Alien Summaries



Gushemege Sector / Alien Summaries


  • Minor Races of Gushemege (L. Piper)

  • Contact: Lancia (D. Burden)

  • Contact: Loeskalth (L. Piper)

  • Contact: Vapethi (L. Piper)

    Minor Races of Gushemege (L. Piper)

        HIWG:
    
        HIWG Document: #  HD3420  revision 1              Date: 04-01-1993
    
    
    
        From: David Burden               and,     Leighton Piper
              Gushemege Sector Analyst            Gushemege Sector Developer
              47 Middle St                        11 Skeffington Rd.
              Brockham                            PRESTON
              BETCHWORTH                          Lancs, PR1 5UP
              Surrey RH3 7JT                      UK
              UK
    
        To:   Kevin Parry, HIWG UK
              Clayton Bush, Quadrant 1 Editor
              J Duncan Law-Green, Vland Domain Editor
    
    
        AN  OUTLINE OF  THE MINOR  RACES OF  GUSHEMEGE AND  THEIR IMPACT ON THE
        DEVELOPMENT OF THE SECTOR
    
        Abstract:
    
             The  impact  of  minor  races  on  the  development and history of
             Gushemege sector is discussed.  The races outlined are: Loesklath,
             Lancia, Smrii,  Tapazmal, Ael Yael,  Hrachddrumm, Traypih, Vapethi
             and the Padansch-Mitloi.
    
        Gushemege  is a  melting pot  sector. As  well as  the influence of the
        major races ( Vilani, Solomani, Aslan,  and Droyne ) Gushemege has also
        been influenced by the minor aces within and without its borders.
    
        Statistical analysis  published in AAB2 suggests  the following figures
        for "typical" distribution in the Sector:
    
         -    2 minor humaniti
    
         -    20 minor intelligent non-human ( 12 star-faring )
              ( 4% and 2% )
    
         -    160 non-intelligent races
              ( 30% )
    
         The races discussed here are:
    
         -    Loesklath       (humaniti)
    
         -    Lancia          (humaniti)
    
         -    Smrii           (star faring - non Gush)
    
         -    Tapazmal        (star faring - non Gush)
    
         -    Ael Yael        (non star faring - non Gush)
    
         -    Hhrachddrumm    (non star faring)
    
         -    Vapeth          (star faring)
    
         -    Traypih         (non star faring semi-intelligent)
    
         -    Padansch-Mitloi (non star faring)
    
         -    Edlun           (non star faring)
    
         -    Giiguuglum      (star faring)
    
    
        LOESKLATH
    
        An aggressive and warlike race of  humaniti that was based in subsector
        M. It gained the Jump drive from a Vilani client about - 5700 and began
        a fierce campaign in  Gush M, and occasionally Reft P  and Ilelish A to
        establish  its own  sphere of  influence, exploiting  the Jump-1 mains.
        Amongst other races raided were the Tapazmal of Dlaekan (Reft 3134). At
        thier  height  the  Loesklath  Empire  embraced  most  of  Gush  M. The
        Loesklath  Empire was  typically of  TL9 at  its core,  and TL8  at its
        fringes.
    
        About -4300 the Vilani destroyed  the Loesklath Empire and absorbed the
        civilisation  into the  mainstream of  Vilani culture  after a long and
        drawn out violent struggle.
    
        LANCIA
    
        The  LANCIA  culture  has  its  roots  in  the  Lancia, a minor race of
        humaniti seeded  in Subsector D  by the Ancients.  It was conquered  by
        Vland during the consolidation wars (-5400 - -4000). Lancian resurgence
        during  the  first  century  of  the  Third  Imperium  lead to it being
        brutally ravaged  by Vland and being  resettled by Makhidkarun. Lancian
        culture consisted  of more than  one race (mostly  humaniti), including
        one  that  was  war  like,  acting  as  the  Lancian  mercenaries,  and
        responsible for the Smrii wars.
    
        SMRII
    
        The  Smrii are  a race  of reptilian  hexapeds from Mimu (Dagudashshaag
        0208 ). Through generation ships they  had by -9000 settled 3009, 3110,
        3208,  and   3212.  3110  was   later  devastated  during   the  Vilani
        Pacification Campaign and resettled by Makhidkarun. They are experts in
        neurotechnology.
    
        TAPAZMAL
    
        An  artisic,  peaceful  and  hard  working  minor  human race native to
        Dlaekan/Moibin (Reft  3134). Dlaekan is  a hot world,  and the Tapazmal
        lived  on the  mountain slopes.  They have  a low  birth rate which has
        limited their full  impact on Imperium space. They  are a conservative,
        unaggressive, and mystical people, their  roles in society are strictly
        defined.  Individuals  defy  the  old  standards  at  substantial risk,
        nonetheless they are hard working and at peace.
    
        Interstellar contact was made in -4700 with the Loesklath. Vilani power
        was  asserted  around  -4300,  and  offers  of  technological  aid  and
        protection  were   greatfully  accepted.  The   result  though  was   a
        submergence of Tapazmal in the  Vilani Way. Under Solomani tutelege the
        Tapazmal were given colonies in 6 Reft worlds, and Choltonrul (0136).
    
        AEL YAEL
    
        The Ael  Yael are an  avian/reptilian race from  Jaeyelya (M/0437) They
        are an  artistic and sympathetic  race eager to  learn modern technolgy
        from the Imperium.  However they are distrustful of  business. They can
        be found on many small/dense atmosphere worlds in the region.
    
        Recently Strephon has recruited a number of Ael Yael as special assault
        troops in his campaign to liberate worlds from Dulinor and Lucan. These
        troops are dropped  into target areas in advance  of main forces, their
        usual  objective to  knock out  key strategic  targets: communications,
        transport, and munition centres, etc.
    
        HHRACHDDRUMM
    
        The  Hhrachddrumm are  a non-human  minor race  from Gelhhach (A/0810).
        They  exhibit unusual  three-fold  symmetry - three limbs,  three eyes,
        three sexes, a triplex nucleic acid, etc.
    
        The race were only first discovered  by solomani explorers near the end
        of the  Rule of Man.  Contact was irregular  at this juncture  with the
        solomani scouts mounting a monitoring  operation of the culture. During
        the Long Night the Hhrachddrumm were forgotten. To the Hhrachddrumm the
        humans were only the vaguest of memories over the intervening centuries
        before contact was reeastablished by Sylean scouts.
    
        At the time of first contact the Hhrachddrumm were principly a pastoral
        society,  dispersed over  Gelhhach in  agrarian communities  at a  tech
        level of 1. On rediscovery  the Hhrachddrumm had elevated themselves to
        tech level 4. The Hrachddrumm are  rarely found off their own world and
        have  contributed  little  in  a  direct  manner  to the development of
        Gushemege.  But Gelhhach  is an  agricultural exporter  and thus  is an
        important link in the well-being of the average citizen of the sector.
    
        VAPETHI
    
        The  Vapethi  are  an  intelligent  star  faring  aliens  originating on
        Imapiirn  (F/0723).  They  are  only  a  metre  tall  will  pale green
        complexions.  They  are  as  alien  to  humaniti  as  it is possible to
        envisage. Although they have a roughly similar biochemistry to humaniti
        the  major physiological  preoccupation of  the Vapethi  is the need to
        conserve water. The Vapethi have an internal stalk-like skeleton around
        which a  series of muscles  are attached like  spokes on a  wheel. This
        muscles  are separated  by bands  of muscles  set in  concentric rings.
        These muscles  allow the Vapethi  to alter the  general shape of  their
        bodies to  suit the prevailing environmental  conditions. In controlled
        environments  their  bodies  tend  to  be  shapeless  blobs.  The limbs
        (anywhere  between  two  and  six)  are  contractile  with  a core of a
        cartilage like substance. They end in two-way prehensile digits.
    
        Discovered  early  on  in  the  vilani  explorations  of Gushemege, the
        Vapethi had already  surveyed their own system and  had begun to branch
        out  to  explore  the  neighbouring   stars.  The  vilani  first  noted
        intelligent  life  in  the  system  when   a  scout  ship  ran  into  a
        sophisticated unmanned  probe. Observations of the  Vapethi indicated a
        thriving tech level 8 culture.
    
        The  vapethi  were  instrumental  in  the  removal  of  the vilani from
        Inapiirn  when   the  solomani  advanced   on  Vland  during   the  Nth
        Interstellar War. The vilani withheld their technology from the vapethi
        who resented this action and thus  sowed the seeds of the later vapethi
        rebellion. With  the rise of  the solomani the  vapethi could be  found
        wandering the  border of Verge,  Gushemege and Ilelish  exploring space
        out of pure curiosity.
    
        The current scene shows increased tensions within the vapethi colonised
        worlds  of  the  Inapiirn  cluster  with  The  subsector Duke of Balech
        attempting  to  annexe  the  region.  Feeling  betrayed  by the central
        Gushemege government the vapethi are  beginning to arm themselves in an
        attempt to forestall  the Duke's excesses. The vapethi  councils are in
        favour  of   siding  with  Dulinor  who   has  guaranteed  the  vapethi
        independence/indentity.
    
        TRAYPIH
    
        The world of Divkar (Rure 1518)  is the home of the amphibious Traypih.
        A race  of  squid-like  sophonts  who   dwell  in  the  large,  shallow
        lagoon-like seas of  Divkar, thriving in the warm  upper layers and the
        abundant mud flats.  The Traypih are in the  process of developing full
        intelligence and  are thus under  the intense and  watchful eye of  the
        IISS.
    
        The Traypih are approximatelly three metres long when fully mature with
        a cluster of short tentacles at the  anterior end. One of the tentacles
        is a highly developed sensor  cluster containing the Traypih equivalent
        of  eyes, nose  and tongue.  There  are  a series  of pressure  sensors
        present on  the flanks of the  Traypih which are capable  of picking up
        the  slightest  changes  in  water  displacement  brought  about by the
        slightest of movements.
    
        Parallels  have been  drawn with  the Githiaskio  of Githiaski  (Dartho
        0806, on the edge of the Lesser Rift).
    
        PADANSCH-MITLOI
    
        The Padansch-Mitloi (the nearest equivalent in galanglic) are native to
        the world of Pex'scheen, in the Phoenaeg system (Vipach 0338). They are
        a race of huge eight-legged herbivores; they are three metres long, are
        two and a half metres at  the shoulder, massing some ten metric tonnes.
        There is some evidence that there has been some artificial modification
        of the Padansch-Mitloi genetic material. It  is not known by who's hand
        this  change  originates  but  it  is  interesting  to  note  that  the
        recognised main  world of the system, Phoenaeg, is home to  Droyne, the
        accepted descendents of the Ancients.
    
        EDLUN
    
        Mulanje (2306) is  the home of the Edlun,  non-human sophonts, decended
        from hunting  stock, who developed  sentience about 150,000  years ago.
        The Edlun are large spindly creatures that have been likened to a cross
        between  a terran  stick-insect and  a vilani  valushi (a  long slender
        reptile).  Individuals reach  up to  four metres  in height, with limbs
        extended. The  limbs (eight in total)  extend up to two  metres and are
        situated around the centre of the body, just below a sensory cluster.
    
        The Edlun share Mulanje with Chirpers who make up three-quarters of the
        sophont  population  of  the  world.  The  Edlun  are  in  decline, the
        population has falling by 90% in the last 200 years, now numbering only
        about three thousand now. Efforts to aid the recovery of the Edlun have
        been hampered by the number of fierce skirmeshes by Ilelish, Strephon's
        and Lucan's forces.  Part of the plan has been  to transport some Edlun
        to other worlds.
    
        GIIGUUGLUM
    
        The Giiguuglum are probably, to humaniti's  eyes, one of the most alien
        of sophonts in known space. They  are a sedentary fungal species native
        to  the  world  of  Seaport   (2216).  All  communication  between  the
        Giiguuglum is of  a biochemical nature through the  use of spores. They
        have no  sense of taste, touch  or hearing and thus  contact with other
        races has proven difficult to say the least. In addition to the spores,
        communication  is  achieved  through  direct  body-to-body  contact via
        physical cell  cross-linking where biochemical 'data  packs' are passed
        between  each  other.  The  Giiguuglum  have  consequently developed an
        advanced  biochemical  technology  where  they  are  able to coax other
        lifeforms,  especialy plants  and other   fungi to  grow as  they wish,
        whether  for food  or to  form complex  structures which  are used  the
        Giiguuglum equivalent of housing, etc.
    
    


    Contact: Lancia (D. Burden)

    HD3413                                         Date: 910915
    
    CONTACT: LANCIANS
    
    Author: David Burden, Gushemege Sector Analyst
    
    Abstract: An overview of the Lancians and Lancian culture is
    given. Details of history, society, government, military, and
    refereeing are given.
    
    Lying to trail of the head of the Great Rift lies the Lancian
    Cultural Region. Created by Empress Arbellatra in 639 the Region
    is home to the Lancians, sentients of many races who follow the
    Lancian philosophy and way of life. In the gen erally aggressive,
    competitive, and profiteering space of the Imperium Lancia offers
    a more creative, considered, and pastoral way.
    
    GENERAL
            Although Lancians originated as a minor human race on
    Kukhun/Gushemege the term is now applied to sentients of any
    world from the Lancian Cultural Region, particularly to those who
    follow the Lancian philosophy. The Region covers 5 subsectors and
    is centered on Subsector D (Tansa) of Gushemege Sector. Three
    subsectors lie in Gushemege (Taapvaia, Tansa, Isi Ahto), and one
    each in Corridor (Sashrakusha) and Dagudashaag (Mimu). Whilst the
    majority of Lancians are human the culture also embraces minor
    races resident in these subsectors, especially the S'mrii from
    Mimu. The fact that being "Lancian" is more a way of living than
    an accident of biology is often not fully appreciated by
    sentients from beyond the bounds of the Region.
    
    PHYSIOLOGY
         Pure blooded racial Lancians, who originated on Kukhun in
    Tansa Subsector, average 1.9m in height and mass about 70 kg.
    They are thinner and taller than most Solomani, usually with fair
    skins and light brown or straw hair. Due to dietary
    incompatibilities with Kukhunen fauna the original Kukhunen were
    vegetarian, and this is still a characteristic of most Lancian
    societies. To all intents and purposes the average Lancian is
    nowadays indistinguishable from the mass of starfaring humaniti.
    
    HISTORY
            Contact: Kukhun ( 3105 B658997-E ) was seeded by the
    Ancients with human stock around 300,000 years ago. By the time
    that the Vilani Naasirka bureau made first contact around -9100
    they had reached TL4. The Kukhunen were a creative culture, but
    with a taste for violence and a mind of their own that did not
    take too kindly to the rigidity of Vilani rule. In concert with
    the neighbouring S'mrii they were continually champing at the bit
    of Vilani rule.
    
            When Vilani rule was overthrown in -2219 the Kukhunen,
    who had now spread to several neighbouring systems, found
    themselves presented with the no more benign rule of the
    Solomani. As the Second Imperium slipped into the chaos of the
    Long Night the Kukhunen entered into a bloody civil war. This was
    initially between the colonies, but was eventually fought out
    between factions on Kukhun itself. At the same time Kukhun
    slipped into an ice age as Mihev, the planet's K0V star, entered
    a cooling phase that has lasted to this day.
    
            The Long Night: The Kukhunen initially seemed oblivious
    to these three threats to their survival. Their salvation came
    from the efforts of the Lancian Movement. This movement, named
    for the goddess Lancia of Kukhunen mythology, believed fervently
    in the importance of creativity, both as a way of life and as a
    way of thought. By -1324 when the Civil War was at its height the
    Movement had gained significant numbers of followers in all the
    factions, including amongst the faction leaderships. It was
    through the efforts of the Lancian leaders that peace was brought
    about, and the planet began to address itself to the problems of
    the Long Night and the advancing ice age.
    
            The Lancian Movement formed the core of the new world
    government. Over the next century, as Kukhun successfully dealt
    with the ice age threat and managed to maintain a TL6 society,
    Lancian philosophy permeated every facet of Kukhunen society, and
    every Kukhunen's mindset. By -1200 Lancian culture dominated
    Kukhun.
    
         Kukhun was unusual in having an active and creative
    existence during the Long Night. It emerged, after re-contact by
    Sylean traders in -143, as a vibrant and energetic world anxious
    to make its mark in the stars. Jump drive was rapidly re-acquired
    and for the next 150 years contact was re-established with "lost"
    Kukhunen colonies ( who were rapidly converted to Lancia ), and
    new worlds were settled.
    
            At War: Problems began in -24 when the Lancian
    Confederation was approached by the Sylean Federation to join
    their federation of the stars. Efforts to bring the Confederation
    into line were increased from 36 onwards as the Third Imperium
    began to flex its muscles. The Lancians, with bad memories of the
    First and Second Imperiums, and now with a culture that was
    fundamentally different from that espoused by Emperor Cleon I,
    were none to keen to surrender their independence. A cold war
    soon gave way to a widespread campaign of terrorism and
    de-stabilisation. By 57 open war had broken out on several worlds
    as Artemsus sent Imperial aid to guerillas fighting Lancian
    governments. By 73 most other worlds in Gushemege had joined the
    Imperium; even several non-Lancian dominated worlds from the
    Confederation had signed up. In 74 non-Lancians on the strategic
    world of Shiramuunir (2507 C444AC8-F) revolted in defiance of the
    Lancian government, calling for Imperium help to free them from
    Lancian "tyranny".
    
            Artemsus finally lost patience and sent in the Fleet, as
    much to stop the expansion of Lancian philosophy, which had been
    gaining ground, as to bring Lancia into the Imperium. Artemsus'
    great mistake was to put the Duke of Vland in charge of the
    Campaign. The Vilani Pacification Campaign was as long and bloody
    as it was since the Lancians and S'mrii saw it as a replay of the
    Consolidation Wars of 5000 years previously. In the end the
    Imperium, in the form of Vland's Makhidkarun Bureau, prevailed
    and in 120 the Lancian worlds joined the Third Imperium, but
    under sufferance.
    
            The Third Imperium: After the Campaigns Makhidkarun
    occupied significant parts of the Lancian Confederation. Many
    worlds such as Beheld and Lishun were re-settled by Makhidkarun.
    Others, such as Oroth, were radioactive wastelands. Makhidkarun,
    with its interests in media and entertainment soon began
    exploiting Lancian artistry and creativity. The Lancians did not
    take long to realise that perhaps eventual freedom lay trough
    subterfuge, by working with Makhidkarun. If you are writing and
    producing the prime-time inter-stellar soap simstim then think
    what psychological warfare could be conducted.
    
            Over the following centuries Lancia worked quietly
    towards building its fame and influence. In Gushemege it made
    particular in roads into the nobility and "real" power. During
    the Civil War Lancia constantly sought to restore normality, for
    who wants entertainment in war, and the destruction stood
    directly opposed to Lancian ideals of creativity. The culture was
    an early supporter of Arbellatra, and used its considerable
    capacity for propaganda to support her. Lancian architects were
    also heavily involved in the building of the Grand Palace on
    Capital. In recognition of Lancia's support Arbellatra created
    the Lancian Cultural Region in 639; a move that was in-line with
    the prevailing policy of moving power away from the Domains.
    
    
            Lancian Cultural Region: The creation of the Region led
    to a resurgence in Lancian culture and especially economics. The
    old ideas of need driven economies were resurrected and the legal
    status of the Region enabled the necessary protectionist trade
    and currency measures to be enacted. These enabled the Lancian
    economy to exist within the profit driven economy of the
    Imperium. Lancian art also flourished, with still a tinge of
    psychological subterfuge. As technology improved so did Lancia's
    output. The creative drive of Lancian society continually
    surprises with the uses it finds for technological developments.
    Working with the S'mrii has proved particularly rewarding. S'mrii
    neurotechnology mixed with Lancian creativity led to the
    development of a vast range of cybertechnologies. Technological
    cast-offs found their way into the core of Gushemege where their
    uses were not quite so regulated or creative.
    
            With the coming of the Rebellion Lancia is again trying
    to bring about a peace in which it can prosper, whilst always
    looking for the ultimate chance of independence. Unfortunately
    its "four corners" position makes it a major battle-ground where
    survival of individual worlds has become more paramount than the
    survival of society as a whole.
    
    
    
    PHILOSOPHY
            "Lancian" is a cultural and philosophical designation
    rather than a racial one. It derives from the name of the
    movement on Kukhun that was responsible for saving the planet
    from natural and self destruction, and which rapidly established
    itself as the world philosophy. The name itself is that of the
    mythical Kukhunen goddess of creation. Lancia has been described
    as one of the most important and influential "godless religions"
    in the Imperium. Not every Kukhunen (or indeed every resident of
    the Region) is a Lancian though, although some 90% are. Those
    that aren't are mainly to be found within the cities and on
    industrial worlds where the economy is the most mixed.
    
            The two key elements of Lancian philosophy are creativity
    and contribution. Creativity is evident in the art, pacifism, and
    originality of Lancian culture. Pacifism should not be taken as
    meaning a total aversion to violence but rather an avoidance of
    mindless destruction. Kukhunen and S'mrii memories of the First
    and Second Imperium led to their extreme hostility against the
    Third Imperium, and especially the use of Vland as the subduing
    power. The ferocity of the Imperium's response was in part due to
    shock and frustration at the effectiveness of the Lancian/S'mrii
    defense.
    
            Lancian artistry and originality accounts for Lancia's
    dominant position within Imperial entertainment, and its strong
    bonds with Makhidkarun (for entertainment) and the S'mrii (for
    neurotechnology and virtuality). The Lancian culture has also
    bred a counter culture - the Kaz - who believe in destruction as
    the ultimatedenial of creation. They should be distinguished from
    the Ultra sect who see anarchy and destruction as a necessary
    part of the creative process, and who have a pyrotechnics joy of
    the beauty of destruction.
    
            The ethic of contribution is reflected in peripheral
    fields like the endemic medianet and the high degree of artistic
    and political participation of Lancian society. Most importantly
    though it underpins the whole of Lancian economics, and the trust
    on which it is based.
    
    ECONOMY
            Lancian economy is at root an extreme socialist economy,
    to use a Solomani term. Although the true Lancian economy is now
    only found on a few fundamentalist worlds it's foundations lie at
    the heart of the most powerful and influential Lancian worlds. In
    traditional Lancian economy everything is free, and everybody
    gets paidnothing. If you need it you take it. If you can
    contribute you do so. Such an economy must by its very nature be
    closed, and as such is only viable nowadays in small communities
    and isolated worlds. The contribution ethic restrains Lancians
    from taking what they haven't earned or "contributed" to. The
    main result of this economy is that everybody has a similar
    standard of possessions and a similar standard of living. Lancia
    is freed from the crippling uniformity of the old Solomani
    Peoples' Democracies by the creative and artistic impetus. This
    results in a variety of products that would shame even the most
    productive market economy.
            Mixed Economies: Those Lancian worlds that are more fully
    integrated with inter-stellar society have evolved hybrid
    economies that allow greater integration and allow offworlders to
    survive more easily. Examples are:
    
    - Sharenga: All Lancian's are paid a flat wage in Imperial
    credits, and offworlders are only allowed to import credits in
    proportion to their length of stay. The penalties for smuggling
    currency are severe. The flat wage is "open to discussion" and
    there are set conditions under which it is varied by the state,
    eg number of children, distances travelled, health. The crucial
    point is that the wage changes with need not work done.
    
    - Liigash: Very high taxes are levied with the large revenues
    being used to supply extensive social, health, educational and
    transport services for free. Offworlders are either limited in
    currency as above, or subjected to a daily tax that brings their
    available money down to Lancian levels, and forces them to
    contribute to Lancian society.
    
            Sunceinha: The tribunals at which wage variations are
    granted, and where greed is dealt with in both fundamental and
    mixed economies are an important part of Lancian society. Called
    Sunceinha their members are elected yearly by universal suffrage.
    The voting age is 5. Each community elects its own Sunceinha, and
    a hierarchy of Sunceinha exists for appeals. The Sunceinha,
    usually 13 strong, reflects the age, race and sex makeup of its
    electorate. Penalties are usually awarded in the form of an
    enforced contribution to society, usually menial labouring or
    community service. The most persistent offenders are banished.
    Traditionally this was to desolate wildernesses such as the ice
    plains of Kukhun, but now is more often a one way ticket out of
    the Cultural Region.
    
    SOCIETY
            Art: Everybody links Lancia, and Lancians, with art. The
    image is of a whole society spending its entire life in a studio
    making objets d'art, electing their best artists to government,
    and being incapable of filling o ut a customs form without doing
    a sketch and singing an aria first. This is of course far from
    the truth. On one level, art occupies the same place in Lancian
    society that sport occupies in many others. Most Lancians, but by
    no means all, have an art or craft that they indulge in during
    their spare time. Most residential districts have clubs and
    societies for the main artistic streams, and artistic
    competitions attract the same kind of attention that sport
    matches may elsewhere. They give a community something to
    identify with, and to compare themselves with other communities
    by, without getting involved in the negative aggression that
    sport tends to bring. On a higher level art, or rather creativity
    and contribution, does permeate almost every aspect of Lancian
    culture. From a simple view this is manifest in the graceful
    architecture and superb industrial design that is evident
    everywhere in Lancian society. More complexly it is evident in
    Lancian law, with its dislike of "pointless" incarceration, and
    in interstellar relations, where the approach is one of
    reconciliation rather than confrontation.
            The Tariil: In common with many other cultures Lancia has
    a system of guilds, called Tariils, to support the arts and
    crafts. Given the importance of arts and crafts in Lancian
    societies these guilds have greater influence than elsewhere.
    Almost every Lancian is a member of at least one such guild. In
    crafts the Tariil are responsible for the setting and maintaining
    standards, and the award of professional qualifications. In the
    arts, the Tariil are responsible for the accreditation of
    professional artists, and the organising of competitions and
    shows. It should be noted that unlike some technofuedal societies
    Lancian guilds have not  extended to "modern" trades, such as
    engineering and jumpspace navigation. The Tariil have however
    expanded to include the modern arts, such as simstim, multimedia,
    and social sculpture.
    
            Art Movements: Whilst the Tariil are responsible for the
    development and maintenance of the "technical" aspects of the
    arts, the aesthetics are developed through various movements, 
    some enshrined in clubs or associations, others just as
    unofficial groupings or critical labels. There are many hundred
    such movements. The breadth of  Lancian art, which often acts as
    a vanguard for Imperium art in general, can be gauged by a brief
    description of some of the main movements at present.
    
            - Traditionalist: Traditionalists believe that only the
    original arts are worthy of the name art. They are visual
    painters, physical sculptures, acoustic musicians, and linear
    writers and take great pride in reinventing lost forms of
    Lancian, and indeed human, art.
    
            - Ultras: The Ultras believe in experiental and
    subjective art. Working mainly through simstim, but also through
    physical senses, they make the audience the target of their work,
    creating sensations and feelings as directly as possible in the
    audience. As an example whereas a traditionalist might paint an
    impressionistic painting of a head howling to represent the
    suffering, angst and loneliness of a victim of a meson gun
    strike, the Ultra would put the audience through a surreal
    simstim of a meson gun attack, highlighting and emphasising the
    desired senses and emotional reactions. Needless to say much
    Ultra work verges on the sadistic, masochistic, and psychoerotic.
    Several Lancian worlds have taken steps to limit the activities
    of this movement.
    
            - Anachronists: One of the more recent movements, the
    anachronists seek to deliberately mix up techniques, so as to
    heighten the audiences awareness of the medium. Not surprisingly
    they grew out of a deconstructivist movement. An example of
    anachronist art is the Satuy Robotic Chamber Orchestra. Every
    instrument and note of music is as close to pre-contact Kukhun as
    is possible, but every player is a distinctly TL9 humanoid robot.
    Another example is the light sculpture of Hati Naihku. Her
    earlier works consisted of laser beams criss-crossing the skies
    of cities, usually with laser drawings on the sides of a tall
    building. Her anachronist works of the same ilk have seen the
    lasers replaced by long tubes of oil lamps, and the laser drawing
    replaced by a steam engine driving a mirror that reflects the
    beam of a powerful arc light according to a punch card program.
    
            The Family: Lancians have a distinctly pragmatic approach
    to the family. In the harsh conditions of Kukhun it was survival
    that was important, and this could be best achieved by not
    bonding a man and woman for life just to have a child. Conversely
    it was acknowledged that for the stability of the society, and
    especially to support to the young, there comes a time when a man
    and woman do wish to be bonded for the rest of their life. To
    this end the two tier system of Lancian marriage was evolved. At
    the first level marriage is seen as an arrangement for
    procreation, and can be expected to be dissolved once any
    children are weaned and either partner is ready to move on. A
    Lancian may experience several such "low" marriages, although
    only one or two are the norm now. The second tier is a bond for
    life, and its breaking is a major trauma in Lancian society.
    Often such "high" marriages may grow out of the partners' final
    "low" marriage, but it is usual for the high marriage to be with
    a completely new partner. This should not be surprising as the
    partner sought by a young twenty year old for procreation is
    often very different from that sought by a thirty year old with a
    desire to settle down. Whilst such a two tier arrangement may be
    beneficial to the adults many critics have considered it to be an
    unhealthy environment for children. Lancians would not support
    this. For a start children are spared the heartbreak and agony of
    marital break up. In Lancia people expect the partners to go
    their own way. To assist the law of child custody is deeply
    ingrained into society; first born to same sex parent, then
    alternate parent. From a more positive aspect Lancian children
    find themselves exposed to a greater number of carers than their
    contemporaries elsewhere. This has a beneficial effect on their
    learning, and by exposing them to different ideas and interests
    acts as a boost to their creativity.
            Language: Kehuu, the Lancian language, has its origins in
    that spoken by pre-contact Kukhunen. The language has evolved
    much, picking up many words and structures from Vilani and
    various forms of Galanglic. As may be expected Kehuu is rich in
    words associated with arts and crafts, and Kehuu is one of the
    most beautiful and expressive languages there is, whether written
    or spoken. It does however suffer from the fact that it is not a
    particularly precise langauge when it comes to science or
    politics. A treaty written in Kehuu would sound impressive, but
    would be open to wide interpretation. This led in the early days
    of Vilani contact to the import of many Vilani words for times
    when precision was required.
     Similarly in keeping up with technology the Lancian approach has
    been to adopt the Galanglic word rather than invent a compound
    one from Kehuu. The use of Vilani and Galanglic words does ease
    the task of the foreigner trying to learn Kehuu, or trying to get
    a spare part for her jump drive in a remote class E starport.
    Kehuu is usually spoken as a first or second language by those in
    the Lancian Cultural Region who see themselves as Lancian.
    Galanglic is the primary langauge of the region for all business
    and commercial uses, in which Kehuu would anyway be inferior.
    
    
    
    GOVERNMENT
            Legislature and Executive: Because Lancian philosophy so
    deeply underpins Lancian society there is not the same need for
    the politics of government as in the rest of the Imperium. There
    are differences world to world in how government is carried out
    but all Lancian society really requires is a civil service to
    keep things running. Kukhun, the prototype of Lancian worlds, is
    typical in this respect. The structure set up by the Lancian
    Movement after the Kukhunen Civil War is still in place. The
    legislature and executive are committee based, with members being
    career "governors". There is, though, a very strong electronic
    lobby system which ensures that the peoples' wishes are heard,
    and for major issues referenda are held. Turnouts of 99% are not
    uncommon. In general Lancians are happy for government to just
    "happen".
            Judiciary: In contrast to the other arms of government
    the judiciary is more firmly rooted in society. The courts,
    called Ammeinha, are made up of 13 person "benches", a combined
    judiciary and jury, similar to Solomani Courts Martial. Each
    district's Ammeinha is drawn from the members of the local
    Sunceinha, and like them its constitution reflects the district
    demographics. The emphasis is very much on trial by one's peers.
    Crime is generally less of a problem in Lancian society due to
    the contribution ethic. But it does exist and all Lancian worlds
    have competent police forces which also serve as social and
    economic watchdogs.
    
    MILITARY
            The fact that Lancians have a military seems incredible
    to some. "I mean aren't they meant to be a peaceful and pastoral
    society?" You have only to sense the records of the Pacification
    Campaign to see that Lancians make formidable opponents. The
    waste-worlds of Oroth and Kyla, and the Makhidkarun domination of
    Mestitela and Lishan bear witness to this to the present day. The
    Lancian military divides into two parts, the Pulehov and the
    Silkku.
            The Pulehov: Most Lancians do not like the idea of
    permanent military forces, and even less the idea of serving in
    them. As a result most standing Lancian forces, the Pulehov, are
    small and often composed of non-Lancians. It is often forgotten
    that Lancia is a philosophy not a race, and so most Lancian world
    will have a proportion, usually around 10%, of non-Lancians.
    Since Lancians believe that the more creative (and attractive)
    jobs are best done by their own kind then the military is one of
    the few significant areas where non-Lancians, known colloquially
    as Nunjki, can make an impact. That said the Pulehov officer
    corps does have a relatively high proportion of Lancians. These
    tend to be people who appreciate the creative arts of war, and
    see it as a valuable way to contribute to society. Without their
    self-discipline these same people would be found roving the
    strada as part of some Ultra gang of Lancian delinquents such as
    the BarBarDak.
            The Silkku: In times of war the whole of the Lancian
    population sees it as its duty to contribute to defence. This
    does not mean that they become laser wielding berserkers
    overnight. If bloodshed can be avoided the Lancians will do so.
    As a result much effort goes into techniques of sabotage and
    subterfuge, psyops and viruses, both biological and cybernetic.
    They like to find clever, and original, ways of waging war. The
    result is that the opposition finds its forces falling apart,
    sometimes metaphorically, sometimes literally. This peoples'
    army, the Silkku, is the ultimate defence of Lancian worlds.
    
    REFEREEING THE LANCIANS
            Character Generation: Since there are few physiological
    differences between Lancians and the rest of humaniti Lancian
    characters can be generated using the standard rules. After
    determining a homeworld, but before determining career 2D should
    be thrown to find out if the character is actually Lancian, or is
    a non-Lancian brought up in the Lancian culture. On a throw of 4+
    the character is Lancian. This procedure should also be used when
    NPCs are met in the Cultural Region to determine their
    background. Lancian characters are not likely to be found in the
    military careers, and a DM of -6 should be applied to the
    enlistment roll. A DM of -2 should be applied to the Merchant
    career. By contrast non-Lancians in the Region get a DM of +2 for
    military and merchant enlistment. Popular Lancian careers include
    bureaucrats and scientists working within the arts and
    entertainments industries, or as artists themselves.
    MegaTraveller does not have rules for artists. Rules will be
    presented in a later document. In the meantime it is suggested
    that the Noble career is used as a substitute. Artists of course
    have no ranks, the "promotion" representing increased acclaim and
    standing.
    
            Playing Lancians: When playing a Lancian the fundamental
    psychology of the Lancians should always be borne in mind, the
    twin drives to contribute and to create. This doesn't mean that
    every Lancian is a do gooding traveller, always eager to help and
    who spends their spare time painting murals or writing music. The
    drives are more the axis of a personality profile. A Lancian's
    urge to contribute can vary wildly in its scope. "Fundamentalist"
    Lancians interpret it as the need to contribute to society, or
    even humaniti or sophonti as a whole. Less benign Lancians see it
    as refering to their street-gang or criminal syndicate. The
    problem with Lancians is often that they want to DO things, and
    are driven to doing things, be they good or bad. This zealousness
    causes many non-Lancians to approach Lancians with caution.
            The creative aspect of Lancian psychology is also a
    double edged sword. As mentioned earlier Lancians can have quite
    different attitudes to what is and isn't creative. To some the
    Instellarms PGMP-15 is a highly creative weapon, allowing the
    user to refashion her surroundings in quite dramatic ways!
    Hopefully this brief discussion has shown that Lancians are not a
    bland bunch of artistic do-gooders. The "average" Lancian is, it
    is true, unlikely to be any more interesting than the average
    Solomani, but she will be differently motivated. As with any
    society it is the more extreme characters who will prove
    interesting, both to play and to meet. In the Lancian case these
    range from fundamentalists who have difficulty comprehending the
    monetary Imperial society, but who do everything possible to help
    and contribute to humaniti's well being, and so much the better
    if that involves creating a planet sized mural, to the Ultras who
    contribute with all their energy to the BarBarDak gang,
    deconstructively creating desolation, moving aggressively to the
    beat of a different drummer.
    
    Lancian NPCs
    
    Lancian NPCs can be divided into three main groups: those living
    and working within the Cultural Region, those who act as an
    interface between Lancian and non-Lancian society, and those who
    form part of the inter-stellar community. Interstellar Lancians
    have learnt how to adapt to the money and profit orientated world
    of the Imperium. They vary though between those who still hold
    true to the Lancian idea of need, those who live in a luxury that
    only their creativity could bring. Such characters can often be
    too far removed from mainstream Lancia to be of much use as
    guides in the region, but can be very useful "left-fielders"
    outside it. Interfacing Lancians will often be non Lancians who
    were brought up in the Region. They have a good understanding of
    the culture and can help to smooth players' ways through the
    region. Merchants working in and out of the Region are
    predominantly non-Lancian, but those within it are mostly
    Lancian, although they are more transporters than merchants. The
    man in the street Lancian encountered dirtside could be of any of
    the types or leanings described anywhere above. When creating any
    Lancian NPC bear in mind the points raised above about playing
    Lancians; it is their radically different motivations that makes
    Lancians interesting and different.
    
    Welcome to the Lancian Cultural Region.
    
    
    
    


    Contact: Loeskalth (L. Piper)

        HIWG
    
        HIWG Document: HD 3426                             Date: 24-11-1992
    
        From: Leighton Piper
              Gushemege Sector Developer
              11 Skeffington Rd.
              PRESTON
              Lancs, PR1 5UP
              UK.
    
        To  : David Burden, Gushemege Sector Analyst
              Kevin Parry, HIWG UK
              Clayton R. Bush, Quadrant 1 Editor
              J. Duncan Law-Green, Vland Domain Editor
    
        Subject: The Loeskalth
    
        Abstract: A more detailed look at the lost human race of Gushemege.
    
        THE LOESKALTH
    
        The  Loeskalth and  their culture   were to  all intents  and purposes,
        eradicated  through  the  vilani   consolidation  wars  that  raged  in
        Gushemege between -5400 and -5300. In  little less than a hundred years
        an independent  human culture with  a recorded history  of six thousand
        years  was extinguished.  The loss   was virtually  so complete  that a
        thousand  years  after  the  passing  of  the  wars, the Loeskalth were
        confined to  myth. The people  and the culture  had undergone a  forced
        integration that  banned the use of  thier own language, and  wiped out
        their own history prior to the  arrival of the vilani. The Loeskalth as
        an independent,  identifiable people have  been lost to  the mainstream
        macrosociety of  Gushemege. Most of  what is known  about the Loeskalth
        today  comes  from  archaeological  finds,  place  names and oral tales
        passed down through the generations.
    
        The  vilani references  to the  Loeskalth are  few and  far between but
        indicate  a fiercly  independent and  aggressive race.  The vilani came
        upon the  Loeskalth around -6000 and  offered them all the  benefits of
        their technology but under their conditions. This meant the adoption of
        a vilani-type  culture which  the Loeskalth  accepted although somewhat
        grudgingly. As the  people became more prosperous and  the influence of
        the Loeskalth  became more widespread,  voices could be  heard urging a
        divorce from the Vilani Empire and the return to their own values. They
        began to carve out a small,  pocket-empire of their own causing a great
        deal of consternation  amongst the vilani. This problem  and others led
        to the Consolidation Wars which led  to the ultimate destruction of the
        Loeskalth.  The evidence  suggests a  fierce, bitter  war, with  little
        quarter given or asked for. There are  still a few folk tales and songs
        which commemorate some of the Loeskalth successes (few and far between)
        and many of the Loeskalth  defeats. Most notable is "Endril a'Loeskalth
        gwalf" - Loeskalth's Fallen Mighty in translation.
    
        Recently interest  has been fired by  the discovery of a  huge asteroid
        ship (massing some 50 billion tons) in the Aapu system (Vipach 0132) by
        Professor  Enrique  Laskan  (from  the  Ilelish  Cultural University at
        Dikaash). The ship measures nearly 10 km long by 8 km wide by 8 km deep
        and is nearly  identical to a vessel having been  recorded to have been
        found within  a parsec of  Saulente in the  Inverness subsector of  Far
        Frontiers. This Aapu  vessel has remained in orbit  around the system's
        primary for nearly 6500 years, and  it was only discovered by chance. A
        prospecting  vessel that  had landed  on the  ships surface activated a
        anti-meteorite defence laser.
    
        Just before  the final destruction of  the Loes homeworld, some  of the
        people undertook a project to excavate  a series of asteroids to use as
        colony ships,  to leave the  turmoil and devastation  with the plan  to
        find a  new home. The migrants  decided to leave the  region altogether
        and strike  out over into  the unexplored space  spinward of the  Great
        Rift.  Evidence  points  to  at  least  six  vessels  being constructed
        (including  the one  around Aapu),  each with  jump-1 capability  and a
        magnetic fusion ramjet sub-light propulsion system.
    
        Examination  of the  abandoned,  incomplete  asteroid ship  around Aapu
        suggests  the vessel  would have  been home  to some  10 to 15 thousand
        people.  The vessel  came  complete  with huge  wharehouses, production
        centres, extensive hydroponic farms, resedential areas, space-/starship
        hangers and  a complex museum-come-library which  acted as a repository
        of all the remaining Loeskalth culture and history.
    
        As the vessels  set out in slightly different  directions only the fate
        of the two can be accounted  for. By extrapolation it would appear that
        the starting point is the  sytem of Abaelou (0233). Recent examinations
        of  Abaelou   would  seem  to   support  this  theory.   The  reknowned
        archaeologist Professor Limun Sar-James has led a number of expeditions
        to the likely sites on the world, between 1099 and 1108. These research
        expeditions  revealed the  existence of  a human  culture some 6,000 to
        6,600 years ago at the very latest.
    
        BIOLOGICAL ORIGINS
    
        The Loeskalth  like all 'native'  human populations discovered  so far,
        originated  on Terra  and transported  around 300,000  years ago by the
        Ancients. This was deduced from scraps of vilani medical data collected
        on  the   Loeskalth  prior  to  their   assimilation.  Nearly  aii  the
        information  on the  Loeskalth was  destroyed in  the aftermath  of the
        Consolidation Wars. This medical data indicates an average size, wieght
        and build  for the Loeskalth. It  would appear that they  are descended
        from caucasian stock, possibly of  celtic origin. This is derived from
        genetic  and linguistic  data that  has survived.  However evidence  is
        tenuous at  best, for at that  stage of the transporting  of the humans
        from  Terra the  languages were  elementary in  form. The slight celtic
        slant  may have  originated with  the mingling  of some terran European
        sublight travellers that colonised the Islands Cluster in Reft.
    
    
    
    
    
    
    
    


    Contact: Vapethi (L. Piper)

        VAPETH
    
        The  Vapeth  are  an  intelligent  star  faring  aliens  originating on
        Imapiirn  (F/0723).  They  are  only  a  metres  tall  will  pale green
        complexions.  They  are  as  alien  to  humaniti  as  it is possible to
        envisage. Although they have a roughly similar biochemistry to humaniti
        the  major physiological  preoccupation of  the Vapethi  is the need to
        conserve water. The Vapethi have an internal stalk-like skeleton around
        which a  series of muscles  are attached like  spokes on a  wheel. This
        muscles  are separated  by bands  of muscles  set in  concentric rings.
        These muscles  allow the Vapethi  to alter the  general shape of  their
        bodies to suit the prevailing environmental conditions. This body shape
        is also a reflection of the status of the individual (and whose company
        the  individual is  in) and  the individual's  emotional state.  Thus a
        practiced vapethi-watcher  can gauge an  individual's mood by  his/ her
        shape. In  controlled environments and relaxed  situations their bodies
        tend to  be shapeless blobs. The  limbs (anywhere between two  and six)
        are contractile with a core of  a cartilage-like substance. They end in
        two-way prehensile digits.
    
        Discovered  early  on  in  the  vilani  explorations  of Gushemege, the
        Vapethi had already  surveyed their own system and  had begun to branch
        out  to  explore  the  neighbouring   stars.  The  vilani  first  noted
        intelligent  life  in  the  system  when   a  scout  ship  ran  into  a
        sophisticated unmanned  probe. Observations of the  Vapethi indicated a
        thriving tech level 8 culture.
    
        The  vapethi  were  instrumental  in  the  removal  of  the vilani from
        Inapiirn  when   the  solomani  advanced   on  Vland  during   the  Nth
        Interstellar War. The vilani withheld their technology from the vapethi
        who resented this action and thus  sowed the seeds of the later vapethi
        rebellion. With  the rise of  the solomani the  vapethi could be  found
        wandering the  border of Verge,  Gushemege and Ilelish  exploring space
        out of pure curiosity.
    
        The current scene shows increased tensions within the vapethi colonised
        worlds  of  the  Inapiirn  cluster  with  The  subsector Duke of Balech
        attempting  to  annexe  the  region.  Feeling  betrayed  by the central
        Gushemege government the vapethi are  beginning to arm themselves in an
        attempt to forestall  the Duke's excesses. The vapethi  councils are in
        favour  of   siding  with  Dulinor   who  has  garunteed   the  vapethi
        independence/indentity.
    
    
    
    
    
    
    
    
    




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