Date: Sat, 1 Apr 95 19:27:12 -0500
From: Derek Wildstar <wildstar@qrc.com>
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 <wildstar@qrc.com>
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.

<<<sidebar>>>
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.
<<<end>>>

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 <wildstar@qrc.com>
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.

<<<NOTE!  The career list is incomplete - this is the section of the rules
   which hasn't been finished.  The right thing to do is to create entirely
   new career descriptions for each of the Fteirle careers.  --GG>>>


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


<<<NOTE: These are notes on the existing (human) T:TNE careers, intended to
   guide the creation of similar but Fteirle-specific careers.  --GG>>>


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


<<<End of incomplete section>>>


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.


<<<sidebar>>>
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.
<<<end sidebar>>>


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.