Date: Sat, 1 Apr 95 19:27:12 -0500 From: Derek Wildstar Subject: Antidote for Aliens of the Rim (#1 of 3) Contact: Fteirle Part 1: The Race and Society By Guy Garnett Timeline by Hans Rancke-Madsen Weapons designs by Bob Piper Thanks to Loren Wiseman, William H. Keith, John Bogan, Bob Piper, Hans Rancke-Madsen, and Matt Goodman for their help in preparing this article. Author's Note This is the fourth time the Aslan have been presented to Traveller players and referees, and I would be remiss if I didn't acknowledge the writers of that earlier material. The first was "Contact! The Aslan" (The Journal of the Travellers' Aid Society #7; GDW, 1981), and was by Loren K. Wiseman, Willian H. and J. Andrew Keith. Aslan (Traveller Alien Module 1; GDW, 1984) was by J. Andrew Keith, John Harshman, and Marc W. Miller. Most recently, "The Aslan" (Solomani & Aslan: The MegaTraveller Alien; Digest Group Publications, 1991) credits Peter G. Celella and James Holden for its design and development. Names and Conventions: The name "Aslan" has been associated with the race from its earliest contact with Terran explorers. The provenance and meaning of the term are unknown, and may be an obscure Solomani cultural reference. Their own word for themselves is "Fteirle". Loosely translated, it means "honorable people". Strictly speaking the term applies to their society only, and to the race only by association. The preferred term, "Fteirle" will be used throughout this article, except when quoting from Human usage such as the term "Aslan Hierate", which refers to the area of space inhabited by Fteirle. Fteirle society has very distinct gender roles. Therefore, references to the male or female pronoun mean just that: no generalization to the race as a whole is intended. When referring to both males and females collectively, gender-neutral terms are used or both sexes are explicitly included. The Fteirle Humanity is only one of many thousands of different intelligent life-forms in known space. Of those thousands, only a few known as the major races, have achieved interstellar travel and spread their populations over large areas of space. One of these races name themselves Fteirle. Natives of Kusyu/I'aheako (Dark Nebula) 1529, they developed the jump drive only 3,200 years ago. They have made for themselves a loose interstellar state, known to Humanity as the Aslan Hierate, which at its height encompassed over 7,000 worlds in 17 sectors. Fteirle are frequently described by Terrans as "lion-like". The similarities are only superficial, but the resemblance has influenced relations between Humanity and Fteirle in many subtle ways (for example, the Galanglic translation of "ahiry" is usually given as "pride"). Although there are significant differences between the races, Fteirle are the most Human-like of the alien races (excepting the Vargr who are ultimately of Terran origin). Modern Fteirle are descended from carnivorous pouncers which were near the top of the food chain in the forests of Tafohti, the largest continent of Kusyu. Approximately 1.8 million years ago, a climate shift caused these forests to dissapear. Forced out onto the grasslands of the expanding veldt, the proto-Fteirle preyed on the large grazers found there. These animals were too much for a lone hunter to kill; increased social organization allowed an ahiry (pride) of several families to hunt cooperatively. Appearance: The average adult Fteirle masses 100 kilograms and stands 2 meters tall, somewhat more massive than the average Human. Males are slightly larger and are of heavier build than females. The additional muscle mass and leverage give Fteirle slightly higher strength than a Human. Due to their pouncer ancestry, Fteirle are capable of short sprints at high speed. Similarly, Fteirle hearing is more acute than that of Humans; their large ears gather more sound, and can locate the source more efficiently. Their night vision is also more efficient, although less sensitive to color than that of Humans. The Fteirle are upright humanoid bipeds, and have the same general appearance as Humans, although with a meter-long tail. They have short fur that completely covers the body. The most common shades are yellow, orange-red, and a tawny light brown. Fteirle are digitigrade; they walk on their toes, and not the soles of their feet like Humans. Compared to Humans, Fteirle appear large and solidly built. The impressive mane of an adult male makes him seem even larger and more massive than he actually is. Anatomy: Although similar to Humans in general appearance and build, the Fteirle internal anatomy is quite different. Although biophysics dictates that many organs have similar functions, their structure and location are usually different. One obvious external difference lies in the structure of Fteirle hands. Each hand has three powerful fingers which oppose a single, centrally located thumb. All three fingers have retractable claws. In the thumb, this claw has become a specialized dewclaw. This aisai is a razor-sharp claw, about 6 centimeters long, hinged at the tip of the thumb. When not in use, it folds back jack-knife fashion into a horny covering in the base of the thumb and palm. The overall arrangement makes the hand somewhat clumsy by human standards, but considerably stronger. Diet: The Fteirle are stricly carnivores, and prefer fresh meat, although various spiced preserved meats are the most common non-perishable food. Although advanced agriculture is practised, it is conducted for the benefit of herds of meat animals, and not for direct consumption. Certain plants are cultivated to produce beverages and spices, however. Life Cycle: Fteirle reproduction follows the pattern familiar to Humans, and the young are born after a gestation period of one ftahea (10.5 Terran months). Compared to Humans, newborn Fteirle are more developed, and weigh 4 to 6 kilograms. The Fteirle growth cycle and lifespan are both shorter than that of Humans. Children reach maturity at 16 ftahea (14 Imperial standard years), and undergo a rite of passage. Middle age begins at 24 ftahea (21 years), and the male lifespan is 70 ftahea (61 years). Females have a slightly shorter lifespan of 67 ftahea (58 years). Females outnumber males by a ratio of 3:1. Psychology Two conflicting drives, aggresiveness and a need for propriety in a highly complex social structure, form the fundamentals of Fteirle psychology. A third force, aokhaor (generally translated as "honor" or "balance") serves to harness the other two, and is the lynchpin around which the Fteirle psyche revolves. Agression: Aggression is a natural instict for a predator. The Fteirle view agression as a positive trait, allowing them to be decisive and active in achieving their goals. Their natural response to conflict and difficulty is to meet the challenge head-on, and to take control of the situation. Participation in physical sports and competitions are popular with all Fteirle. Propriety: The complex social structure of the modern Fteirle can be traced all the way back to their evolutionary ancestors. Originally, the primitive ancestors of the Fteirle had to learn to hunt cooperatively, or all would starve. They have evolved a complex set of rules which helps curb agression in social situations, and allows everyone to know that type of behavoir to expect whenever two indivuduals meet. This social structure forms the basis of Fteirle society. Honor The Fteirle concept of honor, aokhaor, is the balance that each individual strikes between agressiveness and propriety. It is based on both examples of honorable actions, and the teachings of philosophers. Examples are taken from living role-models, from ancestors and from legendary heroes. Aokhaor is considered the most important trait of an individual, and encompasses that which humans would label duty, responsibility, and humanity. The Fteirle language, Trokh, has more than fifteen different words for the different forms honor can take. Included in this concept is everything from an individual's duty to his or her family, pride, and clan, to the proper treatment of defeated enemies. Honor also encompases respect for one's peers and social superiors and the duty to complete assignments from one's lord. Honor dictates that all debts of honor, gratitude, and vengeance must be paid. This concept of honor is one of the things that makes Fteirle such feared opponents in battle. It also makes their society one which has suprisingly little serious crime and remarkably stable social institutions. Fteirle are conditioned from birth to believe that their duty to their families is of paramount importance. It wold be unthinkable for a Fteirle to disobey his commander in battle; it is just as unthinkable to steal, murder in cold blood, or to abandon one's child, mate, or parents. Shrines: Every adult Fteirle has an ahfa (shrine) which is used as focus for mediatation and a reminder of balanced, honorable thinking. The Galanglic translation is unfortunate, because most Humans think of a shrine as a place. An ahfa is a personal, portable spiritual anchor. The shrine and meditation are at the core of Fteirle sociefy, and fill their spiritual needs in a manner roughly equivalent to many human religions. Traditionally, an ahfa consists of a plain cloth, the color and weave of which vary by clan. Folded inside are small containers called trikhta (literally "memory-boxes"). Each one contains objects such as a lock of hair, scrap of cloth, or even soil, a stone, or a tuft of grass from a battlefield. The contents have strong personal meaning and serve as reminders of honorable ancestors, Fteirle virtue and honor, and of personal goals, triumphs, and defeats. Each trikhta is decorated with a character which signifies its importance. When folded, the ahfa is a small bundle that can be easily tucked into a belt or special pocket, and is frequently carried as part of the clothing. Fteirle meditate privately at least once a day; at this time they unfold their ahfa, arrange the contents, and use it as a focus for their meditation. The contents of one's ahfa are considered a private, family matter, and inappropriate for discussion with outsiders. Fteirle slowly add to their ahfa throughout their lives. When a child undergoes the akuaeuhrekhyeh (rite of passage) his father (or her mother, in the case of young females) gives the new adult an ahfa containing some of his or her trikhta. The parent explains the significance of each object, and gives the youngster a few words of advice (typically a proverb or parable of ritual significance) and welcomes the youth to adulthood. Occasionally an older relative will give a younger protege a gift of one of his or her trikhta, again accompanied by words of advice. Such a gift is a great honor, and carries a reponsibility to not dishonor the mentor's faith and judgement. When an indivdual dies, the ahfa is an important part of Fteirle funeral rituals. Returning the deceased's ahfa is the duty of his or her friends and companions; a Fteirle facing iminent death will frequently place the ahfa in the safekeeping of a trusted friend. If a Fteirle falls in battle, every reasonable effort will be made to recover the body and ahfa. Failing that, it is a debt of honor for the enemy to return the ahfa as soon as possible. Looting or failing to return the ahfa of a fallen enemy (as Human soldiers sometimes do) is a grave crime of honor. The taking of a lock of hair or scrap of bloodstained clothing from a fallen enemy, ostensibly for inclusion in the victor's ahfa, is considered an indication of respect. Many Fteirle will take such a token to show respect to an honorable foe, even if they do not intend to add it to their ahfa. Fteirle cremate their dead. A small part of an individual's ashes are put into a trikhta, marked with his or her name, and placed in the deceased's ahfa. The ahfa is then interred in the family crypt. The greater part of the ashes are mixed with the soil of a private garden on the family's lands, and a tree is planted at that spot. The grove as known as the yaeatyeao ("hall of ancestors") - a place where the spirits of honorable ancestors gather, and their deeds are remembered. The family crypt is located in the yaeatyeao. Society Fteirle have long tradition as a proud, noble race of warriors. Their society can be characterised as feudal; individuals are devoted to the service of their lords, and feel a strong sense of responsibilty to their vassals. The foundation of their society is the extended family, and its connection to other families. The race also has a significant and strong dichotomy between the sexes. Male and female Fteirle have complimentary and very different roles, and no overlap or ambiguity is permitted. Ekho (family): Each individual is a member of an family of 2 to 12 members. The tao' (patriarch) is the male head of the family. The family is composed of the tao', one or more ekhiy (wives), any unmarried children, and various blood relatives of the patriarch, including unmarried siblings and surviving parents who no longer maintain a separate ekho. Ahiry (pride): A group of several families. One is dominant, and that tao' also heads the pride; the leaders of the others owe fealty to him. The leader of the pride has little other duties in addition to those of his position as tao', but he is sometimes asked to settle disputes between families in the ahiry. Huiha (clan): A group of several prides. Again, one is dominant, and the other prides owe fealty to the huihako (clan leader). In return, the clan is expected to protect and provide for its members, and to settle disputes between the various prides. A huiha almost always has significant land holdings. Some of these are governed directly by the huihako, and others he delegates to clan members. Clans may owe fealty to other clans, particularly in cases where blood relationships exist. Duelling A complex social system, combined with characteristic agressiveness makes it easy for individuals to give or take offense. Originally a part of the struggle for dominance within the social order, it remains a part of the basic Fteirle personality. In order to reduce the level of conflict and injury in the settlement of disputes, this behavoir has become formal and very ritualized. Fteirle society recognises three kinds of offensive behavoir: ei'orile (familiarity), hafyelrah (impoliteness), and kahiytuafto (discourtesy). Familiarity is the treatment of one's social superiors as equals, and usually entails improperly or overly frendily bahavoir, or condescending treatment of superiors. Impoliteness is usually gives offense by omission: failure to use the proper forms of address, failure to respond when addressed, or loosing one's temper in public. Discourtesy is a deliberate insult, and signifies (at very least) a lack of respect, malice, or even contempt. Any of these behavoirs can give offense, but only discourtesy is grounds for a duel. In many cases, a duel can be avoided. A formal exchange of insults, called fiyrukhte, is a the social mechanism which is used to avoid unneccisary duels. The purpose is to demean the oponnent, gauge his or her willingness to fight, and to force the other into demanding the challenge. In many cases, the one of the individuals will back down, loosing no honor in the process, and no duel is fought. In such cases the individual who did not back down gains as much honor as if he or she were the victor of a duel. It is not dishonorable to avoid an unnessicary duel. These fiyrukhte and dueling rituals are strictly segregated by gender, and in addition, certain family members may not challenge one another. It is forbidden for males and females to duel each other. Insults by the opposite gender are dismissed with the traditional excuse that males (or females) don't understand female (or male) honor. In rare cases, if the offense is too extreme or otherwise unacceptable, a member of the immediate family who is of the correct sex will respond to the insult. Children are not allowed to duel their parents, or other family members of their parents' generation. Such disputes are family matters, and are settled by a ruling from the head of the family, pride, or clan. If the insult is too great for a duel to be avoided, a challenge is issued and a duel will be fought. Such a combat is a formal affair; the Ktyuikeasiyyorl (literally "Rules Under Which We Die") regulate the proceedings. Duels may be fought to roueihteaa (submission), kuikhtew (first blood), or aisaiaokheh (death). Most duels are fought to submission, only the most serious offenses to honor are fought to the death. An earleatrais (referee) is selected by mutual agreement of the two combatants. The referee then sets the time and place of the duel, and rules on any points of the ktyuikeasiyyorl which may come into contention. The forms of submission and apology which end the duel are also specified by the rules. After the duel is concluded, the point of contention which started it is considered settled and closed: it would be extremely dishonorable to disregard the outcome of the duel. Champions: A duel between a Fteirle of great age, or obviously impared health and a younger or healthier opponent is not considered honorable. In these cases the earleatrais allows a younger relative to represent the invalid. Sometimes a suitable relative is not available; in such cases a professional champion is hired. Female champions are paid in money, while males are given gifts of weapons or art objects. Assasins: Some dishonorable individuals manage to avoid being challenged for their actions. In extreme cases, where a duel to the death would be called for, a saiiysa (duel-assasin) is sent. The Fteirle assasin's job is to right major dishonors, and it is considered a very honorable profession. Unlike Human assasins, who prefer to work in secret and attack without warning, Fteirle assasins announce their missions publicly, warn their prey that they are coming, and confront the target personally in a duel to the death. In doing this, the assasin demonstrates great honor, and the duel ensures that the dishonor will be avenged. Even the most cool and calculating Fteirle can be quite rattled at the prospect of facing an assasin. The assasin will use whatever means necessicary to force a confrontation at a time and place of the assasin's choosing. The target must allow the confrontation to take place, or loose all honor. Calling for bodyguards to dispose of the assasin would confirm the target's guilt in the eyes of even the most loyal followers. Similarly, the use of a champion is not allowed. When hiring an assasin, every attempt is made to balance the contest; an aged assasin is hired to confront an elderly target. There would be no honor in the contest if a young, strong assasin were hired to duel a old, weak target; the more closely matched the contest, the greater the honor for the assasin. If, when the assasin locates the prey, the contest is found to be grossly imbalanced, the assasin will either wait (if, for example, the target were weak from illness or injury), or return and inform his or her employer that a different assasin must be hired. Feuds: Long-standing, chronic disagreements between families or prides are khaosal (feuds). Strangely enough, feuds are not recognised by the Fteirle social system, and there are no formal mechanisms for resolving them. If kept at a low level, feuds simply result in a large number of discourtesies between members of the families, and a correspondingly high number of duels. Clan War: Disputes between clans (typically over the ownership, control of, or access to land) are handled very much like duels. Such inter-clan disputes are mediated by an earleatrais (referee), selected from a neutral clan. Such an appointment is a great honor, and the referee goes to great lengths to act with impeccable objectivity. Particularly good referees may be able to mediate a solution which will be fair and salvage the honor of both sides. In most cases, however, a yerlik (clan war) is the result. Such wars are, like duels, highly ritualized affairs. The referee will set specific rules, which may include the objectives for each side to achieve, restrictions in location, combatants, and equipment, and possibly other aspects of the conflict. Gender in Society >From their earliest pre-history, Fteirle males and females have had very different roles in society. Because of the 3:1 ratio of females to males, polygamy is commonplace; however, a significant number of females prefer to remain unmarried. On the average, the number of wives a Fteirle male marries depends on his social status. Low class males typically have only one wife, and the number of wives increases with social standing to a maximum of about four or five. Divorce is considered dishonorable, and is very rare. Male Role: Fteirle males have a deep-seated territorial drive; gaining or owning land is one of their major motivations. The social status of a male is directly related to the amount of land he owns, as well as the land owned by his family and vassals. Males concern themselves with government, sport, and the military, and tend to be conservative. Males head all families, prides, and clans, and govern, directly or indirectly all of the clan territory. Clan leaders appoint male clansman to positions in the clan government. Landless males serve in some of the lower government positions, and also make up the combatants of the clan military. Vehicle pilots and drivers, as well as guards and security forces are almost exclusively male. Upper-class males have little concept of money or commerce, however. They depend on females, their wives or sisters, in order to be able to function effectively in a technological society. Fteirle males do not learn technical or scientific skills. Even if he learned such a skill due to necessity, a male would pretend ignorance because technical knowledge is considered khiyrlafakh (effeminate) and dishonorable. Female Role: Females are concerned with business and administration, as well as scientific and technical pursuits; the accumulation of wealth and knowledge. All of Fteirle technical progress has been made by females, and has been introduced by them over the (greater or lesser) objections of the males. Sciencists and engineers are exclusively female, as are all corporation officers and business owners. Famales also make up the administrative, service, and supply personnel of the clan military. Females in combat or particularly combat leadership roles are considered kawaikuhai (literally "obnoxious" or "unattractive" - not feminine) and females with such skills will not discuss them in polite company. A married female's social status is that of her husband; and is therefore related to the amount of land he controls. Unmarried females remain a part of their father's or brother's families, and their social status is determined accordingly. In most corporations, the highest positions are reserved for females who take an oath to never marry. If the topmost executives were allowed to marry, a marriage could possibly shift control of the corporation from one clan to another. Government The Human concept of an interstellar government is lost on Fteirle. The highest level of organization which all Fteirle recognise is the clan. Many clans in Human-controlled space consider Human governments to be economic entities, and find no conflict with the obligations of their fealty. Such clans readily co-exist within both Fteirle society and an alien government, and are in a sense part of both entities. Fteirle define themselves in terms of their philosophy, culture, and society, and not in terms of species or astrographic location. Most of what Humans would consider government functions are handled within the clan. The tao' settles disputes within a family. Disputes between prides within a clan are settled by the ko. Many governmental services, such as public works, urban planning, and community development are administered directly by the clans. Other services, such as schools, hospitals, fire protection, and record keeping are provided by Fteirle corporations, either under contract to the clan, or directly to consumers. At the top of the Fteirle clan structure are the tlaukhu (literally, "the 29"). The tlaukhu are the 29 most powerful and infulential clans, and are the closest thing to a unified Fteirle government. Many (but by no means all) clans owe fealty directly or indirectly to one of the tlaukhu. A council, also called the Tlaukhu, is composed of representatives of these clans. The Fteirle recognise no central authority; decisions of the Tlaukhu are not binding on other clans. Each clan is independent (except, of course, that it may be a vassal of another clan). Every clan controls land, and every clan of any signifigance controls some area of space. In cases where the control of a world is split between several clans, control of the system is also similarly split. Each clan maintains its own military bases, outposts, and facilities. Each would enforce its own rules and regulations within its own territory as it saw fit. Business Fteirle businesses are invariably owned and run by females. Although males may be employed in various capacities, females control the direction and management of the company. Because a clan is a male political construct, businesses are not owned by clans, prides, or families. Instead, several different methods are used to maintain an independent position, but allow enough ties that the company can do business with the clan. Small businesses are owned by individuals, and pass from clan to clan as the owner marries or sells the concern. Larger businesses take one of two forms. Some exist outside of the clan structure, and are owned and managed by females who take khtarowearyu, a special vow releasing her from her father's family. The owners and executives of these corporations may not keep their position if they marry. Should such an officer of the corporation marry, she would become a part of her husband's clan, and would have to give up her position in the corporation to her successor. Every important officer has a younger protege who is being trained and groomed to take over the position in the event of marriage, death, or disability. Other corporations are economic ventures of one or more clans. These companies are owned by the females of the clan or clans involved. These females are free to marry; if an owner marries outside her clan, she will sell her interest in the company to the other owners, and buy an interest in a corporation owned by females of her husband's clan. If such a scheme is financially impossible, cross-marriages are arranged, or some other method is used to balance the values involved. These arrangements can easily become as complicated as the various corporate mergers and take-overs which occur in Human companies. Fteirle corporations concern themselves with the same sorts of businesses as are common in human-controlled space; however there have only been four Fteirle equivalents to the magacorporations of the Third Imperium. Two of these, Tlasayerlahel ("Interstallar Merchants", a trading corporation) and Wyroaer (specializing in weapons and electronics), were clan-owned; and two were independent, Reastirlao (trade and heavy industry) and Otaiokeh (transport and colonization). Brotherhoods The auhahaokhaor ("brotherhoods of honor") are a purely male institution. They exist outside of the Fteirle clan system, and the oldest can be traced back to early Kusyu. Originally formed from warriors whose clans were destroyed in war, the brotherhoods are now open to any honorable warriors. Eligible candidates are invited to join by the members of the brotherhood. If he accepts (and not every invitation is accepted) he receives a second name, his brotherhood name. Fteirle formal names identify not only the indivicual, but his clan, pride, and family lineage; a brotherhood name simply identifies the individual and the brotherhood he belongs to. Each brotherhood has its own focus and purpose. Many exist to right specific wrongs or avenge famous dishonors. Some are more general; their members travel throughout Fteirle space, and take it upon themselves to uphold honor whenever and wherever they are needed. Because the brotherhoods are outside the clan system, a brother can intervene without triggering a feud or a clan war for meddling in the affairs of another clan. Many Fteirle starships will grant free middle passage to Brothers on a space available basis. If such a passage is granted, it is expected that the brother will tell the stories of his or his brotherhood's exploits for the entertainment and education of the other passengers. When acting as a member of his brotherhood, a Fteirle uses his brotherhood name, and no reference to his clan or family can be made. It is, in fact, a grave insult to use the clan name of a Fteirle acting for his brotherhood. To do so is to imply that the brother is dishonoring himself, the brotherhood, and his clan by using the bortherhood to further his clan and it's goals. Such insults are almost always challenged. While on brotherhood business, a Fteirle may not call on his family or clan for assistance, but may appeal to other members of the brotherhood, or to the honor of the heads of other clans. If convinced that the purpose is an honorable one, the brothers are bound by their oath to render any assistance they can give. Many clan leaders will also aid the brotherhood as a point of honor and prestige. Crime Serious crime is rare in Fteirle culture, but by no means unheard-of. Crimes are divided into three broad categories heaistoarlakh (crimes of passion), heaikhtaora (crimes with victims), and heaistaokhaor (crimes of honor). Duels (even to the death), and the insults or slurs leading up to them, are not considered crimes. Crimes of passion are any criminal acts which are the result of anger or other provocation, such as intoxication or a riot. These crimes are judged by the head of the family, pride, clan, or inter-clan referee as appropriate to the situation. The judge listens to the evidence and arguments of all sides of the matter, then renders a decision and sets the sentance. Self-control is one of the cornerstones of the Fteirle society; therefore the accused is nearly always found guilty. Sentances are usually light for a first offense (a profound apology is usually considerd sufficient), but increase in severity for multiple offenses. Forced labor, of a type intended to humble the offender, is the usual penalty for later violations. Crimes with victims include theft, burglary, fraud, extortion and piracy, as well as injury or death resulting from accident or negligence. An impartial earleatrais (referee) is appointed to judge these cases and set sentances. Decisions may be appealed to a panel composed of the heads of the families of the accused, the victim, and the referee. Sentances for these crimes are usually more severe, and can vary from clan to clan. Usually, sentances are based on the principle of resitution, frequently two or three times over. Restitution can be monetary, but is frequently made in terms of forced labor of a type intended to compensate the family of the victim. Crimes of honor include premeditated murder, ambush, failure to obey the referee in a clan war or duel, deserting clan or family responsibilities, perjury and oathbreaking. Fteirle consider crimes of honor the most serious of all. Crimes of honor hardly ever come to trial; a duel to the death typically renders the question moot. Military Every clan maintains its own armed forces, for both planetside and space combat (where the local technology level permits). These forces are charged with defending and protecting the clan's members and the its territory. In almost every case, this consists of flighting in ritualized clan warfare. Although the risk to non-combatants is limited by the rules of the conflict, clan wars can be quite deadly to the military forces involved. External threats are also handled at the clan level. However, two significant problems arise when Fteirle war with aliens. First, Fteirle frequently have difficulty realizing that the enemy is not adhering to the rituals of clan warfare. When the Fteirle commanders realize what is happening, they typically consider that the enemy has committed a crime of honor, and initiate all-out warfare. Second, many non-Fteirle have difficulty realizing that they may actually be fighting several separate wars against several different clans. A cease-fire or other treaty with one clan has no effect on the other independent clans. This can cause no end of confusion, as each side justifiably suspects the other of perfidity. Fteirle military units are organised with males in leadership and combat positions, while females provide administrative and technial support. Unit commanders are male, assisted by a female executive. The commander leads the troops, and determines tactics, although the executive can have a strong influence, because she is the one who prepares the battle plans. The executive is also responsible for logistics and administrative details. Fighting units are made up of males, while support units are composed of females, although crossover is not unheard-of. Maintainance and supply units are staffed by a mixture of females and low-class males. Males of low social status have some chance of advancement if they serve in a combat unit, and virtually none in a non-combat arm. Mercenaries Fteirle mercenary forces are famed far and wide for their bravery and skill, even after the fall of the Third Imperium and far from the Aslan Hierate. Mercenary units are owned by females, typically as part of a corporate enterprise. The operation of the unit will be assigned to one of her unmarried relatives, who travels with the unit headquarters, negotiates tickets and generally runs the business. The unit commander will normally be an unmarried male from the same clan as the owner and manager. However, situations where the unit commander and the owner/manager of the unit are husband and wife are not unknown. The combat troops will be almost invariably be unmarried males, many of them relatives, recruited with the promise of a chance to gain honor, glory, and a combat reputation. The manager is the ultimate authority on how the unit is employed. In practise, however, the unit commander makes tactical and combat decisions, while the manager concentrates on the business interests of the unit. Fteirle society considers the mercenary profession an honorable one, particularly since there are more landless, unmarried males than available positions in the clan military. Warriors can win honor and land through brave action, and Fteirle females have long known that a well-run mercenary unit is a good source of profit. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Date: Sat, 1 Apr 95 19:28:42 -0500 From: Derek Wildstar Subject: Antidote to Aliens of the Rim (#2 of 3) Contact: Fteirle By Guy Garnett Timeline by Hans Rancke-Madsen Weapons designs by Bob Piper Thanks to Loren Wiseman, William H. Keith, John Bogan, Bob Piper, Hans Rancke-Madsen, and Matt Goodman for their help in preparing this article. Part 2: Culture and History Art Short writings in the flowing Yoyeaokhtef script is the most common form of decoration used by Fteirle. It appears on nearly every artifact, and in thousands of different styles. Most of these decorations are proverbs, legends, or symbols intended to recall important concepts. Yoyeaokhtef is also a central part of several traditional forms of fine art. Troa'eaokhtef (calligraphy), hweaoiorlilr (short verse), and htiyaurlilr (long verse). Classic Fteirle calligraphy usually consists of a single Yoyeaokhtef symbol or a short phrase, accompanied by a drawing or sketch to illustrate it. Short verse consists of a short poem and usually conveys a single concept or strong image. Long verse is the classic epic poem, which tells a complete heroic or mythic story in verse. Architecture Fteirle architecture is functional as well as highly decorative. Traditional architecture uses wide doorways and graceful arches broken by ocassional straight lines. Where land is not at a premium, buildings tend to be low, broad, and fit well with the natural shape of the land. Nearly every building is ornamented with Yoyeaokhtef script painted, carved, or sculpted on the building. Typical subjects include proverbs, famous quotations, or short verses of special meaning to the inhabitants. The interiors manage to combine beauty and practicality. Many spaces do double or triple duty without feeling cramped or cluttered. Interior walls are usually moveable, and the size and shape of a room can be adjusted to suit its current purpose. Most dwellings of any size, and all private homes, include at least one meditation alcove. This is a small room, typically furnished with a simple mat, and a screen for privacy. It is used by anyone who requires privacy for their daily meditation. Clothing Like everything else made by Fteirle, their clothing is decorated with Yoyeaokhtef script, usually in a subtle and pleasing pattern. Embroidered in contrasting thread, including gold or silver for those that can afford it, within wide bands of color, the script is applied to the collars, cuffs, and hems of garments. Fteirle perfer loose-fitting clothes, including tunics and kilts for males, and long one-piece dresses for females. Formal wear includes robes and loose, broad-shouldered vests for males; females wear a loose over-dress or tabard. Inhospitable climates and combat situations call for more conventional protective clothing or armor. However, even the most functional of these items is decorated with proverbs and graceful patterns. Technology Fteirle see technology as a means to an end, and not an end itself. Science and engineering are considered female occupations. Fteirle scientists are driven not by the pursuit of knowledge for its own sake, but rather for the benefits that knowledge can bring when applied to a problem. Fteirle value personal craftsmanship and individual responsibility. They traditionally do not build automated factories or fully automatic vehicles and starships. A positive action by a crewmember, for example to complete a firing circuit, is required in nearly every case. Robots are less common in Fteirle society than they were in Imperial space; as combination of pride and the complex Fteirle social system keep them from being widely accepted. Fteirle craftsmen are females and low-class males. Crafting and manufacturing jobs are considered "feminine". There are a few exceptions, including the trade of weaponsmith, which are considered male. High quality handmade goods are prized by Fteirle, and a skilled craftsman can expect recognition and social advancement, whether male or female. History Modern Fteirle emerged on the plains of southern Tafohi. They were wandering hunters who followed the herds of large herbivores across the region. The beginnings of civilization can be credited to those females which noticed that the herds could be controlled in their migrations by careful land management. Increasingly sophisticated techniques led directly to animal husbandry and the beginnings of agriculture. As population increased, the competition for the best land became fierce. Weaker prides were forced onto undesirable lands, and became innovators in agricultural technique in order to survive. By approximately -9,000* the beginnings of civilization began to appear. * All dates in this section are given according to the Fteirle calendar. Early Civilization: Fteirle historians call this period leakhtefu, "the first stage of enlightenment". The first major innovation was a social one: prior to this time, there were no landless males. Vassalage didn't come easily, even to low-class Fteirle males. With time and a considerable amount of bloodshed, the modern social system was established. Several of these early civilizations formed, and conflict was inevitable. Organized warfare began in this period, and the early wars were frequent and bloody. Kteahihurko the Wise is credited with the innovation of the limited war. Instead of an costly and destructive war, he proposed a balanced conflict: the victor would be the most capable leader. Other clans saw honor in this idea, and it was widely adopted. The leakhtefu period lasted until approximately -200, and saw the civilization advance from TL-1 to about TL-6. During this period of time, no one clan dominated the rest, but approximately two dozen controlled the majority of lands. Armageddon: As technology increased, so did the population. Population pressure lead to more frequent crises. Serious wars became more common, until nearly all of the major clans were locked in a global conflict by -123. Although the Ealya (first world war) ended in a stalemate, two dominant clans, Yerrlyaruiwo and Khaukheairl, arose from the conflict opposing one another. Two generations later, minor conflicts between vassal clans blossomed into another global war in -88. During the course of the Tiealua (second world war), the two blocs loosed their nuclear arsenals at one another, causing severe ecological damage and crippling both clan's economies. Although the two clans kept much of their land, the other clans rapidly outpaced them technologically. Within a generation, space flight was a reality. Desipte two world wars, population remained a problem. Without a solution to the basic problem a third world war was inevitable. It came in -18. By prior agreement, nuclear weapons were not used. However, the Iltiealya (third world war) solved little and ended only when both sides were exhausted. Starflight: The proposal that the major clans cooperate was first made before the Ealya, but was rejected. After the Iltiealya, with shattered economies and war-torn populations, the notion was considered again. It took an additional twwenty years of negotiation before the Tlaukhu was constituted. Although largely deliberative with no powers of enforcement, it was a step towards peace. The Fteirle calendar begins with the establishment of the Tlaukhu. However, the population problem remained to be solved, and over the next 80 years the major clans again drifted towards war. Into this crisis a starship fell. The Pathfinder, a Terran scoutship over sixty parsecs out from Terra, crash-landed in the Ukhtaihelu region. The Yerrlyaruiwo and Khaukheairl clans detected it and found the survivors. The clans conspired to keep the ship's existance a secret. With the wreckage of ths ship and existing Fteirle technology, they were able to duplicate the jump drive. The first Fteirle starship was Ukhtai, launched in 94. Within a very short time the ihaeti (landless sons) of both clans were establishing new landholds on alien worlds. They were soon followed by those of other clans, transported in Yerrlyaruiwo and Khaukheairl starships. Fteirle met Terran again in 117; the technologically superior humans were a threat, and both clans embarked on a major naval expansion. Human starships were turned back whenever they encroashed on the growing Aslan Hierate. Terran traders finally contacted other clans in 415, finding a ready market for starships and related technology. At approximately the same time, the long-overdue final confrontation between Yerrlyaruiwo and Khaukheairl was fought. In the end, both clans were decimated. In the judgement of the Tlaukhu, both acted dishonorably with respect to their long-standing conflict, and in keeping the jump drive from other clans. As part of the judgement, both clans were required to turn ownership of the technology over to the Thaukhu. With the stadrive in the hands of any clan that wanted it, a new diaspora began. Cultural Reform: Even as early as 512, the distances between settlements began to make themselves felt. Regional dialects of Trokh appeared, some with heavy alien influences. Over the next thousand ftahea, differences in customs, protocol, and language emerged. Clans in some regions even went as far as forming their own centralized, independent interstellar states. To combat this problem, the Sakolusalo (Grand Conclave) was convened in 2304 by Ekhukeai, a respected teacher and philosopher. This body began to standardize and codify all aspects of Fteirle culture. Even before the work was finished, in 2312, the uwaralyeakose (cultural purge) had begun. Clans which did not conform to Fteirle cultural standards were encouraged to change their ways. Frequently this encouragement took the form of military action and mass exile. The Sakolusalo concluded in 2368 with the publication of the Codices, a 64 volume compilation of Fteirle culture. The Imperial Era: Border wars between Human and Fteirle were a common occurrence beginning around 1079. They continued for over seventeen hundred Ftahea, culminating in a conflict with the re-expanding Old Earth Union. After an incident involving the dissappearance of the Griffin, an OEU survey ship, the Union Navy began attacking Fteirle vessels without warning or regard for clan. Omce the Fteirle realized that they were fighting a dishonorable foe in an all-out war, the Union Navy was unable to contain them, and squadrons from several clans struck at targets deep within the Old Earth Union. At Terra's request, the Imperium intervened to protect it's client-state. After a long series of meetings on Ftahalr (1208 Dark Nebula), four clans challenged the Imperium to a yerlik (clan war). The Imperium won the war, and ambassador Suukar recieved the ritual apology on Ftahalr in 2810 (380 Imperial). Reavers' Deep was established by treaty as a buffer zone between the Imperium and the Aslan Hierate. Relations between the Imperium and clans of the Aslan Hierate were generally good throughout the following 840 ftahea. Collapse: The Rebellion which begain in the Imperium with the assasination of Emporer Strephon by Archduke Dulinor in 3649 (1116 Imperial) was primarily a Human conflict. To Fteirle, Dulinor's action, the killing of one's lord by suprise attack, was dishonorable in the extreme. Since humans frequently act dishonorably, it would not be important to Fteirle except for Tokeaias, the Yerlyaruiwo ambassador to the Imperium. Tokeaias attempted to shield the Grand Princess with his own body, and was shot by Dulinor. The Brotherhood of Tokeaias was formed to send saiiysa (duel-assasins) to challenge Dulinor to a duel to the death for his dishonorable actions. The collapse of the Imperial economy had litle affect on the majority of Fteirle. With the fall of the Imperium, some clans held that the Peace of Ftahalr was no longer valid, and began sending ihatei into Imperial space. The coming of the Virus changed all of that. By the time it reached the Aslan Hierate, the Virus had a chance to mutate considerably, and all of the major strains were in evidence. Despite its increased sophistication, Fteirle computer systems are considerably different from Imperial standards and from one clan to another, slowing the spread of the Virus. The Great Rift, coupled with timeley warning from the Domain of Deneb, gave the Trans-Rift Colonies time to implement protective measures. The rest of the Aslan Hierate was not so lucky. Nearly every world within a hundred parsecs of the Imperial border were ravaged by the Virus. The slower rate of the Virus's expansion allowed worlds in the spinward most sectors to mount a defense against the onslaught. Because of the emphasis Fteirlie place on personal responsibility, fully-automated ships were never built within the Hierate. Virus controlled "vampire" starships are therefore rarely encountered in Fteirle space. Rebuilding: Reconstruction of Fteirle society begain from worlds which were able to preven direct infection by the Virus. Comprising about 15 subsectors in the spinward most sectors of the Aslan Hierate, over 160 parsecs from the nearest Imperial border, they call themselves Fahrastyo ("Seeds of Rebuilding"). After a period of defending themselves against the virus, the surviving worlds began to rebuild their own economies and to recontact other worlds. By 3745, these core worlds have rebuilt to their approximate pre-collapse level, and generally have prosperous, expanding TL-9 to TL-11 economies. Recontact and rebuilding have been a slow process. Post-collapse Fteirle worlds are not generally as xenophobic or technophobic as Human worlds. The strong sense of duty to their lords and vassals leads the clans on many worlds to attempt to recontact allied offworld clans as soon as it becomes possible. This diversion of resources causes reconstruction to be slower than it might otherwise be. By 1200, clan scoutships have begun to venture into the trailing edge of the Hierate. Economic reconstruction lags several sectors and many years behind the re-exploration. <<>> Fteirle Timeline Fteirle history can be neatly summarized in a timeline. Some crucial events from Imperial history have been added to the timeline, to place into a more familliar context. All dates are in the Fteirle calendar, unless marked with the symbol "ti", indicating a Third Imperium date. Most of the events mentioned in this timeline are crucial to Fteirle history, and would be included in any history book. Others are merely representative of scores or hundreds of similar incidents; and a few are mentioned because they help place events into a historical context familiar to the reader. Calendar Dates Event Fteirle 3rdImp -9000 -10000 Dawn of Fteirle civilization. -1103 -3050 Earliest example of Trokh writing. -336 -2378 Zodian worlds colonized. -138 -2204 Hiroshi Estigarribia establishes the Rule of Man. -123 -2190 First World War on Kusyu. -99 -2170 Beginning of The Great Terran Diaspora, which lasts until 95 (-2000ti). -88 -2160 Second World War on Kusyu. Nuclear weapons used. -59 -2136 First Fteirle space explorations. -22 -2102 First Orbital bases established around Kusyu. -18 -2098 Third World War on Kusyu. 0 -2083 Formation of the Tlaukhu. Fteirle calendar begins. 80 -2013 TRS Pathfinder misjumps into the Kusyu System. 96 -1999 Yerlyaruiwo and Khaukheairl clans develop jump drive. 94 -1999 Fteirle interstellar exploration and settlement begins, dominated by Yerlyaruiwo and Khaukheairl clans until 474 (-1667). 117 -1980 First official contact between Humans and Fteirle. 266 -1850 Solomani Rim cut off from the core of the Rule of Man. 350 -1776 The first stages of the Long Night, until 665 (-1500ti) are marked by warfare among the Rule of Man's small successor states, sometimes no more than large-scale piracy. Interstellar trade ceases in most areas. Some worlds, not self-sufficient, simply die; many worlds' economies are ruined; most lose the technology to construct starships. However, some states on the periphery of the Second Empire (like the Reaver states of Magyar and Dark Nebula) remain viable. 415 -1719 Tralyeaeawi clan buys starships from humans. 474 -1667 Yerlyaruiwo and Khaukheairl clan forces are decimated in the long-delayted space duel. In the aftermath, the two clans are forced to release the secret of the jump drive to all clans. 474 -1667 Fteirle begin to expand rimward and spinward of Kusyu until about 1100 (-1119ti). The Reaver states of Magyar and Dark Nebula impede expansion to coreward and trailing. 665 -1500 The wars in most of the former Rule of Man are over: most of the old starships have broken down and no one knows how to repair them. Only a few scattered areas have managed to keep jump technology and only on the Rim are any of these pocket states close enough to interact a little. In Magyar and Dark Nebula some states survive by plundering former Rule of Man planets and Aslan colonie worlds. 1100 -1120 Some clans have grown powerful enough to challenge the Reaver states. First Aslan Border War begins. The Reavers cease to bother the Solomani Rim. 1185 -1044 Fteirle first cross the Great Rift. 1422 -836 Fteirle from a misjumped starship establishes a settlement on Mithril in what is now the Spinward Marches of the Domain of Deneb. 1520 -750 Wahtoi-Aroa'yei war over control of the Great Rift Crossing begins. 1560 -715 Fteirle settlement on Mithril dies out. 1635 -650 Sylean Federation established. 1792 -512 Syoisuis Clan subordinates Staihaia'yo Sector using questionable means. The fighting lasts until 1853 (-455ti). 1806 -500 Trade is reestablished in many areas of the former Second Imperium by now. 2000 -320 Lyelri'tusye the Elder composes the epic poem Ukhtaitasoistea. 2304 -63 The Great Conclave meets from 2304 to 2368 (-63ti to -7ti) and defines standards of Aslan behaivor. One result is that the system of primogeniture comes into favor. 2112 -56 The Cultural Purge, lasting until 2432 (49ti). Non-standard cultures are forcibly repressed. A number of dissident groups flee and settle in Reaver's Deep and elsewhere. 2342 -30 Cleon's Campaign begins. 0 Emperor Cleon I proclaims the Third Imperium. 2490 100 IISS survey ships reache the Solomani Rim and Reavers' Deep. 2604 200 Most of the worlds of the Solomani Rim are trading amongst themselves. 2618 212 Peace of Dark Nebula between several influential clans and the Magyar States. 2082 374 Increasing friction between individual clans and the Old Earth Union culminates in the breakdown of the Peace of Dark Nebula and renewed warfare. 2808 379 The Third Imperium tries to mediate a settlement to the war. A formal duel-war (eventually won by the Imperium) is declared to settle the issue. 2810 380 Peace of Ftahalr between the Third Imperium and Yerluyaruiwo, Kaukheairl, Tralyaeaeawi, and Hrawoao clans establishes the borders between the Aslan Hierate and the Third Imperium. A buffer zone in Reavers' Deep is maintained between them. 2812 382 The Imperial Aslan Mission, lasting until 2866 (429ti). 2894 454 Ikhtealyo Clan rises to Tlaukhu due to prosperity from dust-spice trading. 2902 461 First Fteirle trade route to the Zhodani (at Chronor). 2862 426 The various Solomani Rim worlds and governments join the Third Imperium without fighting from 2862 to 3047 (426ti to 588ti). 2862 426 The Easter Concord joins the Third Imperium. 2950 502 Hlaotiyoiho, later the dominant clan of Earle Subsector, founded by Tralyeaeawi ihatei. 3043 585 Fteirle ihatei take service with Darrians. 3047 588 The Old Earth Union joins the Third Imperium. 3052 593 Fteirle ihatei settles on Wonstar, provoking the Avridi Decree of 610ti. 3071 610 The Third Imperum issues the Avridi Decree, which establishes Districts 267 (later Five Sisters subsector), 268, 269 (Egryn), 270 (Pax Rulin), 271 (Sindal), 272 (Tobia), and 273 (Usher). Outside interference with planets win these subsectors will be actively opposed by the Imperium. Fteirle ihatei turn their attentions elsewhere. 3077 614 Yerlyaruiwo-Tralyeaeawi War, lasting until 3167 (693ti). 3117 650 Tokouea'we Clan establishes the Golrious Empire, an Aslan state based on unacceptable principles. 3120 652 Hlyueawi Clan replaces Uawairlew Clan as member of the Tlaukhu. 3207 729 The Duke of Tobia establishes a policy of discouraging Aslan settlements on planets in the band of systems between the Third Imperium and the Aslan Hierate in the Trojan Reach. 3638 1106 Loaktarl-Raohkeil War begins, lasting until (1119ti). 3649 1116 Loaktarl Clan torn by dispute over succession to clan ko. 3649 1116 Yerlyaruiwo ambassador assassnated by Archduke Dulinor. 3652 1119 Loaktarl Clan destroyed by Raohkeil-led coalition and Ilekhakhe, the former Loaktarl homeworld, is renamed Oulktauw. 3652 1119 The Golrious Empire overrun by mainstream Fteirle. 3653 1120 Hlaotiyoiho Clan replaces Hlyueawi Clan on the Tlaukhu. 3669 1134 First outbreaks of the Virus in the Aslan Hierate. 3677 1141 Afteakhirl, a world in the Warostahe sector, successfully resists virus infection, and maintains it's technological base relatively intact. Due to timely warning and rigorous protective measures, many important worlds in the surrounding subsectors are similarly spared. 3681 1144 The Fahrastyo is organized by the clan leaders of the surviving spacefaring clans, and begin organizing relief and technology sharing measures for their mutual benefit. Twenty nine of the most prominent form a new Tlaukhu, which meets regularly to ensure continuing inter-clan cooperation. 3696 1157 The Fahrastyo consolidates it's position and begins the first, tentative exploration the virus-devastated regions on it's borders. 3745 1200 Fahrastyo preliminary exploration teams enter Iwahfuah and Ealiyasiyw sectors, operating from advanced outposts in Staihaia'yo. 3746 1201 The The New Era begins in the Old Expanses. <<>> Trokh Fteirle share a common language, Trokh. It has changed very little over the past 4,000 ftahea and has only two dialects: one each for males and females. There are even two different written forms of Trokh: one, Yoyoeaokhtef ("brush-writing"), is an ornate ideographic written form, and is used for official documents and for decoration. The other is Tieftuawaoirlouheei (female script), which is a phonetic alpabet well-suited to business and technical documents, as well as many computer applications. There are very few local variations of Trokh, except for populations which have been cut off from the mainstream of Fteirle society for hundreds of ftahea. It is considered by Humans to be difficult to learn and pronounce. The language is also heavy with formalisms and long-established idioms, making it is easy for non-native speakers to become confused or make embarrasing mistakes. Names: Formal speech calls for formal names, which can become quite complex and unweidly. The head of an independent clan (that is, a clan which is vassal to no other clan) is known by the name of the clan, with the "ko" suffix appended. For example, the head of the Hlyueawi clan is formally called Hlyueawiko. If, on the other hand, a clan is vassal to another, the relationship is explicit in the name: HlyueawifiyAhroay'iko refers to the leader of the Ahroay'i clan, which is a vassal of clan Hlyueawi. Note the use of they syllable "fiy" to indicate the lord to vassal relationship. Other males have names which specify their place in the social hierarchy: HlyueawifiyAhroay'ifiyWahtoilayeauIwahfeaktelihlalikhtieiteyahahtateisiyu is the name of the "umarried first son of the third son of the grandfather of the head of the pride which holds the valley of the fork of the Iwahfeal river, which is a part of clan Wahtoi, a vassal of clan Aroaye'i, itself a vassal of clan Hlyueawi". Female names are similar, except that they specifiy the relationship to the male head of the family ("daughter of", "sister of", or "wife of", depending on circumstances). Members of one of the Brotherhoods of Honor have simpler names which they use when they are acting for the brotherhood. For example, Statrufakh is the chosen personal name of a member of the Brotherhood of Tokeaias. His formal Brotherhood name is Statrufakhauhahaokhaorea'uiTokeaias. Similarly, females who are officers of independent corporations are known by their personal name, their position or office, and the name of the company. While these long, unweildy names are used in formal speech, in ordinary conversation shorter nicknames are needed. These nicknames are typically chosen to represent some goal, virtue, or achievement. Nicknames are chosen and discarded whenever the holder desires. They are used in casual conversation, much in the same circumstances where Galanglic speakers would use a personal name. Pronounciation: Most Humans consider Trokh difficult to pronounce, particularly the vowel sounds. For a native speaker, the language paces the speaker's breathing with its rythms. Fteirle pronounce some sounds when inhaling, and others by exhalation, resulting in a fast and flowing language. To Galanglic speakers, Trokh sentances sound like one impossibly long word, without a single pause. Trokh Sound Approximate Galanglic Equivalent A like the "o" in "lock" AI like the "i" in "kite" AO like the "ao" in the Chinese "Mao"* AU like the "ou" in "house" E like the "e" in "get" EA say the "e" and "a" sounds+ EI like the "a" in "bay" F like the "wh" in "whew" FT like the "ft" in "rift" I like the "i" in "kit" IY like the "ee" in "feet" H like the "h" in "hit" HF like the "hf" in "hfang"* HK like the "hk" in "hkang"* HL like the "hl" in "hlang"* HR like the "hr" in "hrang"* HT like the "ght" in "height" HW like the "wh" in "what" K like the "k" in "kite" KH like the "ch" in the Scottish "loch"* KHT like the "cht" in the German "nachte"* KT like the "ked" in "backed" L like the "l" in "like" LR like the "llr" in "allright" O like the "o" in "gone" OA say the "o" and "a" sounds+ OI like the "oi" in "noise" OU say the "o" and "u" sounds+ R like the "r" in "run" RL like the "rl" in "earl" S like the "s" in "sun" ST like the "st" in "stop" T like the "t" in "ton" TL like the "tl" in the Aztec "tlaloc"* TR like the "tr" in "trip" U like the "u" in "lute" UA say the "u" and "a" sounds+ UI say the "u" and "i" sounds+ W like the "w" in "win" YA like the "ya" in "yard" YU like the "eu" in "feud" ' glottal stop * The pronounciation for these sounds are only approximations; the sound does not appear in Galanglic, and may be difficult to say correctly. + these vowel sounds are pronounced the same as the two letters separately, but very close together. Glossary Aisai: "dewclaw"; a 6cm, razor-sharp claw located at the base of the thumb. Aisaiaokheh: "death"; a duel to the death, refers to coup-de-grace by aisai. Ahfa: "shrine"; a collection of objects used as a focus for meditation. Ahiry: "pride"; a group of several ekho (families). Aokhaor: "spirit of strength"; An individual's honor or balance. Areiaao: "sprint"; 8 uealaao, 16 standard minutes. Auhahaokhaor: "brotherhoods of honor"; a Fteirle male institution. Ayloi: "knife"; a knife or artificial dewclaw used by non-Fteirle. Eakhau: "day"; 16 tekhaao, 36 standard hours. Earleatrais: "referee"; mediator who arbitrates duels and disputes. Ei'orile: "familiarity"; a mild form of disrespect. Ekhiy: "wife"; a married female. Ekho: "family"; 2 to 12 indviduals lead by a tao'. Ftahea: "year"; 212.2 eakhau, 320 standard days. Fteirle: "the people"; anyone subscribing to the philosophy and culture. Hisol'i "Humans"; a corruption of "Humans of Sol". Huiha: "clan"; a group of several ahiry (prides). Huihako: "clan-leader"; the leader of a hiuha. I'aheako: "Ancestral Worlds"; Fteirle name for the Dark Nebula sector. Kafyelrah: "impoliteness"; a moderate social error. Kahiytuafto: "discourtesy"; a deliberate insult, and grounds for a duel. Kawaikuhai: "unfeminine"; a female who studies or practises male skills. Khiyrlafakh: "effeminate"; a male who studies or practises female skills. Khtarowearyu: "business vows"; the vows of clan-independence. Khtauaao: "period"; 64 areiaao, 17 standard minutes. Ko: "himself"; the leader of an Huiha, the clan personified. Ktyuikeasiyyorl: "Rules Under Which We Die"; Fteirle duelling code. Kuikhtew: "first blood"; a duel fought to first blood. Kusyu: the Fteirle homeworld, Kusyu/I'aheako 1919. Roueihteaa: "submission"; a duel or war fought to surrender or a set goal. Saiiysa: "duel-assasin"; a honorable assasin in the Fteirle tradition. Tafohti: the largest continent of Kusyu. Tao': "patriarch"; a married male, leader of an Ekho. Tekhaao: "hour"; 8 khtauaao, 137 standard minutes. Tlaukhu: "The 29"; the council of the 29 most powerful clans. Trikhta: "memory-boxes", the individual objects in the ahfa. Trokh: "belly talk"; the language of the Fteirle. Uealaao: "second"; 1.988 standard secons. Yaeatyeao: "hall of ancestors"; the family burial grove and crypt. Yerlik: "clan war"; a formal, referee-monitored battle or war. Yerlikhelu: "battle plains"; the combat zone for a yerlik. Timekeeping The Fteirle calendar takes as its starting point the founding of the Tlaukhu, which took place in -2083 by the Imperial calendar. To convert a Fteirle date to the Imperial calendar multiply the date by 320, divide by 365, and subtract 2083. To convert an Imperial date to the Fteirle calandar, add 2083, multiply by 365, and divide the result by 320. Fteirle Term Translated as Imperial Value Equivalent 1 uealaao "Aslan Second" 1.988 seconds 8 uealaao = 1 areiaao 1 areiaao "Sprint" 16 seconds 64 areiaao = 1 khtuaao 1 khtauaao "Period" 17 minutes 8 khtauaao = 1 tekhaao 1 tekhaao "Aslan Hour" 137 minutes 16 tekhaao = 1 eakhau 1 eakhaau "Aslan Day" 36 hours 212.2 eakhaau = 1 ftahea 1 ftahea "Aslan Year" 320 days Word Generation Learning the entire Trokh language, vocabulary, and grammar is far too difficult for most Traveller players (and writers!). However, a random procedure which generates Trokh-sounding words is available and easy to use. Simply generate a word and assign the desired meaning to it. Since Trokh doesn't translate well to Galanlic, meanings can vary considerably without causing problems. Trokh words are composed of syllables, just like Galanglic. There are four types: those that are a vowel alone (V), syllables beginning with a consonant (CV), ones that end with a consonant (VC), and those that both begin and end with a consonant (CVC). A few rules govern how sylables are grouped together. No sylable ending with a consonant can be followed by a syllable beginning with a consonant. A single letter vowel cannot be followed by the same single letter vowel, although dipthongs (multple letter vowels) may follow one another. Trokh words can be nearly any length, from formal names with dozens of sylables to nicknames with two or three. Select a length for the word, or simply roll 1D6. For each syllable, determine the type from the table. Use the basic table for the first syllable, or if the previous syllable ended in a vowel; otherwise use the alternate table. For each consonant and vowel determine the individual sound from the appropriate column. D66 Basic Syllable 11-31 V 32-44 CV 45-56 VC 61-66 CVC D66 Alternate Syllable 11-33 V 34-66 VC D666 Initial Consonant 111-126 F 131-144 FT 145-214 H 215-223 HF 224-243 HK 244-255 HL 256-266 HR 311-326 HT 331-335 HW 336-364 K 365-431 KH 432-446 KHT 451-464 KT 465-513 L 514-524 R 525-542 S 543-553 ST 554-625 T 626-634 TL 635-643 TR 644-666 W D666 Vowel 111-215 A 216-234 AI 235-246 AO 251-254 AU 255-336 E 341-416 EA 421-441 EI 442-465 I 466-525 IY 526-541 O 542-545 OA 546-561 OI 562-566 OU 611-614 U 615-622 UA 623-626 AI 631-642 YA 643-654 YE 655-662 YO 663-666 YU D666 Final Consonant 111-224 H 225-254 KH 255-346 L 351-412 LR 413-451 R 452-521 RL 522-561 S 562-644 W 645-666 ' Interaction with Aliens Fteirle have a reputation for being proud, touchy, and difficult to deal with. This is at least partly true: the combination of a complex social system and a difficult language make it very easy for an outsider to give offense where none was intended. However, Fteirle define themselves in terms of their philosophy, culture, and society, and not in terms of biology. Therefore, barbarians of Fteirle descent would be considered alien, while Humans who embrace the culture may be considered Fteirle. Fteirle recognise four broad divisions of outsiders: others, honorable aliens, barbarians, and outcasts. Most Fteirle will try to treat all aliens fairly and honorably, until an individual proves unworthy of such consideration. Eahfetiy'aulra: Literally "the others"; this is how Fteirle refer to those who are biologically of their race, but do not subscribe to Fteirle culture. They are considered a step above outcasts; for outcasts have been raised in Fteirle culture and have rejected it, while Eahfetiy'aulra have never been exposed to proper upbringing. Huweihwoweiy: the literal translation of this Trokh term is "of the same spirit". This is the category for honorable aliens who do not subscribe to Fteirle culture. Although achieving this status is not easy, those who regularly interact with Fteirle find it indespensable, as relationships can be built on mutual respect and trust. Tahiwihteakhtau: This is the term is usually translated as "barbarians". It refers to all those who do not understand Fteirle culture or honor. Fteirle who have regular contact with barbarians will frequently dismiss offenses from them, excusing the outsider as ignorant and incapable of understanding honor or acting honorably (although unpardonable offenses will still be met with a challenge). However, they also consider such barbarians to be without honor, and any close co-operation is impossible. Fiyrukhtiywe: These are Fteirle outcasts, small groups of Fteirle who have been exiled (or have exiled themselves) from the mainstreal of Fteirle society. There are a number of outcast groups on the fringes of the Aslan Hierate. The number and size varies, becuse most clans consider the holdings of exiles to be unowned and free for the taking. In many cases, the exile groups hold to most of Fteirle culture, except for their individual "heresies". A number of these groups left the Hierate during the period of the Cultural Reform. Percieved Gender Fteirle unconciously place great emphasis on the gender of the people they deal with. When dealing with aliens, most Fteirle assume a gender based on their own cultural biases. Therefore, a Human astrogator would be perceieved by Fteirle as female, even thouh he is biologically male. Similarly, a Human female diplomat would be percieved as male. Individuals who exhibit both gender traits disturb Fteirle greatly: social situations involving people of ambigous gender embarrass and dishonor Fteirle. These assumptions can have strange consequences, however. Fteirle will accept discourteous behavoir from one they consider to be of the opposite sex, but the same insult from one of the same sex would call for a duel. Fteirle will not hire an alien for a job that is inconsistent with their gender. However, unless the biological gender of an alien is directly mentioned, Fteirle will usually assume the correct gender for the job. Cultural Fteirle Several biologically non-Fteirle races are members of the Aslan Hierate, including the Krayl'luk of Afawahisa, several Human minor races, and the Zodia clan, whose members are of Terran origin. Humans, in particular, are sufficiently adaptable to be able to prosper in the Fteirle culture. One of the largest problems facing biologically human clans is an excess of males (or, conversely, not enough females to administer the clan's affairs). Several strategies are used to compensate for this problem, including strategic alliances with biologically-Fteirle clans, outfitting and dispatching more ihatei as mercenaries or settlers than usual, and a looser standard of what constitues appropriate "male" and "female" activities. Biologically human Fteirle are generally known for weak technical and business sectors, but are typically militarily strong, and can sustain proportionate losses that would cripple biologically Fteirle clans. Clan Zodia was famed throughout the Aslan Hierate for the bravery, skill, and honor if it's mercenary units. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Date: Sat, 1 Apr 95 19:31:18 -0500 From: Derek Wildstar Subject: Antidote to Aliens of the Rim (#3 of 3) Contact: Fteirle By Guy Garnett Timeline by Hans Rancke-Madsen Weapons designs by Bob Piper Thanks to Loren Wiseman, William H. Keith, John Bogan, Bob Piper, Hans Rancke-Madsen, and Matt Goodman for their help in preparing this article. Part 3: Rules and Roleplaying Character Generation The rules presented in Traveller: The New Era are for Human characters. Fteirle characters are generally treated the in the same way, except for the differences detailed here. If no change is indicated, follow the same procedure as when generating Human characters. Background The Regency: The Regency itself has a large number of Fteirle citizens, some of whom adhere to Fteirle culture, and some who do not. Many worlds, particularly along the corward marches of the Regency, contain significant Fteirle enclaves, and some worlds are populated entirely by Fteirle. There are a number of all-Fteirle units in the Regenncy military. Fteirle citizens of the Regency may use Fteirle or standard determination procedures, as appropriate to their activity. In addition to the Regency proper, there are two other significant concentrations of Fteirle in this region, the Trans-Rift Colonies and the Darrian Confederation. The Trans-Rift Colonies: As early as -1044 Imperial, Fteirle scouts succeeded in crossing the Great Rift, using a route through the Iiyoihuakh (Riftspan Reach) sector. Colonization of this region came late because of the long journey. However, by ??? (1130) various clans controlled about 20 subsectors in the Kyatulyare', Weasurlaoa, Lerlairlaii, and Hlaoirloahaurl (Iphigenaia, Touchstone, The Beyond, and Trojan Reach, respectively) sectors. These colonies were warned by the Domain of Deneb in time to secure their borders against the virus. They currently enjoy good trade relations with the Regency. Fteirle from the Trans-Rift Colonies use enturely Fteirle character generation procedures. The Darrian Confederation: The Darrian confederation began offering land to Fteirle ihatei (landless sons) in 3043 (585 Imperial). These Fteirle "mercenaries" served the Darrians well in the First Frontier War, and biological Fteirle have been a part of Conferderation society ever since. They are considered full citizens of the Confederation, and subscribe to Darrian culture and values. Traditional Fteirle consider them to be barbarians, and Darrian Fteirle use Darrian career rules. Old Expanses: There are virtually no Fteirle in this area of space, and there are no Fteirle citizens of the Reformation Coalition. Thedescendants of a Fteirle trade group stranded by the Virus is a very remote possibility, at the discretion of the referee. The Aslan Border: Fteirle colonists have entered the Reavers' Deep, Daibei, Magyar, and Canopus sectors on two different occasions. The first was a period known as the Aslan Border Wars. This lasted for several hundred years during the Long Night, and ended over a thousand years ago when the growing power of the Third Imperium stemmed the tide. The second period was less than a decade long, during the Collapse of the Third Imperium. The coming of the Virus stopped the flow of these immigrants approximately seventy years ago. Descendants of these Ihaeiti now populate many worlds in these sectors. Pocket Empires: Pocket empires in the Reaver's Deep, Daibei, Magyar, and Canopus sectors may be wholly or partly Fteirle. Pocket empires that are entirely Fteirle will typically be one clan, or a small group of allied clans that have managed to maintain interstellar trade between several local worlds. Other pocket empires will be primarily human, but may include Fteirle minorities on several planets, or have one primarily Fteirle world in a polity with several human worlds. In any case, chances are that the Fteirle will have preserved at least some parts of their culture, and Fteirle career determination procedure should be used. The Wilds: Individual worlds in these sectors, cut off from all interstellar contact by the Collapse will each find their own route to survival. Worlds with mixed Human and Fteirle populations may develop interesting mixtures of both cultures. Humans and Fteirlie can be found living together undre Fteirle, Human, or mixed cultures. Referees should determine the exact situation on each world, and rule on the appropriate character generation procedures. The Aslan Hierate: The Aslan Hierate extends off of the Charted Space map (T:TNE, pp.13) for another three sectors to spinward. Much of the Hierate was ravaged by the Virus, but a small area at the spinward tip was able to resist. Clans in this area have recovered prosperous, expanding economies and a stable technological base in the TL-9 to TL-11 range. By 1200, clan scoutships from the these worlds are ranging into the trailing edge of the Hierate, although reconstruction lags considerably behind. Campaigns set in this area will be all-Fteirle; there are no Humans in the bulk of the Hierate, although there are some minor race "clans" which have adopted Fteirle culture. All characters in this region of space (biologically Fteirle or not) should use the Fteirle career determination procedure. Homeworld As with Human characters, homeworlds for Fteirle characters can be assigned, referee generated, or generated randomly. The Homeworld Random generation table can be used; ignore the Government column (clans perform all government functions). The Starport die roll modifier for campaigns set in the Aslan Hierate is +3; the Tech Level modifier is -2. If the referee chooses to create a Fteirle world with the world building rules, he or she should use the modified procedure detailed below for building Fteirle worlds. Attributes Attributes are generated for Fteirle characters using the procedure described in T:TNE. The homeworld environment affects Fteirle attributes in exactly the same way if affects Humans (Kusyu, the Fteirle homeworld, has a surface gravity of 1.02g, and a sea-level atmospheric pressure of 1.10 standard atmospheres). In addition to the homeworld modifiers, apply the following racial modifiers to all biological Fteirle: Add one each to Strength and Constitution. Subtract one from Agility (but never reduce it to 0). Attribute Limits: The initial die rolls create an attribute range of 1-11, just as for Humans. As a result of homeworld and racial effects the attributes will ranges will be 1-14 for Strength and Constitution, 1-12 for Dexterity, and 1-13 for all other attributes. Some careers offer the change to further increase attributes; however, no attribute may be raised more than 2 points as a result of career increases. Language: All Fteirle who adhere to their traditional culture will speak Trokh. Males will be literate in the Yoyoeaokhtef script, and females will know the phonetic tleftuawaoirlouheei as well. Fteirle who live on Human-inhabited worlds will also speak at least some Galanglic. Social Standing: Fteirle Social Standing is generated with 2D6-1, just as it is for Humans. It represents the relative standing in Fteirle society of both the individual and his or her family. Social Standing may change dramatically during character generation, depending on career choices made. SOC may not increase above F, and does not go below 1 except for outcasts, who have a Social Standing of 0. Fteirle culture does not recognise noble titles as such, although individuals of high Social Standing have required honorifics and forms of address wich vary from clan to clan and situation to situation. Naming Characters: The material on the Trokh language, in Part 2 of this article, gives basic guidelines for creating Fteirle names. There is certainly no requirement that Trokh names be used, although it does add to the atmosphere of the game. Because the "ko" suffix is used to indicate the head of a clan, care should be talen to avoid names or nicknames which end in "ko", unless the character actually is the head of a clan. Call Signs: The use of two-syllable tactical nicknames is a practise confined to the Star Vikings of the Reformation Coalition. However, all Fteirle have one to three syllable nicknames which they use in informal conversation. Gender: Since gender is so important to Fteirle society, platers should determine the gender of their character before beginning career determination. The player may choose, or determine randomly. Since Fteirle females outnumber males by about 3 to 1, roll 2D6 for gender: a result of 5- indicates a male, 6+ is female. Background Skills: Background skills are determined normally, subject to gender and racial limitations as described below. In addition, Dewclaw skill is available as a background skill to all Fteirle characters. Default Skills: Default skills are determined normally, subject to gender and racial limitations as described below. In addition, Fteirle player characters in a mixed Human-Fteirle campaign setting (typically the Regency, and along the Aslan Border) recieve (at the referees' option) Tolerance 0. Careers Characters will use this modified career determination procedure, or the standard T:TNE career determination rules depending on their exact circumstances. In general, Fteirle who are in a human culture will use the standard cereer rules, while any character (biologically Fteirle or not) who is in a Fteirle culture will use these rules. Rite of Passage: Fteirle begin their careers with the akuaeuhrekhyeh (rite of passage) at the age of 16 ftahea. The rite tests an individual's fitness to enter adult society and has an affect on the careers the individual may choose. Male and female youth undergo different rites. To simulate this rite, roll 2D6. Males compare the result to each of his six attributes. Create a rite of passage number by adding one point for each attribute which is greater than the sum of the dice. For example, a male with a UPP of 969578 rolls a 7; his rite of passage number is 3. Females also roll 2D6, but they compare the result only to their Intelligence, Education, and Charisma. Create a rite of passage number for females by adding 2 points for each of these attributes which is greater than the sum of the dice. For example, a female with a UPP of 857A69 rolls 7; her rite of passage number is 4. Terms: The traditional Fteirle term of service is 8 ftahea (7 standard years). "Careers" of formal education are an exception to this rule. Career Term Skills: Fteirle recieve their career term skills just as Human characters do. In the first term of a career, Fteirle characters recieve a fixed package of skills. In subsequent terms, they recieve the same number of skills as Human characters do. However, remember that Fteirle terms are longer than Human terms, and Fteirle age differently s well. Special Duty/Adventure: Fteirle characters recieve additional skill levels for a special assignment or adventure. The die roll and number of skill levels recieved is the same as for Humans. Prerequisites: The results of the rite of passage are given great weight in Fteirle society. One who passes the tests with great honor frequently gets preferential treatment when choosing a career. For the character's first career, the rite of passage may allow a prerequisite to be ignored. A 1D6 roll against the rite of passage number may be used to avoid any one prerequisite The prerequisite is avoided if the die roll is less than or equal to the rite of passage number. The balance of career determination (including career term skills, promotions, special duty/adventure, secondary activity, and social standing) follows the procedure decscribed in T:TNE, with one major difference. Certain careers and certain skills are restricted by gender. The career and skill listings below indicate these restructions. Careers or skills that are only available to male Fteirle are marked with (M). Female careers and skills are marked with (F). The rest are available to any Fteirle, male or female. Entrance to an inappropriate career is effectively impossible. It is possible, although unlikeley, to learn inappropriate skills. In such cases the skill will be kept secret, to reveal the skill would be shameful. Ending Character Generation: Follow the procedure outlined in T:TNE. It is customary for Fteirle to retire at the end of their 5th term, at an age of 56 ftahea. Contacts: Fteirle acquuire contacts in the same manner as Humans. The 1D10 die rolls for offworld contacts in the Aslan Hierate are 6+ for non-special terms, and 4+ for terms with special duty. Because of the sharp gender distinctions in Fteirle society, many contacts will be of a specific gender. Business, medical, trader, and wealthy contacts are invariably female, as are many specialist contacts. Government contacts are male. All other contacts may be male or female, depending on the exact nature of the work. For example, a military contact will be male, if he is a part of the combat forces. Military contacts who are in supply, support, or technical positions will be female. In many cases contacts, particularly solid contacts, will be relatives of the character, by blood or by marriage. In addition to all of his or her other contacts, all Fteirle (except outcasts) have a special generic contact: their pride. In times of dire need, any may invoke sihouwelilyiuahryi (the call of the pride) to ask for assistance. The nature and amount of such assistance is, of course, at the referee's discretion. Age Fteirle characters begin their careers at the age of 16 ftahea. Each term served adds 8 ftahea, in other words (8xTerms)+17=Age. Beginning at age 56 (the end of the 5th term) ftahea, Fteirle characters must begin to check for the effects of age. Fteirle age more quickly than Humans, and must check every 2 ftahea. The procedure is the same as that described for Humans in T:TNE. Consolidated Effects of Age Table Start End Roll for Term Age Age ST/SD Str Agl Con Int Aging at: 1 16 24 4 - - - - - 2 24 32 4 - - - - - 3 32 40 3 - - - - - 4 40 48 2 - - - - - 5 48 56 1 - Y - - 56 6 56 64 1 Y Y - - 58,60,62,64 7 64 72 1 Y Y Y - 66,68,70,72 8 72 80 1 Y Y Y - 74,76,78,80 9 80 88 1 Y Y Y Y 82,84,86,88 10 88 96 1 Y Y Y Y 90,92,94,96 * ST/SD = Number of Subsequent Term/Special Duty skills Anagathics: Fteirle consider the use of anagathics to be distasteful and at least faintly dishonorable. Consequently anagathics are rare, but not unknown in Fteirle space. Should a player decide to have his or her character use anagathics, the regimen begins at age 52. The effects of anagathics and the rolls to obtain and maintain a supply are the same as for Humans, although the availability DM for homeworlds in the Aslan Hierate is -4. Human and Fteirle anagathic drugs are not interchangeable, as each must be tailored for the individual race's biochemistry. Skill and Attribute Derived Values Hit capacity, Load, Throw Range, and Unarmed Combat Damage are computed using the same rules as for Humans. Note however, that Fteirle are unarmed in melee combat only if they choose to be. Weight is computed differently for Fteirle. A male's weight in kilograms is equal to 92 plus 4 times Strength minus Agility, or [4x(STR-AGL)]+92. To compute the weight of female characters, substitute 75 for 92 in the formula, or [4x(STR-AGL)]+75. Initiative is determined exactly as described in the Traveller rulebook. Starting Money and Initial Equipment Starting Money: Fteirle characters determine starting money in the same manner that Human characters do, with two exceptions. First, Gambling skill may not be used as a multiplier, because gambling for money is virtually unknown in Fteirle society. Second, male characters halve the amount of starting money they recieve. The amount is the value of the posessions they have accumulated during their terms of service. Any amount not immediately used to purchase equipment is lost. This is due to the fact that Fteirle males consider money matters beneath their dignity. The referee may allow males with Independence skill to retain up to Cr100 times their skill level (not asset). Travellers' Aid Society: Fteirle characters in the Regency may recieve this benefit, as described in the T:TNE rules. Fteirle males may be invited to join one of the Brotherhoods of Honor at the discretion of the referee. Normally, such an event would be played out as part of the campaign, instead of awarded during character generation. However, should the referee and players decide to do so, the induction of a young male who has served with honor in the armed services is not unheard of. Starships: Fteirle starships are usually owned by clans or corporations; ships where the "government" holds the mortgage are owned by a clan, and ships which would be financed by a bank loan are owned by a corporation. Individuals who recieve ship benefits are granted use of the ship. However pirate ships and a belter's seeker are owned outright by such individuals. Fteirle characters acccumulate ship DMs as described in the T:TNE rules. Male characters may not purchase ship DMs for money, nor may they sell ship DMs for their trade-in value. The Stellar Region DM for campaigns in the Aslan Hierate is -10, and typically clans own these ships. <<>> Career List Education Civillian Occupations Artist Belter (female only) Envoy (male only) Flyer (male only) Management (female only) Mariner (male only) Medic (female only) Outcast Pirate Scientist (female only) Teacher (male only) Technician (female only) Wanderer (male only) Military Careers Military/Military Officer Space/Space Officer <<>> Education Undregraduate University: As described in T:TNE, and available to both males and demales who meet the prerequisites. Military Academy: As described in T:TNE, and available to both males and females who meet the prerequisites. Graduate University: As described in T:TNE, and available to both males and females (but note the limited number of options for males) who meet the prerequisites. Law School: Not available to Fteirle characters. Fteirle society does not have lawyers, lawsuits, courts, or judges. Most disputes which in human society are resolved in a court of law are resolved either by a duel on the field of honor, or by a decision of the family, pride, or clan leader. Medical School: As described in T:TNE, available to female Fteirle only. Flight Academy: As described in T:TNE, available to male Fteirle only. Technical School: As described in T:TNE, and available to both males and demales (but note the limited number of options for males) who meet the prerequistites. Clan Technical Academy: Within the last few ftahea, several clans in the Fahr have established technical academies in otrder to recontact and rebuild worlds which were cut off by the virus. Use the Hivewr Technical Academy career as described in T:TNE. Because the academies are so new, Fteirle characters must be the last career term before ending career determination. The technical academy is open to both males and females (but note the limited number of options for males). Civilian Occupations Athlete: This profession is available to both males and females who meet the prerequisites. The first term skills are Acrobatics 3, Medical 1, Melee 1, and Instruction 1. Add Instruction to the Subsequent term skills list. Althugh Fteirle society does not have organized spectator sports the same way most human societies do, nearly all Fteirle enjoy participating in atheletic and sporting contests. Therefore there is a demand for skilled atheletes to teach and lead participants in these games. Attorney: Not available to Fteirle characters. Fteirle society does not have lawyers or lawsuits. Most disputes which in human society are resolved in a court of law are resolved either by a duel on the field of honor, or by a decision of the family, pride, or clan leader. Barbarian: As described in T:TNE, and available to both males and females who meet the prerequisites. Belter: As described in T:TNE, and available to both males and females (but note the limited number of options for males) who meet the cprerequisites. Bounty Hunter: Not available to Fteirle characters. The closest equivalent profession is that of "Assasin", and it is described below. Bureaucrat: As described in T:TNE, except that except that there is no automatic promotion for SOC 8+. This career vailable to female Fteirle only. Civil Engineer: As described in T:TNE, available to female Fteirle only. Civil Pilot: As described in T:TNE, available to male Fteirle only. Computer Operator/Programmer: As described in T:TNE, available to female Fteirle only. Construction Worker: As described in T:TNE. This career is available to all female Fteirle, and Male Fteirle with SOC 6-. Males recieve promotions on a roll of 9+, DM +1 if CON 7+. Corsair: As described in T:TNE, and available to both males and females. The SOC reduction effects of this career may reduce a character's SOC to zero, in which case, he or she becomes an Outcast at the end of the current term of enlistment (8 ftahea). Characters which are apprehended (fail the 1D10 roll against INT) also become Outcast. For one (and only one) term during character generation, the referee may rule (at his or her discretion) that the character was operating as an honorable corsair under a letter of marque granted for a clan war. In this case, there is no SOC reduction, and no roll to determine if the character must become an Outcast. Criminal: Not available to Fteirle characters. The closest equivalent profession is that of "Outcast", which is described below. Diplomat: Fteirle Envoys are diplomats which represent their clan to other clans. This profession is open to males which meet the prerequisites. Substitute Tradition for Economics in the First Term and Subsequent Term skill lists. Entertainer: Military Careers Uniquely Fteirle Professions Assasin (male only) Champion Adventurer <<>> Table of Ranks Military Space Male (Female if different) Male (Female if different) E1 Soldier Recruit E2 Veteran Soldier Spacehand E3 Warrior Veteran Spacehand E4 Veteran Warrior Honored Spacehand E5 Honored Warrior Petty Officer E6 Chief Honored Warrior Veteran Petty Officer E7 Leader of Warriors Honored Petty Officer E8 Leader of Clansmen Chief Petty Officer E9 Honored Warrior Leader Honored Chief Petty Officer O1 Cadet Intendant O2 Jr. Lieutenant Jr. Lieutenant O3 Lieutenant Lieutenant O4 Captain Sr. Lieutanant O5 Commandant (Executive) Commandant Lt. (Executive Lt.) O6 Sr. Commandant (Sr. Executive) Officer Commandant (Officer Executive) O7 Div. General (Div. Chief of Staff) Captain (Executive) O8 Corps General (Corps Chief of Staff) Admiral (Chief of Staff) O9 General (Chief of Staff) Fleet Admiral (Fleet Chief of Staff) O10 Field Marshal Clan Admiral Notes: In the Fteirle military, E1 and E2 are enlisted ranks, E3 through E9 are NCOs. O1 through O3 are junior commissioned officers, O4 to O6 are field grade officers, and 07 through O10 are general officers. In both military and space ]services, rank O10 is not available to females. Tasks and Skills Skills by Skill Clusters Table The Skills by Skill Clusters table is reproduced here from page 113 of Traveller: The New Era. Most skills are available to both genders; those that are not are explicitly restricted in the list below. If an enture cluster or cascade is restricted (for example, Artillery is restricted to females), then all of the skills in the cluster are restricted. Acrobat Acrobatics (AGL) Stealth (AGL) Thrown Weapon (STR) Climbing (CON) Aircraft Pilot (cascade) (AGL) - M Airship Rotary Wing Fixed Wing Glider Interface/Grav RCV Operations (EDU) - F Animal Handling Riding (CON) Guard/Hunting Beasts (CON) Farming (INT) - F Archaic Weapons Thrown Weapon (STR) Archery (STR) Artillery - F Forward Observer (INT) Heavy Artillery (STR) Energy Artillery (AGL) Archaic Artillery (STR) RCV Operations (EDU) Artisan - F Metallurgy (EDU) Carpenter (CON) Jeweler (AGL) Mason (STR) Charm Act/Bluff (CHR) Carousing (CHR) Persuasion (CHR) Recruiting (CHR) Service (CHR) - F Crime - NOT AVAILABLE Forgery (AGL) Pickpocket (AGL) Intrusion (AGL) Determination Leadership (CHR) Streetwise (INT) Willpower (INT) Tolerance* (INT) - M Economics - F Admin/Legal (EDU) Marketing (EDU) Engineer - F Construction (EDU) Combat Entineer (CON) Excavation (EDU) Starship Architecture (EDU) Explore Climbing (CON) Liaison (CHR) Map (EDU) Navigation (INT) - F Survival (INT) Swimming (CON) High-G Environment (CON) Fine Arts Act/Bluff (CHR) Dance (AGL) Disguise (CHR) Music (cascade) (AGL) Composition Strings Wind Percussion Keyboard Other Painting (INT) Sculpture (INT) Song (CHR) Gun Combat Energy Weapon (cascade) (AGL or STR) Energy Pistol Energy Rifle Slug Weapon (cascde) (STR) Slug Pistol Slug Rifle Early Firearms (STR) Heavy Weapons Autogun (STR) Heavy Guns (STR) Energy Artillery (AGL) Grenade Launcher (STR) Tac Missile (AGL) Interaction Bargain (CHR) - F Instruction (CHR) Interrogation (CHR) Language (cascade) (CHR) individual languages Linguistics Tolerance* (INT) Liaison (CHR) Recruiting (CHR) Independence* (INT) - M Medical Medical (cascade) (EDU) Diagnosis - F Trauma Aid Surgery - F Melee Unarmed Martial Arts (STR) - NOT AVAILABLE Armed Martial Arts (cascade) (STR) Large Blade - NOT AVAILABLE Small Blade - NOT AVAILABLE Polearm - M Club - M Dewclaw* (STR) Perception Investigation (INT) Observation (INT) Psychology (INT) Research (INT) - F Tracking (INT) Personal Trasport Parachute (CON) Grav Belt (AGL) Muscle Transport (cascade) (AGL) Skates Skis Wheels Physical Science - F Biology (EDU) Chemistry (EDU) Farming (INT) Genetics (EDU) Geology (EDU) Meteorology (EDU) Physics (EDU) Robotics (EDU) Xeno-Biology (EDU) Social Science History (EDU) Instruction (CHR) Interview (INT) Persuasion (CHR) Psychology (INT) Research (INT) - F Tolerance* (INT) Tradition* (EDU) - M Space Vessel Astrogation (INT) - F Pilot(Interface/Grav) (AGL) - M Sensors (INT) - F Survey (INT) - F Spacehand Environment Suit (CON) Zero-G Environment (CON) Space Tech Communications (EDU) - F Gravitics (EDU) - F Gunnery (cascade) (EDU) - M Energy Weapon Grav Weapon Missiles RCV Operations (EDU) - F Screens (cascade) (EDU) Nuclear Dampers - M Meson Screens - F Sandcaster - M Black Globe - F Ship's Engineering (EDU) - F Tactics - M Ground Tactics (INT) Fleet Tactics (INT) Ship Tactics (INT) Technician - F Communications (EDU) Computer (EDU) Electronics (EDU) Machinist (AGL) Mechanic (STR) Vice Bribery (CHR) - F Disguise (CHR) Gambling (INT) - NOT AVAILABLE Streetwise (INT) - F Independence* (INT) - M Vehicle Ground Vehicle (cascade) (AGL) - M Wheeled Vehicle Tracked Vehicle Hovercraft (AGL) - M Riding (CON) Pilot(Interface/Grav) (AGL) - M Vessel Hovercraft (AGL) - M Large Watercraft (CON) - M Small Waterfract (CON) * --- Uniquely Fteirle Skill M --- Male (only) Skill F --- Female (only) Skill NOT AVAILABLE indicates that the skill is virtually unknown amoung Fteirle. Restricted Skills Fteirle characters may attempt to learn skills which are not appropriate for their gender, or which are not available in Fteirle society. Characters may not recieve inappropriate skills as their first term skills (any such skills on the first term skill list are lost). Each "special duty" or "special adventure" during character generation allows the character to learn one skill (a single skill level only) without being subject to the ordinary restrictions of Fteirle society. Uniquely Fteirle Skills Tolerance (Interaction, Social Science - INT): This skill allows a Fteirle to ignore lapses in propriety on the part of non-Ftierle. It reflects experience in dealing with barbarians, and a certain amount of patience for their unenlightened ways. For example, the act of showing one's teeth indicates anger or an impending challenge. For a Fteirle ambassador to remember than Humans bare their teeth to indicate pleasure might be a Difficult test of Tolerance. Tolerance is used heavilty whenever Fteirle must interact with non-Fteirle. It is unlikeley to find a Fteirle without this skill in the company of non-Fteirie. Independence (Interaction, Vice - INT): This skill reflects a male Fteirle's ability to deal with the conceps of money and economics. As such, only males need this skill. In Fteirle society,money, business, and economics are traditionally a female responsibility. Males, particularly from the upper classes, rarely understand such matters, and consequently find themselves handicapped in a technological society. In order to acquire this skill, males must throw 2d6 for their social standing or greater. If the throw fails, the skill may not be acquired. Independence represents the male's ability to function without supervision in situations involving money. Males without this skill fail to grasp the concept at all, and must be looked after by a wife or female companion. Tasks for Fteirle males with Independence skill should be generated by the referee as appropriate. In general, tasks involving money should be at least one level of difficulty harder for males with Independence skill than they would be for females. A Difficult task against the Independence asset would then be used to enable the money task. Dewclaw (Melee - STR): The individual is skilled in the use of the ayloi (dewclaw) in melee combat. This skills is the Fteirle equivalent of the blade and unarmed martial arts. Because of their built-in weapon, Fteirle are unarmed in melee combat only if they choose to be. For similar reasons, Fteirle never developed blade combat, although polearms and clubs did appear. Tradition (Social Science - EDU): The individual has extensive knowledge of Fteirle social conventions: proper behavior, fine points of honor, and detailed knowledge of revered ancestors and other cultural lore. This skill may be used to aid in refereeing a duel, to determine the proper behavoir in unfamiliar circumstances, and to persuade other Fteirle to an honorable course of action. The referee should generate interpersonal tasks as appropriate to the situation. <<>> Fteirle Weapons Fteirle produce a wide variety of weapons, from the fierah, a simple thong used as a multipurpose weapon (it can be used as a throttle, snare, sling, or bolos) since before the beginning of recorded history, to modern plasma and fusion weapons. The following are "traditional" Fteirle designs; although none are at the peak of Fteirle weapons technology, they are all representative of their classes and technology levels. Handguns: Three traditional handguns designs, the khaihte, takhestah, and the khaifealate, are used by the Fteirle. The khanhte is roughly equivalent to the human body pistol, although it is not designed to be concealable. In Fteirle society, a weapon may be required as part of the proper attire; for example, it is not proper for a warrior to appear in public without his weapon. The khaihte is designed to be worn on occasions where a weapon is a part of the required clothing, but combat is not expected. The gun fits into a pocket or pouch provided for the purpose on many garments. Khaihte (pistol) 8x30mm (ammo TL-5) TL-7 Ammo: Wa= 12.06g Ea= 482.548 Cr= .4824 Barrel: Bla= 7.54 Bl= 2.92 Wbl= .0584 Cr11.68 Blp= .387 E=334.64 Esr= 18.293 D= 1 Pen= Nil Reciever: Light Self Loading Lr= 12.08 Wrl=.482 Cr96 ROF:SA Stock: Hollow Pistol Grip M:0.1 Cr25 SR= 2 Magazine: 10 round Grip Wm= .1 Cr1 .22/Cr6 We= .64Kg Wl= .86Kg R= 3 L= 15 B= 1 Cr148 The takhestah is a basic Fteirle semi-automatic handgun; produced in many variants throughout Fteirle space. It has a longer barrel and a larger magazine than human designs; this is not a problem for larger Fteirle hands. The longer barrel improves the accuracy of the takhestah. The 8x30mm cartridge is common to the all three weapons. In addition, the takhestah 20-round magazines will fit in the khaihte (but short khaihte magazines will not fit the takhestah). Takhestah (Long Pistol) 8x30mm TL-5 Barrel: Bla= 7.54 Bl= 17.342 Blp= 2.3 E= 796.2042 Esr= 28.217 D= 2 Pen= 1-Nil Wbl= .349 Cr70 Reciever: Light Self Loading Lr= 17.658 Wr= .704 Cr141 ROF:SA Stock: Hollow Pistol Grip M:0.1 Cr25 SR= 22 Magazine: 20 round Extended Grip Wm= .17 Cr2 .41/Cr12 We= 1.15Kg Wl= 1.56Kg R= 3 B= 2 L= 35 Cr236 Khaifealate is best translated as "machine pistol", but the weapon fills a role closer to that of the human submachinegun. Overall, the weapon's performance is similar to that of a submachinegun, but range is inferior to human two-handed designs. The khaifealate uses the same 8x30mm ammunition as the other two handguns, but magazines are not interchangable. Khaifealate (machine pistol) 8x30mm TL-5 Barrel: Bla= 7.54 Bl= 15 Blp= 2.01 Wbl= .3 Cr60 E= 726.23 Esr= 26.95 D= 2 Pen= 1-Nil Reciever: Light Self Loading ROF:10 Lr= 32.5 Wr= 2.596 Cr650 Stock: Hollow Pistol Grip M= 0.1 Cr25 SR= 19 Magazine: 32 round Magazine Wm= .26 Cr3 .65/Cr18 We= 2.996Kg Wl= 3.646Kg R= 1 (burst 5) L= 47.5 B= 3 Cr735 The uealikhe is a carbine, and its form follows it's function so closely that the weapon is nearly identical to some human designs. The weapon uses a unique cartridge which is not interchangable with any other type of gun. Uealikhe (carbine) 7x30mm TL-5 Ammo: Wa= 9.24 Ea= 369.45 Cr.3696 Barrel: Bla= 9.24 Bl= 17.342 Blp= 2.3 E= 609.59 Esr= 24.69 D= 2 Pen= 1-Nil Wbl= .34864 Cr69 Reciever: Light Self Loading ROF: SA Lr= 31 Wr= 2.17 Cr434 Stock: Wodden Stock L= 25 M= 1 Cr20 SR=71 Magazine: 12 round Magazine Wm= .08 Cr1 .2/Cr5 We= 3.53Kg Wl= 3.75Kg R= 1 L= 75cm B= 5 Cr531 The Takheal is a semi-automatic rifle, and is the most commonly-encountered "working" rifle in Aslan space. Like the takhestah, numerous variations abound, all derived from the same formula. The weapon can be fitted with a folding stock, bipod, electronic, laser, optic, or telescopic signts, depending on the options offered by the maker, and the use to which the weapon is put. The takheal uses standard 32-round amagazines and 9x45mm ammunition, both of which are compatible with it's military cousin, the yeheal. Takheal (long rifle) 9x45mm TL-5 Ammo: Wa= 12.72 Ea= 1628.6 Cr.5 Barrel: Bla= 20.1 Bl= 45 Blp= 2.2 Wbl= .9 Cr180 E= 2605.76 Esr= 51.04 D= 3 Pen= 2-Nil Reciever: Light Self Loading ROF:SA Lr= 41 Wr= 3.03 Cr606 Stocks: Wooden Stock L: 25 M: 1 Cr25 SR= 126 Options: Flash Suppressor 9cm .09Kg Cr9 Magazine: 32 round Magazine Wm= .275 Cr3 .95Kg/Cr19 We= 5.02 Wl= 5.97 R= 3 L= 120 B= 8 Cr820 The yeheal is a traditional Fteirle military weapon, and uses the same 9x45mm ammunition and 32-round magazines that the takheal does. The yeheal lacks a bayonet lug, but can mount any of the same options that are available for the takheal. Many military and para-military users opt for a simple weapon, and such accessories are seldom mounted on the yeheal. The weapon is selective-fire, and has a unique dual-magazine feed. The receiver feeds ammunition from one of the 32-round magazines until it is empty, and then automatically switches to the other. Therefore, the total magazine capacity is 64 rounds, and the weapon can be reloaded with a fresh magazine whenever the rounds remaining is less than 32. Yeheal (Auto Rifle) 9x45mm TL-5 Barrel: Bla= 20.1 Bl= 45 Blp= 2.2 Wbl= .9 Cr180 E=2605.76 Esr= 51.04 D= 3 Pen= 2-Nil Reciever: Light Self Loading ROF:5 Lr= 40 Wr= 2.96 Cr740 Stocks: Wooden Stock L: 25 M: 1 Cr25 SR= 126 Magazine: 2x 32 round Magazine Wm=.275 Cr3 .95Kg/Cr19 We= 4.86 Wl= 6.76 R= 3 (burst 7) L= 110 B= 8 Cr945 The eakhyasear, or hunter's rifle, is frequently carried by non-military Fteirle who require a longarm. It is also the most commonly-encountered sporting rifle design. Ammunition comes in 8-round stripper clips, and the 12x54mm round is not compatible with any other weapon. The eakhyasear has a conenient mount for telescopic sights, which are commonly fitted to this weapon. Weapons of this design are available with custom engraving, speacial woods and finishes, precious metal plating, and special attemtion to craftsmanship and quality. Such features may multiply the price by up to a factor of 10, but don't generally affect accuracy or reliability. Eakhyasear (Hunter's Rifle) 12x45mm TL-4 Ammo: Wa= 50.89 Ea=5700.11 Cr2.03 Barrel: Bla= 39.58 Bl= 33.48 Blp= .846 Wbl= .6696 Cr134 E= 5261.2 Esr= 72.534 D= 5 Pen= 2-4-6 Reciever: Bolt-Action ROF: BA Lr= 41.52 Wrl= 5.7 Cr1710 Stocks: Wooden Stock L= 25 M= 1 Cr25 SR=84 Magazine: 8 round Clip .41Kg/Cr16 We= 7.36Kg Wl= 7.77Kg R= 4 L= 100 B= 7 Cr1869 Designing Fteirle Weapons: The rules presented in GDW's Fire, Fusion, and Steel can be used to design Fteirle weapons; no modifications to the design procedures are necessicary. The stocks and grips should be specified as being designed for Fteirle hands, to prevent any confusion. If attempting to fire a weapon designed for human hands, fteirle must subtract two from their strength for purposes of determining recoil modifiers. Humans attempting to fire a weapon designed for Fteirle hands must similarly subtract two from strength when determining recoil modifiers (it is also quote painful). For humans, this penalty can be negated by wearing special "shooting gloves" (Cr50) that support the wrist and hand. A similar prosthetic aid is not available to allow Fteirle to use humen weaponry. <<>> Playing Fteirle Aliens, and the interaction between Humans and alien cultures, has been a mainstay of science-fiction for a very long time. Adding alien races to an existing Traveller campaign can open up whole new dimensions to the role-playing, for both the players and the referee (and can be a lot of fun to boot). Referee: One of the most important things for the referree of a campaign is what *not* to do. While it is very important for the referee to work with players of alien characters, the referee should avoid the temptation to overrule a player, and dictate what an individual character will and will not do. While gentle reminders are sometimes called-for, a short private conference with the player is frequently a better solution: the referee and the player can discuss what an "Aslan Way" might be, and how it differs from the way a human would approach the same situation. One of the best ways to introduce aliens in a Traveller campaign is for the referee to run alien NPCs first, before alien player-characters are introduced. This way, the referee can set the overall characteristics of the race by example. At a later date, player-characters can be introduced, and most players will tend to follow the lead set by the referee. The cooperative approach, where the referee spends time working with a few of the players, separate from the main gaming session, also yeilds very good results. In a sense, the referee is drafting these particularly motivated players into creating additional game-world detail for everyone to enjoy. With two or three people working on the project, considerably more detail can be created for the alien characters than would be possible for one person working alone. Players: It is this author's firm belief that aliens in any science-fiction story, including our role-playing games, should be more than an ordinary human in a furry suit. To simply dismiss the challenge of properly playing an alien character as impossible is to miss the entire point. As mainstream science-fiction writers have repeatedly demonstrated, 'alien' does not equate to 'incomprehensible'. However, it takes a willing attitude, some mental felxability, a good deal of imagination and perhaps some amount of acting ability to do so successfully. Players (and writers) who are not at least willing to make a 'best effort' should refrain from playing a role that makes them uncomfortable. It is also true that without a good foil, the best alien roleplaying will be less than totally effective (Spock would not seem half so alien without Dr. McCoy around to act as just that kind of foil). For a human player, it is instructive to think of the things that are (physically) possible, that a present-day human would have to do in order to be considered "inhuman" - honorable Aslan feel the same kind of revulsion for gravely dishonorable acts. It is also instructive for the player to consider everyday questions from the alien point of view. Would an Aslan do the same thing as a human? Would his (or her) reasons be the same? It is also very helpful to arrange some non-game time with the referee or other people who are playing Aslan characters. By discussing the history and culture of the Aslan, everyone involved can gain new insight into questions great and small.