 (Average)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 2
    • Life Stages: Adolescent at 3 years. Adult at 6 years. Middle age at 14 years. Old Age at 25 years. Venerable Age at 32 years.
    • Lifespan: 34 + 3d5 years.
    • Height: 0.38 + (2d5 * 0.03) meters.
    • Mass: 16.5 + ((2d5 from height) * 1.1) kilograms.
    • Speed: 5 m/rd (3 kph)
    • Racial Abilities and Restrictions:
      • Good sense of humor. The Teeelveee are univerally known for their mischeivous personalities and practical jokes, and have Reputation at +5.
      • Enhanced Vision. The Teeelveee have eyes that can see in very low light conditions.
      • Ambidexterous. Due to their arboreal environment, the Teeelveee can perform any task equally well with each of their six arms. They have Ambidexterity at +25.

Xxr (Silex infestus)

The Xxr are a race of huge, silicon-based tripeds native to the Delta Sector. Their biology marks them as unique from every other race in the sector, though their volatile temperament puts them in like company with numerous other, carbon-based species. Violent and warlike, they trade with no one, nor do they suffer visiting starships to land on their planet uncontested. Somewhat like the G’nunk, constant aggressive posturing is an essential part of their society, and because of this, they have a roundly negative reputation in the sector.

  • Personality: For several reasons, it is difficult to describe with much certainty the motivations behind the aggressive Xxr personality. This stems, in part, from the fact that they are one of the three Delta Sector races that attack visitors on sight, and so, to date, little research regarding them has taken place. However, in their case the available sources of information are even more limited; unlike the Dershetche, with whom the Tandelou have been able to establish limited contact, or the Chichifa, who can be somewhat calmed by non-heat-producing species, the Xxr show tolerance to no other species. What information that has been gathered has been done so by elaborately equipped scientific expeditions, undertaken at great risk for all concerned, and were only made possible by the heavy use of personal cloaking technology. More troublesome, however, is the total lack of precedence in understanding a silicon-based species. With most other alien forms of life, there is usually some previously identified species that provides at least a rough parallel to understand its behavior. Not so with the Xxr. From what little is understood, it is perceived that the Xxr are an exceptionally proud, individualistic race who follow an extremely intricate code of behavior, the slightest breach of which can result in a fight to the death. Each individual is expected to fend for itself from a very young age, with only the very young shown any forbearance. Groups center on one dominant individual who rules absolutely, and generally are made up of relatively few members, as no two members of the same group can be perceived to be equals. For this reason, most groups are composed of only one representative of each stage of the species’ life cycle. This makes group membership exceptionally fluid; upon being ‘dethroned’, the previously dominant Xxr (probably just past middle age) will travel to a different group and attempt to kill the closest analogue to its new position; that individual, if it survives, may travel to yet another group and knock off that group’s next oldest member. This sort of organization severely limits their number- likely an evolutionary result of competition pressure for the relatively scant resources of their world. While exceptionally brutal by any races’ standards, the Xxr are a very polite species in their conversation. The few individuals who have survived an encounter with them (and had translators on their persons) reported a very courteous exchange followed by an extremely violent attack.
  • Physical Description: Vaguely resembling immense, irregular three-sided pyramids, the Xxr are a tripedal race, having three strong, pillar-like legs of equal length. Just above each leg are thick, double-jointed arm-like appendages that fray towards their ends, with the individual strands functioning like digits; these are the primary means by which the Xxr grasp and manipulate objects. Towards the top of their pyramid-like bodies are three compound eyes, each facing one triangular side. These eyes are especially attuned to movement, though relatively near-sighted, and provide them with a nearly 360 degree field of vision, though there is significant loss in visual acuity in the area where one eye’s periphery meets another’s. The Xxr are very large creatures, standing about four meters tall. They are incredibly tough as well, having a hard exoskeleton, though they are also somewhat brittle; virtually all individuals evidence notable scarring due to combat with other members of their species. To combat this, they usually cover much of their exterior with bronze plate armor, which adds significantly to their already-significant weight. Overall, they are a somewhat light grey color, though towards their extremities become translucent. While their frozen home planet seldom tests this ability, the Xxr are also exceptionally resistant to heat; it is estimated that they could theoretically operate at temperatures around 900° C (many scientists believe this temperature to be a conservatively low estimate of their tolerance, with some going as high as 1500° C). This also has the added benefit of making them impervious to all flame thrower-type weapons and highly resistant to beam weapons. The Xxr are the only sentient silicon based lifeform known to Arth science, and as such, they somewhat resemble animated crystals, though this is most evident in immobile, inflexible areas of their bodies. Joints, such as those on their legs and tentacles, consist of segments of hard, crystal structures joined by threads of silicon/oxygen polymers, which allow the race’s limbs their flexibility. Some areas, such as around their joints and nostrils, are coated with filmy substances of the same basic makeup. The Xxr breathe an oxygen/nitrogen atmospheric mix much like most other known lifeforms, but because of the limitations of their biology, they usually breathe very slowly even for a creature their size. While they possess a large lung capacity, the Xxr only exchange a volume of approximately 500 milliliters (roughly human equivalent) over a period of about five minutes. This limits their production of silicon dioxide, the byproduct of the combination silicon and oxygen, which they excrete as solid waste. The evolutionary downside of this development is that the Xxr, while possessing formidable strength, tire exceptionally quickly. They can make use of their entire lung capacity for a short period, but at the cost of rapid build-up of silicon dioxide, which they must dispose of before continuing exertion. Therefore, they cannot exert themselves strenuously for any appreciable length of time, though they can move in a slow, consistent fashion without difficulty. For this reason, the Xxr try to make their first strike count, as they lack the physicality to pursue enemies over any great distance. Fortunately, their incredible size and strength usually make their first strike fatal to other species or smaller specimens of their own. As the Xxr have such a slow, limited respiration process, it should come as no surprise that they do not use their breathing apparatus to communicate vocally. Instead, they rely on a combination of visual signaling and energetic stomping, which they use to transmit surprisingly intricate vibrations through the ground to each other. Depending on the consistency of the surface, this usually allows them to communicate with each other at a range of no more than a few dozen meters, though ‘shouting distance’ might measure a few hundred. The Xxr are exotic consumers, and obtain energy from several different sources. One source is the heat of the swollen red giant star at the heart of their solar system, though since relatively little makes its way to the surface of their distant, frozen world, this has to be regarded as a supplement. Their primary sources of energy are the smaller silicon-based creatures that share their world, which they also ingest to obtain the silicon to maintain their life functions. All their consumption is through special mechanisms in the soles of their feet; their normal method of feeding is to stomp their prey, then stand on its remains, though they use their firearms to down faster creatures. The Xxr have only one gender, and reproduce asexually by division. Late in adulthood, two to six small, pyramidal shards of filmy, translucent silicon form on the underside of the parent’s body. Growing until they are about half a meter in size, these ‘clones’ of the parent drop off and bury themselves in the ground, feeding on minerals in the soil until approximately three years of age, at which point they will have fully developed their ‘adult’ body shape. This feeding method is very inefficient for them, and at three years they are too large for it to sustain them fully, causing them to emerge from the ground, ravenously hungry and ill-tempered. At this point in time, the emerging clutch of young engages in their first cultural tradition: A fight to the death. Only one of the clutch will survive, at which point it will cannibalize its siblings, using their energy and nutrients to rapidly grow in size, enabling it to be more prepared to deal with the incredibly hostile world in which it then finds itself.
    • Motor Appendages: 3
    • Visual Organs: 3
      • Field of Vision: 330 Optimal, 360 Peripheral
    • Auditory Organs: * (see discussion)
    • Olfactory Organs: None
    • Gustatory Organs: * (see discussion)
    • Propulsive Appendages: 3
    • Reproductive Organs: 1
  • Relations with Other Races: As has no doubt been established by now, the Xxr have no friendly relations with other species. They immediately attack any other race that lands on their world. In only one case does another race view them favorably, and it should come as no surprise that this is the G’nunk, who greatly appreciate their warlike ways. Ironically, however, the Xxr seem to like the G’nunk even less than most other races. This is likely because the G’nunk are the only star-faring race who come to their planet with any frequency, and therefore are the most often encountered. However, too, G'nunk protocol demands that they always be hostile in communications; the Xxr, who aside from their penchant for killing are otherwise very polite, undoubtedly find this irritating.
  • Territory: The Xxr are a non-starfaring race. They can only be found on their home planet, located at δ214x149, p1. They are roughly a mid-level Metal Age race, with a large proportion of technological innovations going into weaponry. The Xxr were able to mimic the explosive qualities of the native Pop Berry Plant population fairly early in their cultural development. Basic, harquebus-like firearms have been common on their world for centuries. Since Copper and Tin are the most common elements on the planet, items made of bronze (including melee weaponry) have also been a standard in their culture for centuries. Due to their constant warring with each other, the Xxr have a sparse population. Most of their population favors the icy lowlands bordering the southern ocean and the equatorial sea for combat, and can be found residing in those areas.
  • Onomastikon: Unlike most non-starfaring races in the Delta Sector, the Xxr have absolutely no problems telling outsiders their names. This stems from the general belief that, as a courtesy, it's just polite to let someone know exactly who is about to kill them. Xxr names are short; when romanized, they are consistently six letters long. It's not entirely clear just exactly what underlying meaning exists in Xxr names. It's thought by the few cultural anthropologists brave enough to study them that Xxr names represent a defining event in the life of the individual, at which point they receive their name. Before this happens, most Xxr are named "Ggahhl", a name that has no clear meaning but seems to have some pejorative connotations. Given the shortness of their names, it's perhaps not surprising that the Xxr don't use nicknames. Anyone who attempts to refer to a Xxr by a nickname can expect a violent response (though in fairness, anyone attempting to refer to a Xxr by their full name will oftentimes also get a violent response). Proper vowel sounds are a bit of a rarity in Xxr names. Indeed, there are many individuals on the planet's surface whose romanized names contain no vowels whatsoever. Consonant sounds are usually doubled up and pronounced hard; double plosives are particularly common sounds (incidentally, when a Xxr name containing a double plosive is pronounced properly, it tends to cause expectoration in species capable of producing saliva). Xxr names contain exactly two name elements. It is entirely possible for both name elements to sound exactly the same.
    • Names: chc, ddu, ffo, ggo, ggu, ghg, hhi, lhl, lli, nna, nnu, ppa, qqa, qqo, qqu, rri, sse, wwu, xxo, zhz.
  • Motivation: Pertaining to other species, the only perceivable motivation of the Xxr is to be left in isolation. They restrain themselves by means of code with each other (and just barely at that), but not at all with other races. They want nothing from the wider universe aside from its absence. Among themselves, they simply wish to continue their lives as they always have, competing over resources, surviving, and developing better weapons with which to war against each other.

  • Basic Characteristics:
    • Size Class: 9
    • Base HD: 37/49/36
    • Durability: 10
    • Learning Rate: 3
    • Science: Initial 0, Maximum 100 (Poor)
    • Navigation: Initial 30, Maximum 200 (Good)
    • Engineering: Initial 10, Maximum 150 (Average)
    • Communications: Initial 0, Maximum 100 (Poor)
    • Medical: Initial 0, Maximum 100 (Poor)
    • Genders: 3
    • Life Stages: Adolescent at 4 years. Adult at 16 years. Middle Age at 25 years. Old Age at 35 years. Venerable Age at 44 years.
    • Lifespan: 45 + 6d5 years.
    • Height: 3.15 + (1d5 * 0.45) meters.
    • Mass: 4500 + ((1d5 + 1d5 from height) * 300) kilograms.
    • Speed: 23 m/rd (14 kph)
    • Racial Abilities and Restrictions:
      • Tires Easily. Xxr can only run at a maximum of three times their normal speed, and can only run for a number of turns equal to a third of their Durability score (round down).
      • Stomping and Crushing. All Xxr have the Trample special ability.
      • Silicon-based Skin. All Xxr have Class Two Natural Armor. Additionally, Xxr are immune to all Fire Damage (including all damage from flamethrowers) and have Weapons Resistance to all other beam weapons.
      • Not Known for their Hospitality. All Xxr have Reputation as a Complication at -10.
      • A Bit Cranky.... All Xxr have Temper as a Complication at -10.
      • Deadly with a Harquebus. All Xxr have the Quick Draw Talent at +5.

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