ALIEN RACES

Barot

Location:  Lerner's Drift, Zamm system
Captured Barot:  You have captured an alien sentient being called a Barot.  
They are bipedal beings, 5 ft. tall with a thick exoskeleton, 6 manipulative
arms and apparently extraordinary sensory abilities.  He was armed with a 
sophisticated energy weapon and was carrying a collapsible one-man glider.

Barot Outpost:  You have stumbled upon a Barot outpost consisting of ? soldiers
in a well concealed, dug in emplacement.

Barot Glider:  The Barot Glider is a marvel of engineering.  A combination of a
miniature ion thruster and a lightweight wing assembly permit it to travel 
about 200 miles without stopping.  In addition the unit can be collapsed into a
small, pack sized unit.  The SMS colony builds and sells these (consumer goods)
to the Barot in friendship.

Catrark

Location:  Lemke system
The Catrark are described as being like broccoli.  They are an aggressive race 
in the Lemke system.  They had a fierce war with the USS/WCE, but barely lost. 
They have not been heard from much since then.

Corti

Located:  Qumpus, Barque system
The Corti:  The Corti are primitive intelligent humanoids.  Their homes consist
of various sized tunnel complexes beneath the desert of East Qumpus.  They only
emerge from below ground at night as their sensitive skins cannot withstand the
intense daytime light.

Physical Appearance:  The Corti are humanoids averaging 5-6 ft. tall. Their 
skin is pale to light purple.  They have highly developed limbs but prefer 
walking on all fours.  They have evolved retractable webs between their fingers
to aid in digging.  They have no hair on any part of their bodies.

Destructons

Located:  Unknown systems presumably outside the Periphery but connected to it.
Destructons appear to be like "Gobots" in that they are large, robotic, space 
faring devices that turn into ground units when they land.  They are so large 
that only 10 may participate in a battle with human positions at one time.  
They have large numbers of combat factors and AA factors.  Three types have 
been spotted in battle:  Devis, Cleeks, and Slaugs.  Other types (construction 
and transportation types) have been spotted but not studied any closer.  They 
claim to be searching for the "Master" (presumably the being imprisoned in the 
white cube, known as the Water Demon, who may have nearly single handedly 
brought the Snittian race to its knees), and are attracted by landing beacons. 
Very old tracks (made by DTN) were found on the world where the landing beacons
were originally found.  The appear impartially hostile to all humans.

Flagritz

Location:  Rhiggaw, Daemon system (and unknown systems elsewhere)
Xenophobic race that had been at war with the Stellar Empire until about 184.  
Currently rumored to be on the comeback.  They have very large ships, scout 
ships (42 hulls, 12-25-5) and base ships (300-420 hulls), as well as Q-snit.  
They are extremely ineffective at ground battle, however, and humans 
outnumbered 3 or 4 to 1 can still easily overcome them.  They are rumored to 
have developed androids that fight on the ground for them and are not weak in 
terms of ground combat factors.

Flagritz Physical Description:  Flagritz are about 8 ft. high, with 4 to 8 legs
each.  Their bodies are somewhat flattened spheres about 3 ft wide and 2 ft 
high, and the legs which also function as manipulative limbs extend from the 
sides.  There is no obvious front or rear side to a flagritz, as they are 
radially symmetrical.  Their eyes are found on short eye stalks at the top of 
the body and appear to equal the number of limbs.  Flagritz are red in color.

They used to have a colony FGZ Qabobala on Owl's Lair in Applecore system, but 
it is believed to have been destroyed by an Imperial Fleet in late 183 after 
unsuccessful Imperial attacks in June and July of 183.

They appear to like planets with methane atmospheres, but are known to breathe 
nitrogen.  They were spotted on numerous occasions around the moons of gas 
giants.  The number of limbs and eyes seems to be proportional to the rank of 
the being.  They used some sort of photon rifle or pistol when boarding human 
ships.

Spotted or attacks occurring in:  Daemon, Applecore, Stormgate, Spandau, 
Einstein, Old World, Rogue, Krakki, Lexikonn, Zarathrusta.

They use plasma projectors (PP) and photon guns (PG) in battle.  Photon guns 
are 6 mu's and do 4-8 mu's of damage.  They have a "break-off" maneuver in 
battle, which appears as a "Flee" on the battle report, but allows them to 
escape pursuing ships with lower base speeds.

It may be that the scout ships cannot conduct jumps by themselves, and must 
travel inter-system with a mother ship.


Galire

Location:  Listrom's Hole, Viscon system Galire Description:  The Galire are 6 
ft. tall brown organisms.  They are "Z" shaped with a kind of jet exhaust at 
its bottom and rear.  It propels itself with a burst of nitrogen.  The upper 
part of the "Z" contains the sensory organs.  Midway down the vertical portion 
of the "Z" are two tentacles.

The Galire:  The Galire are beings which live on the planet Listrom's Hole.  
They are non-carbon based individuals who live in large cities in the forests.
Their technology is equal to the humans but they are not spacefaring.  They 
have no interest in leaving their world.

Galire Natives:  The Galire are friendly folk but are difficult to understand 
even with a translator.  They do not understand that humans cannot live in 
their atmosphere.  They are willing to trade with humans and sell items such as
battle computers and shields.  These can be used on human ships with little 
modification.

Galire City of Kulgo:  This city, situated in the Tanglon forests at 8- 19 4E, 
has a population of 3,600.  Mayor Sau is the city leader and conducts all trade
agreements.  Kulgo is a fairly new settlement and has no manufacturing 
capabilities.  The city appears to have a small defense screen, very similar to
shields.

Small bands of Galire natives sometimes trade at the starport area. The nearest
alien city is located at 8-19 4E.

Galire cities are surrounded by defensive screens. Many cities exist on the 
planet, smaller ones to the east, larger ones to the south.  They have a 
primitive city structure and the cities are run by a "Council of Cities".  
Usuil is the current capital city and is located in sector 11-3.  They have 
cruder laser weapons of various models.  Some look modern.  The major cities 
are located on the western continent (named Caul) and they have 10 times the 
population.

Gettians

Location:  Spaghetti, Trian system
The Gettians:  The Gettians are humanoids living on the lower continents of 
Spaghetti.  They are identical to humans in all regards. Therefore it is 
believed they are not native to this planet.  The current theory is that they
were early settlers who lost their technology.

Gregos

Location:  Eolmy, Canally system
Alien contact:  Your party encounters 2 crawler like vehicles on the shore of 
the sea.  The tracks lead down to the water.  There are two 4 ft. high bipedal
creatures in some sort of spacesuits outside the vehicles.  They appear to be 
gesturing to your group.

Gregos:  The Gregos are a sloth-like sentient being.  They are 4 ft. tall and 
have keen eyesight.  They live on the seabed of the central sea of Eolmy in 
special complexes.  They actively seek outside contacts as they are interested
in moving off planet.  They appear very peaceful.  They wish your party to 
accompany them to their complex.

Eolmy ecological upset:  Once the Gregos of Eolmy were a highly industrialized 
surface race.  However they upset the ecological balance through carbon dioxide
pollution.  After realizing their mistake the Gregos migrated their entire 
civilization to the only area on Eolmy where they would be safe from the 
drastic environmental changes to come . . . the sea!

Gregos society:  The typical Gregos complex consists of 150 females and 3 
males.  The sole role of the male is reproduction.  The females are larger than
the males and are more intelligent so they perform the important functions in 
Gregos society.  Gregos females have a high sex drive.

Gregos complex:  The Gregos live in domed structures below the central sea.  
Each contains a breathable atmosphere to support 150 Gregos. Each dome is 
connected by pneumatic shuttle system to similar domes in adjacent sectors.  
All supplies are shuttled into a complex from outside the sector.

Gregos summons:  Your entire party has been summoned to meet with the 
administrators of the Gregos.  You are told that they reside in the Gregos 
central complex to the (.....).  However, the Gregos tell you that you can be 
transported there by shuttle within 20 tu's.  Females warn you not to wander 
around central and to remain together.  Do you accept?

Gregos central complex:  This is the nerve center of the Gregos civilization.  
It consists of administration, factory, power, mining and hydroponic farming 
complexes.  The power supplied by this complex supports the vast shuttle system
used by the Gregos.  This power does not support the individual complexes which
have their own power source.

Vargos:  The administrators of the Gregos are known as Vargos.  They were once 
military leaders when the Gregos were a surface dwelling race.  They are all 
female and carry projectile weapons.  They ask you what are your terms for 
transporting . . . (thousands) to another hospitable world (to the Gregos, not 
to humans).

The Gregos have been accepted into the Empire.  They are close to spacefaring 
tech level.  They don't have mining complexes or weaponry, and they have a 
different sort of luxury goods.  A terraforming project was instituted by the 
Empire as an alternative to moving the Gregos to another planet.

Holoids

Location:  Coast Zone, Einstein system
Holoid Race:  The Holoid come from the planet L'Ognah in the Jettison star 
system.  They have roughly 90% of the intelligence of man and quickly signed a 
treaty when they were discovered.  They resemble sea- turtles in size and 
appearance except that their appendages appear to be many ropes that can be 
used individually or collectively. 
Holoid Drug Research:  The Holoid colony will examine any item for potential 
drug making purposes for a fee of 390 stellars.  If they are successful they 
acquire the sole distributorship of the item and will pay 20% of the gross to 
you for this right.  The blackmarket here is therefore one of the largest 
exporters of drugs and is not controlled by the FET or SSL.

Holoid Researching of Artifact:  The Holoid colony offers the best price for 
unusual alien artifacts.  They encourage you to steer anyone with an unusual 
artifact here and will reward you with a 10% finders fee.  They also offer the 
service of artifact examination and will do this for 260 stellars.  A period of
4 weeks of examination is standard.

The Holoids had a cybernetic mind (equivalent to 10 battle computers, weight 1
mu) for sale at 208, sold by 225.  Price was 4999 stellars. It is rumored that 
this artifact-like object is now in SMS Spartan's Colony Research Labs.

Illupians

Location:  Snore, Forus system
Illupians:  Illupians are native to Snore.  They stand about 2.5 ft. tall and 
have green skin.  Illupians are fast learners and take naturally to being 
ordered around by humans.  Without human aid their technology would remain low 
(pre-industrial revolution).  Illupians are the only race on Snore recognized 
by the Empire.

Jasiss

Location:  Spaghetti, Trian system
The Jasiss People:  The Jasiss are a race inhabiting the northeastern 
continents of the planet Spaghetti.  They average 5.5 ft. tall and are 
humanoids with 3 fingers and a double jointed thumb.  They have an endo and 
exo-skeleton plus multifaceted eyes.  Their jaws move side to side and there 
are vestiges of wings on their backs.

Kazereckii

Location:  Kolars, Spikan system
Observation of hive in sector 35-41 (before it became a KZK colony): You find 
an island causeway leading to a large cavity in the ground. The walls of the 
cavity are composed of some sort of stone.  The unknown GP took to their heels 
as soon as you started your approach but now as you look around there is no 
sign of them.  Impressions of crew: "No way this was built by humans" "Did you 
see that weird battle armor?" "There is something familiar about all this" "I 
tell you they were just a bunch of giant ants the colony is on a radiation 
spot, that's all" "I saw them too and they looked like a cross between giant 
can openers and wolves"

Description of the Kazereckii:  The aliens are insectoid.  They resemble ants 
in appearance.  There appear to be at least two types. They carry some sort of
projectile weapon as well as crossbows.  The short ones do all the talking, 
they use a black box that translates their speech into "Kolarian".  They are 
cautious but not hostile.

The Kazereckii are some of the best ground fighters in the periphery and will 
hire their services out to any who need it.  They apparently eat other sentient
life forms, using them in a way similar to the "Aliens" in the movie "Alien", 
and "Aliens".  They are very similar to the Samillians, and have shipbuilding 
technology.  They presently own one Delta Class vessel (400-500-10), the KZK 
Kazereck.  They also are at war with the Kolarians, and beat the Kolarians 
badly in battle. They use these battles as training for new warriors.  Similar 
to the SAM, they have two warrior classes, warrior and super warrior. Although 
they claim the entire Spikan system, they presently only inhabit Kolars, 
although it is believed that they once had an Empire.

The Second Kolars Accord:  It basically says:  The governor of Danzig 
recognizes the sovereignty of the Kazereckii over Kolars and the Spikan system.
The Kazereckii recognize the governor of Danzig as the spokesman for humankind.
The Kazereckii allow the colony on Kolars as long as it pays 20 percent of all 
minerals mined other than the one on which Danzig is founded.  Danzig is given 
the right to regulate, in council with the Kazereckii, the founding of any 
other human colony on Kolars.  Danzig and the Kazereckii will come to each 
others mutual defense in times of war.  Effective week 31/186.

Spikan Accord:  Grants the Kazereckii sovereignty over the Spikan system.  KZK 
laws are basically the same as Imperial laws.  Human ships are free to operate 
in the system, and to colonize with KZK permission.

Kolarians

Location:  Kolars, Spikan system
Kolarian Foot Print:  You discover a foot print in the mud that appears fresh. 
While not the foot print of a human it is that of a humanoid. It measures in 
length and width:  10.5 inches and 5.38 inches respectively.  The print shows 
that the creature has six digits, with webbing between five of the digits and 
the sixth (and outside) digit having a hooked claw.  The depth of the tracks 
and the length of stride indicates the creature was about 4 1/2 feet tall and
weighing approximately 80 pounds.

The Sink Hole Trap:  You lose ? [members of your party] when the sink hole trap
is sprung.  This is a large box like device.  It is sunk in the swamp and when 
the trapdoor at the top is stepped upon the prey and the swamp are forced into 
the box, with the result that the prey drowns.

The Kolarians ride a large and dangerous domesticated beast called a 
snorvokorus.  The Kolarians are presumably the race specified in the footprint 
blurb above.  The race negotiated with the colony IND Fernwood after losing 
several thousand natives while trying to attack the colony.  The natives 
actually succeeded in temporarily seizing the outer ring (#5), but were beaten 
back with severe casualties.  For unknown reasons, the colony was later forced 
to become a ground party, perhaps because of a second, more successful attack.  
The problem centers around the native worship of the "mother ground" and were 
angered over the colony's mining activities.  The presence of the Kazereckii 
was established by bodies found by explorers from Fernwood, who found the scene
of a recent battle between the two races.  A colonist was abducted from 
Fernwood, and when returned was infected with virulent spores.  Fernwood was 
quarantined by ISS order while the ISS investigated rumors of mistreatment and 
mass slaughter/liquidation of the planet's native race were true.  
Investigation concluded and Fernwood acquitted.  The natives are, according to 
the examination, "extremely" healthy.  Coupled with their knowledge of the 
medical sciences and their rather backward civilization, they might be the 
remnants of a once advanced civilization that was destroyed by a biological 
war.  The natives communicate over long distances via drums. Words learned so 
far are:  We, not we, other we, thunder, day, fast, deathriders, airboxriders,
nerve deadener, ------ spores, shaman council, long talkers, wait-see-wait, 
sickness, home, defiler, many- for-keepers, emfold, callers, failure, many for,
those-that-keep.  The Kolarians only inhabit the swamp and forest areas on the 
planet.

Lemites

Location:  Xuppy, Lexikonn system
Lemites:  Your party encounters a 2 ft. tall rodent wearing a helmet with 
tinted goggles, a harness containing a knife and spare ammo.  He is carrying an
automatic weapon and is standing by a small all terrain vehicle on which is 
mounted an Imperial laser rifle.  He approaches your group and starts to speak 
to you in broken Imperial.

Xuppy general info:  Xuppy is highly radioactive due to a war 100 years ago by 
an advanced race the Lemites call "The Old Scaled Ones". Colonies on Xuppy must
be partially enclosed due to radiation - ground parties die after 3 weeks of 
exposure.  Lemites have post WWII tech level.  They live in burrows - it is not
yet known whether they are connected underground.

In addition to the above information the following were gathered from a report 
from the ISS Dragonweyr.  Charges were brought against the SSL colony Korlus 
that they had violated Imperial laws 3, 4, and 5.  The colony countered these 
charges by indicating that the Lemites had attacked his colony first and he had
retaliated by nuking Lemite burrows.  As a result of this warfare the Lemites 
had signed a peace treaty all but abdicating control of their planet.  The 
results of the investigation are put forth here.
1.  The Lemites did not initiate the attack on the colony.  They were 
themselves attacked first.
2.  The laser rifles were initially supplied by the AFT Prinz Eugen, others 
also, but no other ships were identified.
3.  Up to the point of investigation, the Lemites claimed never to have been in
contact with the RIP.
4.  Prior to the attack the Lemites paid the SSL colony governor 50,000 
stellars for the rights to the colony.  STC records confirm the transfer of 
stellars.  The colony was later turned over to the Lemites. 
5.  The leader of the Lemite coalition is Emite the Clean.  Lemites tend to 
have strong nationalist loyalty.  27 Lemite burrows are left, however, the 
Lemites multiply very fast.  Lemite government is based on a democratic 
association of all the burrows on the planet.  Each burrow picks a leader and 
then the leaders choose the "Head Squek" to make final decisions.  Lemites tend
to be very friendly and "joke" around a lot.  Military forces appear to be 
quite good as they live on a relatively hostile world.  They go into battle 
using small all terrain vehicles with either a laser rifle (if they can get 
them) or automatic projectile weapons.  They tend to be very mobile.
6.  Upon touring the nuked burrows, it appeared that the bombs were of a high 
yield, very "dirty" nuclear device.  They did not appear to be of Imperial 
manufacture.  The areas were nothing more than fields of polished glass.
7.  In order to stop the genocide and to avoid a direct confrontation with both
the colony governor and the SSL, the following was offered and accepted by both
the SSL and the colony governor.  In return for not posting the colony for 
their crimes the colony governor must honor the previous agreement with the 
Lemites and turn over the colony and the partially functioning missile complex
found, and under the control of the colony.  The SSL was able to remove some 
SSL projects and minor equipment.

Mer

Location:  Stormgate 4, Stormgate system
Mer and Humans:  The mer are terrified of humans.  They claim they have never 
attacked anyone and do not appear warlike in nature.  The ISS has ruled that 
visitors to this planet must avoid the mer.  They fear a form of "racial shock"
may be transmitted to them.

Miraarf

Location:  Unicorn, Magellan system, Punishment, Texas system
Miraarf Race (1):  The Miraarf are from the planet Gerafergf in the star system
New Harmony [Inner Empire].  They are more intelligent than humans but 
fortunately they are not interested in waging war.  Their interests lie along 
the lines of theoretical research rather than the practical uses of their 
knowledge.

Miraarf Race (2):  The Miraarf are a non-humanoid race.  They are a high G, 
methane-hydrogen breathing race.  They resemble an inverted turnip, which 
locomotes by means of extending a pseudopodia.  They have tentacles of various
size and a number which they use to manipulate objects.  Their sensory organs 
are located in small clusters located near the upper part of the body.  The 
Miraarf voice centers are near the apex of the body.  The outer surface looks 
like wet leather.

Morlocks

Location:  Icki, Justin system
Race of slug like creatures currently aligned with the SMS.  Their headquarters is MOR Shark on
Icki in the Justin system.  Morlock starcaptains are not subject to gravity wells or other space
hazards. They also have a special ability to build underground colonies.

The Morlock race was discovered on week 8 of the year 184, by an SMS ground exploration party 
under the command of Lt. Sculpin of the SMS starship Arabesque.  It is said that Lt. Sculpin 
did not care for paper work and so filed very few reports on his discovery with the SMS 
affiliation.  Commander Sculpin has since left the SMS affiliation for unknown destination and
so is not available for personal comment on the race.

The Morlocks are one mu slug-like creatures with two large eye-like structures, which seem to 
operate all the Morlock senses.  Although Morlocks have no appendages, they can extend portions
of their bodies in order to engulf or grasp objects.  The Morlocks communicate through sonar 
pulses which are emitted from their sensing apparatus.  These pulses are also used to guide 
their unerring movements much like the bats of planet Earth in the Sol system.  Morlocks can 
stand erect up to five feet tall, but when moving they are only two feet tall.  Morlocks are 
said to eat a brown algae-like substance which they grow in their farms, but can just as easily
survive by eating human food when their algae food is not available.  The Morlocks are said to 
prefer stable environmental conditions with a constant temperature of 50 degrees and an 
atmosphere which consists of an oxygen-methane mixture.  When angered the Morlocks show an 
aggressive nature equal to that of the human race.

The majority of the Morlock race are said to live in hidden cities on various planets located
throughout the systems.  It was one such city that Lt. Sculpin discovered.  Although he was lax
at his paper work, Lt. Sculpin soon proved to be an able diplomat and soon convinced the Morlocks
to enter into an agreement with the SMS.  In order to facilitate their trade agreement with the 
SMS, the Morlocks built the colony Shark on the planet Icki in the Justin system and affiliated 
it with the SMS.  Since that time the simple trade agreement between the SMS and Morlock race has
been expanded upon and today the Morlocks are said to be fully allied with the SMS affiliation 
(although no Morlock colonies are affiliated SMS any longer).

All starships under the command of Morlock starcaptains have the ability to move at maximum 
thrust speed through any space hazards space hex without receiving any damage.  All starships 
under Morlock command are able to engage in ship to ship combat in a space hazards space hex at
maximum thrust speeds, while enemy ships must fight at speed 4 or receive damage from the space
hazard.

Morlock shipboard life support requirements do not apply for any Morlock population which is 
being transported aboard ship as a supplied and supported ground party.  In order to be a 
supplied and supported ground party the Morlock population must be wearing Morlock battle armor
and have enough food for the duration of the space voyage. Shipboard Morlocks who are not 
travelling in a supported and supplied ground party require .75 functioning life supports per 
individual Morlock. 

Morlocks may be sustained by eating human food, but humans cannot be sustained by eating Morlock
food.  Morlocks may hire human personnel at any Morlock position.  Human and Morlock personnel 
may freely intermix and performed assigned tasks normally.

Morlock personnel may use or operate any human item or vehicle with the exception of the 
following.  Morlocks cannot furnish APs to operate human factories nor use human biolabs, 
sickbays, small project labs, colony research labs and battle armor.  Morlocks do not use 
drugs, luxury goods nor consumer goods.

All Morlock governed colonies have the following technologies.  All nonrestricted human 
technologies including human biolab, sickbay, SPL, CRL, consumer goods, farms and battle armor.
Restricted human technologies of AA Tank, AMB, Tank Carrier, repairobot, strion ore and GPI 
scrambler.  Morlock factories operate in all respects like human factories.  Morlock battle 
armor operates in all respects like human counterpart.  Morlock farms operate in all respects
like human farms except they produce Morlock algae food.  Morlock small arms magnify and 
concentrate the natural body weaponry of Morlocks 6 times, giving Morlock troops a more powerful
sonic beam with a base combat factor of 3.  One mu of Morlock small arms built from 1 mu of 
metals/nonmetals can supply 100 Morlock soldiers.  Morlock mining complexes operate in all 
respects as their human counterparts except they have the additional ability to dig tunnels and
excavate cavernous areas below ground.  These areas could be used for future colony sites.  
Morlock RTLS operate the same as human RTLS except that no RCHS are needed in their construction
and mining outpost RTLS can transfer mining complexes directly from colony to the outpost in one
70 tu turn. Morlock biolab, sickbay, SPL, and CRL all operate in all respects like their human 
counterparts.

All colonies with a Morlock population must provide .225 life supports and one colony structure 
per Morlock inhabitant as Morlocks can only survive in enclosed colony situations unless you 
can find a world which fits Morlock life support requirements.

All Morlocks operating outside of a colony, starship, flitter, crawler, shuttle, or troop 
carrier must wear Morlock battle armor in order to survive.  All Morlocks, whether crew, troops,
or colonists, may wear Morlock battle armor.

All Morlocks have natural body weaponry in the form of a sonic beam which gives any unarmed 
Morlock the combat ability of human militia. Morlocks trained to use human small arms are called
Morlock soldiers and fight with the ability of human soldiers when using them.  Morlock soldiers
when using Morlock small arms are classified as Morlock mercenaries.  Morlock mercenaries fight 
like human mercenaries when using Morlock small arms.  Morlock troops may undergo all training 
available at training facilities, and so increase their combative abilities accordingly.  All 
Morlocks can sustain 3-4 damage points if attacked.  When wearing Morlock battle armor, they can
sustain 1-2 additional damage points.

Morlock loyalty at colonies is only based on the amount of food rationed and the amount of 
Morlock reproduction that is allowed by the governor.  Morlocks do not use luxury or consumer
goods.  Morlock loyalty in starships and ground parties is handled in the same way as it is for
human loyalty.  Players who have a Morlock population in a position may once every 4 weeks assign
that population to reproduce. Any number from zero to the total number of the population may be 
assigned to reproduce at the discretion of the owning player.  Each and every Morlock whether 
colonist, crew, soldier or mercenary has the capability to produce one bud of itself when 
assigned by the owning player.  This bud will mature in 4 weeks time to an adult Morlock with
the same abilities as its parent whether colonist, crew, soldier, or mercenary.  Any mixture of
crew, soldiers, colonists or mercenaries may be assigned to reproduce by budding at the 
discretion of the owning player.  Once a Morlock population in a position is assigned to 
reproduce, it may not be assigned any more reproduction until after 4 weeks when the buds have
matured into adult Morlocks.  At the end of this 4 week period enough support must be available
in the form of food, life supports, colony structures, Morlock battle armor or enclosed ground 
vehicles in order to insure survival of the new population growth or casualties will immediately
result.

In all other regards Morlocks may operate in the same way as humans including use of starport 
agents.

Subsurface Colonies
	Any nondeep sea square on a planet, moon or asteroid may be chosen as a site for 
subsurface colony construction.  The site may or may not contain a usable ore deposit.
	A mining outpost is established at the desired site in accordance with the standard 
rules and must include at least one Morlock mining complex.  If the outpost is established on a
usable ore deposit, then the appropriate ore will be mined and stockpiled normally during the 
entire excavation process.  If the outpost is established at a site not containing a usable ore
deposit, then the outpost will mine and stockpile worthless dirt during the entire excavation 
process and will show on the printout as an other ore deposit.
	Beginning the week after the establishment of the mining outpost, the Morlock mining 
complexes will start to excavate a tunnel which will eventually connect the surface of the planet
to the desired depth below ground where the subsurface colony is to be set up.  This tunnel will
 have a gradual slope such that it can easily be traversed by personnel on foot or in vehicles 
and wide enough to allow the mining complexes to pass through as they excavate.

	Schedule of tunnel excavation:

# of Morlock Mines           Time needed to
   at Outpost               Excavate Tunnel

	    1	                     4 weeks 	    
            2	                     3 weeks
	    3	                     2 weeks
	    4 or more                1 week

	Once the tunnel has been excavated to the desired depth, the mining outpost will begin
to excavate a cavernous area below ground where the future subsurface colony will be located.  
Since Morlock mining complexes take advantage of the natural rock formations at this depth, no 
artificial structures or reinforcements are necessary to maintain the integrity of the cavernous
area as it is excavated.

	Schedule of cavern excavation:

# of Morlock Mines           Time needed to
   at Outpost               Excavate Cavern

	    1	                     6 weeks
	    2	                     4 weeks
	    3	                     3 weeks
	    4	                     2 weeks
	    5	                     1 week

	Before the subsurface colony can be set up the tunnel must be structurally reinforced, an
airlock must be built and an automated elevator system must be constructed.  For Morlock players 
50 colony structures, 50 APs and 25 flitters are needed to complete these tasks. Non-Morlock 
players require an additional 5 RCHS to do the job.
	After the above construction has been completed, the required personnel and materials 
necessary to set up a normal colony are brought to the tunnel entrance and loaded from the 
starship into the elevator system.  The elevator system will automatically transport the items
down the tunnel to the excavated colony site and the subsurface colony will be set up at no extra
cost in tu's or APs.  If the planet has a breathable atmosphere then an open colony may be set 
up.  If the atmosphere is not breathable then the colony must be enclosed.  The ore deposit, 
which the outpost was mining, will be set up inside the colony where it will continue to be mined
by the mining complexes.  This deposit must always contain one Morlock mining complex per 
population of 500 living at the colony even if the deposit is only stockpiling worthless dirt.
These mining complexes will continually excavate and enlarge the cavern in order that the colony
may grow and expand.
	The starport for the subsurface colony is divided into two areas. One area is located on
the surface of the planet and consists of a simple platform with covered landing bays that 
surround and cover the tunnel entrance.  All ships land and take off from this area.  All ships
shown on a printout as landed at the colony will be located here. The other area is located below
ground adjacent to the subsurface colony and is connected to the colony's north quad by a 
transportation belt.  This starport area consists of the starport commercial district and 
administrative offices and is where all colony complexes, the blackmarket, transients, starport
agents and ground parties operating at the starport can be found.  The surface and subsurface 
starport areas are connected to one another by the tunnel proper as well as the automated 
elevator system which runs alongside the tunnel.  The tunnel proper is built such that personnel
and ground vehicles from starships or ground parties may freely move through it between the two 
starport areas at no extra cost in APs or tu's.  The automated elevator system transports goods 
and personnel between the colony and starships which are interacting through market transactions
and transfers.  Its use requires no additional tu's or APs.  As a result all colony market and 
blackmarket transactions, transfers, starport agent missions and colony complex interactions are
handled normally at no additional cost in APs or tu's for movement between the two starport 
areas.  Mining outpost and colony RTLS require no extra APs or colony structures in order to 
pass through the tunnel to the colony.  Due to its location below ground a subsurface colony 
cannot be scanned.  An up to date market report is on display at the surface starport area so 
that any orbiting ship may scan for the colony's market report.
	Due to the fact that movement between the two starport areas through the tunnel system 
requires no additional tu's or APs, all ground combat at subsurface colony starports will be 
handled normally. No penalties due to movement delays will be assessed against any side involved
in the combat.
	Since a subsurface colony is surrounded by cavern walls on every side except for its 
north quad, only the north quad of the colony may be initially attacked from the starport.  
After the north quad is captured, the remaining quads may then be assaulted.
	Due to its location below ground, a subsurface colony cannot be harmed by a space 
bombardment from orbiting starships.
	The surface starport area of the colony consisting of the starship landing facility can
be bombarded by orbiting ships and destroyed.  In such a case, ships landed there will lift off
into orbit and remain unharmed by the bombardment, while colony personnel will flee down the 
tunnel to safety.  As the starport is part of the colony the radiation from the bombardment will
automatically be cleaned up.  The resulting bombardment will collapse the supportive structure 
of the landing facility on top of the tunnel and so block its entrance.  Buried beneath this 
rubble the tunnel will remain unharmed by the bombardment. When upgrading a subsurface colony 
starport, 1/4 of all colony structures allocated go towards upgrading the landing facility.  As
a result the maximum amount of damage the facility can sustain is listed in the chart below

Starport Class            Maximum Damage

	   E	                    20
	   D	                    40
	   C	                    80
	   B	                   200
	   A                       825

	In order to clean up the rubble and unblock the tunnel entrance, 1 AP is required for 
each point of damage inflicted on the facility.  No movement is allowed between the colony and
the surface of the planet until the clean up is accomplished.
	In order to repair and rebuild the landing facility, 1 AP and one colony structure must
be allocated for each damage point sustained. Starships may not land at the colony until the 
repairs are completed.


Naplians

Location:  Utopia MCXVI, Capellan system
Naplians:  Naplians are the only native race on Utopia MCXVI.  They live in all parts of the 
world and average about 4 ft. tall.  Naplians have dark brown skin but appear human in most 
respects.  One of their greatest beliefs is in privacy and they rarely seek contact with other
races visiting their planet.

Naplian way of life:  The Naplians usually live in small villages of 100 to 1000 villagers.  
They do not use agriculture and depend heavily on their Beefalo for survival.  Naplians rarely
travel far from their villages and rely on special Naplian traders to carry goods between their
villages.

Naplian traders:  These Naplians are considered insane by normal Naplian standards.  Their 
primary job is to move goods between native villages but they will occasionally trade with 
off-worlders.  They often seek to trade for sophisticated weaponry as they know it will please
 the leader of their village.

Naplian villages:  made of wood from the Corleia tree.  The shortest Naplian in the village is
usually elected leader.  They do not welcome outsiders and will sometimes attack violently if 
outsiders approach a village.  However meeting with the chief of a village can usually be 
arranged.

Oggggies

Location:  Boktar system
The additional information was supplied by the ISS Morningstar.  The aliens that reside in the Boktar system seem to be unique in the Empire.  They are present in various forms.  Below is a review of these forms known.  All of the various life forms are mineral based with an odd composite of many minerals.  They appear to be intelligent.  The whole process from Oggggies to the "adult" stage is suspected to take millions to billions of years.  Their source of origin is unknown. Anything of their history is unknown.  The only known person to communicate with the alien Nopthree is the Lord Nop'Leven.  He refuses to let anyone else communicate with it.  All questioning must go through him.  The possibility that Lord Nop'Leven is not human has arisen.  Nothing to date has suggested that this is true.

Oggggies:  Oggggies are small, rocklike in appearance, creatures native to the planet Ogggg.  They are somewhat telepathic and live off oxygen. Oggggies weigh in multiples of 4 pounds.  The majority being 4 and a few that weigh 16.

Oggggie interaction:  When an Oggggie is stressed by handling, it will transmit a mental impulse against the thing causing stress.  The severity of the damage caused is proportional to the level of stress inflicted.  If an Oggggie is near other Oggggies when it is stressed, the will often fuse with those nearby to form a larger one.

Exploration of Ogggg:  Original exploration was carried out by the IAN Shiloh.  Through observation and testing it has been determined that the Oggggies have a form of thought transference.  However it is so alien in nature that it is not understandable.  Any attempt at contact with the Oggggies has been met with headaches.  It appears that they use the oxygen in the atmosphere to fuel the consumption of soil which they use as food.  Through investigation, it has been learned that any attempt to physically touch the Oggggies makes them react to the touch by causing a massive headache.  It appears that this is due to a fear reaction on the part of the Oggggies, a sort of defensive mechanism. It is theorized that the Oggggies are the immature versions of the adult aliens (Boktar satellites) that inhabit this system.  Due to possible dangers involved on this world to both humans and the aliens, PD Peco has ordered the planet closed to all colonization, exploitation and development.

Nopthree This is an immature version of the other aliens in the system.  It uses fissionables for its maturation process.  The alien is located approximately 12 miles below the surface of Nopthree.  It is the only form that can communicate with humans.  It can also communicate with the other forms in Boktar in simple ideas.  It can use telepathy.

Scupta
This alien is in the process of transition to the larger stage.  One explanation of why it emits light is because there may be a fusion reaction going on inside.

Befta, Epita, Focta
These aliens are in "adult" form.  They have deep trenches on their surfaces.  Any attempt to explore these trenches had to be aborted due to their high rotational speeds.

Old Scaled Ones

Location:  Lexikonn system
Xuppy general info:  Xuppy is highly radioactive due to a war 100 years ago by an advanced race
the Lemites call "The Old Scaled Ones". Colonies on Xuppy must be partially enclosed due to 
radiation - ground parties die after 3 weeks of exposure.  Lemites have post WWII tech level.
They live in burrows - it is not yet known whether they are connected underground.

Ruined City on Xuppy:  This city is spread out over a large area.  The city is totally destroyed.
There is not one building standing intact. It appears that the city has been in this condition 
for over 100 years. The radiation levels in this area are low enough for humans to operate in 
for 4 weeks without ill effects.

Xuppy Ruin Exploration (special):  This particular ruin is in good condition compared to the 
other ruins found across Xuppy.  The buildings are cylindrical or conical in shape.  They range
in height from 5 stories along the edge of the city to 50 stories in the center. The city is 
roughly circular in shape.  There are no completely intact buildings, all have major structural
damage and various amounts of internal destruction.

Ruin Exploration (special internal):  Even though the inside of these ruins are virtually 
destroyed, you are able to piece the following information together.  It appears that the 
"Old Scaled Ones" had an early 21st century technology.  There are indications of intersystem
space travel and mining operations.  There appeared to be a rigid caste system.  This was 
pieced together from fragments, no useful artifacts were located.

Xuppy History:  The continent was divided into two countries (16th vertical column).  The 
Eastern country contained the highest technology, including limited space flight.  The Western
country contained the majority of the people, and a large arsenal of extremely dirty nuclear 
devices.  The cause of the war is uncertain but it appeared to be started by a lower caste 
rebellion in the East. 
Caste System:  The reptilian race that once inhabited Xuppy was divided into 3 castes.  The 
silverbacks were the leaders and professionals. The blackbacks were the technical caste and 
the brownbacks were the lowest worker caste.  Each caste is completely independent, there is
no cross caste mating.  It appears that the higher the caste the higher the mental capacity.

On Dezmost, ruins were detected in sector 2-1, square 5C.  The ruins were later discovered to
be that of a mining outpost, of which all useful items had long been stripped from.  Still at
this site are about 100 colony structures and 200 mu's of metals/nonmetals.  No reason could 
be determined for the abandonment of the mine.  The fissure centered at 5B was explored and 
flown through by the surveyor, nothing was noted on scanners during the fly through.  Exit was
made in sector 2-4, approximate square 6B.  The other fissure was not explored.

Phosphose ruin site:  The investigation of the Phosphose ruins reveals that the installation
located there (sector 4-1, 5F) was completely dismantled.  There is virtually no trace remaining
other than that of the previous structures symmetrical foundations.  There are indications that 
many tracked vehicles operated in the area long ago.  There is no sign of current activity.

An abandoned communications satellite was discovered in orbit of Phosphose, pulled in and 
checked.  The satellite was non-functional and was of a circa late 20th century earth 
technology.  The ruins in sector 4-1 were explored and found to be of the same type as 
those found on Dezmost.  However, nothing of value could be located at this site.  The 
possibility exists that these mining sites could be re-opened since the old mining sites
would point out the location of (hopefully) large mineral deposits.

Qumans

Location:  Oduds, Drell system
The Qumans claim the Drell system as their own, but are not unfriendly to companies who approach them peacefully.

Qumans:  Alien race that lives on Oduds.  The SSL has exclusive trading rights with them [not any more], and all others are unwelcome.  Quman high tech projectile weapons are available here from Rendezvous.

Quman Physical Appearance:  Qumans are humanoids having yellow skin and 6 fingers (or toes?) at the end of each limb.  In most other characteristics they are human appearing except for four similar looking sensory organs protruding from their "head".  It is believed that there are three sexes of Qumans but sexual differences cannot be seen by casual observation.

Quman Trade:  The Qumans of Oduds in the Drell system trade primarily in luxury goods which they acquire from the natural environment around them.  These goods include furs, clothing, and jewelry which can be used by humans. 
Quman Cities:  The Qumans of Oduds in the Drell system live primarily in cities.  Each city contains approximately 15-100 thousand individuals.  There appears to be trade between the various Quman cities.  Each city is run by a family of Qumans.  The Coilix is the head of Quman family.

Quman Technology:  The Qumans of the planet Oduds have a relatively high technology with satellites orbiting their planet and complex computer equipment in their cities.  It is thought that they are on the brink of space travel.  Quman troops are armed with a laser-like device.

Quman Government:  The Qumans of Oduds have a loosely structured government.  Each Quman city has one representative on the "Unitredd Council".  This council makes all major policy decisions and is established in the Quman city located at 24-14.  The exact power of this council is unknown to humans.

Quman Ground Forces:  The Qumans of Oduds possess very fine ground forces and armored vehicles.  They are not quite as powerful as similar human vehicles but are still capable of dealing out massive amounts of death and destruction.  Their ground forces are supported by atmospheric aircraft.

Republicans

Location:  Winsboro mega system
Little is known about the Republicans other than that they are friendly to humans, and fight a 
recurring battle against the Collandian Death Swarm.  It involves huge amounts of air forces.  
They have enslaved a race that also lives on the planet (Democrats?).  The enslaved race 
outnumbers the Republicans, and are physically stronger.

Samillians

Location:  14 system Interstate Region in the Transhole
Powerful alien race located in the Transhole, they once had a huge empire.  Their appearance is
similar to that of the Kazereckii (their cousins).  Apparently they once had a very high level 
of technology and they lost it when their empire fell, possibly because of the Snittians, with 
whom it is believed that they warred against.  They have apparently gained much of it back, 
including shipbuilding (400-500-10, 15-20-15 and 20-60-30 are three known configurations), 
teleportation (including stargate and other teleportation), and almost all human technology.
They built the stargates in the Transhole while their empire still existed.  They are generally
friendly to humans, and can never break a written contract.  They also can never start a war, 
someone else must start it.  They do require humans to ask permission to explore the Interstate
Region, and no human colonies exist there presently.  However, they easily grant the permission
and often pay humans to explore places for them.  They have large amounts of strion and jacium,
and will trade it to humans for various items, including stellars.  They also have access to an
"other" ore which one mu of equals 10 mu's of fissionables.  When 11 mu's are gathered in the 
same place, a tremendously violent explosion results.  This substance is rumored to be 
responsible for the fall of the old Samillian Empire.

Their hives (i.e. colonies) are governed by queens.  Along with factory production, queens 
produce new Samillians.  Each queen has a certain number of "points" to allocate between drones
(the scientists), workers, and warriors.  Each type of Samillian is needed for the colony to 
prosper.  Super warriors are created when a warrior egg is allowed to germinate in a humanoid
host.  They are much stronger than normal warriors.  Samillians identify themselves with colored
bands around their midsections.  Samillians will do anything to protect their queen. It appears 
that racial knowledge is passed on genetically from queen to queen.  So if one line of queens 
with certain knowledge (like technology) dies out, the entire race loses the knowledge.  This is
how the Samillian Empire was supposedly thrown back to the Stone Age when their experiments with
the "super-fissionables" literally blew up in their faces.

Snittians

Location:  Geneb system
The Snittians are a race with very high technology.  Apparently their empire once extended 
throughout much of the periphery.  The Stellar Empire was allowed to expand throughout the 
periphery provided it kept all humans out of the Geneb system.  The Snittians made the artificial
satellites known as the Snits, and apparently possess many interesting technologies known perhaps
only by themselves and top level ISP officials.  Here is some pertinent data from the ISS 
exploration of Geneb (before the ISP quarantine).  See the section on the Geneb system for full
details.

1)  Dihv's World is the home of the Snit race.
2)  The aliens that rumor says "observed" the Canally Conference were Snittians.            
3)  The Canally Conference was really held because of the Snittians. At the conference it was 
    negotiated that the Snittians would retreat into the Geneb system and allow humans to 
    colonize the Periphery.  The Empire in turn was to guarantee that the Snittians would be 
    undisturbed in Geneb.

The 1 mu white cube that caused Gaspree so much trouble is a containment device that contains 
a being known as the Master.  This being was placed in the device by the Snits after he managed
to cause a major civil war in the Snit race.  This is why the Snits were willing to let the 
humans take over the Periphery while they got their act together.

Twodeers

Location:  Interstate
The Twodeers are unusual bipedal creatures.  They are approximately 9 ft. tall and are covered with a dull grey skin.  They have 2 oddly shaped legs and arms.  The "head" is composed of a thin stalk with a single eye on either side and what appears to be a mouth on both sides below the eyes.  The arms do not have hands but instead odd masses of a jelly like material.  They appear to be 2 dimensional.  When they turn 90 degrees they vanish.

Voor-Tan

Location:  Lerner's Drift, Zamm system
Voor-Tan:  The Voor-Tan are a quasi sentient being native to Lerner's Drift.  
They appear to be winged mammals, 7 ft. tall, who live in communities built 
high in the upper levels of the Voors.  Even though they are vegetarians, they 
are territorial and armed with spears and knives, attacking in groups of 100 or
more.  They are very hostile to strangers.


