Sector General Information



Dagudashaag Sector / General Information

  • Credits
  • Sector Data

  • Library Data
  • Legends of Dagudashaag
  • Null-G Kabbadi

    Aliens:
  • Jala'Lak
  • Malaach
  • Scanians

    Adventures:
  • Gone Fishin'
  • Tracers

    Credits

    Dagudashaag Sector - Credits
    ----------------------------
    
    Jae Campbell (SignalGK@aol.com): Editor, Signal GK Traveller Fanzine
    Duncan Law-Green (dlg@ryouko.demon.co.uk): HIWG's Dag' Sector Analyst
    Leighton Piper (LeightonDP@compuserve.com)
    Nick Walker (CNW@globalnet.co.uk)
    Idiot/Savant (idiot@sans.vuw.ac.nz): Put sector into galactic-format
    
    Duncan writes:
    
       I began working on Dagudashaag in the early days of HIWG, and 
       published a number of articles in the HIWG database as Dagudashaag 
       Sector Developer. I joined up with Jae and Leighton Piper sometime 
       later (c. 1990), when I learned that they wanted to develop an entire 
       sector in their fanzine 'Signal GK' and thought that my articles 
       would be a reasonable start to work from. 
    
       The world data used in our development of Dagudashaag was nearly, but 
       not completely consistent with the official sector data we obtained 
       from GDW.... the UWPs of a few important worlds were changed. The 
       names of the worlds were created jointly by the members of the Signal 
       GK team.
    
    1120 borders from the dot-maps in DGP's _Vilani and Vargr_.
    
    


    Library Data

    Library Data
    ------------
    
    Agadua (Mush, Stipple): A flour created by grinding down the tuberous roots of
    the Agadua plant which only grows in the tundra of Antioch. Agadua retains its
    succulent flavour indefinitely and is considered a favourite dessert throughout
    the Core regions of the Imperium.
    
    Alikasch: The derivation of the word is uncertain - possibly the Solomani
    Anglic alleycat, or the Trokh ayloi kh'esh (Those Who Fight With Metal
    Dewclaws). Often portrayed as roving streetgangs, terrorising the downcit
    inhabitants of Medurman cities, the Alikasch are far more than that. They are
    Humans and Aslan who have learned, through centuries of bloodshed, to
    understand each other, and to live together in peace. The resulting hybrid
    culture shows many fascinating features from both "parent" cultures, but also
    has truly unique aspects, little known or understood by the outsider.
    
    Aospace: An Aslan sector-wide merchant line, owned by the Aohalai. It mainly
    serves the Dagudashaag Main. The firm owns over 105 ships of 1,000 tonnes or
    under, all of which are armed. It supplies the Aslan communities as well as
    many of the feeder routes.
    
    Aquans: Scanians that have been fully adapted for amphibious living in
    oxygen-bearing oceans. They are descended from an early geneering experiment
    carried out before -1,793 and are considered by many almost a separate race.
    The Aquan is able to breath on the surface as well as under water but the
    adaptions resulted in a loss of speech. To compensate the Aquan's have evolved
    a complex sign language.
    
    Arkayne LIC.: Originally founded as a joint venture between the Vilani
    industrialist Kugmika Arkuukhumlar, and the gifted gravitics researcher Dr.
    William Kayne in 412, Arkayne has since grown to become one of the largest
    gravitic technology suppliers in the Imperial Core. Arkayne is a major supplier
    of reactionless thrusters and inertial compensator systems to the Imperial
    Navy. Gravitic vehicle manufacture forms only a small part of Arkayne's
    turnover. The company's designs are advanced, though generally uncompetitively
    priced as compared with rival vehicles from GTL (Argi) and IGI. Arkayne's
    president Daan Corey, has however expressed an interest in expanding this
    division of the company. A tradewar seems imminent.
       Stock Ownership: Arkuukhumlar family 17%, Kayne-Weston Investments LIC 25%,
    Zirunkariish 18%, Skuissa'mr-S'mak SIA 9%, Simalr family 2%, Viisarikaa family
    4%, other Imperial nobility 7%, private ownership 28%
    
    Athar: Six-limbed passifistic carnivores Native to A'a'suni. They are adapted
    to the severe planetary temperatures and as a result are seldom found
    off-planet. They are variously described as being conservative, aloof, and
    proud: they are, but there are deeper reasons for their behaviour. Perhaps the
    biggest single drive within the Athar is the urge to feed. Feeding is the main
    focus of the day, and a meal is preceded by a series of rituals culminating in
    the capture and killing of live prey. There are good reasons why the Athar
    place such value on feeding. A long term failure to feed causes an athar to
    enter a short period of dormancy, followed by what can only be described as a
    reversion to pure animal. Humans find Athar feeding habits at best unsavoury
    and at worst sickening.
    
    
    Bawapakerwa-A-A-Awapawab (Also known as Newts, Bwaps, Waps, Towel-heads): A
    minor race that originated on Marhaban/Lentuli in the Empty Quarter. From the
    human point of view, the Newts are obsessed with minutae, patterns and the
    order of things. Driven by this internal desire to see everything in its proper
    place, Newts make excellant bureaucrats, officials and the like. Newts prefer
    damp or wet environments. [Further details on the Newts may be found in
    Journal of the Travellers Aid Society No. 11 or Best of the Journal No. 3]
    
    Brethren, Church of the: Church descended from Solomani Roman Catholicism. The
    Church was formed in 2013 after the Pope declared that only humans had souls.
    Several Jesuit priests disagreed so violently with the decision they agreed to 
    excommunication and proceeded to set up their own Church. The Brethren services
    are still full of ritual but great emphasis is placed on living the religion,
    especially the giving of charity to those in need. The Church teaches that all
    life is precious to God but that sentient life is the child of God.
    
    Burgo Hellan Ice Championship Trophy: At the triennial Hellan Ice
    Championships, the Burgo Trophy is the premier prize offered for the best all
    round performer in: downhill skiing, cross-country skiing, ski-jumping and
    slalom. Along with the trophy and the title as Hellan Ice Champion goes a prize
    of Cr.125,000. The current holder of the Burgo Trophy (as of 1115) is Kywa Tu
    of Jekyl. Kywa Tu has recently  come under close scrutiny by the Championship
    Administrative Committee following allegations of drug use.
    
    Cocchinus Deep Probe Project: Ongoing scientific research project into the
    internal composition of the brown dwarf in the Ushra system, led by UUIAT. The
    project uses the latest TL16 gravitic and neutrino probes, and is providing
    fascinating insights into this strange object. In 1098, the UUIAT launched
    Sundiver II, the first manned vessel to enter the outer envelope of a brown
    dwarf.
    
    
    Communet: A sector-wide integrated tri-vee, communications and library service 
    available on all planets with starport status above C and with a tech level
    above 10. The system uses rented decoders to prevent unauthorised access. A
    minimal charge payable at the planet's starport is required in order to access
    each planet's uplink.
    
    
    Concordance of Purity and Reason (CPR, Coppers, Morality Police): Minor
    political party on Ushra. The CPR are militant atheists whose objective is to
    eliminate all organised religion on Ushra. Their belief is that a consistent
    system of morals and ethics can be derived from scientific principles -
    anything else is "foolish superstition". The CPR have also set themselves up as
    arbiters of public morals, and seem to want to take Ushra's ectogenetic
    reproduction system to its logical conclusion, by legislating against sexual
    relationships of any kind.
       The CPR has a strong Solomani element, which advocates "screening out" all
    alien (i.e. non-Solomani) genes in Ushra's next generation.
       Best known outside Ushra for the private prosecution brought by the
    Concordance's leader Dr. Jarret Meade against the hyperrock group LightSpeed,
    on the grounds that their album Touch The Gold was "grossly obscene". The
    unsuccessful action made wonderful publicity for the group, and the album
    remains one of the sector's best-sellers. It is rumoured that MakilaMedia,
    LightSpeed's agents, have sent Dr. Meade a sizeable cheque for "services
    rendered".
    
    ContraTerrene Development Association: Organisation of Ushran scientists
    promoting the development of antimatter power for peaceful uses only. They have
    made several vocal indictments of Imperial Naval funding of weaponry research
    at the University of Ushra Institute of Advanced Technology (UUIAT).
    
    DeepLevel Harvesting LIC.: Formed in 862 to break Symmonds XenoCulture Inc's
    monopoly on the Symmonds Tree harvesting, this company has recently pioneered
    many new and exciting discoveries in the pharmaceuticals industry based on
    Symmonds Tree extract and is currently running a major campaign to become the
    major supplier of Symal on Medurma.
    
    Drexen Corporation LIC (Drexler Enterprises): A major Ushran corporation
    specialising in pharmaceuticals and nanotechnology. Believed to date from Rule
    of Man times, but no records of the company exist prior to an Ushran Empire
    Grand Fleet contract in -322. Through initial research work done by Dr. Karl
    Gantz, Drexen has developed several truly radical methods of exploiting the
    mineral wealth of Ushra using "molecular machines". Currently working on
    constructional nanotech and gantzic devices.
       Stock Ownership: Caspian Holdings LIC 35%, Skuissa'mr-S'mak SIA 13%,
    Zirunkariish 10%, BioLogica SA 9%, Gantz family 5%, Viisarikaa family 3%,
    private ownership 9%, other holding companies 16%.
    
    Fillaslopu: This a  plant that has  single handedly sponsored  the colonisation
    and growth  of the  world of  Hellas. The  plant is  remarkable in  that in
    thrives at the low temperatures on Hellas were its is harvested for its
    nutritious seeds.  Tens of millions  of plants are  grown on the  world
    producing millions  of tons of  seeds exported to  the food markets  of Ushra
    each year. The seeds are  processed to yield high quality protein
    meat-substitute as  well as a  nutrient supplement. The  seeds are also eaten
    whole as part of salads, stews, soups and sauces.
    
    Gantz, Dr. Karl Immanuel: Brilliant nanotechnology researcher and emeritus
    professor of Developmental Nanochemistry at the University of Ushra
    (1037-1109). His theories led to the development of a new generation of truly
    practicable molecular machines. Their applications include extracting valuable
    elements from their ores, "growing" complex devices from their raw materials,
    and performing multiple programmed corrections to DNA molecules.
       Karl Gantz died of a previously undetected pulmonary embolism in 1109. His
    stockholding in Drexen LIC passed to his son, Dr. Julian Gantz. There have been
    suggestions that Karl Gantz was in dispute with the company at the time of his
    death, but no evidence of foul play has been found.
       REF'S INFO: Dr. Gantz was killed by a nanotech weapon administered by a
    Drexen hitman, after he had discovered that the company was using his
    techniques to produce a horrifying range of "plague" nanoforms, in
    contravention of Imperial Law. His son, Julian Gantz, had already been "bought"
    by the company, but he had had the foresight to store some of the evidence for
    his graddaughter, Mana, ordering her computer to reveal it on her sixteenth
    birthday.
       As soon as she received the information, Mana realised her life was in
    danger. She fled to the only community on Ushra where she would be safe - the
    Alikasch. She now leads the life of an Alikasch NetDancer, striving to gather
    sufficient evidence to bring down the company which killed her grandfather.
    
    174-1115 USHRA/USHRA (INDISS/MST): Mana Gantz, daughter of Dr. Julian Gantz, a
    director of Drexen LIC, reported missing today. Reward of Cr.75,000 posted for
    information leading to her return.
    
    gantzic (adj.): Self-repairing, using nanotechnological means.
    
    Geehrtahe: Two-metre long, gliding snake-like hunter-gatherers. They live in
    the tropical and sub-tropical regions of Pr'Geehr, high up in the canopy of the
    fifty-metre tall tree-like native flora. They went undiscovered for 2,000
    years, their sentience remained unrealised until the investigation of the world
    for the First Survey. Since that discovery the IISS have maintained a base
    within the system to monitor the Geehrtahe and prevent outside interference in
    the development of the Geehrtahe culture. First contact with the Geehrtahe by
    humans was disastrous for them. The first scouts to contact brought about their
    near extinction. Despite a totally alien biology a harmless human gut bacterium
    was devastatingly pathogenic for the Geehrtahe, resulting in a 99% mortality
    rate. The IISS immediately quarantined the world and administered what aid they
    could. Only now are numbers of Geehrtahe beginning to increase. Interestingly
    the Geehrtahe resemble the descriptions given for the 'Tansui', the mythical
    winged creature found in the literature of native fauna on Gateway (Argi 1331
    B98A654-D). This has aroused speculation that the Geehrtahe once inhabited
    Gateway, transplanted there by agents unknown. This theory has been dismissed
    by most respectable sophontologists.
    
    GenMett LIC (Metallurgias Generales SA): An ancient Terran mining company which
    moved to Dagudashaag with the first Solomani settlers. GenMett specialises in
    automated mining facilities throughout the Sector, primarily dealing in
    exploiting the richer metals. They have an uneasy working relationship with the
    other main mining company in Pact, ICE.
    
    Ghost Fleet: Name given to the recorded phenomenon of historical transponder
    readings being received by current day shipping. The transponder signals have
    been collaborated as genuine and, to date, no logical explanation has been
    forthcoming as to their origin. In each case the signals have been from ships
    lost during the Pact Empire.
       REF'S INFO: The transponder readings were actually from the Perseus which
    used the signals to cover any accidental discovery during trials. The
    transponder is capable of relaying any signal required. The ship, however, was
    only ever tested between Medurma and Dipa and only used the signal twice. The
    Nexus signals were actually forged by INDISS to create a much needed story.
    With the on-set of the Rebellion, the Pact transponder signals are still being
    used to put fear into the enemy.
    
    Gravatics Technology LTD. (GTL): GTL is a sector-wide firm based on Argi which
    specialises in the Grav transportation field. They are the largest firm in the
    sector devoted to vehicle building and are pushing the limits of TL 15 to early
    TL 16 in some applications. They manage to keep ahead of the intense
    competition only through constant research and development. [SEE CAR WARS FOR
    DETAILS]
    
    Han, House of: A sector-wide brokerage firm, based at Ekhugush, mainly
    employing Ekhui graduates with at least Broker 3. Subsidiary offices can be
    found on all A and B ports throughout the sector with affiliated firms on most
    C class starports.
    
    Huan Han-Ch'ing, Duke of Argi: Descended from the Han Ch'i Tai'Pan dynasty,
    Huan is renowned as a businessman and peace-maker. His family own 63% of Argian
    industry and are a major owner of agricultural land on Khulim, Sii and Shidka.
    
    Ichiban ComStellar LIC.: A high-tech corporation specialising in tight-beam
    meson communicators. The head office is based on Shudash/Ilelish 2819 but
    maintains the Chiang K'ui Communications Waystation Facility at Lenashuuk/Argi.
    This waystation is a major communications link in the Dagudashaag-Zarushagar 
    Xboat network. 
    
    Idex (Also known as Mark, Leash, Face): A universally recognised form of
    identification within the Dagudashaag Sector consisting of a smart card issued
    to each citizen of a co-operating planet at maturity. The card is an integrated
    record of personal, medical and credit history which contains verified retina, 
    genetic and fingerprint records stored in a unbreakable code. Idex can be
    issued at all C+ Starports. All pertinent data is recorded within the
    microcircuitry of the card and includes birth registration details, (legal)
    medical history, (Legal) career history, educational history and record of
    Imperially recognised crimes (if any). If an Idex is tampered with it
    automatically blanks out. Although there is no legal power requiring a citizen
    to carry an Idex it should be noted that many high law level planets refuse
    clearance to land unless the visitor is registered. Banks may refuse to allow
    you to open accounts or extend you credit, and permits, licenses and medical
    services may be denied.
    
    Ikensaag Gravity Industries (IGI): A sector-wide combine based on Sh'si/Argi
    1635, whose main field of expertise is Gravitics and their industrial
    applications. They are the second largest producer of Grav vehicles in the
    sector after GTL. [SEE CAR WARS FOR DETAILS]
    
    Inchok: Semi-intelligent species native to Nafud - the Inchok live in complex,
    communal burrows under the sandy surface of Nafud. They extract oxygen and
    water directly from the sand. The sand is taken into a special gut and
    chemically broken down to release the O2 and the water which are reabsorbed
    into the bloodstream. Water is then reabsorbed by kidney-like structures. These
    organs are so efficient that virtually no water is lost during normal
    metabolism.
      The Inchok are deaf - they sense each other (and more importantly their
    prey) through vibrations set up by movements in the sand. Basic communications
    between the Inchok is achieved through 'drumming' signals onto compact sand
    using a spade-like tail; vibrations are picked up by special sensitive pads
    found on the underside of the limbs.
    
    Indium Corporation of Europe (ICE): A Terran mining company that moved to Pact
    with the original Solomani settlers, they established extensive mining
    facilities throughout Pact and Ushra. They primarily work through strip-mining
    techniques and are known for their exploitive manipulation of local markets and
    their heavy handed treatment of employees.
    
    INDISS (INformation DISsemination Services): INDISS is a news-gathering agency
    serving most of the territory of Dagudashaag Sector. Headquartered on
    Medurma/Pact, INDISS maintains branch offices in almost all type-A starport
    facilities in the sector. INDISS has recently diversified its operations quite
    widely and now trades in such fields as holographic reference material (such as
    Travel Guides) and information-handling software.
    
    Interstellar Petrochemical Processing LIC. (IPP): IPP specialises in the
    extraction of valuable organic chemicals from exotic or corrosive atmospheres.
    They are the second largest landowner in the Remnants Subsector.
    
    Jala'Lak  (Also known as Woolies):
    Jala'Lak are slow moving giant simian's native to Uaam/Argi 0904. The South
    Western jungles support this indigenous race, which are the subject of some
    controversy. The Jala'Lak are peaceful and live in harmony with the jungle. A
    race of large, bipedal simian's with prehensile tails, they live mainly on
    insects, roots and vegetation but are not adverse to freshly killed carrion.
    The forests they live in are filled with what appear to be temples, apparently
    to their various gods. The University of Ushra maintains a base there in order
    to better study this fascinating Neolithic race. The Jala'Lak are also found on
    Giirakh/Zeda 0325 (B86768-C) but for an as yet unexplicable reason, their
    temper is vastly different - much more savage, even cannibalistic. Clearly they
    are not native to Giirakh and consequently are the subject of much debate. 
    
    Julianne Viisarikaa, INSS/FMSS (BCL-9984): First vessel in the new Duke class
    of light battlecruisers under construction at EdenHome Naval Shipyards.
    Formerly the Cleon Zhunastu, now named after Sector Duchess Julianne
    Viisarikaa, a major military figure of the First Civil War, who was
    instrumental in installing Emperor Cleon V on the Iridium Throne. Technical
    Level:16. Displacement: 100,000 tonnes. Primary Weaponry: Class U Meson
    Accelerator. Jump-4. 6-G. Believed to be equipped with the latest Arkayne
    100-ton gravitic effector bays, which are able to function as both tractors and
    repulsors. Laid down: 237-1115. Projected Launch date: 295-1118
    
    Laggaa (Abdor For'exx var.): A small rodent-like creature with cat-like
    head,and sleek multicoloured fur native to For'star. They weigh 3-4
    kilogrammes, and are about 80 centimetres long. They have a thin membrane
    between their legs which allows them to glide on air currents for short
    distances and a short, but extremely effective, prehensile tail. They are
    omnivorous, extremely intelligent and very loyal. They are capable of spitting
    an acid-based venom up to a distance of 20 metres with great accuracy. They
    have been partially domesticated and are gradually becoming popular pets though
    few will risk owning one with an intact poison sac.
    
    MacKhan Entertainments Consortium: A company specialising in "Adult"
    entertainment. MEC runs gambling, pornography and prostitution centre's on all
    planets willing to tolerate their presence. They have a major interest in
    Communet and in addition own Tri-Vee and SimStim studio's throughout the
    Sector. 
    
    Medurma Main StarLines (MMSL): A sector-wide subsidiary of Imperialines running
    regular passenger and freight services to all A and B class starports on the
    Dagudashaag Main.
       REF'S INFO: This company is actually a front for Lucan's spies. He allows it
    free access to and from Medurma to enable him to smuggle his agents onto the
    planet. Unfortunately for Lucan, the FMF know about it and are secretly tagging
    all agents and feeding them false information.
    
    Miyavine: Minor human race transported to Medurma by the ancients at about
    -350,000. They were apparently unadapted and built extensive settlements at
    MidLevel and HighLevel. They achieved a TL 4 or 5 but for some unknown reason
    died out about -18,700. The Miyavine are one of only two classified MHR's in
    the sector, the other being the Ziadd. 
    
    Nanotech, constructional: The use of molecular machines to construct devices
    from their raw materials. At lower tech levels, this requires a specially-
    prepared vat with a carefully-controlled environment. At higher tech levels,
    the "nanos" are simply poured in liquid form onto a source of suitable elements
    (metal and carbon scrap, or even a broken or obsolete device). Tech Level 12+.
    
    Nehutei: Scanian traders established in 660 primarily to retain free lines of 
    communication between Akiva and the many Scanian colonies spread throughout
    Dagudashaag. These traders always wear long cloaks with hoods and are renowned
    as efficient traders. Nuhutei can be found throughout the Sector where they use
    their training in reading body language to obtain the best deals possible.
    
    Nei'Tan Corporation, LIC: A biomedical co-operative run by the Snow Leopard
    tribe of Alikasch (q.v.) on Medurma, Nei'Tan specialises in research into new
    pharmaceuticals from native raw materials such as symal residues. Nei'Tan is
    expanding rapidly into the void in the market left by the Transgenic Incident,
    and is an excellent example of the new respectability and prosperity being
    achieved by some Alikasch tribes. Rumours that Nei'Tan has developed a cheap
    and effective anagathic serum from symal residues have been consistently
    denied.
    
    Pit Stops: Derivations unknown, Pit Stops are illegal establishments usually
    located on moons of outer gas giants or infrequently patrolled asteroid belts.
    It is here that pirate crews, skipped starship crews and other less than legal 
    persons are supposed to go for R&R. These black spots are also supposed to be
    thriving black markets. The last such establishment (in the Vipac system) was
    closed down in 785.
    
    Red Eagles (Reactionary People's Front for the Liberation of Solomani Ideals):
    A violent, pro-solomani, terrorist organisation active mainly in the Bolivar,
    Argi and Sapphyre subsectors of Dagudashaag. However, operations funded by the
    Red Eagles have been traced across the entire sector. This terrorist group was
    most active between 990 and 1009 but sporadic incidents have been attributed to
    them right up to present day. The last major act that could be traced to the
    Red Eagles, was the attack on the University of Ushra's surface base at
    Shabamiir which resulted in the death of 100 personnel. The Red Eagles claimed
    this attack was because Ushra had "sold out" the Solomani ideal. Red Eagles are
    also believed to have claimed responsibility for the death of Duke Raegis
    Viisarikaa in 1114. In 1115 a co-ordinated ambush was carried out on a
    terrorist base on Sharaa which is believed to have wiped out the core of the
    group. Nothing has been heard from them since and it is believed that the Red
    Eagle Leader, Kylie Two-Shadows, was killed in the attack. There is still a Cr.
    10,000 reward outstanding for information leading to the capture of any Red
    Eagle members.
    
    Rothery, Dr. Middleton: Bolivaran paleontologist and archaeologist (1065- ),
    best known for his text _A Deeper History_ (1109), in which he reveals his
    discoveries on Ambrym and Besayes in the Medurma/Pact system, which purport to
    show that they were inhabited at around -355,000. Rothery attributes this
    settlement to a previously unknown technologically-advanced group of S'mrii,
    which he calls the Hierarchs. Carballoy and plasteel fragments found at the
    sites indicate a level of technology at least equal to current Imperial maxima.
       Rothery states that he retrieved a complete mummified S'mrii specimen from
    the site on Besayes, and holographs of the find are included in the book. The
    specimen was, however, destroyed in a shuttle accident before it could be
    subjected to further study on Medurma.
       Rothery has little standing with others in his field, who mainly regard him
    as a crackpot. Since 1112, he has become increasingly irrational, and has made
    only fleeting appearances since 1114, when he claimed that he was being pursued
    by a S'mrii "hit team".
       REF'S INFO: Dr. Rothery did, in fact, find a mummified S'mrii corpse.
    Unfortunately he instantly jumped to the wrong conclusions and failed to notice
    the clues that pointed to the base actually being constructed by another race -
    The Malaach, who had achieved TL 18 before their final distruction at the hands
    of the Ancients. The S'mrii "hit team" are in fact a group of S'mrii scientists
    who wish to question him further about his discoveries. 
    
    Sanheichiir (Little Knives of the Mind): Scanian psionic commando's - trained
    warriors who are reputed to have had immense psionic abilities. When, in 800,
    the Imperium took action to prevent the spread of Zhodani teachings through its
    pawns, the Scanians, Sanheichiir troops successfully held off the might of the
    Imperial Navy. This lasted for a period of 22 years. Once the Imperium was in
    control, action was taken to suppress the Sanheichiir and psionic teaching but
    this proved to be only partially successful. The last recorded incident
    involving the Sanheichiir was the assassination of the Imperial Governor Shaida
    Gakushuu (known as the "Butcher") on 132-825 by internal telekenesis. The few
    remaining Sanheichiir were disbanded as part of the Treaty of Rehin (305-826)
    and are now merely a chapter in history. 
       REF'S INFO: The Sanheichiir have not died out. In addition to training on
    Abbayi there are several selective breeding programs underway on non-Akivan 
    soil and in this way a sizeable army has been created.
    
    Scanian: Scanian's were genetically engineered from Solomani stock by an
    unknown company between -1953 and -1793. They are perfectly adapted for water
    worlds and/or high gravity planets. Their eyes are protected by a polarised
    membrane which given Scanian's the appearance of an overall white eye
    apparently devoid of iris or pupil. Membranes in the ears and nose prevent
    drowning or pressure problems. Bones have been altered and muscle structure
    increased to cope with high gravity. The Scanian adaptation is also the
    ancestor of the Aquan which developed from Scanian stock. Today the term
    Scanian also refers to those who follow the teachings of the Prophet Benjamin
    Ra'Scania regardless of race. The teachings of Scania are supposed to teach its
    followers never to lie or cheat and to give them the ability to read the truth
    in others.
    
    Sesh-Ifaen Freight Tractors Ag (SIFTA): Bulk cargo shippers serving the
    subsectors bordering Gushemege and Dagudashaaag. The company have their origins
    and main base at Masa (Gushumege 2513) with a regional base for Dagudashaag at
    Ushra.
       The company came into existence in 936 as a small brokerage firm but
    expanded into carriage after being let down with the delivery of freight. The
    company operate a number of different ship designs (the most numerous is a
    version of the Tukera 3,000-ton freighter) and in total run a total of
    thirty-two jump-capable vessels.
       The company operates ships out of all class A and B starports along the
    Gushumege-Dagudashaag border, as well as all major worlds with class C
    starports, agricultural, rich or industrial status.
       One of SIFTA's smaller vessels, the "Carolisese" went missing while
    approaching the starport at Lamda Cygni. No trace of the subsidizerd merchant
    (a jump-2 version) has yet been found. Most attribute the loss to the 'Ghost
    Ship', the Lundqvist. SIFTA are offering a reward for information leading to
    the recovery of the vessel or information on its loss.
    
    The Simalr Family: The title of Duke of Ushra is held by members of the Simalr
    family. This family has had a long and distinguished history - The Simalr claim
    ancestry from the Amsadege family, who settled in the region at about -5,900,
    and gave the sector at least two Vilani provincial governors. The Simalr
    themselves formed the majority of the rulers of the Ushran Empire during the
    Long Night.
       Although the Simalr claim noble Vilani descent, they are of mixed lineage, 
    and are unashamedly sophontist. Ushra itself still bears many signs of the 
    original colonisation by the Solomani.  They are skilled administrators, who
    show genuine concern for their subjects. One of the Simalrs' most noted
    policies is that of persuading surrounding systems to adopt a liberal,
    democratic style of government. This gradual, voluntary process has so far
    resulted in ten democratic systems.
       These enlightened policies, together with distinguished Naval service, have 
    earned the current incumbent, Duke Edward Amekaa Simalr (41), a prestigious
    seat on the Imperial Moot. He is noted throughout much of the Imperium for his
    campaigns for sophont rights.
       Another notable member of the Simalr clan is Jianik-Anne Simalr (32),
    Edward's sister, and chief Dagudashaag representative to the Grand Council of
    the Vland Domain.
    
    Simalr, Duke Edward Amekaa: Duke of Ushra (1075- ). Current constitutional
    monarch of the Republic of Ushra.
       Duke Edward is an ex-naval commander, awarded a Starburst of Extreme Heroism
    after an incident in Corridor Sector in 1098, in which Vargr corsairs seized
    a liner on which he and a number of high-ranking naval officers were
    travelling. Simalr regained control of the ship's computer, and managed to
    bluff the Vargr into surrendering, despite the injuries he had suffered at
    the corsairs' hands.
       Edward Simalr took over the duchy when his father stood down in 1101 because
    of ill health. He has become a prominent member of the Imperial Moot,
    campaigning on a wide range of sophontarian issues, and holds many proxy votes
    from other Dagudashaag nobles (including Karyn Viisarikaa). He married Baroness
    Myselle deForrester of Shibishlim in 1110; they have two children.
       REF'S INFO: Duke Edward rose to Imperium-wide fame in 1116, when, as
    spokesman for the Moot, he denounced Lucan's ascension to the Imperial Throne
    as illegal. He was placed under immediate house arrest on Capital. With the
    help of his staff, he managed to escape, and fled to spinward. He arrived at
    Medurma on 342-1116, and briefed Karyn on the situation, then continued on to
    Ushra to prepare for the coming storm.
       He made numerous public appearances on Ushra in early 1117, but departed the
    system at about 190, handing consititutional responsibility to his cousin,
    Kiyrel Vashkin-Simalr. His current whereabouts are unknown. It is rumoured
    that he is covertly roaming the Imperium, organising support against the
    "Usurper" Dulinor, and the "Pretender" Lucan.
    
    Stormsingers of Medurma (Procellacantor var.): A semi-mythical winged creature
    with a fifteen-metre span, the Stormsinger is said to ride the powerful
    updrafts which cause the violent electrical storms which periodically lash
    Medurma's populated areas. A strangely elusive creature, the Stormsinger has
    only been sighted on a few occasions in modern times, and only a few indistinct
    holorecordings exist. Many teams have attempted to track or capture the
    Stormsinger, but those who have heard its bewitching calls have suffered
    mysterious equipment failures, and there is still no satisfactory hard
    evidence. Links have been drawn with the legend of the Tansui on GateWay/Argi.
    
    Symmonds Tree: An unusual plant growing in the Medurma DeepLevel which is used
    as a food source as well as providing several unique pharmaceuticals.
    
    Symmonds Xenoculture Inc. (SXC): Founded by Frederick Maximillion Symmonds in
    316, to harvest the Symmonds Tree they have since expanded to form a major
    agroproduct harvesting and shipping company in Pact. In recent years the
    company has been plagued by rumours of financial mismanagement. Its position as
    leader of the domestic Medurman market no longer looks secure as newer
    companies such as DeepLevel Harvesting LIC, are proving to be more productive
    and innovative.
    
    Thalassa-Gushumiik Organic Produce, LIC.: Company, based on Thalassa, which
    specialises in pisciculture on several water worlds in the sector. The company
    unfortunately has an extremely poor safety record.
    
    Twin Lines Shipping, LIC.: A Scanian shipping line formed in the 850's using
    unadapted Scanian followers. The line was extremely successful in winning
    trading contracts throughout the Rimward edge of the Sector and currently
    maintains a fleet of thirty free traders. The origins of the Company were not
    known until 1021. In 896 they successfully negotiated the Akiva supply run
    during the Scanian interdiction, thereby maintaining contact with its colonies
    throughout the quarantine period. Today Twin Lines uses mixed crews of Scanian
    Nehutei, unadapted Scanian's and Imperials. 
       REF'S INFO: The reason that the Imperial Navy never caught on to the fleet's
    coming and goings is the fact that each of the ten original ship's were
    equipped with a black globe. Currently only three of the ship's have fully
    functional devices with another two working occassionally.
    
    Ushra Materials Technology (UMT): An Ushran based company which specialises in
    "creative technology". That is, the use of both commonplace and exotic
    materials to manufacture unusual robotic equipment. UMT has gained a reputation
    for creating extremely versatile and innovative mining equipment amongst other
    things.
    
    Weinhandlung Klosterhof Schuman GMBH (WKS): The largest wine distillers and
    transportation company in the sector. They are best known for their generic
    house wines rather than the many rare and delicate vintages they also produce
    which are mainly exported to Core.
    
    Xenorasty (n.) (Terran Greek, xeno- alien, foreign; erastes lover): Intercourse
    between sentients of differing races or species. The Ushran Kanumaar-Bruning
    legislation of 1022 which legalised the act between consenting adults in
    private, is a major target of the CPR and other conservative organisations.
    
    Yarhei Kel'a (The Time of Testing): The Yarhei Kel'a is a period of 30 days
    each and every year in which Scanian followers take time off from their
    employment to attend a local Centre of Knowledge, so that they may assist the
    Scholars (Rab'ani) by evaluating and cross-examinating their thoughts and 
    theories. This concept of cross-examination is known as Ve'lma Iphka or
    "perhaps the opposite holds true."
    
    Zeenie (n., vulg.) (Solomani Anglic, fr. xenorasty): One who engages in
    xenorasty; contemptible person.
    
    


    Legends of Dagudashaag

    LEGENDS AND LORE OF DAGUDASHAAG SECTOR
    
    The following extracts were taken from the Mem-clip, "Legends and
    lore of Dagudashaag Sector", by Ishmaga Ershuk, published by
    Sherver Press, Ushra (1115). Used with permission, all rights
    reserved.
    
    1. The Talking Temples of Uaam
    
    Uaam is home to an extremely primitive race of large simians, the
    Jala'Lak. They are a shy, unassuming race. Yet, for all that,
    they are a race surrounded in mystery. There are no signs that
    the race was ever further advanced or, for that matter, were
    visited by a more advanced species prior to the Vilani. yet the
    race can be found in two separate systems in Dagudashaag;
    Giirakh/Zeda and their home planet, Uaam/Argi. The Giirakh tribes
    are believed to have been transported less than 4,000 years ago.
    Who transported them? No-one knows.
    
    Both branches of the Jala'Lak practice primitive religious rites
    which centre around "temples" found on both worlds. Each temple
    is identical; two 0.5 tonne pillars cut from the Atlas mountains
    2,500 km distant are set into the ground at a slant exactly 5.32m
    apart. A single 1 tonne pillar is set upright in the middle. Each
    of stone pillars have been dressed and three perfectly
    symmetrical circles each intersecting have been carved into the
    inner face of the two outer stones. On Giirakh the temples are
    identical even down to the distance between the stones - 5.32m.
    Here local stone from a mountain range 560km away were used. How
    did this race transport the stones such a distance? How did they
    measure the distance between them so accurately and why? How did
    they cut the incisions? These are still mysteries. 
    
    There language identifies the temples with a mysterious entity
    best translated as the "God-Creature". Who or what is the God-
    Creature? He is not the normal God for such a primitive race; he
    remained aloof from their affairs and was only interested in the
    creation and maintenance of the stone temples. 
    
    There is a further mystery, one not often spoken of by the sober
    citizens of Uaam; Several good, upright citizens claim to have
    heard the temples talk. Between -407 and 600 there are 23
    separate reports by local's that while touching the stone
    incisions that they heard a voice speak to them in the Jala'Lak
    tongue. The voices sounded like a quiet whisper that filled the
    hearer's full of urgency but to do what they didn't know. To
    further confound matters no Jala'Lak was generally within 20km of
    the sites at the time. Since the 600's the temples have remained
    as silent as the Giirakh temples. What is the answer? Are the
    Jala'Lak psionic? All tests seem to rule out that possibility but
    if that's the case who spoke. Unfortunately no recording was ever
    made and the Jala'Lak language was only successfully translated
    in 843. Whatever the message, it is now apparently lost in the
    mists of time..
    
    2. The Road Builders of Cocor
    
    The Cocor system, lying on the rimward fringe of the Pact
    subsector, should have little to offer the enquiring mind. Not
    so! Cocor is the scene of one of the most enduring mysteries in
    the whole of Dagudashaag. Cocor - where the Roads are found.
    
    Cocor is not the sort of place one would expect to find a mystery
    such as the Roads. The planet is the second world out from a cool
    M type star. It has an atmosphere largely composed of carbon
    dioxide, methane and sulphur compounds. It has many small lakes
    and seas of liquid methane. The atmospheric pressure is in excess
    of 150 atmospheres and the temperatures average -80oC.
    
    The roads, wide highways of carefully dressed stone, cross the
    barren plains in absolutely straight lines, seemingly leading
    from nowhere to nowhere. They cross vast mountains or disappear
    into lakes only to emerge on the far shore, exactly on course.
    Occasionally the Roads cross one another or, more rarely, merge
    to form a single great highway. Most are in near perfect
    condition, only rarely are they broken, probably as a result of
    seismic activity. 
    
    Each road is magnificently built, consisting of carefully footed
    foundations topped by layers of tightly packed rubble and capped
    by carefully cut, interlocking pieces of masonry. Each road has
    drainage ditches either side, which still carry away the methane
    sleet that falls in winter. It has been estimated that there are
    in excess of 10,000 kilometres of Roads, all built to the same
    exacting standards, and all in the same remarkable state of
    preservation.
    
    What do we know of the builders? The answer is nothing! Cocor has
    no native lifeforms and, due to the corrosive nature of the
    atmosphere, any organic, metallic or plastic that the builder's
    may have left will have totally rotted away. The earliest known
    records of the Roads (dating from the middle period of the Rule
    of Man) indicate that the first Vilani explorers, millenia
    before, had discovered the Roads much as we find them today. We
    have no clues, not even any hints, as to who expended many years
    of effort to construct such a lasting and seemingly pointless
    monument.
    
    3. Admiral Jenkins' Squadron
    
    Many of my readers will have heard of Stone Jenkins'. The story
    is told to recalcitrant children by exasperated mothers of his
    hiding in the folds of jumpspace hoarding his gold, waiting to
    catch the disobedient and burn them alive. The threat that ol'
    Stone would "come and get you" is familiar to most, but how did
    such a tale originate? Is Stone a fictional character invented by
    parents to quieten their offspring? No, the story is real,
    although greatly warped by time. 
    
    Everett Justinian Jenkins was born in 443 and having completed a
    formal education joined the Imperial Navy in 460. He quickly rose
    through the ranks and attained the Flag in 472. During his career
    he gained a reputation as a hard master. Legend claimed he was a
    sensitive as a stone and just as subtle. Crews disliked serving
    within Jenkins' squadron and rumour states that at least two
    midshipmen committed suicide rather than serve on his ship.
    Despite this, Jenkins' was an achiever and never failed to
    accomplish the objectives of his mission; until Dashi.
    
    In itself it was unusual for an admiral to have command of a
    squadron but Jenkins' saw himself as a man of action. In his
    mind's eye he was the hero of his men, leading from the fore and
    always in the thick of battle. At least that's how the news
    services of his day saw him, his men knew a different story. In
    reality Jenkins' was rarely, if ever, in a position where he was
    in any personal danger. He frequently used a sledge hammer to
    crack a nut so as to avoid any personal danger to himself.
    
    In 485 Emperor Cleon IV deposed the reigning Sector Duke, Tarak
    Viisarikaa, and elected Himuu Asaria in his place. He granted him
    a free hand to track down and "dispose" of Duke Tarak. During the
    widespread unrest of Duke Asaria's short but bloody and
    tyrannical reign, Admiral Jenkins' was given an open mandate to
    find and destroy the Viisarikaa before a civil war broke out. The
    Admiral saw force as the only means of putting down civil unrest.
    Applied heavily. In 44-485 there was a near mutiny when he
    ordered vessels under his command to fire on orbital facilities
    above Nexus that had refused his ships permission to dock. On
    312-485, acting on information received that Viisarikaa was
    hiding out in the Warrens beneath Sennii City (Dashi), he ordered
    a nuclear attack on the city. Thirty-two million innocent
    citizens were killed in the naval bombardment. The Duke surfaced
    a year later, he had never sheltered in Sennii. A naval inquest
    later cleared Jenkins' but questions were eventually raised at
    the Moot regarding claims that the Admiral had somehow influenced
    their decision. A courier was sent to request the Admiral's
    appearance at a special hearing. Before the courier arrived the
    Admiral vanished. 
    
    It was late in 486. Jenkins' squadron was assigned the task of
    transporting a naval payroll from the Dagudashaag naval depot to
    the naval base at Ekhugush. By an odd twist of fate the last
    place the squadron was seen was in the Dashi system. The squadron
    jumped out, bound for the Kakhirusir system on 323-486. It never
    arrived. A complete cruiser squadron and a naval payroll worth in
    excess of Mcr. 12,000,000 simply vanished. To this day no trace
    of the Admiral, the ships or the money have ever been found. 
    
    4. The Bradley Barrier
    
    The Bradley system is primarily a naval facility. Its main claim
    to fame are the events of 993 which gave rise to the legend of
    the "Bradley Barrier". Late that year, the system's primary star
    SK-433677m, began producing an usual, extremely regular sequence
    of flares. This lasted for two weeks and had no effect on
    stations in-system as they were adequately shielded. It did,
    however, affect traffic arriving.
    
    Of the four vessels which Jumped insystem during that time, one
    emerged into normal space with extensive thermal damage, its crew
    critically ill from Jump sickness. Two others r-emerged as
    thousand-tonne slugs of molten metal. The only undamaged vessel
    was a Naval transport.
    
    The Navy attempted to cover up the incident but media agencies
    rapidly picked up on the story. Speculation was rife. Some
    reported that the injured crew claimed to have been attacked by
    "monsters in Jumpspace". The most popular theory was that the
    Navy had been testing an Ancient hyperspatial weapon, powered by
    the system's primary star. The Navy kept a wary silence but
    eventually released a statement pointing out that all the
    affected ship's had been manufactured by GSbAG, which had
    reportedly been suffering reliability problems with Jump Drive
    integration at that time.
    
    In 1114, Dr. Raymond Horne, an astrophysicist at the University
    of Medurma-Korovall, reported that computer models showed that
    Bradley's primary would enter another period of instability "in
    the near future". Several commercial carriers suffered "mutinies"
    as ship crews refused to honour freight contracts for Bradley. As
    of yet, the strange flare sequence has not recurred.
    
    5. The Medurma Triangle
    
    Until 1110 the triangle of space created by Medurma, Dipa and
    Nexus was not even legend. Then on 12-1114 The Merchant vessel
    "Dawn Trader" filed a report with the Medurman University. While
    preparing to Jump out of the Dipa system the navigator spotted a
    bright reflection in space. Instantly he leapt to the controls as
    he knew that such a reflection could only come from a ship yet
    all his sensors showed clear space. Thinking his equipment had
    malfunctioned he radioed to the ship his position. There was no
    reply. He admits his next thought was that it had to be a pirate
    but seconds later he received a tranponder transmission then the
    ship vanished. 
    
    On analysis the transponder reading proved to have originated on
    a Medurman Pact ship which vanished in -35. The whole exchange
    was recorded. His sensors were in full working order. There was
    no ship yet the recorder clearly received the phantom
    transmission. 
    
    Over the next two years three other incidents occurred. In each
    case a crew member (and in one well documented case the entire
    crew and passengers) swears they saw what had to be a starship
    yet nothing showed on any sensor and then moments later a phantom
    transponder transmission is recorded. Each time a different ship
    is received. Each is of a Pact naval vessel lost between -120 and
    -5. Each was recorded destroyed while in either the Medurma, Dipa
    or Nexus systems. 
    
    It begs the question, why not recorded sightings prior to 1110?
    My personal theory is that somehow a doorway has recently opened
    that allows echoes from an earlier opening to drift through to
    our time. The Triangle is another unsolved mystery.
    
    
    FURTHER READING
    
    1. Jala'Lak and the God-Creature - James Henna, 1086
       Sphontology in the Vlandian Cultural Regions - Surthi Mataria, 1003
    
    2. Adiga Gurirle - Iikhush Haupt Kamabuk, 1006
       Ancients and Cocor - Feslor Kurkiir, 873
       Ushla Cocor Khuunzesh - Iimep Lap. 973
    
    3. General History of Dagudashaag - Ushra University Press, 1106
       History of the Pact Subsector - Jalivent Esunimi, 1092
       Jenkins' Command - Williem Bal, 775
    
    4. Bradley Barrier - Rede Printemps, 1037
    
    5. History of the Pact - Juliya Banerjan, 878
       Transponder transcripts - University of Medurma-Korovall
    
    
    Credits:
       Original concept, Roads of Cocor, Jenkins' Squadron by Adrian Stewart.
       Bradley Barrier by Duncan Law-Green
       The Talking Temples, Medurma Triangle by Jae Campbell
    
    
    


    Null-G Kabbadi

    NULL-G KABBADI 
    
    The game is played in zero-g environment within a marked "pitch"
    measuring 12.5m long by 10m wide by 10m high. The area is divided
    into two halves by a sensor barrier running across the middle.
    Each court is further divided in half by Baulk-lines; sensor
    screens running parallel to the central barrier. During the
    course of a raid an attacker must pass through the opponent's
    Baulk-line at least once. Two corridors run along the length of
    the pitch on either side. These are known as the galleries and
    are 1 metre wide. These only become an area of play after an
    attacker has touched an opposing player or has been tackled.
    Until then any player floating into one is considered out of
    court, and must leave the field. His team also concedes a point
    to the other team. A game lasts for two halves of thirty minutes
    each. Each team has seven players of mixed sex. The teams start
    at opposing ends of the field in their respective courts and take
    turns to make raids. The aim is for one player to raid into
    opposition territory by venturing through the baulk-line into
    their court, touching as many opponents as possible and returning
    safely to their own court. Throughout the raid the attacker must
    chant the phrase "Kabbadi, Kabbadi" in a single continuous
    breath. If he succeeds in touching and returning across the
    central barrier safely, all those touched or who stepped out of
    bounds are out and must leave the field. The defending team must
    try to avoid being touched or prevent the attacker from getting
    back through the barrier until they lose their chant. If caught,
    the attacker is out. Each team alternates between defending and
    attacking.
    
    Scoring is as follows:
    
       * Everytime an attacker makes a productive raid, (ie, touches
         and returns) their team wins as many points as opposing players
         sent out.
       * If an attacker is unsuccessful, (ie, losses their chant,
         fails to pass through the opponents Baulk-line, steps out of
         court) they are out and the opposing team wins a point.
       * Every time an attacker is successfully tackled by the
         defending team (prevented from returning across the central
         barrier) the attacker is out and the team wins one point.
       * If an entire team is out, the opposing team wins a Lona (2
         bonus points) and then the other team brings all its players back
         into play and the match continues.
       * If a team carries out three unproductive raids (ie, if the
         attacker returns to their own court without touching an opponent)
         in a row, the opposing team wins one point.
       * If a player floats into the galleries before a touch has
         taken place then they are out and give away one point.
       * If the attacker, after being tackled, manages to break
         through the central barrier without losing their chant, all those
         who were still holding are out and the attacker's team wins a
         point for each one.
    
    Unfair Tactics:
    
    If a team plays dangerously or unfairly a point may be awarded to
    the other team.
    
       * A player cannot try to stifle an attacker's chant by
         shutting their mouth or by trying to throttle them.
       * Players cannot restrain an attacker in a scissor grip with
         their legs.
       * Punching and slapping are prohibited.
       * Players cannot deliberately push an attacker out of court.
       * Tackles must be to the attackers body (ie, not the clothing,
         genitals or hair)
       * Teams cannot delay more than 5 seconds from the end of their
         opponents raid before sending in their own attacker.
       * Not chanting properly is considered unfair. A continuous
         chant is essential.
    
    Kabbadi is considered an amateur game so, officially, players
    cannot be paid. The Megacorporations get round this by employing
    the best players as "Entertainment Consultants". The players are
    not expected to work but instead spend all their time training,
    playing in tournaments and winning matches. This competitiveness
    helps raise the corporation's profile. Players doing badly could
    be dealt with as being in default of their contract. 
    
    


    Jala'Lak

    Contact: Jala'Lak  [Nivsa-Therapsid Paramammalia Yetiforme]
    
    Physiology:
    
    HEIGHT & WEIGHT: The average male stands 2.2m high in a
    semi-erect stance and weighs in at 80.2kg. The average female is
    slightly shorter at 1.98m but weighs 85kg. The additional weight
    is located in an extra fat layer on the chest.
    
    APPEARANCE: Jala'Lak are the slow-moving giants of the forest.
    They are believed to be descended from brachiator primates but
    have adapted to their larger size by becoming bipeds. They
    manipulate with arm-like appendages but can also grasp hold with
    their small, thick prehensile tail. The mouth is encased within a
    hard beak and the eyes are located at the front of the face. They
    do have external ears but they are hidden under the head fur. The
    entire body is covered in several layers of thick, curly fur
    which varies in colour from white to a dark grey. The feet are
    broad and circular with five toes while the hands consist of two
    fingers and an opposing thumb and two striking claws. The sex
    organs are retracted in both sexes. On first impressions the
    Jala'Lak of Uaam (0940) may look extremely fierce but are
    normally very passive.
    
    DIET: Jala'Lak are gatherers and are classed as omnivorous. Their
    normal diet consists of insects, larvae, vegetation and roots but
    are not averse to fresh raw meat but will rarely hunt for it
    preferring freshly killed carrion. They are particularly fond of
    the Jhawa bud which makes up about 45% of their diet. The lack of
    activity of the Jala'Lak is actually an adaption to high
    concentrations of toxic compounds that are manufactured by the
    Jhawa buds as a defense against herbivores. By coupling minimal
    activity with a low metabolic rate & an extremely dense coat they
    can substantially reduce their food requirements and consequently
    their intake of toxic chemicals. Jala'Lak on Giirakh or raised in
    captivity on a different diet are fast, agile creatures. Research
    has found that the Jhawa bud extract can be refined into a
    superior quality fast drug. Fortunately the Government, because
    of the plant's importance to the Jala'Lak diet, its relitive
    rarity and inability to grow under cultivation, has expressly
    forbidden harvesting.
    
    REST: Jala'Lak will rarely take long rests preferring several
    short naps spread throughout the day. The males will always sleep
    at different times so that one adult male is always awake. The
    rest of the clan will usually enter a deep sleep during the
    midnight and midday period and are most likely to be active in
    the dawn and twilight periods when they do most of their
    gathering.
    
    REPRODUCTION: Jala'Lak still retain breeding seasons and females
    not currently nursing a pup will enter a receptive stage lasting
    22 local days every local year. At this time the female becomes
    agitated and extremely active. The anal fur changes to a dark
    blue colour as a indication of the females current readiness.
    They will endeavour to present themselves to any adult male at
    every opportunity and are extremely promiscuous. Males are
    strongly attracted to the females behavour and anal fur colour
    change and will line up patiently waiting their turn in the
    mating queue. Even strangers can join as long as they leave the
    clan's territory immediately afterwards. It should be noted that
    the males are not particularly fertile and as such the female
    will only become pregnant occasionally despite its promiscuous
    behaviour during the entire period. Fertilised females will
    generally only have a single pup after a gestation period of 300
    local days. For the first two years of its life the pup is
    totally defenseless and remains both blind and deaf. It will
    remain with the mother being nursed for a total period of five
    years. The onset of milk production also releases an
    oestrogene-like compound into the body that delays the onset of
    the female season. At five the mother will wean the pup and the
    proto-oestrogene enzyme will stop production so that the female
    will once more become liable for seasons.
    
    SENSES: Jala'Lak have frontal, binocular vision. They have a
    light-reflecting layer at the rear of the eye called the tapetum
    lucidum which increases visual acuity by reflecting weak incoming
    light back onto the retina enabling the Jala'Lak to utilise every
    scrap of light that enters their eyes. This adaption has meant
    that they are colour blind.  Their hearing is excellent and are
    capable of hearing much higher pitch that humans, upto 65,000
    cycles per second in comparison to the human maximum of 20,000
    cycles. They have an extremely poor sense of smell but they have
    compensated for this by very sensitive taste buds on the tongue.
    For this reason Jala'Lak will generally put strange items into
    their beaks in order to "taste" their scent.
    
    ANATOMY: Jala'Lak are vertebrate mammalian primates. Originally
    using all four limbs for movement through the trees they have
    increased in size and become bipeds. They have adapted to the
    extreme climate by developing thick curly layers of insulating
    fur that allows it to stay warm during the bitter winters by
    trapping several pockets of warm air between the layers. In
    addition, their blood contains an anti-clotting agent that acts
    like anti-freeze preventing both blood and organs from freezing
    up. This same fluid is also excreted through the tear ducts
    protecting the eyes. In summer the fur flattens and acts as a
    mere coat. The brain, like most mammals and pseudo-mammals is
    cased within the head cavity. The mouth and nasal organs are
    housed within a beak formed of calcified nail which protects the
    organs from damage. The jaw is mostly adapted to the vegetarian
    diet with sharp cutting teeth to the front and grinding teeth to
    the rear with the exception of two large canines in the males.
    These canines are only bared during territorial disputes or to
    tear at carrion which is then chewed to soften it before
    regurgitating it for consumption by the females and pups. The
    prehensile tail has shortened and thickened to act as a
    counterweight to assist with bipedal mobility but still retains
    its prehensile ability with over 300 bones and many powerful
    muscles housed there. The leg joints bend backwards and end in
    circular, padded feet with five toes, three to the front and two
    to the rear. The broad, circular pads allow the Jala'Lak to
    safely navigate the many marshes that exist within the jungles.
    When running they adopt a digitgrade gait, running on the toes
    rather than the full foot. The hands also contain five digits but
    two of them have regressed and calcified into mobile claws which
    are usually folded against the wrist. The other three are
    extremely flexible with one forming an opposing thumb to allow a
    powerful grip. They are not very dexterous and small or delicate
    manipulation is beyond their abilities.
    
    Culture:
    
    History: Archaeologists believe the Jala'Lak are descended from a
    common ancestor with the dwarf Hala'aak since it is the only
    other known arboreal species with a prehensile tail.
    Unfortunately due to the carnivorous nature of most of Uaam fauna
    there are no known fossil deposits containing the remains of
    mammals until relatively recent times. They apparently developed
    sentience about 200,000 years ago as the forests of the North
    died and forced the pre-Jala'Lak to flee southwards. There they
    found a comfortable niche at the top of the food chain and
    stopped evolving. Recent studies seem to point towards the
    Jala'Lak addiction for the Jhawa bud which seems to cause a mild
    euphoria as a possible cause. They have never evolved any culture
    beyond small packs and their highest evolutionary achievements
    has been the ability to produce crude stone tools and to make
    fire using flint chippings. The Jala'Lak were discovered several
    centuries after Uaam was colonised and given their relatively
    small numbers and near extinct nature permission was given for
    the colony to remain.
    
    Social Structure: The Jala'Lak live in small family clans
    consisting of 3 adult males, 9 - 12 females and about 6 pups.
    They are territorially nomadic moving around within a 50km area
    that the females mark out with their urine. They dwell in weaved
    huts made from dead branches which they refurbish once they
    return to that particular area. The Jala'Lak of Uaam are
    extremely passive, avoiding fights at all costs. Territorial
    disputes are settled by displays of aggression rather than
    aggression itself and consist of the males displaying their
    canines and striking claws. They are a shy yet inquisitive race
    much given to mimicry. They appear to have primitive rites which
    centre around the 250+ "temples" spread throughout the forest. In
    fact out of 342 known words in their vocabulary it is believed
    that over 124 make reference to these rites.  These temples are
    perhaps the greatest mystery of the race - each is identical; two
    0.5 tonne Myer stone pillars from the Northern Atlas mountain
    range 2,500km distant are set at a slant facing inwards, exactly
    5.32m apart. A single 1 tonne blue stone pillar is set in the
    middle of the mound in an upright position. The two myer pillars
    have been cut into a rectangular shape with the central pillar
    tapering slightly towards the top. Incisions have been carved
    into the inner faces of the Myer pillars of three intersecting
    circles. These temples can also be found on among the Giirakh
    Jala'Lak where local stones from a mountain range 560km distant
    were used. How the race were able to transport the stones such a
    distance, how they measured the settings, how the incisions were
    made and why are still mysteries. A basic translation of their
    language has discovered that the race identifies the temples with
    an entity best translated as the "God-Creature". There is also
    the mystery of how such a primitive race was transported to
    another planet many subsectors away. Both sub-races practice a
    form of crisis monotheism centred on the temples. Intensive
    LanSat searches of both planets have revealed no signs of any
    other settlements, advanced technology or manipulation by the
    ancients. The Giirakh Jala'Lak have developed differently from
    the homeworld race; they are fast and agile,are extremely savage
    and feral with cannibalistic tendencies. All attempts to contact
    the Giirakh tribes to date have met with extreme hostility. In
    addition the race has begun to adapt to the longer summers and
    milder winters by shedding several layers of fur. They have also
    exhibited a tendency to decorate their head fur with small twigs
    and bones. Some tribes also dye the fur of their paws a deep
    purple or red. Archaeologists believe that the race has only been
    on Giirakh for about 3 to 4,000 years at most. How they arrived
    there and why remain a total mystery.
    
    Locality: Jala'Lak could not normally survive the bitter weather
    of Uaam were it not for the many hot springs found throughout the
    forest that raise the temperature of their natural habitat above
    freezing most of the year round. That, coupled with the heat
    reflecting quality of the dense forest vegetation, prevents any
    of the heat from being lost and in addition protects against the
    long bitter winds that further reduce the temperature outside of
    the forest. The branches of the forest intertwine to form a thick
    canopy of heat-reflective leaves which creates a localised
    greenhouse effect. When the Northern forest died  the hot springs
    of that region were uneffected but because the additional heat
    was no longer contained it quickly dissipated. Many species were
    forced to either adapt to the bitter weather or flee.
    
    NOTE: Jala'Lak are a protected species and visitors to the
    jungles are warned that injuring a Jala'Lak carries an automatic
    death penalty.
    
    
    Original Concept by Steve Hatherley
    Species Details by Jae Campbell
    
    


    Malaach

    CONTACT: THE MALAACH
    
    --------
    OVERVIEW
    --------
    
    The Malaach (or Shassahhrhi, as they referred to themselves) are
    an extinct race native to Hhrassahr (Undim/Ushra). They were
    exterminated at the hands of the Ancients, in appromimately
    -350,000 because of their savage and warlike manner.
    
    They were descended from carnivore/killer stock which,
    independantly, achieved a Tech 18 society prior to their
    extinction. Their artifacts and ruins, found throughout Ushra and
    in parts of Pact, Old Suns, Khandi and Mimu, are currently
    believed to be the work of the Ancients.
    
    The term "Malaach" is a Scanian word meaning "Messengers from
    Beyond", and was generally applied to all extinct races that had
    achieved a technologically based society. In 1115 Professor
    Ishmaga Ershuk, author of "Legends and Lore of Dagudashaag
    Sector", used the term to refer to a specific race which, he
    claimed originated in Dagudashaag and was responsible for all the
    Ancient artifacts found in the Sector. It is his theory that the
    Ancients were not a single race, but an amalgamation of several
    races, which had achieved a similar high technology level at
    about the same time. This, he claimed, accounted for the variety
    of sites. He further claimed that it was the Malaach that
    transported humans and Droyne to Dagudashaag.
    
    His theory, while well received by the general public, was later
    discredited by the Academic population.
    
    -----------
    DESCRIPTION
    -----------
    
    The Malaach stood up to 1.5m high and varied in length (depending
    on sex and age) between 2m and 6m. They had an outward appearence
    similar to a hybrid Scorpion/Noxian Spider except, they had
    sixteen limbs in total.
    
    LIMBS:
    
    Manipulation: The Malaach used six multiple jointed limbs, each
    ending in a single boney "hook", for manipulation. These limbs
    were clustered together in two groups of three, located either
    side of the chest cavity. When not in use these limbs folded up
    into two shielded sacs on the chest. Each cluster was capable of
    working independantly or together to act as "hands". Fine hairs
    on the base of the boney "hooks" gave additional grip.
    
    Locomotion: They had a further eight limbs which were used as
    legs. These were angled upwards like a terran spider and were
    aligned symetrically along the abdomen region. Each leg was
    segmented. A delicate coxa attached the limb to the abdomen. This
    was protected by an armoured trochanter. To this was attached a
    powerful femur and a long, slim tibia made of four distinct
    parts. The leg ended in a large pad. The front pair of legs were
    used as weapons and ended in two large, curved claws which also
    gave traction in icy environments. The middle two sets of limbs
    were primarily for locomotion and each limb ended in multiple
    small claws and fine hair. The rear pair of limbs were extremely
    powerful and enabled a Malaach to spring on to its victim from a
    distance away. In the low gravity environment of Hhrassahr,
    Malaach could achieve leaps of up to 12m in distance and of up to
    3m in height.
    
    Pincers: Each Malaach had a powerful pair of frontal pincers
    which were located beside the chest sac's. These pincers allowed
    the Malaach to grab and hold its prey. They were extremely well
    armoured.
    
    Tail: The Malaach also had a segmented, armoured tail which ended
    in a poisoned stinger. This stinger carried a powerful acid which
    it could inject into its victims. Females carried their tails
    above their heads, in a similar manner to terran scorpions, while
    the male carried their's curled beneath their abdomen.
    
    SENSORY APPARATUS:
    
    Movement: Hairs attached to the legs at the tibia were connected
    to vibratory sense organs deep within the abdomen. These allowed
    the Malaach to sense movement resulting from air current
    disruption.
    
    Scent: Unlike true arachnids, the Malaach had a pair of sensory
    antennae mounted on their foreheads, which allowed them to
    "taste" for air-borne scents.
    
    Sight: Also mounted on the forehead were two transparent
    membranes which protected three pairs of eyes clustered together.
    Each eye was capable of independant function and, as a result, a
    Malaach could keep track of several objects at the same time. The
    lower pair of eyes supplied bifocal vision, the middle pair gave
    long distance while the upper set sensed deep into the infrared
    spectrum.
    
    Hearing: The Malaach were completely deaf, beyond their ability
    to sense movement caused by sound. This may had been one of the
    chief factors that led to the development of empathic/telepathic
    communication.
    
    STRUCTURE:
    
    External: The Malaach primarily had a structure consisting of
    head, main body and abdomen. This was covered in strong natural
    armour formed from bonded hair. Much of the external structure
    differed both, from sex to sex and, in the latter centuries of
    their existance, from Nest to Nest.
    
    Internal: Unlike anthropods, the Malaach had an internal skeletal
    structure. The external shell was formed primarily as defence.
    They had a honeycombed bone structure which formed round the
    internal organs shielding and cushioning them. The body was
    filled with a foam-like phlegm which prevented internal damage of
    the organs caused by blows. Their size dictated near mammalian
    organs, including a circulatory system and twin hearts, bellow-
    like lungs, a sensitive nervous system and two brains. 
    The hind brain, located at the base of the abdomen, controlled
    movement, the stinger and all involuntary responses. While
    capable of functioning independantly, on a purely instinctive
    level, it was normally controlled by the fore brain located in
    the head. This controlled the deliberate responses of the hind
    brain, the senses, the manipulatory organs and the pincers. It
    should be noted that the male fore brain was up to four times
    larger, and much more developed than the females. Of the four
    sexes, only the Males and Breeders developed true intelligence.
    The females had a empathically linked hive mind instead.
    
    
    The rest of the anatomical detail varied according to sex; See
    Below..
    
    ------------
    REPRODUCTION
    ------------
    
    The Malaach have four sexes.
    
    Females: all Females, including Queens, can reproduce asexually,
    by laying eggs which can only hatch into other females. Females
    lacked the womb needed to reproduce sexually. They were the
    racial warriors and grew to about 3m in length from antennae to
    stinger. The shell consisted of natural armour plating covered in
    small spines. This armour showed a great deal of variation, not
    just between Nests, but between individuals born of the same
    batch. The eye clusters were protected by a bristly eye turret
    mounted at the top of the head, just in front of the antennae.
    They had elongated faces, ending in small mandibles which
    contained a poison sac. To the rear of the abdomen they had a
    small egg sac. Unless controlled, they could lay upto 100 eggs,
    each weighing about 1kg, in a year. 
    Females were non-intelligent though highly instinctive, and would
    always act to preserve the sanctity of the Nest. They shared an
    empathic hive mind with the Queen which almost bordered on the
    telepathic ability of the Males. Females lived for up to a
    hundred years, though due to the races war-like nature, few
    survived to old age.
    
    Female eggs hatched after a 48 (std) day incubation period,
    (though it was possible for them to stay in a form of suspension
    for up to several years before hatching) and spent the first 3
    years as two limbed larvae. The adults left the mindless larvae
    alone and seemed to had no parental instincts towards them. They
    survived outside the Nest living on the castouts. They were
    extremely carnivorous and were even known to attack and eat
    injured Males. After 3 years, and up to 20 moults later, they
    swarmed back to the Nest. There they underwent chrysalis for a
    period of another year. During this time the larvae were
    converted into the Female form and burst forth. Generally, newly
    metamorphosed Females were totally feral until the Queen made
    empathic contact with each one and "impressed" it into her
    service. As soon as they left the chrysalis they were capable of
    producing eggs themselves and frequently did so.
    
    Queens: Queens were the result of live births from another
    Queens' womb. The embryo, as a result of witnessing a psychic
    birthing trauma [PBT]1 while developing, inherited certain active
    hormones which resulted in the Female Nymph metamorphosing into a
    Queen during the pupae stage. 
    Only one Queen could exist in a Nest at any one time, though
    several "Princesses" and "Nymphs" could exist sheltered and
    protected by the Queen. Queens grew to about 5m long and had a
    womb below and to the rear of their egg sac. Only sexually active
    Nymphs (Princesses) were immune to the desire to protect the
    Queen and, were shielded against the Queen's powerful empathic
    transmission which she used to control the Female warriors.
    Indeed, they themselves would try and impress newly developed
    Females to their cause.
    
    Queens were fertilised by both males and the Breeder. Males
    produced fertilised eggs in the Queen's egg sac while Breeders
    produced Male (generally twin) offspring in the Queen's womb.
    Psychic echoes caused by PBT resulted in the involuntary release
    of certain active hormones into the womb which altered the
    embryo's. In the case of twins the PBT frequently resulted in the
    death of the weaker embryo. The altered embryo changed sex to
    Female but, instead of being born as larvae, they remained in the
    womb for a period of 360 days. The Queen then gave birth to a
    miniature Female Malaach known as a nymph. For the first 10 days
    the Nymph was extremely vulnerable as the plate armour hardened.
    The Breeder, in an attempt to preserve future status quo, would
    try to kill off all but one Nymph. The Queen however, would
    attempt to protect them by keeping them close to her at all
    times. At 3 years the Nymph entered a chrysalis stage during
    which time it would shed its stinger, its main defense against
    the Breeder, as well as its armour. It grew in size and developed
    a womb. When it left the chrysalis state the "Princess" was
    capable of using its empathic ability to try and prevent it being
    killed. Within a year it would become sexually active and would
    attempt to steal the Breeder. At this point it would enter into a
    death duel with the existing Queen. If it won, it would kill all
    its sisters and eat their corpses. Queens were capable of
    breeding for 36 years and, like all females, could survive for up
    to 100 years. Most Queens, if not all, were killed by stronger,
    younger offspring. All Queens were capable of carrying a live
    offspring and laying eggs fertilised by the ordinary males at the
    same time.
    
    1) PBT: The Queen's empathic emissions caused psychic overload in
    certain species. The psychic feedback from this overload caused
    the "male" embryo to alter sex through the Queens' involuntary
    release of hormones into the womb. This overload (PBT) was always
    terminal for the other species used. 
    Males: All males were capable of fertilising a Queen but only the
    Breeder could produce live offspring which metamorphosed into
    other Queens and Breeders. Males were generally about 4m long,
    had relatively light armour and had a much smaller, though much
    more flexible, tail which it normally kept curled up. Males were
    born from fertilised eggs after a 230 day gestation period. A
    Queen generally laid a batch of about 10 each time and it is
    believed that they could lay up to 1,000 a year. Each hatchling
    emerged as a miniature male, fully functional, and with their
    intelligence already awakened by mature males in the Nest. Young
    males were protected deep within the Nest and intensively
    educated. They took part in their first Funeral feast (known as
    the Ceremony of Knowledge) at about 2 years old when they were
    fed ancestral RNA. The Malaach RNA was disseminated throughout
    the body at death, penetrating into the muscle tissue. Eating the
    meat of Malaach males meant consuming small quantities of RNA.
    This resulted in the young males suffering a fevered period, of
    up to 5 days while they assimilated the inherited knowledge.
    Thereafter the male was capable of assimilating information,
    through RNA transfer, within hours. A small percentage of males
    proved incapable of partaking of RNA transfers and were killed in
    the hope of breeding this regressive trait out of the Nest. Those
    who survived this period were classed as Hsarh or "Minor
    Intellects". Over the next 4 years the Hsarh grew physically and
    intellectually as they assimilated more and more RNA transfers.
    At age six they were classified and established into a Hhairh or
    "Guild", where they stayed and interfaced until they died. At
    death they joined the ancestral RNA. 
    Males were the only intelligent aspect of the race and
    communicated by a type of telepathy which allowed them to "tight
    beam" their ability. They could choose to "speak" to either
    individuals or entire populations. They generally survived for up
    to 300 years since, they led a pampered life protected by the
    females. They used their psychic abilities to relay simple
    messages to the females.
    
    Breeders: Breeders were live offspring created by the interaction
    of a Queen and an adult Breeder. Each Breeder was born as a live
    offspring in the Queens' womb and had a normal gestation period
    of 250 days. Breeders were born as miniature males, like the
    normal Male off-spring. At about 2 years old, when they undergo
    the Ceremony of Knowledge, they entered a crysalis period which
    lasted for about a year. When they emerged, they had lost their
    stinger and armour and had instead formed a thin skin. Their
    sexual organ had also changed. On the tip of the penis small
    downward facing barbs appeared. These barbs, during penetration,
    caused the Queen to involuntarily retract the opening to the egg
    sac and allowed direct fertilisation of the womb. These offspring
    were always male unless the Queen partook of PBT during the first
    200 days of pregnancy. Breeders were protected until they were
    about 8 years old, at which time, the oldest Breeder offspring
    fought the current Breeder in a duel to the death. This was to
    ensure that the strongest survived to pass on its genes to the
    Nest.
    
    ----------
    BACKGROUND
    ----------
    
    Prehistory: The proto-Malaach began its existance as a small
    carnivore on Hhrassahr about -1,000,000. Its most dangerou s
    enemy was other Nests of proto-Malaach. It was the threat from
    its own cannibalistic species that started the evolutionary
    defence race. It was unlikely that the race would have ever
    developed intelligence were it not for a single specific
    incident, the Hasharli Comet. In -750,000 the comet 's nucleus,
    warmed by close passage to the primary star, caused a violent
    retrovirus to filter down into the Hhrassahr atmosphere. Many
    species died out. Several sub-races of proto-Malaach also went
    down the road to extinction. One species, the Shassahhrhi
    survived, though the virus altered the race. Over the next 500
    years the bad and infertile adaptations died out. The Malaach
    increased in size and grew a powerful armour to protect it
    against radiation. The most unusual adaption was the creation of
    Queens and Breeders. A single Malaach female line developed a
    womb as well as its egg sac. It remained a useless adaptation
    until a female bred with a Male born with altered genitalia. The
    pain of intercourse caused her to close the mouth of the egg sac
    and allowed sperm to reach her womb. The offspring of this was
    the first Queen. She was capable of emitting an empathic
    projection that caused the entire Nest to try and protect her.
    She initially bred only males which were in her partner's genetic
    image - the first Breeders. PBT was discovered purely by
    accident. A Hrhas (a type of large grub) was killed in the
    Queen's presence. This resulted in an empathic fit of pure
    ecstasy for the Queen. She responded by releasing an echo which
    was extremely addictive to the whole Nest. This Psychic Birthing
    Trauma resulted in further Queens. The Nest soon brought more and
    more Hrhas to the Queen so they could feed their empathic
    addiction. When the male parent died and was consumed, the males
    in the Nest discovered themselves suffering a fever. The females
    were uneffected. On awakening, these males discovered that they
    now "remembered" the experiences of the dead male. Several
    Malaachs went mad and killed themselves but enough survived to
    carry on the assimilation gene. Each of these Malaach were able
    to pass on their RNA skills and memories to future generations
    through their corpses. The first true Malaach Nest was
    established. One side effect, was the loss of the normal Malaach
    female to lay fertilised eggs. 
    
    By -600,000 the only Shassahhrhi left were the Malaach. The
    constant assimilation of parental RNA had led to true
    intelligence. This intelligence was increased by the ability to
    eat the memories and skills of dead Malaach. 
    
    The race remained aggressive and the planet was in a constant
    state of war. It was this need for offensive advantages over its
    kin that led to the invention of technology. Each Nest remained
    independant but the knowledge they discovered could be passed on
    merely by the capture and assimilation of any male inhabitant.
    Through the Ceremony of Knowledge their children would
    instinctively learn all the knowledge of the previous generation.
    
    The second racial crisis took place in -500,000 when the Malaach,
    who had no idea of conservation, killed off the last Hrhas. Other
    species were tested, in order to provide PBT, but none proved
    successful. In the end the race was reduced to using Malaach
    males under torture to provide the PBT. However, this was not a
    very successful solution. Males were able to screen themselves so
    only willing volunteers could be used. They had to be young and
    often several were required to create sufficient PBT. To make
    things worse, the Queen frequently aborted. 
    Another solution was needed and fast. In an unprecidented move
    Nest Hsrha hosted a peace conference between all the major Nests.
    After the initial distrust was overcome, all Nests present agreed
    to temporarily work together to find a solution.
    
    Nest Rhhari were experts in genetic adaption and they explored
    that angle, resulting in several variant species in the passing.
    Nest Hsarh were experts in rocket technology and Nest Hsrha in
    chemical warfare. Between them they developed a viable rocket,
    which was capable of reaching orbit. Examination of meteorites
    proved that life almost certainly existed on other planets.
    
    During the next two hundred years technology advanced rapidly
    from chemical rockets to cryogenics and generation ships. The
    first generation ship was dispatched to Tethys. Each ship was, by
    necessity, a full Nest, as no male was willing to depart without
    a Queen. It was this inability to colonise without viable Queens
    that was the main brake on the Malaach's ability to colonise
    Dagudashaag.
    
    During this period, although many of the guilds co-operated with
    each other, the Nests still warred. At least one Nest was
    destroyed by nuclear weapons before the guilds banned that form
    of warfare.
    
    Within fifty years of the first generation ships being
    dispatched, Nest Rshi chanced upon the principle of the jump
    drive. The first ship found itself in Deep space (at 1015).
    Additional jumpships quickly allowed the Malaach to establish a
    deep-space Nest capable of refueling ships. This totally self-
    sufficient Nest was handled by the Hrashr, a minor, relitively
    unaggressive Nest. Ships were sent to Laruu, Tethys and Nox. On
    Tethys they discovered the proto-Hamaran. Samples were
    immediately tested by the shipboard Queen. This proved that the
    Hamaran were capable of supplying the needed PBT. The crisis was
    averted. Later, when the generation ships finally arrived, they
    found that the planets were already colonised by Malaach. Within
    a hundred years jump 2 ships were establishing Nests on most
    planets within the subsector.
    
    Most Nests, aware of the risks of keeping their entire clan in a
    single Nest, or even planet, started sending their Princesses out
    with a segment of the clan to create affiliated Nests on other
    planets. Some stayed close to the parent Nest. Others immediately
    set themselves up as independants. One lesson the Malaach had
    learnt was not to trust a single gene pool for their much needed
    PBT. They sent out scout ships - small Nests - to try and
    discover other sources. At least one ship reached Mimu and
    brought S'mrii to Ambrym/Pact. For the most part, the Nests were
    established in the Ushra and Old Sun's subsectors. The Malaach
    developed functional teleport devices. They used this both as
    means of transportation (of non-living material - the Stepping
    Disks killed live material in transit) and as a weapon. Stepping
    disks were generally set up several metres underground to create
    portals above ground. Anyone stepping through such a portal was
    instantly killed and their corpse transported to the larder where
    their RNA could be extracted. Artificial replication of RNA meant
    that the knowledge of a single individual could be passed on to
    an entire Nest. Banks of RNA were established in case of a racial
    disaster.
    
    They hadn't yet solved the problem of organic transportation when
    the Ancients entered their sphere of existance. This was the
    first truly advanced race the Malaach had discovered. Their
    initial reaction was to sample them for their PBT potential.
    Unfortunately they proved highly acceptable. The initial
    expedition was led by one of the Ancient's Grandchildren. The
    Ancients immediately declared war and, in a period of less than
    seven years, had completely obliterated the race. The final
    solution, after destroying Hhrassahr and several other major
    settlements, was to create a virus that corroded the Queens'
    womb. The Malaach were dead as a race yet Nests kept on fighting
    to the end. Several Nests were never discovered due to the racial
    tendancy towards secrecy and defence. It didn't matter, the virus
    still reached them and killed them off. The Ancients then set up
    base in several of the Malaach Nests, stripping them of whatever
    was useful.
    
    ---------
    HOMEWORLD
    ---------
    
    The Malaach homeworld, Hhrassahr, was in close orbit (0.2 AU)
    around the primary star now known as Undim, a K7 V. The star has
    a mass of 0.54 and a luminosity of 0.5 with only three orbits
    occupied. Undim has a small M4 D companion in orbit 5 which had
    two gas giants in orbit around it. 
    Hhrassahr itself was a small world, 4,411 km in diameter with a
    thin oxygen-nitrogen atmosphere. The gravity was 0.3g with a
    hydrography of 32.5% and a surface temperature of 103oc.
    
    Beyond, was the small gas giant now known as Pela with what was
    then three satellites. The Malaach colonised all of them but only
    on Shsr was a full Nest established. The Ancients vapourised this
    moon so that the ring, now known as Amber, in orbit around Pela
    is all that's left. Beyond that was the gas giant now known as
    Tafri with its eight moons. In orbit five was Taya, the dwarf
    companion, with its two small gas giants. 
    Hhrassahr was an extremely fertile world until the Malaach
    stripped it bare. It orbited Undim every 44.56 Std days and
    completed a rotation every 30.15 hours. 
    
    ------------------
    GOVERNMENT/CULTURE
    ------------------
    
    Hhrassahr was a balkanised world. Each Nest provided for itself
    and was in a constant state of war with every other Nest. Only
    the Grand Guild of Union, which co-ordinated the racial survival
    of the Malaach during the Hrhas crisis, and once more during the
    Final war, could be considered to have been a world government.
    Most Nests were governed by a representative of each guild within
    the Nest. Since each science and academic pursuit was represented
    by their own guild, this council was often made up of 500
    representatives. The Breeder was also present, but only had
    priority in matters relating to the welfare of the Queen. Only
    males were represented of course. This council was slow to act
    so, in matters military, total control was handed over to the
    Guild of Honour, usually represented by the oldest Breeder
    Prince. In practice, each guild made decisions for themselves and
    only came to the Nest Council when a matter was too large for a
    single guild to decide, or where the future of the Nest was
    concerned.
    
    Each Malaach male had the chance to rise to the top of their
    guild. At six years old each male was tested and assigned to the
    Hhairh or Guild that they were best suited to. Although
    technically a male could refuse, to do so meant utter exile. A
    fate beyond comprehension to the gregarious Malaach. Upon
    entering a Hhairh each male was assigned a teacher. This teacher
    had total control over them, even down to the matter of life and
    death. A Malaach could only "graduate" once they proved their
    superiority over their teacher; whether by intellect or
    assasination. The outcome was the same. Each male amassed
    prestige by the number of "students" they had under them. Once a
    male won free, he was able to subdue students of his own. Only by
    having, and successfully subduing, more students that the current
    guild leader (or by assasination as before) could a male rise to
    the top. Only the Breeder was exempt from this. His duty was the
    preservation of the Nest through creating more Queens and Breeder
    Princes.
    
    Each Nest was designed differently, but most followed a similar
    pattern. They were generally built underground. Most consisted of
    many low tunnels interconnecting with the female nursery areas.
    Deep below, in perpetual darkness was the Queen's dome. This was
    a large cavern at the heart of the Nest site where the Queen
    resided throughout her life. Her eggs were raised in the chambers
    either side and, in the level above, were the male Guild
    chambers. On the surface was the agricultural fields tended by
    the females, with male overseers, and the industrial zones which,
    by tradition were established a distance away from the main
    Nests. In the later part of their history, just as some Nests
    bred special variations into their race so some Nests became
    individualised in design. The high, termite-like mountain, known
    as Joker's Tower on Nox was one such, as is the now collapsed
    spiral caverns on Folly. Each Nest had their own starport and
    system defences. After the final war, most bases were simply
    collapsed by implosion. Only the special construction of the
    Joker's tower resulted in it being left standing as a silent
    memorial to a race now utterly forgotten.
    
    ------------------------
    LANGUAGE & COMMUNICATION
    ------------------------
    
    The Malaach were utterly deaf beyond the ability to sense
    movement caused by sound. The males were able to communicate
    between themselves by telepathy. The females were near mindless
    creatures that were connected by the ability to feel projected
    emotions. Each female, when it came of age, was "impressed" by
    the Queen. This was not a conscious ability, but merely the need
    to feel secure. The Queen radiated raw emotional energy which the
    female desired. In order to maintain this link it would do
    anything. This was the basis of the female hive mind. The females
    protected the Queen (and through her, the males). While the Queen
    made sure they also participated in her emotive feasts. 
    The Males did develop a written language though it was rarely
    used. Knowledge was passed on, from generation to generation, by
    RNA transfer. New concepts could be expounded by telepathy. The
    written word was used mostly for cerimonial or memorial purposes.
    
    -----------------
    THE MALAACH TODAY
    -----------------
    
    The Malaach established Nests throughout many subsectors but only
    a few have been discovered. The Malaach Nest/Ancient bases on
    Besayes and Ambrym in the Medurma system (which was discovered by
    Dr. Rothery), the Joker's Tower on Nox, a Nest on Ushra which is
    currently under investigation by the Navy, a Nest on Kaurga which
    is being investigated by KaurCorp. and the spiral caverns on
    Folly. Few believe that these Nests were created by a single
    race. Many remain undiscovered including the remnants of the
    Malaach homeworld, the Undim belt. Many bases were collapsed or
    utterly destroyed but there are at least two undisturbed Nests
    that still exist in the Ushra subsector, on Argiluu and Cimmeria.
    
    Strange as it may seem, the Malaach still exist today. The Noxian
    Spider is actually descended from a dwarf race of Malaach which
    survived through the female line only. Centuries of adaption to
    an alien environment has resulted in the changes to the physical
    appearance but it still retains the possibility of a genetic
    throwback to Queens though there are no males left living to
    recreate the Malaach race.
    
    -------------- 
    SCENARIO PLOTS
    --------------
    
    While it is not recommended that the Malaach be resurrected as a
    full race there are several possible adventure plots available.
    
    1. Aliens. The PC's find a Malaach base either in deep space or
    on one of the planets mentioned later. By entering the base they
    activate the life support and accidently release either adult
    females or hatching eggs cryogenically preserved. These are not
    intelligent and should be played as mindless monsters. For added
    horror allow one of the frozen adults to be a Queen with her
    ability to kill by psychic means. A male may also be used but
    remember to play him as an intelligent yet vicious killer. Under
    no circumstances should a viable Malaach Nest be allowed to
    survive undamaged by the Ancient's plague. 
    
    2. ARTIFACTS. The PC's find functional Malaach artifacts or
    manage to activate one of the Malaach defences. The Teleporting
    Stepping disks or a organically grown Tech 18 starship are
    obvious possibilities.
    
    3. DOCUMENTS. The PC's discover a Malaach base and find one of
    their recording tablets. Through decyphering this, and through
    mummified remains, the PC's discover that the S'mrii or Hamaran
    may have been artificially enhanced by the Malaach as part of
    their scheme to breed better sources for PBT. This may seem to be
    verified by the fact that both races have ancient stories of a
    "demonic" race which resembled scorpions. Regardless, there
    really is no proof that the Malaach actually enhanced these two
    races. It would however, explain the Hamaran's unconcious fear of
    displaying psychic ability.
    
    


    Scanians

    SCANIANS REVISITED
    ------------------
    
    Akiva
    
    0935 A98A869-D  N Ri Wa    105 Im A2 V G8 D
    
    Home world of The Scanian Culture and the Aquan adaptation.
    Famous for the Scanian ability to read body language and Scanian
    culinary arts. Akiva is a water world renowned for its fierce
    beauty. The planet suffered a great deal of persecution during
    the Psionic repressions due to its open teaching of psionic
    abilities and its political ties to the Zhodani. The psionic
    teachings were completely eradicated from the Scanian culture and
    in 1021 were welcomed back into the Imperium.
    
    Scanian
    
    Scanians claim to be genetically engineered from Solomani stock
    by an unknown company between -1,953 and -1,793. They are
    perfectly adapted for water worlds and/or high gravity planets.
    Their eyes are protected by a polarised membrane which gives
    Scanians the appearance of an overall white eye apparently devoid
    of iris or pupil. Membranes in the ears and nose prevent drowning
    or pressure problems. Bones have been altered and muscle
    structure increased to cope with high gravity. The Scanian
    adaptation is also the ancestor of the Aquan which developed from
    Scanian stock. Today the term Scanian also refers to those who
    follow the teachings of the Prophet Benjamin Ra'Scania regardless
    of race. The teachings of Scania are supposed to teach its
    followers never to lie or cheat and to give them the ability to
    read the truth in others.
    
    Aquan
    
    Aquans are Akivan descendants that have been fully adapted for
    amphibious living in oxygen-bearing oceans. They are descended
    from an early geneering experiment carried out before -1,793 and
    are considered by many almost a separate race. The Aquan is able
    to breath on the surface as well as under water but the adaptions
    resulted in a loss of speech. To compensate the Aquans have
    evolved a complex sign language.
    
    WHO ARE THE SCANIANS?
    
    These notes are drawn from a lecture given by Professor Surthi
    Mataria at the University of Medurma in 1005.
    
    "...The Terrans of that time had great medical abilities, and
    without their extensive knowledge we would not be nearly as
    advanced in the field of Human medicine as we are today. Terran
    interests were wide ranging, covering such topics as psychology,
    disease and ageing. The results of that work are well known: who
    has not heard of Anagathics? But the Terrans also conducted
    research into a darker area, genetics.
    
    They achieved marvellous things with genetics. Deformities could
    be corrected, some hereditory diseases were eliminated, and new
    limbs and organs could be grown. But it also created dangerous
    possibilities. Geneering could be used to create 'Supermen', and
    much later the Ushran's demonstrated the flaws and dangers of
    such a course.
    
    This leads us to the Scanians and the Aquans. For years they have
    presented a mystery to Imperial Genetobiologists. Most evidence
    points to their being geneered from ordinary Humans by the
    Terrans, but if this is the case it raises some major questions.
    
    The main problem is that the supposed Terran achievements cannot
    be fully reproduced today. The Second Imperium achieved an
    overall TL of twelve, but was as advanced as TL fourteen in areas
    such as medicine. No other bioengineering project carried out
    during the Rule of Man ever had results comparable to their
    successes on Akiva. True, study of Scanian genetics coupled with
    certain fragmentary records did help in the successful geneering
    of the Jonkeereen in less than five centuries but there is no
    conclusive proof that the original alterations were carried out
    by an unknown Solomani company.
    
    Genesis, the site of the original Terran base, was discovered by
    the visionary Benjamin R'Scania. All that he found has been
    carefully preserved. The records contain huge amounts of
    technical information as well as a history of Akiva's settlement,
    but nowhere does it detail how those first Humans were modified.
    Akiva itself hasn't helped in the quest for truth. The high salt
    content and humidity is not conducive to the preservation of
    fossil material. We cannot tell what lived there before the the
    establishment of Genesis. Even the so-called mutated sub-species
    that apparently existed at that time are pure conjecture - no
    remains have survived.
    
    Is it possible that Terran geneers achieved all this? Many
    generations of scientists must have conducted the experiments,
    even using such things as artificial wombs and growth drugs on
    the specimens. It becomes even more remarkable when we believe
    that there were many other types of modificatied Humans on Akiva,
    although they apparently died out during the Long Night.
    
    My colleagues argue that such changes were not possible, and
    based on my own research it has to be admitted that this seems
    true. Some point out the similarities between the Scanians and
    the Ziadd (a Minor Human Race located in Zeda subsector), while
    there are noticeable parallels between the Aquans and other MHRs.
    
    The conclusion I must draw is that the Scanians and Aquans were
    NOT created from unmodified Human stock. They seem to be the
    result of selective breeding using genetic material from MHRs as
    well as ordinary Humans. Those MHRs had already been modified by
    the Ancients, and using them as a basis the Terrans produced a
    number of totally new Humans, including the Scanians and Aquans
    familiar to us today..."
    
    A reply by Rabbani Yosua Khaldun, Yarhei Kel'a lecture, Gamala
    University 1013
    
    "Despite the many and frequent hysterical claims of Solomani
    Party spokespeople over the years, the Sanhedra Ben Hakhamim
    stand by their original claim as to the origin of the Akivan
    races. Scanians were created by man, not by the Ancients.
    
    All logical evidence points towards the Scanians being
    genetically engineered by an unknown Solomani company; why else
    would the Company have gone to such lengths to hide their
    corporate identity? Why journey to Akiva to establish a secret
    base? Unless they knew that they were about to experiment in
    medical travesties unparalleled since 1945 (Terran Calendar)?
    They knew that their work would result in mutations and deaths.
    They knew that if they were discovered that society would have
    branded them as the mass murderers they were. Yet, what a prize.
    To experiment without limitations on man. By testing to racial
    destruction they could learn a great deal about the species. They
    had no-one limiting how far they could go. Judging by the records
    that survived they had no conscience.
    
    Almost by accident they hit upon two viable races - The Scanians
    and Aquans. Then they fled in haste, abandoning their secret base
    almost over night. They apparently only removed such
     equipment as could possibly be used as evidence against them.
    Why? All other bases abandoned because of the onslaught of the
    Long Night were stripped bare. Not Genesis. Did they flee because
    there was the risk of discovery? Did they hope that the planet
    would destroy their experiments or perhaps, as one fragmentary
    record hints at, they themselves tried to destroy the races but
    fled before they had the chance to confirm the success of their
    viral "final solution"?
    
    True, we cannot prove our claim by anthropological means but, by
    the same token, nor can we be disproved... We make our claim
    based on the evidence of our eyes and the records left by an
    unknown Solomani Company long ago. Others may wish to deny it for
    political reasons but that does not make it any less true..."
    
    It should be remembered that the above views are theories: nobody
    is absolutely sure of the true origins of either the Scanians or
    the Aquans. The following article assumes the Scanian view but
    most scholars maintain an open view regarding the racial origins.
    
    SCANIAN PHYSIOLOGY
    
    Scanians claim to have been genetically engineered by an unknown
    Solomani Geneering Company from normal human stock in order to
    allow colonisation of high gravity, water worlds. A Scanian male
    will average 1.8m in height and weights approximately 80
    kilograms. A Female averages about 1.6m and 68 kilograms.
    Height-to-weight ratio for males is 45 kg per metre thereby
    increasing muscular capacity. The Solomani geneers decided to use
    a planet in the Dagudashaag sector [0935], which they called
    Gaea, for their experimentation. To endure the intense cold, high
    gravity and effects of the sea they altered the colonists genes
    to create the following mutations:
    
    Polarised membrane covering the entire cornea of the eye to
    protect against sun, wind, dust and spray. This gives Scanians
    an overall white eye apparently devoid of iris or pupil which
    darkens to a light grey colour under intense light. Most
    unadapted humans feel that this gives the Scanian an inscrutable
    expression. The membrane increases near sight but at the cost of
    decreased long sight.
    
    Elongated eyelashes to protect the membrane from flying dust or
    salt particles.
    
    A pressure-sensitive membrane within the inner ear to protect
    the ear drum. This membrane is thin enough not to affect sound
    but hardens under pressure to form a shield. This obviously means
    that at great pressure the Scanian is rendered almost totally
    deaf but retains normal balance. This also results in total
    immunity to motion sickness.
    
    Membrane-like filters within the nasal passages allows free flow
    of gases but prevents flooding by fluids.
    
    Secondary layer of subcutaneous fat under the skin to increase
    resistance against the cold and to increase frontal buoyancy.
    This means that Scanian males float face up like females rather
    than face down.
    
    Controllable melanin pigment under the skin allows the Scanian
    body to adapt to increased ultra-violet radiation. A Scanian's
    tan will darken or fade within 24 hours dependent on the amount
    of sunlight to which the body is subjected.
    
    Skin excretion of a water-proof oil which completely covers the
    skin to the depth of 1 micron. This enables the Scanian to remain
    absolutely dry even when swimming.
    
    Increased circulatory system to maintain blood flow under higher
    gravity.
    
    Bones altered so that they are composed of an internal
    honey-combed structure to increase weight-bearing capacity
    without increased weight.
    
    Increased muscle structure to enable Scanians to cope with higher
    gravity without hindering work ability.
    
    Small breasts in females to prevent excessive drag due to
    increased gravity and to better streamline the figure.
    
    APPEARANCE
    
    Scanian tend towards apparently fragile features, long eyelashes,
    white to grey featureless eyes, a crop of white course hair on
    the head and a lack of body hair on the rest of the physique. The
    Scanian male is tall, usually olive skinned, well muscled with an
    ease of movement that belays the high gravities of the worlds
    they usually frequent. Females are generally tall, long white
    hair, full lips with a deceptive slimness.
    
    AQUAN PHYSIOLOGY
    
    Aquans are Scanians that have been fully adapted for amphibious
    living in oxygen-bearing oceans. They are descended from one of
    the early geneering experiments and are considered by many almost
    a separate race from the Scanians.
    
    The further alterations carried out by the geneers consists of:
    
    Valve placed deep in the trachea which is formed from 3 leaf-like
    cusps of a thin but fibrous tissue which can be voluntarily
    closed by reflex action to prevent flooding of the lungs.
    
    At the rear of the throat near the Oropharynx is a gill. This
    extracts oxygen from the water entering the mouth by using the
    genetically strengthened muscles of the oropharynx to force water
    through the gill.
    
    The extracted oxygen is passed to specialised alveoli in the
    chest cavity while the excess carbon dioxide is used to expel the
    de-oxygenated water through the Aquan's blow hole at the rear of
    the neck.
    
    A major disadvantage of this adaption was the total loss of
    speech. To compensate the Aquans have evolved a complex sign
    language which they use in the place of a spoken one as a result.
    
    In addition Aquans have an extremely streamlined body structure
    with retractable genitalia in the males. The fingers and toes
    have elongated and a thin fibrous webbing was formed between the
    digits to increase swimming ability.
    
    Aquans have been known to have reached depths of 1 kilometre
    without ill effects.
    
    When on the surface the Aquan's gill closes and the trachea valve
    opens to allow air to enter the lungs. The Aquans, while
    extremely graceful in the water are rendered relatively clumsy,
    as a result of the limb alterations, on land.
    
    APPEARANCE
    
    Aquans are similar in appearance to surface-dwelling Scanians
    apart from the obvious physical differences; the blow hole at the
    rear of the neck and the elongated and webbed fingers and toes.
    To prevent blockage of the blow hole while swimming all Aquans,
    male and female, wear their hair either short, tied up or in a
    mohawk crest. They are also less modest than Scanians,
    frequently only wearing sufficient clothes to cover the genitalia
    slits.
    
    REPRODUCTION
    
    The genetic adaptions recorded above were permanently grafted
    into the Scanian male's DNA. While inter-breeding between
    unadapted humans and Scanians or Aquans is possible,
    Scanian/Aquan off-spring will only be born if the male partner is
    a Scanian or Aquan. Although the alterations are relatively
    stable in Scanian pairings there is a 1 in a million chance of a
    throwback to unaltered human and a 1 in 500,000 chance of a
    sport. Sports generally carry partial adaptions and are usually
    sterile.
    
    These odds increase to 1 in 100 chance of a throwback with a
    Scanian or Aquan male/unadapted female pairing. Scanian females
    have a gestation period of only seven months in comparison to the
    normal 9 month period. As a result there is a possibility that an
    unadapted male/Scanian female pairing will result in a
    miscarriage since such off-spring are always unadapted. While
    pairings between Scanians and unadapted humans do occur, it is
    extremely rare for pairings between Aquans and surface dwellers,
    even Scanians. This is believed to be because Aquans find
    air-breathers movement in the water extremely clumsy and
    ungraceful. That, coupled with the strong possibility of  such a
    pairing resulting in unadapted or sport offspring makes such a
    relationship unlikely.
    
    PSYCHOLOGY
    
    Scanians believe that they were originally intended to be
    dispersed throughout the Imperium. As such, they claim as many
    volunteers as were willing for their offspring to be born with
    such alterations, were gathered from any healthy, suitable
    source. Any binding culture was probably non-existent at first.
    
    Then they believe the Long Night threatened or perhaps the
    project's funding was withdrawn. Although supplies and equipment
    were left behind, the lack of outside contact and the severe
    planetary conditions took its toll. Several segments of the
    colonists, in particular the more exotic or specialised
    adaptions, completely died out in the intermediate period of
    isolation. The Scanians would have probably remained as little
    more than warring tribes on the road to extinction were it not
    for the actions of the first Scanian prophet, Benjamin Scania.
    The remaining people were bound together as one people by his
    teachings.
    
    He taught the vital importance of tradition and the power of
    knowledge. From his teaching (known as the Path) the Scanians
    learned to work together as a people. To learn from the past to
    prepare for the future and to work towards the perfection of the
    Scanian ideal.
    
    Over the centuries his teachings have created an almost unique
    culture. The physical adaptions and the emphasis placed on
    logical deduction has resulted in a strong sense-oriented
    realism. They believe work must be carried out to the best of a
    person's ability and that good workmanship is a source of
    pleasure. This desire to give of their best may also be
    responsible for the almost total lack of dishonesty exhibited by
    this culture. They can be devious but not untruthful. This work
    ethic is even to be found in the Scanian recreation. Most spend
    their spare time as part of voluntary study groups examining and
    cross-examining various matters. The subject isn't important.
    That the conclusion reached is both original and/or logical is.
    Free expression is encouraged and nurtured among the children.
    The main Scanian holiday period is an extension of that - the
    Yarhei Kel'a (see below).
    
    There is very little sexual or class discrimination except in
    several small, variant sects to be found in Scanian communities.
    Males and females fight in the military together, can enter the
    Sanhedri or even become a member of the Twin Pillars. At present
    the position of Nasii is held by an Aquan female, Melissa
    Sa-Badasas. The distribution of wealth is fairly evenly spread
    with less than 1% classed as rich and only 2% considered poor.
    These are relative terms. The poor of Akiva would be classed as
    moderately well off on most other planets. Lack of wealth is not
    considered an obstacle to rising in Scanian society since
    intellect not money decides one's status.
    
    Scanians have strong privacy customs yet they rarely abuse them.
    The Scanians have a social distance of 2 metres in comparison to
    the Imperial average of 1. Aquans usually expect a minimum of 3
    metres and Rabbani learn to cope with 1.5 metres. In addition
    Scanians are generally very modest and will generally wear
    clothes concealing most of the body. This varies though. Aquans
    will usually restrict clothing in their own colonies to
    sufficient to cover the genitals while Rabbani and merchantile
    Nehutei wear long robes with hoods that conceal their entire
    bodies. Despite this there are no modesty taboo's to be found
    within any mainstream Scanian settlement.
    
    Scanians have a strong belief in the value of sentient life and
    although believe that war may be necessary to protect their
    cultural existence all other killing, including execution for
    murder, is wrong. Scanians have a strong conservation outlook
    and, although not vegetarians by any means, will do everything
    they can to protect natural wildlife. It is believed that the
    blatant disregard for the local environment by Imperial mining
    consortium's was as much to blame for the second Scanian riots as
    the cruelty of Shaida Gakushuu.
    
    Scanian's strong work ethic reflects in their punctuality in
    meeting schedules but visitor's can be dismayed to discover this
    does not carry over into any other aspect of Scanian life. A
    Rabbani may turn up several hours late and a study group may work
    far into the night if they are discussing an involved concept.
    
    TRADITION
    
    Like the Vilani, the Scanians believe that tradition is the
    solid foundation upon which a stable society is built. Unlike the
    Vilani, Scanians believe in exploring the very limits of their
    imagination and talents. There is no aristocracy as such. Instead
    scholars, regardless of background, are revered and honoured.
    They study the past, but only so that they may better prepare for
    the future. Scanian scholars (Rab'an) may spend centuries
    dissecting and cross examining the most absurd of concepts, in
    the belief that should such a concept become reality the Scanian
    people will be prepared to cope with the consequences of its
    existence without delay. Scanians view it thus;
    
    The matter has already been discussed and the true path chosen.
    Why hesitate?
    
    The present, in the Scanian mind, is the time for action and
    preparation for tomorrow. This philosophy was clearly verified by
    the Psionic suppressions. Although the decisions reached may not
    always be the most racially beneficial in hind sight, the Scanian
    are always ready, and prepared, to react to any situation.
    
    To help with the cross-examination of decisions, all Scanian are
    expected to spend a period of 30 days every year (known as Yarhei
    Kel'a or "Time of testing") at a Scanian centre of Knowledge
    evaluating and cross-examining the thoughts of the local Rab'ani.
    This concept of cross-examination is known as Ve'lma Iphka which
    translates as "Perhaps the opposite holds true.."
    
    Probably the best known trait of the Scanian, as far as Imperial
    society is concerned, is the Ve'dtok or "Path of true seeing".
    Each Scanian is trained to constantly examine their surroundings
    so they can read the "truth" in all circumstances. Scanians have
    an exceptional capacity for logical deduction. This, coupled with
    their intense observational abilities (the magnifying abilities
    of the Scanian cornea membrane makes even the slightest movement
    noticeable) and knowledge of human and in some cases, alien body
    language, has given them the almost uncanny ability to read
    people like a book.
    
    There is an old smuggler's saying in Dagudashaag which states
    "There is only two things to fear in "The Business", an
    Anpanaarian judge or a Scanian customs officer".
    
    HISTORY
    
    The system was first surveyed by Vilani scouts in -4,000 but was
    left uncolonized until -2,053 when Solomani's attempted to set up
    a supply base on the surface. This proved unviable due to the
    excessive gravity and hostile environment and the base was moved
    to Abbayi in -1,994. Gaea (Akiva) was later colonized in -1,953
    by a Solomani company dealing in genetic engineering. Several
    different approaches were apparently tried but only two have
    survived through to this day; Scanians and Aquans. These
    adaptions were carried out on the DNA of frozen embryo's and once
    that adaption proved stable the geneers altered that breed of DNA
    even further. The original base was sited at what is now known as
    Genesis, deep within the rock face.
    
    Whether any attempts were made to transport adapted humans to
    other sites is unknown. What is known is that in -1,793 the
    company left Gaea never to return. Behind them they left
    centuries of adapted people who did not wish to return to Sol.
    The company left behind a great deal of supplies, data tapes and
    equipment, possibly intending to return for them at a later date.
    Whatever the reason, they never returned and most of the
    equipment remained hidden within their underground base. Over the
    next two centuries, the various races of Gaea fell back to tech 2
    and stabilised.
    
    Most of the more exotic adaptions died off or were killed by
    roaming bands of pirates who terrorised the various small
    communities. During this time the Aquans remained deep beneath
    the sea. A stable tech 1 society who completely avoided the more
    violent surface-dwellers. Over the years they became little more
    than a myth to the surface-dwellers. In -895 the various tribes
    were on a steep path to total extinction. There was no
    co-operation between the various tribes and everyone's hand was
    against everyone else's. It was in this year that Benjamin
    Ra'Scania was born. Legend has it that he was almost drowned
    as a child because of his small stature. Little is known of him
    prior to -862 when he stumbled upon the Geneer's supply base on
    Genesis. Others of his age would have wrecked the place looking
    for loot. Scania was of a totally different nature. He gathered
    together the data tapes and over the next few months figured out
    how to make them work. He was fascinated by all the knowledge
    even although he didn't, at that time, understand it.
    
    Over the next two years Scania gathered together supplies and
    gradually made Genesis a fit place to live. Then he withdrew to
    his data tapes and books. It was 22 years before he saw another
    human being. He immersed himself in the knowledge, learning how
    the technology worked, learning the history of his people for the
    first time. In -838 Scania reappeared. He taught the benefits of
    knowledge and learning at various local population centres but
    was invariably chased away. Despite this, over the next two
    years, he gathered together a small nucleus of disciples who he
    trained at Genesis.
    
    They were trained to study, to use the knowledge of the past to
    understand the future. It was in -831 that he made his first
    move. His disciples, armed with grav-belts and lasers, kidnapped
    the eldest son of each tribal leader and brought them to Genesis
    in secret. There they were brainwashed into learning. Next Scania
    informed the various tribal leaders that their sons were alive
    and that if they attended a meeting at Skal point they would be
    returned alive. The leaders came to do battle, proud and defiant.
    They left shattered men. The display of rebuilt technology
    cowered them into submission. They expected Scania to enslave
    them. Instead he asked only that each of their children be sent
    to Genesis for a period of three years at the end of which they
    would be returned. Slowly Gaean society was altered from within.
    As well as raising the technology he taught principles of
    civilisation. According to legend Scania is supposed to have
    lived until -698 . Before he died he called together his
    disciples, his sons of knowledge (Ba-Rab'i), and formed the first
    council of knowledge (Sanhedra). Rather than have his mortal
    remains become a religious symbol he ordered that his body be
    disposed of at sea without ceremony.
    
    It took a further 500 years before Gaea was fully united as a
    people. At the first united council held in -187 a holo-recording
    of Scania was played. In this recording, made in -837 , Scania
    expounded his doctrines and stated that the planet was to be
    renamed to record forever in the minds of the people this
    momentous occasion. To everyone's surprise he stated that under
    no circumstances was any planet or city to be named after him.
    Instead he suggested the name "Akiva" (the Spirit of
    Co-operation).
    
    Centres of learning were set up and the people, now a single
    racial type, studied the Path of Scania. In -79 the Sanhedra Ben
    Hakhamim hypothesised the existence of the Aquan race. In -54
    they (correctly) predicted the location of their ocean
    settlements. In -53 Scanians ventured down to the Aquan
    settlement of Atlantis and made peaceful contact with their
    cousins. By -42 Aquans were represented on the Sanhedra Ben
    Hakhamim and in -11 Sameil Dachaaus, an Aquan representative on
    the Sanhedra was elected the first Aquan Nasii (twin ruler) and
    the Path of Scania was studied by every living sentient on the
    planet. Not blindly, learning by rote, but questioning and
    probing the very depths of available knowledge. It was in this
    period that R. Hasseim succeeded in proving the existence of
    psionic ability and testing, and consequently training, began in
    earnest.
    
    Contact with other sentient races had begun in -306 with passing
    Aslani traders. Scanians travelled with Aslani ships throughout
    the sector and ship's were purchased which were systematically
    dissected to better understand the principles. In -305 Akiva was
    "visited" by representatives of the Aakhri Empire based at Argi.
    THe Empire was a vilani settlement that had taken to enslaving
    the other local races which had been reduced to pre-space flight
    during the Long Night. An initial attempt to enslave various
    Scanian clans on Akiva failed. In part this was due to the
    intense gravity and extreme weather conditions, in part due to
    the difficulty in enslaving or controlling a sea-going community
    but mostly it was the Scanian mentality which refused to be
    enslaved. In - 286 The Aakhri gave up its futile attempts to
    enslave the Scanians and settled for a treaty allowing them to
    build a military base in the system sited on Ha-Nasi. When the
    Empire fell in 40 under the weight of its own caste-ridden
    structure the base reverted to the Scanian people.
    
    By 71 the Scanians had risen rapidly to tech level A and had a
    small fleet of jump-2 ship's. The first contact by the newly
    formed Third Imperium thought initially that they had found
    another major race until the Scanian council explained. To begin
    with the Scanians rejected offers of membership in the Imperium
    but decided to accept membership in 75 when it became plain that
    the Imperium was willing to move in force on non-aligned worlds.
    Thus Akiva escaped the worst of the Vilani Pacification Campaign
    and was able to begin seeding colonies of Scanians throughout the
    Sector. In most cases, the Scanians were willing to share their
    settlements with others and only in cases such as Gateway/Argi
    (1331) where the environment was suitable for Scanian occupation
    but hostile to unadapted races were full colonies created.
    
    In 235 Scanians discovered several major breakthrough's in
    psionic testing and training and this knowledge was exported
    throughout the Core. Scanian psionic teachers were to be found in
    almost every major psionic institute in civilised space. The
    Study supported psionic training extremely well. In 480 Zhodani
    diplomats were invited to Akiva to expound on their psionic
    training. This cemented a strong bond with the Zhodani consulate
    which continued right up to the Crisis of 799 . In 659 a newly
    elected Rabban named Halc Shagraa suggested the possibility of a
    psionic suppression by the Imperium. Although it was considered a
    very slight possibility at that time, it led to the seeding of
    major aspects of Scanian culture to the Scanian colonies.
    
    The system of Nehutei (Messenger/Traders) was established so that
    each centre would be able to retain free lines of communication
    and to prevent any of the various colonies from falling away from
    the Study and Path due to ignorance. In 787 it became clear to
    the Sanhedra that R. Shagraa's hypothesis was about to become
    reality. Rather than abandon the psionic teachings that had
    become so much a part of the Scanian way they elected to fight.
    The scattering of Scanian settlements were accelerated and all
    such settlements were instructed to put aside psionic training so
    that they would not become targets of repression. Links with the
    Zhodani Consulate were strengthened. Although they were prepared
    for war they did not expect the Imperium to strike so hard. The
    Imperium on the other hand was  determined to decimate the
    Scanian Institute. In 800 Imperial forces took Akiva and
    successfully held it for 28 days but the combined problems of
    high gravity and the Sanheichiir (Scanian psionic commando's)
    attacks forced the troops to return to a high orbit siege. Even
    there the Imperial fleet were not safe from attack. True, no ship
    could leave port safely and the Scanian planetary defenses  were
    limited but shuttles full of Sanheichiir were teleporting onboard
    the battle cruisers and had successfully taken six out of
    commission. Eventually, on instructions from Capital the fleet
    settled in for a total siege. This lasted for 22 years until the
    Scanian forces were sufficiently weak to be no longer able to
    prevent another invasion. Akiva was totally decimated. Troops
    killed thousands of known psionic's over the next six month
    period.
    
    A holo-video of the Empress Paula II was placed in the Shrine of
    Creation at Genesis against the cultural belief's of the people.
    This led to the first riots in 824 in which the Governor Riium
    was assassinated. The Imperium replied by promoting Riium's aide
    to Governor and granting him a free hand. Governor Shaida
    Gakushuu, known in Scanian history as "The Butcher" celebrated
    his new fortune by burning the University city of Gamala to the
    ground with all inhabitants inside. 4 million people were
    believed killed. Next he authorised the slaughter of every Rabban
    and their family on planet. Over the next 6 months it is believed
    that a further 12.5 million people died as a result of his acts.
    Other Imperial's were sickened by his cruelty and by his sadistic
    banquets of death. Report after report were sent to Capital but
    they were apparently ignored for 15 months.
    
    Instead Imperial mining interests entered the system and began to
    use Scanian slave labour to strip-mine Akiva. On 132-825 The
    Butcher was assassinated by Sanheichiir as he took part in
    another of his infamous banquets. His body was internally
    exploded by several top telekenetics who had survived the earlier
    persecutions. This was the signal to start the rebellion. The
    Imperial's fled from the naked terror of a race gutted by torture
    and injustice. Once more the Imperial's retreated to their Naval
    base on Ha-Nasi and awaited orders.
    
    On 305-826 a meeting was held at Rehin port on Rachel between the
    Sanhedra Ben Hakhamim and the Imperial forces. Due to the direct
    intervention of the Sector Duke, Davin Viisarikaa a compromise
    was agreed.
    
    This agreement placed the Akiva system under martial law and
    restricted traffic entering or leaving the system to Imperial
    ships and Imperial citizens. Akiva was posted as a red zone but
    it placed Akiva, Yosua and Rachel back into Scanian hands. The
    agreement stated further that the practice of psionics must cease
    immediately and a Governor would be based at Genesis to oversee
    the Scanian government. It was a "marriage of convenience". Both
    sides knew it and agreed to it.
    
    Imperial interests were allowed to return to Akiva but only on
    the understanding that a fair price would be paid to the
    Scanians and that a more ecologically sound method of extraction
    would be used. Akiva was apparently fully isolated.
    
    In 854 Ba'ko-ba started experiencing extreme solar activity which
    completely messed up sensors trying to track ship activity but
    ground forces on Akiva claimed nothing unusual was occurring. In
    reality the Scanians were using the cyclic flare activity to
    cover the coming and going of a secret merchant fleet which was
    trading Scanian minerals for technology. At the same time,
    Nehutei were using the situation to keep information flowing
    throughout the Scanian colonies. How the Scanians managed to
    amass such a large merchant fleet and how they managed to keep it
    completely secret from Imperial forces for over a hundred years
    is unknown. what is known is that Twin Lines, using unadapted
    Scanians, successfully negotiated several supply contracts,
    including the supply contract to and from Akiva.
    
    On Akiva the Scanians successfully turned from psionics, totally
    eradicating it from the Path and Study. In 1021 Akiva
    successfully negotiated for readmission into the Imperium. This
    attempt was successful mainly because of Duke Viisarikaa's
    tireless efforts petitioning the Moot on their behalf. It is said
    that the Scanians never forget a debt, their loyalty has been to
    the Viisarikaa family ever since. Akiva still retained an
    Imperial Governor and the Naval base at Ha-Nasi would remain but
    Akiva could freely trade with the outside world. At the
    Liberation ceremony it was revealed that Twin Lines were Scanian
    owned. The new Governor is believed to have immediately asked for
    the seclusion policy to be re-instated. Akiva successfully
    maintained its independence. At the time of the Second Survey
    Akiva was given the UPP A98A859-D but as a silent protest the
    Sanhedra Ben Hakhamim demanded, and got, the Government code
    changed to 6 - A captive government. In 1115 representatives
    petitioned Emperor Stephon for full rights. After examining the
    facts, this was agreed and a ten year withdrawal period was
    agreed to allow Imperial forces and mining interests to leave.
    This was acceptable to the Scanian people and power was slowly
    handed back to the planet.
    
    After the Emperor's assassination, the Scanians were among the
    first of the planets to back Karyn's stand.
    
    HOMEWORLD
    
    AKIVA 0935 A98A869-D N Ri Wa 1105 Im A2 V G8 D
    
    Primary: Binary. Major- Kokhba, spectral class A2 V, mass 2.76,
    luminosity 2.648. Companion (close)- Ba'ko-ba, spectral class G8
    D, mass 0.63, luminosity 0.09.
    
    Akiva: Mean orbital radius 10 AU. Period 17.17 Std Years/6,273.2
    Std Days. Diameter 13,984 Km. Mass 2.278 terra. Heavy core,
    density 1.60. Mean surface gravity 1.79g. Rotation period 33h 23m
    18s. Axial inclination 53o 12' 25". Energy absorption 0.619.
    
    Satellites: Two. Yosua, orbit 30, 4940km; Rachel, orbit 39,
    1560km. Surface atmospheric pressure 1.90. Composition
    oxygen-nitrogen mix. Hydrographic percentage 97%. Mean surface
    temperature -2.47oc. Native life present, non-sentient. Total
    system population 187.35 million.
    
    Primary cities : orbital - Ha-Nasi.. 1.25 million, Starport A, N;
    Yosua.. 2.3 million, Starport C; Rachel.. 5.8 million, Starport
    B; Ma'Dakt orbital.. 0.34 million, Starport A.
    
    Ground - Genesis.. 102 million, Starport A; Gamala.. 35 million,
    Starport B; Vedo'kr.. 10.5 million, Spaceport F; Atlantis.. 21
    million, Spaceport F; Lyonesse.. 4.5 million, Spaceport Y; Mu..
    2.5 million, Spaceport Y.
    
    World Government is under Imperial martial law, local affairs are
    dealt with by a Feudal technocracy - (see Scanian Culture). Much
    of the bureaucracy is run by the Bwap colony at Tree.
    
    Social outlook: Progressive, advancing, competitive, peaceable,
    discordant, friendly. Law profile (Scanian - undivided),
    (Imperial - personal). 9-A6B69. Religious profile - 8B45B6-A.
    
    POPULATION BREAKDOWN: 68% Humaniti, Scanian. 27% Humaniti,
    Aquans. 4% Bwaps. 1% Humaniti, mixed, Imperial.
    
    STARPORT PROCEDURE
    
    A visit to an Akivan port can be an experience never to be
    forgotten, particularly if your cargo is not totally legal or
    your paperwork is not completely satisfactory. Scanian officials
    are extremely thorough in their examination and the Bwap
    obsession with the proper order of paperwork can be extremely
    frustrating.
    
    Landing Pattern - Ship's arriving in system must first wait at
    high orbit (900 km) until they receive clearance to proceed
    insystem. This may take up to 30 minutes before they are
    instructed to either dock at Ma'Dakt Orbital or if a planetary
    landing is desired to proceed to low orbit (180 km) and await a
    window and landing berth location. Once landed, the ship remains
    in quarantine until its received Inward Clearance by the Port
    Authorities. Usually ship's can expect to wait no longer than 30
    minutes before inspection. The Clearance party consists of a Port
    warden, health officer, customs official, immigration official
    (generally a Bwap), port engineer and their subordinates. Given
    the high value Scanians place on honesty any attempt to bribe an
    official will be dealt with very severely. The best advice is
    keep your nose clean and play the game. Scanian officials will be
    totally impartial and extremely efficient.
    
    Starport Facilities - Akiva lacks any extrality. Scanian laws are
    in force throughout the system. A minimum of 50 Berths and
    runways are available on all planetary ports. Ma'Dkat has 120
    berths. Traffic is currently 112% so expect delays in being
    assigned a berth. Starship and spaceship construction,
    maintenance and repair facilities are available and are extremely
    efficient. INDISS has rated Akivan port facilities a full 4 star
    rating. Search and rescue facilities cover the entire system and
    are believed to be amongst the most advanced and effective in the
    Sector. Full starship facilities and amenities are available.
    Although free unrefined fuel is available from the sea the
    excessive mineral concentrate may damage the ship's purifiers.
    
    Port Costs - Refined Fuel 300 cr. Unrefined Fuel (with minerals
    extracted) 50 cr. Berthing Costs 125 cr. for the first 6 days,
    150 cr. per additional day. Warehousing Costs 15 cr. per tonne
    per week. Security Costs 50 cr. flat tax per week. Shuttle fees -
    Cargo 8 cr. per tonne, Passengers 50 cr.
    
    Portside Facilities - All ports boast TAS facilities and
    Traveller mission Hostels. Despite the lack of extrality most
    pleasures and entertainments are available except blood sports
    and illegal drugs. It can truly be said that Akiva lacks a black
    market. Crime is extremely rare and dealt with extremely harshly
    by means of fines and indenture. The best lodging is to be had at
    the Makhiir-Hilton's which rate 5 stars though most crews prefer
    to spend their stay at either the Devil's Bowl or Tetrachyal
    Inn's (3 stars each). Security is provided by Scanian police who
    are equipped with tasers.
    
    Undersea Monorail's connect each city and port with each other
    and the cost of a week's unlimited travel is a mere 50 credits.
    Scanians are famous for their food. expect to pay between 5 to 15
    cr. per meal. Speciality of Akiva has to be Zhoam Blue plate with
    Bawyati kebabs and Haurm garnish. Expect to pay about 35 cr. per
    person though. Try the Tr'akhi wine at 45 cr. per bottle. Argian
    bhair is available in most localities for 3 cr. a glass.
    
    A VISITOR'S GUIDE
    
    Exo's - Due to the extreme cold and gravity most visitor's find
    it necessary to wear Environment suits during their stay. These
    suits increase body temperature to species normal while giving
    support against the effects of gravity and water. These suits,
    known as Exo's can be hired from the starport or from your hotel.
    Cost is generally about 3 cr, per day.
    
    Skal Point - A land of force and grandeur. Feel the pure power of
    nature as the 30 metre high waves crash against the thousands of
    dwellings clinging to the sheer cliff-face of the island
    pinnacles. A common sport at Skal is Wave Riding. This sport
    consists of surfing on top of these gigantic waves in 2 metre
    length fragile self-righting trimarans, using only the twin
    internal rudders to avoid crashing into the rocks surrounding the
    islands. Be warned, the islanders have a natural skill and it is
    not as easy as they make it seem. Thousands of visitors each year
    suffer severe injuries trying out this sport. The buildings of
    Skal, like many buildings on Akiva are ancient. Many date back to
    the constitution. On Skal they are formed of Ironite clay sealed
    with Sketra to form a hard, strong resin that is totally
    waterproof. The buildings are layered onto the cliffs and their
    rainbow colouring is due to the effect of centuries of sea, wind
    and smoke.
    
    Places to visit on Skal - Barnacle Inn. Experience the raw joy of
    the environment at sea level. Enjoy true Scanian cuisine at its
    best. Scanian cooking is renowned throughout the Imperium. Only
    on Akiva are all the famous spices and minerals freshly
    available. Try Zhoam Steaks with a fresh Sketra salad.
    
    Immortality Bay. Where the Zhoam come to die. Zhoam are 12 metre
    long preditory shark-like creatures that have earned themselves
    the nickname of Coven Fish due to their schools always consisting
    of 13 adults. Zhoam are extremely vicious creatures, killing
    other vertibrates over twice their size. Those not culled by the
    Scanians as food live for a life span of 25 cycles. When they
    reach that age they head for Immortality bay where they ground
    themselves in their thousands on the beach. They then lay their
    eggs and die. The bones of the Zhoam contain an extremely
    powerful enzyme which is only released as the bones start to
    decay. This enzyme seeps into the sand and activate the newly
    hatched worm-like zhoam. They then undergo an almost immediate
    transformation doubling in body weight in minutes. These then
    escape into the sea and slowly over the next two months alter
    into miniature Zhoam. Scientists have discovered that the Zhoam
    enzyme is an extremely powerful growth agent and can be used to
    increase animal growth to the species maximum. Unfortunately this
    enzyme is only really powerful in naturally dying zhoam and the
    Scanian Government has refused exploitation of the Bay's reserve
    on the grounds that exploitation may lead to the eventual
    extinction of the species. Attempts to try and catch live zhoam
    to breed has proved totally unsuccessful. It has been estimated
    that over 12 billion zhoam have died on Immortality bay..
    
    Genesis - Home of the Scanian Culture. Most of the city is
    situated beneath the ground leaving the surface an island
    paradise. Places to visit include the Sanhedra and a Yarhei Kel'a
    study period. Visit the shrine where the first Scanians were
    genetically created. At the Butcher's Folly see holo-tapes of the
    Butcher's famous orgies and death feasts and see the original
    holo of Empiress Paula II which sparked the bloody rebellion. The
    entire city is heated by an extensive network of hot underground
    springs. These bubble to the surface at Hela and its claimed that
    the mineral's diluted within have a benevolent effect on a
    person's health. Visit the Bwap colony at Tree. These magnificant
    tree dwellings have been crafted out of ceramics to create an
    identical haven to Marhaban with a floating landscape and
    populated with animal species from Marhaban itself.
    
    Gamala - Scanian university city totally devoted to learning and
    study. The original city was destroyed by the Butcher. The
    current city is a majestic paradise of tall ceramic spires and
    crystal buildings that crowd the existing land space of the
    Gamala archepelago and the surrounding bays. The lagoons are
    totally safe due to the giant tidal ducks that surround the
    islands turning the constant waves into electricity. Gamala is
    famous not so much for its islands as for its house boat
    population. Over 75% of Gamala's population live on the sea. Many
    live their entire lives on these boats. Scanian house boats are
    designed on a trimaran design with self-righting cabin roofs.
    They naturally link together to form massive islands of several
    acres. The roofspace is considered free market spaces and entire
    businesses are based there. Possibly the most valuable souvenir
    to take back from your visit to Gamala is a copy of the teachings
    and a mooring post hand carved by Scanian craftsmen.
    
    Places to visit - The Bay of Paryala. A year round wine festival
    where everyone must be masked and any non-criminal behaviour is
    acceptable. For those without sexual codes a visit the Barge of
    pleasure is a must. The Batalu Sagasso is a gigantic forest of
    Halacuo fern, home of the only non-aquatic life on Akiva, The
    Bawyati. The Bawyati are a type of insect with triple 3cm wings
    that live on the fern. The Bawyati life cycle is of considerable
    interest since they begin life as kril feeding on the carcasses
    of their parents. Growing and undergoing four molts the creatures
    crawl out of the seaweed and change into grubs. These grubs are
    the favorite food, not just of Scanian chef's, but also of the
    bhari snail and the 85 metre long grag fish. Almost 80% of the
    grubs fail to survive this period of their existance. After 3
    months they crawl up to the underside of the fern and enter the
    chrysalis stage. This lasts for 300 days, and when they emerge
    they have changed into flying Bawyati,  where upon they live on
    the wing for a period of three months, mate and land to lay their
    eggs amidst the seaweed. Due to their lack of legs they are
    unable to take off and drown, thereby providing food for their
    hatching offspring.
    
    Atlantis - First city of the Aquans. Atlantis is located at a
    depth of 600 metres and consists of thousands of circular homes
    surrounded by forest. Most Aquan homes follow a certain pattern;
    several circular 3 metre high walls without a roof which forms
    the main living area of the family, with deep caves carved
    underneath which are the main sleeping quarters. Places to visit
    include the Union parks where vast plantations of Haurm tree are
    grown. These parks are used by courting couples and many
    Aqua-villes have Haurm planted around the sleeping caves to
    encourage a romantic mood. The Golden Spire is the cultural
    centre of Atlantis and is the Governmental home "under the sea".
    The Ghari reservation on the outskirts is the most famous aquatic
    zoological reserve in the Imperium and several species, now
    extinct in their home worlds, are to be found in the park.
    Visitors to any aquan city can elect to stay at special hotels
    set aside for oxygen breathers or experience sleeping underwater
    at an Aquan Inn. All visitors are fully trained to use
    rebreathing equipment before departing the mono-terminal and are
    recommended to hire an Aquan guide for the duration of their
    stay.
    
    TIPPING - Not expected but a flat 5 cr. tip will encourage
    continued good service.
    
    Remember, do not ask a Scanian to help you obtain illegal goods.
    Dishonesty is totally against their principles and they will feel
    no hesitation in turning you in to the local authorities.
    
    LANGUAGES - G"heim, a descendent of Hebrew spoken by almost all
    Scanians, Galanglic, Meduu-Galaach and Aarani.
         
    AKIVA: Medical Procedures
    
    Traveller's to Akiva/Argi should be aware that prolonged exposure
    to the high gravity environment can cause severe muscular and
    cardiovascular strain, and increase the risk and severity of
    accidents. Although gravity-compensating exosuits are available
    many find these bulky and restrictive, and prefer to experience
    Akiva's environment "at first hand". If you intend to do this, we
    advise that you consult your general practitioner prior to
    departure for a full medical check up - a high gravity
    acclimatisation course, consisting of a regimen of physical
    exercise in gradually increased gravity, and lasting some two or
    three weeks, is also recommended. Many starlines operating
    services to Akiva offer such courses.
    
    Once on Akiva, hire a wrist biomonitor, which continuously checks
    the condition of your cardiovascular system. "Booster" drugs to
    lessen fatigue are available on Akiva. Although legal, we suggest
    that they only be taken under strict medical supervision, as
    temporary loss of co-ordination can result in certain
    individuals.
    
    Following these few, simple measures will help make your stay on
    Akiva a safe and pleasant one.
    
                           Dr. Gerard deChantuille
            Surgeon-General, Imperial Ministry of Health, Medurma
    
    To avoid injury during physical exertion on Akiva
    
    Routine, High-G Environ, INT (Fateful)
    
    Referee: Exertion includes such things as running, hand combat,
    lifting loads in excess of STR x 1 and other physical activities.
    
    REFEREE'S ONLY
    
    1. The Scanians have not rejected psionics. In 799 a second
    Psionics Institute was established at Abbayi. The Scanian colony
    there is extremely small and new trainee's arrived dressed in the
    dark cloaks of the Nehutei and trained psionics left in their
    place so the population at Ma'kot remained stable. Only Rabban
    who had achieved the rank of Sanhedra Rabbai were tested and only
    those who would not be missed were sent. In addition the
    Scanians have a large population of non-adapted followers that
    the Imperial's seem to forget are totally Scanian in mind and
    ideal. Once the Centre was established, training of the
    Sanheichiir (Little Knives of the Mind) resumed in earnest. Each
    Scanian Sanhedra tests for psionic potential and those found
    trustworthy are sent to the Centre for further testing. In
    addition, selective breeding programs at several off-planet
    colonies have built up a sizable army of Sanheichiir ready to
    fight.
    
    2. The reason the Imperial Navy never caught on to the Twin Line
    merchant fleet's coming and going's is the fact that each ship is
    secretly equipped with a black globe. The technology was "bought"
    from Medurman naval forces and duplicated on Akiva. There were
    originally ten ship's so equipped, serviced by a single Medurman
    engineer. When he died the Scanians kept the devices as well
    maintained as possible but currently only 3 are in full working
    order with another 2 working occasionally. Akiva is currently
    petitioning Karyn for a crew to repair the black globes.
    
    3. Karyn has been informed of the existence of the black globe
    equipped ships and that Sanheichiir troops exist. She does not
    know where the Institute is hidden though a select group of 4
    Scanian Sanheichiir have been sent as a personal bodyguard. This
    action didn't go down well with Karyn's personal guard, Dunbar's
    Dragon's. This, coupled with Karyn's own prejudice against
    psionics has resulted in the Sanheichiir being kept at a
    distance. This alienation has resulted in the Scanians going
    about their appointed task in a rather unorthodox manner. Karl
    Ragoul, an unadapted Scanian has even formed close bonds with
    several Alikasch street gangs. In particular the Eihkiylreakhu
    gang are in very close contact with Karl and act as his eyes and
    ears on Medurma. Karyn has appointed Carl Tarrant as liaison with
    the Scanian Government at this point in time.
    
    
    SCANIAN CULTURE
    
    Scanians believe in the acquisition of knowledge as the only
    true aristocracy. Scholars are respected above all and a broad
    knowledge is respected most of all. Knowledge of the Teachings of
    Scania are not a prime requisite and, while the majority does
    believe in a divine creator, belief is not a prime requirement of
    their culture. They are not really a religion so much as a way of
    life. The Scanian Government consists of people participation at
    all levels. at the Top is the Twin Pillars or rulers; the Nasii
    (Military and Governmental ruler) who is chosen by election of
    the populous from the Sanhedra Ben Hakhamim (Council of
    Scholars), and the Avi'Di (Law Giver) chosen by the Sanhedra Ben
    Hakhamim from the people. Their advisors are the Sanhedra Ben
    Hakhamim, who are made up of the scholars who have proven their
    mental ability in the testing, and the Savo'raim (Scholars of the
    Path, the "high priests" of Scanian teaching). Beneath them are a
    massive bureaucracy which runs the world.
    
     The military consists of a conscripted force known as the
    Purifiers and a paramilitary segment known as the Regulators .
    Advising the Avi'di on legal matters and acting as a court of
    appeal is the Sanhedra Ket'ana which consists of 23 Judges. The
    local police force are known as Gatekeepers and legal matters are
    dealt with by three separate and distinct legal courts known as
    Gates . The Gate Bakamaa deals with all monetary matters, The 
    Gate Bah'ezi deals with contract law including marriage
    contracts. The  Gate Babha'ti deals with governmental law.
    Criminal law is dealt with by the Court of judgement which
    consists of trial by three judges. In minor matters a person can
    elect to have his case heard by Hedyo't . This consists of any
    three Scanians who are totally impartial and any judgement
    reached is considered legal. Appeal is to the Court of judgement
    in all cases where the decision of the Hedyo't is not considered
    satisfactory and the complainant must pay the full legal costs in
    such a case. Since a single case can easily run into several
    thousand credits even for a simple legal matter, the decision of
    the Hedyo't is generally adhered to.
    
    Marriage is considered a legal agreement and a contract must be
    made prior to pairing, laying down the terms and conditions of
    the marriage and the conditions of divorce. Before divorce can be
    granted the exact sum in hard cash must be presented to the other
    partner. This tradition even extends to a one night stand and
    standard contracts are available at all hotels.
    
    Every Scanian, whether genetically pure or not, is entitled to a
    30 day period known as Yarhei Kel'a when they attend the local
    Sanhedra and debate with the gathered Rabbani. This policy of
    cross-examination extends to all aspects of Scanian life and
    Government officials and judges frequently face cross-examination
    of their decisions by mere members of the public.
    
    It should be noted that the Ve'lma Iphka must be original and
    show logic or the interrupter may find themselves in jail for
    "Ignorant or abusive interruption".
    
    
    CHARACTER GENERATION (By Adie Stewart)
    
    Introduction
    
    What follows is a set of role playing notes for the Scanians and
    the Aquans. It consists of three main parts: a recap of the
    physiological details of both races, a guide to their psychology,
    and notes covering character generation. Finally there are
    comments on how to play the races. Note that the term Akivan is
    often used to describe the races. Referees and Players should be
    familiar with the race before playing them.
    
    Scanian Physiology
    
    Scanians are physically similar to other Humans, although there
    are a number of changes.
    
    The skin excretes a microthin layer of oil that prevents it from
    becoming waterlogged. Subcutaneous fat and an excellent
    circulatory system allow Scanians to withstand temperatures from
    -5xc to +30xc.
    
    They are naturally bouyant, and normally they won't sink. Males
    (like females) float face upwards.
    
    The eyes are covered by a membrane, a 'third eyelid' that
    protects against the sunlight and the high salinity of Akiva's
    oceans. The membrane within the ear protects against high
    pressures but renders Scanians hard of hearing in deep water or
    on worlds with an atmospheric pressure of two atm or more. The
    nose contains a membrane that is only permeable to gases.
    
    Aquan Physiology
    
    Aquans are closely related to Scanians and exhibit the same
    modifications (see above). They extract oxygen from water via
    their gill. While on land Aquans breathe using their lungs, but
    most profess to finding air bitter tasting and thin, and a few
    individuals are unable to breathe atmospheric oxygen at all. If
    the gills aren't kept damp they become swollen and painful.
    
    Aquans lack vocal chords and cannot speak. They communicate via
    touch, sign language and writing, which can only be understood by
    another Aquan or someone with a Linguistics skill of Aquan-1 or
    better. To overcome difficulties many Aquans carry a keyboard
    translator. The device has a speech synthesis unit, and is
    designed to speak a pre-programmed word or phrase at the press of
    a button.
    
    Their fingers are much longer than those of normal Humans, and
    are joined by a loose web. While it significantly aids swimming
    it can be an inconvenience when using objects. Some Aquans remove
    the skin from between their index finger and their middle finger
    to make using tools and weapons easier. Male Aquans are able to
    retract their genitalia to aid streamlining while swimming.
    
    Psychology
    
    Almost all Akivans follow the teachings of the prophet Benjamin
    R'Scania, which are collectively known as The Path. This
    encourages people to work to the best of their abilities for the
    benefit of all. Dishonesty (which includes criminal acts such as
    theft) is regarded as an illness of the mind, and lying (even to
    protect the feelings) is anathema.
    
    Wealth for its own sake is unimportant: money is a means to an
    end, and that end is usually personal comfort. Each person's idea
    of comfort varies considerably, and Akivan society tends to be
    stratified into groups with similar tastes. Income tends to be
    invested or rapidly spent. Charity is important, and if a family
    member or friend suffers a misfortune they will be taken in and
    cared for.
    
    In a Scanian community PC's will find that EDU replaces Social
    Standing in all matters.
    
    Physical violence is distained. It is seen as a last resort, and
    even then only minimal force is used. Those Scanians who show a
    tendency towards violence are usually conscripted into the Akivan
    military, the Purifiers. They work in conjunction with the
    paramilitary arm of the government, a force called the
    Regulators. Scanians are not stupid, however, and will act as
    necessary if they are placed in danger.
    
    Not all Akivans fit the mould. Although most follow the
    principles of The Path a few have greater ambitions. They tend to
    enter politics, the media, corporations or the performing arts. A
    very few become wanderers, travelling among the stars.
    
    ----------
    Characters
    ----------
    
    Homeworld:
    
    The homeworld of the Scanians and Aquans is Akiva, a waterworld
    located on the spinward edge of Argi subsector in Dagudashaag
    sector. It has homeworld statistics of Starport A, Large World,
    Dense Atmosphere, Water World, Moderate Pop, High Laws, and Avg
    Stellar Technology.
    
    All characters originating on Akiva receive default skills of
    Computer-0, Gun Combat-0, Grav Vehicles-0 and High Gee Environ-0.
    High Gee Environ is a natural talent as opposed to a skill and
    does not confer knowledge of Energy or Laser weapons. All
    Scanians and Aquans are able to swim.
    
    Characteristics:
    
    Akiva is a high gravity world. Compared to other Humans native
    Akivans are far stronger and have greater powers of endurance. On
    the other hand they aren't as quick on their feet, and tend to
    move in a slow, measured way. Make no mistake, their hand to eye
    coordination is just as good, they are simply slower. Their
    characteristics are generated as follows.
    
    Strength       1D6+8   Average 9-A   Maximum 15.
    Dexterity      2D6-2   Average  5    Maximum 15.
    Endurance      1D6+6   Average 9-A   Maximum 15.
    Intelligence   2D6     Average  7    Maximum 15.
    Education      2D6     Average  7    Maximum 15.
    Social Status  2D6     Average  7    Maximum 15.
    
    The minimum score for initially generated Dexterity is one.
    Lifeforce and all other secondary characteristics are generated
    as normal.
    
    Aging is as normal human except that almost all Akivan's are
    allergic to anagathics.
    
    Careers:
    
    Although Akivans are diligent and hard working the military
    dislike admitting them because of their belief in The Path.
    Scanians suffer a DM of -2 when trying to enlist in the Imperial
    Navy, the Marines, the Army, the Wet Navy and the Air Force.
    Aquans suffer the same modifiers except for the Wet Navy, which
    they tend to do quite well in: they receive a DM of +1 for
    enlistment.
    
    Those wishing to become Pirates receive a DM of -4 on their
    enlistment rolls: if they succeed it shows insanity, they receive
    a DM of +1 on all rolls for position and promotions. No Scanian
    or Aquan is able to become a barbarian. All other careers remain
    the same.
    
    Psionics:
    
    Psionic potential for Scanian or Aquan characters is generated
    normally, and Training follows the procedures laid down in the
    Players' Manual. In the past Akiva had an Institute (and even a
    unit of Psionic Troops, the Sanheichiir), but it was closed down
    during the Psionic Suppressions.
    
    Role-Playing Notes:
    
    Play Akivans as gentle, friendly and irritatingly honest. Be
    prepared to argue a great deal and leap in to negotiate if the
    situation becomes dodgy. If there really is no hope then blast
    away with the rest of them. Observe the Path and always be ready
    with 'helpful' quotations that will prove 'inspirational' to the
    other characters. Never pull the punches when you express your
    opinion: this can lead to hours of fun as you tell the fat woman
    in the shop exactly what you think of her new dress.
    
    Akivans have been seen as sombre, gloomy types without a sense of
    humour. This isn't true. They are Human, and have the full range
    of Human feelings and emotions. Remember that Akivan officials
    are thorough, scrupulous and fulfill their obligations to the
    letter. It is close on impossible to corrupt or bribe a member of
    either race. They can be powerful allies or extremely dangerous
    enemies. But remember that Scanians and Aquans are fun.
    
    REFEREE'S ONLY:
    
    If the Referee decides to use Sanheichiir in his/her campaign it
    is recommended that they be NPC's. There are currently less than
    300 in total and about half are low level psychics. Generation is
    as per the Player's Manual. Despite current folklore, only about
    1% of the Scanian population are fully trained adepts able to
    instantly discern truth from body language. Most others have a +1
    to discern truth due to being brought up in the way. Additional
    Edu-based skill levels may be granted at the referee's
    discression each year on a 10+ on 2d6 roll.
    


    Gone Fishin'

    Gone Fishin'
    ------------
    
    It had been a bad week for the crew of the Andrea Fionna. War was
    proving bad for trade. What cargoes that were available left
    little margin for profit. Money was getting tight. The navigator
    had put out the word on the dataNet that the ship was available
    for charter, anything considered. Now they waited. The Tetrachyal
    Inn was a spacer's bar, a good place to hang out and listen for
    information. As they sat in their booth a tall dark-haired man
    approached. "I hear you are looking for 'employment'. I have a
    job for you. I want you to capture a fish. A dying Zhoam. I will
    pay Cr.25,000 for one in the right condition."
    
    The Job:
    
    The stranger wants the team to capture either a freshly dead
    Zhoam from Immortality Bay or one just about to die of natural
    causes so they can extract the growth hormone and try to
    artificially replicate it. The Zhoam is to be smuggled into orbit
    where it will be transferred to another ship for transport out of
    the system.
    
    To deduce further information about the patron: [Difficult, Int,
    Edu, Streetwise (uncertain)]. Referee: Roll one task for each
    observation. If a Scanian character is being used this task
    becomes Routine. If the result of of the uncertain task is -
    untruth: then totally misdirect the observations. Some truth:
    point out the basic facts but misguide them. Total truth: supply
    the following information.
    
    1) The patron is wearing a torc under his collar. Siian's wear
    torc's as a reminder of their ancestor's slavery at the hands of
    the Aakhrian Empire. Unlike the Argian torc, Siian torc's are
    made from plastisteel and are without decoration.
    
    2) He is extremely nervous. He had already approached several
    other captain's today (including a couple in the inn) with his
    proposition, and as a result it is only a matter of days before
    he is captured. Because of this he will be willing to pay up to
    Cr.50,000 if an appropriate fish can be delivered within 2 days.
    
    RUMOURS
    
    To obtain covert information
    
    Routine, streetwise, Int, 15 min (uncertain, unskilled OK)
    Referee: Some truth at this task either indicates the
    contacts reluctance to talk to a stranger, or the contact
    gives deliberately misleading information. On a mishap may
    indicate the person is either a Gatekeeper informant or will
    report the questions to the local police.
    
    Roll 1d and read them the results of the following table;
    
    1. A Vilani captain is being sentenced tomorrow for attempting to
    take a Zhoam from Immortality Bay. True; attending his court case
    will reveal that he used plastisteel drag nets but got caught by
    the Protectorate whereupon he tried to bribe them. He is charged
    with breaking the conservation laws and bribery.
    
    2. Your patron is working for the Protectorate. False; He is
    currently being followed by the Protectorate because he has been
    indiscrete with his offers. Further probing will reveal that this
    rumour is based on the fact that known Protectorate official's
    have been seen tailing him on several occasions. Another official
    is now following the characters. At some point in the adventure
    the characters will need to confront this character or lose him.
    Should they disappear suspictiously he will issue a 'stop and
    detain' order. After two days if there has been no suspictious
    activity he will stop following them.
    
    3. Only Zhoam yearlings are supposed to be caught but rumour has
    it that the Government is secretly culling Zhoam from Immortality
    Bay. True; but only a limited number are taken each year and each
    fish must be accounted for. Talking to the guards at Immortality
    Bay (this is a well-known secret) will reveal their method of
    using two fast hydrofoils with a plastisteel net dragged between
    them to capture Zhoam. The players could decide to try and steal
    a Zhoam from Protectorate laboritories at Vedo'kr. The security
    etc. is left up to the referee to detail.
    
    4. Zhoam can be passified by spraying chlorine into the water.
    False; Chlorine irritates their eyes and induces a killing fury.
    Chlorine is used not to passify but to identify a naturally dying
    Zhoam. These excrete minor amounts of the enzyme into the water
    which reacts with the chlorine turning it purple.
    
    5. Protectorate have been using disguised sub's to get in close
    to Zhoam schools without inciting them. True; The smooth shape of
    the sub's are disguised with modelling foam and the engine
    quietened by fitting a larger propeller and a de-regulator to the
    engine to randomise the engine pattern.
    
    6. Due to the recent treaty only Dulinor's fleet are on system
    protection duty. They are bribable. True; Scanian law is limited
    to the surface of the planet and their moons. If the characters
    can take off with the Zhoam then even if they are intercepted it
    will be by Dulinor's men who are only interested in offences that
    affect fleet or system security.
    
    
    Zhoam Fish:
    
    Normal statistics:
    
    Eater, usually found in schools of 13, swimmer, 800 kg,
    Hit Pts 2D/1D+3, Armour - Back; Battle -1, Underbelly; Jack,
    Teeth, horns (treat as spear) & fins (treat as club), a Zhoam can
    perform two attacks per combat turn - A8 F2 S3.
    
    Dying Zhoam:
    
    Eater, solitary, swimmer, 750 kg, 2D/1D-3, Battle +1,
    Jack -1, Teeth, horns & fins, A9 F0 S2.
    
    
    Immortality Bay:
    
    The bay is in reality the centre of an extinct volcano. The
    Northern cliff-face collapsed in several millenia ago. The
    surrounding sides protect the bay against the elements. The beach
    is composed of black volcanic ash and the decayed fragments of
    Zhoam bones. Tourists can visit the Bay but are restricted to the
    top of the volcanic walls where they can use coin-operated
    telescopes to observe the Zhoam. No-one (excecpt Protectorate) is
    allowed down to the beach itself. The site is only open to the
    public during the daytime hours and the bay is patrolled by two
    guards. During the day at least 6D of tourists will be present
    and any attempt to climb down will result in the Protectorate
    being informed. The bay is patrolled by 1D hydrofoils armed with
    lasers and radio-linked back to base. Each boat holds 4 Scanian
    official's each armed with laser pistol's. Aquan's avoid the area
    due to the danger of attack by dying Zhoam. At night the guard
    doubles.
    
    Note:  All guards and NPC's should be generated according to the
    quick NPC guide on P. 43 of the Referee's Manual.
    
    There are two possibilities for capturing a fish, catching it at
    sea or steal a freshly dead specimen from the beach. In order to
    ensure a dying specimen from the water the PC's will need to head
    into the Bay where you risk an increased chance of being spotted.
    In addition, healthy Zhoam schools may attack. Its assumed that
    all attempts will be made at night. Any attempts made in daylight
    will be automatically spotted within 30 mins and Protectorate
    sent to investigate. On the beach the PC's must avoid dying Zhoam
    and find a newly dead fish.
    
    Note: at any one time there will be 2D dying Zhoam on the beach
    at Immortality Bay and a further 1D in the water.
    
    Zhoam can take several hours to die out of water. They seem to
    enter a type of suspended animation and only waken out of it when
    its intruded upon. Beached Zhoam are just as dangerous as those
    in the water.
    
    To identify death in a Zhoam [Difficult, Medical,Biology,
    Hunting, Int, 1 min (uncertain, fateful)]. Referee: If the result
    of the uncertain task is - No Truth: The characters are in combat
    with the Zhoam. Some Truth: The players must roll their Dex or
    higher on 2D to escape or they will be in combat. Total Truth:
    The Zhoam is dead.
    
    To determine enzyme level of the dead Zhoam: [Difficult, Biology,
    Chemistry, Edu, 5 min]. Referee: The character must have access
    to the proper equipment to perform this task successfully. This
    task will determine whether the Zhoam has excreted its enzyme
    yet.
    
    The characters must decide on a method for transporting the
    Zhoam away from the beach without being interrupted by the
    guards and Conservation Protectorate boats..
    
    If the characters decide to try and intercept a Zhoam on the
    way to Immortality Bay.
    
    To identify a dying Zhoam in open water (more than 25km from
    the Bay): [Impossible, Hunting, Int, 3 hours (uncertain,
    hazardous)]. Referee: If the result of the uncertain task is - No
    Truth: the characters boat will be actively attacked by a full
    school of adult Zhoam. Some Truth: the characters have found a
    solitary male but it will turn out to be scouting rather than
    dying and therefore useless. This will only be discovered after
    analysis of the carcass. Full Truth: The characters have
    discovered a Zhoam heading for Immortality Bay. Again this will
    only be revealed after analysis.
    
    To identify a dying Zhoam within 25km of Immortality Bay:
    [Difficult, Hunting, Int, 10 min (uncertain, hazardous)].
    Referee: See task above.
    
    Methods of catching:
    
    Weapons: Akiva has an extremely high law level and attempting to
    buy or smuggle heavy enough weaponry to perform the job will
    result in almost immediate arrest. Even if they escape they will
    be wanted characters.
    
    Explosives: While its possible to buy explosives the noise it
    makes will arouse Protectorate boats and the Zhoam will be
    totally destroyed.
    
    Speargun: The chances of penetrating a Zhoam's armour are
    extremely low, that coupled with the fact that they then have to
    try and land a furious Zhoam bent on revenge for the pain its
    just suffered should rule out this method.
    
    Net: Providing the net is made of a strong compound which has a
    minimum of 1000 kg breaking strain and is hard to cut then they
    should be able eventually to catch a Zhoam. Winches will be
    needed to lift the Zhoam onboard. How the characters passify such
    a creature is left up to them to decide.
    
    To land it To land a Zhoam by net: [Difficult, Hunting, Str, 1
    min (uncertain,hazardous,unskilled OK)]. Referee: This task
    assumes that the characters are using a net that is strong enough
    and cannot be cut by the Zhoam's horn. If the net being used does
    not satisfy these criteria increase the task to impossible. This
    task must be rolled at least twice.. Once to snare the fish and
    again to land it. If the result of the uncertain task is - No
    Truth: The fish has escaped from the net. Some Truth: The fish is
    partially snared but can still trash out at the characters and
    boat causing full damage. Total Truth: The fish is snared and
    totally entrapped. If the fish manages to avoid capture for three
    successive attempts then it will be considered to have escaped.
    
    To by-pass Scanian Protectorate boats: [Difficulty, Off=Sensor
    Op's,Def=range, 3 min (confrontation)]. Referee: Use the most
    favourable sensor scan difficulty level from among the unit's
    UCP. Use the range from the sensing unit to the target unit as a
    negative DM. Optionally the character may use his Computer skill
    in place of sensor op's. Evaluate the results of this task as -
    Extreme failure: The scan failed and the characters are totally
    unaware of the Protectorate boat's location. Failure: An unknown
    target identified but unable to pinpoint location. Success:
    Target and direction identified but range not known. Extreme
    success: Target's identity and exact location pinpointed.
    
    To evaluate a Scanian Official's susceptability to bribery:
    [Simple, Bribery, Soc (Confrontation, uncertain, hazardous)].
    Referee: Scanian's will always refuse bribes and will take
    any attempt to bribe them as an insult. If the characters
    fail this task let them attempt to bribe the official.
    
    To successfully lie to a Scanian: [Formidable, liaison, skill
    (confrontation, uncertain)]. Referee: The unnamed skill is some
    skill appropriate to to the lie (Admin, Trader, etc.) If the
    Scanian is an adept the task becomes impossible. Familiar aliens
    such as vargr or aslan treat at a lower difficulty level. Totally
    inhuman or lesser known aliens treat as a simple task. If the
    result of the uncertain task is - No Truth: The Scanian will
    confront the character with his lie. Some Truth: The Scanian is
    uncertain and will ask more questions (re-roll task) to confirm
    his suspictions. Total Truth: The Scanian is completely fooled as
    long as the players don't do anything suspictious.
    
    Once the fish is captured it must be smuggled onboard their ship
    and hidden until they are out of the system.
    
    Cargoes available to ship out of system include: Radio-actives
    Cubed fish paste in kilolitre containers Wood various chemicals
    in sealed containers live fish in a massive cold storage
    facility.
    
    It is left to the characters and referee to decide on the method
    of getting the Zhoam onboard and passed customs. It should be
    noted that the customs are extremely efficient. Attempts to
    take-off and land outside of a port will be treated extremely
    suspictiously and a team of marines and customs officers
    (including an engineer) will be dispatched to any ship in minutes
    of landing. Once in space the charcters need only dial a local
    communet number for the Siian to arrange an interception within
    an hour for the cargo to be transported.
    
    It should be noted that unless the Zhoam was dead when they found
    it or a minimum of 1d hours has elapsed since the characters
    caught it then the Zhoam will still be alive and trashing. It is
    up to the characters to detail how they will kill or restrain it.
    
    Final note: The Sii will be unable to synthesise the enzyme and
    will ask the PC's to supply them with a regular supply of dying
    fish at Cr.30,000 per carcass. It's up to the players whether
    they accept this offer... the crew of the Andrea Fionna didn't.
    
    


    Tracers

    TRACERS
    -------
    
    1. Introduction
    
    The PC's were in deep trouble. Money was running short and there
    was no available cargo on planet. Their Broker didn't hold out
    much hope of finding them a viable cargo before the Qwielya
    harvest which was two weeks away. In the meantime their ship sat
    in dock, empty and ate into their reserves with berthing charges.
    They headed back to the Starman's Mission on Heartbreak Row with
    the devout intention of spending what little spare credit they
    had on an all out attempt to get blind drunk. As they entered the
    dim interior of the old run down hostel they noticed the desk
    clerk call them over. His voice wheezed out of his artificial
    voice box, "Pretty lady wa' lookin' for youse. She in bar
    awaitin'. Youse can' miss her, onl' brunette on planet near
    stuff.."
    
    At the bar sat a tall, platinum blonde women, about 25 years old,
    slim and extremely sophisticated. She moved like a cat as she
    turned towards them and introduced herself. "My name is Sharik
    Maihagu, I have heard on the grapevine that you have some, shall
    we say, unusual talents. True?" The PC's grinned. "I want you to
    trace my father... I lost track of him twenty years ago. I'm
    willing to pay and pay well..."
    
    2. The Job
    
    If the group agrees to help, Sharik will agree to pay all
    reasonable expenses and offers a Cr. 250,000 reward if they are
    successful in finding her father. If pressed, she will agree to
    about Cr. 3,000 each if the PC's ask for an advance. Once the
    money is finalised she will explain that her father, Hammon
    Maihagu, ran out on her mother when she was very young but that
    she holds no animosity towards him. She's due to get married in a
    month's time and would like to trace him so that he could be at
    her wedding. The trail is not totally cold as her father was
    Idex-registered and she was able to trace him through the
    Brethren here to Hellas. Unfortunately he vanished two weeks ago,
    just before she arrived. There was no way he could have known she
    was trying to find him so there had to be another, possibly
    sinister reason for his sudden disappearance. She will supply the
    following information;
    
    Name: Hammon Maihagu  Age: 67  DoB: 122-1051  
    Born: Argiluu (1317) Profession: Computer Cryptologist 
    Place of Work: Elsland Advanced Security
    Idex No: A295BH-45E5
    
    If asked about her father's current address Sharik will be
    extremely vague but she will state that she will try and find
    that out. She will also pass over a recent holocube but will
    appear distressed if asked as to how she obtained it.
    
    To try and find out more information: [Difficult, Carousing,
    Interrogation, Int, (Confrontation, Uncertain)]. Referee: Ms.
    Maihagu is extremely tight-lipped. She will claim to have no more
    information but, on an exceptional success, will state that she
    believes her "father" has recently remarried. 
    
    REFEREE'S SYNOPSIS
    
    "Hammon Maihagu" is an ex-deck jockey (Information Broker) who
    found himself, rather unwillingly, working for the Lau Yancy
    under the Ushran Crime Lord Francis Stonewall. He ran, but not
    before grabbing computer files on Stonewall's drug distribution
    network. He was picked up by Ushran Internal Security and, in
    order to prevent being sent to jail, he became a witness against
    Stonewall. Stonewall was sent down for twenty years but "Maihagu"
    was still a prime target for Yancy enforcers. The Ushran Witness
    Relocation Department (WR1) supplied him with a false Idex and
    gave him a new start on Hellas. Then a judge overturned
    Stonewall's conviction on a technicality and released him. His
    first act as a freed man was to order the slow destruction of the
    man who wrecked his drug empire. He managed to bribe a WR1
    official to reveal the deck jockey's new identity and sent his
    top assassin (Ms. "Maihagu") after him. Thankfully for Hammon he
    discovered that a Ms. Maihagu was booked on an incoming flight
    and ran. The WR1 had set up two more identities for him in case
    of such an emergency. Unfortunately he was unable to leave a
    message for his new girlfriend before he left. Ms. "Maihagu" is
    aware that her face is well known to law enforcement officials
    and has decided to use the PC's as a cover.
    
    If the PC's decide to falsify the information or run out with the
    expenses money, nothing will appear to happen for a few weeks.
    But, at their next port of call each of the PC's will get the
    distinct impression that they are being followed although all
    attempts to trap the follower will prove useless. Then, one night
    down a dark alley, a gang of several Yancy enforcers (a minimum
    of two per PC) will jump them and attempt to injure them
    permanently but will try not to kill them under any
    circumstances. 
    
    The attackers will flee rather than shoot them outright, but this
    must never be stated... only hinted at. If the assailants are
    captured and questioned, they will be unable to tell the PC's why
    they are being hunted.
    
    To gain information from the Enforcers: [Difficult,
    Interrogation, End, Int (Confrontation, Uncertain)]. Referee:
    Only the suspect can use End & Int as a DM. Up to 3 interrogators
    may participate at any one time. They may combine their skill as
    a +DM but only to a maximum limit of 8. If the task succeeds the
    suspect must throw on the Mishap Table. Those performing the
    interrogation select how much dice the suspect must roll (up to
    3D) The damage is applied equally to Int and End.
    
    Interrogation will reveal that the thugs know nothing except to
    state that a major power in the Yancy, a Francis Stonewall
    ordered the attack. The orders were to hurt them but not "bless"
    them with a quick release. Yancy talk for prolonged torture.
    Thereafter, the characters will be followed by Yancy hitmen who
    are under strict orders to cripple but not kill. The only way to
    get rid permanently of the hunters will be to personally confront
    Stonewall at the Yancy Citadel, Kiszi Mashumba, on Argiluu.
    
    3. Undertaking the Investigation
    
    Should the PC's decide to try and find Hammon Maihagu, there are
    several possible starting points. They have his business address,
    his Idex number and date of birth and a recent holocube.
    
    Referee's Note:
    
    To gain useful information or to find out where to go next:
    [Routine, Carousing, Skill (Confrontation, Uncertain)]. Referee:
    The unnamed skill is one appropriate to the conversation or
    setting (suggestions are: Legal, Streetwise, Admin, Leader). The
    referee should set up a rather long time increment for this task.
    It takes a lot of conversation to gain useful information. To
    deliberately pump for information increase the task difficulty.
    
    Insist on the PC's rolling to stay determined after each failure.
    
    Difficult, End + Int
    
    CREDIT CHECK
    
    A check on his credit rating (at any bank) will reveal only that
    he is a moderately wealthy man with a good credit history. If
    they look over the clerks shoulder at the screen as he calls up
    the information they will learn that his last transaction
    occurred exactly two weeks ago. No further information can be
    obtained in this manner.
    
    REPORTED MISSING
    
    If the characters decide to report Hammon Maihagu's disappearance
    to the local police they will have to fill out several lengthy
    forms. At the end of which they will be informed by the Desk
    Officer that although a report will be circulated, because there
    is no suspicion of foul play and Mr. Maihagu is an adult in full
    control of his faculties that no other action can be taken. He
    will then take the forms over to the computer and pass them over
    to another officer who will inform them that Mr. Maihagu has not
    been arrested or hospitalised but beyond that she can give no
    information as his Idex is tagged as Extremely Confidential. She
    will remark that Maihagu must be an extremely important person to
    rate that.
    
    ELSLAND ADVANCED SECURITY
    
    E.A.S. is situated in a large business park on the outskirts of
    the city. Guards are everywhere and from the alarmed metal grills
    over all the windows it is obvious that the site is extremely
    secure. To the side of the building are a pair of large waste
    disposal skips. One contains shredded paper only, the other,
    marked "Non-Confidential" is filled with paper for recycling. If
    the PC's search the skip they will discover a couple of papers
    that should have been shredded. The papers are: a memo which
    shows the personnel manager's name is Tara Shagami and an old
    interview card that will allow up to three of them access to the
    personnel manager's office. 
    
    Should they go straight into the front desk without the card the
    receptionist will refuse to let them see anyone unless they have
    an appointment. If they try to sneak past him, security guards
    armed with body pistols will intervene. If they ask for an
    appointment, to speak to someone, the receptionist will offer
    them an appointment for next week at the earliest. Play him as a
    "more than my job's worth" type, too scared to be willing to
    accept a bribe. 
    
    The PC's will need to use subterfuge in order to gain any
    information. The receptionist is extremely tight lipped and will
    only give information if he believes that it was for Hammon's own
    good.
    
    The referee should award the PC's with a visit to Hammon's office
    if they successfully convince the receptionist. Some successful
    ploys include indicating that it is in Hammon's financial
    interest that he be found quickly, or that there is medical
    reasons why he must be tracked down. Attempts to convey the idea
    that they are police will be successful but any attempt to
    actually claim to be police will result in security being called.
    If they gain the receptionist's confidence he will tell them that
    Hammon was rarely at work as he was on secondment to the Ushran
    Security Council and had been for the last six months. He
    generally only came into the office about once a month and the
    rest of the time he accessed the equipment from home. He can tell
    them that Hammon lived at 156 East Level 5 with his wife,
    Angelina. If asked, he will state that Hammon's been working for
    them for several years but only recently moved to this particular
    office. He will also tell them that Hammon was a widower who
    recently remarried. He will also confide that Hammon is often to
    be seen drinking at the Rameses Club on East level 3.
    
    If they manage to get to visit his office they will find an
    immaculate office obviously little used. If they manage to
    detract the receptionist long enough to do a quick search they
    will find a alphanumeric list taped under the desk drawer, on the
    desk is a small holocube of a beautiful women in her late
    thirties and an empty envelope with StarFlight Travel emblazed on
    the corner. 
    
    To identify the list as Idex numbers: [Routine, Int, Admin 1 min
    (Unskilled OK, uncertain)]. Referee: Success means that the PC's
    recognise the list as a series of unrelated Idex codes.
    Exceptional Success will result in the PC's realising that most
    people use their Idex codes as Communet numbers.
    
    D185HG-23K8, Q834VC-50S2, S934JD-36V6, M273FX-73L2, L099HG-18L5,
    G916FD-29D1, L765DR-82D5, G792SX-96H9, K439GL-68J1, A931WV-32I6.
    
    If they obtained and used the appointment card (the receptionist
    will not check the date) to gain access to Ms. Shagami the
    personnel manager, they will again have to gain her confidence.
    Attempts to pretend to be police or private detectives this time
    will result in them being immediately shown the door. If they
    succeed Ms. Shagami will pull out Hammon's employment file. It
    will reveal the following information. Hammon was apparently born
    and educated on Hellas. He married 36 years ago and she died
    about three years ago. No children. He remarried last year to an
    Angelina Greenaway, 38 and lives at 156 East Level 5. He was
    hired by their head office three years ago but due to an apparent
    clerical error, she only has records dating back to last year
    when he was moved to this office while working on secondment for
    a Government Department, she is unwilling to state which. He is
    in perfect health. The files does contain a copy of his gene
    code, there is also a copy of his infrared body map as used by
    the Centre's security if the PC's think to steal it.
    
    STARPORT
    
    If the PC's visit the starport with Hammon's holocube they will
    discover that staff don't really look at their passengers. None
    of them will recognise the cube. A computer check on his Idex
    will reveal that not only hasn't Hammon left the planet in the
    last few weeks, has never been off-planet in his life. If they
    think to check out the tramps and hawkers that infest the
    starport they will eventually find a Hari Krishna disciple who
    was proselyting in the Main passenger lounge on Terminal 7 two
    weeks ago. If the PC's buy a copy of his religious mem-clips he
    will remember someone resembling the picture in that terminal
    that day. A check on ship's leaving that particular day will
    reveal only four passenger carrying ship's departed with male
    passengers;
    
    1. The Van De Greistoock, a subsidised merchant heading for Nox.
    2. The Kunta Bunduki, a 1,000 tonne passenger ship heading via
       Nox to Ushra.
    3. The Fa Tsan, a free trader heading for Kikaduum via Adele.
    4. The Lady Lovecraft, a subsidised merchant heading to Nafud.
    
    TRAVEL AGENTS
    
    If the PC's decide to check out the travel agents (or if they
    discovered the envelope in his office) they will eventually
    discover that there is no sign that he has left the planet (an
    exceptional roll will reveal that he has never been off-planet in
    his life) but that he had booked tickets with StarFlight Travel
    to visit Nox next year. If the characters have a copy of his gene
    code taken from his medical files they can cross-match it against
    all travellers leaving the planet in the last three months. 
    
    To convince the Clerk to allow them access to the Passenger
    Manifesto: [Difficult, Admin, Legal, Int (Confrontation,
    Uncertain)].
    
    The computer, however, will refuse to give any information other
    than to confirm that someone has left two weeks ago unless the
    PC's insert the person's full name and/or idex. Hammon's code
    will give an "Incorrect answer" reply. If the PC's have the list
    and have realised that they are Idex codes they can imput them
    but again without success. Checking the back issues of departures
    will reveal four passenger ship's left that day.
    
    4. A Friendly Visit
    
    If the PC's obtained Hammon's home address from his work place
    they will find a small but expensive and well furnished
    apartment. His wife, Angelina, is a beautiful 30 year old. She
    will take some time to answer and will be extremely reluctant to
    open the door. Throughout she will use the door vid unit. If the
    PC's explain that they are looking for Hammon on behalf of his
    daughter she will appear confused and mutter something about "but
    he hasn't got a daughter??" If they describe their employer she
    will appear frightened but will quickly agree that yes, that's
    his daughter from a previous marriage. She will claim that she
    doesn't know where her husband went, what department he worked
    for, etc. If the PC's ask her to confirm anything about her
    husband she will quickly agree even if it contradicts something
    else she said. If the PC's make up something totally false she
    will agree that is true also. If confronted with a contradiction
    she will burst in to tears and switch the door 'phone off. No
    amount of hammering on the heavy security door will elicit any
    response. If the PC's call back the next day they will learn from
    one of her neighbours that she's gone away for a few days.
    Angelina will also cease to exist. She will comment in passing
    how this one at least lasted a few months. If questioned, she
    will reveal that Hammon lived with a succession of beautiful
    women but had seemed to go stable with this one for the last few
    months. If the PC's ask if he was ever married, she'll burst into
    laughter at the thought.
    
    5. Confrontation
    
    If the PC's realise that Hammon's official background is at odds
    with the details supplied by his daughter they may decide to talk
    to her again. She will meet them at the public square. Standing
    nearby will be several well built men and women, obviously
    augmented. If they confront her with the inconsistencies she will
    initially plead innocent. She will claim her story is the true
    version and she doesn't understand how his official story got
    altered. She will offer them Cr. 10,000 each to keep working on
    the case and to call her immediately they found out any more
    information. If they try to push it she will admit that her
    father is an "unusual" man but will refuse to comment beyond
    that. Any attempt to threaten her will result in 1d6 enforcers
    jumping to her aid. Should the PC's decide to get out at this
    stage, go to "If The PC's Run..
    
    6. The Rameses Club
    
    If the PC's visit the Rameses Club on East Level 3 they will
    discover an exclusive gambling club. The stakes are high, lowest
    bet is Cr. 100 and the drinks cost about Cr. 50 a glass. In the
    background is a live "entertainment" session. Showing the
    Holocube around will result in the PC's being quickly expelled
    from the club. Subtle questioning of the barmaid, however, will
    reveal that Hammon was a big spender. He liked variety in his
    women, but over the last few months had taken to living with one
    of the "exotic" dancers, Pippa. She thinks she remembers him
    talking about visiting the Joker Tower at Nox but for some
    reason, and it definitely wasn't shortage of money, he never went
    off-planet. She doesn't know where Pippa lives now. If the PC's
    check with the doorman, he will not remember Hammon but will
    realise that the barmaid is actually confused as it is actually
    another regular customer, a teacher at the local school, who's
    always wanted to visit the Tower.
     
    
    7. The List
    
    If the PC's have discovered the Idex list in his office they can
    run a credit check on the list of Idex codes which will reveal
    that all the people listed are high credit. No further
    information is available without names. If the PC's check the
    Communet index against the numbers they will find that, like most
    people, these individuals use their Idex codes as their contact
    numbers. Calling them will reveal a motley looking bunch of
    villains. None will give any information and at least one will
    threaten to do grievous bodily harm to them should they come
    near. While they are trying to find that information, they will
    spot a small advert stating that Daya Crua, an "information
    broker" (deck-jockey) is available for hire.
    
    8. Information Broker
    
    Daya is a Lancian who makes his living obtaining computer based
    information for others. A free-lance hacker. He will want to know
    why they want to find Hammon and if he thinks that there is a
    chance that they mean to harm Hammon he will refuse to help.
    Depending on how much sympathy they manage to obtain he will
    charge between Cr. 2,500 and Cr. 10,000 for the information. He
    can check the following information if asked. Note if any of the
    PC's have computer or Comms skills he will willingly accept
    assistance and reduce the overall fee by 10% per skill level.
    
    To access computer files: [Varies, Computer, Comms, Edu, 3 min
    (Fateful)]. Referee: Each task has a different difficulty level.
    Note that although PC's can add their Computer or Comms skill to
    Daya's (up to a maximum of 8) only Daya's Edu score is
    acceptable. On an exceptional failure the hack has been
    discovered and the local police informed. The PC's should
    determine in which order the search should be carried out.
    
    8a. The List
    
    Daya will recognise them immediately as Alphanumeric Idex codes.
    Each will seem perfectly normal except that cross-checks
     on any data prior to three years ago does not exist.
    There are no birth or marriage certificates, credit sales,
    records of education, etc. The people appeared out of no-where
    three years ago with an untraceable background.
    
    8b. Hammon's Credit Trail 
    
    Shows that an Ushran Government Department, WR1, has been lodging
    Cr. 2,000 per month into Hammon's account since it was created
    three years ago. He is classed as having a good credit history.
    There was a Cr. 300,000 withdrawal two days before he vanished
    and there has been no further credit withdrawals since then. The
    information also shows him to be unmarried.
    
    8c. Medical Check 
    
    If the group have obtained a copy of his gene code Daya can run a
    cross-check against emigration records. If they failed to obtain
    a copy, Daya will try to download Hammon's medical file
    . It will reveal that Hammon has received no further
    treatment since he went missing, he started with the doctor on
    the same date he opened his bank account. The file will reveal
    his gene code. 
    
    Crosschecking against emigration  could take several
    hours unless the PC's remember the Travel agency. Cross
    referencing the search with StarFlight Travel ticket holders
    within a one week period will produce an exact match with a
    "Achmed Connors"....
    
    Achmed Connors, born 155-1051, Argiluu Idex. K184VF-65L0
    Single, works for Ushran Department WR1, a member of the 
    Church of Ascension he left for extended leave two weeks ago
    heading for Adele on board the Fa Tsan.
    
    8d. Achmed Connors
    
    Department WR1's (a sub department of the Judicial department)
    computer is heavily guarded , the local Church office
    isn't  and reveals no trace of Achmed Connors having
    ever undergone the Rights of Passage. Since every adult,
    practicing or otherwise had to undergo this ceremony this seems
    to confirm that the Idex is, to say the least, inaccurate. A
    credit and or registration check  reveals no substance
    to his history prior to three years ago. If the PC's think to run
    a similar check on Hammon, his previous records will reveal no
    birth registration, no education. Hammon did not appear to exist
    before three years ago.
    
    8e. Angelina 
    
    An Idex check will reveal that she was Angela Greenaway until she
    married Hammon last year yet, a search of bank records, medical
    records etc.  will reveal that all were registered on
    the same day three months ago. There is no birth registration or
    marriage registration prior to that. There is a marriage record
    but the record was entered in to the system only three months
    ago. A cross-check with her medical gene code  will
    reveal her to be a 25 year old, registered exotic dancer named
    Mary-Anne Phillipa Marsden (Pippa). There is no credit trail
    since she left under either name. 
    
    8f. WR1 
    
    If the PC's try to find out what the WR1 department does they
    will alert the police who will trace the call. Daya will suddenly
    grab his unit and bolt for it screaming that he's been traced. If
    the PC's grab or try and delay him as he leaves he'll inform them
    that he's just tried to hack into the Ushran Witness Relocation
    Department's files. He will only impart this if he honestly
    believes that the PC's will hold him long enough to guarantee
    capture. From the time of Daya's first warning the PC's have
    exactly 3 minutes to disappear before the police arrive to arrest
    them. Remember, the police have no idea who they are looking for.
    
    9. Adele
    
    If the PC's report any of their findings to Sharik Maihagu, she
    will offer to cover all expenses for a trip to Adele provided she
    and a guest accompany them. If they agree, she will leave one of
    her people with them to "oversee" arrangements while she obtains
    her luggage. Should they attempt to take off, without informing
    her of their destination, they will find her packed and ready
    standing outside their ship with two of her "guests". She will
    insist on coming with them. If they refuse, her men will detain
    them until Security arrives. At this point she will press charges
    claiming that they are thieves. Police will find a small diamond
    brooch amidst their bags. They will be arrested and charged but,
    after two days of interrogation they will be released once it
    becomes clear that Ms. Maihagu has left the planet.
    
    The journey to Adele will be uneventful. If Ms. Maihagu
    accompanies them, she will spend the entire voyage in her
    stateroom. Her "guest" will prove to be a quiet body builder type
    who refuses to speak about Madam. Anyone who pushes it could end
    up in a fight. Note, "Philip" is physically augmented and his
    body system is immune to most commercially available tranq.
    drugs.
    
    On Adele the PC's (and Ms. Maihagu who will now refuse to leave
    their sides) will discover from emmigration that Achmed Connor is
    staying at the Blue Moon Inn. Enquiries there will reveal that
    Mr. and Mrs. Connor have not been back for a couple of days but
    their room is booked up for the week and their luggage is still
    at the Inn. Ms. Maihagu and Philip will immediately book in. If
    the PC's think to check out Connor's room they will discover that
    his bags are sitting packed ready for a quick departure. Taped
    under the bedside cabinet is a fax "Make your way to Ushra. Agent
    Bhalak will meet you at terminal 211." It is unsigned but if the
    PC's think to check out the despatch number at the top they will
    discover that it was sent via secure Governmental despatch. The
    room will reveal nothing more of interest but, should the PC's
    take their time over searching they will hear a noise outside the
    door. A few seconds later Ms. Maihagu will enter with Philip. If
    the PC's hid they will see her place a variety of bugs in the
    room. Philip will eventually call out from the door, "Hurry up
    Shanna, a maid's coming!" They will then hurry out. Should the
    PC's stand their ground, Ms. Maihagu will look momentarily
    surprised then laugh and ask them what they found. If they show
    her the fax she will be extremely interested. She will make a
    quick phone call, relaying the message to an unknown person,
    before closing the circuit. If the PC's ask who the message was
    sent to, Philip will usher them out of the room. From this point
    on Ms. Maihagu and Philip will stay in the Inn. Ms. Maihagu will
    attempt to get the PC's to stay out of the way but will refuse to
    pay them any more money until she has met her father.
    
    Should the PC's do the rounds with the gene code and holocube:
    [Difficult, Carousing, Computer, Edu (Confrontation, Uncertain)].
    Referee: On a success they will discover that Achmed Connor has
    recently been to the Ushran Embassy. There they will learn the 
    following information -
    
    1. Achmed Connor has just posted bond for a Masui Taralak to
       emmigrate to Ushra. 
    2. Hammon can be found waiting for his receipt in a back street
       bar near the starport. 
    
    At the bar they will eventually spot a disguised Hammon in the
    rear booths. At first he will refuse to admit that he is either
    Connor, Taralak or Maihagu. If they try and bodily take him, the
    barman will threaten them with a shotgun. He will be totally
    unco-operative unless they mention that they are with his
    daughter. At this, Hammon will burst into tears. Through the
    sobbing he will tell them that he has no daughter. He will
    eventually confide in them, admitting he originally worked for
    the Yancy as an Information Broker under a crime lord named
    Francis Stonewall. One day he decided to get out and turned
    states evidence. The WR1 (Witness Relocation Department) gave him
    a new identity and transported him to Hellas. Unfortunately the
    case was dismissed on a technicality and Stone was released. He
    swore to get even and set about tracking Hammon down (under no
    circumstances will he tell the PC's his real name). Fortunately
    Hammon got a warning that an assassin was on the way and used a
    second identity set up for him by the WR to flee. 
    
    His girlfriend joined him only a few days ago. If he can get him
    off planet he knows that the WR will reward the PC's highly.
    After all, he still has information that would send Stonewall
    down for life. Information that, until now, he has refused to
    give to the "Filth".
    
    At this point, the PC's have to decide whether to hand him over
    to his "daughter". She's a trained assassin who will kill Hammon
    and attempt to frame the PC's for the murder. Remember, it is the
    PC's who have been asking the questions. She has no intention of
    paying them their "recovery" fee. 
    
    If they decide not to hand him over, they must decide how much
    help to give. Should Ms. "Maihagu" or Philip discover that they
    helped him escape they will bring the wraith of the Yancy down
    upon them. (see "If the PC's Run..")
    
    Remember they have to also get "Mrs. Connors" who is currently
    shopping and prevent her from returning to the hotel. Even should
    they manage to take the assassins out they would have an
    extremely difficult time explaining to the local police what had
    occurred. Hammon would prove more of a liability than an asset as
    he will claim the PC's kidnapped him and threatened to kill him
    so he could maintain his freedom. At the first opportunity he
    would escape off-planet leaving the PC's to their fate.
    
    IF THE PC's SUCCEED IN GETTING HAMMON OFF-PLANET
    
    A week after they arrive at another planet Hammon will send a
    message to the WR1, an  Agent will turn up and take Hammon into
    protective custody. The PC's will be questioned as to their
    involvement and how they managed to break the second identity. If
    they admit their methods the WR will make a report and reward
    them Cr. 25,000 each. Should they refuse to co-operate the WR
    will only cover the cost of any expenses since they met up with
    Hammon. 
    
    The WR will be willing to create false identities for the PC's to
    help them to flee from the Yancy but even if they refuse there
    will be no trouble. Stonewall is presently in the process of
    fleeing and the other Crime Lords are too involved dividing up
    his territory to worry about revenge.
    
    




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